Thursday, October 16, 2008

Medal of Honor - Airborne Review

By Sayed Islam

Medal of Honor: Airborne is a PC, Xbox 360, and Sony PlayStation 3 exclusive centered around the World War II timeframe. The World War II premise has been done countless times. Since the World War II genre has been done a plethora of times, I am not going to go into too much detail about the storyline. The gameplay works like this: each mission begins with the gamer jumping out of an airplane and maneuvering his parachute to a specific location. This prevents the usual linear aspect of first person shooters. Players can control the parachute any way they see fit, but this might alter the experience. Landing at a dangerous area will almost guarantee an uphill battle; however, landing at a perfect place could give you an advantageous position. The parachuting part of the game is engrossing, and it works really well. I am sorry to say that it is all downhill after that. I am not sure if this was a glitch in the game, but I noticed that opponents re-spawn all the time. There was one particular moment in the game where I pummeled at least fifty enemies from afar, nevertheless they kept on coming in waves. It was an endless stream of adversaries. The artificial intelligence in Medal of Honor: Airborne is lackluster. All of the foes that you will encounter in vehicles drive around like they are drunk. Do not even get me started on your allies.The teammates that you have will act like absurd clowns. I lost track of the amount of occurrences where I shot my own men because they walked right in front of my line of fire. To make matters worse, they intentionally run towards grenades. If my teammates see a grenade, they will say something like "fire in the hole" and sprint towards the grenade. I have not seen artificial intelligence this dismal since I played Black. Your opponents and teammates have the same IQ as George Bush.

The majority of the gameplay is redundant: jump out of an airplane, run, point, shoot, rinse and repeat. Unrealistic physics really decreases the enjoyment in the game. I must have thrown three or four grenades at a building; regrettably, the building never exploded. No roof or ceiling catching on fire. Not even a scratch or a single dent on the building. Nothing. Absolutely nothing. It was immaculate and almost as if I had never even thrown grenades at the structure. This makes eradicating your rivals gratuitously difficult. The dreadful physics do not stop there. No, no, no. There is more. I remember raining grenades on enemies, and they were protected by a significantly thin piece of wood. How the hell does a small piece of wood provide cover for an enormous explosion? That is not my way of defining a realistic game.

All I was doing in Medal of Honor: Airborne was going from point A to point B and killing an immensely asinine number of foes. Medal of Honor: Airborne does not have a bevy of bright spots. There are a few positives here and there (audio). For the most part, it is a rudimentary first person shooter. Nothing flabbergasting about the multiplayer at all (only 12 players online). Fortunately, gamers will only have to endure approximately seven hours of gameplay from start to finish. Falling down through the air with a parachute is not exactly death from above. Unfortunately, the parachute gameplay twist does not merit a real reason to buy this game.

The parachuting element of Medal of Honor: Airborne is more of a gimmick than an actual innovation. It does not really add much originality to the game. The game is definitely not on the same level as Call of Duty. Medal of Honor: Airborne does not even come close to the same gaming experience as Call of Duty. Overall, it is an average game but not as amazing as Medal of Honor Frontline. I am being fairly generous when I even consider Medal of Honor: Airborne as being an average video game.

final verdict 7 out 10


Madden 2008 Review

By Sayed Islam

The most notorious sports video game of the year is available. Many critics and even devoted Madden fans have been perturbed with Madden recently because they have been the same old Madden. Some would even go as far as to say that there has not been many innovative features after Madden 2005 (which introduced the hit stick). Others believe that Electronic Arts is not striving to make the best NFL game because there is no competition. Since EA bought the exclusive NFL rights, they have been making the same old Madden video games. Madden 2008 is an exception to that rule because it is brilliant.

After an average three iterations of Madden that have disappointed fans, Madden 2008 will definitely please fans. The visuals are amazing on the Xbox 360 and PlayStation 3, but they are dreadful on the Nintendo Wii. Players will notice is that the somewhat vexing Tony Bruno is no longer doing his absurd radio show, and the gratuitous newspaper information is nowhere to be seen. The gameplay is more fluid than previous iterations of Madden. Gamers will realize that the players do not arbitrarily run around the field like Bobby Brown addicted to crack cocaine anymore. There have been some minor alterations to the hit stick; moreover, high and low tackles can be executed. The pass rush is more realistic in Madden 2008 than in Madden 2007.

