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Assassin's Creed: Revelations Review

Ezio and Altair make graceful exits in Assassin's Creed: Revelations, another great historical adventure.

Star Wars: The Old Republic (PC Games)

Star Wars: The Old Republic isn't the next step in online role-playing games. Instead, it's a highly entertaining refinement of what has come before it.

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Final Fantasy XIII-2 PlayStation3

Final Fantasy XIII-2 doesn't capture Lightning in a bottle, but it's still a fun and heartfelt role-playing adventure.

Trine 2 Review

Trine 2 is a charming fantasy platformer with dazzling good looks and fun physics puzzles.


The Good

  • Gorgeous visuals  
  • Fun, open-ended physics puzzles  
  • Smooth, accessible platforming  
  • Fun co-op, online and off. 

The Bad

  • Unremarkable story. 
 With the wholesome appeal of a fairy tale, Trine 2 is unapologetically packed with comfortable tropes. Like the first game, it stars a trio of classic fantasy heroes: a merry knight, a sly thief, and a nervy wizard. Their adventure bustles them through ye olde tale of rescue the princess--via enchanted forest and murky cavern, wherein they thrash goblins and giant spiders. But out of that conventional premise, the game conjures a gorgeous and gratifying platform puzzler. 


Trine 2's environments could have been lifted off the screen of a latter-day Fantasia or from the pages of a particularly lovely storybook. Deep, richly detailed levels pop with lively, luminous color. The forest is home to luscious glowing foliage and glistening colossal snails. Gloomier levels house oversized spiders, animated with skin-crawling authenticity. One level, taking in sunset on a tropical beach, is stop-and-stare beautiful.
Each hero has a simple, distinct set of powers. The knight has a sword and shield for fighting, as well as a warhammer for smashing obstacles; the thief has a grappling hook, along with a bow and arrow; and the wizard can levitate items and summon boxes or planks from thin air. In single-player mode, only one hero appears onscreen, but you can instantly flip between them to access the powers demanded by the task at hand.
The wizard's conjuring powers make him the best suited for solving a puzzle on your own. Though the basic platforming is smooth and accessible, with combat that is brisk and straightforward, the heart of the action is physics-based puzzling. At its simplest, this means constructing a ramp from crates, while more complex challenges have you reroute steam jets by hovering segments of pipe into place. In others, you channel water onto the roots of plants that shoot up, magic beanstalk-like, to create leafy new platforms on which to hop. New elements such as movable portals, waterwheels, and lava streams come thick and fast, in addition to memorable one-offs, such as a house-sized frog that lassoes giant fruit with its tongue



Toasty!

Though many of the puzzles suggest single, efficient solutions right off the bat, some of the best fun is to be had experimenting with the physics and looking for less-obvious solutions. Trine 2's physics engine is robust and fine tuned, and noodling about with it is engrossing in its own right. The game is generously rigged to allow for the guilty pleasure of fudging a solution when the elegant answer is out of reach; teetering structures of magic planks can be used to bypass clever gate mechanisms altogether or the same planks can be jammed gracelessly into the gears.
Trine 2 prefers to keep you moving briskly along to holding you up with a real brainteaser. There's even an optional hint system that kicks in after a few minutes of head scratching. It amounts to a friendly game but not an overly easy one; there are much trickier secrets to be found and collectable experience orbs in hard-to-reach spots, with the latter feeding into a simple set of talent trees. For instance, as you level up, the thief can upgrade to fire or ice arrows, the knight can upgrade to a charging shield bash, and the wizard can learn to materialize more boxes at once.
In local multiplayer, or in the online multiplayer that's new to this sequel, your two co-op companions play the other two characters. This lets you combine powers rather than flit between them, although hero swapping on the fly is also permitted. Combining powers opens up new avenues of sandbox tinkering; the wizard can float other party members on a conjured plank platform or hang a goblin harmlessly in midair for the thief to skewer with arrows. For maximum sandbox tomfoolery, there's also an unlimited mode, in which any combination of hero characters is allowed. 


