Friday, 19 November 2010

Need for Speed: Hot Pursuit Review

Hot Pursuit is a Need for Speed game in name only. This blisteringly fast racer has more in common with developer Criterion Games' own Burnout series than it does with any previous Need for Speed offering, despite lacking a number of features that are commonly associated with Burnout games. This isn't a game in which you're rewarded for crashing spectacularly or for jumping through billboards, but it is a game that encourages you to drive dangerously and to take down your opponents by any means necessary. The option to play both as illegal racers and as the cops that are chasing them brings some much-needed variety to the action, while spike strips, road blocks, and other satisfying countermeasures ensure that Hot Pursuit doesn't feel quite like any racer that you've played before. Regardless of whether your interest in Hot Pursuit stems from a love of Need for Speed, Burnout, or neither, you won't be disappointed.

The SCPD, stopping illegal races one supercar at a time since 2010.

If you're familiar with the Burnout series, you'll immediately feel at home with the handling in Need for Speed: Hot Pursuit. Licensed cars from the likes of Lamborghini, Aston Martin, and Porsche can be made to slide around corners with only the briefest of touches on the brake, and you earn nitrous by driving dangerously close to other vehicles and into oncoming traffic. Furthermore, there are plenty of shortcuts available if you stray from the Seacrest County roads, and should you wreck your ride while attempting to take one, you're treated to a glorious slow-motion shot as panels buckle and debris starts to fly. A similar slow-motion treatment is used to alert you when additional cops show up to chase you down and when you successfully take out an opponent, which adds a welcome touch of Hollywood to these high-speed chases. Not that they need it.

Even in the Career mode's time trial and rapid response events where you have no cops or racers to worry about, the potential for disaster is ever present. Oncoming and slow-moving traffic, risky shortcuts, and sharp corners all conspire to keep you on the edge of your seat, and other event types add so many additional hazards for you to concern yourself with that your heart will likely still be racing long after you cross the finish line. As a racer, you find yourself being pursued by cops who can organize roadblocks, hit you with EMP blasts, drop spike strips in your path, and even call upon helicopters armed with spike strips to slow you down if you get too far ahead of them. And as a cop, you're expected to chase racers who have their own EMPs and spike strips, as well as powerful turbo systems and jammers that render all of your equipment useless for a short time. The good news is that as your opponents slowly gain access to more and better equipment in Career mode, so do you.

Equipment is mapped to the D pad and is available only in limited quantities. This keeps events of the same type from feeling too similar because, for example, taking down racers by overtaking them and then dropping spike strips is very different from hitting them with EMP shots that take a few seconds to lock on after you position yourself directly behind the target. You always have the option to just bash into other vehicles in order to take them out, but these cars are much more resilient than their Burnout counterparts, and it generally takes several hard shunts to put them out of commission. Incidentally, as a racer you're free to run your opponents off the road or even to use countermeasures against them, but when there are cops in pursuit, it's best to save your aggression for your common enemy.

Cops and racers in Hot Pursuit benefit from impressive AI that makes them both formidable and occasionally unpredictable opponents. Both are smart about using their countermeasures effectively and are appropriately aggressive. But they're also fallible, which can make for some exciting moments when racers collide into each other directly in front of you, for example. Racers won't always take shortcuts, but it's not uncommon to see them doing so; impressively, when you're tailing them as a cop, they often wait until the last second to turn off the road, which makes attempting to follow them much more challenging. Cops will take shortcuts as well, but only when they're pursuing racers down them. Interestingly, not all of the alternate routes actually save you time, and how effective they are as shortcuts is in part determined by how well your car handles off-road. If you're in a four-wheel drive Subaru Impreza or Mitsubishi Lancer Evo, loose surfaces don't slow you down much, but if you're in a low-slung exotic like the Koenigsegg Agera or Pagani Zonda, you're probably better off staying on the tarmac.

