Wednesday 4 September 2013

Review - Injustice: Gods Among Us (Xbox 360)

DC Comics have always been plagued with sub-par video game tie-ins, from the horrid Superman 64 which had players awkwardly maneuvering through rings as they flew through a green mist, to the less than exciting Batman Begins movie game. Superhero games in general just don’t do very well for themselves. Of course there are some exceptions that push past the benchmark to be something unique like the PS3 & PC MMO, DC Universe Online & the Batman: Arkham series but these are few & far between. Now comes a gritty fighting game from Nether Realm Studios, the creators of Mortal Kombat, and it’s called Injustice: Gods Among Us.

Considering this is a ‘serious’ fighting game created by an experienced developer, it’s refreshing to see so much time & effort put into a fighting games story. The game’s set in an alternate reality where Metropolis is reduced to ash by the Joker and the Man of Steel is drugged into killing Lois Lane & their unborn child. Superman then murders the Joker during an interrogation with Batman which sparks a series of events that lead to Superman beginning a new world ‘Regime’ & Batman founding the ‘Insurgency’. This is the premise for a series of battles that take place in various locations from the DC universe.


With any decent fighting game, the first question on everyone’s list is which famous (and infamous) characters will be joining the roster. Luckily the roster is nothing to disappoint, with characters from all over the DC universe joining Superman’s crusade or Batman’s rebellion. From the well-known such as Batman, Green Lantern, The Joker & Lex Luthor to the lesser-known like Killer Frost & Raven and even the obscure like Ares, there’s a character here to suit everyone’s play style. Move lists differ depending on that specific characters power. For instance, Batman doesn’t have a ‘super’ power therefore his move list relies more on grapples & counters to take down a rival whereas the likes of Bane or Solomon Grundy use their sheer strength defeat an enemy.
As one would suspect with a fighting game, each character possesses a signature move, which the player can activate once their power meter is full. These moves replace the iconic ‘fatalities’ from the Mortal Kombat series. In place of the gruesome fatalities, these super moves show off a specific characters super power or ability. They’re rather fun to watch unfold although once you’ve seen them more than once, they become quite dull & repetitive. Each character type makes for some interesting match ups though, especially since the arena is multilayered and includes interactive objects.

Combatants are given an assortment of locations to fight in ranging from the batcave to the watchtower & even the hall of justice. Each arena contains an assortment of interactive objects that help tip the odds in one players favor. On top of this, players can also trigger transitions that allow one player to knock the other through into another area. Another addition to the Mortal Kombat formula is the ‘wager’ system. This mechanic allows players to ‘wager’ sections of their power meter to earn health & damage their opponent. It’s a nice way to break the heat of battle & give players a bit of a breather.

Injustice: Gods Among Us is a serious fighting game that melts fan service & gameplay into a juicy DC package that both hardcore fighting fans & comic book fans can enjoy. It has some flaws but the overall core gameplay experience isn't damaged. My only concern is the games longevity, which rests primarily on the online & tournament community.

Injustice: Gods Among Us gets 6.5 ‘Muted Microphones’/10
+ Attention to Detail & Lore
+ Tight Controls
- Unpredictable Online Play/Community
- Becomes Repetitive
- Falls Short of the Promise

Saturday 27 April 2013

Review - BioShock Infinite (PS3)


The beginning of a console generation brings forth games that are always a little rough around the edges but also show what designers & developers are willing to do to push games forward to a higher quality of entertainment. For the industry, it’s a time when they come to grips with each systems capabilities and how to execute bigger & better things. A multitude of ‘good’ games were released at the beginning of this generation but only one set the bar so high that only a handful of other games could reach it. That game was BioShock. Players assume the persona of a plane crash survivor who must escape the underwater utopia of Rapture & it’s insane inhabitants, BioShock was critically acclaimed for it’s story, atmosphere & gameplay which can only be described today as one of the best experiences in gaming.

Led by Ken Levine, the team at Irrational Games is once again attempting to raise the bar even higher with BioShock Infinite. Casting players in the role of Booker DeWitt, a private investigator & war veteran. After getting on the wrong side of some rather bad people, Booker’s offered a deal that would wipe his debt clean. That deal: To travel to Columbia, rescue a girl called Elizabeth who’s been imprisoned there & deliver her to New York. This is the set-up for a deep & rich story that deals with subject matter that very few games have taken on before. Throw in two warring factions and players will experience a game that has all the twists & turns they could poke a stick at.