Seaside questing.

The storybook-style narration is genteel, and the heroes are amiably voiced. The music is rousing, too. Here, as with story and setting, Trine 2 cleaves comfortably to the genre, with all of the cheery piping of a high-class Renaissance fair. If you bypass secrets and ignore experience orbs, you can breeze through a single-player campaign in six hours or so. Although Trine 2 wouldn't outstay its welcome at twice that length, it's no raw deal, given the modest pricing ($15 or £12). This Trine follow-up is a more complete, refined work than its predecessor, and those who didn't catch the original are in for a real treat.

The King of Fighters XIII Review

From the ashes of its predecessor, The King of Fighters XIII rises to restore the series to its rightful place in the fighting genre spotlight.


The Good

  • Fluid and flexible fighting mechanics  
  • Impressive visuals and smooth animations  
  • Stable online play with replay support  
  • Numerous offline offerings  
  • Character color customization.

The Bad

  • Online spectating isn't an option  
  • Lacks replay sharing. 


When we last left The King of Fighters, things weren't looking good. The King of Fighters XII, which was released in 2009, looked beautiful and had a solid fighting system, but its dearth of single-player content and busted online functionally killed it for many players. Now, The King of Fighters XIII is here, and it addresses all of the issues the previous installment faced. XIII is an immensely robust game that adds a lot a new content to XII's solid mechanics, and it easily earns this series the right to stand alongside other fighting giants in the genre's spotlight.

This gameplay montage gives you a taste of the fireworks show that is KOF XIII.

As with its predecessors, The King of Fighters XIII features one-on-one fighting between two three-person teams. When one fighter goes down, the next is subbed in--after a brief but frequent loading screen--until one side's team is exhausted. In the ring, gameplay feels similar to Street Fighter III: Third Strike Online Edition. Though quicker than Third Strike, XIII shares the same fundamentals of smart positioning and timing. Positioning comes from proficiency with the game's movement options. With four types of jumps and a roll that can pass through anything but throws, it takes practice to navigate the battlefield quickly and efficiently.
When used well, these movement techniques make you feel nimble and keep the action focused on offense. You always want to be building momentum with fancy footwork and calculated strikes. But even at its most chaotic, the game still allows you time to think. There's a satisfying tension in planning your next strike or in deciding how to break the enemy's stride. XIII has its own rules of engagement, and understanding these rules--and when to break them--lets the game's personality shine. As with any strong fighter, the ebb and flow of advanced play is as much about strategy as it is about execution.

There are three main gauges to manage in the game: power, hyperdrive, and guard. In broad strokes, the power gauge focuses on offense; it is used for enhancing special attacks and desperation moves. Next, the hyperdrive gauge is for being stylish. You can burn this meter to cancel certain special attacks into others or activate hyperdrive mode. In this mode, your character can link together moves and build combos that aren't otherwise possible. Finally, the guard gauge depletes as you block attacks. If you let it run out, your character enters a vulnerable crumple state--so be careful.


No tagging or assist attacks here; just a good old-fashioned ninja-on-child beatdown.

The entire system feels very flexible. Each character has the tools for building devastating combos and quickly navigating the field. This uniform character design also carries over to vitality. Unlike in many fighting games, characters in XIII have the same amount of health, which means an attack will deal the same amount of damage no matter whom it hits. Each character's health gauge is broken down into sections for additional clarity. Once you learn how many sections a certain combo shaves off, it's easy to see when to cash it in and finish the match.

You can test your skills in Story mode, though if you're not familiar with Elisabeth Blanctorche, Ash Crimson, or why that one guy from Fatal Fury is here, then you're going to feel a little lost. This mode lasts only a few hours, but it has multiple routes and endings. Once "completed," a massive storyboard becomes available. From there, you can revisit different points in the tale and select alternate routes through it. There's also an Arcade mode that's heavier on the action and is where you can unlock the game's two secret characters.

