GAME NEWS, REVIEWS AND FEATURES SINCE 2002

Kris VanHaaren

For months now we’ve been salivating over gameplay videos, trailers, and the mere thought of running a chainsaw through hordes of Locust like a hot knife through butter. As is always the case when a game has this much hype behind it, we all ask ourselves, “Can it really be that good?” Is [i]Gears of War[/i] the system selling “Killer App” that it’s been presented to us as, or have we been hoodwinked again with just another mildly entertaining title that has been hyped up more than a Don King fight? The answer might not be quite what you think.

First of all let me set things straight. Gears is a 3rd person, tactical, stop-n-pop title. This isn’t Black with a chainsaw attached to the gun and better graphics. You really do need to pay attention to where enemies are, and more importantly where they are headed because the AI in this game is superb. Enemies will flank you; they will split up and try to get behind you, come from unexpected angles, and more than likely give you a good scare. Likewise, you will need to use all these same tactics if you are going to take down the Locust force with any efficiency, especially on the harder difficulties where you will very quickly learn that if you don’t take cover, you won’t last long. These features all work to make the co-op play in [i]Gears of War[/i] one of the best multiplayer experiences around. There are very few times I’ve had more fun on my Xbox360 than when a friend and I get together and play co-op in Gears. There’s really nothing like completely immersing yourself in the game- calling out positions, communicating, and working together to flank a pack of locust; it’s just a truly rewarding and fun experience.

The campaign is very entertaining, and the gameplay doesn’t seem to get old or repetitive (at least it hasn’t for me yet, and I’ve played through 3 times, on my fourth time through right now, and still having lots of fun with it). The game isn’t very long, but isn’t particularly short either at around 15 hours or so the first time through, probably a bit more on the harder difficulties. Gears does, however, lack in the story department. You never really know the story behind what’s happening or why you are doing what you’re doing. This is made even more disappointing by the fact that the few little tidbits of story that are in the game make it seem as though the story really could be quite promising if they had just elaborated on it all.

The Multiplayer versus mode is pretty lackluster in comparison to the great campaign and co-op options. Firstly, the game only allows for 4v4 action. In this day and age with games like [i]Call of Duty 3[/i] allowing for 24 players, there is really no excuse for not having at least a 6v6 or 8v8 setup. On top of this there are only 3 online modes, all of which are variations of your basic deathmatch. Warzone is simply that, a basic team deathmatch. Execution is a team deathmatch where you must be right up near an enemy to finish them off. Finally, a third “protect the president” style variant called Assassination has one player as the leader of the team, and if the leader is killed, it’s round over. While all of these options are pretty fun, I don’t see the harm in throwing in some capture the flag or maybe (gasp) coming up with something original to bring to the multiplayer arena. The lobby system is a bit out of wack as well, allowing people to start games with lopsided teams in ranked matches, and it would be nice to create a lobby with your friends and not have to quit out and regroup every time. The good news is that Microsoft is working on fixing some of these problems and that the update will not cost us a single, red, micro-transacted cent. Now even with all of these problems, the online versus modes are all pretty enjoyable, especially with a bunch of friends. I mean honestly, can you think of anything more fun than curb stomping your best friend? Yeah, me neither.

Now this is what most of you have probably been waiting for. The graphics. [i]Gears of War[/i] is by leaps and bounds the most graphically impressive title on not only the 360, but any console, and I have a hard time thinking of many PC games that can contend with it; especially when played on an HD set. It seems that the Cliffy B and company spent a considerable amount of time on every single visual aspect in the game. The over the top gore in Gears is impressive with a rather unique effect being applied to the blood which I’ve never really seen before. The water and rain are stunning. The first time I loaded up Act III and saw how the rain glistens and runs down the bark on the trees, I watched that for a good five minutes in awe. The lighting and reflections in the game are of course top notch as well. Although, I will say that some of the reflections may be a bit overdone as sometimes in darker areas it looks almost like your armor is glowing, but it’s a rather minor blemish that really doesn’t take anything away from the pure beauty of the game.

