Sorry for the long absense. I've been working two jobs and racking up 70+ hours a week, so I haven't had time to do my system comparisons lately. But with the new next-generation systems out now, I'll be doing my unprofessional analysis of the two system's same games very soon.
I can say right now my favorite next generation system is ... well, it's the Wii-U since releases like Pikman 3, Wonderful 101, and my game of the year Super Mario 3D World came out. However, outside of that system, I've been much more impressed with the PS4. Apparently, so has the rest of the world as well since it's almost Christmas time and Xbox Ones are in plentiful supply everywhere while PS4s continue to sell out. Even stranger are the shortages of the Wii-U ahead of the Xbox One despite Microsoft informing gaming press of sell-outs even when multiple people in the field show evidence that is not the case. It's bit of PR misdirection to create a news story of shortages when the system is actually in supply everywhere.
In other news, I've been involved in a new project creating a game. There's more information here:
https://www.facebook.com/pages/Talk-To-The-Machine/586420098094992
I've formed a new game studio called Talk To The Machine and we are creating a new RPG inspired by jrpgs from the 90's called The Mystery of Brulee. As can be expected from something I'm involved with it's going to be very unusual and exciting. Yes, we're targeting all true next-gen systems: so, Wii-U, PS4, Windows PC, Mac, and Linux. Expect full 1080/60 across all the platforms. I'll talk about it more as time goes along.
Hope everyone is having a great holiday so far!
audapostrophe's audity
Sunday, December 22, 2013
Friday, March 23, 2012
Silent Hill HD Collection
Silent Hill HD Collection offers two upscaled games in one package: Silent Hill 2: Restless Dreams and Silent Hill 3. Both games now offer 720p widescreen support and are available at a lower MSRP of $40.
Graphically, both version look similar but there are some key differences which conform to each platform's specific strengths. Particle effects, like the swirling fog in the opening of SH2, are quite a bit fuller on the 360 while the PS3 version is just slightly pared back. The PS3 version, though, features much cleaner mip mapping than it's counterpart. Both games feature the same assets, so you're still getting last gen models and textures but the overall look is much sharper than the originals.
The greatest gulf is the emulation speed. While the 360 version is locked down at 30 fps for both titles, developer Hijinks Studios decided to leave the PS3 version unlocked. There are times when the PS3 version move quite nicely at 60+ fps but then bogs down around 22 fps. This occurs frequently depending on the processor load even when there are a minimal number of event onscreen. I would have liked to have seen both versions locked at 60 fps since both systems are capable of it but I will certainly favor a stable fps versus a variable fps if given the choice. In this case, the 360 wins.
Sound is identical on both platforms though, at the time of this review, the PS3 version suffers from some bad lip syncing and there is an issue with some sound systems outputting in 5.1 surround. You'll be forced to use the 2.0 sound mix until a patch resolves the issue. I'm a bit disappointed there isn't a 7.1 soundmix for the PS3, too, as it's common for developers to add the mix for these HD remixes. Here, the 360 wins.
Gameplay is almost identcal, too, except for the PS3's variable performance framerate performance. I'm certainly willing to forgive a little bit of slowdown here and there if there is a better sound mix or if the graphics are quite a bit better but this is not the case. The frequent frame dips and peaks directly affect your ability to play. So, here again, the 360 version wins.
Overall, I would recommend interested buys pick up the 360 version. Of course, if the developer manages to patch the PS3 version to runs entirely at 60 fps, then I would change my recommendation. That would be unprecedented and highly unlikely.
Graphically, both version look similar but there are some key differences which conform to each platform's specific strengths. Particle effects, like the swirling fog in the opening of SH2, are quite a bit fuller on the 360 while the PS3 version is just slightly pared back. The PS3 version, though, features much cleaner mip mapping than it's counterpart. Both games feature the same assets, so you're still getting last gen models and textures but the overall look is much sharper than the originals.