You cannot expect to pick up the blitz with only five offensive linemen; you ned to alter your protection and blocking schemes. Quarterbacks will be more precocious because high IQ quarterbacks like Peyton Manning will be able to see what play the defense is running. To counter this, defenders with high IQ will be able to view what play the offense is running. Players with low intelligence like Michael Vick (dog killer) will not be able to read defenses. This feature is only available if the defense or offense runs the same three of four plays every time, but it is still a nice touch and prevents any team from running the same plays every time. Offensively, the highlight stick has been revamped; more maneuvers can be performed on your way to scoring a touchdown. This is incredible because it reduces contemplating what to do next on the field. Wide receivers have some brand new things to do as well.

Spectacular catches and possession catches can be utilized in Madden 2008. Many expert Madden fans will realize that each receiver plays differently. For instance, Hines Ward will attempt a conservative catch because he is a possession receiver. Conversely, Torry Holt will attempt an aggressive catch because he is a spectacular receiver. Another element about receivers is the chess match with defenses. For example, Terrell Owens (the guy who sabotaged the Eagles 2005-2006 year and helped the New York Giants win their division) will be much easier to play bump and run coverage than a swift receiver like Steve Smith.

This is because Terrell Owens is an easier player to press at the line of scrimmage. The same rule applies for Randy Moss. Substitutions are more of a factor in Madden 2008 than last season. Teams like the New Orleans Saints will run a two back system, and Reggie Bush will share the load with Deuce Mcallister. Superstar mode has been overhauled in Madden 2008.

Players will have more control on the rating of their created Superstar. He will compete in 40 yard dashes, lift weight, and various other drills to bolster his attributes. This is much more proficient than the asinine DNA mode which was random. Subtle icons are shown under each player to accentuate their field of expertise. For example, Brett Favre has a rocket under his name because he has "rocket arm." Overall, Madden 2008 has given even the most novice NFL fans something to be elated about. It seems that the Madden franchise is finally heading in the right direction.

Final verdict: 8.5 out of 10


Lair Review

By Sayed Islam

This is a PlayStation 3 exclusive video game about a dragon. When the game made its debut at E3 2005, people were elated. They were amazed by the environments and the open ended aerial combat. Players will begin to notice that the visuals in Lair are stunning, and the full motion video sequences look spectacular. The story is unique throughout the duration of the game, and the audio is flabbergasting. The protagonist in Lair is Rohn (dragon rider for the Asylian army) and the perverse Mokai. Asylia and Mokai used to live in harmony until a volcano transpired. Lair has a plot that appears to be taken straight out of a Hollywood movie script. It has its fair share of twists and turns that will keep any avid video game fan guessing.

In addition, Lair contains a few poignant moments sprinkled in here and there. On the contrary, looks can only go so far. The old saying "don't judge a book by its cover" and "looks can be deceiving" should definitely be applied here. The gameplay is an enormous disappointment.

Even though blowing fire on things looks exemplary, Lair is a video game that people will detest. The controls in Lair are significantly egregious. I felt like my dragon was high on crystal methamphetamine or crack cocaine. Do not even get me started on the flawed targeting mechanic in Lair. Targeting a foe is worse than targeting in Gran Theft Auto III. You have absolutely no control aiming. The shoulder buttons are used to lock on an adversary, nevertheless it has its drawbacks. The artificial intelligence automatically selects what you should be focused on. I kid you not! Even if you are within five inches of your opponents, you could end up locking onto an innocuous object that is 1000 miles away. Unfortunately, gamers are coerced into using the six axis controller in Lair. This feature cannot be toggled on and off (unlike Warhawk) and is poorly executed in Lair (unlike Warhawk).

The controls were fairly intuitive in Warhawk; conversely, Lair will give players a migraine. I pulled so many muscles while I was playing Lair. Factor 5 made a brilliant Star Wars: Rogue Squadron trilogy, but they laid an egg with Lair. Unreceptive controls is the biggest blunder in Lair. For instance, fending off a swarm of enemies at once is vexing. Turning around requires players to exert an exorbitant amount of stamina. Making swift and precise maneuvers through the air with your dragon are not feasible. What kind of ludicrousness is this? The one saving grace in Lair is the presentation; then again, that is just not enough to fully enjoy this game. In a nutshell, Lair is dreadful. It is not engrossing to play at all. My hands started sweating excessively every time I utilized the six axis controller. The gameplay is fairly redundant and insipid.

