Sunday, 25 November 2012

Call of Duty: Black Ops II Wii U Review


Call of Duty: Black Ops II Wii U Review

This is not the shooter you expected.


What if Call of Duty was different?
This appears to be the defining question informing the direction of developer Treyarch’s latest, Call of Duty: Black Ops II. While large portions of the design conform to the tenets established by prior iterations of the franchise, the unparalleled wealth of gameplay options and brilliant twists on the formula have shaped Black Ops II into the most ambitious and exciting Call of Duty ever made. It occasionally feels like the team might have strayed into territory they’re not quite masters of, but significant tweaks to the multiplayer loadout system, as well as the realization of player agency in the campaign, make this far more than “just another Call of Duty.” This is an evolution.

 

YOU CAN SHAPE IT, BUT THIS STORY ISN’T ABOUT THE HERO

The campaign narrative jumps between various characters’ perspectives and also in time. The Cold War-era missions follows characters such as Alex Mason and Sgt. Frank Woods from the first Black Ops, while the 2025 missions follow Alex’s son, David. All of these soldiers’ fates are intertwined with the villain, Raul Menendez, and his organization Cordis Die. Menendez is the sort of villain you just can’t seem to kill and, consequently, who knows how to hold a grudge. Thing is, he’s not your typical, “I’m evil cause I do bad things,” bad guy. Menendez is a tragic character, a product of imperialist nations’ meddling during the Cold War and a survivor of some truly traumatic experiences.
The story successfully casts Menendez in a light where I’m still not sure how I feel about him. At times I wanted him dead, while at others I felt like he had a right to want revenge. Hell, I even vacillate between agreeing with his end goals. Like the film Inglourious Basterds, Black Ops II becomes less about you and the “good” guys, and more about the motivations and perspective of the villain. The very fact that I’m still thinking about how the story played out -- something unprecedented in a Call of Duty campaign -- is a testament to the strength of the writing.
A great narrative already makes Black Ops II stand out in the pantheon of Call of Duty campaigns, but where it really sets itself apart is the addition of player choice and consequence. Moments and devices that would otherwise seem irrelevant -- like whether you find all of the intel in a level or choose to shoot someone -- can come back to haunt you, hurt you or help you. Failing objectives might result in new or more challenging missions rather than a restart screen. It’s a brilliant riff on the traditional Call of Duty campaign design, and, combined with the additional cutscenes that flesh out the story, creates a narrative worth replaying just to see the wildly different moments and endings. Most importantly, choice makes you apart of what you play; it’s not just a story, it’s your story. I may not have found the ending of my first playthrough satisfying because terrible things happened, but I appreciated that it was a direct byproduct of my actions.

 
The effects of your choices are often evidenced in the new Strike Force missions, shorter objectives which give you control over a group of soldiers and various drones. Sometimes these objectives are a result of your decisions and performance, and they tend to have tangible effects on the outcome of your story. These tasks are worth playing because of their crucial role in the creation of your story, but the limited command controls make them less exciting. You can order your troops around the map from a strategic overhead view or via the usual first-person control, though neither is as tactical as intended. You can’t rally soldiers on your position, and your AI allies will rush to die. Each objective essentially comes down to ordering my troops to move from point to point as a huge group while I single-handedly save the mission by taking direct control and fight a horde of foes. The importance of Strike Force’s outcome adds tension and stress to the action, but the ineffective input and inept allies create an unnecessary challenge that compromises its potential success.
Shooting is as fun and precise as ever, and alongside the abundance of gigantic explosions, vehicle missions and intense firefights, it feels like the closest thing most of us will ever get to starring in an action film. In that sense, Black Ops II is the classic Call of Duty formula at its best, with an important, defining difference: The emphasis on drone warfare, the exotic-but-grounded weaponry and the attention to detail in the believably high-tech signage and architecture makes Blacks Op II feel strikingly plausible even when it strays into non-historical settings.
The team at Treyarch brings a bit of the multiplayer loadout flavor to the campaign as well. Before each mission you can now customize your character’s weapons (restrictions apply to make sure you’re not using a future weapon in the past, for instance), accessories and even give them perks. Every level also has challenges associated with it, and you can scope out the leaderboards to see how you stand up to your buddies. These are small details, but they’re important because they layer on another reason to replay the stages. If for some bizarre reason the narrative doesn’t grab you, then you still have lots of additional goals to try and achieve that are decidedly more “gamey.”

