video game review
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Crysis as title is amazingly open, that openness bolstered by excellent if repetitive world design. An admirable largeness of maps is present, which does distinguish the title from others in the genre, highly linear. The environments here are not exactly sandboxes, but their nature does facilitate a great degree of experimentation. But despite their sprawling
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Grand Theft Auto IV exists as a heavily character-driven title, abounding in figures both compelling and vile, each uniquely memorable. The protagonist, Niko Bellic, hailing from an undisclosed Eastern European nation, is instantly likable, much of his endearing powers stemming from superb voice-acting, which communicates much about his past and the land he departed from;
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Mirror’s Edge has a lot of heart. While never venturing towards the comedic or the juvenile, the game is characterized by a light-hearted playfulness, much of this playfulness manifest in the various cutscenes which punctuate the narrative. Animated in a cartoonish, stylistic fashion, these cinematics do much to distinguish the title from other games in
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Battlefield 3 begins with a bang; Blackburn, one of the primary playable characters, is seen fleeing from some violent unknown pursuers, rushing through the dense New York City streets before promptly leaping atop a subway car, evading one group of pursuers only to meet with a greater hostility: the train is bustling with enemies, eager
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Thief is an incredibly immersive title, with a near constant maintenance of the first-person perspective. The master thief and protagonist, Garret, navigates the game world with ease, deftly climbing boxes to reach rooftops, climbing ladders, and scaling predetermined walls and structures. All of these actions are accompanied by incredible animations, which bolster greatly the immersive
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Gears of War at times seems like a soulless game. The mechanics are competent but uninspired, while the environments are totally lacking in diversity and imagination, characterized solely by bland, muted browns and greys; the color palette is uninviting, with very little emphasis upon the creative. The majority of the game is spent roaming through
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Titanfall 2 is an interesting, ambitious game. The developers ceaselessly sought to push forward traditional shooter controls, giving the player great mobility and freedom of movement, and mostly succeed. Despite the relative complexity which might typically accompany such systems, here everything is very intuitive; wall running, double jumping, sliding – combining these abilities is seamless
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In terms of presentation, Borderlands 3 is incredible, particularly creatively. The various explorable planets are full of diversity, each having their own unique character; the starting area, Pandora, with its sandy, oppressive deserts and craggy mountains is decidedly different from, say, the planet of Promethea, with its impossibly tall skyscrapers and seemingly advanced technology. Neon