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Date added: 24 Jan 2016
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It's also a bit galling, the way the game's camera is so obsessed with zooming in on the posteriors of the game's female characters, which adds a weird element of seediness to an otherwise delightfully sweet romp. It probably won't surprise you to hear that Motorbike is not the most handsome of games. Besides a visual design that features such inspired track themes as desert and mountain, you're treated to aggressively bland hard rock background music and sound effects that more closely resemble a series of wet farts than revving engines. In no universe is this a game that comes close to being worth the $15 price tag Motorbike commands on PlayStation Network. There's no two ways about it: this is one of the worst games that could ever grace your PlayStation 3. Once you've reached that point, you've probably earned a relatively high rank--meaning you have also earned persistent unit bonuses, such as increased accuracy for your antitank guns, or increased damage for your T-34s. It's easy to bristle at the thought of units unbalanced by design, and at the need to grind levels for such small perks. Luckily, the bonuses are too small to affect you as you learn the ropes. By the time you level up high enough for the small enhancements to matter, you'll be playing opponents who are on equal footing, more or less. And Sanctum 2 has a lot of variety. While the original game nailed its tower-defense-meets-fist-person-shooting design, its three levels and two game modes left you wanting more. Sanctum 2 has four sets of levels, and you can attempt each of these levels using up to five difficulty modifiers or play through them in an endless survival mode. These options are great for extending the game's longevity. On the flip side, if you're having trouble, you can invite up to three friends to join you online, or knock it down into easy mode to help even the odds. The tone is refreshing. There aren't many games that can effectively channel classic Duke Nukem without crossing the very fine line marking off the offensive territory. For its part, Thunder Wolves competently balances itself along that line, with only a few jokes and references that go a bit too far. Much of that success can be attributed to the cast of voice actors. All of them deliver their lines with just enough sarcasm that the intent is clear as the borderline-crazy characters send you on 13 missions loaded with exponential shots of adrenaline. Even if you find BattleBlock Theater too challenging after the initial stages, you'll want to keep playing just so you can see where the story goes next, or because you're every bit as addicted to the platforming action as expert players are. There's no shortage of ways to play, whether that be alone, cooperatively, or competitively, and the capable level editor is the icing on the cake. Hatty Hattington and his friends may be living through an absolute nightmare, but you're bound to be so thoroughly entertained that you won't have time to empathize. While you are faced with a lot of enemies that provide a reasonably hard fight even on the easier difficulty settings, most of the challenge comes from design flaws. Maps consist of drab linear hallways leading to rooms stockpiled with gangs of enemies awaiting your arrival. There is a fair bit of detail, some of it even attractive in a war-torn way. But there isn't any time to appreciate the surroundings when you're a rat stuck in a maze. Occasionally you do something a little offbeat, like blow up objectives or detonate a door, but that's about it. Each campaign assigns you an assortment of modifiers and requires you to use each of them once. One modifier might benefit you, perhaps giving you regenerating health, while another might benefit your enemies, perhaps giving one a protective aura that prevents him from taking damage. These modifiers, and the tactical process of applying the detrimental ones to the easier scenarios and the beneficial ones to those scenarios you might have a tougher time with, make these campaigns feel distinctly different from the encounters you have during the story. Luck is also something of an annoyance. Dice rolling is a huge part of the board game, but the sheer randomness of so many key elements here can be hard to take. Missions can and will be lost on bad dice rolls, and not just in combat. Screw up too many times trying to smash open a door, and you can get delayed long enough that the Genestealers ruin your day. Rolls for command points are equally random. Missions can be won or lost in the final moments depending solely on whether you roll something like a one or a two or luck out with a five or a six. It all boils down to a lack of refinement, the sort of thing that makes a 20-hit combo in DmC look and feel as smooth as silk and the witch-time dodges of Bayonetta flow effortlessly from the fingers. Similar effects are attempted here. You can, for instance, activate a garish black-and-white slow-motion attack by dodging enemy attacks at the last second, but the visual cues for doing so are weak at best. And even when you do activate it, all you can do is hammer the attack button as fast as possible, rather than mix things up with different combos. Even the recycled map of Coldridge Prison in the first chapter stresses this theme of opposing directions: whereas Corvo escaped from Coldridge in Dishonored, here we find Daud sneaking into the compound through the same corridor Corvo took to escape. Daud's network of assassins helps distinguish his incursion even further through the availability of the aforementioned purchasable favors, which offer opportunities to waltz in through the front door while disguised as an