Joey Woznicki

My life is consumed by comedy, rock music, and video games. At 29, I've been playing games for as long as I can remember, all the way back to my childhood with the Atari 2600. While I cut my teeth on Nintendo and Sega consoles, the vast majority of my gaming these days occurs on Sony consoles. I think Sony's first party developers are not only some of the best in the business, but the most diverse. I also dabble in PC gaming, mainly through the Humble Bundles and indie scene. This allows me to play a wide range of games, but I tend to gravitate toward third-person action/adventure, downloadable titles, or anything that focuses on creativity and a bright color palette. I'm still infatuated with 2D platformers. Almost all my time is spent with single player experiences. I'd much rather sit down for some couch co-op than play online. Ratchet & Clank is probably my favorite franchise, although I did spend a lot of time with my Rock Band 3 Pro Drums and on my moon in LittleBigPlanet. Everyday, I wake up hoping to hear news about sequels to Psychonauts, Beyond Good and Evil, and Psi-Ops. My primary goal here, and in life, is to be funny and entertaining. Almost every game I review is highly anticipated and purchased. Since I'm an optimist, and awesome at knowing what is good, scores tend to be high. To keep up with my antics, follow me on twitter (@Wozman23) or add me as a friend on PSN (Wozman23). If you see 'Wozman23' anywhere else, there's a 99.9763% chance that it is also me.

Apr 152013
 

Guacamelee 1It seems like an eternity since DrinkBox Studios unveiled Guacamelee!. That might be because the announce trailer debuted in late 2011, or maybe it’s porque every tidbit of información elevated my anticipación to mucho grande. Whatever the case, el nuevo de abril está aquí. Just as expected, Guacamelee! is estupendo!

Pitched from the homesick mind of the studio’s animator Augusto Quijano, Guacamelee! pulls from the rich, vibrant world of lucha libre and Mexican folklore. That alone sets it apart, but it’s more than just something pretty to look at. Gameplay draws influence from all over the place, though it is probably best summarized as a Metroidvania brawler/platformer. Hyphenating it really doesn’t do it justice though, as both genres are executed brilliantly. Focus shifts back and forth between the two, allowing for a solid pace and very organic evolution.

Guacamelee movesOn the brawling side of things, simplicity quickly gains quite a bit of depth. Certain super moves, like an Rooster Uppercut, Olmec’s Headbutt, and Frog Slam, are unlocked with progression. Grappling moves can be purchased through the in-game store which allow seamless juggling and the ability to combo across multiple enemies. The combat really shines with the grappling and throwing. Once an enemy take enough damage, they can be hurled in any direction, further damaging themselves and anyone else that happens to be in their path.

From a platforming perspective, abilities are also frequently upgraded. What starts as a puny single jump transforms to a something far more complex. Double jumping, using super moves, and wall jumping all tweak the formula. For instance, to get to a high ledge you may have to double jump, then uppercut, and follow it with a forward dashing punch. Later, even that looks like child’s play.

The collection of these skills makes way for the Metroidvania nature of the game. Chests, which contain valuable heath and stamina upgrades, often require mastery of the platforming mechanics. Other sections are barricaded off by colored blocks, which can only be broken with their corresponding, color coded super move. Plus, there’s an even rarer set of orbs that will really test your mettle.

Guacamelee 5Did I mention there’s the ability to turn into a chicken? Yes, a chicken! This allows you to sneak into smaller spaces, or slowly peck your foes to death. While the slow pecking isn’t the most feasible – albeit hilarious – the small crevices lead to a lot new areas, and many chests.

On top of all that, there’s a phase shifting mechanic, which also plays a pivotal role in both platforming and brawling. There are two distinct realms in Guacamelee!: the Land of the Living and the Land of the Dead. In some cases, platforms or hazards only exist in one realm. In others, portals shift the world or your location. This same logic carries through to the brawling. Certain enemies can only be damaged in their corresponding realm. But they don’t care about silly phases; they’ll harm you in either.