So taking all of this into consideration, is [i]Gears of War[/i] the killer app that we’ve been waiting for? Is [i]Gears of War[/i] worth dropping 400 bills on an Xbox 360? I’m still a bit torn on this one. The gameplay is great whether you are playing alone, co-op with your best friend on the same screen, or with your buddy across the pond. The online versus is entertaining and adds to the already very healthy replayability. The lack of story is a little bothersome because there is a good foundation for story within the game; it just isn’t capitalized upon. The graphics are amazing, and the 15-20 hours of gameplay each time through will keep you busy for a while. Killer app? In my eyes probably not, but the sales numbers tell quite a story, and it seems that many people would say that it is. If I had spent 400 dollars on my Xbox 360, 60 bucks on [i]Gears of War[/i], and whatever other expenses you might incur when first getting a 360, I can’t honestly say that it’d be worth it for this one game. Don’t get me wrong, [i]Gears of War[/i] is a great game and is one of if not the best on the console right now, but I don’t think it could justify buying an entire system. If you like shooters, if you like action, if you like having to use your brain a little bit when killing hordes of enemies, this is most certainly going to satisfy your need.

Everyone has their own favorite season or time of the year. Some people prefer the summer time and enjoy the sunshine. Many people love Christmas time when everyone seems so caring, absorbed only in family and friends. For me, however, that time is August. No matter how old I get or how hard things have been, when August comes about, I feel like a little kid on Christmas Eve. Why, you might ask? Can’t you smell the grass? Can you not hear the pads crack? It’s time for [b]Madden[/b].

Just like any other Madden fan that played last year’s iteration on the 360, I was beyond curious whether this year’s version would be another disgrace to the long-standing series or if it would return to its Hall of Fame status. The short answer is that [i]Madden 2007[/i] is not only leaps and bounds above last year’s abomination, but it is one of the best Madden games I’ve played in several years. Most everything in the game has been tweaked, if not completely overhauled. The mini-games have been remodeled as some of the drills have been removed, new challenges have been added, and several of the pre-existing drillers have been retooled.

Anyone who has kept up on the hype for this year’s Madden knows that the biggest and most anticipated change is the Superstar Mode. Until this year the SS mode has essentially just been franchise mode without the ability to make the decisions and changes within your team. [i]Madden 2007[/i] brings a complete facelift to the SS mode. You begin by selecting your parents, which in turn selects your position. You can play any position other than kicker or punter, and you play from an over the shoulder perspective of your player. Every single position has its own unique set of moves along with its own style of play. Once you choose your position you will create your physique as well as customize your player. Once you’ve molded your SS you will go through several workout sessions where you showcase your ability in the 40 yard dash, bench press, and a position specific drill. Next up is the combine and finally- draft day.

Once you’re drafted, the real fun begins. Practicing will allow you to gain “influence” for the upcoming game. Influence can be best described as that sort of effect a player has over a game when he is playing in a truly dominant role. Influence can be built much faster by breaking a big run or pass, making a crucial third down stop, or intercepting a big pass. You control only your player, but you can choose to control the opposite side of the ball or to simply watch your team play at a quicker pace so as not to bore the player while he is on the bench. While I find SS mode to be the most engaging facet of [i]Madden 2007[/i] (other than the online play), it is not without its faults. The camera angle is a bit too restrictive many times and takes away a lot of the fun for some of the positions. SS mode also has a rather steep learning curve, so you should be prepared to invest some time and to get beaten around for a while until you get the hang of how each position plays (something like real football).

[i]Madden NFL 2007[/i] is by far the greatest visual representation of the series since its conception. This is not only because of the powerhouse graphics of the Xbox 360 but largely due to the attention to detail. For the first time in the series, the environment within the stadium feels alive. Not only do the stadiums look great, but they are as unique as they are in real life. The crowds are jumping, writhing masses that no longer look like cardboard cut-outs. The fields look absolutely amazing. The turf really looks like turf, and everything about the stadiums looks just like you would find it in real life. Character models in [i]Madden 2007[/i] are better than ever and are enhanced by the plethora of outstanding new animations that have been added. I’ve been playing for over 2 months now, and I’m still seeing animations that I haven’t seen before.