The greatest gulf is the emulation speed. While the 360 version is locked down at 30 fps for both titles, developer Hijinks Studios decided to leave the PS3 version unlocked. There are times when the PS3 version move quite nicely at 60+ fps but then bogs down around 22 fps. This occurs frequently depending on the processor load even when there are a minimal number of event onscreen. I would have liked to have seen both versions locked at 60 fps since both systems are capable of it but I will certainly favor a stable fps versus a variable fps if given the choice. In this case, the 360 wins.
Sound is identical on both platforms though, at the time of this review, the PS3 version suffers from some bad lip syncing and there is an issue with some sound systems outputting in 5.1 surround. You'll be forced to use the 2.0 sound mix until a patch resolves the issue. I'm a bit disappointed there isn't a 7.1 soundmix for the PS3, too, as it's common for developers to add the mix for these HD remixes. Here, the 360 wins.
Gameplay is almost identcal, too, except for the PS3's variable performance framerate performance. I'm certainly willing to forgive a little bit of slowdown here and there if there is a better sound mix or if the graphics are quite a bit better but this is not the case. The frequent frame dips and peaks directly affect your ability to play. So, here again, the 360 version wins.
Overall, I would recommend interested buys pick up the 360 version. Of course, if the developer manages to patch the PS3 version to runs entirely at 60 fps, then I would change my recommendation. That would be unprecedented and highly unlikely.
Friday, March 9, 2012
SSX (2012)
Souless Super Cross
SSX is the fifth installment in the ongoing extreme sport series. Yes, there are actually six games but the developers have decided that the Wii release SSX Blur doesn't count in the main series. The original was a very early PS2 game. The series reached it's zenith with it's sequel, SSX Tricky, and has since been been slowly fumbling with it's identity. This new title for 2012 is a "reboot" of the series which hopes to address new audience's tastes while drawing in long-term fans of the series.
Graphically, the PS3 and 360 versions are near identical. They both run at a healthy 30 fps without any perceptible lag. The colors and detail are also identical. I did a large number of screen swaps and the only way I could differentiate the two versions were when there were button prompts on the screen. Graphically, both versions tie.
For sound, we see the normal split in hardware capabilities. While the 360 features DD5.1 the PS3 version is capable of up to 5.1 PCM. The sound is just slightly crisper and more aggressive in the PS3 version. So soundwise, the PS3 version is the winner.
As far as controller response is concerned, both versions match each other equally. The normally large deadzone of the PS3 controller has been shrunk so both versions behave the same. If anything, the right stick might be a little too sensitive since I found myself jumping instead of performing tricks on a fair number of occasions.
It should be noted that, in North America at least, the PS3 version features an exclusive track not available on the 360 until August. Those outside of this territory are not under the same restriction as the Mt. Fuji track is available on both systems in the EU.
That being said, the PS3 wins the gameplay category simply by virtue of it's additional content. If you're outside of North America, though, it will simply be a matter of which controller you prefer to use. You will get the same experiences on both platforms.
With that out of the way, I can't really recommend this game as a new purchase. There are a number of issues I have with this reboot's philosophy which I feel has further hurt the franchise. I had thought SSX was just beginning to find it's way again with the release of the excellent SSX Blur. Obviously, that was a creative offshoot and the main developers have decided to remove themselves from that tangent of progress.
The main deterrent that undermines in the experience is the focus on more realism. You're still performing outrageous tricks and jumping across great chasms but now all of the colorful cast of characters have been reduced to shallow cardboard cut-outs. Even the design of the outfits, which used to feature brilliant colors, have been toned downed and look like ordinary clothing. The sparkling colors and glints of light on the snow have been sapped of all their brightness replaced with dull blues and greys.