Overall, Lair is like an IPhone. They both look stylish; however, they both drastically fall short of expectations.

final verdict 5.2 out of 10


Heavenly Sword Review

By Sayed Islam

Heavenly Sword was expected to be a launch title when the Sony PlayStation 3 made its debut, but that never came to fruition. Instead, Heavenly Sword was delayed until September 2007. The game is a Sony PlayStation 3 exclusive video game.

Gamers will be in control of a fairly attractive protagonist named Nariko. The storyline in Heavenly Sword is about Nariko and her father. Her father was killed, and Nariko wants to seek vengeance. In order to avenge her father's death, she must wield a deadly weapon known as the Heavenly Sword. The plot is your usual tale about revenge and tyranny. It is nothing that we have not seen before and nothing out of the ordinary. I have seen this same storyline in a myriad of other video games. The visuals in Heavenly Sword are stunning. Facial animations entail the entire body, so every part someone's face looks realistic. All of the environments are drop dead gorgeous. From the ancient architecture to the flora, everything in Heavenly Sword looks splendid.

The exemplary presentation of the game does not stop there. The audio in Heavenly Sword is on par with God of War; (though it is not better than God of War) furthermore, the voice acting makes the characters come to life. The gameplay breaks down like this: Nariko has three stances in her arsenal. One stance is a swift stance that enables you to attack foes quickly. The second stance is a powerful but slow fighting stance. Lastly, there is a ranged stance that allows gamers to hit opponents from a distance. Every stance fits Heavenly Sword well, and they all complement each other. For instance, utilizing a swift stance will eradicate minor enemies. But a power fighting stance might work for a boss. There is also a satisfying counterattack maneuver (ala Assassin's Creed) that can be executed by pressing a button at the correct moment. When it is done correctly, Nariko will perform a one hit counter attack kill. One flaw with the gameplay is that is devoid of a block button. You can block, however it is completely random and arduous to achieve. You have to match the same fighting stance that your enemies are using. If they use a swift fighting stance, then you have to use a swift fighting stance. One of three colors will radiant around your foes that will accentuate what stance they are utilizing. It seemed like blocking was an afterthought in Heavenly Sword, and the blocking mechanic is a disaster.

A great deal of the gameplay is redundant but manages to keep players intrigued. Excluding bosses, most of your opponents are immensely generic looking characters that lack any depth. Speaking of the bosses, they are definitely an attention grabber. Boss fights add some challenge to the game and provide a much needed chance of pace from the repetitive gameplay. Heavenly Sword has its share of contact sensitive moments (ala God of War) that will appease God of War fans. These contact sensitive parts in the game are significantly difficult to accomplish because you are given a limited time to react when the button icons appear. Luckily, the button icons are identical each time (unlike God of War).

Without giving too much away, there is one particular puzzle in the game that involves throwing a shield that will make you want to scream at the top of your lungs. Fortunately, the game developers did rectify a majority of the camera blunders in the demo. Many people will be mesmerized with the dazzling martial arts acrobatics in Heavenly Sword; others will be mesmerized with the red-haired beauty named Nariko (I know I was); some will be mesmerized by both. Overall, Heavenly Sword is not as brilliant as God of War. The most vexing aspect of Heavenly Sword has to be the length. The game is over before you know it; moreover, maybe six or seven hours of gameplay from start to finish. The final verdict on Heavenly Sword is that it is good but not a remarkable game.

final verdict 8.4 out of 10


Folklore Review - A Magical Adventure

By Sayed Islam

Folklore is a PlayStation 3 exclusive video game that will probably get lost due to the Orange Box madness, but I will try to shed some light on the game. The game is developed by Sony and published by Game Republic. Judging by the title of the game, it is fairly obvious that Folklore is a role playing game. The storyline in the game transpires in Doolin, and Doolin is a village in Ireland. Mysticism and the supernatural beings are a few of many things that haunt this village. There are two protagonists in the game named Ellen and Keats. They are immersed in an eccentric environment that is imbued with spirits and "ghosts."

Both of the playable characters in the game have separate objectives. Ellen goes to Doolin in search of her mother because she has supposedly sent a letter to Ellen (sounds eerily similar to the dead wife letter that was sent to Harry from Silent Hill 2). On the other end of the spectrum, Keats is a journalist who travels to Doolin to learn about the strange occurrences that are taking place. I found the plot to be enjoyable, but the game has a storyline that can take some time to develop. The gameplay in the game has two different settings.

