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Episode 112: Involuntary Youth in Asia

Don't ask me to explain that. Just listen. You'll get there. We'll take that ride together, in fact! Join us for a joyous jamboree this week, where our crazy/batshit segment involves a little bit of everything, from Minecraft on the 360, fake Halo 4 beta invites, Bioshock Infinite's new mode, and Resident Evil 6's announcement! That last one tickles my pickle, for sure. After that, the what we've been playing section this week includes more Modern Warfare 3 and Mass Effect since we are experts on those of course, along with the Kingdoms of Amalur: Reckoning demo, The Darkness II demo, the Resident Evil: Revelations 3DS demo, Resident Evil 4, the Asura's Wrath demo, and maybe some other stuff. I honestly don't remember. Who doesn't like surprises? Enjoy!!

GT

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Episode 111: Perform a Hard Reset

Oh SEGA, you so silly. This week, we welcome back Mr. Dakar after a month long hiatus, and it's good to have him back since we were noticeably lethargic last week due to his absence. We get back into the swing of our crazy/batshit insane format, and this brings all kinds of magic along with it. This includes (but certainly is not limited to) COD Elite on mobile devices, Diablo III on consoles, bonuses granted from demos, and those crazy bastards working on Assassin's Creed things. Following what ends up being another inevitably heated debate, we talk about what we've been playing. This runs the gamut from NBA 2K '12, Modern Warfare 3, Rayman Origins, Choplifter HD, Amy, Final Fantasy XIII-2's demo, NFL Blitz, and the story of Kevin's life, aka Mass Effect 1 & 2. Join us on your mp3 player of choice, and expect antics!

GT

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Episode 110: Backlog Bonanza

Welcome to 2012, and all of the games and stupid things we say that will come with it! We kick off the New Year as a trio, as Dak has the week off, but we get caught up on all of the games we took time to play over the holiday break. We skip the news topics this week since it was slow, and due to how many games we had played. There's a little bit of everything in here, from Star Wars: The Old Republic, Trine 2, Bastion, Renegade Ops, Rayman Origins, Super Mario 3D Land, Vanquish, Disney Universe, Sonic Generations,  Outland, Fallout: New Vegas, Deus Ex, Ratchet and Clank All 4 One, among others. It's a brutal brigade of bemusing backlog; won't you join us!?

GT

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Episode 109: Game of the Year 2011!

The most wonderful time of the year may have passed us by folks, but that doesn't mean we can't still have fun. Yes, it's time to sit down and go over all of the great games that 2011 had to offer, and we don't waste any time getting down to business. There's categories similar to our previous GOTY show, and then we all break down our personal top 5 picks for the best games we've played this year. It will entertain those ear things of yours, so give it a listen! We look forward to sharing all of the spectacular games in upcoming 2012 with you all, so keep your browser close to the crazygamers!

GT

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Episode 108: Would You Like a Bowl of SOPA?

The answer is no, no you would not. Enjoy our little PSA of an opener, and then sit back, relax, and welcome the holidays with the most soothing voices you know, talking about the games we have played. Which ones? All of them. All of the games. For those who just must know, in particular, we discuss mostly oldies, but still goodies: Metal Gear Solid HD, Bastion, Skyrim (duh), Dead Island, Saints Row The Third, and the Deus Ex "Missing Link" DLC. Speaking of missing, don't miss us too much next week, as there will be no podcast. We at the crazygamers wish you all a happy and healthy holiday, and we will be back with a very special Game of the Year episode on Tuesday, January 3rd. Until then, hap hap happy holidays, and an even happier New Year in advance!

GT

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Episode 107:VGA Recap and the Great Zelda Debacle

It's time for 2011 Spike VGA coverage! We gathered on Saturday night to view the VGA's together so that we could immediately make that our news focus this week, and there was plenty to discuss. We laughed, we cried, we were joyous yet confused. Experience the multitude of emotions along with us as we recap what we saw on the show. After that, there's some brief games to mention such as old ones like Red Faction Armageddon, and newer titles like the very divisive Zelda Skyward Sword. We are on the brink of GOTY deliberations, so the shit will hit the fan soon!

GT

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Saints Row The Third Review

Saints Row The Third (Xbox 360, PS3, PC)-$59.99/$49.99

THQ

Volition

November 15th, 2011

What it is:

Full disclosure: I never once played the original Saints Row. I played the sequel, the aptly titled Saints Row 2, for maybe 20 minutes a few years back. I can't really cite any particular reason as to why I never pursued the franchise. It wasn't that anything about it particularly turned me off, it was just the fact that open world games of its breed never really appealed to me enough to really invest in what they offered. I played the bulk of the GTA games, and loved those for what they were, but eventually got a little bit of urban open world overkill, if you will, and I missed the direction the series had exemplified in the PS2 days compared to, say, GTA IV. All of this is basically filler mumbo jumbo on my part, or perhaps a primer for the implausible truths I am about to reveal in this review. What, exactly, do I mean by that? For starters, how about the fact that due to my previous disinterest in the series, I didn't really have expectations for Saints Row The Third. I honestly wasn't entirely sure I was going to play it, and even if I did, I wasn't anticipating it to be on par with so many of the other great titles that have released this year. I thought a lot of the marketing for the game was pretty entertaining and humorous, but still...THQ was getting mostly shrugs from me, at best. So here I am, writing a review for this game, obviously indicating that I have not only played it, but I have things I care to say about it and deem those things worth taking the time to type this sucker. I'll provide a brief anecdote to conclude this introduction, as I feel that another podcast, specifically a well known industry journalist that is a part of said podcast, had the most influence on my decision to seek out the latest Saints Row. When on the subject of how the game fared, just in general, this individual had this to say:

"...There are things that happen in this game that are some of the most incredible things to ever happen in a video game...You should play Saints Row The Third."

One by one, the other members of the aforementioned podcast dove in head first, and came back in subsequent weeks to confirm that this guy wasn't kidding; even the most skeptical of them had been turned into believers. So you know what? Deciding I had nothing substantial to lose, I opted to finally play Saints Row The Third.

You should play Saints Row The Third.

The Experience:

If you, like me, haven't really dabbled in either of the previous two Saints Row releases, don't worry about it. Despite my inevitable praise for this title, I will admit that the words "storytelling" or "fiction" aren't going to be factors. There's no continuity or timeline related minutiae to be concerned with, and although there are returning characters that have inside jokes here and there that players of the previous game would only get, I didn't necessarily find myself confused at any point in my experience. Even if I laughed at something for the wrong reason due to not being on the "inside" part of the joke, I don't think it really mattered; it made me laugh either way and I don't think anyone is going to argue that it's common to question why we all laugh as humans. If something makes you laugh, you laugh. This is a good thing. It is never not a good thing, pardon the double negative. My grammar is attempting to be as over the top as this ridiculous game.