The "Deadly Descent" courses which were originally the main feature of this new game are all complete failures of fun. The main theme for all these events is to put as many unseeable obsticles in a player's way forcing memorization instead of creativity. One moment, you're going quickly down a course filled with trees which you can't see, then you're traveling though nighttime tunnels you can't see, and then jumping over bottomless pits that you can't see. With all the technology at our fingertips, this new SSX team has decided the best gameplay elements to add would be to obscure our vision. It was understandable in the PS1 and N64 days where the hardware wasn't capable of rendering very far but these machines do not have those limits. It's a distinctive turn in level design that didn't exist in all previous entries of the series.
The World Tour mode is basically an advanced tutorial. Completing this mode will unlock all the characters (if you can call them that) along with some important items that may or may not be required for various courses. This mode, though, is the very anti-thesis of fun. The numerous bottomless pits and limited vision courses begin to claw at your patience and the game's "rewind" feature is useless. Rewinding during trick events will halve your score (thereby, undermining it's use) and rewinding during a race doesn't affect the other racers. That's right. While you are rewinding from trying to jump across a bottomless pit you couldn't see the other racers are still racing past you. In the end, you'll end up using the restart feature since rewinding offers no benefits.
Ultimately, it's the realistic elements which have continuously hurt the series since SSX Tricky. I had originally thought they were coming back to the more saccharine, fun atmosphere after the release of SSX Blur. However, less wise decision-makers have prevailed making this game a mere husk of what it could have been. Even though SSX Blur isn't even considered a cannon game it still manages to ski circles around this new "better" reboot. I'd suggest players find an old copy of Blur and ignore this new title completely until someone can talk some sense into EA.
SSX is the fifth installment in the ongoing extreme sport series. Yes, there are actually six games but the developers have decided that the Wii release SSX Blur doesn't count in the main series. The original was a very early PS2 game. The series reached it's zenith with it's sequel, SSX Tricky, and has since been been slowly fumbling with it's identity. This new title for 2012 is a "reboot" of the series which hopes to address new audience's tastes while drawing in long-term fans of the series.
Graphically, the PS3 and 360 versions are near identical. They both run at a healthy 30 fps without any perceptible lag. The colors and detail are also identical. I did a large number of screen swaps and the only way I could differentiate the two versions were when there were button prompts on the screen. Graphically, both versions tie.
For sound, we see the normal split in hardware capabilities. While the 360 features DD5.1 the PS3 version is capable of up to 5.1 PCM. The sound is just slightly crisper and more aggressive in the PS3 version. So soundwise, the PS3 version is the winner.
As far as controller response is concerned, both versions match each other equally. The normally large deadzone of the PS3 controller has been shrunk so both versions behave the same. If anything, the right stick might be a little too sensitive since I found myself jumping instead of performing tricks on a fair number of occasions.
It should be noted that, in North America at least, the PS3 version features an exclusive track not available on the 360 until August. Those outside of this territory are not under the same restriction as the Mt. Fuji track is available on both systems in the EU.
That being said, the PS3 wins the gameplay category simply by virtue of it's additional content. If you're outside of North America, though, it will simply be a matter of which controller you prefer to use. You will get the same experiences on both platforms.
With that out of the way, I can't really recommend this game as a new purchase. There are a number of issues I have with this reboot's philosophy which I feel has further hurt the franchise. I had thought SSX was just beginning to find it's way again with the release of the excellent SSX Blur. Obviously, that was a creative offshoot and the main developers have decided to remove themselves from that tangent of progress.
The main deterrent that undermines in the experience is the focus on more realism. You're still performing outrageous tricks and jumping across great chasms but now all of the colorful cast of characters have been reduced to shallow cardboard cut-outs. Even the design of the outfits, which used to feature brilliant colors, have been toned downed and look like ordinary clothing. The sparkling colors and glints of light on the snow have been sapped of all their brightness replaced with dull blues and greys.
