Wednesday, January 20, 2010

A New Year Begins

So a new year has begun and I am back into Senior Team Project.

Unfortunately my project got cut. But as a door closes another one opens... I just don't know which one that is just yet, as I haven't been assigned to another project. If I am assigned to another project I should know by this weekend. If I'm not than I'll be in the QA pool. Which won't be horrible but I'll feel a bit bad because I've spent three and a half years learning something only to not really use it for my senior year. That doesn't sound all that right does it? I'll just have to find a way to make do.

On another note, I'm in Senior Portfolio now and we're talking about what to put into our portfolio, how to host it, how to make the site itself, etc. And I learned that for what I'm doing with the site I've already acquired I could do for free with wordpress.com I would just need to pay like $5 to link it to my domain name. So when my contract with godaddy expires I think that's what I'm going to do.

So here's hoping that I get to work on design on a game this semester and that I can figure out a good hosting experience for after my contract expires.

Thursday, January 7, 2010

Mirror's Edge



This time I'll be talking about Mirror's Edge. I have played a bit of this on the console as well as the PC so I will be able to share with you my feelings of the game on an overall scale.


Concept: 4/5


Parkour! That is the concept behind this game. It's a nice and simple concept. Let's take parkour which has been exploding in popularity on the internet and make a game about it. Better yet! Instead of making it a third person camera viewed game so that we can see the person doing all the parkour stuff let's put the camera in the person's head, aka First Person view, so that the player feels like they're the ones doing all these amazing awesome things.


I expect that's how the concept was made. If it wasn't that energy driven then I don't know how they made such an energetic game.


Graphics: 4/5


The graphics are great. I'm a huge fan of the graphics in this game. Basically what they did was made everything very minimalistic and simplistic. In fact everything is pretty much white washed and kind of blends into each other a little bit. UNTIL you add "runner vision." This is a special game mechanic that lets players see what things on the screen are possible for use in jumps, wall runs, climbing, sliding, etc. And when the "runner vision" notifies you of these special environmental objects they turn into a bright primary color, usually red or orange all though not always. This allows you to see a bit of where you're supposed to go and if you get used to the different types of moves you can pull off you can even figure out where that environmental parkour piece is going to send you and look for the next one.


Sound: 2/5


The sound is sound in this game. It does its job. I really have nothing memorable good or bad about the sound in this game except for one thing.


And unfortunately it's a bad thing but I'm also pretty sure that's because I died so much. When you fall from a great height you hear the air rushing passed your head. Which is cool. Except that it's incredibly loud and when you keep dying attempting the same jump over and over again you keep hearing the wind blasting passed your head at an incredibly high volume over and over again. If this sound effect wasn't so loud and obnoxious I probably would have gotten a lot farther in the game a lot faster but it just wore on my nerves when I was stuck on certain parts so I said "Enough!" and turned the game off for a while.


So a sound effect that can get so annoying it makes you want to stop playing the game? BAD!


Playability: 2/5


The game has some great playability to it. Not only can you beat the game but after you beat a level you can go back into the game and play through it again to try and beat a timed score. Basically racing through the game.


There are a couple problems though. For one, there were times when the cops started chasing me and I just died over and over again. Not because the cops were all that hard to avoid but because I couldn't figure out where I was supposed to go and I couldn't take the time to look for the exit with the cops shooting at me. This forced me to fight them... which wouldn't be that bad except the controls are made for running not fighting.


In fact in the 360 version of the game there's an achievement for never shooting a cop in the whole game. So if you can get away with only disarming and avoiding the cops you're rewarded. But the thing is, it was hard to tell where I was supposed to go at times and I found it really hard to disarm in the game. You can disarm when a cop moves to pistol whip you with whatever firearm he has. His firearm will flash red for a moment right when it's time to press the disarm button. But the thing is that I could never time it properly for some reason. Maybe my reflexes aren't sharp enough? Or perhaps it's that I was able to get away with just about everything I had to do in the game by spamming the "jump" button so when I tried to disarm if you spam the button it breaks it and I didn't know and couldn't stop myself.


