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When the Colony is attacked by a swarm of Mechon at the start of the game - killing some of the friendly faces you have just become acquainted with and burning the shops whose shelves you've emptied - Shulk sets out with some of his friends to find a way...

Simon Parkin·August 16, 2011
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But this is only half the story, as by giving Yun his classic Genei Jin Super Art from Street Fighter III - which creates shadows that mimic his attacks - Capcom has created a cap-doffing beast who can pull off a custom combo comeback even on the verge of defeat....

Matt Edwards·June 15, 2011
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I'd argue that FPS is the world's most competitive genre today. For Atomic to enter into it with no prior experience of making a multiplayer FPS is a bit like you or me wading into the Congo and punching a hippo square in the eye. You have to try something...

Quintin Smith·January 26, 2011
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The same can't be said of Donkey's barrel roll or blowing action. If you're using a remote on its own, held sideways, pulling these off involves holding down a direction on the d-pad while you waggle. This isn't too difficult, but it feels awkward and interrupts the flow of the...

Ellie Gibson·November 19, 2010
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This sort of mechanical strangeness can be acceptable in a game that is fun or ambitious - Red Dead Redemption has more than its fair share of outrageous physics catastrophes, after all - but too many of the problems here impact directly and negatively on the gameplay.

Dan Whitehead·July 6, 2010
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Players both old and new will devour the same content with comparable relish, however. For newcomers Mass Effect 2 gently constructs elements of your back-story in one of its initial scenes in order to compensate for the lack of a save-game to import, although the game makes certain decisions for...

Tom Bramwell·January 26, 2010
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Because the ions are now spread across the stage, pooling in corners or around clusters of enemies, the player is forced to stay on the move to collect them again. There's no turtling in a corner. With only a limited, albeit generous, number of ions on each stage, it makes...

Dan Pearson·October 18, 2009
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The biggest strength for both though is the fact that most people understand the Halo universe. It's not just the geek thrill of seeing a Scarab in action - it's that you understand what the Scarab means on the battlefield (trouble). We know which characters are best against tanks, and...

Kieron Gillen·February 20, 2009
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Battles start with an overhead map view. From here you position and deploy your troops, drawn from a constantly topped up pool of new recruits. Select a soldier and the view swoops down to ground level, giving you full control of the character in question. You're free to move them...

Dan Whitehead·October 24, 2008
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"You're about to lose your BREAKFAST, mate."

John Walker·March 24, 2008
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The level design is actually impeccable and utterly fair - you soon come to realise that every flat surface, every slope, every hazard, has been placed precisely to make your life harder, or easier, depending on whether you've figured it out. There are puzzles here that will find you leaving...

Dan Whitehead·March 4, 2008
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The "real-time" thing may be confusing. This isn't something that moves with the pace of Command & Conquer. Even the small maps are a couple of hours' play. If you want to deal with a multi-star galaxy with ten races looking to be the winner, you're looking at the sort...

Kieron Gillen·March 3, 2008
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