For new players, the game has various teaching tools designed to introduce the basics. The tutorial and mission modes do a fine job of this, but they don't explain why these moves are important. Knowing the tactical merits of a hop versus a hyperjump is just as vital as their execution. This problem not only exists in XIII, but also in fighting games in general. For combo training, XIII's combo trials are well implemented. They display their inputs clearly, as well as feature demonstrations to aid execution and timing. In addition, characters have their own Time Trial and Survival modes to further hone your skills.

All of this preparation would be for naught if it didn't support a solid online offering. Thankfully, XIII does not repeat XII's mistakes. It offers an online experience that's smooth and stable, provided you find an opponent in the three-to-four green-bar range. If you fall below that, you'll encounter noticeable (though not unplayable) performance dips. When you finish, you can choose to save that match's replay for future viewing. While it's a nice touch, there is not a system in place for sharing or viewing other's replays. Sadly, Spectator mode is also absent in online play, which leads to a lot of bored players during group games.


After countless trials, Leona has successfully weaponized the high five.

Whether you're online or off, the game's presentation is simply gorgeous. The 2D character sprites fill up the screen with astonishing detail, such as the way their clothing flutters. The numerous stages are equally impressive--and infinitely more detailed--featuring hordes of overly excited spectators or a pack of elephants encircling the ring. There's even a color edit mode where you can alter your fighter's color scheme to your liking. All of these features, combined with the tightly balanced fighting mechanics, make The King of Fighters XIII a fantastic game that can easily go toe-to-toe with the heavy hitters in the fighting game genre.


L.A. Noire: The Complete Edition Review

L.A. Noire's absorbing investigations and intoxicating sense of style make it an unforgettable journey through the seamy side of the City of Angels.


The Good

  • Authentic and outstanding 1940's style and atmosphere  
  • Solid performances and good use of motion capture  
  • Compelling investigation and interrogation mechanics  
  • Memorable noir story  
  • Some great shoot-outs and action sequences that make use of real LA locations.

The Bad

  • Early investigations are very limited  
  • Disconnection between cases leads to jarring moments  
  • Some restrictions during pursuits and shoot-outs feel artificial. 

What awaits Cole Phelps at the next crime scene? Will it be a couple of hopheads who overdosed on morphine and are now on the midnight train to nowhere? Or maybe a young lady whose dreams of Hollywood stardom were chewed up and spit out by the studios and who now lies naked in a park, the victim of a brutal murder? L.A. Noire confronts you with these sad situations and many more. Inspired by film noir classics and hardboiled crime fiction, this tale of a complicated and troubled cop in postwar Los Angeles makes the business of detective work absorbing and rewarding, and it's drenched in so much authentic late-'40s style that you'll practically be able to smell the acrid mix of glamour and corruption in the air. This PC release comes complete with the five cases that were released as downloadable content on consoles, making it the best version of L.A. Noire you can buy. 


Billboards and neon signs are just a few of the details that help create L.A. Noire's authentic period atmosphere.

The City of Angels is one of the stars of L.A. Noire, and it gets the red-carpet treatment here. The game re-creates a vast swath of the city circa 1947; though it's by no means accurate down to the tiniest detail, those who know Los Angeles will appreciate the tremendous amount of research that clearly went into designing this version of it. (You expect to see the historic Egyptian Theatre in its proper place on Hollywood Boulevard, for instance, but seeing the Pig 'N Whistle right next to it, which has been there since 1927, is impressive.) Your journey takes you from filthy flophouses and hobo camps to elegant mansions and the sleek, modern offices of a company that's shaping the development of postwar Los Angeles. The architecture, which includes cookie-cutter housing developments that are springing up in droves to capitalize on the return of soldiers from the war, as well as jazz clubs where cops and gangsters alike relax after night falls, is authentic and makes this Los Angeles an absorbing and immersive place.
And it's not just these big things that the game gets right. As a detective, your work investigating crime scenes is often about the smallest details, and the richness of these details in L.A. Noire makes rummaging around grisly crime scenes and perusing the personal effects of victims a compelling process. The homes of murder victims feel lived in as a result of pictures on the walls, notes pinned on refrigerators, and clothing tossed on the floor and forgotten. Pick up an official document while rummaging through some files and you'll see that it looks genuine right down to the fine print. This attention to detail makes the often unsavory business of being a detective deeply absorbing. On top of this, the period fashions, actual automobiles, and music of the era--along with a score that evokes the style of some of the great composers of film noir--weave an intoxicating spell that's sure to stir the heart of anyone with a fondness for 1940's style. The art direction that pervades every aspect of L.A. Noire is simply outstanding, and it's a huge part of what makes this game such a memorable experience. And if you want the game to look more like Out of the Past than Chinatown, there's an option to play in crystal-clear black and white. 