Predictably, though AI opponents do a great job of keeping things interesting, they're still no substitute for other players. Hot Pursuit doesn't support local multiplayer, but its three online modes are so much fun that it can be hard to tear yourself away once you start playing. Online races support up to eight players, and since they don't feature any weapons or cops, they are a test of your driving skill and nothing more. Hot pursuit events, on the other hand, are four-against-four races in which a team of cops with full arsenals must try to prevent equally well-equipped racers from reaching the finish line. These events never play out the same way twice, and therefore you're unlikely to tire of them anytime soon. Similarly, you never know what's going to happen next in online interceptor events, which pit just one cop against one racer. The difference here, other than numbers, is that you're free to drive anywhere on the map. As the cop, you obviously need to stick close to your target, but as the racer, it's extremely satisfying to outwit your pursuer by taking a shortcut, using countermeasures to gain an advantage, or just doing something as simple as performing a quick U-turn. The chase ends either when one of the cars gets wrecked or when the racer manages to outrun the cop, at which point you have the option to switch roles and start over.

Regardless of whether you're playing online or in Career mode, your performances earn you bounty points that increase your overall cop and racer ranks. These ranks aren't just about bragging rights; as your bounty increases you unlock additional cars and, just occasionally, upgrades for your countermeasures. Cars are sorted into five classes according to their performance, so you never gain an unreasonable advantage by having access to cars that other players don't, because everyone uses cars from the same class. Equipment upgrades do afford you a noticeable advantage, but it's not so significant that you're going to dominate as a high-level player in a room full of newcomers. Longer spike strips still need to be dropped at the right time to be effective, and even being able to drop two simultaneously doesn't change things much. EMPs that lock on more quickly are definitely easier to use, and high-level road blocks are tougher for targets to avoid, but nothing feels unbalanced or unfair. In fact, equipment upgrades are more likely to impact your results in Career mode than online, and unlocking them can be a good incentive to replay events that you've yet to achieve a gold medal time in.

With spike strips equipped you get to give the cops a taste of their own medicine.

Bronze, silver, and gold medals are up for grabs in all 70-plus Career mode events, and even after you've earned yourself gold in an event, there's a good chance that you're going to be replaying it at some point in the future. That's because Hot Pursuit's autolog system does a great job of constantly comparing you to your friends and compelling you to compete with them. Events in which you're losing to friends who have played recently are highlighted on the career map, and postings on your "speed wall" alert you when your best times are beaten. Furthermore, you can easily jump straight into events that autolog recommends to you via an option on the main menu, so if you hear that your time in an event has been beaten, you don't have to go looking for it on the map before attempting to reclaim your crown. It's a good system, and the option to post taunts on friends' walls after you beat their times is a nice touch. It's unfortunate that the autolog completely replaces rather than complements traditional leaderboards though, because there's no way to know how your times compare with the best in the world, and ultimately the autolog is only as good as your friends are competitive.

One of the few frustrating features of Hot Pursuit, especially when you're trying to shave seconds off a time to beat one of your friends, is that just occasionally the slow-motion shots used to show off crashes and such can mess with your driving. Most of the time, when the camera switches away from you to show an opponent hitting your spike strip or perhaps another cop entering your pursuit, control of your car is handed over to the AI, and it does a good job of keeping you moving. That's not always the case, though; you might regain control of your car just as it's about to slam into the back of another vehicle or a split-second too late for you to take a high-speed corner without straying from the tarmac. It doesn't happen often, but it's annoying when it does. On the flip side, you might also miraculously avoid spike strips or road blocks when the AI is in control, so it all evens out.

Awkward camera switches aside, Hot Pursuit does very little wrong with its presentation. All of the licensed cars look superb, and the varied environments that they race through are far more detailed than you can appreciate at over 200 miles per hour. The frame rate is silky smooth even when your driving isn't, and the heads-up display, while busy, is never distracting. The audio is also impressive; the roar of engines, the wailing of police sirens, the whoosh of nitrous, and even the chatter on the police radio sound great. It's odd that the default audio levels place more importance on the loud and lively soundtrack than on the sound effects, but that's easily rectified in the options menu.