A location known as The Netherworld is where the combat occurs, and the normal world is where gamers will be achieving typical role playing game tasks. When gamers are in the normal world, they will be collecting items and having conversations with various people. The normal world provides a nice change of pace from the combat. Each character's gameplay is broken down into chapters. To eliminate confusion, it is best to complete one chapter with one character and go replay that chapter again with the other character. For instance, finishing Keats' chapter first and replaying the same chapter with Ellen. I felt like the game progressed in a much more cohesive manner when I took this approach. You can mix and match chapters by playing multiple chapters from Ellen's perspective, but doing this would make the plot completely garbled. The gameplay predominately consists of acquiring souls. All of the adversaries have souls that can be absorbed and used for later use. Since each soul you gain varies, the abilities you gain is also different.

For example, one soul can perform an ice elemental damage and another can utilize electricity. Once you take in a soul, you can map if to the four face buttons on the PlayStation 3 controller. Not all souls are proficient in eradicating every foes; furthermore, you cannot expect to beat the entire game with only one sul. There are strengths and weaknesses for each opponent in the game. This makes the game somewhat balanced, but gratuitously time consuming. Personally, I found the guess and check system of finding the correct soul to kill opponents to be rather convoluted. The method needed to capture a soul is unique on its own right. This is where the six axis controller is at its best. The six axis controller is amazing for getting a soul under control, and the controls itself are intuitive. The game developers of the disaster known as Lair should meticulously take notes from the game developers that worked on Folklore. Do you hear me Lair game creators? You guys can learn so much about the six axis controller from the team that worked on Folklore. If anyone who worked on Lair is reading this, then he or she needs to give the game designers of Folklore a phone call and have a long chat about how to make the six axis controller responsive. Look at me going off on one of my tangents again. Alright, back to the review of Folklore. The frame rates appears to be smooth, but I had a problem with the prolonged load times.

Regrettably, the audio in the game is utterly ridiculous. A majority of the dialogue is shown via a comic book style. If this comic book style of story telling is tastefully done, then it works to perfection (ala Max Payne and Max Payne 2). The most egregious aspect of the dialogue is that there is absolutely no voice acting during these absurd comic book style segments. I thought the lack of voice acting was an enormous blunder in the game. There should always be voice acting in a next generation console video game (especially considering the fact that this is a PlayStation 3 video game). During the major cut scenes, there is voice acting.

Unfortunately, the voice acting is horribly done. Folklore pales in comparison in the voice acting department to other exquisite video games such as Heavenly Sword, Halo 3, God of War, and God of War 2. What the hell Sony? How could the audio in Folklore be this poorly executed? The only saving grace with the audio is the music and sound effects. Luckily, the visuals in the game are incredible. Everything that is seen in Folklore makes it seem like a fantasy. The vibrant colors looks like an extravagant piece of artwork. Environments, flora, and fauna are well designed. Folklore will take gamers approximately nineteen hours from beginning to end. Overall, Folklore is a solid role playing game. It is not as brilliant as Oblivion on the PlayStation 3, but Folklore has just enough to give gamers a reason to play.

final verdict 8 out of 10


BioShock Review

By Sayed Islam

This game is terrifying. BioShock occurs in an underwater world called Rapture. The name of the protagonist is not given; he is known throughout the game as the narrator. A bevy of scientific experiments were transpiring in Rapture, and some were unknown to many people. This is where the player enters the picture. You travel there to examine Rapture, but you are immersed in a perverse atmosphere. BioShock has an exemplary storyline that is rare in the first person genre.

The visuals and audio are excellent. Graphically, BioShock looks sensational and holds up nicely without any frame rate glitches. Players will hear the eerie sounds of little girls as they hide. Footsteps are heard loud and clear when various enemies approach you. The most engrossing aspect of BioShock has to be the gameplay. Within an instant, the narrator can launch what appears to be an endless swarm of bees at his opponents. He can also utilize lighting to put him in more advantageous positions. For instance, hurls lightening at enemies while they are in water with damage nearby adversaries. When all else fails, you can always use a gun. The perfect blend of expending magic and bullets is an intriguing balance.

BioShock is a fairly simple game because there is not much of a challenge, but do not let that deter you from playing it. I have not been this terrified playing a game since the original Resident Evil. Everything about the game, oozes bloodcurdling. From the suspenseful music to the creepy foes, BioShock will give even the amateur gamers nightmares. It was so frightening that I could not bear to play BioShock in the dark; furthermore, I defy anyone to play BioShock at night.

