Tuesday, December 8, 2009

12 Games For Christmas - Game #3

Game #3 - Red Faction Guerrilla (PS3/360/PC) 

June 2009 might as well be known as the month where Sandbox games reigned supreme. Why? Because three somewhat remarkably sandbox games were released onto the market. You’ve got Sony’s infamous, which was a good, though flawed attempt. You then have Activision’s Prototype, which wasn’t very good at all. And then you come to THQ’s Red Faction Guerilla, which is probably the more interesting of the trio, for several reasons.  For starters, there’s no need for superpowers – though the sledgehammer you get for the duration of the game is pretty damned super.

The first part is that it’s an interesting reboot of the Red Faction series.  While the first two were somewhat decent first person shooters that never really did take too much advantage of the Geo-Mod  feature that made it a big deal back in the day, here the Geo-Mod engine actually works to the games advantage. Destroying buildings and objects has an extremely large part to do in the game, and it never gets old. Never. And it’s not the stock standard video game destruction here – tearing down buildings in specific places does affect how the building will fall over, so if you hit the supports just right, you’ll have a much easier time taking the building than just randomly attempting to destroy the building. Or you could just drive a car into the building and use that to destroy it.

The second part is just the way the game feels. As an open world game, it compares very similarly to developer Volition’s own Saints Row series, but improved in some regards. For starters, the ‘respect’ system where you needed to consistently fill up a respect bar (by doing activities) in order to attempt any missions? Not present. As long as there are missions available to you, you need nothing more to actually do them, with the last missions appearing as you drain control away from the evil EDF. You can do the activities still, and some of them you can do repeatedly to earn more salvage (the games currency) and get closer to achieving some trophies or achievements.

That being said, there are some elements of the game that don’t quite work well in its favor. The first comes in the mission triggers – there’s an alert system in the game where green means you’re alright, yellow means that the EDF are onto you, and red meaning that the EDF are going to kill you. All well and good, but if you’re driving out to go do missions, you need to have a green alert to do them. It’s a pain, especially when it’s tricky to shake off the EDF at times. Furthermore, the difficulty becomes absolutely punishing at times, which really does hurt the game some.

Overall, Red Faction Guerilla is a fantastic return to form for the Red Faction series (RF2 wasn’t quite good), with the reboot working to create one of the most fun experiences you’ll have in a video game. Sure, it’s quite derivivative of Saints Row 2, but then again, is that really a bad thing? And also, it does get quite difficult at times, but that’s put aside when you watch as you take down a massive building with nothing more than a sledgehammer and remote charges. Quite something.



12 Games For Christmas - Game #2

2. Grand Theft Auto: Chinatown Wars (DS/PSP/iPhone)



I’ll be quite frank with you. I really didn’t like Grand Theft Auto IV. Sure, there were some impressive things about it (such as the voice acting and the way that the game felt), but for me anyway, that was more outweighed by the bad (mission design wasn’t up to scratch, soundtrack was very hit and miss, visuals were boring, police spawning was erratic and almost unfair, and the story wasn’t too particularly great). In fact, the best GTA in recent years is a PSP and DS (and soon to be iPhone) game – Chinatown Wars. And it’s amazing that it didn’t sell – given that GTA is such a mainstream game, and that the DS is so absurdly popular. In the US in it’s first month, the game sold less than 100K. Depressing.

The first thing that strikes you about Chinatown Wars is that it takes you back to a pre-GTA III era of gaming, but mixed in with some of the elements from later GTA games (such as the ability to use taxi-cabs and stuff like that). The second thing that strikes you is that it WORKS. Unlike the previous attempt at a GTA game on a Nintendo handheld, everything here just seems to work a lot better – from the multiplayer, to car control and just control in general. Hell, even the touchscreen specific stuff (for the DS version), actually works really well, even if some of it can be a little cumbersome.

Probably the most compelling thing about the game would have to be the drug trading mini-game. Put simply, it plays similar to the Drug Wars game that people have known and loved for many years, you buy low and sell high, control supply and demand, and just proves to be really quite fun. And hey, having it not edited for the Australian release was quite something. Plus, it’s easily the best way to get cash in the game, because you really don’t get paid enough for actually completing missions.

