September 29, 2010

Capsule: Professor Layton and the Unwound Future

Status: Complete

Put this on your box: Walk with the Professor! Feel the burn!

Most intriguing idea: Sorry, fresh out.

Best design decision: The super hint for times when you just can't figure out what the puzzle wants you to do.

Worst design decision: The world is much too large and the subway doesn't have nearly enough stops.

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September 21, 2010

Crime isn't just shooting people

Mafia II borrows so much from GoodFellas that 2K Czech probably ought to give Scorcese and Pileggi co-writing credits. Direct references to the film appear in a couple of specific scenes, but the real influence is more fundamental. GoodFellas depicts the mafia as a group of buddies, and Mafia II is built around the same idea. Although family matters motivate the game's protagonist, Vito, when it's convenient for the plot, the real impetus for his journey through the Empire Bay underworld comes from his friends. Unfortunately, the game's vision of mafia life falls apart because of its ill-considered adherence to gaming convention. Mafia II devolves into a series of increasingly ludicrous and bloody shootouts, even though a realist mob drama in the vein of GoodFellas would be an amazing game.


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September 15, 2010

Capsule: Prince of Persia: The Forgotten Sands

Status: Completed X360 version.

Put this on your box: In Persia, no pot is safe.

Most intriguing idea: Allowing the player to change, rather than just use, the environment in the course of a platform run.

Best design decision: Requiring precision timing with the environmental powers.

Worst design decision: Putting the rewind and combat powers on the same magic gauge.


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