The world of Columbia, much like Rapture, is rich in atmosphere & architecture with a use of bright & vibrant colors that might remind some people of an animated Disney film. Players are bought into the floating city through the one of many breath-taking vista moments, allowing them to stop & stare at the beauty of the world. I did, however, notice some muddy textures on the console versions but it’s nothing players will notice if they aren’t actively looking for it. Irrational Games have done an unbelievable job at creating a city that feels alive. Players are welcomed to Columbia by its friendly townsfolk who can be seen doing an array of different activities. Some may be on a family picnic; others may be working at a cart selling food. I found it slightly disappointing though that Booker was unable strike up a conversation with the citizens. Occasionally Booker may have a line or two to say to someone walking by but that’s all. Nonetheless, Columbia is a beautiful city among the clouds.
The world around the player is incredibly immersive, wide shots of the whole city draw attention to just how big it actually is. This obviously lends itself well to huge ‘explosive’ set pieces that highlight exactly what Irrational are capable of given the right situation. The original BioShock placed players in a city that had already torn itself apart whereas BioShock Infinite puts players in a city just before a civil war erupts which allows for more noticeable destruction of the world. These set pieces are exhilarating not only because they look amazing but also because the player is often put in the thick of the situation.


When it comes down to genres, first-person shooters are more often than not, the most accessible. BioShock Infinite realizes this and runs with it, adding mechanics on top of the already established formula. Elizabeth acts as the players AI companion for the majority of the game, throwing Booker useful items such as health, ammo & salts when needed as well as money when players explore the world. This is an incredibly useful mechanic that changes the pace of combat for the better. On top of this, Elizabeth possess the ability to open ‘tears’ in reality, in other words, players can tell Elizabeth where to spawn helpful items into the heat of battle. Things like cover, automated turrets, medkits, salts & guns can be placed at allocated points in a fight. Granted, not all of the items mentioned would be in every fight, which keeps players from becoming an unstoppable badass in every situation.

As well as a standard selection of guns, BioShock Infinite has a decent combat system that mixes up the tradition. The only problem is that there’s a little too much combat. I found myself wanting more story-centric moments rather than having a handful of goons tossed at me in a large area to ‘pad’ out that section. This could be because I found myself not using the vigor’s as much as I used plasmids in the original game but at the end of the day, the combat starts to feel boring because there’s so much of it. Yes, the variety in weapons & vigor’s are there but the focus is on gunplay rather than secondary attacks such as vigor’s or environmental hazards which add a layer of strategy to battles. Among these problems, it’s worth mentioning that on the harder difficulties in some sections, the difficulty spikes to an unfair degree, which makes the game feel somewhat ‘cheap’ at times. This is more noticeable when players encounter a larger group of enemies, notably the ‘graveyard’ section. These are only small issues that aren’t in any way, a deal breaker.
Since Columbia a floating city in the sky, there would need to be something holding each district together, right? That’s where the sky-rails come into play. Instead of using them as a means to travel to different areas of Columbia, they’re used in combat as a means to escape a tight situation, which comes in handy on, especially on the harder difficulties. Many were skeptical about their implementation, thinking that they’d only be used in heavily scripted moments but thankfully the developers applied them almost perfectly. The only issue is that they can be slightly fiddly at times when the camera swings & jolts around as they hook themselves onto a rail.


Irrational Games have done a remarkable job at creating a strong relationship between the player/Booker & Elizabeth. As I progressed through the story, I found out more about Elizabeth & her personality and discovered myself genuinely caring for her, especially towards the end of the game. Telltale’s The Walking Dead is the only other game were I found myself caring for characters in a way that I would care for other people. There’s a scene about half way through the game that helps players really connect with the two main characters. I noticed that some players didn't come across this because in order to find it, they needed to explore the area so I've included it below. (Don’t worry, no spoilers)


BioShock Infinite provokes emotions & thoughts through superb story telling in a way that few games have done in the past. I chuckled, I cried & ultimately, I felt the relationship between the characters. This is an extremely hard thing for developers to do given that they can’t make a tailored experience for every person who plays their game. Irrational Games have done an incredibly good job at what they’ve tried to achieve. BioShock Infinite is a masterful game that, at times, has some issues but isn’t held back by them. It’s a game that will be talked about for years to come. If you haven’t played it yet then I strongly recommend you do so because it’s an experience you will never forget.