Need for Speed: Hot Pursuit is one of the most thrilling racing games around. It doesn't matter which side of the law you prefer to play on; the unpredictable nature of these events and the sheer speed at which they're played make this a tough game to put down. If you're in the market for a ride with superb handling, great looks, an impressive top speed, and more than enough room for all of your friends, this is the one you want.

Monopoly Streets Review

For the greater part of a century, Monopoly has done just fine for itself as a game of abstractions, skillfully avoiding any questions of how a thimble and a howitzer can lead to rubbing shoulders with John D. Rockefeller and Andrew Carnegie. Even its Atlantic City locales have long eluded easy recognition in its native country, and key names like Pacific Avenue and Ventnor Avenue regularly conjure images of yellow-and-green cards instead of key streets on New Jersey's Absecon Island. Monopoly Streets boldly backs away from this abstract tradition, allowing up to four contemporary players to see their properties develop in real time on a real city block. It's a logical and welcome step for today's consoles and a somewhat successful one, minus a few unfortunate flaws that spring from pacing, characterization, and a lack of choices among city-based boards.

Cruise the city in a giant boot and there's no telling where you'll end up.

For the few uninitiated, Monopoly challenges players to build monopolies by acquiring up to three properties of the same color, whether by lucky dice rolls or trades with fellow players. Once you've acquired every property of a certain color, you're free to improve the sites with houses and eventually hotels, forcing players who land on the spots to pay you rent. Eventually, your rent payments climb too high for other players to pay, which forces them into bankruptcy and hopefully leaves you the sole owner of the entire board.

Monopoly Streets takes this winning concept and places the familiar board spots on a gigantic block in Monopoly City, which features three-dimensional structures replacing the simple virtual boards of previous outings. None of the models are particularly memorable and all three consoles are harried by rough graphical edges in a few minor spots, but there are small surprises. For example, you encounter Monopoly's familiar austere railroads brought to life as elevated train stations, Free Parking as a multilevel parking garage (bearing an amusing resemblance to New York's Guggenheim Museum), and the dreary and decaying lots that signify mortgaged properties. Elsewhere, however, the concept fails to follow its own lead. Random non-player characters shamble through the streets, but they never acknowledge you or gawk at your property. New buildings lack any kind of staff, such as doormen at Park Place who could have taken your rent and turned up their noses. Thus, the charm is sporadic at best, and key structures, such as the prosaic income tax building, scream with untapped comedic potential.

Nothing visually defines Monopoly so well as Mr. Moneybags and his merry band of pewter game pieces, and happily, nine pieces make an appearance here. Mr. Moneybags serves as the host, offering wordy and mildly humorous commentary on every move that quickly grows tiring. When starting a game, Moneybags also leads players through the selection of their favorite tokens along with an unalterable accompanying character that complements each piece. (As a console-specific bonus, Xbox 360 players can play as their system avatars and fill cities with their friends. The same option is available on the Wii using Miis, but only after you unlock it, which requires very little effort.) The top hat, for instance, belongs to a kid magician who follows it as it tumbles down the sidewalk on each turn. The battleship belongs to an admiral who may as well have just stepped out of a Gilbert and Sullivan production. Sadly, this potentially strong idea is hit or miss at best, thanks to cloying voice emotes and time-consuming animations, and two characters in particular can quickly ruin your enjoyment. For one, there's the farmer, a ditzy female bumpkin in cutoff shorts who pushes the wheelbarrow token around the block to a stream of nonstop yuk-yuks and yee-haws. Elsewhere, the little girl associated with the thimble gratingly screeches and spins with glee during her entire turn. It's enough to make you turn off the voice-overs before your first match is complete. The music is only slightly better and ends up sounding like the soundtrack to a floor-wax commercial jammed on infinite loop.

