Turok: Evolution is Acclaim's effort to revive the series on the next-generation platforms, and the game lives up to its lineage. It is classic Turok gameplay, evolved and refined.
Where Vampire Night differs is the slightly slower paced action on screen. Rather than having enemies clutter the screen and overwhelm players, Vampire Night has a more calculated flow and enemies tend to exhibit more physical reactions and gestures than one might expect from this type of game.
With a solid base like the original Super Monkey Ball to build from, the job is simple. Simply adding additional levels and mini-games that share in the same spirit as the first game is enough to make this sequel worthwhile.
Extreme sports have never really made a mark on me. Whenever such competitions would air on television, it wouldnt take long before I decided to switch the channel. Considering this, it shouldnt be surprising to learn that my experience in playing the video game equivalent has consisted of spending a few minutes on different occasions trying out a Tony Hawks Pro Skater title on demonstration in a store.
I would go so far as to say that the game would have been far more enjoyable had it nothing to with racing, but was simply a fast-paced platform game. That is because the core element of the game suffers from one big, ugly nail in the coffin.
Players can kill people, bribe them, soothe them with some smooth talk, or simply steal whatever it is they need. The game thus often feels quite lifelike, which only adds to the immersive quality of the experience as a whole. This is where Bethesda has really improved upon standard game design and structure.
I thought I was enjoying Sunshine for the first hour or so that I played it, but then it hit me: I wasnt enjoying the game at allI was just happy to see Mario after a six-year hiatus. As I ventured further into the world of Delfino Island, I realized that Sunshine was a rather average game with some serious issues in terms of control and the camera system.
Over the past few years, gaming has started to notice the value of having a main character duo as opposed to a lone hero. In some games, like Banjo-Kazooie, the teaming up is essential to advancing through the game's missions (players must utilize both Banjo and Kazooie to complete different objectives). Other games, like Naughty Dog's Jak and Daxter aren't quite so ambitious in their use of two lead characters–the mute Jak does all of the work while Daxter provides the running commentary. However, theres no denying that the presence of a second lead character (or even a sidekick) gives these games an edge over their more traditional single lead character counterparts.
With the dawning of online play for consoles this year, a big selling point is that players will get the chance to interact with live people for an increased human element in games. The idea has merit, but in my opinion videogames that take place offline haven't done more than scratch the surface of offering similar experiences through simulation and programming.
The Virtua Fighter series has always presented itself with a greater sense of dignity and realism than other fighting games that usually take the anime-fantasy theme route, but the latest sequel of the series exposes the hand-to-hand martial arts simulator label to be more hyperbole than substance.