That being said, the game isn’t quite right. For starters, ticking off the cops is way too easy in this game than in previous GTA games, if only because there are cops EVERYWHERE, and touching them is really simple. The music is also an issue...It’s just not great stuff. While it is all licensed music, good luck knowing any of it. Furthermore, the combat’s a little iffy, but then again, it’s always been an issue with GTA. Oh, and there are still some niggles that make the combat still not quite right, but better than in past GTA’s.

Otherwise, it’s a fantastic experience and one that needs to be sampled on any platform. It’s a really enjoyable, if not flawed, GTA game.

Wednesday, November 25, 2009

12 Games For Christmas 2009 - Game #1

Here we go, my annual "Game of the Year" posts. Always look forward to doing these, as it allows me to look back on the year that was and analyze what games were truly exemplary in a year full of fantastic purchases for just about anyone. Should also mention that everything here is stuff that I've played, so I can't wax lyrical on anything that I haven't sampled (i.e Borderlands, for instance). 

And here we go...


1. Uncharted 2: Among Thieves (PS3)


The Playstation 3 has been a joke of a console since before it even launched. I'm sure I don't need to bring up the $599, Ridge Racer and Giant Enemy Crab memes to remind anyone of that. And hell, for close to a year, there was very little reason for anyone to actually own one. But ever since then - the system's slowly been getting better and better, and the line up of exclusive  software has been arguably the best of the generation so far. Uncharted 2: Among Thieves is a further example of that, and may very well be easily the best game released all year.

Uncharted 2 does many, many things right. It has some of the best characterization you'll see in any game, and while the story and characters can fall into stereotypes and cliches, that's the point - it's meant to be reminiscent of those pulp serials that helped inspire the Indiana Jones series of films, and really, is that a bad thing? When the game shifts to a cutscene, you're interested and excited to see what's going to happen next, and not only because the story, but also because of the visuals - Uncharted 2 is easily one of the best looking games you'll see on any console. It's no wonder why Sony went with the cringe inducing "it looks like a movie" ad campaign.

The gameplay has also seen some improvement. The difficulty now works better so that if you're playing on harder difficulties, it's still relatively manageable throughout the whole game, compared to the original, where it proved to be more of a pain than anything else. The gun combat has also been improved so that enemies don't take a ludicrous amount of damage to kill, but still doesn't feel right, compared to similar games like Gears of War 2, which has that whole cover based shooter thing down pat.

One are also worth commenting on is the improved stealth gameplay and multiplayer. Despite being initially thought as being terrible additions, they prove to be some of the best handled aspects of the game - the stealth isn't a required opiton to play the game, but it becomes incredibly useful later. The multiplayer is also one of the most fun games you'll experience on the Playstation Network, thanks to the fact that everything you can do in the single player you can do in the multiplayer, so jumping and climbing plays just as much of a role as taking cover or precisely shooting. It breaks the trend of fantastic single player games having unnecessary and often pointless multiplayer.

All in all, Uncharted 2 is easily one of the best games of the year, providing an excellent single player with a well thoughtout and fun multiplayer component. Looks absolutely stunning and matches that aurally to boot. And the best part? There's very little to actually complain about. Good news to everyone who doesn't own a PS3 - you now have your reason to pick one up.



Thursday, November 5, 2009

The eGames 2009 Wrap.




From October 30th to the 1st of November 2009, Melbourne was once again home to the IDEF Expo, featuring the fourth annual eGames Expo. As always, the Level 3 crew was there to help cover the show and expand our reach to newer audiences. However, this year saw some massive changes to the show – the biggest for us anyway was that we had our own booth for the first time – which proved to be a much more effective HQ for us than in previous years, and helped get the word out about the show in a big way. Hell, hearing Jason talk about that he signed his first autographs for fans was quite a surprise.

So what of the show? Let’s talk about specific moments:

A Nice Change of Scenery

The biggest change to the show came in a change of venue. Instead of taking place at the Melbourne Exhibition Center in Docklands (and right opposite the Crown Casino), the show was relocated to the Royal Exhibition Building in Carlton, which was right opposite the Melbourne Museum and IMAX theater. And for added value, it was a short walk to Lygon Street, home to some awesome Italian restaurants.