BioShock Infinite gets 10 ‘Muted Microphones’/10.
+ Superb Story Telling
+ Beautiful Atmosphere
+ Adds New Ideas to the Formula
- Combat Becomes Slightly Repetitive
- Unfair Difficulty Spikes

Monday 1 April 2013

Review - Dead Space 3 (Xbox 360)


With Silent Hill franchise down the toilet & the Resident Evil series following close behind, the only modern survival horror franchise that seems worthy of the genre is Visceral Games Dead Space series and with the third and possibly final installment being released last month, does it stand up as the best entry in the series or does the edition of co-op & a more action orientated gameplay style leave the game in pieces?

Dead Space 3 sees players reprise the role of the space engineer, Isaac Clarke, as he stomps, fixes and cuts his way to the ice planet of Tau Volantis in search of his ex-girlfriend, Ellie, as well as the source of the infamous markers, the structures that caused the necromorph out break years ago. But this time, Isaac is very much NOT alone on his journey, he is joined by the new co-op character, John Carver, who disappears when playing single player to keep the solo experience & atmosphere apposed to spending it with a mindless AI companion, along with some other minor characters that slowly but surely get brutally killed off as the player progresses through the story. This time, the extremists of the Unitology cult are hell-bent on harnessing the power of the markers to ‘make us whole again’. This means that occasionally, the player will encounter human enemies at points throughout the campaign. But these moments are staggered throughout the experience so as to not become a third person space marine shooter… in space.

Missions in Dead Space 3 involve Isaac venturing from one end of a necromorph-infested area to the other to retrieve a part used in a machine that needs to be started in order to progress or fix something that will inevitably break as soon as it’s needed. This is one of the main problems with Dead Space 3; there isn’t a great deal of variety in its missions and this is partly responsible to the lack luster & somewhat confusing story. Previous entries in the series, especially the original Dead Space, that used the claustrophobic setting of the Ishimura & other derelict locations, forced players to constantly be on their toes, where danger could be around every corner. Those sorts of setting lent themselves well to the story & pacing of the game. Dead Space 3, on the other hand, is a little more action orientated. Being set on Tau Volantis, an ice planet believed to be where the markers originated, you’d imagine it would all be harsh outdoor environments that would allow nothing but third person cover based shooting (yes there IS a cover system introduced but it’s not really worth talking about because it’s not really worth using).

For the most part though, players surgically slice & dice their enemies inside the quiet research stations scattered around the planets surface and occasionally pop their heads outside for some epic set piece or beautiful vistas. The upside is the monstrous variety of weapons that can be used to dismember enemies, most of which will be constructed by the player themselves. That’s the most interesting feature to hit the Dead Space formula. Weapon crafting sees players place small scavenger robots in set loot points around the levels to gather resources like scrap metal along with other bits & pieces to then take to a work bench which they can use to either augment their current weapon or make a completely new one from scratch. Crafting allows players to choose from a compact (pistol/plasma cutter size) or a standard (two-handed/assault rifle size) frame. From there, it’s the choice of which upper tool & lower tool that suits your play style. I, personally, preferred a compact frame with a plasma cutter upper tool for mid to long range combat & a ripper blade lower tool incase the beasties got a little too close for comfort.

On top of that, upgrades & modifications can used to further improve the effectiveness of your weapons of choice. Circuits act as upgrades to the upper & lower tools; an example of an upgrade circuit could be anything from ‘+1 damage’ to ‘+3 reload speed & +3 clip size’. With each tool holding a number of these at once & players able to hold two crafted weapons at a time, it’s easy to say that players will become brick powerhouses towards the end of the game. Hours can be spent at a bench looking through different weapon combinations that suit your play style and these combinations can be tested in a separate ‘testing mode’, where the player is able to test their weapons on necromorphs. In this mode the player doesn’t take any sort of damage from enemies, it’s purely available to test out weapon combinations.

Ok so now it’s time to bring forward the ‘elephant in the room’. Dead Space 2 introduced direct PvP in the form of engineer’s vs. necromorphs though it wasn’t very well received; Visceral Games realized this & scrapped it entirely. In its place is a fully co-operative campaign that subtracts some of the games well-known tension & atmosphere but adds some optional co-op specific missions that reveal more of John Carver’s back-story. These missions are delightfully creepy in the sense that the players will experience two completely different points of view.

