Wednesday, 12 February 2014
The Resurrection of Abnett - The Bequin Trilogy: Pariah
Being the flagship writer for an entire sci-fi sub genre must be stressful. Not only do you have to please your fans, but your paymasters, loan sharks and own grandmother. So I've always cut Dan Abnett a little bit of slack as usually he comes through guns a'blazin' and delivers a riveting read. But lately his powers have been clouded by violent warp storms, hiding his prestigious talent for wholesale, literary destruction behind a few novels that haven't been quite up to scratch. Those being Prospero Burns, which suffers from some severe pacing issues, Salvations Reach, which stretches the realms of believability even in the 41st Millenium and Know No Fear, which was just too darn short and lacking in solid character development. Then again it was about the Ultramarines, so Dan really had his work cut out from the start.
Due to this recent bout of strife I've therefore been a bit shy of the blackest of libraries, instead focussing on my love of video games and fantasy Blood Bowl league. So when I picked up Pariah the other day it was without much enthusiasm, my telltale banter with the surprisingly well informed cashier falling flat on it's face despite his shared love of all that is grim and dark. Mentioning the current disillusionment with the 40k universe proved a greater error than originally supposed, for of my £10 gift card none was returned to me. Instead the diabolical fan boy destroyed it before my eyes, following up with a less than sincere apology, that was about as convincing as Hitler's shrug following his violation of the Munich Agreement. But I digress.
Ravenor vs Eisenhorn is, for all intents and purposes, a giant wet dream on the lining of that fan boy's over stretched boxers. It is the culmination of not one, but two of the Black Library's most iconic sci-fi sagas and by god if that didn't scare the living shit out of me. A failure would likely have sounded the death knell of my years long affair with Orks, Space Marines and those funky dressing Eldar. So it is with a solemn hand on heart that I can announce not only did Pariah exceed extremely low expectations, but announce Abnett's return to form.
One of the finest aspects of his writing has always been in setting the scene, in creating his own world within a copy-written universe. It's where a lot of 40k novels fall down, getting caught in the image of endless battlefields and sacrificial stock characters. In both Ravenor and Eisenhorn we are treated to a plethora of different worlds and cultures that showcase the weird and wonderful. Ranging from secret Mechanicus bases to dilapidated manors that sound like something straight out of a Steven King novel. And Pariah is no exception, the entire story taking place within the living, breathing city of Queen Mab. A monarch gone to seed but still possessing a glimmer of her old charm. Which is where our main protagonist Alizebeth Bequin finds her playground as not only an Inquisitorial agent in training, but as one of those rarest of creatures, a pariah. A walking hole in the world.
Of course anyone familiar with Abnett's earlier works will recognise this name immediately, harking back to the original Eisenhorn novels. It's not the only blast from the past to make an appearance, with the nefarious Cognitae and many a character from the previous outings popping by to say hello. Obviously we can't go into too much detail without screaming spoilers, so you'll just have to take my word for it that the stroll down memory lane is a worthwhile one. It should be stated however, that the majority of the novel is fixated on launching the trilogy and introducing the characters involved. It is not a nostalgia roller coaster from start to finish, but rather more subtle. It's actually very well done, allowing the reader to play detective in figuring out not only the motivations of certain characters, but who they actually are in the grander scheme of things. For sure nothing is ever as it seems, the entire story line infused with Inquisitorial levels of duplicity.
As Bequin moves through the plot, becoming steadily more suspicious of everyone around her we are left with a certain level of paranoia as to what we as readers can trust. For unlike Alizebeth we know that something catastrophic is in the offing, that a chaotic element could at any moment reveal itself. In this regard the novel fails partially in it's suspense by being a tad predictable. It is perhaps a failing that was unavoidable, for being the final part of Abnett's universe many of his deceptions have been accordingly demonstrated in his other novels. For while we may not know exactly what the deception is, we are still braced for it. It should be said that this foreknowledge of possible events doesn't effect the story a great deal, Abnett executing a number of twists that even the sharpest among us are unlikely to foresee. It rather serves as a reminder that like Gregor Eisenhorn himself, the series is certainly a little played out and frayed around the edges in it's execution.