The new exhibition space proved to be quite the interesting change in atmosphere, where instead of being dominated by a dull grey and otherwise uninteresting area, we were surrounded by an older and much more visually interesting environment. There were paintings all over the roof of the building, which made it so much better to look at than before.

The front of the Exhibition Building (taken from here

As well as that, the larger space also made the show much easier to traverse. Last year, when the Digital Lifestyle Show was introduced, there wasn't much of a clear division between the two shows, and it wasn’t exactly clear where one show ended and the other one began. Here, there was a clear division, which made traversal just that little bit easier.

The only real disappointment in the use of the space came in the fact that it wasn’t all used. There’s a second level to the Exhibition Building which, with the exception of a ‘Develop Theater’ and a media center, wasn’t used. But I’ll get to that later on.

Though while it was a great change of scenery, there were several reasons as to why it proved to also not be a terrific location…

Pressure Cooking

The weekend that eGames was taking place at had an average temperature of around 25-30 degrees as the maximum temperature. Now, while the Royal Exhibition Building is a great looking building, it’s also listed as a heritage building. That means that no matter what, it cannot be touched in any specific way – and needs to be preserved for future generations. This also means that there’s no air conditioning.

Now, I’m not too sure what the attendance figures were, but you’d have to factor in that both parts of the IDEF show were quite populated on the day, being a weekend and what not. But good lord, despite the heat, people still came. Also didn’t help that there were a lot of powerful lights set up around the show.

Though this was thankfully alleviated by the rampant abuse of the media lounge water fridge. Thankfully, someone thought ahead and prepared a LOT of water bottles and kept them nice and cool, and proved to be a popular spot for those who could get into there. As for everyone else? Well, I'm amazed as to how they managed to survive.

Can I Hear Myself?

One of the absolute stupidest moments of the entire show came in the organization of the main stage sound. Put it this way, where the main stage is, to the left of that is the eGames Masters stuff, and to the north of it is some more competitive gaming. Both have commentary, and both are LOUDER than the main stage. And it also helps that the main stage mics? Not particularly reliable. I was on the stage once for two of the days (Saturday was to help take part in an episode of the Lobby, Sunday was for a podcast with some of the people from Thumbpad), and it was hard to hear the people actually speaking. Turns out I wasn’t the only one who thought that.      

From what I understand, the original plan was to make the competitive gaming stuff be on the second level of the building to keep it away from the main stage, but the organizers couldn’t get it approved. Though despite this, it's an absolute shame that it was really quite difficult to do stuff on the main stage.  


Level 3 and Thumbpad do a podcast (from L-R: me, Anna, Jason, Mick, Megan, Jamie and Shane)

This also extended to our booth. We were right opposite the Monash University gaming tournament (the booth was originally setup to play host to the Monash High School gaming tournament, but the space was kindly given to us by IT head Andrew Owen), and once the games of Halo decided to kick in, did we lose any chance of hearing anything from our booth – sounds of explosions and gunfire were common place. Again, no disrespect, but bloody hell it was loud.

Just WHAT were you guys giving away?

Probably the biggest exhibitor booth at the show was easily Ubisoft’s, with some extremely impressive showings – such as Assassins Creed II, James Camerons Avatar (both in regular and 3D editions – the latter of which is impressive), the new Shaun White game, Rabbids Go Home and Splinter Cell Conviction (which was unplayable, unfortunately). To the side of their main booth, there was also Cloudy with a Chance of Meatballs and another game that I cannot recall at this point in time.

Ubi were great for giveaways as not only did they have a LOT of Avatar and Assassins Creed posters to give away, but also plenty of DVD’s with trailers for upcoming games. The posters made for great decoration for the booth, and we had plenty of people dumping the DVD’s at our booth. On the Saturday in particular, after lunch time, came one of the most insane things I’ve ever seen.

During this time, there was a large line of people at the Ubi booth, but we hadn’t any idea what it was for. Especially when you consider the line itself was just obscene. We’re talking close to 30, maybe even more people in line. The million dollar question was just what exactly were Ubisoft giving away at their booth that caused such a huge line.