In a moment, that criminal's blood will be painting the pillar behind him.
 
But all that attention to detail wouldn't amount to much if it weren't in the service of a game that was worthy of it. Thankfully, L.A. Noire is worthy. You play as Cole Phelps, a young veteran of World War II who enlists in the L.A.P.D. in 1947. Phelps is played by Aaron Staton, best known for his role on Mad Men, and thanks to L.A. Noire's use of an impressive motion capture technology, his performance goes far beyond voice acting. Phelps' face is Staton's face, and while motion scanning doesn't quite capture all the soul of an actor's performance, it nonetheless allows for a great deal of the subtlety of that performance to come through. It may take a bit of adjustment, seeing almost-but-not-quite-real faces on these characters, and there's sometimes a bit of a blurriness around the lips that can be distracting. But for the most part, it's very effective, allowing for rich and nuanced performances that seem to fully inhabit the world of the game. And this isn't just for show. The story of L.A. Noire hits harder because its characters look and sound so believable. Phelps' commanding officer Captain Donnelly has a passion for swift, merciless justice and a preacher's gift for oratory, while the weathered face of Herschel Biggs, one of many partners you have throughout the game, speaks volumes about his years on the force. The performances have a concrete impact on gameplay, too. When you're interrogating a suspect or questioning a witness, it's the facial expressions of a real person that you're reading when determining what approach to take.
You start out playing Phelps as a newly recruited uniformed officer. When a call comes in over the radio that a few homicide detectives need some assistance, you make your way to the crime scene and get your first crack at investigation. While investigating, you move Phelps around the environment and look for clues. Of course, not everything in any given location is going to be relevant to your investigation, and at first, the process can feel a bit silly. You might pick up empty beer bottles, hairbrushes, rolling pins, and other meaningless stuff, making Phelps move them around in his hand as if they might conceal vast significance while he mutters to himself (and to you) that these particular items have no bearing on the case. But as you progress, you develop a sharper eye for what things in an environment might be relevant. By default, the game indicates that you're near something you can examine with chimes (and controller vibration, if you're using a gamepad), but with this option turned on, investigations often boil down to just walking Phelps over every inch of an area, waiting for those indicators to go off. Turning these off makes investigation far more involving and encourages you to carefully study the environment looking for anything that might give you insight into the case. You still know when you've found everything important in a given location because the investigation music fades out, though if you like, you can also turn this indicator off.
Phelps goes above and beyond the call of duty to close this first case himself, but it's not out of a selfless wish to protect and serve. He has a cold ambition to rise up the ranks in the department, and it's not long before his drive pays off politically. This determination also isolates him from his fellow cops and makes him a bit hard to root for initially, but this only makes him a better noir protagonist. He's a deeply flawed hero, and as the game progresses, you learn more about the experiences that turned him into the man he is today, and he develops in some fascinating ways as the narrative approaches its powerful conclusion. It takes quite a while for the story to build up steam, but the excitement of the later chapters makes the more deliberate pace of what came before well worth it. And you don't need to be a fan of film noir and hardboiled crime fiction to appreciate this tale, but if you are, you may take particular pleasure in the inspiration L.A. Noire takes from many terrific sources. (James Ellroy's bloody epic L.A. Confidential is a particularly clear influence.) 