Another problem I had with the playability of the game is that you have to line up perfectly. If you're jumping from one roof to a pipe on the side of a building next to you, you have to hit the pipe so that it's in the dead center of your screen. If it's just to the left or just to the right, in the real world I'm pretty sure people could grab onto them anyway. So on the 360 I played this game and died over and over again on one section of the game near the very beginning. It may have even been the first level and I just couldn't do it so I gave up on the game. Then when Steam was having a sale I bought the game for the PC for I think $2.50 or $5 something like that. With the keyboard and mouse I had a lot more control and only died twice before making that jump. But it was still a pain.


There is also the added benefit and detriment of checkpoints in the game. I say benefit because you will die often so the game having checkpoints throughout the level is very helpful and keeps you from losing too much progress in the game when you die. I say detriment because the game doesn't just quick save from where you are when you hit the check point. The game loads you back into the game from where it knows the check point to be. So if you were on a wall when you hit the check point you might be loaded back in after you die in the middle of a hallway. It's weird and disorienting when you don't realize you've been in that place before.


Entertainment: 3/5


The game has some good entertainment points. For one the main character is a nice strong woman and the person feeding her intel through a radio is a guy. It's a nice reversal of roles that have come to be expected from video games. I really applaud Mirror's Edge on this.


The story is a bit poor however. The game starts off talking about some riots and protesting and then how the city is completely controlled by the dictatorial mayor's office now... but I have no proof of this actually being the case except for what the main character told me. Seriously, the player never gets a chance to see how the average people are suffering under this dictatorial dystopia.


It's kind of like in the movie "Star Wars: Episode 1: The Phantom Menace" when you never see the Naboobian people dying or suffering from this trade blockade. When the main characters land on the planet everything seems nice and idyllic, nice lush forests, beautiful cities... No over population... Seriously except for the end sequence during the parade, all the people you see in the Naboobian cities are volunteer guards for the Queen and diplomats! As far as I could tell when the blockade began everyone on Naboo decided to go on vacation and left the planet.


It's the same thing in Mirror's Edge. I saw some civilians walking around street level... once. Otherwise the only people I've seen in this city are runners like me and cops/private military cops people... Where are the suffering masses? Where are the people that need the services the runners provide outside of the system because the government is going to look through their stuff that their shipping? I have no feel for the dystopia. Especially seeing as everything is so nice and brightly light and clean. Except for the occasional rat I see running away.


X-Factor: 4/5


With all my complains about the gameplay and story and sound... There's something that captures you in this game. It's a challenge, like the older games on the NES and such. You may be hitting your head against the wall but you want to. You want to hit your head against the wall until you break it down with your skull. The game makes you want to do this. And for that it has a great X-Factor.


Overall: 19/30 Average


This is an average game through and through. It has some great originality to it and an interesting art style. But the gameplay is lack luster and the story is a bit cliché and contrived. If you can pick this game up cheap do it. But if someone wants you to pay $20 or more I'd say don't bother.

Wednesday, December 23, 2009

Left 4 Dead 2 for the PC

I'll add pretty pictures later.

Concept:
2/5

So Left 4 Dead 2 has a really simple concept really. It's the Zombie apocalypse and four people have banded together to try and survive it. Nice and simple. Sound familiar? That's cause this is the concept for Left 4 Dead 1. So Valve decided to try and take the best selling game of last November and do it again. I know a lot of people complained about how L4D2 didn't do anything new... but I find most of the people that complained about that and thought that everything in L4D2 could be released as Downloadable content or patches for L4D1 haven't actually played it. Not to say that there are things that couldn't have been included in L4D1 it's just that if they had it would have stolen some of the thunder from L4D2 where there were things that couldn't have been done in the first game.

Graphics: 3/5

The graphics aren't bad. They decided to go in a different direction than the first game. This time around the zombies are a bit more stylized especially the special zombies. But it's not a bad move. Overall I can't really say that the graphics are any better or worse than the first one they're just different. And when not comparing the game to the first just in general, the graphics are OK. There's nothing to say good or bad... not really.

Sound:
2/5

Nothing special to report here. I mean the sound is the sound. It does what it's expected to do. I really dislike Rochelle's scream when she gets knocked down and needs to be helped up though. She screams at the top of her lungs in a high pitched wail and while I'm sure it lets all the other player's know she was knocked down it made me want to hold my head in pain. Otherwise the sound went unnoticed. Ignoring some beautiful voice acting work from the guy that plays Nick and the other two were so southern I was turned off from playing them because I couldn't relate.