One of the most memorable moments in these optional missions was a section where Carver would become crippled by visions & transported to a dream state in which player 2 progresses through while at the same time player 1 is fending of necromorphs in reality. Each mission builds towards the resolution of Carver’s story, which ends up being a little anti-climactic for the player who is experiencing it as Isaac because other than dialogue between Carver & Isaac, there isn’t really much feedback for what happens to player 2. Other than that, the game scales difficulty depending on chosen difficulty & whether there are two players or not by adding or subtracting enemies to parts of the game.

When most gamers think ‘survival horror’, elements that may come to mind are limited supplies, tough enemies & a scary atmosphere. Dead Space 3 throws these to the side & replaces them with other features that mix up the formula and paves the way for the next generation of survival horror games. Unfortunately, one of the features that was put to the side was the story, arguably one of the most important parts of survival horror next to the scares but it’s just so much fun to play. I wouldn’t go as far to say that the story ruins the game but if a little more time & effort were spent on it, then this game would have gone from being a great game to an amazing game.
Dead Space 3 refines the elements of its predecessors & introduces some fresh ones that make the experience even more enjoyable.


Dead Space 3 gets 8.5 ‘Muted Microphones’/10

Remember, if you enjoyed reading my review, follow me on Twitter @DylanPerrett or on My IGN under ‘bobert9497’.

Monday 25 February 2013

Review - Assassin's Creed 3 (PS3)


Since Assassin’s Creed 2’s release in 2009, I've had pretty high expectations for the series. It’s always had some rough edges but to be honest, I was disappointed with Assassin’s Creed: Brotherhood and Assassin’s Creed: Revelations. They added a slew of features that helped improve gameplay and keep things interesting but I felt that the story was always a huge part of the series and AC:B & AC:R didn’t live up to that of its predecessor. Don’t get me wrong, I love every game in the main series but something just made the Ezio trilogy feel drawn out and more like a series expansions rather than stand-alone sequels. This time around though, players get a brand new setting, brand new weapons, a brand new protagonist and a continuation of the Desmond Miles story. This confused some players from time to time but became more and more invested as we followed the narrative.

You play as Connor Kenway or Ratonhnhaké:ton, in his native language, a half British - half Native American man who’s mission it is to free his people and guarantee their safety throughout and after the American Revolutionary War. There’s much, much more to the story that I won’t go into for spoilers sake. Needless to say there are some pretty big twists and turns that will keep players second guessing allies & enemies throughout the game.

But of course, a new protagonist and a new setting also means a new set of tools to use in the fight against the Templars. Because of Connor's Native American background, his new arsenal is themed accordingly with weapons such as a tomahawk, bow & arrow and the rope-dart. There are also a few other weapons such as swords and guns but it’s nothing drastically new from the older games in the series. The combat system has been changed and improved from AC:R with the use of the usual kill-streaks, counters and the block-breakers. Connor also has the ability to dual-wield any melee weapon (provided that it isn't a two-handed weapon) with his second hidden blade which detaches to become a shiv/dagger. Combat is a heap of fun in the previous entries of the series and without a doubt the combat in AC3 is the best it’s ever been.


However, the environment is somewhat lacking. The Assassin’s Creed games have always been about climbing to the top of a massive building and leaping off it…. It’s also about stabbing people but that’s not my point. Climbing huge towers in the first game was amazing, the second game followed the same path but enhanced it with the breath-taking architecture of the Italian Renaissance and with Assassin’s Creed 3; the player is presented with trees, cliffs, wooden shacks and brick buildings of the American Revolution. I’m not saying that this was a bad decision on the developer’s part; it’s staying accurate to the time period.

Even though the buildings may not be as fun to climb as previous installments  that doesn't mean that the world is underwhelming. As you play through the game, Connor will be sent to various locations in the east coast area, ranging from New York to Boston as well as the Frontier. These areas are oozing with life; animals and people are never out of sight. Connor possesses the ability to climb trees and cliffs through his background and this system is brought to life through the use of ‘Anvil Next’.