Initially, we ruled out the posters, because it’s not like they had any real value, but as we started to film interviews with reps from Madman and 2K Games (whom were bordering on the Ubi booth), I started to notice that people were being handed somewhat more valuable things, such as copies of Tom Clancy’s Endwar (don’t ask what version, it was a tin case – but given the way it was shaped, either a PC or 360 version), and even some 360 Faceplates.

I’m still a little unsure on what exactly was given away, because everything I heard was heard via hearsay more than anything else.

Booth Organization Extraordinaire

As I mentioned in the intro, Level 3 had its very first booth at the show, making us the second media long term media outlet to have our own dedicated booth at the show (Australian Gamer being the first). Unlike with the media coverage, this is where I spent most of my time organizing it and ensuring that people came to the booth to talk all about Level 3.

The first day proved to be an unmitigated disaster for a large portion of it. We had only two things setup that day – a TV with episodes of the show running, and a Dreamcast with Street Fighter III – 3rd Strike running all day. Since Jason and most of the cast/crew were either absent or elsewhere, we had very few people coming to discuss the show, and we were known as “the booth that the Dreamcast and Street Fighter at”. After I had left, I was told that it improved some, since Jason had actually returned and there was some discussion of the show actually happening.


The Level 3 crew, manning the booth all weekend!

The second and third days improved exponentially. Mainly because we had a really interesting competition going on; this also doubled as an excuse to get others to create content for us. Put simply, we had a green screen setup at the booth, with a camera. We’d get people to come to the booth and do a review for us. They could review any game they wanted, provided that they didn’t curse and that the review lasted no more than three minutes long. The catch was that not only would they win a game should they make a top three, but the best three reviews would be featured during Christmas time. We got over 10 of these, which were great, got a great representation, from some of the Swingamers people, to randoms, to forumites. We had even asked Yug from Australian Gamer to do some reviewing for us, which would’ve been awesome if he had gone ahead with it.

The Greatest Thing Ever?

Taking place on Halloween weekend, and given the fact that it’s a gaming expo, you would expect there to be some form of cosplay, or people dressing up in some spectacular fashion. And for the most part, I was very disappointed in this regard, because there wasn’t much there. Sure, there were a few awesome examples (such as a Midna, a Yuna, an Eva with a box, and a Meryl), but only one really takes the cake. And for good reason.

On the Saturday, there were a couple of dudes dressed up as Knights. I don’t think they were from any particular game or whatever, but they were in the full armoured suits and everything. In itself, it was a pretty cool feat, made even more awesome by the fact that these dudes were doing it on an absurdly hot day. And yet, that still isn’t the most awesome thing about this weekend.

Ubisoft had a Wii game on display known as “Just Dance” (ironically, the Lady Gaga track of the same name isn’t present), it proved to be quite popular, with people dancing all weekend to it. Towards the end of the Saturday, we were let known that the two Knights were actually playing this dancing game, and low and behold, they were.

I have video of the knights dancing to MC Hammer’s “U Can’t Touch This”, as well as Blur’s “Girls & Boys”, and it remains one of the greatest things that I have ever seen in my life; to see two dudes in full plate mail waving a Wii-mote and just dancing like an absolute tool. It’s amazing. Utterly, utterly amazing.

 

What Could Have Been Improved?

While eGames 2009 was a good show, it could have been a much better show. The biggest thing missing was a lack of big exhibitors from last year – namely Sony, Nintendo and EA. Granted, Sony probably would not have had a lot to show that was particularly new (aside from EyePet and the new Ratchet game) and the same case could’ve been made for Nintendo. Then again, Microsoft were only there to show off Forza Motorsport 3, a game that had only come out the week before the expo had begun, and arguably their second biggest game for the holidays, so make your own reasoning.


Megapowers collide! Yug from Australian Gamer, Jason and I talk business.

The other thing that was needed was more content on the main stage. Sure, while there was a lot of Rock Band, eGaming and stuff from the webshow “The Lobby”; gone were most of the other interesting show panels. Sure, there were things there from EA Melbourne (whom are an offshoot of Dead Space/Dante’s Inferno developers Visceral Games), and a few other developer things, but that’s it – there was nothing else, which proved to be a huge disappointment.

