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The
Basics:
Platform: Xbox
Developer: Microsoft
Price: $49.99 (2/1/2005)
ESRB rating: T (Teen)
Summary:
Pilot 35+ tons of steel through one battle after the next.
Note:
A violent, but relatively bloodless game that has players
pilot giant mechs (see description below) through a variety
of battles. Players can participate in a relatively short
single-player campaign, or opt for a variety of multi-player
options. Its entertainment value is somewhat limited, but
will really appeal to pre-teens/teens who like big explosions
and futuristic weapons.
Further Breakdown:
Overall
rating: 3 out of 5 stars
Best
for ages: 13+
Playability: Very good. Easy to use controls make it
a quick game to pick up.
Graphics: Very good. Not the best, but special effects
are top notch.
Entertainment value: Good. Short story mode. Strong
multi-player support.
Educational value: None
Reading Level: 5+
Ages
3-7: Red
Ages 8-12: Yellow
Ages 13-17: Green
Violence Amount: Red
Fear: Green
Illegal/harmful: Green
Language: Green
Nudity: Green
Sex: Green
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Review:
There are some who like to fight with medieval weaponry-swords
and catapults. Others may like to take their opponent down
with a stream of martial arts moves. And different still,
are those who like to be the general-fighting with strategy
from a distant HQ. MechAssault 2: Lone Wolf will please
none of these people. Strategy is limited, weapons are decidedly
futuristic, and while some would argue mechs are graceful
in their own special way, they certainly are not light on
their feet-the most petite being a hefty 35 tons. For those
who are not as familiar with the world of "mechs",
a brief description: picture one of those two-legged, robotic-looking
walkers from the movie Star Wars: Return of the Jedi and
you basically have a mech. Mechs are not robots, they have
a human pilot (that's the player's role) who sits in them
and tells them where to go, much like a walking tank.
Naturally for most boys (and some girls as well) there is
a certain appeal to driving 35+ tons of steel around in order
to make some big explosions. And that is pretty much what
drives this game-a lot of explosions, big explosions-ones
that make it seem like the TV might rattle its way off the
stand. Many 8th graders could write a more engaging storyline,
and while there are some tactics to mech fighting, it is not
exactly a game of chess.
The campaign,
or single-player story mode, is rather short. As stated before,
the storyline is far from adventurous-rarely straying from
the stuff of a low-budget sci-fi movie. The cut scenes that
attempt to pull it all together primarily exist as a vehicle
to explain how the player gets from one battle to the next.
In many ways, the game is designed for multi-player action-to
appeal to an online community of gamers who calibrated their
Autocannons and saddled up their mechanical steeds in the
first MechAssault game. These players form "clans"
and rage non-stop battles to see who is top dog (or wolf)
via Xbox Live (a broadband, online gaming community).
On the
plus side for kids, it is not exactly a gory game. There is
little actual blood to spill, since most battles are entirely
fought while inside machines. Instead, fallen mechs leave
behind a pile of "salvage"-parts that are used to
upgrade and repair the player's mech. However, there is still
some blood, and plenty of battles make this game far from
peaceable.
In conclusion,
MechAssault 2: Lone Wolf isn't the worst game out there
for kids, nor is it the best. Its entertainment value lies
primarily on special effects and the "coolness"
factor of driving a big machine around, and while it isn't
going to teach kids how to read, it isn't going to completely
corrupt them either.
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Jeremy
Gieske has been an avid game player since the days
of the Apple II+ and Karateka. Recently, however,
his interests have developed beyond simply playing
the games, but also trying to understand the historical,
social and cultural impacts of video games. He recently
acquired his Masters degree with distinction from
the University of Salford in Manchester, England,
where he conducted research on videogames. Jeremy
has a background in design and marketing, and has
worked with several Internet and publishing companies.
Recently, he has written articles for DIGA-the Digital
Game Archive and has worked with the Computerspiele
museum in Berlin, Germany. |
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