The "Deadly Descent" courses which were originally the main feature of this new game are all complete failures of fun. The main theme for all these events is to put as many unseeable obsticles in a player's way forcing memorization instead of creativity. One moment, you're going quickly down a course filled with trees which you can't see, then you're traveling though nighttime tunnels you can't see, and then jumping over bottomless pits that you can't see. With all the technology at our fingertips, this new SSX team has decided the best gameplay elements to add would be to obscure our vision. It was understandable in the PS1 and N64 days where the hardware wasn't capable of rendering very far but these machines do not have those limits. It's a distinctive turn in level design that didn't exist in all previous entries of the series.
The World Tour mode is basically an advanced tutorial. Completing this mode will unlock all the characters (if you can call them that) along with some important items that may or may not be required for various courses. This mode, though, is the very anti-thesis of fun. The numerous bottomless pits and limited vision courses begin to claw at your patience and the game's "rewind" feature is useless. Rewinding during trick events will halve your score (thereby, undermining it's use) and rewinding during a race doesn't affect the other racers. That's right. While you are rewinding from trying to jump across a bottomless pit you couldn't see the other racers are still racing past you. In the end, you'll end up using the restart feature since rewinding offers no benefits.
Ultimately, it's the realistic elements which have continuously hurt the series since SSX Tricky. I had originally thought they were coming back to the more saccharine, fun atmosphere after the release of SSX Blur. However, less wise decision-makers have prevailed making this game a mere husk of what it could have been. Even though SSX Blur isn't even considered a cannon game it still manages to ski circles around this new "better" reboot. I'd suggest players find an old copy of Blur and ignore this new title completely until someone can talk some sense into EA.
Tuesday, January 3, 2012
Deus Ex: Human Revolution
Deus Ex: Human Revolution is the third game in it's franchise that started on PC in 2000. It's a highly rated title and features a rather interesting approach to stealth gameplay that incorporates many RPG-like elements. It's retail price has dropped to $29.99 so I can easily recommend it for purchase.
The image quality is very similar on both versions. They both feature the same art assets but the PS3 version has slightly less texture filtering resulting in a crisper look. The lighting is also much more pronounced on PS3 with metal surfaces looking much more shiny especially in the game's many airducts. Both versions suffer many performance drops and can't quite maintain their targeted 30 fps but the drops don't happen quite as often on the PS3. Graphically, the PS3 version wins.
Both games share the same DD 5.1 sound engine but I experienced far more separation with the PS3 version. The audio was also just a tab bit louder and cleaner on the PS3 as well. For sound, the PS3 version is the winner.
Gameplay reveals some stranger choices among the competitors. The X360 version features much smoother panning from left to right and the sensitivity is much higher. On the PS3, however, the maximum sensitivity is reduced and panning results in slightly juttery movement. On PS3, I had to turn the x-axis sensitivity all way up to get any satisfactory movement while I only had to turn it to about 7/8 full on the X360. This category is a bit harder to judge since I liked the controller response from the X360 version but the same version also suffered from many more instances of frame dropping. Since the gameplay doesn't really require the quick movement that a typical FPS game demands I will have to give this award to the PS3 version.
It should also be noted that without installing the game to your HDD on the X360 your load times can be very long. The PS3 requires a mandatory install of some key assets so loading times are a bit shorter. However, like all PS3 games, saving a game take a few seconds longer than on the X360 version. Once you install the game onto the X360 HDD, your overall wait times are drastically reduced. Make some room on your X360 HDD if you want to get the best experience.
And with that, I'd recommend the PS3 version. The graphics, sound, and overall gameplay experience are all better on that version.
The image quality is very similar on both versions. They both feature the same art assets but the PS3 version has slightly less texture filtering resulting in a crisper look. The lighting is also much more pronounced on PS3 with metal surfaces looking much more shiny especially in the game's many airducts. Both versions suffer many performance drops and can't quite maintain their targeted 30 fps but the drops don't happen quite as often on the PS3. Graphically, the PS3 version wins.
Both games share the same DD 5.1 sound engine but I experienced far more separation with the PS3 version. The audio was also just a tab bit louder and cleaner on the PS3 as well. For sound, the PS3 version is the winner.