Personally speaking, my biggest disappointment was my ‘attempt’ to interview Ubisoft. I write attempt in that way because it never happened. Ubisoft PR blew me off the day we were meant to do the interview, citing that they prefer to let the developers of the products talk about them. Okay fine, understandable, yet tell me that next time before I ask you to do an interview THE DAY BEFORE, and BEFORE you commit to it.

Otherwise, it was a decent show. Could have been improved, but then again, what show can’t? Thanks to everyone that made it possible for the show to exist, and thanks to everyone that stopped by. Made from a great weekend, and let’s try do it again next year, kay?

Oh, and before I forget…

WE ARE THE SHOW!


 

 

 

Saturday, October 17, 2009

What I Missed Out On...

I don't know what it is about that series, but I adore the Tekken games. I don't know if it's the actual fighting mechanics, the unique characters, the awesome music, the insane extras Namco heap onto the game (Tekken 3 & 5, in particular), I'm not too sure.  But the funny thing is, as someone who adores that series, and is jonesing heavily for Tekken 6, I'll freely admit that there are games in the series that I haven't played, and no desire to.

While there is the obvious answer of the Playstation2 Death by Degrees game, this also extends to the original Tekken game. I've only ever really played the home version once, at a cousins place, and all my other experiences with it come from the arcade version present on the Tekken 5 game as part of the incredibly awesome "Arcade History" mode. 

Last I played it, it didn't hold up reasonably well. Granted, the game was originally released in the early days of 3D fighting games (and 3D in general), and Tekken was created as a response to Sega's Virtua Fighter (which had launched a couple of years earlier), but the way the game plays, such as still being on a 2D plane, slow fighting, and the general lack of responsiveness once you get knocked down. I mean, you can get knocked down and you takes a long and near excruciating while for you to get back up again. It's probably worth checking out later iterations of the series, if you're interested in the older games - Tekken 2/3 in particular. Though the idea of swapping cameras is a neat idea, and no other fighting game (and even later Tekken games) used this functionality.

Though thanks to stuff like YouTube, I've been able to catch up on one of the cooler things about the series - its CG endings.

Tekken is one of the few fighting franchises that does something unique with its endings compared to different versions. In the arcades, there is no story whatsoever - you're treated to a generic "CONGRATULATIONS YOU WIN" screen - similar, but not quite, to Virtua Fighter. It's a weird decision, especially when you consider that with the exception of those two games, pretty much every other fighting game worth its salt in the arcades has an ending. However, when the games are released onto home consoles, Namco go the extra mile to actually including CG endings for each of the characters.

Being the first iteration of the series, and also one of the earlier 3D games, the original Tekken has some of the most fantastically awesomely outdated CG I've ever seen in a game. The intro to the game looks and sounds like a bloody demo reel of a mid-90's CG artist - but doesn't hold a candle to the actual endings. Which are some of the most awesome things I've ever seen.

All of the endings in the game are about 30 seconds long, all of which set to the same piece of music. There's no dialogue, but there are associated sound effects. What gets me about these endings are twofold. The first is the effort that Namco went to for some of these. Take King's (the second ending, if you're watching the above video), for instance. If you can't watch the video, here's a quick explanation - King returns from the tournament to an orphanage, and as he arrives, the kids flood out to meet him.

To say that I was expecting kids to be flooding out of the church would have been the preferred  response, but I honestly doubled back a little bit and was shocked to see that the kids themselves are actually REAL kids - greenscreened into the shot. You have to understand, there are practically no fighting games that have ever had FMV kids inserted into a CG shot. Though the pose that King makes as the scene fades out is completely awesome and made for some inappropriate captioning.

The other thing these endings (and the game itself), is that it's made for some awesome reactionary imagery. Yoshimitsu's (second from last) is the best example of this. Shortly after he opens up the case and the cash goes flying, there's a dude that just looks up in complete and utter disbelief that hundreds and thousands of dollars in cash is just FLYING around. His slowly transforming face as he looks up and sees the cash makes for quite possibly the greatest "OH MY GOD" look ever used (if not intentionally) in a video game. This is also coming from a video game where characters portraits literally distort when you select them.