TAKE YOUR CLASS AND LOVE IT

While not as big of a departure in structure as Treyarch’s single-player, Black Ops II’s multiplayer dares to defy the modus operandi, and provides a number of new options and modes that make it more engrossing than what’s come before.
Call of Duty has shaped the way other shooters present class and loadout designs for years, and Treyarch successfully redefines the standard with the Pick 10 system. The hook of Pick 10 comes from the ability to defy the loadout rules. Each attachment, weapon, grenade or perk counts as one of your ten points, and you can swap them out at will to create a huge number of combinations. Treyarch has also added in Wild Cards, which allow you to spend additional points to break even more rules, like equipping two primary weapons or up to six perks. Pick 10 allows the creation of the most specifically tuned classes in any shooter ever. You want to have a soldier with a pistol, four perks and two throwing axes? Do it. Maybe you want to snap three attachments to a LMG, ditching your grenades to give yourself additional perks or a badass secondary weapon for close quarters combat -- you can do that too. Pick 10 accomplishes something I didn’t even realize I wanted: For Create a Class to be as exciting and enticing as it was when I first popped in the original Modern Warfare. I don’t just experiment because I want to create a loadout perfectly tailored to a specific mode, but because it’s a genuinely fun and intuitive system to use.

 
A number of other smaller design tweaks highlight the clever design of class creation in Black Ops II. For instance perks now only affect your character, leaving it to the attachments system to affect your weapon. Thus if you want to do something like fast reload, which will make longtime players look for the Sleight of Hand perk, you’ll need to hook up your weapon with a fast clip attachment. The Kill Streak system has also been wisely replaced by Score Streaks, making every match less about how many kills and in what consecutive order you get them in, and more about doing whatever nets you the highest score. This accomplishes a majorly important feat: it makes every game less about your Kill / Death ratio. Sure, it still won’t keep people from obsessing over it, but if you want to get it higher you’re going to need to help with objectives.
While I appreciate the rush that leveling up and unlocking items provides, it always felt strange to reward you with a stat reset after hitting the cap and Prestiging. Apparently some wise people at Treyarch agreed. Unlike previous games, after each of the 10 levels of Prestige you won’t have your stats reset, but instead continue your weapon experience and challenge progress and earn even more rewards. For starters you now get a token that allows you to unlock any item regardless of its level requirement, forever. In addition you also get a Prestige Token that nets you either an additional Create a Class slot, a refund on all unlock tokens you’ve spent during your progress to date, or the more traditional character wipe that resets all your stats. This completely changes my attitude towards Prestiging, and makes it something I actually want to do.
As for modes, we get the time-tested classics TDM, CTF, Search and Destroy, etc., as well as some variations that keep multiplayer from feeling like a simple rehash. First there’s Hardpoint, a version of Halo’s Crazy King mode. You battle to capture specific points, holding them for as long as you can to rack up points. It’s not exactly original, but the way it focuses the fight around specific points stands as a perfect example of how new modes can make specific Score Streaks and loadouts more viable (Take the Defender Score Streak on Hardpoint, you can thank me later). Another excellent addition to multiplayer is the option for multi-team battles. Returning modes like Kill Confirmed are a lot more interesting with four teams of three, and this option breathes a bit of new life into modes we’ve all played to death. And of course you can still play these in four player local split-screen play, or take two people and go online.

