Sit back, relax and tag along for the twenty five minutes of BioShock Infinite
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Sit back, relax and tag along for the twenty five minutes of BioShock Infinite
Sit back, relax and tag along for the opening minutes of Tomb Raider
Sit back, relax and tag along for the first fifteen minutes of Far Cry 3
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BySteve 'jsslifelike' Conger
Becoming Harry Potter isn’t really high on my gaming “to-do” list per se, but wielding arcane magicks is always a welcome activity. Enter Sorcery- a game that was intended to be the mystical force that would push Sony’s Move motion controllers off of retail shelves and into consumers’ living rooms. Unveiled at the Electronic Entertainment Expo 2010, the game showed “core” audience potential for what was thought to be a casual control input method. After almost two years of unannounced delays and utter lack of information, Sorcery finally hits stores, but was it worth the wait?
The simple answer is “yes”, but the explanation as to why is nothing as cut-and-dry. The adventure begins with a bungling sorceror’s apprentice who attempts to liberate a magic wand from a locked armoire against the wishes of his master, who has journeyed into town for supplies. Playing the part of his conscience is a talking cat, whose sole motivation seems to be protection and guidance in a snarky, yet caring fashion. Finn and Erline, voiced by Charlie Schlatter(MGS 3: Snake Eater) and Ashley Bell(2010’s Alice In Wonderland), respectively, seem to genuinely care for one another. Make no mistake- although Finn can channel the elements, the real magic exists in the interactions between co-stars.
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The Move wand only takes seconds to calibrate(upon returning for each play session) and is incredibly accurate, making for a soft learning curve. The caveat here is that the player NEEDS to own the Navigational Subcontroller(think Nunchuk), unless he or she elects to use one-half of a Dualshock 3 controller. Finn is physically controlled with the NS’ analog stick while the wand represents one-to-one parity with the one in his hand. As more elemental knowledge is ascertained and harnessed, each can be selected by holding the MOVE button and performing individually different motions(also, time slows during input).
Character progression is handled intelligently as well. Upon discovering this particular potion-crafting system, the thought of, “I’ll be forced to constantly buff myself to progress” comes to mind. Nothing could be further from the truth- each elixir is a one-time-use that permanently augments Finn’s attributes. Once a recipe is researched, gamers can use the ingredients by making grinding, pouring or sprinkling motions, then flip the wand upside down to begin stirring them in the cauldron. Once the liquid is concocted, all that’s left is to shake it up and knock it back. Bottoms up!
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Combat in Sorcery is about what one would expect from such a title. Enemy encounters are fairly predictable, as the game’s linearity shines a floodlight on the areas that are more arena-like, essentially alerting players to engagements well before they occur. For the most part, the adversarial forces are basically run-of-the-mill. That’s not to say that each fracas doesn’t get progressively harder, because it does. Later in the game, a group could consist of three crawling enemies and four on foot, with a few of each requiring use of separate elements to dispatch. The battle system stays fresh soley because it feels so damned good to lay a line of fire, then summon a whirlwind which sucks it up and directs it toward foes. If that doesn’t sound appealing, Sorcery just isn’t for you.
If you’re at all familiar with Unreal Engine 3 tech, the visual quality here will be no surprise. Solid art direction and use of vibrant colors help to sell the crypts, towns and other environments you’ll encounter along the course of the 5-6 hour escapade. The only real issue here is that Sorcery suffers from horizontal screen-tearing, and badly at that. The good news is that, for the most of the journey, the player will not need to swing the camera abruptly enough to cause it. Cutscenes are produced in a 2D storybook, motion-comic style with all of the assets given a Photoshop canvas texturizer filter to really sell it. And that brings me to my final point…

The best thing about my decision to finish Sorcery after E3 2012 is that it afforded me insight into what the game lacked to make it great. Sony revealed Wonderbook, an augmented reality game with a casual twist that utilizes a book, the PS3EYE camera and a Move wand. One of the titles announced for it was Book of Spells, a game collaboration with author J.K. Rowling. In it, the player learns spells and completes various objectives to progress. As underwhelming as it was, it would seem to be the perfect missing component to complete Sorcery. Imagine researching a potion recipe or learning to master magicks, all by reading a book Finn could carry in a satchel on his excursion- it could do wonders, if only for the pacing alone.
All in all, Sorcery is a fun, entertaining romp that is well worth the reduced price of admission(MSRP $39.99 USD)- if you already own a complete PlayStation Move set, that is. The narrative, while nothing to write home about, is entertaining and does offer a plot twist a great deal earlier than one would suspect. Solid gameplay, charming voice work and smart use of “waggle” make the game enjoyable, but lack of Vsync and certain other niggles hold it back from becoming truly great. The alliance between SCE’s Santa Monica Studio and The Workshop(think ex-Treyarch employees) worked out in Sony’s favor, but it could have been a real “boon” if the game had been released alongside the now-flailing motion controller.


By Yuri "Xcalybr713" Lis
After a nine year hiatus, Max Payne makes a much-anticipated return for the third entry in the series(albeit with Rockstar at the helm instead of Remedy Entertainment). From the outset, the title may seem like just another third-person action game, but dismissing it as such would be a grave mistake.
For those unfamiliar with the series, Max Payne is a third-person cover-based shooter(with an emphasis on the word “cover”). Our anti-hero is an ex-NYPD detective whose wife and daughter were brutally murdered in the first installment, and after a downward spiral of murder and revenge, has decided to leave the United States and head south to drown his sorrows in a gross of scotch and painkillers. We find our protagonist in the sun drenched city of Sao Paulo, Brazil where he has become a hired bodyguard in the employ of Rodrigo Branco(a well-respected Brazilian aristocratic businessman). At a rooftop party for the Brancos’(which is seemingly normal enough), all hell breaks loose and the tycoon’s wife is kidknapped by a group of armed thugs. It would seem that Max just can’t catch a break long enough for some fun in the sun- and this is where the real game begins.