I can't really go into any in depth plot summary analysis here, because that would entirely defeat the purpose of me suggesting that you play the game. Bar none, the single greatest thing about Saints Row The Third is the overwhelming sense of entertainment value, and genuinely having things appear on your screen that make your eyes seemingly burst out of your skull in wide eyed disbelief. If it's not that, it'll be something that someone says in the game, since the dialogue and writing are on par with the batshit insane events that transpire in the moment to moment story beats and over the top shenanigans preserved within the mechanics and the gameplay.

Long story short, you start off the game as a part of the titular Saints, a gang that exists in the fictional city of Steelport (and has for 3 games now), and you're so big and bad that you've turned your "gang" into a media conglomerate of sorts, ever questing for more income, fame, success, and power. I guess it's fitting that Kanye West's "Power" song found its way into the game soundtrack, blaring on the radio of half of the vehicles you manage to commandeer over the course of the game. First things first, there is an attempted heist, that does not conclude in the Saints' favor, and the introductory sequence to the game is pretty balls to the wall right out of the gate. The characters are hysterical, well voice acted, and the events that transpire involve mid-flight shootouts, shooting helicopters while dangling from a rope, and free falling 30,000 feet in the air without a parachute while you randomly shoot guys, dodge debris, and attempt to reunite with one of your homies that is also plummeting just a slight distance below you. For those wondering, her name is Shaundi, she was in the other games apparently, and yes this game literally refers to all of your companions/friendly AI as homies. Get used to that.

From there, for the love of God what is there to say? This game is surprisingly polished, all things considered, and my only exposure to Volition as a studio prior to playing this game was the Red Faction games, and Saints Row 2 if you even count that 20 minutes I played. I don't mean to impart a sour opinion in regards to the quality of their games, but it's always been my understanding that they don't tend to ship games exuding the same level of polish as, say, the Valves or the Bungies of the world, for instance. I'm not quite sure I'd be ready to say their name in the same sentence as those other teams even after playing this game, but basically what I'm trying to get at here is that this game is not spit shined to the maximum degree per se, but it's generally polished and a hell of a lot more so than I was expecting it to be. What is it/how does it play? It's third person, open world, GTA style driving/shooting. Yeah, you've played at least one game like this before, from a mechanical perspective. The shooting is pretty darn good for my tastes, as I played the game on Normal and never really had too many issues, yet still felt challenged to the point where I didn't feel like I was playing a tedious cake walk kind of game. I feel like the weapons feel pretty good, they're fun to use and there are enough of them that it doesn't get repetitive, and they provide the lasting entertainment one would so desire. Even the driving feels pretty solid, and I'm normally the first guy to criticize these types of games for their driving because honestly there are few things in games that I hate more. Don't get me wrong, it's by no means perfect. However, it is completely functional, serviceable, and 95% of the time it's actually remarkably fun (when you're not getting T boned by some cheap AI.)

You acquire missions in Saints Row via a cell phone, so that should feel fairly familiar, but they did it in such a way that they only focus on the main missions at hand. For the record, those consist of 47 missions, and my playtime for these was about 13 hours, as I didn't really pursue much of the side content, although that's not me saying that I won't. I just wanted to see the main threads to their completion. As you complete missions, you earn the obligatory cash and "Respect" payouts, with respect being the game's version of XP, for the most part. The game is segmented into separate territories, composed of the rival gangs that all coexist in Steelport side by side, including the Morning Stars, the Deckers, and the Luchadores. These are all of the game's focal antagonists, all of which are looking for ways to thwart any future success of the Saints, and they consist of a bevy of nefarious (yet entertaining) characters. Some of them are talented hackers able to infiltrate government firewalls and databases; others are exactly like they sound, with the latter of the list quite literally being Mexican mask wearing wrestlers who happen to be running illegal gambling rings. This is all merely presented as the conceit for using all of the over the top weaponry provided by the game, and these faction tensions don't serve much more of a purpose than this, although sticking to the story is almost impossible to avoid since every mission seems to be essentially trying to topple the one that came before it.

Sure, you'll upgrade your abilities over time as you gain respect and "level up," and all of the guns in the game have 4+ tiers of upgrades available that modify things like damage output, ammo capacity, fire rates, etc. There's the standard fare like shotguns, pistols, rifles, grenades, so on and so forth, but the real treats come in the latter half of the game, although there are some admittedly awesome acquisitions early on as well. Imagine the air strikes in Call of Duty multiplayer that you earn for a 5 or 6 kill streak, only being able to summon them whenever the hell you please. Imagine calling up one of your homies, and nonchalantly requesting that they deliver you an impromptu helicopter, tank, or VTOL, for instance. Suddenly, poof! Instruments of death, rush delivered to you in a bizarre but awesome Domino's kind of manner. I'm doing my best not to spoil the best toys of all, but these examples should give you enough incentive to at least give the game a shot.

That's saying nothing about the actual missions themselves, and the events and mechanics that are on display. There are times where you'll do side missions and have to transport a live tiger in your car from point A to point B, and you have to maintain speed and not stop the vehicle, lest the kitty gets a drop in excitement levels, which results in it pawing at your face with deadly intent. There are times where you meet up with Zimos the pimp, one of your other homies, who was a participant in some really weird and NSFW style S&M sex slave bullshit and only speaks in Auto Tune after a tracheotomy. He's a walking stereotype, and frequently uses the words "bitch," "pussy," "ho," and the sort, but any chance of being offended is immediately quelled when you consider the ridiculousness of the situation, and the fact that all of this sounds like a T Pain song in your ear, only it's just a dude talking. That's how he talks. Astounding.

There's also a chase sequence (on foot) where you meet up with what they call Brutes in the game. You make friends with Oleg, the prototype Brute (don't ask) and he's naked during the time in which you meet him. When you enlist his help, but inquire about his desire to find himself a pair of pants, he merely responds in dismissive fashion by saying "No time...must hurry." So I found myself running behind this 300 pound brick of an NPC, with a Russian accent that can flip cars with his bare hands, only he's completely nude. The best part was the fact that they chose to censor out his genitals when viewed from the front via a blurry mosaic, yet his buttocks was not concealed whatsoever and his ass fat jiggled in my face for the entirety of the chase sequence. Also, I noticed his ball sack flapping haphazardly between his thighs when running behind him, so apparently mosaics do not render depending on your angle or perspective. Who am I to question this? I proceeded to follow him, and then run, jump, and Diamond Dallas Page DDT enemy NPC's into the concrete with ease, right before smashing them in the face with my giant, veiny, purple dildo bat. This is all real; I'm not making this up. I couldn't possibly.

