Tiger Woods PGA Tour 14 Review

Bigger, not necessarily better. That, in a nutshell, is Tiger Woods PGA Tour 14. After last year's speed bump of a game that added virtually nothing to the long-running golf franchise save some enhanced swing mechanics and Toddler Tiger, the developers at EA Tiburon packed a lot of goodies into this new release. While the core game buried deep underneath the shiny new wrapping remains very similar to its predecessors from 2011 and 2012, it's now harder to complain because of catchy new features like the history-lesson Legends of the Majors, all four major tourneys for the first time, LPGA support, and even nifty frills like night golf. This isn't the complete revamp that the aging game could use, but all of the additions freshen things up just enough to make it worth a buy.


BioShock Infinite Review


What drives a man of God to wash away the sins of his past, only to blacken his heart with a multitude more? How far can a freedom fighter be pushed before virtue and righteousness are replaced by a lust for vengeance? What does a privileged society do when the foundation of its prosperity is shaken? BioShock Infinite dares to explore these heady themes and many more, giving you glimpses at just how the seemingly smallest of decisions can forever alter our realities, and our hearts. As an agent provocateur in the fantastical floating city of Columbia, your actions bring turmoil and strife to an ostensibly idyllic landscape. It's immensely fun to stir up trouble, and even more engaging to see how boldly BioShock Infinite portrays a society torn asunder. You'll be haunted by this thematically devastating adventure, and indeed, its phenomenal final minutes, which are bound to be discussed and dissected for some time to come.


WRC Powerslide Review

As soon as you start the game, you will immediately notice the handful of power-ups available to you on the track. They range from a battering ram that drives through opponents to a rain storm that slows down your opponents. Although they are nothing new to kart racers, mixing them into a rally game actually works out surprisingly well. In the career mode, which is the only offline mode by the way, you can race without the power-ups, and even without the collisions. I found the game less interesting to play and much easier to win if you got rid of those options however.

Of the power-ups available to use, only one seems to be incredibly over-powered; the "cloud" attack. This specific power-up emits a cloud out of the back of your car, making your opponents have almost no visibility. This power-up really hurts you later on in the single player when the tracks get even more narrow.


During the first few races, the way the cars handle can take some getting used to as they are extremely loose. Thankfully, even with different surfaces like snow, mud, and pavement, the cars act the same on all of them. So once you get down the feeling of the cars, you can really start enjoying the game.


Luigi’s Mansion: Dark Moon Review

Just as Mario has his princesses and castles, it seems like Luigi now has his mansions.

Luigi’s Mansion: Dark Moonis the second entry where Luigi suits up with a vacuum, shows he’s not afraid of no ghosts and starts sucking down anything in sight. Ghosts, money, rats, spiders and more are not safe from the power of the Poltergust 5000.

The game starts off with the Dark Moon, a purple moon keeping the ghosts in-check and friend, being shattered by a Boo. Once chaos starts happening, Professor E. Gadd again ropes Luigi into cleaning up the ghosts while trying to find fragments of the moon to put back together.

Unlike the first game, Dark Moon takes place through five mansions, each with a different feel. However, the personality from the mansion in the last game never seems to fully come out. There’s not a lot of character backstory in mansions, and ghosts are fairly repetitive once you see the main types the game has to offer.


Worms: Battle Islands Review

If you've never played a Worms title I'll describe what they've been reproducing.  You're a small team of worms on a large 2D landscape that can span multiple screens.  It usually has a theme like a snow covered lake or a field with various objects scattered about that can be used as cover, or to get a height advantage.  Your objective is to kill all the other worms before they kill you.  To do this you can use dynamite, missile launchers, grenades, cluster grenades, jet packs and more.  As you're setting off explosions (hopefully close to your enemies) giant craters are left behind deforming the playing field.  It can be a lot of fun.  The problem is that they've been doing this for so long now that there's 14 of these 2D games on the market.  The Worms franchise feels dead.

There's already two Worms games available on the PSP. Worms: Open Warfare, and Worms: Open Warfare 2. This means that Worms: Battle Islands is going to appeal one of two groups.  The people who can't get enough Worms, (even though it's the same game) and those who want a worms title on the PSP, but don't already own one.  For those still interested, here's the game types you're getting.

The campaign. Here you'll take over large chunks of land, collect blueprints and take over islands by winning matches.  It's traditional Worms gameplay at it's best topped off with a boss fight once the four surrounding islands have been conquered.


Gears of War: Judgment Review


Gears Of War has never been the most pretentious series, but there have been moments when it grasped for the kind of gravitas usually reserved for games that are less about swearing and muscles and guns. Whether it was Dom dying against lonely Mad World piano music in Gears 3 or a clumsy concentration camp allegory in Gears 2, there was always some cutscene insisting that this is more than a game. Not so for Gears Of War: Judgment, which goes out of its way at every moment to remind you that, yes, this is a game, and aren’t games fun?
Judgment’s Locusts advance in unprecedented numbers with only the barest regard for taking cover, your stars – a score system, more or less – are always visible onscreen, gibs and headshots are visibly totalled up on the left, and your friends’ high scores are tracked on the right. Every level is broken into sections, and every section is preceded by a screen-filling option to make it harder and concluded with another screen-filling rundown of everyone’s kills, headshots and deaths. “Would you like to retry?” it asks when you’ve fallen short of a three-star ranking, and it might as well be asking you to insert a coin for one more credit.


Sniper: Ghost Warrior 2 Review

Sniper: Ghost Warrior 2 is a superior shooter when compared to its predecessor. Granted, that isn't saying much. Said predecessor suffered from terrible artificial intelligence, absurd bullet physics, and an overall level of difficulty on par with solving a Rubik's Cube while navigating white-water rapids blindfolded. This time around, however, developer City Interactive has addressed virtually all of the sore points that made the earlier game miss as often as it hit. This is an accomplished stealthy shooter, with smarter enemy AI, more-realistic sniper physics, and scaled-down difficulty that provide a challenging, not maddening, sniping experience. Only miscues like the spread-out save checkpoints and throwaway multiplayer keep it from achieving greatness.


Most of your time with Sniper: Ghost Warrior 2 will be spent with the three-part campaign. You play as Cole, a special-ops sniper helping out assault teams in hot zones ranging from the Philippines to Sarajevo to Nepal. You come to care for Cole and his buddies through this seven- to eight-hour saga of betrayal and revenge that begins today, bounces back to 1993 for a look at the civil war that ravaged the former Yugoslavia, and then jumps to the present to wrap everything up along the border between Nepal and India.