Another poor sap meets a violent end in the City of Angels.


As Phelps makes a name for himself in the department, he's called upon to start heading investigations himself, and that means questioning witnesses and interrogating suspects. During interrogations, you select something to question the witness or suspect about from a list in your notebook. (This is partly why thorough investigation of a crime scene is important; if you miss an important clue, you won't be able to ask people about it, which may prevent you from getting vital information.) Once the person responds to your question, you have three choices. If you believe the person is being honest and forthright with you, you can select Truth, which results in Phelps responding positively to the witness or suspect and coaxing more information out of him or her. If you think a person is being less than entirely honest, you can select Doubt, which often translates into "press the witness or suspect harder," and if your instincts are correct, this generally results in the suspect giving up something useful. But if your instincts are wrong and the person was cooperating, this approach results in him or her reacting negatively, which gives you nothing. Finally, if you think the person is lying to you and you have a piece of evidence that proves it, you can select Lie. In this case, you have to back up what you're saying with evidence. For instance, if you ask a suspect what shoe size he wears and he tells you he wears a size 9, you can use the size 8 work boots you found in his home to prove that he's lying. 

In the early cases, the game holds your hand through these processes, and as a result, they can feel narrow and artificial. For instance, at one point, you need to get a confession from a suspect. If you botch the interrogation, the suspect will dismiss you, at which point your commanding officer will tell you to get back in there and get a confession out of the suspect, starting the whole thing over. It's also typically very obvious early on when a suspect or witness is not being entirely honest, as he or she makes an exaggerated show of looking nervous or shifty eyed. But once the training wheels come off, the process gets a lot more interesting. It becomes entirely possible to miss vital clues at crime scenes or fail to get important information from a witness and to progress through a case, and suspects behave more naturally, which makes them tougher to read. 

Would the guy who played Ted's dad in the Bill & Ted movies lie to you?

When you're stumped about the right approach to take, you can spend a point of intuition, which bears unmistakable similarities to the lifelines on the game show Who Wants to Be a Millionaire? Intuition can be used either to remove one of the incorrect approaches--eliminating Lie, for instance, and leaving you to choose between Truth and Doubt--or to see what approach other players took at that particular moment in the interrogation. Intuition can also be used to highlight the location of every important piece of evidence while investigating a crime scene. You don't earn intuition points very quickly so they must be spent sparingly, and they serve as a bit of help without taking all the detective work out of your hands. There's only one save file that the game updates automatically, so you can't just restart when an interrogation goes badly, but this is for the best. It's far more interesting to just rely on your instincts and finish the case to see how things play out, at which point you can restart the case and try for a better outcome if you like. Cases can definitely take some very different turns depending on your actions, which makes replaying them worthwhile. In one case, for instance, you might end up shooting a potentially innocent man and earning the scorn of Captain Donnelly, or you might put away a social menace, at which point Donnelly takes you and your partner out for a celebratory drink. 

Regardless of whom you put away, you may come away from some cases with the troubling feeling that you didn't get the right man. That may sound unsatisfying, and in a way it is, but it's a good kind of unsatisfying. Noir isn't about tidy resolutions and happy endings. It's often about the cases where the truth is elusive--the cases that keep cops up at night. And L.A. Noire rewards your patience. A story strand left unresolved in one case may come up again a few cases later, and something you thought would be left unclear may finally come into focus. Less satisfying is the way that the resolution of one story case doesn't have any bearing on the next. For instance, even if you completely botch the aforementioned case and Donnelly rains fire and brimstone down on you and your partner, the next case begins with him showering you with praise. L.A. Noire has an overarching story to tell, and it's a good one, but the inelegant way in which it keeps that story on track can be jarring. 

The beautiful L.A. River features in The Consul's Car, a case that was previously exclusive to the PS3.