Ubisoft have really pushed the limits of the current-gen hardware in terms of physics, animations and just making the world feel alive. You’ll come across NPCs working, red coats patrolling, dogs running through the streets and so much more. But that’s only the cities; the frontier is packed with wildlife such as deer, bears, rabbits and cougars. Since Connor is half Native American, he is able to hunt almost all of the animals in the frontier and sell their pelts & meat or use them for the new crafting system.
I won’t go into it too much because I haven’t spent a great deal of time with it but from what I have seen, the more you develop the relationships between Connor & the workers he recruits to the homestead, the more items you will be allowed to create and trade.

These features are all good and well but because the limits of the systems have been stretched so far, the game suffers from some technical inconsistencies. Frame-rate drops and long loading times drag the experience down from amazing to great. This isn't to say that the game’s bad, it just taints the experience a little.

A brand new arrival is the naval combat missions. I found these missions a huge amount of fun and I was ultimately left wanting more of those missions but I’m glad that they were few & far between. If they were forced mission then players would find them stale or repetitive.

Multiplayer makes a triumphant return with all of the original modes and one new game where you & 3 friends team up to take down NPC targets. It’s interesting to say the least with each round ending in a co-ordinated strike where all four players need to kill their target at the same time. If they’re successful, they’ll earn bonus points but if they fail to kill at the same time, they won’t achieve these points. I found this mode fun when playing with friends but with players you don’t know or who don’t have the ability to communicate, you won’t have a whole lot of fun.

Assassin’s Creed 3 is a huge game that I know I’ll come back to from time to time whenever I feel like stabbing people in the face or swan-diving off the top of trees or buildings. There’s so much to do but that in its self in Assassin’s Creed 3’s curse. It leaves room for inconsistency which ends up breaking the player out of the truly amazing world that Ubisoft have created. Assassin’s Creed 3 is a huge step forward in terms of player interaction and immersion… if you can look past its blemishes.



Assassin’s Creed 3 gets a 9 ‘Muted Microphones’ /10.

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Thursday 24 January 2013

Review - DmC: Devil May Cry (Xbox 360)

Two brothers, born from an Angel mother and Demon father, Nephilim fighting against the armies of hell and the Demon King to rid them from the earth. Do you recognize this story? If not then you need to go and play Ninja Theory’s DmC: Devil May Cry.

You play as Dante, just an ordinary guy who goes to bars and picks up women, except he’s the offspring of the angel; Eva who was killed by Mundus, the demon king and the demon; Sparda who Mundus condemned to endure eternal punishment and pain. Unknown by Dante was that he had a brother; Vergil, who fights in a war against the demons. The two unite to try and achieve their goal of killing the demon king. That’s pretty much the general premise of the story with a couple of twists and turns that I won’t mention for spoilers sake.

The team at Ninja Theory have done an incredible job on creating unique and diverse personalities for characters who could have ended up very clichéd. This makes cut-scenes and interactions between the characters an absolute joy to watch. To be completely honest, I wish there were more cut-scene just so I could learn more about each character. To call the story and characters in DmC laughable would be a complete joke in itself. Dante has a slew of one liner that portray him as a confident and somewhat witty character. Voice acting is superb, David de Lautour brings the character of Vergil to life and Tim Phillipps as Dante is the icing on the cake. That’s enough about the story and characters, now on to the combat.

The banter between the two brothers is humours at times, even towards the end Dante claims that he’s ‘stronger’, Vergil says he’s ‘smarter’ in which Dante replies with ‘I’m better looking….. And I’ve got a bigger dick’. This kind of boy-ish humour is good in a small dose which is what Ninja Theory understands, thus this being the ONLY blatant penis joke in the game.


Dante returns with his iconic sword; Rebellion, as well as Ebony & Ivory, his to pistols. These weapons combined, Dante can silence the demon scum between him and Mundus. He also acquires new weapons and abilities along the way that can be switched mid battle by holding the left or right trigger to increase the length of a combo. Speaking of combos, Ninja Theory has made them really fun as well as easy to pull off with the addition of a feature that signals the player when they are required to add a delay in their combo.  If I were to perform Y, Y, PAUSE, Y (Y being the basic attack), the game provides a slight vibration in the controller at the end of the PAUSE and signals that it’s time for me to continue the combo.
I really like this feature; it allowed me to focus on enemy attack patterns and when to dodge rather than having to focus on a combo and ultimately get hit which would drop my style rank down by 2 letters.