I should probably go back to explore the original Tekken game, but really, is there any point now? The game has been superceded (and made better) by later iterations, the endings are all online, and hell, I can get a copy of the game free of charge by buying the PS2 (and I think PSP) versions of Tekken 5.  

I would close off by saying that future iterations of Tekken never included awesomely bad reaction faces in their endings...but...

Nah...


Friday, September 11, 2009

How To NOT Use A Celebrity Likeness 101

Activision's Guitar Hero5 has only just been released (well, over a week since it's US release, and under a week until its Australian release), and it's already under major fire for one of its big selling points. You see, the game includes a playable version of deceased Nirvana frontman Kurt Cobain, playing along to versions of "Lithium" and "Smells Like Teen Spirit", the latter a huge coup for Activision (since it's the only song from the Nevermind album to not appear in its competitior, MTV's Rock Band), but that's not the point.

The reason for the controversy isn't the fact that the game has a playable version of Kurt Cobain. It's kind of sad enough to think that, especially since this is exactly the kind of thing that Cobain never wanted to happen - being extremely anti-establishment and what not. No, the controversy comes in the way the Cobain character is used in the game. And let me tell you, it ain't pretty.


No, you weren't imaging anything. You DID just see Kurt Cobain acting like Flava Fucking Flav.

So what's the response by Kurt's widow and former Hole frontlady Courtney Love? Well, let me describe it
in her words, from her Twitter account (via Kotaku):

WE are going to sue the shit out of ACtivision we being the Trust the Estate the LLC the various LLCs Cobain Enterprises

She then later goes on to mention that she reportedly didn't want Cobain in the game, though DID sign off on it. I say reportedly because she wrote this on her Twitter, and has it locked off.

Shortly thereafter, Krist Novoselic and Dave Grohl, Cobain's bandmates from Nirvana, actually SUPPORTED Courtney Love in wanting Activision to fix this up, by releasing a statement (again, via Kotaku):

This is a statement regarding Nirvana, Guitar Hero and the likeness of the late Kurt Cobain.

We want people to know that we are dismayed and very disappointed in the way a facsimile of Kurt is used in the Guitar Hero game. The name and likeness of Kurt Cobain are the sole property of his estate - we have no control whatsoever in that area.

While we were aware of Kurt's image being used with two Nirvana songs, we didn't know players have the ability to unlock the character. This feature allows the character to be used with any kind of song the player wants. We urge Activision to do the right thing in "re-locking" Kurt's character so that this won't continue in the future.

It's hard to watch an image of Kurt pantomiming other artists' music alongside cartoon characters. Kurt Cobain wrote songs that hold a lot of meaning to people all over the world. We feel he deserves better.

So while there hasn't been a response from Activision yet, but yet, and I cannot believe I'm saying this, actually kinda agreeing with Courtney Love.

I mean, go back up and rewatch that video. It's Kurt Cobain, frontman of one of the most profilic bands in recent memory, and a staunch anti-conformist, singing a Bon Jovi song, amongst other things. A fucking Bon Jovi song.

Activision and Neversoft should've known better, and realized that maybe, just maybe, that it might be just a tad disrespectful to the legacy of Cobain. Yet you know what the ironic thing is? They actually do know how to show constraint and control when it comes to something like this. It's evident in 2008's Guitar Hero World Tour, wherein people could play as a recreation of iconic guitarist Jimi Hendrix. Unlike any of the other musicians in the game, Hendrix was only playable on tracks that Hendrix actually performed on. It wasn't possible to have him play Van Halen's "Hot For Teacher", for instance. It's also something that was alluded to in the statement by Grohl and Novoselic.

But yet, you really still can't have any sympathy for Courtney Love. I mean, she still would've had to have given her consent and approval for Cobain being in the game, and of course, pocketed from it. It's not the first time she's done it, and I won't be surprised if she's using this as a tactic to get more money. I still don't buy this "I didn't really want him in the game" argument.

Now let's see if the estate of Johnny Cash is going to complain about the same thing...




Tuesday, September 1, 2009

2009: Have Licesned Games Become Cool?

Let's face it, unless you're one of the many people whom enjoy picking up a sports game ever year with the little things added, or the holders of an IP or a publisher, most people do not look forward to licensed games. Not often because of the license itself, but generally because the game is poor. It's been the same year in and year out for the longest period of time now.

