It's a real shame that the whole game couldn't be like the demo. Despite occasional camera frustration and slow-down-to-kill-enemies sequences, it is the best attempt yet - better than the first Sonic Adventure - at translating Sonic's high-speed action into a 3D game that is also fun. At least, the daytime sequences are. It's rather telling that the nighttime, werewolf sequences are omitted from the demo. Had they been omitted from the retail game, I might be inclined to play it, too.

Progress: Gave Up -- Finished the demo

Really, Perfect Dark was little more than an extremely competent shooter, made in an era where such a thing was still ultra-rare on consoles. So it shouldn't necessarily come as a surprise that the sequel fails to breach the current shooter game standards. But the fact that it doesn't really distinguish itself is pretty disappointing nevertheless. Where the original PD pushed the envelope for console shooters, PDZ is content to settle in familiar territory, and no amount of laptop sentry guns can save a game from that.

Progress: Gave Up -- Tried the demo

Looking Forward To It Fracture X360

It's easy for gimmicky shooters to fall into the trap of the one-trick pony, where depressingly trite FPS tradition is given a band-aid of slowing down time or turning into a monster or some crap like that. What Fracture does right, and brilliantly at that, is actually incorporate its gimmick into every aspect of the game world and gunplay. Fracture's claim to fame is environment deformation, and your commodity tools for this - raising and lowering the ground, and destroying structural supports - can be used for everything from creating cover, to removing enemy cover, to reaching new areas, to absolutely hilarious killing blows. It's not just an element for environmental puzzles, and it's not just an element for changing up the basic combat: it's both, and it's actually quite fun. Of course, nailing the basic requirements of a shooter (aiming, grenades, etc) helps, too.

Progress: Finished the demo

In a word: vapid. Dynasty Warriors represents the ultimate in brainless hack-and-slash gaming: hordes of enemies eagerly swarm around you just so they can fall to your sword. The fanservicey Gundam take on it seems no different, with the possible exception that Milliardo's whip attack left me with literally no recourse, as I was juggled to death. I have no idea what I could have done to avoid death, and really, I don't care either.

Progress: Gave Up -- Played demo, got raped by Milliardo

When I saw Eternal Sonata's battle system, I instantly disliked it. Each character having a limited time gauge for his turn, running around like idiots on the field of combat, seems like it removes all semblance of strategy from an RPG. But what I didn't realize until I played it, was that the time is not always ticking: until you move or take action, you can let your turn's time bar sit, and figure out your plan of attack. This actually works out to be a really fun combat scenario, as it strongly divorces real-time action from static planning, while retaining the best parts of both (tense pause-action strategy and button-mashing fun).

The game's premise, that it takes place in a dream world inside the deteriorating mind of Fredric Chopin, is something I liked since I'd first heard of the game. And the graphics are absolutely beautiful. As for the other RPG stuff, like insipid town NPCs, as far as the demo's shown me they are at least harmless. So next time I've got weeks to burn on a lengthy RPG, this might just do the trick.

Progress: Finished the demo

Like Zone of the Enders, this is a game many people would not have bought except for the highly-anticipated game demo that came with it at the time (Halo 3). Unlike ZoE, it has also enjoyed a healthy amount of success on its own right, because it is a charming little game. While games like True Crime had already tried a good-guy take on the Grand Theft Auto sandbox formula, Crackdown takes that perspective and adds a robust RPG-like system of leveling up individual attributes. More than that - leveling up doesn't just make you powerful, it makes you amazingly superhuman. This is a sandbox game where you can become a supercop that leaps over buildings, and tosses SUVs at gang members. I honestly don't know how deep the game gets, but the basic gameplay has me sold already.

Progress: Tried the demo

Yes, it is a competent action game set in the Conan universe. No, it is not as good as God of War. Yes, it also has tits. No, I probably would not care about it, if there were no tits. But since there are, this is a perfect candidate for inexpensive, cheap-thrill video gaming.

Progress: Finished the demo

I didn't play this one very much, because it kind of threw me for a loop. Banjo-Kazooie's traditional elements - from music notes to jiggies - are all here. But the setting is completely different: Gruntilda is merely an opponent in a challenge set up by the Lord of Games, and the gameplay focus is on difficult-to-categorize vehicle construction and driving elements. With amazingly poor handling.

I'm tempted to call Nuts & Bolts the "toybox" to Grand Theft Auto's "sandbox," but I really don't know enough about the hard goals of the game to say. At the same time, the game's eerie combination of familiar platforming and bizarre vehicles are somehow uncompelling; so I may never find out what the point of the game really is.

Progress: Gave Up -- Tried the demo, got confused

Playing A Game Too Human X360

Anyone who knows anything about long-term projects will tell you that, when a project takes substantially longer than was planned - say, ten years - the problem is probably with its scope. In software and games this is easily attributed to "feature creep," where an unclear initial scope, or boneheaded attempts to add to it later in development, create a tangled mess of goal features that are often impossible to achieve. Too Human is a perfect example of what can go wrong in such a project, and why most of the time, overscoped games never make it to commercial release.

Every aspect of the game is a disgusting hybrid of utterly incompatible influences. The plot is inspired by Norse mythology - except the gods are actually people, no, they're cybernetically enhanced people, and demons are actually demon robots? But if you think that they're substituting mythology with technology, hold on to your hat: there is a cyberspace world, parallel to the real world, which for some reason has more grass and trees and life than the real world. And magical witches. There is something deeply unsettling about geared-up commandos teleporting between a glowing techno-castle and a lush forest. Throw in a romantic subplot and you've got a story not even Uwe Boll would love.

The game itself is, of course, an action RPG. Except, it controls like a two-axis shooter. Even if you don't have a gun, the right stick controls your melee weapon. But it has character classes, and attributes and talent trees! And equipment, which drops randomly, Diablo-style. Naturally the cyberpunk-meets-high-fantasy-meets-Odin setting makes for equippable weapons along the lines of rifles, laser swords, and grenade launchers. Oh, and when you die, a cybernetic valkyrie takes you back to a spawn point.

Despite the potential depth of such a varied system, it is optimized for speed: you can play without having the slightest clue of what's going on. Which is good, because if I really had to worry about all this shit, I wouldn't even have finished the demo.

Too Human is the Spruce Goose of modern video games. It tries too much, and in so doing, fails at its ultimate goal. There's nothing here to enjoy, short of a few cheap thrills - if you haven't played a better dungeon-crawling Action RPG already. At the same time, I am quite glad it exists, because it is a textbook (if there were such textbooks) case of what to avoid in the course of producing a game.

Progress: Gave Up -- Finished the demo

Looking Forward To It Legendary PC

Legendary did not fare well in reviewing circles, and it's not hard to see why. The weapons are depressingly common; the conspiracy-theory plot is really no different from most first-person shooters out today; and the game's "legendary" monsters are, effectively, beefed-up enemy NPCs that don't actually change up the FPS formula. In other words, it does virtually nothing to distinguish itself.

At the same time though - at least as far as I saw in the demo - the core FPS elements that it therefore relies on, are actually implemented fairly well. You expect shooters to get a little awkward when you're fighting, say, a minotaur that takes several dozen shotgun shells to down, but a combination of (somewhat) effective environmental cover and an easy healing system make it feel like it should feel: a difficult boss encounter.

I don't have high hopes, but I'll gladly give the full game a whirl - for a few bucks - when I've got the time. On a PC, anyway; the controls definitely felt like they'd work better with a mouse.

Progress: Finished the Xbox 360 demo