Casey White
Paris Roberts
Kyle Mallard
Dane Coleman
The reviewer of IGN that reviewed the game, Tomb Raider goes into a lot of detail about the games maturity levels and the release date of the games on all platforms and the release date for different countries.
The reviewer also granted the viewer a lot of insight onto the gameplay of the game and went into a lot of detail about the character development aspects, the reviewer also mentions that the game revolves around Lara Croft and her adaption to a dangerous environment. She later says that other characters that Lara encounters throughout the game have 2D personalities in comparison but says that this doesn't affect the game as Lara is thoroughly interesting.
One of the criticisms that the reviewer made about the game is that they make Lara seem weak and new to the gruesome world around her and her first kill of the game has this emotional depth to it but she mentions that this is jarring when five minutes later, Lara is picking up weapons and killing lots of NPC's.
"From scared survivor forced to take a life, to head shot happy killer."
This can show that gameplay and story can interrupt each other if not done correctly. A good example of when story and gameplay are synergised is the title Heavy Rain as it acts more as an interactive story than a game. Many other games that try to have a emotional attachment to the player have to make sure that it works around the gameplay. For instance, Tomb Raider could have had Lara avoid and using stealth to avoid enemies rather than blasting them with a shotgun to keep the atmosphere of the game.
The reviewer was very biased when it come down to the multiplayer, she didn't look for any pros in it, she only focused on the few cons simply because she thinks that Tomb Raider shouldn't be a multiplayer game. As a group we discussed that the multiplayer isn't a main element of the game and she used it as a major criticism throughout the review, she also lowered the game's rating because it which shouldn't be done because it's simply been put in the game for a small side project, not only for the player but for the developers of the game to see if players genuinely enjoy it. She does explain the objective of the multipayer however and mentions that the multiplayer may just die off in a couple of months after release.
The reviwerer expresses her opinion of the main gameplay well, she uses a lot of enthusiasim when talking about key points such as, the fighting system, the difficulty and the controls of the game. She states that all aspects of the gameplay are up to date, very smooth and are easy to grasp to jump right in and play the game. She then moves on the say how much she has enjoyed playing the game and why. The reasons why she enjoyed playing the game is because of the graphics used really set the scene for the game, the character Lara Croft's emotions in the game and the way she matures intrests you as a player. She says that not only the story and the charcaters are interesting and that the game its self is fun to play because of its action packed features and she also thinks that the developers have finally nailed the combat system in a Tomb Raider, but crutially there isn't too much of it like in most games of today. She then goes on to explain that the exploration it's self in this game is throughly entertaning because although the character moves naturally and confidantly but it still feels excitingly dangerous. The reviewer states the puzzles used in the game are hidden but when found, they're not too easy nor too difficult, they still give you a feeling of acomplishment.
The reviewer comments on how immersive the world is, saying the detail of the island makes you feel like an explorer. Using these sorts of comparisons allows the player to understand what they are getting into when purchasing the game. She also explains that the world is intelligently design and not as linear as other titles on the market "going far beyond the average action-adventure title".
As a reviewer, I feel she touched on each point very well and gave suitable examples of each point showing gameplay and cutscenes throughout, however, I do feel she was too critical of the multiplayer aspect of the game as it seemed she was being stubborn and unjest.
The Reviewer: 9/10
Compare Two Games:
Soul Calibur III
Unique to other fighters due to use, variety of weapons and styles
In-depth Character Creation and Chronicles of the Sword mode made specifically for it.
Loyal to fanbase: Tales of Souls mode where the game original characters battle one another each following their own path marked out on the map.
Vs. modes for multiplayer battles
Fallout 3
Open world RPG with influential actions and choices
Unlike many other RPGs you have almost complete freedom
Simple but rewarding levelling system
Several firearms and melee weapons for combat, each type's usefulness being dependant on the player and situation
VAT mode and Karma system
Emersive atmoshpere and in-depth storyline with additional storylines added through DLC
It may seem quite strange that I chose two entirely different games to compare for this unit however I believe the fact that Soul Calibur III and Fallout 3 are so different allows me to identify the vital differences and how they work in favour (or not) for them.