The turns themselves can drag on for ages if you leave the game to its own devices. A typical turn runs like so: You roll the dice (which takes two clicks) to the sound of your character's whoops or hollers. Once your character has exhausted his or her excitement and stopped dancing around, he or she then mounts or follows the giant pewter token one step at a time to the appropriate spot on the board. They look at the plot being considered in awe. If it's for sale, Mr. Moneybags slowly waddles up and eggs the character on to buy or auction the plot. By now, you've had your turn for more than a minute, to the likely impatience of your fellow players, and you haven't even bought the land yet. And your fellow players' turns can be equally as long--or longer--given the tendency of online players to abuse the build button. This is unforgivably damaging in a game that's infamous for its epic hours-long play sessions. So sure is the game that your attention will wander during all of this that all three consoles' controllers vibrate when it's finally your turn again. Thankfully, you can skip most animations and speed up gameplay considerably by turning off most animations on the options menu at the expense of losing the game's unique flavor.

Of course, the concept's main attraction is the opportunity to see your properties develop. Upon purchase, each property features a quaintly decorated garden until you can afford to buy houses and hotels, and these, in turn, are built according to the worth of the property. For instance, the ultracheap Baltic and Mediterranean Avenue plots end up with tacky motels dominated by gargantuan flamingos, whereas the breathtakingly expensive Park Place and Boardwalk hotels become towering skyscrapers with gold trim. If this approach has a flaw, it's that there's no variation for each set of plots. Connecticut, Vermont, and Oriental Avenue, for example, all feature the same kitschy crown-topped brownstones when three humorously different eyesores would have been much more appealing. For added visual entertainment, you can watch your towering "corporate headquarters" rise or fall in the middle of town according to your net worth at the end of each round.

At first glance, you could very easily get lost in Monopoly's streets because each move is viewed plot by plot. If you're not already familiar with the game board, in other words, it's easy to lose immediate awareness of where you stand in relation to other players with all of the graphical jumble around you. Fortunately, several nonintrusive identifying markers point the way, such as appropriately colored strips on the edges of sidewalks and banners outside of each property listing how many houses or hotels are on it. Other button options also allow you to see what lies ahead of you or to see the game's current state from above using a classic board.

Monopoly giveth and Monopoly taketh away.

You can also opt for a change of scenery once you amass enough Monopoly money from completing games in Landmark City, the game's only other virtual metropolis. True to its name, Landmark City features some of the world's most legendary tourist traps (such as London's Big Ben), but it's rather Disneyland-ish and lacks the visual coherence of Monopoly City. Although more cities are scheduled for release as downloadable content, it's a shame that more weren't included in the initial retail package. And if you still can't get used to the alleys and buildings of Monopoly City, you can always play on seven different versions of the trusty classic Monopoly board. These come complete with very basic jungle and winter themes but no building in sight.

Monopoly Streets is designed for four players, with most boards regrettably requiring that all four slots be filled. Fortunately, the game features a decidedly fair AI system that can be set to easy, medium, or hard, and you can add two AI players if you only have two or three human players in your game. At its heart, this is pure Monopoly, and there's virtually nothing wrong with the actual process of playing the game aside from the game's unrelenting insistence on four players. You start the game by tossing dice to see who goes first, you trade property and build houses in intuitive menus, and you buy with the click of a button. The auction process, in fact, is positively entertaining. Here, your opponents' bids are listed on a bar graph from left to right, and by tapping one of two buttons, you can raise or lower the bid dramatically during the course of 20 seconds. If you bid low at the very last second, it's possible to trap your opponents into paying an unnecessarily high price for a plot. Unfortunately, there's no option to turn auctions off if you want to avoid the minigame.