Entertainment: 4/5


If you've played the first L4D and enjoyed it you'll enjoy this one too. It definitely got me excited to be a Zombie killer again. There's nothing quite like rolling into an area with a bunch of your friends and slaying untold numbers of undead. Especially when the undead are really cool/don't sparkle in sunlight. Actually thanks to their normal mapping they might sparkle... Oh well I'm shooting them anyway. Plus some of the new finales and horde alert moments in this game a lot more intense than the first one because you have to keep moving and can't just hold up in one corner and slay they while you wait for a timer to tick down.

Playability: 4/5


A lot can be said for the playability of this game. But I'll try to be brief. Each level has a different feel or theme or specific challenge to it. My favorite has you start in one spot go to a certain location and then make your way back through the areas you passed through before. This means you have to ration some of the supplies you take as you're making your way to the target because when you come back through you may not have needed supplies if you took them all the first time. Plus there are witches EVERYWHERE in that level. Witches are a type of zombie that are passive until you get too close or shine a flashlight on them, then they get angry and will attack you and at the very least knock you down if you're not careful. Playing through this area with my friends I had so much fun especially since during the second half a huge rain storm blows in and reduces your visibility. It was probably the most epic time I had playing the game. But while I preferred this mission they're all pretty epic and I'm sure some people liked the other ones more.

X-factor: 2/5


The game is missing a bit of it's X-factor though. I mean once you've played the first one you've played the second one really. There were definitely things that this game added to the franchise. The fact that there is a bit of cohesion to the individual campaigns is nice. The fact that there are now uncommon common zombies are great. More special infected like the Jockey, Spitter, and Charger are AWESOME it makes the versus mode actually feel a lot more flushed out. But other than those things the major differences are underneath the hood of the engine. The section of the programing that decides how difficult or easy certain sections of a map are was overhauled and it definitely helped. The melee's cool too but it only adds so much.

Overall 17/30 Average

In the end the things that they could have added to the original through patches and such. I feel they should have and taken another year or two to release this game. There were definite improvements but they were so small compared to what they were trying to release it really felt like they were just trying to add a 2 to the end of their title since most of their franchises' greatest hits are the sequels not the originals, i.e. Half-Life 2 and Team Fortress 2. I really wish it was better and it's still a solid game if you liked the original pick this one up. If you think you might like playing either of the L4Ds I say pick this one up too. The first one was nice but compared to the second one it's night and day from how intense and epic this one will make you feel.

Friday, November 20, 2009

Nearing the End of the Semester

Well it's almost thanksgiving and that means it's almost the end of another semester here at Champlain College.

A couple things have transpired since my last update about what I'm doing. One, Chris Crawford came to the school to do a lecture and workshop with us. Which ended up being two lectures. But it was still interesting. For those who don't know, Chris Crawford worked at Atari back in the day and then he worked on making games for the mac. Which surprised me cause you know... macs don't really do games. But anyway, time went on and he worked on some other projects and NOW he is working on storytron.com. It's a website where you can play a story that is completely character driven. This is relatively unheard of in the Video game world as it is really hard to do programatically. He's basically retired from the world of video games and is now focusing on Interactive Storytelling. Which is very similar but while he was talking you could tell that he had certain feelings about how you interact with people in games that not everyone agrees about. But he was still very interesting to talk to and to hear his thoughts about interactivity.

The second major thing that happened was MIGS, or the Montreal International Game Summit. I don't have the money to pay for this on my own so I had to get a scholarship to go there. Which was great. I met a few industry folks and got their business cards. Which reminds me I'm working on making my own. I have an old one that is pretty terrible so I didn't bother bringing any with me. But I have an idea for a new one that I was inspired slightly by the card I got from Jason Holtman, who works at Valve. When I finish it I'll post up some images or mock ups so you can see what it looks like. But the good news is that Holtman said that my senior team project sounds like something that valve would be willing to put on Steam. So now the only thing standing between my group and greatness is my group AND don't think I'm not lumping myself in there too. It's a group effort we'll succeed or fail together.

But I met a lot of interesting people at MIGS and learned a bit too. Now I just have to continue the networking process which means emailing all of them and keeping in touch. Which is the hard part for me, because I went to MIGS last year and didn't keep in touch with anyone because I tried to send an email or two out but I just didn't know what to say. So hopefully I can do better this year.