So I think I'll leave things here for now, for fear of treading on anybody's toes. The most important thing to take away is that Pariah is a worthy successor/continuation to the Eisenhorn/Ravenor saga. It's almost like Abnett reset his internal writing clock to the days when the Horus Heresy wasn't the centre of the Black Library's world and the potential for innovation was more forthcoming. Less dictated by the strictures of Games Workshop's premier series. It's clever, it keeps you guessing and reads like a mystery novel at a time when the genre has pulled a little too violently towards explosions and spectacle. Whether the next two novels can maintain the same level of intrigue is open to the forum. Certainly the next book will reveal more of the story and the potential staying power of Abnett as not only a successful Black Library author, but a good one at that.
Saturday, 14 September 2013
Retro Rehash - Star Wolves: Reading Between the Lines
Isn't space cool? It's all dark and twinkly at the same time. Filled with stars, nebulas, comets and a whole plethora of totally radical stuff. Of course, none of these things are as totally wonder bar as the spaceships. Now they're COOL. Zipping around all fast and gun happy. Come to think of it, I don't think I've ever been in space with solely peaceful intentions. There's always something that needs pew pewing into oblivion. Whether that be evil pirates, corrupt corporations or some poor sod who happened to have cargo destined for my secret base. It really doesn't bode well for the inhabitants of the galaxy that we're already blowing stuff up before we even get out there.
So, Star Wolves, what is there to say? It's set in space for one. Lots of space everywhere, can't get enough. Secondly it's a mish mash of the RTS and RPG genres, so imagine Homeworld crossed with KOTOR's skills development, and lastly, it's Russian. That part is very important to remember as it's the only way to excuse the game's most diabolical lapse. But we'll get to that. Developed by X-bow Software and published by 1C Company the setting is a fairly unoriginal one. Space has been colonised, there's a human empire and some less than reputable corporations banging about... Oh and there are aliens but they show up later. You play as a self-titled mercenary leading a rag-tag band of heroes through the perils of the universe, making money and claiming booty from your enemies cold wreckage. And slowly but surely you're pulled into the machinations of just about every major player in the galaxy, all thanks to your incredible ability at wasting people in hard vacuum. Have you noticed no one is ever looking for the best diplomat or fry cook, it's always with the killing? More for our intergalactic neighbours to be worried about I suppose.
Now then, this might all seem a little dull, especially when you throw in the Ruski factor. That being the most embarrassing voice acting known to man. It's god-awful and single-handedly relegates the story to a very hazy plot that you follow with varying degrees of understanding. This is then compounded by a less than (inter)stellar translation that, well, at times inflicts genuine suffering on the player. A five year old dyslexic could have done a better job. Understandably therefore, you might be wondering why you'd ever want to play what sounds like the gaming equivalent of an extinction level event. To that, I offer the following.
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| "3,2,1, FIRE!! |
Star Wolves has one very big plus in it's corner, it's pretty. True, space games tend to age more gracefully than your average workaday shooter, but a few times I was genuinely impressed with the lighting effects as a stars rays illuminated a remote space station, or I zoomed in on a gun ship as it strafed an enemy frigate. It's one of those games that is a pleasure to look at and it's genuinely fun to mess around with the camera in pursuit of that ideal screenshot. In a similar vein each of the ships you can buy to accentuate your force has a distinct feel. The models offer a diversity and variation in design that offers an eclectic selection for your little armada. Some are excellent dogfighters, fast and packing a wallop in the laser/gun department, while others are cumbersome gunships, laden down with station killing missiles and relying on cover to get the job done. Of equal note is the soundtrack, a mashing blend of techno rock and roll that at times reminded me of the original Starcraft. It works to smooth out the rough edges of the game, presenting another clear high production value that is lacking in the writing. I could just imagine slamming home my cassette, pulling down the roof of my hypothetical sports car and racing off down the A1, the police in hot pursuit as the booming track taunted my would be jailers. Now that would be fine.