Guacamelee 13While none of the mechanics are overly complex or innovative, it’s the combination of all of these factors that creates an experience that is both unique and challenging in both genres. Later in the game, some enemies get aura-shields which can only be broken with certain special moves or multiple hits in quick succession. Adding this atop the phase shifting creates tactical challenges that can really kick your ass if you approach them without a clear vision. It’s very satisfying figuring out a tricky phase shifting platforming section, but it’s even more satisfying breaking an enemy’s shield, beating him senseless, throwing him toward an out of phase enemy, and shifting phases just in time to watch that enemy get knocked off his feet.

guacamelee charactersAs far as the story goes, it’s pretty standard for a game in dos dimenciones. Carlos Calaca is a man scorned. After a dirty deal with the devil, the evil charro overthrows El Diablo to become the ruler of the Land of the Dead. To merge his land with the Land of the Living, he tries to kidnap El Presidente’s daughter. Juan Aguacate, an ordinario agave farmer isn’t having it… but he’s quickly killed… However, thanks to the power of a mysterious mask, he’s transformed into an extraordinario luchador. On a quest to rescue his hometown princess – who is not only a childhood friend, but the most beautiful woman in the world – he must hone his skills and face Calaca and his colorful cast of cohorts.

Guacamelee 4Calaca’s posse is strong: A seductive, wavy-haired X’tabay; A reckless, flame-headed gunslinger; and an overconfident guy who goes by the name of Jaguar Javier. Each is a pleasure to interact with, and even more fun to battle. As interesting as they are, they pale in comparison to the monstrous, mythical alebrije. You meet him very early on in the game, and take him out in a great tongue-in-cheek moment, but I wish he would have been more of a focal point throughout the experience. With DLC a possibility, I’d love to see the beautiful beast make a return. There are also many interesting minions, like esqueletos of multiple sizes with various weapons, armadillos, cacti, and chupacabras that you’ll pummel all along the way. Thankfully, you’ve got Uay Chivo, the fabled goat-man, on your side. When he’s not mad at you for wrecking his statues or talking about romancing your mother, he’s teaching you those aforementioned abilities that get you one step closer to defeating Calaca – even if he does undermine their greatness from time to time with silly, goaty sounding names.

Guacamelee 11Overall, presentation is top notch. Guacamelee! has a great sense of self and a bold visual style. I say it time and time again, but it’s unlike anything I’ve ever seen. It’s easy to see why it received an IGF nomination for Excellence in Visual Art, and criminal that it didn’t win. Color is used to great effect. The Land of the Living is vivid. Amarillos, verdes, and rojos all please my ojos. Environments range from lush forests to harsh deserts. In contrast, The Land of the Dead has an appropriate darker, bluish tone. The music also reflects these differences. The Land of the Living often favors a treble rich timbre, where the Land of the Dead amplifies the eerie bass.

Guacamelee 3There’s also a really beautiful mix of new-age crispness and retro inspiration in the visuals. Many of the design choices imply a subtle 8-bit feel. Where a lot of games do this and feel outdated, Guacamelee! does it with great artistry. The forest grass probably drives this point home the best. The blocky shades of green swaying in the wind are absolutely mesmerizing. Quirky, seizure-inducing screens that play after powers are unlocked always put a smile on my face. Just as with the world’s phases, the audio incorporates some retro qualities too. The Latin tunes – which would stand on their own at face value – infuse themselves with catchy 8-bit undertones.

Guacamelee 12Guacamelee! is a gamers’ game. Every aspect feels like a love letter to the medium. And just in case that’s not clear, DrinkBox has packed the game full of clever nods to gaming’s history. Many of Nintendo’s historic franchises are represented, but so are many of the great indie titles of this generation. Without ruining any of them, anyone who’s been gaming for a decent amount of time should be able to spot dozens of witty references.

