Siliconera writes: "A Bourne game so violent that Matt Damon refused to lend his voice to it? Sure, sign me up! That and the fact that you get to drive a Mini are the only things that I knew about The Bourne Conspiracy before diving into it.
The main draw for me in playing a Bourne game is to feel like a bad-ass and pull off ninja-like moves with Jason Bourne-like finesse. In that regard, the game delivers 100%. Boring button-mashing hand to hand combat is polished with take-down moves which can be performed once the stamina meter builds up. Pressing B will activate a take-down move on the current enemy, which uses whatever objects and environments are nearby. This means that even if you're fighting someone in a small room, your take-down move can vary from slamming his head into the glass of a window, throwing him into a wall, or grabbing a screwdriver from a tool chest and stabbing the enemy multiple times in the arm."
Karl Dodds, Brian O'Donnell, Buddy Acker, and Karam Elahi from SpawnFirst write up about some gaming experiences that they'd rather forget: "As gamers, we generally like to experiment. Whether it be impulse buying a game you know nothing about because you saw it in your local game shop and it caught your eye, or, playing a game critically praised you just can’t get along with, we’ve all experienced these personal duds. So in the same vein as our last feature, I threw this question out to some of the SpawnStaff team: What is a game you wish you could erase from your memory for good?"
Well Homefront and Duke Nukem Forever were day one purchases. In fact, DNF was a preorder. I enjoyed both but Homefront could've been so much more. Hopefully they pull an Assassin's Creed with the sequel.
This list details four of the essential gaming experiences that make you think, feel and act like the thirty million dollar weapon that is Jason Bourne.
WorthPlaying writes, "How do you make a Transformers game that doesn't suck? According to the developer responsible for Darkwatch and The Bourne Conspiracy, you do it by making a good game first and then layering on the characters of the Transformers second. According to Matt Tieger, game director at High Moon, the main reason other licensed games have failed in the past is because they always focused on the license to the detriment of the actual game."