Video Game Review: Prince Of Persia Trilogy

Each game in the trilogy was built on the same engine, so the basic controls work the same. Two face buttons control your weapons (primary and secondary, which could mean a dagger depending on which game you’re playing), another face button causes the Prince to jump or roll. Two trigger buttons provide alternate camera angles — useful when trying to survey all of your possible platforming options. The other two trigger buttons control the Time Rewind feature, which is essentially a get-out-of-jail free card should you miss a jump or time a trap wrong, and the block button.

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Video Game Reviews: Escalation DLC

Although Convoy gets its name from ill-fated missile trucks that now lay dormant, those signature features have virtually no role in how the map plays. Two overpasses give each side an equal view of the destroyed freeway below. Each bridge is open in the middle and closed on the edges, allowing for lots of popping out and firing before quickly ducking back behind cover. Large and fairly open paths are available to the left and right with nice camping spots for both teams, though unless you’re able to hold all three pathways, it’s fairly easy to circle around and root out the campers. A dilapidated gas station, motel and diner give this location plenty of personality. Combat is fast-paced and intense.

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Video Game Review: Outland

Although the game does make use of the majority of the face, shoulder and trigger buttons, the tutorial does a remarkable job in gradually getting players used to the button layout with its on-screen instructions. Even the commands to perform certain moves quickly become second nature, thereby diverting the players’ attention away from the controls and toward the treasures this game has to offer.

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Video Game Review: Section 8: Prejudice

Although the game features a typical first-person shooter setup, there are some hiccups — both on foot and in vehicles — which hold it back. Running and gunning should feel instantly familiar, but I don’t care for jumping/jetpacking being mapped to the same button, especially when it’s the left bumper. Saving “A” to interact with objects seems unnecessary when practically every shooter uses it to jump. It just feels counterintuitive.

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Video Game Review: Portal 2

As in the original, the left/right triggers are used to fire the two different portals. Your character can also jump (A) and interact with objects (X), but that’s it for single player. In multiplayer you’ll have access to more commands, including a countdown clock, some rudimentary emotions accessed with the d-pad and a function that paints a target so that your partner knows where to look or fire their portal. It’s simple and effectively done.

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