Speaking of DDP and his DDT's, if you're a wrestling fan, specifically the really in depth, esoteric type of stuff that only people who never missed a single episode of Monday Night RAW would understand, you MUST play this game. I will not spoil it for you, but the references to the WWE (WWF back in the old days) are so obscure yet so funny, especially if you're one of the 8 people that get the references. Taking the time and care to come up with these jokes, knowing full well most people will be in the dark regarding them, just to give those 8 diehard fans endless "holy shit!" moments of "WHAT did he say!?" caliber is such a commendable attribute of this game. This is a game made by people who just wanted to make a goddamn fun video game-ass video game. A late stage encounter involving a character named Killbane is one of the highlights, and if you played the old WWF/WCW games on the Nintendo 64 and Playstation 2, you will be in nostalgia heaven. It doesn't hurt that the Hulkster himself, Hulk Hogan, voices one of your homies, Angel De Lamuerte. He even does Hulk Hogan's signature hands-to-his-ears taunt. It's a thing of beauty.

If you think the customization options in games of this genre are getting boring despite how deep and extensive they've evolved over the years, I can say without hesitation that Saints Row The Third has the most over the top and addictive character creation menu, period. All I'm going to say is that my character roamed Steelport for the majority of the game with all white painted skin, red lipstick and a red afro, with yellow gloves. Yes, I was mimicking Ronald McDonald himself. I was also sporting a Hitler mustache, and wearing nothing but purple tennis shoes and a G string thong. A yellow and red diamond decaled thong, mind you. Read those last few sentences again, and tell me you don't want to play this game. You'd be a liar. Think of the craziest, funniest thing you'd envision creating for your personal avatar character, and you can probably do it in this game, no joke. The possibilities, the humor, and the satisfaction are seemingly endless.

Like I said, I don't want to do the disservice of ruining any of the events of the game, because I was lucky enough to stay in the dark so that everything I witnessed during my playthrough was a complete shock and pleasant, perverted surprise. However, one sequence in particular that involves the Deckers (you'll know it when you get there) truly deserves recognition for being one of the most creative and genuinely mind boggling scenarios to occur in a game. That not only includes all of the awesome games that came out this year, but also just video games in general. That quote I opened this review with wasn't kidding. It incorporates one of the most out of left field yet stupendously awesome types of homage to other games of years past, in addition to various other pop culture references. It will have you playing the mission with your jaw on the floor, completely stunned by the knowledge that you are actually doing what it is you'll be doing on screen, and in all games, no less...in Saints Row The Third. Who would have thought?

The game has online co-op, which is if you buy the game new and redeem the online pass, otherwise you're looking at the standard $10 fee. I have yet to try this out, but I will say that you should buy the game new anyway, because when you experience the hilarity and antics that these guys have so delicately and passionately programmed into this game, you will want to support them and put food on the table for their kids. The other mode on offer here is the spin-off of wave based survival that has become ever so de rigueur these days. Instead of Epic's famous Horde mode, they decide to call theirs "Whored" mode in Saints Row. I can see some people thinking this is a bit tasteless and perhaps even think it is stupid, but honestly it's just like the rest of the game: silly fun for the sake of silly fun, executed in a polished manner and jam packed with genuinely fun content. You'll slap people with dildos, you'll fight Furries, you'll get shrunk to a few inches tall and then face towering 50 foot tall gimps adorned with ball gags and assless chaps. You know what? I think I've said enough. If I haven't sold you, I'm not going to.

The bottom line here, for me, is that although I love how cinematic games have become this generation, and how they push the boundaries and proverbial envelopes with their set pieces, and their cut scenes, storytelling, characters, dialogue, and sense of pathos, it is pretty damn easy to forget what it's like to just play a video game that is nothing more than what it is by name: a freaking game. No telling your friends to hush when they enter the room so you don't miss that line of important dialogue. No comparisons to Hollywood movies and how the games' characters mirror the big budget actors and invoke a sense of immersion seen heretofore only in said films. I know we all started playing games long before they transcended the status quo and redefined their own paradigms into what we see in games today, like Uncharted, Heavy Rain, Alan Wake, Mass Effect, etc. We all used to play nothing but crazy ass "vidja games," like Saints Row, because that's all we had, and by God, we wouldn't be here if it weren't for them. You wouldn't be visiting this site, and I wouldn't be typing this review, if not for the games that started it all, and no matter which ones you draw for inspiration, none of them took themselves as seriously as most of today's games tend to do. No, they were about the fun of it all, and doing things that only games can do. They threw caution to the wind, and didn't try to mirror real life, because as cool as we've found out that can potentially be, isn't that, or maybe wasn't that, the point of playing games to begin with? To do things only possible in video games, to escape real life...to just have fun.

Saints Row The Third is a breath of fresh air, and you can call me immature for finding what this game does humorous, but to me, maturity shouldn't be defined by what we all personally think is funny. It's how you handle what you find to be funny, and knowing when it is appropriate to appreciate it. You'd be immature to talk to your boss about what you did in Saints Row during a company meeting. You'd be immature to share what Saints Row has to offer with your 5 year old cousin. However, there's a kid who lives inside all of us, and sometimes that kid needs to breathe. That kid needs to hit something with a 6 foot long rubber purple dick. That kid needs to punch cops with reinforced fists until they explode in a bloody pulp. That kid needs to pantomime receiving oral sex to the elderly, just before detonating their wrinkly bodies with satchel charges. Not because that kid is immature. It's because he's a kid, and that's what kids do.  This game is a celebration of that concept, and I'd risk being called any name in the book if it guaranteed my right to appreciate that very fact. At least, in 2011, when living inside of an adult is a prerequisite in order to understand the innuendo and adult nature of the many themes and gags. Above all else, it's because you can't do those things in real life, and sometimes, that's the point of video games. Unless of course, you do manage to do those things in real life, but if you in fact have, I doubt you're in a comfortable place with internet, able to read this review. Regardless, I rest my case.

You should play Saints Row The Third.

Final Score:  9.5

GT

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Let’s Get Polish!

What is your 2011 Game Of The Year?

  • The Elder Scrolls V: Skyrim
  • Batman: Arkham City
  • Uncharted 3
  • Dead Space 2
  • L.A. Noire
  • The Legend of Zelda: Skyward Sword
  • Portal 2
  • Deus Ex: Human Revolution
  • Gears of War 3
  • Battlefield 3
  • Call of Duty: Modern Warfare 3
  • Saints Row The Third
  • Dead Island
  • Other

Acepolls

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Episode 106: EA Gets Us All From Behind (The Wrong Reasons)

It'll make sense, I promise. But EA has been notorious in the news lately for some pretty insane things, and we cover some of them on this show! We also talk about the Sony UMD Passport program, online passes expiring, Half Life 3, and more. As far as games go, we've got some Infinity Blade II, Halo Anniversary, Shinobi 3DS, Heavy Fire Afghanistan, and of course...Skyrim. I have now S ranked Skyrim! I am also very tired. Next week is the VGA's! Get excite!

GT

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Reality Czech: The Elder Scrolls V: Skyrim

Well, three straight weeks, somewhere around 140 hours, and I finished my first playthrough. Let's just say it was...thorough.

All achievements-check.