The audio in [i]Madden 2007[/i] is, for the most part, impeccable. The crowd noise is fantastic and helps immerse you in the game. When you’re on the field, you are completely pulled into the experience by the myriad of subtle sounds and noises that combine to truly make this an NFL experience. Everything- from the linebacker calling out coverages, to your sideline cheering you on, to hearing the footsteps of the pursuit as you break that long run- pulls you into the game. It doesn’t help, however, that [i]Madden 2007[/i] is jam packed with mediocre rock and rap. It seems like the argument between rock and rap over the last few years has been decided by mixing equal portions of boring and uninspired samples from both sides. Now, since the game is entitled “[i]Madden NFL 2007[/i],” you might think that John Madden would still be the one calling the game; think again. The iconic tandem of Madden and Michaels has been replaced by a generic, boring, new announcer.

Gameplay still feels just like Madden always has but has been refined in a few areas. The truck stick has been expanded upon and is now the “Highlight Stick.” Now when you push up, down, left, or right on the right joystick a player specific juke move will be triggered. If you have Reggie Bust in the backfield you will perform a more evasive and shifty move. If you’re running between the tackles with Jamal Lewis then you will make moves to attempt to bull your way through the defense. This along with new personalized running styles gives you the feeling that if you’re playing as Tiki Barber, you’re really playing Tiki Barber. Another new feature is the lead blocker control. Lead blocker allows you to, before the snap, switch to any player on your offense so that when the play starts, you can control that player, make your block, and then continue blocking or switch to your running back. While this is a novel idea, it feels a bit gimmicky and can’t really be used when playing online or against a real opponent because it gives away the fact that you are running the ball.

After the disaster that was [i]Madden NFL 2006[/i] on the Xbox 360, I can gladly tell you that [i]Madden 2007[/i] is not only better than last year’s installment, but it’s the best that I’ve played in many years. New visuals, player animations, and beautiful stadiums are all near perfect. The mediocre-to-bad soundtrack is left behind by the authentic sound effects of the players calling out audibles, the players yelling from the sidelines, and the footsteps. Oh the footsteps. There is still, in my mind, no better gaming high than beating down your best buddies in a good ole’ game of Madden, and it’s never been more fun than in this year’s [i]Madden NFL 2007[/i].

If you’re anything like me, you’ve found a good amount of fun in the various iterations of [i]Super Monkey Ball[/i] over the years. [i]Marble Blast Ultra[/i] could be described as a derivative of [i]Super Monkey Ball[/i] with the difference being that instead of controlling the landscape, you control the marble. [i]Marble Blast Ultra[/i] isn’t a terribly in-depth or complex game, but it’s mildly addictive due in large part to that same simplistic gameplay.

[i]Marble Blast Ultra[/i] is comprised of sixty levels which are split into three difficulty levels: beginner, intermediate, and expert. Your goal in each level is to reach the finish point as quickly as possible, and in some cases you must collect all of the gems spread throughout the level before heading for the finish point. There are several different types of power-ups placed throughout each level which range from super speed to super size to the ability to hover across the map helicopter style.

[i]Marble Blast Ultra[/i] is a good mix of challenge and fun. The 60 levels should keep you busy for quite some time as should the online play where you fight to get the most gems before the timer runs out. If you’re a fan of puzzle games or just need something to keep you busy when killing time, [i]Marble Blast Ultra[/i] is a pretty good choice.

[i]Crystal Quest[/i] is just one of many low budget arcade titles available on the Xbox Live Arcade. Developed and produced by Stainless Games, [i]Crystal Quest[/i] is a modernized version of the side-scrolling shooters that ate up your quarters all too fast back in the day. Your objective is to navigate your way through wave after wave of enemies while collecting crystals, avoiding mines, and eventually opening the exit to the next level.