Style ranks consist of 7 different levels, these are:
·             SSSensational
·             SSadistic
·             Savage
·            Anarchic
·            Brutal
·            Cruel
·            Dirty

The way to achieve these is by using various weapons and combos opposed to spamming the basic attack to fill it up. Again, I had a lot of fun with this. When I got my first full set of weapons (3 in total, firearm, angel, demon), I was a little overwhelmed by the thought of switching up the weapons mid fight but after my first play-through, I found myself switching weapons at every chance I could get and thus further increasing my score.

Technically, the game runs smoothly with very few hiccups although I’ve heard reports of the frame rate struggling on the PS3. The Xbox 360 version and I assume the PC version, only have slight frame rate issues when switching from in-game cut-scene to a pre-rendered cut-scene and vice versa.
Just quickly before I wrap this up, DmC: Devil May Cry has some of the most messed up boss battles and best visual style I have seen in a game for a while now. All I’ll say is ‘Spawn of Mundus’; you’ll know when you come across it.

Ninja Theory’s DmC: Devil May Cry is a great game and if you haven’t played it then you need to even if you’re a fan of the original games. With 7 different difficulties to play and unlock (3 are novelties more than difficulties, ‘Hell or Hell’: enemies die with one hit but so does Dante), I know I’ll be playing this game for a while.

DmC: Devil May Cry gets an 8.5 ‘Muted Microphones’ /10

Wednesday 16 January 2013

Review - Halo 4 (Xbox 360)

Halo, the game the put console first-person shooters on the map, is back for its fourth installment with Halo 4. This is the first Halo game without Bungie at the helm; instead, Microsoft entrusted 343 Industries with the job of continuing the story of the Master Chief. When Halo: Combat Evolved was shown at E3 in the year 2000, John-117 was a cyborg… super-soldier… guy, since then the Halo series has evolved and sold countless units. What players didn’t realize then was that in 12 years time, the Master Chief Petty Office John-117 would being able to express more emotion from beneath the cover of his helmet than any Final Fantasy or Call of Duty character ever could. But to tell you the truth, the story of Halo 4 is really about Cortana, the AI that the Chief has carried with him since their departure from the Pillar of Autumn in Combat Evolved, the Chief is just the force that drives the story forward.

Like previous entries in the Halo series, players are required to run, gun and kill as many covys as possible while trying to stop the games antagonist, the Didact, and an army of ‘Prometheans’, the AI defense drones that populate the planet Requiem. The catch though is that Cortana, a flash cloned copy of Dr. Catherine Halsey, is showing signs of rampancy, a condition where an AI’s think themselves to death after obtaining too much knowledge. In the Halo universe, artificial intelligences possess an average lifespan of 7 years. The Chief must attempt to deliver Cortana back to earth and somehow salvage her still-working components.

The game is presented beautifully, with characters showing more emotion than any other Halo game and a lot of current games in the market for that matter. The facial animations here are only matched by those of Rockstar’s L.A. Noire and voice acting helps players connect to the story and characters more than ever before. The architecture of the world has a gleam and shimmer to it, which lends a clean sci-fi experience to the player, much like Star Trek.

The competitive multiplayer portion of the game is right up there with Halo 3. 343 provides a heap of game types and plenty of character customization options that give the player something to strive for while at the same time, offering hundreds of commendations to mix up the experience. A new feature this time round is Spartan Ops, an episodic co-op campaign that delivers a new episode every week (the first 5 weeks after the games launch = season 1) with plans for season 2 on the way.
You play as Crimson Squad as they fight to unravel the mysteries of an ancient Promethean artifact. These missions can range from defending an objective, killing ‘X’ number of enemies or getting from point A to B. Although is this a really good feature and something that will keep players coming back, the missions are made a little stale and repetitive due to constant re-use maps and a slightly confusing story. It’s worth mentioning that this feature replaces the Firefight mode introduced in Halo 3: ODST.

The Halo series has come a long way in its 12 years; we’ve seen humorous co-op, extremely competitive multiplayer and some of the most intense campaigns to date. With there being 2 more scheduled games in the series, it’s easy to say that this will be classed as one of the best and most influential series of all time.

Halo 4 gets 9.5 ‘Muted Microphones’/10


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