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| In a stag party, she's the man. |
The choice of vessel tallies well with the myriad characters who join your mercenary band. I found their personas kind of boring to be honest and took to giving them their own back stories and dubious accolades. For instance, resident Imperial fighter jock Viper became the lesbian lover double crossed by her heart of hearts in pursuit of the universes biggest taco. Interestingly, I feel that the writing took a turn for the better under my guidance. Back on point you want to choose the right mixture of character abilities and accordingly, ships, to make your little band work. I lost a lot of money figuring this out and even now make sure the Star Wolf, which accompanies you on every mission as your carrier, has a couple of spares to hand. The Star Wolf is your home away from home and can be loaded out with bigger and better guns, shields arrays and engines. My main complaint would be that the outward appearance of the old garbage scow never changes; the gun emplacements do but there's no other outward signs of customisation. So boooo to that. What the Wolf is however, is a damage sponge. With some hefty armour and shield improvements it can reap the freaking whirlwind, but never forget can be quickly cut to pieces without fighter support.
The game itself handles a little sluggishly from time to time, with drops in frame rate occurring at odd moments and commands taking that half second longer to be processed. It's a bit of a ball ache, disrupting the rhythm of combat and accounting for a good few losses on my part. Glitches from crashing to desktop and freezing have been reported by others, but I never had a problem even if it didn't run with the efficiency of a German rail system. Other than that the games controls are simple to learn and don't put a great demand on your time; I might even call them intuitive to a degree, although they surely took some pointers from Homeworld and Nexus: The Jupiter Incident. Nothing wrong with emulating the greats, mind you.
In Retro Rehashespect (it's a thing, trust me) when I look at Star Wolves, I see a flawed but entertaining foray into the world of space strategy. It's never going to win any awards, being far too messy in places to barely stave off sniggers and pointing at the annual sci-fi gaming palooza, but like the fat, sensitive kid at school still has plenty to offer. It's mechanics are sound and result in some exciting dog fights, while balancing out your squadron takes actual precision and skill. You can't make every pilot an expert in laser warfare, otherwise who is going to fix your ship in the heat of battle? This nuance saves Star Wolves from a brutal execution in front of the parade ground, for where it fails singularly as a narrative tale, it excels as a thinking mans game. Impressive considering how it seems to have been written by a drunken illiterate on sabbatical from his local opium den. So, come for the painful hilarity and stay for the complexity would be my advice. Also, whatever you do, don't buy Star Wolves 2. But that's another story.
Goodnight.
Labels:
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Saturday, 7 September 2013
20 Menthol Cools - Riddick
Returning to our cinemas after a nine year hiatus, Vin Diesel's anti hero sci-fi saga continues in the self titled, Riddick. To say that the film's existence is a miracle is not an exaggeration. With the support of no major studio behind it and a rather luke warm response at the box office in it's previous outing, another tour on the big screen didn't really seem likely to be in the offing. But they did it, and by they I mean the unstoppable merc killer himself, Vin Diesel and director of both previous installments David Twohy. It's hard not to respect the commitment behind Riddick, with the Fast and the Furious star leveraging his own house to help fund the project. Without a doubt this was a labour of love that is rare in the current incarnation of Hollywood.
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| The font of all Riddickness. |
First of all it has to be said that Riddick gets off to a slow start, with at least a 25 minute period before things really kick into high gear. I've read here and there about people getting up and leaving, something which still baffles me, as if I've paid, I ain't going anywhere. But it's a necessary build up you'll come to realise; it sets the scene and brings Riddick back into line with the original film. A lone predator against the galaxy. We get closure on the whole Necromonger paradigm, Karl Urban returning for a short scene that confirms his sci-fi loyalty credentials and see Riddick in his own environment. Perhaps as close to happy as sociopathic, monster killing, nocturnal hunters can realistically get. So right there is a reason to stick around, because you know hell is going to be riding in damn soon to ruin the relative calm. And boy does it, in the form of nasty pincer tailed aliens wanting to chow down on our resident anti hero, with the only escape being a group of mercs out for his head.