Senior team project is going smoothly. We're almost done with our vertical slice of the game. All that's left is for me to fix a couple bugs and then hand it off to the artists really. And then do some more tweaks and such until we finally hand it in. As is the case that you are always doing tweaks. Everyone in the group has decided that this prototype level is in terms of gameplay not really what we want from the game. But at this point we can't change the level. It showcases the puzzles and such that we can put into the game which we like but we want more jumping in the final version, less safe areas. But maybe that's a bad idea. We need to playtest for that. But again at this point we just want to get a solid prototype level down and figure the rest out next semester.

Advanced Seminar is going well too. I've got the card game pretty well balanced. It's just a matter of making it pretty and finding any loopholes and such in the rules that the players may exploit. I also need to tidy up my documentation a little bit because it is definitely not in the best of shape, the lack of needing to communicate with others has left me a little unconcerned with the design document, but some of the folks I talked to at MIGS said that I should include my documentation in my portfolio so people can see how I think.

That's about it for this month. See you al next month. Happy Thanksgiving.

Tuesday, November 10, 2009

Resident Evil 5 for the Xbox 360


So here we are again. Another month, another review. I have to say though. I'm a little scared. I've hit the point in my gaming career where a lot of games just don't interest me. So I've basically matured to the point where I'm not like a puppy chasing after every game that comes along... Which is cool I guess, but... it also means I'm not sure what I'm going to review next Month... We'll see if I find anything to talk about in between now and then.


Also in a special note about this review. I've noticed that my previous reviews were pretty wordy and I realize that people probably don't want to read all that. So I'm going to try and keep each section down to a single paragraph. If you disagree with this decision please comment on this post. Or even if you agree, please comment. I'd like to know I'm being read.


Concept: 2/5


The concept of this game is pretty terrible. The Resident Evil Series has this weird rut, where the head designer of the first game made that one and then moved on to other projects and they just kept rehashing that idea over and over and over again. He finally said enough is enough and came back to work on Resident Evil 4 to try and get them to make something new and it worked he jumpstarted the series again. Now that we're on to Resident Evil 5 though... they're just rehashing his idea from 4 again... It's just horrible. The only thing I give it props for is actually having a "zombie" infestation in Africa. Maybe it's because I live in America but every Zombie media I've seen has taken place in America, or England for the 28 whatever series. So Resident Evil 5 gets credit for taking "zombies" out of America and Europe. I'll explain why I put zombies in quotes in the Entertainment section.


Graphics: 4/5


The graphics are amazing. I mean other than a couple facial quirks of one character I think they're damn near perfect. And the facial quirks, I learned from watching the bonus DVD that came with my copy, were little ticks and stuff that the actor did when voice acting and motion capturing the character. Capcom did a lot of motion capturing, they did a lot of story boarding with the cut-scenes, heck they even motion captured the actor's faces when they were voice acting. In the end they spent a lot of money on the graphics for this game and it shows.


Sound: 3/5


Sound is normal in Resident Evil 5. There's nothing particularly amazing about it but at the same time it's not bad. It's doing its job which is to make the game feel right without being distracting. There isn't really much to say about the sound. Other than in the "making of" video in the bonus DVD when they talked about the music and such it definitely made me feel that if I were a musician I would almost exclusively want to work on soundtracks for movies and games. It just seems like a more stable and entertaining job than being part of an orchestra that plays the same 20 famous songs by the same 8 famous dead guys over and over again.


Playability: 3/5


The game handles itself pretty well. There's the all time Resident Evil complaint of not being able to shoot and walk at the same time. But that helps lend to the scariness because it means you can't just shoot everything and keep moving you have to become a target before you can start shooting which makes it tougher and like I said scarier. This game also focuses heavily on co-op. To the detriment of trying to play this game by yourself. The AI of your partner is so abysmal that as soon as I learned that I drafted one of my roommates to play with me and we worked through the whole game together. So this means that this game is 2 player only, really. So I went from Ghostbusters which was single player only, to Resident Evil 5 which was 2 player only. Which was nice I guess. My other complaint about the playability of the game is that during the final boss there's a sequence where you have to do certain things in the perfect order otherwise he will one hit kill you, so as you're learning how to do this you will be replaying the same sequence over and over again for probably close to 20 minutes.