The controls are very simple, which is what makes [i]Crystal Quest[/i] so much fun. You move your ball with the left joystick while shooting and aiming with the right joystick. You also obtain “smart bombs” as you progress, which will clear the level of enemies and are used by hitting either of the triggers. The game has ten difficulty ratings, and if that isn’t enough, you can download an “extreme” difficulty from the Xbox Live Marketplace.

As with all arcade titles, [i]Crystal Quest[/i] has 12 achievements that total 200 delicious gamer score points. The achievements are a good mix ranging from easy to hard, yet none are next to impossible (i.e. Geometry Wars). There are also downloadable sound effects packs along with a few different scenarios. Not to mention that [i]Crystal Quest[/i] boasts 60+ levels. At the thrifty price of only four hundred Microsoft points (five bucks) you really can’t go wrong with [i]Crystal Quest[/i].

[i]Chaos Theory[/i] is the third installment in the immensely popular stealth series [i]Splinter Cell[/i] from Tom Clancy. As is always the question with a sequel, we have to ask what’s new that makes this part of the series an improvement over the second or even the first? As you might expect, the same great stealth gameplay that we have come to know and love is still there, but does [i]Chaos Theory[/i] bring anything new to the table? Is Ubisoft milking this one dry? Read on to find out, and if you’re good, I might even let you in on the secret of why exactly terrorists can’t see the trademark green goggles Sam wears from point blank range.

As far as gameplay goes, if you are at all familiar with the first two games you will be able to pick this one up and get right into things. It plays pretty much identically to the rest of the series in terms of moving Sam around and in the presentation, menus, and interface. So what’s new this time around? Well, a lot. Sam has been outfitted with several new gadgets as well as some new moves and is even equipped with a knife this time around. First of all, you’re multi-purpose headgear now has a new function. Not only does Sam have his night vision and thermal vision, he now has a third option which detects electromagnetic pulses and helps to show you everything that may be hidden on walls or that you can manipulate with the OCP which can be used with your pistol. The OCP can be utilized multiple ways. You can no longer shoot cameras out, but you can lock them up for a short amount of time with the OCP, as well as knock lights out temporarily.

No longer does a locked door stop Mr. Fisher. Besides being able to pick locks, if you get into a pinch and need to get away quick you can break locks which is much quicker but makes a lot of noise and will alert enemies that may be in the area. You can also use the new hacking system to get to places you otherwise may not be able to. Along with the new gadgets, Sam has been given some delicious new stealthy moves on top of that. You are now able to drop onto enemies to knock them out, pull the unsuspecting over ledges or railings, and grab people through fabric walls or tents.

Along with the plethora of gadgets and moves that Sam has acquired since your last visit, he has also been given a bit more freedom. The game is most definitely still stealth based, but a few things have changed. There are now multiple paths and routes in many levels that will get you to the same place. You are allowed to choose whether you want to sneak through missions or if you want to pull out the big guns and blast your way through the opposition. Now this isn’t to say that you can just run start through the game shooting everything. The game is certainly much harder if you want to attempt to throw stealth out the window, but you have more flexibility in gameplay this time around. Alarms no longer serve as a, “three strikes and you’re out” system. Alarms do have an affect still, but rather than ending your mission they just cause more guards to be posted and eventually he guards are armed with helmets and bulletproof gear.

The visuals of Splinter Cell have never exactly wowed me. Things have always seemed a bit too dark (I know it’s a stealth game but, c’mon, it really is a bit much) and the series has always looked a bit rigid and flat. With all of the talk about the graphical look of [i]Chaos Theory[/i] on the Xbox you might think that that would go for the other editions of the game as well but this is not the case. The game is still very dark which I expected but I was really hoping that the character models and the environments would look much better. Unfortunately, Sam still has 90 degree angles for elbows, character models are still rather bland and rigid, and the environments are still pretty plain and uninspiring. I will say that, as much as I have to say bad about the visuals in [i]Chaos Theory[/i], it isn’t all negative. The game doesn’t look terrible; it just doesn’t utilize the full potential of the PS2. A few of the textures and the lighting would have to be the visual bright spot of the game. The audio of [i]Chaos Theory[/i] follows in the footsteps of the graphics. Not necessarily bad, but certainly not optimal. The voice-acting is still quite cheesy and the terrorists still sound like talking causes them immense physical and emotional pain.