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| Nice to have you back Karl, however briefly. |
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| Let's get those drums beating. |
A complaint that could be leveled against Riddick is that is appears a bit bear bones in the scenery department. What there is, while very well shot and enjoying a high quality of CGI veers slightly towards the minimalist. Personally it didn't seem like much of a problem as the nostalgia trip when compared with the first film is considerable. But I suppose some people might have liked a different setting, maybe a city or some such, much like the change between Predators one and two. Going back to Dredd though, I'd say that it works much as it did for Karl Urban's action flick, being a setting for the characters rather than a distraction from them. On the CGI front as well it has to be said that the creature effects are superbly executed, with Riddick picking up a pet dingo/dog animal early in the film that for all intense and purposes never betrays it's computer coded origins.
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| Riddick, it's really a big budget RSPCA film. |
So in this third and hopefully not final outing, if the box office is anything to go by, we're really treated to some proper sci-fi action. None of the pretensions and over reliance on CGI that has come to charaterise the sci-fi movie industry, I'm looking at you Avatar, but a solid character driven story with lots of action. It's also nice to see Riddick developing as a character, a process which has steadily evolved over the previous two installments until he's not the same man who was willing to maroon three innocent survivors back in Pitch Black. So go and see Riddick, be patient and most of all, Rule the Dark.
Tuesday, 30 April 2013
There's a Reason They Call Them Joes: Retaliation
I am a guilty man. Not Operation Yew Tree guilty but certainly skimming the lines of good taste all the same. I, humble reader, enjoyed G.I Joe: The Rise of Cobra. That's right I am an insurgent, a terrorist, a threat to good wholesome cinema and by god I will not apologise. It was fun, it was over the top and probably dumber than a bag of retarded cats, but it tickled that inner child (appropriately) with all it's techno ridiculousness and shiny explosions. It was before Channing Tatum even tried to act or Jason Gordon Levitt became a household name and for that we were gifted with the film equivalent of action crack. Cheap, nasty and oh-so satisfying. So when I heard there was to be a second outing for the Joes I was accordingly quite pleased. The withdrawal had become near terminal. I almost watched a Van Damme movie.
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It suffered the Call of Duty effect. It came to believe that action was best expressed by contemporary militaries doing contemporary things with a hyperbolic story line thrown in to convince us fun was afoot. In CoD 3 the Russians invade America. In Retaliation Cobra seizes control of the US government by supplanting the president with an impostor. It sends the entire focus of the film into a tail dive, for on the one hand a terrorist organisation led by a toaster faced baddy has used high tech nannite equipment to replace the most powerful man on earth, but at the same time a couple of Green Berets led by the Rock are going to save the day? Talk about a juxtaposition. Now even if you can buy into this massive discrepancy and think maybe it'll have lots of cool explosions and set piece battles, you'd be wrong. Dead wrong. WMD wrong. For an "action" movie there is surprisingly little actioning going on, with the entire middle of the film meandering around the shocking revelation that the president isn't the president and how super evil Cobra is. There's also a plot focussed on Storm Shadow (a Cobra agent who was tricked into diabolical world machinations) but this hardly qualifies as Sherlock Holmes. If anything it's insultingly obvious. Even the 13 year olds in the audience could figure it out.
So having torn the film a new one maybe you're thinking this is the part when I say, "But at least it stars Bruce Willis." Surely any action film is immediately improved by none other than John Motherfucking McClane, hero of bald men everywhere and had he actually starred I might be saying that. He has about 20 minutes screen time, period. Far, far less than the trailer would lead us to believe and you come out feeling more than a little cheated. He was one of the main reasons I wanted to see the damned film, even mitigating my concern at the new, super real look with good old fashioned star power. Instead he appears briefly midway through the movie, buggers off and comes back for the under whelming showdown. Playing ex General Joe Colton he's supposed to be the creator of the G.I Joes, but we never get any exposition or an explanation of any kind. We really are supposed to just be impressed that Bruce Willis is Joe, a revelation which means nothing without any context. I would have killed to have General Hawk come riding in, declare the whole thing retconned and get back to fighting bad guys with Eiffel Tower eating missiles.