Head of all the guilds/factions (other than the side I chose to eliminate in the civil war)-check.

Thane of all the Holds-Check.

All words of power learned, all shouts mastered-check.

Every location on the map discovered-not quite, I think I'm around 330, and there's probably a few small ones I've missed, but I can live with that.

The main quest took maybe 5 hours, everything else ate up all the time, the thieves guild is kind of a pain in the ass to "restore to their former glory," but at least that's done.

I've slayed more dragons than I care to count, they were waiting when I fast traveled, which made it convenient at some times, and a big pain in the ass at others. The only big glitches I have encountered (other than the patch removing all magic resistance, they had better fix that with the next one) is that if you find certain quest items before you have the quest active, it doesn't register that you have them and makes the quest impossible to complete. This is annoying, but they were all side quests, so it doesn't really impact anything, other than I have a bunch of stuff under miscellaneous that I can't get rid of, on this character anyway.

I had the game freeze maybe 5 times during the entire playthrough, and each time was when I was going out a door, so I never actually lost any progress, a few times, after I restarted the Xbox, it had actually saved as if I had gone through the door, so literally all I lost was a minute of time to restart the console. I played it off the disc, I never installed it to the HD, and while the initial load time got to be a bit long as I progressed (I think my save files are around 20 MB apiece now), I didn't notice anything too bad. The game looked great, I never had any texture/picture issues, and I'd have that thing running for over 12 hours sometimes, and really didn't encounter any trouble. What's scary is this was all on one playthrough with one character.

I barely touched magic (I used candlelight and healing, and that was literally about it), this was a guy who could make good weapons and armor, and swung a one-handed sword and shot an ebony bow. By the end of it, in his full suit of legendary Daedric armor with a double enchanted Daedric sword and ebony bow, he could one-hit everything except dragons and Deathlords, and even they were only two or three hits. But, in the end, he was just a guy that went around killing things, I didn't conjure, I didn't use destruction, hell I barely used the shouts, and I never used his special power (he was a Redguard, but being one-handed, I never really found myself running out of stamina, so I didn't need adrenaline rush.)

Speaking of the shouts, that's the one thing I think the developers missed out on. Fairly early on in the main quest, you encounter a dungeon puzzle that you actually have to use a shout to get by (whirlwind sprint), but the rest of the game, other than when they put artificial barriers in that make you use clear skies, you don't have to shout (other than the specialized shouts that deal with specific dragons). I think it would have been cool (but probably frustrating in the end) to have some dungeons that were impassable (with non-main quest required loot) without certain shouts, have the game make more use of them, and make it seem that being dragon born actually means something, other than having dragons constantly trying to land on your head/eat your horse.

The game was good, I liked the gameplay, the dungeon crawling didn't feel horribly repetitive, and they at least had the quick out once you got to the end of most dungeons, so there wasn't a tremendous amount of backtracking involved. Some of the side quests were pretty pointless (deliver this, fetch that, but what can you do, those are standards in this kind of game), but finding all the Daedric lords was actually a lot of fun, and some of the rewards were really nice. I'm probably going to do a second character that is much more magic-centric, he's going to conjure/alter allies and stand back, after my first guy could just wade headlong into any situation and swing his sword until he was the only one left standing, I want to try somebody who's a bit more fragile, and relies more on strategy and guile to succeed. I think this will be entertaining...other than the dragons, but that's what companions are for (who incidentally, other than as an occasional pack mule, I never used with my first guy, they just got in the way more often than not, so I left all my Housecarls at home.)

Tony (Reality Czech)

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Episode 105: Dragons, Giants, Mammoths, and Gramp Stamps

These are a few of my favorite things! Hope you all had a fantastic holiday, unlike some of those Black Friday shoppers! It was all pepper spray and face plants for some of them, unfortunately. Of course, we mention those things on this show, because...how could we not? There's also stuff about piracy, crazy Spaniards protesting Marvel vs Capcom 3, and Gears of War prequel rumors. As far as games...well, I hate to break this to you, but we talk about more Skyrim. There's some Halo Anniversary, Super Mario 3D, and Assassin's Creed in there again as well...but mostly Skyrim. I may never stop playing this game. Ever.

GT

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Episode 104: That Skyrimjob I Got On Saints Row (Really Put The Rev In My AssCreed)

I'm in a cheerful mood as I type this, probably because of what I just named this episode. It's inappropriate, but I'm allowed to do that because: the internets. This week, we welcome back a friend of the show, as Eddie replaces Dak on his week off. We do the Crazy/Batshit thing, which includes Borderlands books, Nintendo DLC, and PSN maintenance. After the break, we re-record the first five minutes after accidentally kicking a microphone unplugged, so apologies if we sound hasty since we basically talked for five minutes and then had to repeat ourselves. We cover Halo Combat Evolved Anniversary, Super Mario 3D Land, Saints Row The Third, Assassin's Creed: Revelations, and finally, mooooore Skyrim talk. We were anxious to get Eddie on the show since he'd played 3 of the 5, including beating AC and dumping 70 hours into Skyrim. Thanks again to Eddie for filling in, and we'll get our Dak back next week. Happy Thanksgiving every one!

GT

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The Elder Scrolls V: Skyrim Review

The Elder Scrolls V: Skyrim (Xbox 360, PS3, PC)-$59.99/$49.99

Bethesda Softworks

Bethesda Game Studios

November 11th, 2011

What it is:

The long awaited fifth entry in the highly praised Elder Scrolls series, Skyrim has unleashed itself upon the masses and ushered forth not only a brand new engine, but almost everything Bethesda Game Studios has learned in the time that has surpassed since Oblivion and Fallout 3. Oblivion and Skyrim, interestingly enough, appear diametrically opposed when contrasted head to head. The former was at the forefront of new console technology as it was one of the first games to welcome Xbox 360 hardware development, and is often remembered for being the game that forced Microsoft to increase the default system RAM for the console due to Oblivion's requirements. The latter, in comparison, exists within a completely different realm in regards to the current console's lifecycle, as developers and enthusiasts continue to plead with hardware manufacturers for new hardware due to the strains and limitations that arise with each passing day. Not to be denied, Skyrim finds itself releasing during a time in which it is hard to deny that the current consoles are currently on their last legs, as we look onward to the coming years and the inevitable new toys with which we will all collectively tinker. To admit this fact shall be considered nothing more than sheer honesty, but the real question to be asked is this: does it even matter? Could a detail such as this ultimately affect the overall scale, scope, and quality of such an important title? In the end, Skyrim not only provides immense scale, scope, and quality, amongst other glowing characteristics, but laughs in the face of being questioned by anyone or anything, outright, period.

