Tag Archives: Playstation 3

Starhawk Review

May 18, 2012

Starhawk

Starhawk, from LightBox Interactive and Sony Santa Monica, is an ambitious game that combines several genres in an attempt to create a unique experience for gamers. Unfortunately, Starhawk seems content with stuffing its well-crafted and genre-bending gameplay into a very standard — and safe— game with few surprises and little ingenuity in terms of game modes and game types.

Starhawk is part tower defense, part third-person shooter, part vehicle combat game, and part combat flight-sim. The good news is that all of these disparate genres mesh seamlessly together and nothing feels out of place or lacking in detail and focus — the flight mechanics are particularly fun as we were able to perform aerial acrobatics with ease. The major issue with the game is that the ingenious melding of genres simply treads old ground. We found that Starhawk’s unique gameplay can feel underwhelming due to the game’s lackluster singleplayer campaign and its reuse of all the multiplayer staples gamers can find in any major release.

Starhawk

Starhawk’s gameplay revolves around building structures and armaments to defeat waves of enemies. If the player wants a tank, a dune buggy, or a Hawk — the game’s mech/flying vehicle — he/she must build the structure that allows him/her access to those vehicles. However, reducing Starhawk’s gameplay to a mere construction-worker-sim does not do justice to the game.

Once the player builds a structure he/she must also defend that building with turrets, engineering arms — objects that repair damaged buildings and vehicles — and walls. All structures and objects are built with Rift Energy: green orbs that one collects from fallen enemies and barrels scattered throughout a level/map. Players spend Rift Energy to purchase structures and objects. The more powerful the structure/object is the more Rift Energy is needed to purchase it. The give and take nature of spending Rift Energy to create structures/defenses and the need to attack incoming enemies to collect more Rift creates a surprisingly tense and strategic gameplay experience.

At first the build mechanics make the singleplayer campaign feel fresh and inviting, but once the clichéd sci-fi/western action narrative starts hitting every expected beat with every expected character stereotype — including a gravelly voiced protagonist dealing with a dark past — the campaign quickly devolves into a derivative form. As well, the overly dramatic narrative does not quite fit with Starhawk’s cartoony and over-the-top action. In fact, singleplayer feels more like an extended five-hour tutorial to prepare the player for online play than a fully engaging campaign.

Starhawk

Co-op is where the game’s strategic nature shines. Co-op gameplay is essentially a “horde-mode” game type where players must defend a particular area against waves of enemies. Players must work together to survive each wave otherwise they will be quickly overrun by the multitude of enemies trying to destroy everything in site. Building turrets, walls, and vehicles becomes a frantic race as players try to adapt to each new enemy thrown into the mix.

The rest of the multiplayer suite focuses on the classic multiplayer game modes every big title has: deathmatch, capture the flag, and a version of king of hill called Zones. The build and fight mechanics work well in each game mode but we cannot help feel that the game’s mash-up of genres should also include some fresh/new game modes — something to really show how combining genres can create unique experiences. Instead players get a standard set of multiplayer games that only feel slightly different thanks to the build/defend/fight gameplay. That being said, Starhawk certainly outshines most other games when it comes to having dynamic multiplayer maps. Since players are always building new structures every map will have a slightly different layout each time a player respawns, which helps give the multiplayer a bit of extra life.

Throughout our time with Starhawk we were impressed at how well the development team managed to merge all the disparate gameplay elements into every game mode. However, in terms of the game modes, Starhawk seems happy to simply repeat what others have done in the hopes that its build mechanics are enough to keep players interested. Ultimately, the build mechanics add a layer of strategy and dynamism to online battles but we found the game can feel all too similar to what we’ve already experienced in other games.

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Game of Thrones: The Game Preview

May 15, 2012

In many ways, GoT:TG has more in common with George Martin’s Song of Ice and Fire books than the HBO drama. Still, the developers managed to work in the likenesses of some of the characters from the show offering a little continuity between the game and the HBO series. Continue reading

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Papo & Yo Preview

May 12, 2012

During PlayStation’s 2012 Spring Showcase we had a chance to talk with Charles-William Bibaud, Line Producer on Papo & Yo, about the development of the game, its unique narrative, and the challenges of trying to translate lived experiences into an interactive medium. Continue reading

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Sony PlayStation Spring Showcase Impressions

By Dork Shelf
May 12, 2012

Sony showed off its best wares for the upcoming summer season, including its front-line exclusive games leading up to next month’s E3. First, we’re taking a look at three of Sony’s marquee titles for the next quarter of 2012: Starhawk, Sorcery and Resistance: Burning Skies. Continue reading

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Ultimate Marvel vs. Capcom 3 Review

December 6, 2011

Are 12 new characters, additional modes and updates enough to justify a $40 disc release 10 months after its predecessor? How will the changes to the previous characters affect the high-level tournament scene? And what the hell is a raccoon doing with a repeater cannon? Continue reading

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Assassin’s Creed: Revelations Launch Event

November 14, 2011

Few places in Toronto are as appropriate for an Assassin’s Creed event as the Berkeley Church on Queen and Parliament. Originally built in 1871, it’s a mix of the modern and the historical – a perfect fit for the time-jumping, history-shaping saga that continues this week with the release of Ubisoft’s latest chapter in the series, Assassin’s Creed: Revelations. Continue reading

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Catherine Review

September 2, 2011

Catherine is a bit of a legacy project from the Persona Team, but they don’t drag any Persona iconography kicking and screaming into it. There are no zombie dogs, Pyramid Head or pretty pan blonde boys with goofy swords. Catherine‘s pastiche is conjured from scratch. And that’s one hell of a reason to start a steamy affair. Continue reading

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Assassin’s Creed: Revelations X-11 Impressions

August 21, 2011

Alexandre Breault, Ubisoft’s lead game designer for Assassin’s Creed: Revelations, gave Dork Shelf a rundown of the game’s latest preview build at Microsoft’s X-11 holiday preview event last week. A beardy, burly Ezio Auditore is on his way to Masyaf, former stomping grounds of his predecessor Altair. Continue reading

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Batman: Arkham City X-11 Impressions

August 21, 2011

Rocksteady Studios showed off a preview build of Batman: Arkham City at Microsoft’s X-11 event last week, and we had a chance to romp through a wrecked of Gotham’s biggest prison yard ever. Unsurprisingly, we left as excited as the previews and trailers have been making us over the past year, and then some. Continue reading

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inFAMOUS 2 Review

August 8, 2011

Perhaps it came out too close to Activision’s Prototype, maybe a superhero-who-isn’t was not a marketable enough concept for people to latch on to, but whatever the reason may be, folks just don’t seem to talk about the original inFAMOUS on the same level they do Uncharted, or even Sucker Punch’s own Sly Cooper. inFAMOUS 2 hopes to drive it all home, carrying the pulse of the first and wrap up both the narrative and the possibilities rooted in the first. Is there chain-lightning in the follow-up, or is there not enough power to keep this engine running? Continue reading

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Super Street Fighter IV: Arcade Edition Review

July 9, 2011

Super Street Fighter IV: Arcade Edition won’t get new players interested in the fighting game scene any more than the latest map pack will for the Call of Duty franchise. But anyone who’s sunk dozens of hours into the game over the past three years would do well to upgrade for roughly the price of two pints. Continue reading

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Bioshock Infinite E3 Demo

July 9, 2011

Irrational Games’ Bioshock Infinite, the spiritual-but-maybe-not-really sequel to 2007′s Bioshock, won multiple Best of E3 awards last month. Now the entire 15-minute demonstration has been posted to the public, and…well, maybe all those journalists and bloggers were right. Continue reading

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