Gameplay reveals some stranger choices among the competitors. The X360 version features much smoother panning from left to right and the sensitivity is much higher. On the PS3, however, the maximum sensitivity is reduced and panning results in slightly juttery movement. On PS3, I had to turn the x-axis sensitivity all way up to get any satisfactory movement while I only had to turn it to about 7/8 full on the X360. This category is a bit harder to judge since I liked the controller response from the X360 version but the same version also suffered from many more instances of frame dropping. Since the gameplay doesn't really require the quick movement that a typical FPS game demands I will have to give this award to the PS3 version.
It should also be noted that without installing the game to your HDD on the X360 your load times can be very long. The PS3 requires a mandatory install of some key assets so loading times are a bit shorter. However, like all PS3 games, saving a game take a few seconds longer than on the X360 version. Once you install the game onto the X360 HDD, your overall wait times are drastically reduced. Make some room on your X360 HDD if you want to get the best experience.
And with that, I'd recommend the PS3 version. The graphics, sound, and overall gameplay experience are all better on that version.
Tuesday, November 29, 2011
Splatterhouse (2010)
Splatterhouse is a new game in Namco's older series of games originally released from 1988-1993. It was released on both PS3 and Xbox 360 and is now available at a much lower MSRP of $29.99 instead of it's debut price of $59.99.
Graphically, both versions are identical. They both run with a terribly inconsistent frame rate and panning even slightly left or right results in large frame rate drops. They are v-synced, thankfully, but it's very clear this engine has not been optimized very well. Both versions are tied for graphics.
For sound, the 360 version gets DD 5.1 while the PS3 gets DD5.1 PCM. Oddly enough, both mixes sound the same with some slightly lower default sound levels on the PS3. Technically, the PS3 wins this category with it's uncompressed sound.
Gameplay is also identical across both platforms. The game responds well to command inputs. I could not detect any delay from the controls on either system so your buying preference relies on which controller form factor is most pleasing to you. Again, both versions are tied for this caregory.
The PS3 is the leading purchase winner with the Xbox version lagging only due to sound.
I'm sure you're wondering why I've decided to comment on this game. It was largely ignored during it's initial run and the franchise has always been a bit obscure. I only purchased it because of it's reduced price and because it features all three of the previous game emulated. Oddly enough, I ended up enjoying the new game quite a bit even though it actively hits all the wrong cords of game design; the camera pans too slowly, enemies will often move out of camera view, enemies constantly hit you from behind, hit detection is suspect (on the 2D levels), you can potentially paint yourself into an impassable corner if you don't upgrade the right moves, and some enemy animations run too long and are invincible. Yes, almost everything that game players hate this game does.
However, the game is still rather fun. The challenge level is fairly high on a first playthough, the script is witty, and the additional moves you upgrade to make you feel more and more powerful. It's most like Dante's Inferno except less refined but certainly not reaching the levels of Bayonetta or Devil May Cry. At this new price point, though, the fun outweighs the investment and I've using this game as a small break from my other more serious games. I would recommend a purchase or a rental for a good afternoon of bloody fun.
Graphically, both versions are identical. They both run with a terribly inconsistent frame rate and panning even slightly left or right results in large frame rate drops. They are v-synced, thankfully, but it's very clear this engine has not been optimized very well. Both versions are tied for graphics.
For sound, the 360 version gets DD 5.1 while the PS3 gets DD5.1 PCM. Oddly enough, both mixes sound the same with some slightly lower default sound levels on the PS3. Technically, the PS3 wins this category with it's uncompressed sound.
Gameplay is also identical across both platforms. The game responds well to command inputs. I could not detect any delay from the controls on either system so your buying preference relies on which controller form factor is most pleasing to you. Again, both versions are tied for this caregory.
The PS3 is the leading purchase winner with the Xbox version lagging only due to sound.