Entertainment: 4/5


OK. Time to explain "zombies." Here's the thing, ever since RE4, there are no more zombies in the Resident Evil  universe, well none that you fight anyway. You are instead fighting people infected with a special germ, plant, seed thing which makes them mindless slaves. But it's easier to say "zombies" than to say "people infected with a special germ, plant, seed thing which makes them mindless slaves" so everyone still calls them zombies. Now as for the story of this game it's pretty good. For fans of the series it will explain a lot of the history of how Umbrella Corporation was founded, where the T-Virus, G-Virus, etc. came from, and what's been happening with two or three of the original characters that kind of fell off the face of the planet as far as the series is concerned. So there's a lot of fan appeasement in here. Also the story while not the most mind blowing thing ever, is solid so it will be enjoyable too. A note of warning though. This game is only enjoyable for the people playing it. So if you have people that like watching games being played. They probably won't enjoy it. Mostly because since this is really a two player game each player will be staring at their half of the screen and the people watching won't know where to look and it will be confusing for them.


X-Factor: 2/5


There's not much x-factor here. There's no replay value, there's no feeling of attachment to the characters. It's all about playing with someone else. This game will give you a good couple nights of hanging out with someone and enjoying a story together. But once those couple nights are over... this game is going to go into your library and you're probably never going to look at it ever again. It's a onetime game. You play it onetime and you're done. That's all there is to this game.


Overall: 19/30 AVERAGE


If you're a fan of the Resident Evil Series, or more specifically Resident Evil 4, than you'll love this game... That is you'll love it if you have a person to play with. If you're by yourself you'll probably grow frustrated, annoyed, and not want to play anymore, if you do have a partner in crime it will be a nice fun experience that the two of you can share together.

Tuesday, October 20, 2009

Ghostbusters for the Xbox 360


This month I shall be reviewing the Ghostbusters game for the Xbox 360. As a note I am a huge fan of the movies so some bias might seep into this review. Also thank you for patiently waiting for this review. Midterms wait for no one and I should have planned accordingly.


Concept: 5/5


Who didn’t grow up with, or watch, the Ghostbusters movies and think to themselves “I wish I could run around with a proton pack and do that stuff!” Honestly, I can’t think of a single person who has seen the movies and didn’t like them. Watching the ghostbusters running around New York City, getting slimed by slimer, or each other in the second movie, running from the librarian ghost, driving the statue of liberty, making the city a giant s’more


The ghostbusters have lurched from one amazing adventure and story to the next. If any of them ever have any grandkids they will have some amazing stories to tell. It just sparked the imagination and got everyone that watched it to feel like they were a little kid again. Of all the intellectual properties in the world that have been made into video games, the fact that they took so long to make the Ghostbusters  video kind of makes you want to smack your head and say “Why didn’t I think of that?”


Graphics: 4/5


The graphics in this game are near perfect. They made everything beautiful but halt just short of trying to make the game look real. They knew they could walk into the uncanny valley and decided to stop just short. For those of you that don’t know, the uncanny valley is when computer graphics get so close to looking real that you notice that all the little things that make it look not real, such as lack of facial twitches and little nuances of the normal human beings.


The graphics of Ghostbusters  goes all the way to the uncanny valley and rather than walk into it turn around and take the realistic models that they made for everything and make it slightly cartoony. So that you can easily tell who is who and everything but give it a feeling that it definitely is a video game and everything belongs here.


Unfortunately this amazing graphic style is hampered by one thing. They made everything colorful and beautiful. So when you look at one thing it is awesome looking, but when you put it all together it gets a little busy on the screen and you can’t always tell where certain things are. This is especially hard on the level after the librarian when you’re walking through the city and fighting gargoyles, construction worker ghosts, and other things.


Now I have to talk specifically about the proton pack. I have one great thing to say about it and one not so great thing to say about it. First the great thing, it looks AWESOME! Just absolutely perfect and when you change your firing mode, little doodads on the pack activate and deactivate so if you forget you can just look at the pack and know which mode you’re in. Unfortunately they also included your health bar and your overheat bar on the proton pack. Specifically on the side of the pack making it very small and very hard to see so you have to listen to the sounds of the game to know when you’re overheating and look to other visual feedback for when you’re hurt.


Sound: 3/5


I’ve heard a lot of people complain about the soundtrack and the sound in this game. Claiming that what works for a 2 hour movie doesn’t work for a 10 hour game. Which I can understand I guess, I mean if you’re a bit of an audiophile than I guess you’ll pick up on it and it’ll become annoying… but for the rest of us it works fine.