The Experience:

My history with the Elder Scrolls franchise doesn't travel as deep as some of the series' diehard fans, truth be told, although I have dedicated some unhealthy amounts of time getting lost in its lore in recent memory despite this. I never touched the first two titles, Arena and Daggerfall, and other than a few painful hours with the less than desirable Xbox port of Morrowind, most of my experience with the franchise lies within the land of Cyrodiil in the aforementioned 4th game in the series, 2006's Oblivion. I didn't delve into said title until recently, within the last year in fact, but it was my love and adoration for Fallout 3 that enabled me to appreciate its beauty. Carrying over the same menu, UI, and basic presentation and mechanical systems, Fallout 3 trained me in order to go back to the previous title in which it drew a lot of its design inspiration. No, it's not as brutal and visceral, and no you don't have guns at your disposal, but other than the lengthy load times, terrible character models, and overall par for the course open world jank, I found myself utterly swept away by Oblivion, and before I knew it I had sunk over 100 hours into what Tamriel had to offer, completing every quest, faction requirement, and unlocking every achievement in both the main game, and its expansion sized DLC offering, Shivering Isles. I'm not typically a fantasy kind of guy, especially the high fantasy, King Arthur/Renaissance Fair style pursuits that generally define Oblivion, but it was my familiarity with the mechanics of Bethesda games that kept me in the experience. This, combined with the fact that it doesn't matter where you travel when the developer at the helm is the utmost best at crafting a world worth exploring and becoming lost within, ensured that I saw all threads resolved to their conclusion in Oblivion and would most assuredly be anticipating Skyrim's release with intense fervor.

Now that it is upon us, I can safely say that Skyrim is astoundingly amazing. First things first, the new Creation engine that Bethesda has delivered for this title improves its quality by leaps and bounds. As great as the previous games were, they all ran using the Gamebryo engine that Bethesda had been licensing all this time, and it was susceptible to various bugs, glitches, and the biggest culprit, locking up consoles. I can't speak for the PC crowd, since the little of Fallout 3 I've played on PC was using a laptop not very capable spec wise to run it to begin with, but on consoles at least the Gamebryo engine was bittersweet from the start. Very much capable of making sure you enjoyed the incredible aspects of the games, it also made it incredibly frustrating due to how it would, for lack of a better term, just break. Fallout: New Vegas served as that engine's last stand, a title that I personally was able to enjoy, but I can't fault those who got tired of the bugs and hard freezes. The Creation engine rectifies this, for the most part. It churns out graphics, even on consoles, that in this day and age are seemingly unparalleled, especially considering this is a massive, open world game we're talking about. Not only does it stream textures dynamically during real time to heighten aspects such as resolution quality and draw distance, but it features less of the pop-in that plagued a lot of my travels across the Wasteland in the Fallout games. Environmentally, it is a spectacle to behold. I've never been absolutely consumed by a game and its atmosphere quite like I've found myself while traipsing across the world of Skyrim.  The water in the game is so realistic that it's difficult to avoid just stopping to stare, whether it's the realistic manner in which it moves and flows, or the immense realism provided by the lighting and how sunlight is reflected off of the water's surface. You'll see streams, waterfalls, and large bodies of water closer to oceanic classification, but it doesn't matter which case you're experiencing; you can't deny how impressive it all looks. From what I've gathered, the PC version has definite improvements to lighting and frame rate, given the ability to play on high settings, and some elements such as weapons and character models have higher polygon counts, but by all accounts you shouldn't think the console versions are in any way gimped. I think it's one of the rare games that actually slims the margin as to how far the PC/console versions end up comparing, because playing Skyrim in widescreen 1080p looks so gorgeous, I'm too satisfied with it to ponder how I could make it look better, even if technically I could. It also helps that no matter what platform you play it on, Skyrim is unquestionably designed to work best with a controller as the means of input, hands down.

I could spend days just talking about the visual qualities achieved in Skyrim, but I can't stress it enough before I move on. Not only do the environments look crisp and really pop off of the screen with their high resolutions, but they're varied and contain some of the most incredible real time and dynamic weather systems that I've ever seen, period. You'll see lands of thick, green hued wooded areas of foliage and forestry, mountain tops thousands of feet into the atmosphere that feature amazingly realistic and impromptu snowstorms that recreate low visibility and white out conditions (something I don't think I've ever experienced in a game, to this degree at least), beautiful nighttime scenery with full view of the stars, constellations, and gorgeous color variations that paint the sky in such stunning ways that it doesn't matter what time of day or night it happens to be, it will look awesome. The way in which they mix the moon, stars, and clouds, how fog and mist appears out of thin air depending on your movements while travelling, and how fog and mist will dynamically move through the air along with the ever shifting clouds, I found myself simply awestruck most of the time I was just exploring the world moment to moment. It's one thing to create an interesting world in a video game that is fun to explore and aimlessly pursue, but when it looks this good and this realistic and beautiful to boot, it's difficult to even put into words and compare to anything else, really. It reminds me of the concept of the uncanny valley, only in reverse if that makes any sense. Normally associated with character models so realistic that they threaten to disturb the user (exemplified for some in the case of Heavy Rain), part of me relates this concept to the actual world in Skyrim. It's so visually impressive and almost just like wandering across an environment in real life, that it makes you shake your head in bewilderment sometimes as you're constantly having to remind yourself that this is, in fact, still a video game, as you take a time out to face Giants that are herding mammoths, and to shoot your firebolt spells at attacking dragons. Yes, there are dragons.

I guess I should take the opportunity I've created for myself and talk about the story, since we're at the point of mentioning dragons. The majority of this game just needs to be experienced, if you're even remotely going to enjoy it, so I don't want to do anyone the disservice of spoiling it here. In order to summarize the basics, all that needs to be said is that you play the role of the Dragonborn. This means that you have dragon blood within your own, and you have ties to the once thought to be mystical race of creatures that have long since disappeared from the world of Tamriel, forgotten and no longer worth discussing. But guess what, people? For some unexplained reason, they're back, and they're doing what dragons tend to do...killing, destroying, and generally creating chaos and destruction. That's where you come in, since the main characteristic of being a Dragonborn involves your ability to speak in Shouts, the native tongue of said dragons, which also happens to grant you immense powers and abilities. If this doesn't sound awesome, you shouldn't even be reading this review, frankly.

Again, in order to keep this brief, you'll feel right at home if you've played any of the other recent Bethesda games. Much like escaping the prison in Oblivion and the vault in Fallout 3, Skyrim opens with your character in a current state of captivity, only to be thrust into a tumultuous affair that requires, you guessed it, escaping. I don't want to say any more than that, because it's pretty awesome just to witness it. Basically, it's not long before you have the entire land of Skyrim at your disposal, as it takes 10 minutes or so before you have freedom and complete reign to go wherever you choose, and do whatever the hell your little heart desires. Before any of this occurs, you are granted the time to create your custom character, and most of this revolves around cosmetic features. It's similar to previous games, only it looks a lot better due to the enhanced improvements offered by the new engine. There's no class choice of any sort, and even though the options in the customization menu are absolutely robust and staggering, the level of choice here as far as deeper meaning is kept relatively simple. The only thing you're choosing this early on, to start out, other than your character's appearance such as their gender and hairstyle is the race in which they will inhabit. There's many to choose from, with most of the familiar races such as Argonian lizard guys and stealthy Khajiit cat people returning, as well as the obligatory elf races and the closest thing to standard human warriors in the world, such as the Redguards, Imperials, or in my case, the Nords. I rocked the Nord dude from the trailers and art that promoted the game, and it's pretty cool how closely you can recreate him, and pretty easily in addition.