I'm sure you're wondering why I've decided to comment on this game. It was largely ignored during it's initial run and the franchise has always been a bit obscure. I only purchased it because of it's reduced price and because it features all three of the previous game emulated. Oddly enough, I ended up enjoying the new game quite a bit even though it actively hits all the wrong cords of game design; the camera pans too slowly, enemies will often move out of camera view, enemies constantly hit you from behind, hit detection is suspect (on the 2D levels), you can potentially paint yourself into an impassable corner if you don't upgrade the right moves, and some enemy animations run too long and are invincible. Yes, almost everything that game players hate this game does.
However, the game is still rather fun. The challenge level is fairly high on a first playthough, the script is witty, and the additional moves you upgrade to make you feel more and more powerful. It's most like Dante's Inferno except less refined but certainly not reaching the levels of Bayonetta or Devil May Cry. At this new price point, though, the fun outweighs the investment and I've using this game as a small break from my other more serious games. I would recommend a purchase or a rental for a good afternoon of bloody fun.
Friday, November 25, 2011
Rayman Origins
Rayman Origins is available on all three home consoles and features gameplay that is most comparable to the first game in 1995. It is also the first game to be built using Ubisoft's UbiArt engine.
On Xbox 360 and PS3 the game features a very crisp 720p image while the Wii features a very pleasant 480p image. All versions of the game run at a constant 60 fps without the slightest frame-drop or screen-tear. Even with multiple characters, layers of scrolling, and effects running the engine never faltered on any of the platforms.
Graphically, the 360 and PS3 version are identical; there were times where I would switch the video input back and fourth and would pick up the wrong controller because I was confused which feed was running. Neither system had the normal quirks associated with other cross-platform titles. The Wii version, of course, runs only at 480p but is still quite a sight to behold. No matter which version you play, you are getting the best performance available so there are no clear winners in this category.
For sound, we get the normal platform separation. The 360 features Dolby Digital 5.1, the PS3 gets up to Dolby Digital 7.1 PCM, and the Wii has Dolby 5.1 ProLogic IIx support. Essentially, the maximum support has been given to the hardware's capability. The PS3 wins the sound category here.
Gameplay, much like the graphics, are also identical. There isn't a clear winner in this category, either, so it comes down to personal preference which form factor is most pleasing to your hands. For the record, I prefer to use the Wii's Classic Controller Pro if given the choice since this is a strictly digital-controlling game. That being said, it's a three way tie for gameplay.
Rayman Origins the single most adept cross-platform game released. The PS3 version edges out the other version by virtue of it's maximum supported sound capability. It doesn't matter which version you purchase, though, as you will be receiving a marvelous, marvelous game experience. I would high recommend you buy this game.
On Xbox 360 and PS3 the game features a very crisp 720p image while the Wii features a very pleasant 480p image. All versions of the game run at a constant 60 fps without the slightest frame-drop or screen-tear. Even with multiple characters, layers of scrolling, and effects running the engine never faltered on any of the platforms.
Graphically, the 360 and PS3 version are identical; there were times where I would switch the video input back and fourth and would pick up the wrong controller because I was confused which feed was running. Neither system had the normal quirks associated with other cross-platform titles. The Wii version, of course, runs only at 480p but is still quite a sight to behold. No matter which version you play, you are getting the best performance available so there are no clear winners in this category.
For sound, we get the normal platform separation. The 360 features Dolby Digital 5.1, the PS3 gets up to Dolby Digital 7.1 PCM, and the Wii has Dolby 5.1 ProLogic IIx support. Essentially, the maximum support has been given to the hardware's capability. The PS3 wins the sound category here.
Gameplay, much like the graphics, are also identical. There isn't a clear winner in this category, either, so it comes down to personal preference which form factor is most pleasing to your hands. For the record, I prefer to use the Wii's Classic Controller Pro if given the choice since this is a strictly digital-controlling game. That being said, it's a three way tie for gameplay.