So what exactly does [i]Splinter Cell: Chaos Theory[/i] do to advance the series? You get the same great stealth gameplay, with a bit more action and a handful of new gadgets and moves. [i]Chaos Theory[/i] is short just like both of its predecessors and is still bang your head against the wall difficult. Oddly enough I actually enjoyed the story of [i]Chaos Theory[/i] better than the last two. I say this in the same way as I would say that I enjoy someone kicking me in the groin much more than someone shooting me in the chest. [i]Chaos Theory[/i] still comes up rather short on the story end of things, but it’s certainly an improvement on the last two titles. I would have liked to see an improvement in the voice-acting or the visuals of [i]Chaos Theory[/i] but to be honest, [i]Splinter Cell[/i] games aren’t about voice-acting or shiny character models. The co-op play brings in a whole new set of co-op moves and a different gameplay experience that can be very fun with a friend. If you enjoyed the first [i]Splinter Cell[/i], or [i]Pandora Tomorrow[/i], you will most certainly want to pick up [i]Chaos Theory[/i]. It improves on the previous two games in almost every aspect of the game. Oh, and terrorists are color-blind. Duh.

[i]Tales of Phantasia[/i] was originally released more than a dozen years ago on the SNES in Japan where it was a huge hit. Now sometime down the road the game is being brought to American shores as a port, not on a console, but on the Gameboy Advance. This being my first experience with an RPG on a handheld system I wasn’t so sure what to expect, not to mention how far the genre has come since [i]ToP[/i] was originally released. Will [i]ToP[/i] on the GBA live up to the accolades of the original title?

In [i]ToP[/i] you play the role of Cress, a young boy from a quant, innocent, little village with not a care in the world – until his village is burned to the ground and everyone including his parents are killed, that is. You then start out on a quest for vengeance, to find the responsible party and dispose of said party accordingly. You soon find out that the culprit, Dhaos, is only vulnerable to magic, something that doesn’t exist in the current time in the world.

The one thing that has the [i]Tales[/i] series apart from other RPG’s in my eyes has been the combat system. A linear, side to side blend of RPG item management and menus mixed with combat that is very much like that of a traditional fighting title i.e. [i]Tekken[/i] or [i]Soul Calibur[/i]. This system, however, doesn’t translate so well to the GBA world. The combat rather than being the addictive full on action of the other [i]Tales[/i] titles we have come to love feels crowded and is actually rather boring. This same feeling of crowdedness is even more apparent in the menus and windows within the game. At times you will need to press two or three buttons just to see the stats of an item and who can wear it. Other than this the controls of the game actually work pretty well, your usual RPG setup so they should be easy to pick up and play with.

Your combat party consists of up to four members so the AI is a matter of some importance. You have different strategies you can tell each of your CPU counterparts to use. You might think after hearing this that combat would be better than what it is but that isn’t exactly the case. The AI of your team is offset by a few different things. First off, the combat is rather hard. Even when taking ample time to level up you will struggle against many of the enemies you come up against, including bosses where it is almost guaranteed that you will die once or twice before besting the opposition. This is only magnified by the fact that your other party members, despite the good AI, are rather useless.

This being one of my first games on the GBA, first RPG on the system, I wasn’t sure quite what to think of the graphical side of the game. The game seems to be rather dull looking, while the characters are actually rather nice and detailed. The world map is by far the visual low point in the game, something that appears to have come straight from the days of the NES. The sound effects in [i]ToP[/i] are, as might be expected, very bland and dated. What was surprising to me, however, is the score which is rather complex for a handheld title and very well put together.