Otherwise, the gameplay is decently customizable, and if you're used to certain nonstandard rules (such as using Free Parking to grab all the money from income tax and the like), you can usually re-create them here. You can also play by standard Monopoly rules or take up some of the game's faster options. These include games like Speed Die, in which you play with an extra die and begin with an extra $1,000; and Short Game, in which all four players start with four random properties. Alternatively, you can play Bull Market, which limits play time to 20 rounds; or Fast Deal, which awards the first player who collects the most color groups; or Jackpot, which radically alters the rules and allows you to sell properties containing houses or hotels. Online multiplayer options for the Xbox 360 and PlayStation 3 offer many of the same options as the offline mode while sticking to standard rules and the faster setups. This includes Bull Market and Short Game, in addition to ranked matches and the option to create custom rules. The ranked matches can be fun, but when your losing rival storms out at the sight of you adding yet another pile of deeds to your stash, the game shuts down and you receive no credit despite however many minutes you put in.

Monopoly Streets's animations may drag at times and the character voices invite the tossing of heavy objects at your screen, but basic Monopoly hasn't felt so fresh in decades, and it's worth wondering what Monopoly Streets may have been like with a little more attention to detail. Sadly, it doesn't feel like a full package. With only two virtual cities in the new style in spite of a whopping seven versions of the classic board, Monopoly Streets seems to place an excessive focus on future downloadable content when it could have stunned its audiences with a packed release containing even one more city. Still, it's saved by its decent customization options, and diverse multiplayer options on the PS3 and Xbox 360. If you're looking for an engaging Monopoly game that doesn't require clearing the table and spending 15 minutes dealing the pieces, then Monopoly Streets may be the game for you. Just make sure you turn off those confounded character voices.

Dance Paradise Review

UK REVIEW--There are already a number of takes on motion-controlled dance games, with the likes of Dance Central, DanceMasters, and Just Dance each putting their own unique stamp on the genre. Dance Paradise offers up yet another new way of presenting routines that is more complex, but still works well. A large tracklist includes a variety of pop, dance, and rock songs, while a full career mode and a two-player versus mode make it fun on your own or with friends. Though the dance routines are sometimes a little too advanced for those with two left feet, and the lack of advanced instruction can be confusing, the well implemented scoring system means you'll be able to have a good time regardless of your ability.

Fallout Boy’s aptly named Dance Dance is one of the trickiest songs to master.

The gameplay of Dance Paradise is more complicated than the likes of Dance Central and Just Dance, though a short tutorial teaches you the basics effectively. There are four colored lanes that stretch from the top to the bottom of the screen, on which animated dancers appear and move down the track. When a dancer reaches the bottom, you have to mimic his or her movements. This setup gives you time to see upcoming moves and start dancing before the game scores you on them, which makes mirroring the actions much easier. However, because the dancers are styled as flat blocks of color, it can sometimes be difficult to tell exactly what move they're performing, particularly when that move involves complex hand actions. Moves alternate between each of the lanes, which you must skip between with a quick sidestep. A vitality bar on the bottom left of the screen keeps track of your performance, with missed moves depleting the bar and good, great, or perfect moves filling it. If the bar is filled completely, you can jump to activate dance power, which gives you a score bonus. However, if the vitality bar is depleted completely, the game ends.

As long as you've got some good dance skills, you'll rarely see the "game over" screen, thanks to the well-implemented motion controls that accurately track your movements. You'll need to bring your A-game though. Some of the routines are very complex, requiring nimble limbs and good coordination. Though the tutorial runs you through the basics, it doesn't teach you any of the moves or offer a slower practice mode, so you initially spend much of your time stumbling through songs. Novices can still have a good time, but if you want to rack up some high scores, then you need to spend some time learning the harder moves. On the flip side, if you're finding it too easy, you can switch the difficulty over to hard, which increases the frequency of moves in a track, though the routines remain the same.

