Archive for March, 2008

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John Woo’s Stranglehold Review

March 13, 2008

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John Woo’s explosive, stylish, bullet-ridden films are the kind that toe that delicate balance of panache and absurdity in such a way that it wouldn’t be amiss to suggest they’d be perfect for videogame translation. Larger than life characters, over the top storylines and an infinite supply of ammunition (until there’s a stand-off, of course) seem like the obvious choice for the gaming canvas. Right?

Well, almost. John Woo’s Stranglehold has all the right ingredients in the mix, but the balance and adjustments needed to make it a top-notch action experience are either not present, or haven’t been refined enough to keep the gameplay from being repetitious.

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Uncharted: Drake’s Fortune Review

March 8, 2008

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The death of the cutscene; it’s been a hot topic following the onset of such narrative wonders as Bioshock’s drip-fed plot and Half-Life 2’s ‘the story’s here if you want it’ approach. Assassin’s Creed’s convoluted expository dialogue certainly lends support to the abolishment of passive viewing in a medium defined by its very interactivity.

However, Uncharted: Drake’s Fortune – an out-and-out, story-driven action-adventure – knows that if its use of cutscenes is deft enough that they inform the narrative as much as they engross the player, then they can be just as good a narrative technique as the new forms currently being experimented with. Naughty Dog knows how to craft a good cutscene: they are well-scripted, directed and voiced, and sensitively coupled with gameplay so not to be jarring. It is clear that the Californian developer knows that to showcase characters whilst keeping the momentum of the story going, cutscenes are a perfect choice when utilised smartly. The dramatic framing they provide seems to sit just right with Uncharted’s raison d’être, and it’s hard to imagine any gamer having a problem with them. Uncharted knows exactly what it is: a strongly visual, over-the-top action piece, with a little bit of Indiana Jones thrown in for good measure. It doesn’t attempt to teach, nor does it try to change the way you view gaming. What it does do is give its all to exhilarate and delight.

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