Final Verdict: 9.5 out of 10


Mario Party 2 Game Reviews

By Pauline Go

The star studded sequel of the original Mario Party is a grand fiesta. It is an exciting game with lots of surprises and funny moments. Mario Party 2 has six all-new multiplayer Adventure Boards, and a special mode for players who prefer to party alone. Mario Party 2 has more characters available and better mini games. The challenges are bigger and better this time round. The designers have also brushed up in the graphics department. The detail and animation are much better than last time.

Everything about the game is fantastic. The soundtrack is great. The main goal is to try to get as many stars as you can from a toad. However, as you purchase more stars, the toad runs away to different places on the game map.You have 6 characters to choose from who will have to chase the toad around. There are 6 challenging stages with varying levels of difficulty. The designers have also thrown in plenty of side quests and mini challenges to keep you busy. The enticing look on game play and vivid backgrounds make this one a must-buy.

The controls are easy and responsive. The game can essentially be controlled by two buttons. However, if you want to play some of the mini games, you will need the use of some more buttons. The 4 player capabilities and high replay value make it an exciting game to play again and again with your friends. You can expect something new everytime you start playing this game. Mario Party 2 is a very interesting game.


Guitar Hero Review

By Pauline Go

Guitar Hero is a great music video game. The game is developed by Harmonix Music Systems, and it is published by RedOctane. The primary controller is designed to simulate the playing of electric guitar. Guitar hero was first released in North America on November 8, 2005. Then it was released in Europe on April 7, 2006.

The player must press the corresponding button according to the scrolling notes of a song. The player can also use the “Dualshock System” by pressing X, L1, L2, R1, and R2. The player will earn points for every note hit. Chords have twice the value of single notes. When the player hit ten consecutive notes, chords will count as one note. The player can temporarily double the score by using the Star Power. Using the Star Power effectively, the player can multiply his points up to eight times.

Player score are shown at the end of the song. The player can also view his longest note streak and accuracy percentage. Guitar Song is quite a complex game. The average song can usually have about 400 – 600 notes. The difficult song can contain up to 1000 – 2000 notes.

Guitar Hero has over forty seven songs. Thirty of these songs are from the covers of the originals. The player can choose to be eight playable characters in Guitar hero. Six of them can be played from the beginning of the game. The rest of the characters must be unlocked as secret characters. Each characters have their own unique personalities and playing style.

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Firestorm Dual Power PC Gamepad Review

By Kirk Jensen

The Thrustmaster Firestorm Dual Power PC Gamepad is a remarkable device that renders solid feedback from computer video games that support it.

Imagine this, John Doe has just produced some major speed head into the half pipe. His board climb the wall, then into the air, John head to the top of his aerial assault and is heading to the ground and realizes the half pipe is no longer below him.For John there is nothing to break the fall except the cold, hard, unforgiving concrete. You know it is going to hurt. John hits the ground with blood flying. You close your eyes trying to forget the mayhem of the fall but your pc gamepad in your hand won't let your forget. The pc gamepad replicates each bone-crushing bounce across the concrete with accurate vibration.

In Tony Hawk’s Pro Skater 2 (the computer video game which supplied John’s fall from space), the pc gamepad, provided an accurate account of the action. "On a college campus setting, the skateboarder gets a little off the run, and rolls through a patch of grass." The pc gamepad lets you feel the wheels bounce through the rough surface of the grass. Doing so bring a realistic feel to the game that give it more value.

The PC Gamepad will be broken down into 4 different categories: The installation, The feel of the product, Pricing, Conclusion.

The installation

The Dual Power PC Gamepad is unique in that it doesn’t require a pin-port for installation instead it uses a USB port to connect to your computer. There are no batteries to buy and the whole process of installing the PC gamepad take a few minutes.

With most USB devices you don't have to shut down your computer to install it. However Thrustmaster’s PC gamepad manual recommends it. "When you restart your system, Windows will recognize the product and install the appropriate drivers." You will still need to go into control panels/controller and add the pc gamepad to it.

The feel of the product

If there is one thing about this PC gamepad that immediately sells it, it is how great it feels in the player’s hands.

This PC gamepad looks a lot like a PlayStation controller, it has a D-Pad, two analog sticks, and the typical 4 button array at the top and the two L and R button on the top just like a PlayStation controller.

This is where Thrustmaster go smart. With PlayStation play the controller would start to slide and your hands got sweaty. With the Dual Power PC gamepad there are cutouts in the middle fingers so it will not slide.

This PC gamepad is not made of hard plastic but a rubber-simulated coating that give it a soft feel even after hour of game play.