Rayman Origins the single most adept cross-platform game released. The PS3 version edges out the other version by virtue of it's maximum supported sound capability. It doesn't matter which version you purchase, though, as you will be receiving a marvelous, marvelous game experience. I would high recommend you buy this game.
Monday, November 21, 2011
The Legend of Zelda: Skyward Sword
Skyward Sword isn't a multi-platform release, obviously, but it's so good that I'll forgo my normal cross platform comparison focus. Stop reading this and buy this game! If you don't already own a Wii, Target will be featuring a Wii with the Collector's Edition of Skyward Sword for $149.99 on black friday. Make use of this unique offer and play this game.
Skyward Sword is another game in Nintendo's Legend of Zelda series. This series has had mutliple games spanning multiple platforms though the number of games in the main console series have been few. Each game on the home consoles have actually been very unique amongst each other and this game continues the tradition by providing the very best implementation of motion controls and the most plot of any previous game.
The game's art resembles something out of an anime and impressionistic watercolor. There isn't anything else like it on the market. The engine performs fairly well with some occasional drops in framerate. V-sync is, thankfully, enable like all other Nintendo produced games. The art manages to overcome the limitation of the hardware so it wasn't too distracting playing this game on an EDTV resolution.
The sound is Skyward Sword's largest improvement over previous games. A full orchestrated soundtrack has been implemented and it makes a world of difference. This feels like the most epic journey Link has ever partaken in and it's all due to the wonderful orchestration. Dolby Pro-Logic II support is active so you will receive the benefits of non-discreet surround sound. If you purchase the collector's edition it comes with a soundtrack sampling so I would highly recommend it for acquirement this bonus.
Gameplay is, quite frankly, perfect. The use of motion, pointing, and traditional stick controls are well executed and respond well once you understand the rules on how to perform motions. They aren't immediately intuitive like Metroid Prime's controls but you will quickly adapt to them. Just remember that keep your remote in a center position before you start a fight and move relative to that center. Hitting Down on the control pad also forces a recenter, so you can always pause the game to your item screen, point at the center, and hit down to recenter at any time.
Skyward Sword is a large, well written, and highly entertaining game. This game, along with Elder Scrolls: Skyrim, bookend a perfect year for adventure games with their opposite approaching to epic storytelling. Now go and buy this game!
Skyward Sword is another game in Nintendo's Legend of Zelda series. This series has had mutliple games spanning multiple platforms though the number of games in the main console series have been few. Each game on the home consoles have actually been very unique amongst each other and this game continues the tradition by providing the very best implementation of motion controls and the most plot of any previous game.
The game's art resembles something out of an anime and impressionistic watercolor. There isn't anything else like it on the market. The engine performs fairly well with some occasional drops in framerate. V-sync is, thankfully, enable like all other Nintendo produced games. The art manages to overcome the limitation of the hardware so it wasn't too distracting playing this game on an EDTV resolution.
The sound is Skyward Sword's largest improvement over previous games. A full orchestrated soundtrack has been implemented and it makes a world of difference. This feels like the most epic journey Link has ever partaken in and it's all due to the wonderful orchestration. Dolby Pro-Logic II support is active so you will receive the benefits of non-discreet surround sound. If you purchase the collector's edition it comes with a soundtrack sampling so I would highly recommend it for acquirement this bonus.
Gameplay is, quite frankly, perfect. The use of motion, pointing, and traditional stick controls are well executed and respond well once you understand the rules on how to perform motions. They aren't immediately intuitive like Metroid Prime's controls but you will quickly adapt to them. Just remember that keep your remote in a center position before you start a fight and move relative to that center. Hitting Down on the control pad also forces a recenter, so you can always pause the game to your item screen, point at the center, and hit down to recenter at any time.
Skyward Sword is a large, well written, and highly entertaining game. This game, along with Elder Scrolls: Skyrim, bookend a perfect year for adventure games with their opposite approaching to epic storytelling. Now go and buy this game!
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