Musashi Wins!
FLAWLESS VICTOLY!
Halo 5.0
MGS 3 5.0
MP2 5.0
Killzone 3.5
Urbz 4.0
Ghost Recon 2 3.5
NFSU 2 5.0
Viewtiful Joe 2 4.5
DOA: Ultimate 4.5
PoP: Warrior Within 4.5
Rumble Roses 3.5
Capcom Fighting Evo 3.5
Half-Life 2 5.0
Pacific Fighters 3.5
Roller Coaster Tycoon 4.0
ESPN College Hoops 4.5
NCAA March Madness 4.5
Mario Power Tennis 4.0
LOTR: 3rd Age 3.5
Baten Kaitos 4.0
GBA:
LOTR: Third Age 3.0
Doh, I forgot their main review. GTA: SA 4.5 The only redeeming two pages in the whole rag (sort of) are a series of blurbs from designers about the influence of GTA on design. I like Tim Schafer's take, so I will share it with you.
"The really cool things GTA has accomplished-like the feeling of being in a living city with events occurring beyond your immediate area and the freedom to do a lot of different things-have not really been imitated and would be great to see more of in games. There's a lot going on in GTA that people don't seem to pick up on. If it's done right, I think it's great for the industry. I think it's not so much copying game features but changing the way you think about game design. So thinking about a game in terms of a series of scripted events, you think about it as independent entities that have rules and behaviors, and you put them together to see how the interact with each other and the player. You get 'original behavior' - an old catchphrase, but it's true. You get surprises that you didn't design into the game, so it's richer for the player and even the designer."
MGS 3 5.0
MP2 5.0
Killzone 3.5
Urbz 4.0
Ghost Recon 2 3.5
NFSU 2 5.0
Viewtiful Joe 2 4.5
DOA: Ultimate 4.5
PoP: Warrior Within 4.5
Rumble Roses 3.5
Capcom Fighting Evo 3.5
Half-Life 2 5.0
Pacific Fighters 3.5
Roller Coaster Tycoon 4.0
ESPN College Hoops 4.5
NCAA March Madness 4.5
Mario Power Tennis 4.0
LOTR: 3rd Age 3.5
Baten Kaitos 4.0
GBA:
LOTR: Third Age 3.0
Doh, I forgot their main review. GTA: SA 4.5 The only redeeming two pages in the whole rag (sort of) are a series of blurbs from designers about the influence of GTA on design. I like Tim Schafer's take, so I will share it with you.
"The really cool things GTA has accomplished-like the feeling of being in a living city with events occurring beyond your immediate area and the freedom to do a lot of different things-have not really been imitated and would be great to see more of in games. There's a lot going on in GTA that people don't seem to pick up on. If it's done right, I think it's great for the industry. I think it's not so much copying game features but changing the way you think about game design. So thinking about a game in terms of a series of scripted events, you think about it as independent entities that have rules and behaviors, and you put them together to see how the interact with each other and the player. You get 'original behavior' - an old catchphrase, but it's true. You get surprises that you didn't design into the game, so it's richer for the player and even the designer."