This game is the epitome of good sound. Good sound, not great sound, just good solid sound in a game is overlooked. It’s ignored. It does its job and doesn’t ask for anything in return. Everything sounds right and everything works properly. It’s like the sound wasn’t even programmed it just naturally happens. This is exactly what happens in Ghostbusters. Everything’s just… right. The only problem I had with the sound was Bill Murray’s performance.


Some people have said he just mailed the performance in and didn’t really try. But what I think it is is that he just isn’t sure how to voice act. It’s a different skill base than what is necessary for stage and screen acting and if you check imdb.com than you can see the only time Bill Murray’s voice acted other than the Ghostbusters video game is the Garfield movies, which from what I’ve been told are some of his worse movies.


Playability: 4/5


The gameplay of Ghostbusters is phenomenal. The controls handle great and once you get passed the lack of feedback for overheating and your health it plays near perfectly. They don’t give you all the abilities that the proton pack has, right from the get go. It seems common in most games these days that they just give you everything and let you go. But Ghostbusters harkens back to its time in the late 80s and 90s by using the unlocking abilities as you go system that was very prevalent back then.


Strangely enough this isn’t a problem. I don’t think the game would have suffered at all from just giving the player all of the abilities from the get go, but it doesn’t suffer from slowly making them available to the player one at a time. Shooting ghosts with the different beams from your proton pack is great. Especially when you’re using the normal proton stream and you wrangle yourself a ghost. After the first time the game asks you to capture multiple ghosts I relished in the nerdiness and said “Two in the box, ready to go, we be fast and they be slow!”


There is one glaring flaw with the gameplay though. There is no local multiplayer, which is just awkward. In this day and age it is just odd for a game to not have local multiplayer. Seeing as games have gone from only multiplayer and only singleplayer, to both, to both with online multiplayer as well, and then some only online multiplayer, it’s weird to see a game that’s singleplayer and online multiplayer. I actually felt a bit gypped. I had heard about all these cool multiplayer modes and I was looking forward to playing them with some of my friends. I can’t afford to pay for Xbox Live and I’m sure there are plenty of people that in the same position too.


Entertainment: 4/5


The story is really great. The developers masterfully use the main character, when he’s present. They strangely enough don’t always use him. There are times where every other character is present and talking to each other and planning stuff out and he’s not there. He’s not even in the background, which is all I would want. The main character never speaks but he should be present. He is part of the team after all it is very strange that he’s absent so much.


The ghostbusters are training this guy so why wouldn’t they want him around to learn from them? It’s just weird. But when he is there, it is amazing; he’s a fully developed character not just a random guy that you take control of at times. There are a few times in particular when they use him that I was so in awe that I now want to see them at least reference him in Ghostbusters III.


Also, in the movies and tv shows they were able to toy the line of funny and scary. So there were some definite situations that were just flat out creepy but never anything too nightmare inducing. They were able to do the same thing in the game. While there are plenty of times where I'm running around and smiling and enjoying myself. There were also times when I was sneaking about afraid to anger any nearby malevolent spirits. They did this masterfully just like in the movies.


X-Factor: 5/5


With everything else having been said, other than the local multiplayer I wouldn’t change a thing. Sure this game isn’t perfect and some things could be done to try and make it better. But honestly, there isn’t a perfect game on the planet.


The sense of coolness I got from just running around with the other ghostbusters and living out a childhood fantasy was too much fun to pass up. Even now I’m thinking back to my time spent in the game and thinking of the adventures I had with the team. How I feel like I was a part of it all and that, if I were a bit more delusional maybe, I’d be telling these stories as if they actually happened to my grandkids one day.


In the end it just captures your heart if you’re a fan of the movies.


Overall: 25/30 A Cut Above the Rest


This game is a definite must have for anyone that's a fan of the Ghostbusters universe. And if you only have a passing interest in the movies and shows than you can still probably buy this game and enjoy it. Honestly, the only people who won't enjoy this game are people that despise Ghostbusters. But something tells me that even a few of those people may come to a better appreciation for the franchise if they play this game. 

Wednesday, October 7, 2009

Please wait just a moment.

Unfortunately it's midterms week, so I need to focus on that before posting my latest review. But I will tell you what it is about to keep your tantalized and interested for another week, hopefully less.

The next review is about... wait for it... Ghostbusters for the Xbox 360.

Hope that peeked your interest. See you soon!