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| Hawk: "That's right kids, it was all a horrible Cobra trick to convince you the studio are dumbasses." |
Retaliation failed because it wanted to be something it wasn't. It wanted to be serious, a film that the critics wouldn't laugh at, a new and more respectable kind of G.I Joe. Whoever decided that whether it be Jon M. Chu, the writers or some suit they deserve pistol whipping. Preferably with one of those big Cobra rifles from the first film. You ruined a ridiculous premise with a need for vindication. You traded science fiction for the Rock. You destroyed your franchise not by making a commercial flop but by making a totally forgettable movie that while possibly spawning a third has no personality, no sense of fun. Retaliation deserves to be consigned to ignominy as a warning to every other studio out there that some films don't need a sequel, even if you're desperate to turn a buck. Rather that you should call a Channing Tatum movie a Channing Tatum movie and move on. Leaving those who despised the first to their fist shaking and we happy few who loved it to our drooling and much fuller wallets.
Monday, 21 January 2013
Retro Rehash - Blitzkrieg
One of the first things to strike me about Blitzkrieg was it's old school feel. This is in no way a negative point, if anything it endeared me to Nivial Interactive's creation faster than any fancy gimmick or graphics ever could. I still prefer the Risk style campaign maps from the original Total War games for god sake. Much of the draw came from the games relative simplicity. Sure you fight your way through multiple campaigns and battles but there's nothing else gumming up the works. For such an example of mastication failure I point you to the Men of War series, whose attempts at character guided gameplay are woeful in the extreme. Admittedly this isn't helped by some of the worst voice acting ever committed to audio, but it feels listless all the same. Blitzkrieg gives you the units, the locales and the enemy. The rest is up to you and it's extremely
freeing.
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| Preparation for battle. |
Given that there is no resource gathering in Blitzkrieg you have to rely on your own strategic savvy to preserve any operation. Charging headlong at enemy defences will usually result in a slaughter as hidden anti tank guns and enemy trenches wreak havoc with your forces. This is where artillery and air power become key for both the spotting and removal of opposition units. From calling in Heinkel bombers to flatten an area to recon planes to spot for your field pieces the use of air power cannot be underestimated. If anything these two forces in conjunction can win entire battles for you, your tanks and infantry moving into enemy positions all but unopposed. This is sometimes a little irksome as engagements can devolve into high explosive slanging matches, so it's important to choose your moments to commit your ground troops, usually after a heavy bombardment has exposed a weakness in the enemy line. Anything else is tantamount to suicide. Be smart people.One of the coolest additions Blitzkrieg brings to the table is the ability to lay down defences such as mines, tank traps and trenches to frustrate your opponent. Given that almost everything from bridges to forests are destructible this comes in handy when you need to secure a flank against a counterattack in a decimated area. There's nothing like watching enemy armour flounder against your AT guns and infantry trenches before launching your own into the fray. One of the most important realisations I have had when it comes to Blitzkrieg however, is that it is a game which relies heavily on you to take the reins. It's very easy to dig in and lob shells across the map rather than taking the fight to the enemies front door. Some of this is the failure of the game itself, with ground units feeling too fragile to commit for fear of losing them for no tangible gain. I know I wouldn't attack a village before softening it up with extreme levels of ordinance, but it's a bit frustrating at times when the defenders hold a clear and unexplained advantage. A few times having engaged enemy tanks in the open with my own I've been baffled by the slaughter that has ensued, despite the relative equality or superiority of my own armour. It seems that in trying to make you think your way through problems the designers might have upped the difficulty a little too far, relegating some units to paper tigers in all but name.
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| Meet the gun line. |
So what have we learned class? Firstly, that Blitzkrieg requires you to use your noggin. If you don't you'll find yourself frustrated and very, very dead. Secondly, the AI is a little passive but holds a massive advantage in defence. You'll find that some of these advantages shift to you when in the same position, but that the computer is far more effective at employing ground units to punish your lines than you are. I have to say that while this can be annoying it does offer up a real challenge and so should be forgiven in the spirit of cerebral stimulation. And lastly, it's fun, really fun, if you can accept the finite resources and capabilities you're given and use them to out think the enemy. It's particularly rewarding come missions end if you're still in possession of your core units while the German or Allied armour smolders in the background. Blitzkrieg is smart gaming if you want it to be, so give it a go and if it's not for you, there's always Halo Wars.
