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Perfection. Is. Impossible. So I understand when people disagree with perfect scores of 10/10 or 5/5 being given out to games or movies or really any medium of art. The truth is that there are going to be flaws in anything that you examine closely. Video games are especially susceptible to being flawed. Every five or six years consoles and controllers change; technology and programming make leaps forward. Video games are still finding their place in society, blossoming as a new medium of expression. That there are flawed video games should come as no surprise to anyone who has played their share of games. Even the best games have their own issues. Shadow of the Colossus and Legend of Zelda: Ocarina of Time are two of my favorite games and in my mind two of the best games ever made. But Shadow of the Colossus has camera issues and Ocarina of Time has issues from being one of the first 3D open-world console games. Despite these flaws, I would personally award each of these games a perfect ten.
To be completely and utterly fair in this installment of Looking Back on Classics, I never played the original Skies of Arcadia on Dreamcast. However, I did play the version of the game that was ported to the GameCube which was called Skies of Arcadia: Legends. The ported version boasted slightly better graphics and load times, as well as some extra bonus content that will be brought up later. The two games are almost entirely the same other than the few slight differences.
First, before anything else, you need to actually play the game. Everyone who has ever reviewed a game knows that you need to actually play the game in order to write a review of it. Those who write reviews before playing games (and I know that you are out there because I have read your abysmal handiwork for myself) should know that anyone who reads these prereview opinions can spot them for fakes. Usually they are only the outpouring of fanboyism or irrational hatred for a game series and contain nothing insightful or valuable to a person seeking real review material.
The year 2009 was a big year in gaming. It saw the likes of Batman: Arkham Asylum, Mirror’s Edge, Braid, infamous, Trine, Halo: ODST, League of Legends, and Dragon Age: Origins. Even if you were really plugged into most video game news outlets, chances are that you never heard about the free downloadable title Exit Fate.
Released about a month ago by Recoil Games, Rochard is one of the newest releases in the vein of Trine and other physics-based, side-scrolling platformers. It has flash; it has pizzazz; and it has a certain degree of charm. Can it play with the big dogs?
This will be a shorter entry than previous entries in the Time With Demos series because, quite frankly, the demo is terribly short. It was actually so short that I considered not writing this article on it, but decided that it was worth writing about for one reason: if it is an accurate representation of what the larger game, it is pretty terrible.
X-COM: UFO Defense is a strategic turn-based game that was developed by the now defunct Mythos Games in 1994 for PC. It is a turn-based strategy game that has some city building elements that places the player in command of Earth’s defenses during an alien assault. You begin the game by selecting where to place your base of operations, which can be anywhere on the planet. You can expand this base and add more personnel, equipment, and vehicles through various menus and interactions with the base map. Alien ships will begin appearing shortly after beginning the game and your aircraft need to intercept them or they will create bases on the ground. If/when this occurs; you must dispatch a ground team to deal with the alien threat. When your troops arrive at the landing site the game switches into its turn-based mode. You control where your soldiers go and what they do, tile by tile. This mode also occurs during terrorist attacks by the alien forces that occur seemingly at random around the world.