In addition to the standard Free Play mode, where you can create a playlist of songs to groove to, Dance Paradise has a career mode. There are six levels to play through, each of which contains a number of challenges to complete before you can progress. These range from having to get seven perfects in a song to completing a song with at least 60 percent of your vitality bar remaining. The challenges are not only good fun, but completing some of them also unlocks new outfits and accessories for your avatar, as well as golden steps, 27 of which you need to unlock the final level, the VIP Club. Though some challenges are tricky, none are so hard that you'll find it impossible to reach the final level, and because there's a mix of them spread over different songs, they never outstay their welcome.

There are also three multiplayer modes that allow two players to battle head-to-head: Versus, Attack, and Synchro. Versus is the simplest of the three; each player must man two of the move tracks and attempt to get a better score than his or her opponent. Whoever has the most points at the end of the song wins. Attack introduces power-ups to the match, letting you hinder your opponent's dancing. By jumping with a full vitality bar, you unleash a random attack. These include track jump, which makes your opponent's dance instructions randomly skip across tracks and disappear, which gets rid of them altogether. This is easily the most fun of all the multiplayer modes, with matches getting heated as you launch streams of power-ups at each other. Sadly, the final mode, Synchro, isn't as exciting. You and your partner must perform the same moves, with the lowest of your scores counting toward the total. This mode can be particularly frustrating if you're dancing with someone less skilled, though less-competitive players may find it enjoyable.

Backing up the routines is a good tracklist, made up of 40 songs from the Universal Music label. These range from pop songs such as "Bad Romance" by Lady Gaga and "We Are Golden" by Mika to "Celebration" by funk legends Kool and the Gang and "Dance Dance" by rockers Fallout Boy. Most genres are catered to, though you may find the tracklist errs too much on the side of pop. The visuals are also good and incorporate your avatar into the gameplay. While you attempt the moves, your avatar dances along at the side of the screen and not only looks cute but also gives you an opportunity to check out any outfits and accessories you may have unlocked. The cartoonlike style of the environments fit perfectly with the feel of the game, ranging from bright sunny beaches to light-filled nightclubs. One other nice touch is the music videos that play behind the action, giving any onlookers something to watch while you're playing.

Though the complex dances may sometimes be confusing--particularly for newcomers--Dance Paradise is still fun. The large tracklist, great use of avatars, and competitive multiplayer modes mean you'll have a good time playing with friends. And the challenging career mode, complete with unlockables, means you won't get bored on your own either. The unique lane system for presenting routines also works well, making it easy to line up moves and bust a groove. It might not offer the same levels of sophistication and graphical prowess as Dance Central, but if you fancy a different take on the genre, then it is well worth it to put on your dancing shoes for Dance Paradise.

MotionSports Review

Kinect owners looking for a sports-themed assortment of minigames will find that there's more than one game in town. MotionSports' more realistic visuals may suggest that it offers a more realistic and rewarding sports experience than Kinect Sports, but this isn't the case at all. On the contrary, infuriating controls, unreasonable difficulty, and a lack of clear instruction and feedback make going for the gold in most of these events only slightly more enjoyable than taking a jab to the face from a heavyweight champ.

Hang gliding lets you escape from your frustrations. Which is good, because the other events contribute to them.

Your goal in MotionSports is to take the world by storm by rising from local athlete to international superstar as you compete in minigames based on six sports. Throughout your career, the same commentator stalks you everywhere, covering your every event. His comments range from wildly enthusiastic ("That is just some freakin' fabulous stuff right there!") to just plain strange ("The kind of girl you can take out with your friends and she'll actually enjoy it"), but he does liven up the audio presentation a bit. Between your competitions, you see a city scene with photos of you plastered on billboards, but any sense you may get of being a superstar is sapped by the often hilarious placement of your image. One billboard might show just your torso; another may show part of your head but get cut off just above your chin. Clearly, your MotionSports athlete needs to hire a new agent.