Pricing

"The company Thrustmaster has several Firestorm PC gamepads. The Firestorm Digital PC Gamepad retails for $19.99. The Firestorm Dual Analog PC Gamepad sells for $29.99. And the Firestorm Dual Power PC Gamepad (the one tested for this review) goes for $39.99."

Conclusion

In a nutshell the Dual Power PC gamepad defiantly adds to the gaming experience.

The following test was conducted: "Jessica, a 12-year-old, was asked to play with a Microsoft Sidewinder Gamepad, and then played with the Thrustmaster. The latter won the comparison hands-down."

“I like the Firestorm Gamepad a lot because the little sticks are a lot easier to use,” she said. “All the buttons are really easy to get to, and when we play games, like the skateboarding game, it is easy to use. I like it because it vibrates, and the other ones don’t, so it makes it feel like you are hurting yourself when you crash and stuff.”

What the Thrustmaster PC gamepad did that the PlayStation gamepad doesn't is with the PS gamepad there is a constant hum, the pc gamepad produces varying degrees of vibration and time sequencing.

You can program in what buttons you use more then other buttons, rather then having to stick with a computer video game's presets.

The Dual Power PC gamepad out preformed the Microsoft Sidewinder in that it was much easier to pull off difficult tasks in Tony Hawk's Pro Skater 2. "The PC gamepad allowed for increased touch control, and the analog sticks made axis control of the skater incredibly easy."

"When game players launch a program, they want to have a fighting chance to succeed. If the controllers – whether they are a steering wheel, keyboard, joystick or gamepad – are awkward to use or handle badly, that can ruin the entire experience. The Thrustmaster Firestorm Dual Power PC Gamepad enhances the experience. Sure the force feedback is nice, but what shines brightest is the PC gamepad’s versatility, comfort and sensitive controls."


Resident Evil 3 Review

By John Temp

Resident Evil 3 was originally intended as a side-story meant to placate people who had wanted to explore Raccoon City more in RE2, but instead turned out to be a beautifully done addition to the series. It was also used as a test-bed for some new features, including dodging, decision sequences the ability to walk up stairs without having to press the action key (finally). The game follows a similar sequence to the two previous ones, with the first half made up of finding 4 key items that allow you to progress to the next area and the second half featuring more boss battles, harder BOWs and finally a lab area with a self-destruct sequence. The game has an extra twist of being constantly pursued by Umbrella’s latest tyrant, Nemesis. This ups the fear factor considerably as there will be times when he drops in out of the blue, literally. There are also moments where you can be struck with terrible indecision as you decide whether to dodge left or right, or if you should waste ammo on him. The game’s characters are some of the best and most popular. They some far more real with none of the stereotypical “take over the world” traits.

GFX

Some of the best you’ll find on a Playstation, bar Parasite Eve 2. The flame and water effects are nicely done, and the pre-rendered backgrounds have greater colour and range than RE2’s. Environments vary from the Raccoon hospital to the local park. The areas allow for a certain amount of interaction, such as shooting up lamps and gas valves. Capcom have also improved their character manipulation, so ingame cutscenes allow for more movement, including some nicely done gunfights. The FMVs are some of the best you’ll see and succeed in capturing the atmosphere.

Sound

RE3 features a wide range of weapon effects that are noticeably improved from the ones of RE2 and even those of CVX. Voice acting is above par, with the best work coming from the UBCS and Nemesis. It’s nice to hear a wide range of accents, but Jill’s lines sometimes seem to fall a little flat when contrasted against those from characters such as Dario Russo. RE3’s music features the best save room, boss battle and introduction tracks that border on the inspirational.

Story

Capcom were right to keep RE3’s story relatively low-key, seeing as RE2 had taken care of the explanation regarding the Raccoon City incident. The UBCS make a welcome change from mad scientists and power-crazed civilians. Umbrella’s activities are given more depth by areas such as the Dead Factory. They compliment the overall storyline instead of eroding it like Outbreak’s did. Epilogue files provide a lot of material on all the other surviving characters.

Conclusion

RE3 is my second favourite RE game mainly due to its replayability. There are many decision paths you can take that will alter your route and even the ending of the game. The BOWs that appear in an area are never the same ones the second time through. RE3 also features the best of the minigames, Mercenaries, that allows you to unlock weapons for the main game. The gameplay is nicely paced and prevents you from ever becoming bored.


This article was written by Temp, a newswriter at Resident Evil Horror.

 

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