L.A. still had streetcars in 1947, but it was a city quickly becoming dominated by the automobile, and that's the only way to travel in L.A. Noire. Thankfully, driving is fun. Whether you steer them with a gamepad or the keyboard, cars are responsive and swift, which is particularly important during the game's many car chases. Still, it's not so enjoyable that you'll always relish the thought of driving from one end of the game's large map to the other; thankfully, you can usually opt to have your partner drive, which functions as a fast-travel option for getting to your selected destination. The cars are also nicely detailed, and you can admire any vehicle you've driven in the game's vehicle showroom. 

The gunplay is very easy to pick up. You can hide behind cover, and pop out to squeeze off shots. Aim assist options are available, and if you're playing with a gamepad, you may want them on, but the precision afforded by mouse control makes them unnecessary. The shooting itself feels fine, but it's the context and the atmosphere that make some firefights stand out. A pursuit through catacombs, a gunfight in a historic movie theater, and the tumultuous climactic shoot-out are just a few of the moments throughout L.A. Noire that have a cinematic sense of place and style. Although the objectives often describe your goal as subduing suspects, once the bullets start flying, the only way out for the criminals is in the coroner's wagon. Shooting suspects in the legs a few times proves to be as fatal as popping them in the head once. The grim brand of justice that Phelps doles out in these situations is certainly in keeping with the game's somber tone, but it's disappointing that you can't try to keep these criminals alive so that they can face a trial. 

Not everyone you pursue ends up dead, though. You regularly find yourself pursuing suspects on foot, and these chases don't always end with someone headed to the morgue. Pursuing suspects is easy. You just try to keep Phelps headed straight for his target; he handles all the climbing over fences and leaping between rooftops automatically. In some cases, you have the option of trying to bring the suspect to a halt by firing a warning shot. To do this, you must keep your reticle fixed on the fleeing suspect for a few seconds as a meter fills up. But strangely, there are many chases in which you're not given this option. (When you can attempt it, you'll know because Phelps will have his gun in his hand.) It's clear that the game doesn't want you to stop suspects before you've experienced the thrilling chase through a crumbling movie set that awaits you or whatever else it may have in store, but this restriction nonetheless feels artificial and limiting. 

I'm not sure 1947 Los Angeles is ready for that tie, Cole.

Gunfights, foot chases, car chases, and the occasional simple brawl don't just spring up during cases. They're also a regular part of the street crimes that are reported over the radio, which you can choose to respond to or ignore. There are 40 street crimes in all, spread across each of the desks that Cole occupies--traffic, homicide and so on. They're typically brief; you report to the scene of the crime and a car chase, shoot-out, or other action sequence ensues. These aren't as interesting as the action sequences that occur during cases, where you have a deeper personal investment in the action and the stakes are higher. But they make this Los Angeles feel more alive and troubled, and they're a good way to earn experience, which scores you intuition points and occasionally a spiffy new suit. 

For all of its attention to detail, L.A. Noire hits the occasional false note. For instance, the way people you pass on the street constantly comment loudly to nobody in particular about having seen you in the papers or indicate that you could use a bath is awkward, and it sticks out like a sore thumb in a world that tries so hard to be believable. But this is a minor nitpick with a game that gets under your skin the way few games do. L.A. Noire's length can vary significantly, depending on how many street crimes you respond to and how much of your own driving you do, but in any case, the 26 story cases (up from 21 in the original console release) make for a complete and satisfying experience. You come into contact with the seamy side of the movie industry and with major players in the gambling racket; you meet working stiffs and powerful businessmen; you encounter low-ranking mob thugs and Mickey Cohen, one of the most powerful gangsters in Los Angeles at the time. L.A. Noire is a unique game with a terrific sense of period atmosphere, absorbing investigation mechanics, and a haunting tale with plenty of moments that would be right at home in a classic film noir. Those smoky nights spent listening to jazz at the Blue Room, and the price you paid for them, will stay with you long after you've retired your badge and gun.