So in the end my first experience with an RPG on a handheld wasn’t exactly a positive one. I’m not sure if this is simply a poor job of porting the game itself or if RPG’s don’t work so well on a handheld level but I was expecting more in many ways. The story is there, but it’s dragged down by everything else. Tedious combat, lack of enemy variety and dated sound effects. If you’re a die-hard [i]Tales[/i] fan or desperately need your handheld RPG fix you may want to give [i]ToP[/i] a try – everyone else may want to keep their distance.

After much success with the first two installments EA Sports has finally brought us [i]Fight Night Round 3[/i]. As with any sports series it’s important to keep improving and innovating the title to keep the series fresh and new. [i]Fight Night Round 3[/i] comes with the same great graphics and addictive gameplay, but the big question is does this feel like [i]Fight Night Round 2 A

Throughout the history of gaming there are games or series of games that truly stay with you for a lifetime. The list is long; Mario, Pong, Zelda, Metroid, Halo, Half-Life. At the top of this illustrious list, for myself at least, is the Final Fantasy series. As a die-hard RPG fan, more so than any other genre in gaming, I have followed the series for the majority of my life. That being said, I have never been more excited for a FF title in my life.

For any of you who picked up Dragon’s Quest VIII you may have noticed a second shiny round thing packaged along with it. We call that a disc. On that disc is a demo of the upcoming release in the Final Fantasy series; Final Fantasy XII. After trying their hand at the MMORPG market with FFXI they are attempting to go back to their roots with this upcoming title. The opening sequence gives us some of the basic story for this one. The game takes place in a world called Ivalice during a time of war. The kingdom of Archadia is bringing war upon its neighboring nations and taking them over one by one (sound a little bit familiar anyone?) The kingdom of Dalmasca is next in line, but they don’t appear to be giving in quite so easily.

That’s about all that we get as far as story goes. I will say that Square has not lost its knack for creating stunning cutscenes. There are a few things I’ve noticed from watching the opening sequence, which I’ve seen about thirty times by now. First, Square has decided to make FFXII in a more realistic style rather than the cartoonish look many previous FF titles have taken on. It appears also that FFXII deals with many different races from humans to a Jar-Jar look-a-like to what appears to be a mix of a hobbit and a mouse. This is not to say that your character can be chosen in different races only that many of the characters you encounter are of various races.

The cast of characters seems to be your usual FF group; the simpleton hero, hippy free-spirited teen, a princess, a sky pirate, a soldier who has been branded as a traitor, and an oddball who apparently specializes in weaponry. All of this leads me to believe that the game is going to be the same old FF we’ve played several times over. Not to say this is a bad thing, as I have loved nearly every entry in the long running series, but I’m still holding on to the hope that this title will somehow advance or revolutionize the series.

Now let’s move on to the gameplay. There really isn’t much to do here. The demo offers two small levels that are not part of the actual game itself; just little mini-missions to show off the graphics and combat system. One level uses wait mode and is set on a tropical beach while the other uses active mode and takes place in an old temple of some sort. Neither of them contains any dialogue or story and they only last about 10-15 minutes. The combat this time around is seamlessly integrated with moving around the map and exploring, which I really enjoy and I think will help keep the game flowing. The UI and menus work just as well as ever. All of the items and spells in the demo will be familiar to anyone who has played a FF title before.

You have the usual black and white magic along with what are called green magic and time magic. A

When I found my copy of [i]Super Mario Strikers[/i] in my mailbox I was genuinely excited. I looked forward to popping it into my Gamecube and getting sucked into its multiple game modes and surprisingly deep gameplay for hours and hours. I soon found out this isn’t what we have come to expect from a Mario game. SMS is the latest in the Mario series of sports games. This time around Mario is trying his hand at soccer. The only question is: Will this title compare to the likes of Mario Tennis or Mario Kart?

Both visually and audibly, [i]SMS[/i] is just what you would expect from a Mario game. The visuals are polished, bright, and very “kiddie”. Character models are pretty simple but look nice and the stadiums are unique and very nicely done. The audio is much the same with nothing to complain about or praise. You’ll hear plenty of the usual sound bites, along with solid sound effects in-game as well as when navigating menus.