Labels:
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video games,
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Thursday, 17 January 2013
I Obeyed the Law
I'm not a big fan of personal posts, they feel all touchy feely and that's not really in keeping with my distaste for social interaction. But for this special, nay monumental event I've decided to throw my neurosis out of the window for the next few minutes to show off my latest DVD acquisition. It's my favourite movie of 2012, holds the title for the best comic book movie ever made as voted for by myself and the constituents of a rotten borough somewhere near Swansea and most of all puts your faith back in good old fashioned violence. That's right, it's The Amazing Spiderman. I just can't get enough of Andrew Garfield and his exciting new take on web slinging and the power/responsibility paradigm. Just take a look.
As you can see I was misleading you with super sleuth like cunning. This isn't some two bit cash in that no one asked for, this is Dredd and as you may know from my previous review I am something of a fan of Karl Urban's take on Mega City Ones greatest law enforcer. I won't regale you with the specifics again so take a look here. But if you haven't already, check this gem of mature comic book film making out. It didn't do well at the box office being an 18 and for that reason alone we're probably not going to see a sequel, but maybe if we mobilise, shake our fists and flush the studio with exemplary DVD sales we can see Dredd kicking ass and taking names sometime in the next twenty to thirty years. So buy it and make sure it's the right copy as no one should suffer Sly, especially if taken unawares.
Failure to purchase this DVD will result in a sentence of three years in the Cubes with no opportunity for parole. Carry on citizen.
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| Nope, that's not Andrew Garfield. |
Failure to purchase this DVD will result in a sentence of three years in the Cubes with no opportunity for parole. Carry on citizen.
Monday, 10 December 2012
Retro Rehash - Wing Commander 3: Heart of the Tiger
From the opening full motion sequence I knew I was in for something special with Wing Commander III: Heart of the Tiger. Whether it was the appearance of Mark Hamill, the movie style dialogue or just the thrill of seeing Luke Skywalker with a moustache, I'm not sure. It was likely a product of all three. But in any event I had found my newest addiction, the fix for which I would spend hours pining and then many more hours strapped to my chair with a bucket over my head and a badly painted starscape mounted over my monitor. The third installment in Chris Robert's Wing Commander series, Heart of the Tiger was released way back in 1994, arguably the golden age of space sims and chronicles the story of one Colonel Christopher Blair (Mark Hamil). Having been raging for the past thirty years the war with the Kilrathi Star Empire is going from bad to worse as the Confederation is pushed to the breaking point. Stationed aboard the TCS Victory, you and your rag tag band of misfits, lunatics and xenophobes must help to stem the tide and turn the tables on the Kilrathi, while forming lasting friendships and animosities, all of which are rendered in full motion video. Now, I know what you're thinking. FMV's are bad. They're awful. They're the product of all that is evil in the world, they may even have links to Fascism. To this I say, you're right, just not this time.
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| "I'm an actor, a real actor. I'd give that Red Alert Tanya a go mind you." |
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| The Arrow: A need for speed! |
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| Kilrathi Strakha: Stealthy SOB's. |
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| Prepare to die... Again.... And Again. |
As always with any review you have to straddle the line between being informative and giving away every detail which defines what you're reviewing. It can be hard, for how else are you to get people to understand exactly how amazing or truly terrible something is without being specific? In such a vein I can say only this about Wing Commander 3: Heart of the Tiger. In my humble opinion it is one of the greatest games I have ever played, and I don't say that lightly. Granted the only other game I've played is Cricket Revolution, but I learned a lot from that experience. Some of which can only be properly analysed with the help of a seasoned mental health professional. So there you go, slow starter, excellent game play, movie style cutscenes. It's an instant classic. Now play it.
And just in case you're still unsure, heres a trailer that will blow your socks off. Or at least mildly impress you.
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