The best sport among MotionSports' six offerings is hang gliding. It's set apart from the other five events by very simple, responsive controls that leave no room for ambiguity--you know exactly what you're supposed to do and how to do it. You hold out your arms as if grasping the glider bar, lowering your left arm to turn left and your right arm to turn right. Soaring through either a natural landscape with majestic rock formations or the concrete canyons of a quiet city, you must pass through rings on your way to the target landing zone, descending to maintain speed and using columns of rising air to lift you up. Finding the right balance between speed and altitude feels good, and it's rewarding to hit that sweet spot where you're gliding quickly and you approach the landing zone at an ideal trajectory to score a bull's-eye. The way the glider reacts to the subtle movements of your arms makes it feel like an extension of yourself, and the beautiful and peaceful locations make gliding a serene little escape.

But that's where the good news ends. Football is represented, but don't expect to play full games on the gridiron. Instead, you participate in a series of isolated training exercises. You start with vertical and lateral runs, where you're responsible for ducking, jumping, and sidestepping obstacles as the onscreen athlete runs up the field at a steady pace. Then, in a running back challenge, you use these same skills to evade attackers as you charge for the end zone. Succeed as a running back, and you may get a shot at being a quarterback. In these simple challenges, you look for a receiver--there's just one, and he's designated with an icon--and you make a throwing motion in his direction. That's all there is to being a star quarterback in MotionSports.

The movements you need to make in boxing are clear enough, but they often don't work like they should. You fight in first person, with your punches represented as colorful whooshes in the air. You can throw jabs, hooks, and uppercuts, but these don't happen in real-time response to your movements (there's no point in throwing a rapid flurry of jabs, for instance, because your fighter just isn't capable of doing so), and often they don't happen at all, either because your movements aren't recognized or because your opponent's canned animations don't allow him to be interrupted by a punch at such an inconvenient moment. In addition, boxing is unreasonably difficult. Even your second opponent is extremely tough to defeat, and with no suggestions on how to improve your performance in the squared circle, you'll quickly want to throw in the towel. You can box head-to-head with a friend, but the split-screen presentation makes what's happening during the bout unclear. It's difficult to tell who's hitting whom, and when punched, your boxer's head often flies back so that you can't see anything.

In soccer challenges, you play as either a penalty taker or a goalie. As a goalie, you move your arms in the direction you think the ball is going to go. The goalie's movement is delayed until the final instant, making these shots look dramatic but creating a sense of detachment between you and the action. Making matters worse, your movements are often misinterpreted. For instance, anticipating a low kick, you might move your arms down and to the left, only to see your goalie leap clean over the ball. This imprecision and the lack of anything resembling one-to-one responsiveness really take the fun out of goalkeeping. Kicking from close range works reasonably well when the only thing between you and victory is a goalie, but some challenges introduce special conditions. For example, a challenge in which you need to kick the ball into small moving targets demands remarkable accuracy if you're going to earn high marks, but the lack of clear communication from the game about how to kick high or low makes being that accurate more difficult than it should be.

Horseback riding and skiing round out this collection. Horseback riding is somewhat broken. You shake the reins to make your horse gallop, but sometimes when the starting gate opens, your jockey is rapidly shaking the reins as you make the indicated movement, yet your horse just stands there, ignoring your commands. Even when your horse is responsive, moving your arms up and down quickly in a rein-shaking motion is tiresome. Skiing works better. You push with your ski poles to gain momentum, lean your weight from side to side to turn, and crouch to gain speed, but staying on course and maintaining a competitive speed is too difficult to make hitting the slopes enjoyable for all but the most dedicated players.

Most events can be played by up to four players, each taking turns, but this does nothing to improve the experience. In addition to all its other problems, MotionSports is hampered by frequent, sometimes staggeringly long load times, so you need to be patient as you wait for your next opportunity to get frustrated by control woes and difficulty issues. The subtle precision and soothing quiet of hang gliding offer some serene pleasure, but the other events are plagued with far too many flaws to make MotionSports tolerable. This isn't the sports-themed collection for the Kinect that you should be playing.

 
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