But it looks that as we close out 2009, that publishers and developers are starting to 'get' the fact that just because you have a cool and/or interesting license doesn't mean you can't release a product that doesn't reflect this cool and/or interesting license. Sure, we had a few of those in the form of Star Trek D-A-C, parts 1&2 of Watchmen: The End is Nigh, Terminator Salvation and the recently released GI Joe: The Rise of Cobra, but for everything else? Well, it's generally been pretty good.

The first one that immediately springs to mind is Activision's X-Men Origins: Wolverine. The movie was one of the worst and most disappointing movies of the year. And yet, the game has been even more favourably rated. The Uncaged Edition (i.e. the super, over the top bloody one that was released on the PC, Xbox 360 and PS3) rates around the low to high 70% mark on Metacritic, and around 75-80% on Game Rankings, proving to be one of the more surprisingly good licensed games to be released this year. In fact, the one thing that the game did right better than the movie was that made you feel like you were Wolverine, which is something that really cannot be done with the movie. Oh, and made it bloodier - something that Wolverine fans would've loved.

THQ's UFC 2009: Undisputed is another example of this. Very few people were looking forward to the game before it came out (I was one of them), and then when the demo was released onto the Xbox Live Marketplace and Playstation Network, it blew a lot of people away - even more so since it was a completely different sport to what developer Yuke's (developers of the WWE Smackdown series, also from THQ) were used to. It scored even better than Wolverine, with an average score of 83 and 84% on the Xbox 360 and Playstation 3 from Metacritic, and an average of 83% from Game Rankings.

Hell, even rhythm games have had their fare share of great licensed games. Take Activision's Guitar Hero Metallica for instance, two IP's that are almost synomous with selling out. Average scores? 84-86% on Metacritic and 85-87% on Game Rankings, with many reviewers praising (and rightly so) at just how well Neversoft created an experience ripe for Metallica fans. And while it hasn't been released yet (as of the time of writing), MTV/Harmonix's The Beatles: Rock Band looks set to follow in this trend of an excellent band focused rhythm game.

Though the one biggest recent example would have to be Eidos' Batman: Arkham Aslyum. Eidos are not exactly the most popular publisher with the general gaming populace (one only has to look at the Gerstmann-Gate saga or the reports of managing the scores given by reviewers), and the developer behind it, Rocksteady Studios, had only one other game under their belt - the somewhat underrated (going by reponses to people who've played it) Urban Chaos - Riot Response. And the other factor going into this? There hasn't been an excellent Batman game in years, with people citing Sunsoft's late 80's NES adaptation of the '89 Batman movie or Konami's 1992 and 1994 adaptations of Batman Returns and the Adventures of Batman and Robin as the only really great Batman games. Everything else? Medicore at best, unbelievably awful or cancelled (as was the fate of the planned game based around the Dark Knight movie) at worst.

The response was almost impossible to believe.

Metacritic averages the critical responses at around 91-92%, with Game Rankings averaging it at around 91%. It's nuts. So nuts that the Guinness Book of Records actually NOMINATED the game for a World Record - the Most Critically Acclaimed Super Hero Game Ever. I couldn't be making this up if I tried. Though generally, it does seem quite deserving, as from all accounts - the game is quite excellent. Not perfect, but still one of the better games to be released this year.

This trend could extend somewhat to whatever few major licensed games are left coming out this year. EA's NHL 10, given the last two iterations, should still hold up as being a fantastic game. Another EA product, FIFA 10, also looks to continue the series recent trend of being excellent. I'm also having high hopes for THQ's WWE Smackdown vs Raw 2010. Not only because it's THQ's last year as the publisher of WWE games, but because based on previews so far, it definitely seems like one hell of a game to go out on.

2009 has been one of the more interesting years for video gaming. We're talking about a year where some of the biggest and most interesting games scheduled to come out around this time have been pushed back to avoid conflict with Microsoft's Halo 3: ODST and Activision's Call of Duty: Modern Warfare 2, two games that although will sell ungodly amounts. Though the one trend that I pray carries over into 2010 is this trend of great licensed games. It can be done, which is the one think that everyone has learnt from this year.