Soul Calibur III in comparison to Fallout 3 is an incredibly linear game, however following in the steps of its predacessors as an arcade game this is what the fans should expect and be pleased with. When you purchase one of the Soul Calibur installments sure you want to have some freedom and read into the story of each character somewhat but more than anything you just want to play the game, which is a side-scroll arcade fighter where you and your opponent trapped in an epic battle to the death and victory is determined by who's the best, having to rely on quick reflexes, memorable button sequences for combo's and strategy for each new opponent that awaits. One of Soul Calibur's strengths is how little time it takes to get to the core of the game, unlike game's like Fallout 3 there aren't many if at all lengthy cutscenes and dialogue stalling you from the action; Soul Calibur's mode select is simple and to the point:
Quick Play - Immediately throwing the player into battle using the game's original characters.
Tales of Souls - A shallow but intriguing mode that allows each of the original characters to travel across the world (depicted by a map in the background) from point A to point B etc. whilst unlocking new weapons and gaining insight into each indiviual character.
Mission Mode - Despite the name this is a less serious mode with each battle incorporating a different gimmick, for example: Coin Battles or Don't Touch The Floor.
If any of the modes in this game contradict what I said earlier about being simple and somewhat shallow then it would have to be the Chronicles of the Sword mode which has its own story independent of the rest of the game an takes advantage of the (at the time) newly implemented character creation feature in the game. In this mode the player has to create a character from scratch using minimal amount of customizations and disciplines (fighting styles) then being thrown into a battlefield that utilises it's own real time strategy system where the player must make choices and strategize how the will advance on the map and take down enemy strongholds. This mode seems stranged and a bit jarring at first glance but soon throws the player back into action when both allied and the enemy units clash (once battling in the arcade fighting style for that battle and then returning back to the map).
One of this game's vital differences when compared to Fallout 3 is in its visual prowess; Soul Calibur 3 adapts an anime like art style in both its character models and concept art whilst ever so slightly implementing realistic physiques and facial features, allowing for contrast between different characters (especially older to younger and male to female).
Soul Calibur's art style has always been a personal favourite of mine and has vastly improved with each game (Soul Calibur IV's being the best).
In Contrast to Soul Calibur's vibrant and surreal art style, Fallout 3 boasts really dull and almost lifeless imagery. The visual style and character designs are based on realistic body and face proportions however to tie in with the storyline (the setting being a post-apocolyptic America), characters are gaunt and look like they're ill and starved, some even having dirt on the face and/or clothing.
Soul Calibur and Fallout demand very different audiences, Soul Calibur gathering more customers that're concerned with fantasy and swordfighting whereas Fallout calls for customers that usually enjoy FPS and/ or RPGs as Fallout is a mix of both genre. The consumers for Fallout I imagine like an experience that is laidback but has a lot to offer, by this I mean they can take the game at any pace they choose but there is many locations to visit and secrets to find. Soul Calibur on the other hand I would argue is very competitive and challenging as battles are quick paced and rely on fast reflexes, as one wrong move could decide an entire battle.
As you can tell by now the general tone of Soul Calibur III and Fallout 3 differ greatly, Soul Calibur being very upbeat and lively and dramatic and Fallout being very dull but mysterious. The same applies to the musical themes for both games too.
Above is the opening video's soundtrack for Soul Calibur III, mixing a variety of instruments and constantly building tension as the theme plays on. This soundtrack instantly immerses the player into Soul Calibur's universe and gives an impression of the calamity that will soon and ensue. The climax sounding the inevitable battle with evil.
Another soundtrack of Soul Calibur III's, focusing on a more western and medieval tone, this theme assists in creating the atmosphere for the battle between Seigfried and Nightmare (two of Soul Calibur's most famous icons)...
"I'm done... With nightmares!"
"Drown in a cesspool... Of Darkness!!"
A battle of the ages begins.
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