 
For all the years Call of Duty’s been around, though, it’s never quite managed to make it easy for new players to get into the experience right out of the gate. You pretty much jumped in right after campaign and started the level grind alongside players who have the skill of cyborg ninjas, which isn’t exactly a fun introduction. Treyarch’s changed this in a couple of important ways with Black Ops II, though, starting with Combat Training. From levels 1-10, new Call of Duty players can join others in battles against bots. After 10 you can still fight bots, but you’ll only ever earn half the experience, ensuring no one uses this to level easily, but also keeping you from feeling forced to join public games to proceed. If all you ever want to do is smash bots with your buddies, you can create Custom games and fill them out with AI opponents, tweaking everything from the victory conditions to the player health to the amount of items and classes people can take in their loadouts. There’s also a number of Party Game options, which still net you experience, and allow you to change up multiplayer pacing with sillier game modes like Sticks and Stones (crossbows, throwing axes and ballistic knives only) and One in the Chamber (your gun has only one bullet until you score a kill). There’s simply more ways than ever to just have fun with Call of Duty’s multiplayer in Black Ops II.
Treyarch’s also improved the competitive aspect of Call of Duty with the inclusion of the forwarding thinking League Play mode. League Play allows you and your friends to create teams, complete with a unique name and emblem, and hop into matches with everything unlocked right from the start. You simply play a few placement games to get matched up with similarly skilled teams, and then head out to see if you can earn your way to higher tiers. It’s a proven system that’s resulted in much fairer matches for strategy games like StarCraft II, and a welcome reprieve for those who want to skip the level grind entirely and just focus on tactics and skill building.
People love to criticize the length of Call of Duty games, and if Black Ops II were only a campaign that might make sense, but this argument falls apart once you look at how much content is included. The legs of the franchise come not only from the single and multiplayer components, but, in the case of Black Ops II, from the increasingly robust and easy-to-use social features built right into the game. The Theater system was always really cool to me, but a bit too complicated for my tastes -- until now. You can still create films with a number of tailored shots, or you can just hit a single button and the game will automatically compile a decent highlight reel ready for easy upload to Elite. Elite’s engaging tools and slough of helpful and interesting info can provide useful insights about you and your friends performances, potentially improving your game, but it’s disappointing it’s still only available for PS3 and Xbox players.

 
Like the level creator in LittleBigPlanet, some of Black Ops II biggest multiplayer social features – namely, COD Casting and streaming – interest me more as a consumer than a creator. Whatever your preference, you can now take a recorded game and shoutcast it from different angles, getting a host of data about every player’s performance. After you’re done, you can upload it YouTube. Or if you want to try your hand at streaming, you can do that too by syncing your YouTube account with Black Ops II. The quality and framerate of the stream isn’t the best, and it only works on PS3 / Xbox and with League Play matches, but both streaming and COD Casting offer ways to connect with the community that feel ahead of their time and unlike anything else the competition brings to bear.

IT’S TIME TO USE YOUR BRAAAIINSSSS

Black Ops II’s Zombies mode is the deepest the franchise has seen, even if its “campaign” narrative is reliant on the self-imposed stories arising from your roaming, zombie-slaughtering adventures with three pals.
The thing is, even if Tranzit doesn’t come together as a traditional campaign, it’s still a fun alternative to the otherwise serious CoD gameplay. The ridiculousness of the Zombies world is pervasive, and the constant banter between characters, the silly robotic bus driver or the horror movie camp that saturates every second keeps things light. Moreover it’s a lot of fun to do something cooperative in Call of Duty. Fighting off increasingly difficult waves of undead inspires a different sort of tension than anything else the series has to offer, and with Zombies, it’s just about goofing off and having some laughs rather than trying to be the best.

 
Tranzit offers not only a different pace from the rest of Black Ops II, but also rewards exploration with new mechanics, secrets and easter eggs that encourage you to try it over and over. It’s intentionally designed vague, leaving you to your own devices to find random objects to combine into machines or defensive items in the environment. Once you build them you’re given no explanation about how to use them. It’s a bit aggravating, sure, but when you stumble upon a solution it’s also really rewarding, especially when that knowledge is applied to your evolving Zombies routine
Zombies mode is filled out with Survival mode and the new competitive Grief mode. Survival feels a bit hollow now that there’s the option to play in the larger Tranzit world, but it’s an alternative for people who’d rather just defend a single area and forgo all the exploration. Grief is another silly addition to zombies, pitting two teams against one another in an effort to see who can hold out the longest. You can’t directly harm one another, but you can stun them when they try to revive their buddies, or even throw meat at them to make them more attractive to the undead legions. Both Grief and Survival feel more like afterthoughts when compared to Tranzit, but they were fun distractions nonetheless, and, alongside custom game options, provide even more ways to lose hours and hours to Zombies.