The game is as average is it gets. Unlike most other Mario sports titles this game doesn’t have any fun mini-games or handfuls of different modes. You are relegated to play now, play against a friend, or play in Cup Mode. You can work your way from the Flower Cup all the way to the Bowser Cup unlocking new arenas as you go. Once you take the Bowser Cup you will unlock one more tournament where, if you win, you will unlock the ONLY unlockable character in the entire game.

Now while this may sound fun, the game’s simplistic controls and extremely easy gameplay make it fly by in all its mediocrity. The game is played basically with just the left analog, along with the A,B, and Y buttons. If the opposing team has the ball all you need to do is slide tackle or just plain hit them to get it back. Once you get the timing of the “super strike” down you will score at will.

Now as I’ve sat here and written this review it feels as if I’ve missed something or left something out. Well, that’s the same feeling I get as I play through this game. It’s not a bad game, it’s a solid title to pick up and play when you need to kill 30 minutes before work, but it’s as if Nintendo forgot to put the rest of the game on the disc. It won’t keep your attention for long, but if you’re looking for a game for the young ones or to just kill time with here and there, this wouldn’t be a bad choice.

[i]Black[/i] is the latest title to be released by the up and coming developer Criterion Games. Since its initial announcement [i]Black[/i] has been hyped to the fullest extent as what was to be an almost revolutionary FPS that focuses on 100% action 100% of the time. The compromise, however, is extremely destructible environments and intense firefights in a single player arena in exchange for good story and any sort of multiplayer options. That is exactly what you get with [i]Black[/i]; whether or not that is a good thing I’m still not sure.

[i]Black[/i] is visually stunning. Everything from the textures, to the lighting, to the dust and smoke effects are absolutely top notch. The environments in [i]Black[/i] are big and full with a good amount of attention to detail everywhere you look. That being said, they look even better when you blow them to pieces. Perhaps the most impressive graphical aspect is that every bullet leaves a mark. When you shoot a wall, you leave a mark in it and that mark actually stays there. When in a firefight your shots will kick up dust and spit debris into the air when they hit dirt or walls which really helps to make things even more hectic.

On par with the visuals of [i]Black[/i] is the audio. The music is very well done by an orchestra that definitely knows what they are doing. If you have a decent surround sound setup you’ll be able to wake up the neighborhood with the explosions throughout this title. The weapons also sound very real and powerful. When you are crouched behind a concrete wall, or what’s left of one, you will actually hear the enemy bullets chipping away at your sides. Of course the baddies will be yelling “grenada” every time you chuck a ‘nade at them and will be shouting out the same handful of phrases at you throughout the game, although I suppose that is to be expected by now.

The gameplay in [i]Black[/i] is precisely what Criterion has promised us all along. The game is all about big explosions, lots of ammo, and blasting wave after wave of enemies. The controls are easy to pick up and play and despite the absolute lack of story [i]Black[/i] has a Hollywood quality presentation. The weapons in [i]Black[/i] are, more than any game I’ve played, very fun to shoot. It’s a feeling somewhat similar to shooting an actual gun; the weapons in [i]Black[/i] feel that powerful. This is a great thing since you will be gunning your way through hundreds of brain dead baddies in every level. The game gets repetitive very quickly which actually makes [i]Black[/i] feel a little bit longer than it really is. A veteran FPS’er will polish this one off in 6-8 hours and probably no more than 10 hours for the less experienced.

While I understand that Criterion was very focused on delivering the single player experience they wanted I can’t help but to wonder why we can’t have the pretty sights and sounds of [i]Black[/i] and have a coherent story and a little more depth in gameplay. As I said the game is short and you won’t be coming back a second time due to the repetitive gameplay and the fact that there are no extras or unlockables save for the harder difficulty. This game is the epitome of a “rent but don’t buy” title. [i]Black[/i] comes out gunning but gets boring real quickly. Beauty is only skin deep and [i]Black[/i] is a busty blonde with no personality.