It's also not long after this that Bethesda introduces another one of their most respectable game characteristics they have earned acclaim for mastering: choice. At the time of your first choice, during the first few minutes of the game, it may not seem strikingly obvious as far as the weight the choice carries with it, but after playing far enough into the game and reflecting, it may actually be a pretty huge choice in the long run, and one that could have you deciding upon multiple playthroughs to get the different routes opened up, or more in line with your own personal beliefs as far as your character is concerned. For me, it was a choice that has perplexed me from the start, but not in a bad way. This stems from the vast amount of political and religious themes that are completely coated throughout Skyrim's roughly 8 hour main quest, and no doubt carried over across all of the side quests and miscellaneous content that is strewn throughout the total package. Bottom line, this is Bethesda's best main quest story to date, and the writing is spectacular as always and the voice acting is improved along with it. They touted a much more diverse cast of voice actors prior to the game releasing, and I can confirm that they have fixed this. I may have heard a repeating voice a few times here and there, but it's nowhere near the level of problematic it was in the previous games, particularly Oblivion which seemingly had 6 total voice actors. They did a great job, and it exponentially increases the immersion factor of the game.

As disjointed as the main quest in Oblivion was, and as overly simplistic and brief as the main quest was in Fallout 3, Skyrim's is actually so far removed from how the stories in those games felt that it actually resembles something closer to other contemporary games that actually excel in storytelling and aren't open world. Granted, it's still not very long since games such as these are meant to be played for 100's of hours and in no specific order of events, but even after over 30 hours of playtime before I finished the main quest, I still found it to be completely satisfying and it carried more weight than games of the past. I was able to stick with it for awhile, do some side objectives and exploring, and always come back to it in a seamless manner that it just really resonated with me even according to my very specific style of playing through such a massive game as this surely is. Your style and approach will almost certainly differ from my own, and even if it's not the complete opposite it's difficult for two people to play the exact same way, do the same things, and see the same sights, and even in the case of those things, it will absolutely always occur in a chronologically separate order. This is what I love about Bethesda's games, and how there is a fiction to absorb, a canon to pursue and invest within, but it is always at your own pace and you point the compass wherever you see fit. I may not stumble upon the same things as you within your game world and playthrough, and vice versa, but it doesn't matter as half the fun is in sharing those stories and always having something fun we can exploit or seek out. They manage to keep all of this under the same overarching ceiling or roof of fiction, if you will, in a way that is so balanced and just makes sense, especially when compared to previous games. I'd actually suggest playing through the main quest first and foremost, since some of the powers and weapons that you acquire for doing so are pretty badass and beneficial that they are almost guaranteed to help you in future scenarios of exploration and discovering what you have left in the world, which is absolutely going to be A LOT.

Skyrim is seemingly endless. The game director himself, Todd Howard, publicly stated in an interview that the game is built to be never ending, and I don't think he was kidding. Part of this is simply due to the team at Bethesda dedicating so much time and work into crafting a dense, content filled world, but the other half of it is due to the game's unique implementation of radiant AI technology. What this means is that the game will dynamically create quests and tasks for the player to pursue on the fly, according to their particular play style and decisions and behavior exhibited within their personal game. Thinking about something like this is one of those things that almost surely makes the average gamer think "how cool!" in their own head, but after 35 hours with the game and witnessing it myself, I can't begin to describe how awesome it is. The fact that the more and more I learn and switch up my style of playing Skyrim, the more that it will add content that is pre-programmed to respond to given scenarios, is unfathomably incredible and such a step forward for modern, and even future, game design. This enables the game to almost, like Todd said, never run out of content, because radiant quests such as these are not designated specifically by the developers. Instead, there are constants that are programmed to be in play, but the variables are things that are dependent upon the player, and no two players are going to receive this content in the same manner. It reminds me of the looting system and the "millions of guns" ideas explored by Gearbox in Borderlands, only in Skyrim we're talking about entire story driven quest lines and not just stats on individual weapons.

Speaking of weapons, and how you actually play the game, where do I even start? Players will undoubtedly remember that the sword play in Oblivion was a tad bit janky to be considered enjoyable, and the shooting in the Fallout games was never its strong suit, instead relying on the VATS system to increase the quality and enjoyment of its combat. Skyrim improves this in almost every way possible. Since there are no guns in the game you're obviously not going to have a VATS system at your disposal, but what the game does do is polish up the combat, which is simple and mapped to the triggers on the gamepad, and completely overhauls the magic system in a way that makes it far more intuitive, and fun to actually use. I found myself not really bothering with the magic and potions in Oblivion, even though it was sort of designed to be crucial at some point; I managed to cheat it in some ways. Skyrim simply allows you to learn spells either by purchasing them or finding them in the world via looting or as quest rewards, and hitting a button automatically allows you to learn the spell in question. These range from the standard fire, frost, and lighting spells in the school of Destruction, but the robust levels and depth of options to this style of combat are absolutely overwhelming. It further evolves into at least half a dozen other categories, such as Restoration that provides the player with another option other than potions to heal themselves and others, Conjuration, which can enable the spawning of creatures from the world to fight in defense of the player at will (as well as reviving the dead to fight for you in zombie form), and Alteration, which transforms parts of the environment to suit your needs in battle, enabling you to do things such as creating barriers that will inflict damage upon any enemies that dare to cross their given thresholds. The best part about all of this is the fact that combat just feels satisfying. The blunt force and impact of connecting with an enemy with your melee weapon is incredibly tactile and really carries the combat system a long way so that you never get bored and actually feel like there's some strategy to implement as opposed to mindlessly spamming the attack button. Shields also act as another viable way to approach combat, with elements of blocking, parrying, and countering becoming relative to the overall sense of defending oneself. The more that you level up these categories within their respective constellations, the more powerful you will enhance them and the more possibilities they will unlock and exhibit. Oh, what are constellations, you ask? I guess I forgot to describe the leveling system...*deep breath*