From a presentational standpoint, the environments are stunning to behold with texture, lighting and water effects that rival some of the best that video gaming has to offer. The noire overtone, expertly crafted music, and cutscenes stay consistent to the franchise’s universe. They give the game a look and feel that is unique to the genre. Throughout the game, Max is constantly spouting off sarcastically witty one-liners and morbidly deep self-analysis, which give the player insight into his own mental and emotional demons. Because of the internal play-by-play commentary by Max’s pysche, the player is always constantly immersed in the game world. Come to think of it, there is a reminiscence of the narratative voice-over that is found in Bastion, albeit with a decidely darker tone.
The game’s mechanics are definitely worth noting as well. The frequency of checkpoints can be mildly frustrating at times, even with the inclusion of an autosave system. The player will be forced to repeat certain sections over and over(because you WILL die, and often) as a result. Also, Rockstar elected to retain the same recovery system as the previous entries in the series. This means pill-popping to regain health as Max does NOT heal over time. At first it might takes some getting used to(since most modern games use the hide-and-heal approach), but by doing so, they manage to keep the retro feel of the game intact. Even with these annoyances, I do applaud the team for a few design deciscions that help to keep the normal game frustrations to a minimum. The first would be the slow motion kill cam, which is activated when the last enemy in an area is killed. This completely eliminates instances where all enemies are thought to be dead, only to come out of cover and realize there is still one last sneaky assassin in a corner that sends you to the “Game Over” screen. Another nifty touch is that the aiming reticle on-screen that turns from a (dot) to an (x) when an foe is struck with a kill shot- no more wondering if an enemy is dead only to have them unknowingly rise again. Brillant! I’m not sure why more games don’t follow suit, but I assure you that they should. These may sound like minor improvments, but they make a world of difference in a game of this nature. The key feature, though, that makes Max Payne 3 stand out in a crowded shooter market is the franchise-specific “Bullet Time”. This feature allows the player to slow down time at will in order to create some of the best one-off moments in gaming. Headshots are now so vivid and memorable that you will be bragging about your newfound slow-mo marksmanship. It’s THAT fun.
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Max Panye 3 also contains collectibles and, while not usually a fan of such things, the implementation here is actually quite genius. Instead of picking up a set of items for some specific “Collect X Number of Things” achievement, the game makes collection an intregral part of the experience. For each level, gamers are tasked with gathering Golden Gun Parts and Clues. When you find a clue, Max will speak(out loud), giving you a tidbit of insight as to his motivations and those of the people he’s after. Basically, it acts almost as an optional backstory and, very much so, adds to the overall experience. The Golden Gun Parts, however, are tied directly into the gameplay. On any given chapter, there will be 2-3 guns to find and each are broken down into 3 parts. Once the player finds all three pieces to a specific weapon, it will be gold, have 10% damage bonus, and an extended clip- FOR THE REST OF THE GAME. I was actually eager to complete all the golden guns, even if only for offering the best chance for survival. And let’s face it- who doesn’t love gold-plated guns?
The fact -in my mind- is that Max payne 3 seems to be an increasingly better game as you progress from level to level. The three-part story arc is told through flashbacks, which take players to different locales through each of the game’s 14 chapters(it is not short by any means). The narrative culminates in a very interesting and satisfying conclusion, and once you’ve finished the story, you can replay chapters in any order and from any one autosaved checkpoint, which was a welcome surprise.

The multiplayer, while fun, is nothing to write home about. It does provide the chance to stay immersed in the world of Max Payne with some friends, though- just in the case you weren’t quite ready to leave the universe.
All in all, I really enjoyed my time with Max Payne 3. It puts forth a mature story, tight gameplay, and well-done cutscenes with a fantastic noire-style narration that is told with a witty sarcasm that only Max Payne could deliver. I couldn’t help but be reminded of John McClane in Die Hard while playing, and that’s a GOOD thing. The only real gripes here are the slow start and the so-so checkpoint system, but other than that, if you are a fan of the franchise or a newcomer to the series, almost all gamers owe it to themselves to check this one out.


Join Rabid Scotsman and jsslifelike LIVE on GamerCorporation.com for another episode of The Gamesmen EXTRA call-in show! This week, The Gamesmen get the listeners’ take on on an evening of “Callers’ Choice” for topics. Subjects discussed include the rumored Android PSP Phone, Mass Effect 2 going full multiplatform, possible hardware hacking of the PlayStation 3, and much more! Listen for calls from Yodathe3rd, Sneakyturtleegg, Denoch, HardlyDan, and Ironhammers! (01:30:00)
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Stop rubbing your eyes in disbelief, because it is rumor no longer! Good ol’ Lyfe will be making an appearance in the vein of Mortal Kombat sound designer Dan “Toasty” Forden, sliding out from the corner of the screen(as shown in the video above). A horse’s whinny can be heard as a placeholder for the final one-word catchphrase, “Zevran!”, but enjoy the fruits of one Michael D. Ivanoff and check out more about Gamer Clash: The Fighting Game here.

Join Lyfeliek, Xcalybr, and AcidBee LIVE on GamerCorporation for game talk and fun! The Gamesmen celebrate in honor of Mafia II and discuss the demo, give shout-outs, give our anticipated releases for the Fall, and then wrap-up with YOUR #TheGamesmenCheck submissions from Twitter!
We appreciate the feedback, so keep it coming! Contact us at TheGamesmenRPG@gmail.com or simply comment below!
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