Level for level, gun for gun, the campaign, multiplayer and zombies content of Black Ops 2 on Wii U is almost the same. This version may cut the livestreaming feature, and currently doesn’t have Elite, but it makes up for it with some nifty GamePad functionality.
The GamePad really steals the show on Black Ops II Wii U. While you can play with a Wii remote and nunchuck, a classic controller or even the new Wii U Pro controller, the GamePad’s button layout feels closest to what you might expect coming from the 360 or PS3 versions. It also offers some touchscreen options in multiplayer that are sometimes useful, and completely optional to use. You can change your class without having to bring up the start screen, for instance, or call in Scorestreaks with on-screen buttons (less than ideal in an intense situation, but it is optional), or use the GamePad as your minimap regardless of what controller you’re using.
Moreover it’s built-in screen offers functionality that no other platform has. Namely, the ability to play any portion of the game via SecondScreen gameplay. Black Ops 2 occasionally drops in frame-rate no matter how you play it, but both regular and SecondScreen gameplay function well enough that I never felt at a disadvantage or that it took away from the fun, even when playing the super speedy online multiplayer. Even cooler, you can play online split-screen multiplayer without having to actually split your screens. You can still play with two people on the same TV, or, thanks to some brilliant designers, use the GamePad as your second player’s screen.
One additional caveat about Black Ops II on Wii U: Its multiplayer is every bit as fun as that on other platforms, but hardly anyone is playing right now. I could easily find games of Team Deathmatch, but finding games in other modes or in League Play is currently nigh impossible.

THE VERDICT

The team at Treyarch could have played it safe and Black Ops II would have sold well, but instead they challenged assumptions and pushed the series forward in awesome new directions. It’ll be hard to return to a campaign where I don’t have the ability to shape it, and I simply can’t imagine going back to the old loadout system now that Pick 10 exists. Combined with the host of subtle and overt improvements to the array of other systems, the additions to make it more appealing to Esports, and the more fleshed out Zombies mode, this is not just a fantastic Call of Duty game, but one of the best shooters of the last decade.

Mass Effect 3 Wii U Review


Mass Effect 3 Wii U Review

Approaching zero hour with the Reapers.


Few games come with the amount of hype Mass Effect 3 has swirling around it. As the culmination of BioWare's epic sci-fi RPG trilogy, Mass Effect 3 hasn't garnered this groundswell in an artificial way. Rather, anticipation steadily sits at a fever pitch because the previous installments -- Mass Effect, and especially Mass Effect 2 -- rate amongst the best games ever made. And in many ways, Mass Effect 3 has set the bar even higher as the worthy conclusion to one of the finest stories ever told in gaming history, even if it's still admittedly imperfect.



Mass Effect 3 throws you back into the role of Commander Shepard, the first human Spectre that has, at this point in the story, gone above and beyond proving his (or her) commitment to galactic order. After reluctantly working for the xenophobic human-first organization Cerberus and jumping through the Omega-4 Mass Relay to fight the Collectors at the center of the Milky Way in Mass Effect 2, Shepard's greatest challenge still lies ahead.