*Exhale* Okay, so for starters, the leveling system in Skyrim is done in such a user friendly way that it's one of the most impressive features of the game, bar none. Not only is it more accessible compared to the games that came before it,  it just makes more sense and rewards the player no matter what the scenario or particular character they are utilizing in battle. To reiterate, the game simply requires the player to choose a race for their character to start, and from there Skyrim allows one to explore and progress through its vast world using whatever means and tactics one may so desire. There is leveling that occurs progressively over time, but not in a way similar to other games where "XP" is earned. There are less numbers and increments involved with how leveling up in Skyrim functions, and for this I commend it because it's a breath of fresh air and an utter delight to see an RPG allow so much freedom in specifically leveling a character according to the user's particular play style. Basically, anything that one does in Skyrim "levels" the character in question, whether it's using a sword and shield to kill an enemy, equipping spells to perform given tasks, blocking with a shield, killing a long ranged foe using a bow and arrow to enhance your archery, persuading someone during conversation to increase one's speech, etc. Anything you do in Skyrim levels up your overall character, and I've heard reports of the game having a current level cap of about 80, although this is not necessarily confirmed as of this writing. Obviously you have to play A LOT of Skyrim, but that's not important at the current time. By increasing these overall levels, you're also increasing your individual skills, which like I said range from the different schools of magic like Destruction and Restoration, to combat skills like One handed, two handed, shield, archery, light and heavy armor, etc. You also have the miscellaneous skills like sneaking and lock picking for more stealth oriented characters, speech, alchemy, smithing, enchanting, etc. These all level to a total of 100 each, and trust me, you're not going to max them all out in one playthrough. Every time your overall level increases, by simply playing the game and leveling up these various skills, you earn one perk to dedicate to any particular skill tree that you desire, as well as increasing one of your three main attributes one level. These include Magicka, Health, and Stamina, which of course are constantly balanced moment to moment throughout the whole game, and Skyrim makes it so that you have no choice but to increase these one by one every time you level up, which is definitely a smart way to design it and ensure that the game remains balanced for all players. The skill trees themselves are so robust and it's a drastic time sink merely contemplating what type of character you may want to play, and you'll even change your mind on the fly while you're playing the game. The possibilities are endless, and I can't stress this enough. From increasing maximum damage to melee damage, having quieter footsteps while sneaking, having certain spells using up less Magicka, or the current one I'm pursuing, a chance to decapitate enemies while using one handed weapons! It's ridiculous how many options and routes for advancing the gameplay exist within the core infrastructure of Skyrim, and it's one of the most complex (in a good way), smartly designed, and intricately crafted RPG systems I've ever seen.

This is all in addition to the game's unique set of abilities that pertain to the Dragonborn aspect of your character's heritage. Since you have the Dragon blood coursing throughout your own, you are able to interpret the Voice, which is how the races within Skyrim refer to the Dragon Tongue, or their specific language. Not only can you interpret it and speak it, but you can also utilize the shouts that you stumble upon throughout the locations in the game and then gain the ability to incorporate them into your arsenal. The only thing further required of you once you've learned the shouts is to equip them by spending a dragon soul. Well how the hell do you get a dragon soul, you ask? KILL A DRAGON. Yeah, that's no big deal, right? Luckily, the dragons are not only scripted in some sequences of the main quest, but they are also incorporated in a radiant fashion much like some of the random quests the game has the ability to generate. So yes, randomly generated dragon attacks are a thing that happens in this game, and other than them being useful to seek out in order to get the much needed souls, they are also pretty goddamn glorious and epic. Ever since it was revealed that fighting dragons would be a pastime to pursue in Skyrim, I have been anxiously awaiting the chance to do so, and the game sure as hell didn't let me down. There's nothing quite like being faced with an impromptu dragon battle, as the score inserts the pre-recorded dragon theme music by a fully voiced harmonic choir, and your blood starts pumping and your adrenaline levels exert into overdrive status. The best part is, that even if you were currently fighting other antagonists, every one tends to temporarily put their personal grudges on hold in order to come together to take down the more important threat, obviously that being the dragon itself. It typically boils down to utter chaos, as I've heard reports of other players having multiple dragons, along with giants and mammoths entering the fray at any given moment. Watching all of this play out on screen is nothing short of breathtaking, especially the giants and how their programmed physics will literally smack you and any other potential beings in the world into the upper atmosphere with one swift stroke. One pro tip I can offer without hesitation: be careful when fucking with giants and/or frost trolls. They are the equivalent of death claws from Fallout, and in some cases, even worse.

Once you consume the dragon souls, then and only then can you apply them in order to unlock the unique Shouts. Enabling them is a simple matter of tapping the LB button, and these range from breathing fire, sprinting ahead large distances in a split second, and by the end game, you can summon your own unique Nordic warriors, create your own thunderstorms at will, and yes, even summon your own personal dragon to fight for you. The shouts run on a timer so that they have to recharge in between uses, but using them once is powerful enough that it's a fair trade off. Much like most things in the game, if you want to diminish the cool down time for using shouts, there's a corresponding upgrade in the skill constellation that you can apply points towards in order to upgrade this effect. It's all designed almost immaculately, and actually carries through with impressive execution in an all encompassed, meticulously balanced, and endlessly fun system of conducting whatever sort of actions one may desire throughout the entirety of Skyrim.

I could go on forever talking about this game, as I'm sure you could guess, but so much of the minutiae found in the game only further adds to the overall spectacle. The books return from previous games, and although nothing new, it's worth reflecting upon how ever impressive these tend to be. So much work clearly goes into creating them, and it really adds layer upon layer to the already deep breadth of the fiction and lore that there is to be had across the world. Each book has at least half a dozen pages, and there are, literally, dozens if not hundreds of books to be found scattered throughout that you will find during your travels. Adding to this potential reading up on the fiction and getting more and more details and short stories, some of the books level up your skills when read at random, and others will actually add map markers to your map that provide bonus side quests that could provide you with even more additional hours of content to pursue. All of this for simply clicking on a little tiny book lying on a table, or on the ground. The writers at Bethesda did such an impressive job with their attention to detail in this regard, and some of them probably had specific jobs solely to sit and spend countless hours crafting and writing the stories contained in these books. I can't think of any other game developer that takes this much time and cares that much about their product to do such a thing, let alone implement them into the world so lovingly that it adds to the immersion instead of just reading them in a log of some sort. I also want to compliment the game's level designers specifically, because they do a splendid job of making all of the interior portions of the game look unique, vibrant, and impressive to explore, especially the caves and subterranean dungeons. A lot of the dungeon design in Oblivion, and to an extent the Vault equivalents in Fallout games, tended to recycle assets so that when you got to a certain point, they all tended to border into monotonous territory. This is no longer a concern when encountered in Skyrim, because they're able to carry over what made these areas great by giving them their own interesting, yet separately contained stories and events, yet they're so much more versatile in their appearance and presentation that it's an absolute blast to pursue them all and delve into what secrets they most definitely have hidden, just waiting to be found and consumed. The ability to create a Favorites menu in the game where you pre-select your most cherished weapons and spells and map them to easy access by a simple tap of up on the D-pad is just another mechanic on the already extensive list of nicely added touches found in the game. You could almost compliment the game for never ending amounts of time, which is kind of ridiculous, and I swear I haven't been paid off, nor have I slept with any Bethesda employees. The game is just that good, almost to a magical degree that will have any RPG fan simply awestruck.