Overseer, or sneak through a hole in the fence that an associate cut in advance. That moola is also spent on enhancements and weapons for Splinter Cell: Blacklist's excellent competitive modes. Pandora Tomorrow introduced the beloved Spies vs. Mercs mode, which pitted a team of two slinking spies against a team of two gunners that play in a first-person perspective. As Pandora Tomorrow/Chaos Theory fans might tell you, there's nothing quite like this asymmetric competition, and Blacklist gives you a classic version of the mode in which persistent upgrades are ignored and you rely only on your wits--and your knowledge of the map. Whether you choose to embrace Daud's homicidal past or leave his killing days behind, your abilities largely overlap with those from Dishonored, and many of the same strategies apply. The saw-wielding butchers are tough targets if they happen to spot you, and the new master assassin difficulty level (unlocked after you complete the DLC) makes your enemies significantly more deadly. Those who relish a challenge may enjoy these reinforced obstacles to success, but everyone should get a kick out of the new possibilities offered by Daud's blink ability. Making sense of that strategy with well-timed punches, kicks, and throws, particularly amid the chaos of four-player fights, is where the challenge in Battle Royale lies. Getting a grasp on things is made all the more difficult by each character having a unique way of handling, to the point where learning to fight with one character rarely translates across to another. Kratos, for instance, moves and attacks much like he does in God of War, flinging his Blades of Athena around with a brute force that results in some slick, impressive-looking combos. When you do find yourself directing the movement of individual units on the battlefield, you're treated to something that is surprisingly rare in strategy games: old-style field tactics. Breaking ranks and causing panic is the name of the game here. Flanking, hitting troops with projectiles, charging, and slamming ranks with cavalry all cause panic and break the lines of regimented troop formations. Using that knowledge effectively means that you don't have to fight to the last man and that you won't need to risk the lives of your own men doing it. That same level includes a similar sign near the beginning urging you to not give up, though the task may seem impossible. As it turns out, one stone column in a row of nearly identical stone columns is not solid, yet the single column that is visually different from the others isn't even the traversable one. In this case, you're expected to bang your head against a wall until it eventually floats right through. Yet elsewhere, a sign informs you of a particular enemy's strengths. That Shattered Haven can't let its design do the talking is baffling. Bear in mind that some locales have been designed like puzzles so intricately plotted out that you can't beat them without learning how they play. You occasionally need to play through particularly tricky parts of levels once or twice before learning enemy patrol patterns, for instance. Such puzzle levels are satisfying to figure out, but can also make the scant checkpoints additionally frustrating. Fortunately, Sniper: Ghost Warrior 2 is never so hard at the standard difficulty setting that you have to endure a replay more than two or three times. You can also enter previously visited stages without ending a turn, and look for loot that ranges from an armor pickup (which wears down and breaks over time, a sometimes annoying fact despite a landscape that overflows with treasure chests) to perk tokens and sometimes even blueprints that allow your character to gain additional moves that affect his mobility. A failed attempt at an action stage doesn't have sweeping consequences, but the resulting drop in army morale can make your troops less effective when facing the creatures that roam the map. The other headline new feature is NHL 94 mode. This is a retro option where you play arcade hockey just like you did in the Clinton era. It's a great idea, although it doesn't include many actual retro touches. The mode acts more like a dumbed-down NHL 14 sped up and locked to an old-school top-down camera. You get the distinctive blue-tinted ice, stars under players, 16-bit sound effects, and the zippy action that made NHL 94 so great back in the day. But the game uses the new graphics engine, mostly modern sound effects, and the current rosters. Unfortunately, Rush Bros. lacks diversity, and custom soundtracks don't vary the gameplay to a satisfying degree. The available stages are passable, but you'll likely tire of them within a few hours because they're not sufficiently dynamic. Online or local races and leaderboards do add some value if you're into such things, and you might play longer still just because the game offers a unique way to experience your music library, but otherwise, you're probably better off amusing yourself with some other game while your MP3 player serves as the DJ. The Darkstalkers series has been silent for far too long. While other fighters have found new life on modern consoles through rerelease compilations and HD updates, Darkstalkers' night warriors have found themselves stuck on the sidelines. Darkstalkers Resurrection finally rights this wrong by granting this venerable series the recognition it deserves. This collection, which includes Night Warriors: Darkstalkers' Revenge and Darkstalkers 3, comes packed with additional features that set a new standard for this subgenre of fighting game rereleases. Mirror of Fate is best when it separates interactivity and passive entertainment, so the fact that it hurts itself by blurring the two so frequently is a major disappointment. Worse than that, there are numerous