Once considered the stuff of lore, the Reapers rear their heads in our own backyard. Having returned to the galaxy after a 50,000 year hiatus, the Reapers conduct an all-out assault on the galaxy's organic life. Earth itself suffers heavy bombardment as Mass Effect 3 begins, with millions suffering and dying daily. Your task: fight back, not only for Earth and humanity, but for all galactic races that find themselves simultaneously under siege.
Using some Biotics.
Shepard and his allies aren't nearly strong enough to combat the Reapers' planet-sacking death squads on their own. The earlier Mass Effect games focused on exploring the galaxy as you complete quests, building up your reputation and ultimately careening headlong into the endgame. Mass Effect 3 has all of that too, and it's all conducted through the lens of truly consequential, wide-ranging decision-making. This brings yet again an exceptionally plot-heavy slant to a series already deeply reliant on amazing story-telling.

The Reapers pose an existential threat to life in the galaxy, forcing Shepard to navigate through tricky territory wrought with age-old grudges, conflicts and old-fashioned hatred in order to get all affected parties to work together. The Krogans hate the Salarians and Turians because of the Genophage, while the Quarians have waged war with their rogue machines, the Geth, for hundreds of years. Conflicts like this exist everywhere. The challenge before Shepard lies in his ability to get all of these races -- and many others -- allied in order to fight the Reapers as one united front. This represents the galaxy's only hope in defeating their overwhelmingly powerful adversaries.
Stabbing away.
Accomplishing such feats of diplomacy resides at the heart of Mass Effect 3. Gone are the loyalty quests of Mass Effect 2; things aren't quite as personal this time around. Shepard must still make a staggering number of choices in conversation, and how he treats those around him heavily affects the game's outcome. He'll still make friends and enemies, have personal conversations and learn a great deal more about those he encounters. And the more time you spend speaking to others and exploring everyone's stories, the more you'll extract from the game.

But now, the galaxy's problems are greater, and Shepard must think bigger. By helping out individuals, militaries, governments and entire races, Shepard will collect War Assets and form a higher and higher level of Galactic Readiness. These will become integral to the success or failure of Mass Effect 3's endgame, and bring an entirely new slant to the series, one that's both welcome and fresh.
On an individual character level, Paragons and Renegades still rule the day. There's little room for grey area, making Mass Effect 3 -- like its franchise predecessors -- worth playing at least twice. Better yet, characters can be imported from Mass Effect 2 (which in turn could be imported from the original Mass Effect on Xbox 360 and PC), giving you an even larger range of consequence, impressively widening the paradigm in which choices you made in the original two games come to bear upon the trilogy's finale.



For those new to Mass Effect, the game will prompt you to make a character fresh if you don't import a save from Mass Effect 2, and will even ask you to make some important choices that will affect the game's outcome. But without understanding the full gravity of these choices by having played the original two games, Mass Effect 3 will certainly be a shallower, less fulfilling and more confusing endeavor. Consequently, playing Mass Effect 1 and 2 before playing Mass Effect 3 comes highly recommended.

With an imported character or a freshly-rolled one, veterans of the Mass Effect franchise will find a game much more in-line with Mass Effect 2 than the original. While Mass Effect 2 radically changed the series in many important ways, Mass Effect 3 only mildly iterates on what made Mass Effect 2 so great. Some of this tinkering works well; scanning planets for minerals, for instance, has been almost entirely removed, much to the chagrin of nobody. Now, while all planets in known systems can be visited and studied, only some of the planets have something truly interesting to offer you. In other words, BioWare has done a nice job in not wasting your time beyond sucking you in to read the fictional write-ups of the planets in every known system. (And speaking of fiction, get ready for the irresistible rip curl of Mass Effect's amazing codex, which fleshes-out the series' lore in an unimaginably deep way.)
The Commander is back.
But some changes aren't as positive. Mass Effect 3 totes a far looser side quest system that's less compelling and interesting than its predecessors'. It's easy to earn a bunch of side quests only by overhearing conversations in certain locations, with no real context as to what you're supposed to do. While the main quest is heavy on story and action and certainly fulfills in its own right, Mass Effect 3's slant on side quests feels wanting, making the 30 to 40 hours it takes to complete everything in the game just a little more arduous.