I can't find much to fault about Skyrim after my time spent wandering its many peaks and valleys, minus two hard freezes. This was a huge problem in previous games, but to such a greater degree that I can't complain about two isolated incidents in over 35 hours of playtime. The frame rate hasn't been an issue, and things like load times and texture pop are still present from time to time, but nowhere near the levels that they have been in the past. In short, this is a massive game with an almost infinite amount of things to do, as your side quest and miscellaneous quest counts will only continue to increase the more that you play, even after completion of the main quest, so complaining about little errors and glitches here and there seems unfair and almost insignificant. I absolutely did not encounter anything that was so troublesome during Skyrim that it managed to overshadow my complete and total immersion, adoration, and sheer bliss of playing through it. The in game map is rendered in full, isometric 3D! The loading screens are interactive! Inventory items all come accompanied with a full 3D model that can be personally examined and rotated on its own axis! The minor tweaks and sprinkles of geek fan service spread across the game are almost as crucial as the more major accomplishments I've already referenced.

If you consider yourself a hardcore gamer, especially a fan of hardcore/fantasy RPG's, you'd be living under a rock to not be privy to the hype surrounding this game. The bulk of my Xbox Live friends list at the present time is totally full of player upon consecutive player in a long list that keeps repeating "Skyrim" or "last online, playing Skyrim." Don't be mislead by the hype, and by all means, believe it. You need to play this game, because it's not only completely fun, polished, awesome, and immersive, but it's indefinitely going to end up being a lot of people's game of the year for 2011. That's not only impressive from a value and quality perspective, but more so given the level of competition that it is surrounded by in a year with so many other great games coming out left and right in what is such a crowded market. Not only does Skyrim manage to topple just about every single one of them, but this very well could go down as one of the top highlights from this console generation, spanning all genres of games. Hell, this probably won't be the first nor the last time you'll read this sentence, and I feel no hesitation in typing it, for the record: Skyrim firmly plants itself right alongside some of the greatest games ever released, due to the fact that Skyrim itself is the epitome of a modern classic, one of the greatest games of all time.

Final Score:   10

GT

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Call of Duty: Modern Warfare 3 Review

Call of Duty: Modern Warfare 3 (PC, Xbox 360, PS3, Wii, DS) - $59.99-$29.99

Activision

Infinity Ward, Sledgehammer Games, Raven Software, Treyarch, Neversoft

November 8th, 2011

*This review does not cover Call of Duty: Modern Warfare 3: Defiance for Nintendo DS, nor the Wii version.

What it is:

Shooting lots of things in the face. That's what Call of Duty is, and has been for some time. Each time a new Call of Duty game releases, everyone wants to know if it will be better than the last. There is no definitive answer to that question, since certain people view certain pieces of games differently. What I can say about MW3 is it looks phenomenal, plays exactly like you want it to, and offers the tried and true multiplayer with an extra dash of the Colonel's 11 herbs and spices just to add some new flavor. With so many studios on the roster for this one, I'll admit I was surprised at how well this game turned out.

The Experience: Single Player Campaign

Adrenaline and testosterone fuel this short but nonetheless solid single player campaign, which picks up shortly after the end of MW2. Characters introduced in the previous MW titles make their return, including Captain Price's mustache. I completed the campaign in approximately 5 hours, give or take a few minutes, playing on Normal difficulty. Admittedly, it was much easier than Normal was before. By today's standards the length could be considered short, maybe even unacceptable, but we all know the main reason the series is so popular is the multiplayer, which I will get to soon.

Nothing about this iteration feels out of place or wrong, and the guns actually sound and feel better than they ever have. The introduction of the 9-banger (multi-charge flashbang) was pretty cool, although you don't get to use it more than a few times. All of the expected contemporary weaponry is present, and the best part is the placement of all of it makes sense. The action never lets up as the game has you gunning down Russian forces on U.S. soil and across Europe, stepping into the boots of S.A.S., Marines Delta Squad, and the disavowed Task Force 141. Sounds like typical Call of Duty, right? That's basically what it is, but that's not a bad thing.

The engine powering this franchise may be aging, but she sure is aging gracefully. Realism abounds via explosions, water, particle effects, lighting, etc. The set pieces, aside from the submarine, are not as grand as we've seen from the previous MW games, which is the only real disappointment I had during my time in single player. Despite the smaller scale there are no holes in the story, even as the action increases dramatically in the latter portion. Aside from a few choices I did not agree with, I was very much satisfied once the credits began rolling.

The Experience: Multiplayer

When the development team said this was the most balanced mutiplayer experience Call of Duty has offered yet, I kept skepticism to myself. The claims of balance became fact when I played my first match. MW3 multiplayer is the tightest, most in depth and customizable package ever to brandish the Call of Duty moniker. All of the previously established game modes return, offering a wide variety of cramped corridors and fairly open maps. The major changes this time around, are in the strike packages.

Instead of traditional killstreaks that, for the most part, were identical for everyone, the new strike package set up offers players of all skill levels an even playing field. If you consider yourself a veteran player, you may prefer the Specialist class strike package. Specialists unlock perks as their killstreaks every 2 kills, allowing up to 3 perks. Once a Specialist obtains the 8th kill, all perks are granted. The perks rewarded are the variants unlocked by player choice (i.e. if you want the pro perks, you have to unlock them). The Support class strike package caters more to lesser skilled players. Support classes earn the traditional killstreaks, but the kill counter does not reset when the player is killed. The Assault class strike package is the classic way to play the multiplayer.

I also really like the addition of the new Kill Confirmed match mode in which you have to obtain the dog tags of killed enemies to score points and win the match. You can also pick up dog tags of downed teammates to prevent the other team from scoring. It adds an interesting twist to traditional deathmatch.

Spec Ops should be nothing new to Call of Duty fans, and the new Survival mode is the MW twist on wave based multiplayer. Team Defender is basically a VIP CTF game mode that can turn anyplace on the map into a frenetic battlefield.

All in all, with the knowledge that new maps are just over the horizon, MW3 will be played for many more hours to come. If you enjoy FPS games and don't already have this one, thanks for reading this review and go buy yourself a copy.

Final Score: 9

Neo

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Episode 103: Let Me Dump my Loadout in Your Skyrim

Charles Barkley says that the name of this episode is T R B L, but I don't care! It's all Call of Duty: Modern Warfare 3 and Elder Scrolls V: Skyrim, all of the time this week! We gather to shower both of these AAA releases with endless buckets of love, despite them basically taking over our lives. There's also more Crazy or Batshit Insane? shenanigans, including but not limited to a new PS Vita UMD Passport program, crazy French bastards hijacking things to obtain copies of MW3, online fighting games being added to Virtual Console, and the freaking 3DS finally selling some units. Won't you join us? You know you want to!!

GT

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