Rayman Origins | Review


By: Ryan Seiler
Posted: June 28, 2012

Poor Rayman. Poor, poor Rayman. The guy can’t seem to catch a break. His first game debuted on the original Playstation at a time when anything less than cutting edge 3D graphics were looked down upon. Thankfully, some saw that the game could hold its own, playing as well as any 2D platformer at the time and using the PS1’s graphical capabilities to create a matte-painting aesthetic that still holds up today. Hardly something you could say about the “cutting edge 3D games” so many were distracted by when overlooking Rayman’s first Playstation adventure.

Rayman still was able to spark a franchise; just one that didn’t quite understand where it stood in the world. Later games tried to push into 3D, completely abandoning the gameplay and art style that made the original so charming and fun to play. Then after a few sad Gameboy launches (and even a Rayman golf game), the final blow came when someone at Ubisoft decided that the best way to revive Rayman was to fill his next title with a bunch of annoying, babbling ‘Rabbids,’ effectively turning the franchise into a series of mini-games designed to show off Nintendo’s motion controls. The new games sold decently, mostly due to the first Rabbids game debuting on the enormously successful Nintendo Wii, but in the process, losing the platformer audience that the series appealed to from the beginning and ultimately losing its new casual audience after the demand for such trivial compilation games reached sequel saturation. Poor, poor Rayman seemed destined to fade away.

Halo: Combat Evolved Anniversary | Review

 
By: Ryan Seiler
Originally posted at Project-Blu.com on September 4, 2011

It’s fair to say (at least for Xbox fans) that Halo has been one of the most influential games of the past decade. To commemorate Halo’s tenth anniversary (and to make everyone feel old), Microsoft and 343 Industries have made Halo: Combat Evolved Anniversary; an exact level for level, word for word remake of the 2001 classic. Halo has always been one of my favorite games, so when I heard about a possible remake I was understandably apprehensive. Big companies don’t have a good track record of remaking or revisiting their big franchises once those franchises leave their original creators’ hands. Thankfully, though, having immersed myself in the final product, I can say it’s clear that everyone involved in the process had the same apprehensions when it came to the care and attention to detail a Halo remake would require.

Catherine | Review


By: Ryan Seiler
Originally posted at Project-Blu.com on September 4, 2011 
   
In recent times, game developers have played it safe. Sequels and shooters are the way to go if you want your multimillion dollar game to be a surefire financial success. So, if you’re a game studio that thinks outside the box, releasing a genre-bending new IP into this sea of sameness is a great way to get noticed. A pink box with a pair of perky tits on the cover doesn’t hurt, either.

Atlus, the makers of the Persona series and Demon’s Souls, is well known for their bravery and ability to pump out new ideas on a seemingly continual basis. And unlike other Japanese game studios, they always faithfully localize their games to whoever wants to experience them. When Catherine first came onto the scene in early 2011, the developer, synonymous with the abstract and weird (at least to western eyes), initially hesitated on a North American release. The studio was worried it wouldn’t sell in America due to it being a combination of Qbert, a dating simulator, and A Nightmare on Elm Street. The idea that anyone would even try to make a game like this is almost unheard of, but after all is said and done, this is one of the most unique, captivating and enjoyable games yet this year.

Dead Space 2 | Review


By: Ryan Seiler 
Originally posted at Project-Blu.com on July 17, 2011    

Isaac Clarke, the unfortunate engineer of Dead Space, makes his return, along with a horde of necromorphs, a new marker, and the all-powerful plasma cutter in Dead Space 2. Visceral Games's first installment in the franchise was an instant blockbuster and kept the already minuscule survival horror genre alive. Does its sequel stand up to Dead Space's standards or surpass them entirely?

Red Faction: Armageddon | Review


By: Ryan Seiler
Originally posted at Project-Blu.com on June 28, 2011 
 
There’s something entrancing about knocking things down. From the time we’re babies until the day we die, destruction seems to be engrained in our psyche. Setting up a room full of dominos or building a sand castle will never be as entertaining as watching them succumb to the force of gravity after a light poke or an overzealous stomp. The Red Faction franchise has built its legacy on that very fact; destruction is fun.

My first encounter with the Red Faction games was Red Faction Guerrilla, an open world, go-anywhere, destroy everything any way you want kind of game. Although flawed in many ways; the story, graphics, or presentation for example, the gameplay was solid and was a blast to experiment with. Two years later, Volition Inc., the minds behind Red Faction, released the next installment to the franchise, Red Faction Armageddon. Made from the same engine as Guerrilla, Armageddon has stripped much of what its predecessor is known for, in light of a more streamlined linear venture with little variability or adaptability in gameplay. Do all the new changes enhance a previously flawed game? Or do they ruin the fun for everyone?

Killzone 3 | Review


By: Ryan Seiler
Originally posted at Project-Blu.com on June 8, 2011

The Helghast are back and more bad-ass than ever in Killzone 3. SONY sunk a lot of money into it's favorite shooter and it definitely shows. Likewise, Guerrilla Games has learned from it's past mistakes and has finally made a game that is as good as it looks.

To be honest I had never played a Killzone game until after Killzone 3's release. To see what all the hype was about, I went out and bought Killzone 2 so that I would at least have some backstory when playing its sequel. I wasn't very impressed. Sure the graphics looked mind-bogglingly good, but the controls and story were decent but felt sloppy. After completing the game I wasn't expecting much from Killzone 3. But after completing Killzone 3, well, let’s just say I went out and bought the first Killzone the next day and I am contemplating getting the PSP spinoff game Killzone: Liberation as well.