BioWare has somewhat dumbed-down the RPG-centric nature of the series, but thankfully this down-scaling is totally optional. Mass Effect 3 still very much acts the part of action-RPG, but players will be given options to lessen the role-playing if you want to jump only into the action or story. Then again, BioWare has made Mass Effect 3 deeper in some ways, too, with features like enhanced weapon customization. So not all is lost.
Bloody combat.
Mass Effect 2's third-person action returns with some minor changes and upgrades. Characters can still launch into a number of classes that rely on conventional weaponry, tech, biotics or any combination therein. Likewise, the squad members you meet -- some old, others new -- will fit into one or more of those categories. With a level cap of 60, it'll be hard for you to fully upgrade your character in Mass Effect 3 in one go, especially if you don't import from Mass Effect 2. But Mass Effect 3 does support a New Game+ mode once beaten that will let you beef-up your character to loftier heights.

In combat, minor changes are almost immediately evident. Shepard can now jump when prompted, roll around on the battlefield and perform other feats of pseudo-platforming that give Mass Effect 3 a somewhat different feel than Mass Effect 2. Mass Effect 3 also feels more vertical than its predecessors. Various maps will have more staircases and ladders than ever, giving you several levels from which to fight, forcing you to employ different strategies to survive against enemy onslaughts.
Cover-based, run-and-gun action is still the name of the game, and overall, this setup works great. Weapons can be toggled through and powers selected with trigger-controlled radials, while AI controls your squad mates almost entirely, save issuing supplemental manual commands. And speaking of AI, enemies also fight smart for the most part. Foes appear to work together, employ flanking and cover tactics and care about self-preservation. This doesn't always prove to be true, of course -- nailing enemy AI behavior is often an imperfect art in game design -- but BioWare has done a nice job in holding your feet to the fire in any case. Few battles can be won without employing some tactical acumen of your own.

For the very first time in a Mass Effect game, a multiplayer component has been concocted to complement the single-player experience. While Mass Effect 3 is still very much a single-player affair, an optional multiplayer suite -- one most closely aligned to Gears of War 3's Horde Mode, though not as good -- will give the game even more replay value. Purists need not worry; multiplayer isn't necessary to play in order to complete the single-player campaign. However, the two do interconnect should players want to explore that particular angle. And Achievement and Trophy hunters will find multiplayer necessary to play in order to get all of their virtual goodies.



Multiplayer itself proves to be quite fun, although it's held back somewhat by Mass Effect 3's more rigid and at times unforgiving mechanics. But even with only one mode consisting of six stages (pulled from the single-player game's N7 missions) and three enemy groups (pulled from the single-player game's primary antagonists), leveling up your characters, purchasing upgrades and generally playing around with up to three other people certainly satisfies. Mass Effect 3's multiplayer may not have been even remotely necessary, but it doesn't diminish the overall product. Quite the opposite, in fact.
Taking care of business.
Aesthetically, Mass Effect 3 pleases with a mild graphical enhancement over Mass Effect 2, obvious enhancements that shine especially when compared to the original. The PC version in particular totes exceptional load times and an enhanced look over its console counterparts. Voice acting still sounds great for virtually all characters, and Mass Effect 3's soundtrack makes for great sonic accompaniment through both tender conversations and hectic battles alike. Expect to find some texture loading problems, framerate hitches and off lip-syncing from time to time, but these issues don't mar the experience too severely. It's worth noting, however, that on PS3 our Shepard fell through the map and got caught in the environment a couple of times, forcing us to restart.
Mass Effect 3 on Wii U is, in most ways, virtually indistinguishable from its HD twins counterpart. The thing is, Mass Effect 3 is also a fish-out-of-water on Wii U because the games that preceded it in the series aren’t on the platform. They may one day be, but in the meantime, Mass Effect 3 on Wii U thrusts players into a story that, by that point in the series, is already two-thirds of the way told.
To make up for that, this version of the game comes bundled with an interactive comic that lasts well over 20 minutes, explaining the intricacies and plot points of the first two games while letting players make choices along the way that will impact how Mass Effect 3 plays out. It’s not a perfect solution, but it’s the best solution possible in a situation like this.

Play the game on your TV, or on Wii U's GamePad.

The GamePad adds some extra bells and whistles that are actually quite unique, however. In-game, you can see a map of the area you’re in, as well as enemy locations, which proves exceptionally useful. You can also see your team’s special moves and abilities. But the best GamePad-centric feature, is, of course, being able to play seamlessly on the GamePad itself.
Online play also works well. Connectivity and matchmaking both functioned nicely during our test sessions.
If you want to play Mass Effect 3 in its truest form, your best bet is the Xbox 360 or PC (and soon the PS3 as well, which is getting the original Mass Effect shortly). That’s the only chance to get the full, unhindered experience. But if Wii U is your only option and you’re okay missing out on most of the story, then by all means, have at it.

THE VERDICT

At the end of the day, you have a simple series of questions to ask yourself when considering Mass Effect 3 on Wii U. Do you have an Xbox 360, PlayStation 3 or gaming PC? Is experiencing the entirety of a plot-centric trilogy’s story important to you? Is having access to all of the game’s DLC integral to your experience? If you answered yes to any of those questions, than this version of the game isn’t for you.
If, however, you’ve never played a Mass Effect game and want to jump on in using your shiny new console, then Mass Effect 3: Special Edition is worthy of your time and money. Mass Effect 3 on its own is still easily one of the best games of the year – and some (like me) would argue that it’s the best game in the trilogy – and that hasn’t changed on Wii U. The only thing that’s changed is your access to the rest of the series.

PS3's Resistance Collection's Release Date


PS3's Resistance Collection's Release Date

It’s almost time to kill some Chimera.


The Resistance series has persisted as one of two Sony-exclusive first-person shooter series in the PlayStation 3 era (the other being Killzone). Created by Insomniac Games, Resistance played very well, but it’s most well-known for its engaging and deep story, something you don’t often find in an FPS.
Resistance: Fall of Man was a PS3 launch title, and came out in 2006. Two years later, in 2008, Resistance 2 was launched on PlayStation 3. And a little over a year ago, in 2011, the best game in the series (and the 9th best PS3 game, ever), Resistance 3, was launched.

Sony announced a while ago that the Resistance Collection would be coming, but now, we have a firm release date. Look for it on December 5th. It will cost $39.99, and will include a bunch of DLC from both Resistance 2 and Resistance 3.
Sadly the Resistance Collection is currently only planned for release in North America; we reached out to Sony who explained the company had no plans to bring the bundle to Europe.
We won’t be reviewing the collection, but you can check out our reviews for Resistance: Fall of Man, Resistance 2 and Resistance 3 by clicking the name of each game.

Molyneux Kickstarting New Game: Project GODUSMolyneux Kickstarting New Game: Project GODUS


Molyneux Kickstarting New Game: Project GODUS

Reinventing the genre he invented.


As far as game developers are concerned, Peter Molyneux is about as close to a household name as you can get. The man behind the influential Populous and Theme Park series, as well as, more recently, the Xbox-exclusive Fable franchise and Curiosity, is known for trying to push gaming beyond where it currently stands. And perhaps with his all-new Kickstarter, he may be able to do that yet again.
The game Molyneux is attempting to Kickstart is known as Project GODUS, and will be developed by 22cans, the same studio behind Curiosity. Molyneux is seeking £450,000 (or about $717,000) for his new endeavor, and the raising of funds will cease on December 21st.
Project GODUS is described as “a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre” with Populous. It’s further described as a literal, “innovative reinvention” of Molyneux’s smash-hit game.
“Populous was created over 22 years ago, and we believe that to date, nothing has come close to emulating its powerfully godlike experience,” the Kickstarter pageexplains. "It’s this experience we aim to reimagine. GODUS blends the power, growth and scope of Populous with the detailed construction and multiplayer excitement of Dungeon Keeper and the intuitive interface and technical innovation of Black & White. The original Populous hailed from the 8-bit era but GODUS will use the most modern technology the world has to offer. And you can help us make it!”
You can visit the Kickstarter page for more information.