With the next generation looming, Guacamelee! may very well be PSN’s last great downloadable title before shiny new tech arrives. It warms mi corazón. The juego is simply awesome-ísimo! I don’t know what they have in the agua up in Canada, but there have been some really impressive indie games coming from them recently. Whether you prefer to play on the PS3 or Vita, Guacamelee! is definitely worth your dinero and well worthy of the exclamation mark that graces the end of its name.

Pros:

  • ¡Presentación es magnífico!
  • Brilliantly merges mechanics in all aspects of gameplay.
  • Seriously, the game’s nombre es Guacamelee!

Cons:

  • Voice acting instead of text would have been nice.
  • It makes me wish I retained more of my tres years of Español.
  • It needs more alebrijes.
Playstation 3

Graphics

100
 

Audio

95
 

Gameplay

90

Creativity

100
 

Execution

90
 

Offset

90
    

9.4

  

How do these ratings work? Click here for descriptions!

Feb 112013
 

1 Sly CoverHanding your beloved franchise off to another developer has often produced unimpressive results. It has happened time and time again, and will continue to. So when it was announced that the Sly Cooper franchise – one of my favorites from the PS2 era -  would be handed off to the relatively unknown Sanzaru Games, I was a bit worried. Thankfully, countless press events and a few impressive demos quelled any fears, catapulting Sly Cooper: Thieves in Time to the top of my most anticipated list of games of 2013. After eight years of absence, does the Cooper Clan have what it takes to make it in today’s ever-changing market?

2 Sly JapanFor those familiar with the story, the game picks up right where Sly 3 left off. For those who aren’t, shame on you, but the game has an excellent introduction to get you up to speed. The team has taken some time off from their thieving ways, but are forced to reunite when Bentley discovers that the pages of the Thievius Raccoonus are disappearing. 3 Sly El JefeMaking use of the time machine that he constructed at the end of the original trilogy, the team travels through time to rescue Sly’s ancestors, foil the plans of those responsible, and right the flow of time. That’s about all you need to know for the story. It’s not the deepest, but it further develops a couple of the primary characters and serves up a few nice twists. More importantly, it allows fans to meet many of the fabled members of the Cooper Clan. That direction in and of itself is brilliant! It allows for many great opportunities. Casting such a wide net means the ancestors and villains are very diverse. Time periods vary greatly, spanning from feudal Japan, to the wild west, medieval England, ancient Arabia, and even all the way back to 10,000 BC.

Sly games on the PS2 always had a certain charm to them, much in thanks to the cell shaded graphics and superb implementation of sound. The technical capabilities of the PS3 have only accentuated those qualities. Each setting is gorgeous. Vivid colors are thrown around liberally, especially toward the end of the game. The large environments, similar in layout to the latter games, impress at every turn. It’s easy to see that a lot of love and care was put into each episode, in details both large and small. As they should, each time and place feels unique. Anthropomorphic enemies fit within the period specific framework. Background music and sound effects mesh well. Even small details, like the appearance of coins, change throughout time.

Sly CinemaCinemas have also been overhauled. While they sometimes adopt the still frame layout of game’s past, they stray on far more occasions. Most play out like delightful Saturday morning cartoons. Others opt for a hand drawn approach, often relying on humorous simplicity. I cannot recall a recent game with cinemas that impressed this much. I could simply watch them all day.

Gameplay for the main trio remains familiar, with a slew of advancements to upgrades. For instance, (The) Murray’s hands can be charged with fire or electricity, or later have the ability to confuse enemies. Carmelita, who is playable for the first time, can switch between rapid fire, charging, or a triple shot. But the real progression comes from the varied styles of each ancestor. Each historic member of the Cooper Clan brings a unique skill or two. Even their basic attacks stray from Sly’s repertoire, providing interesting new charge moves and stealth takedowns. 5 SlyOne ancestor in particular abandons the melee formula almost completely. Another has an interesting alternative to the paraglider. Costumes unlocked in each episode also allow Sly to gain some interesting abilities, mainly to aid in platforming and the unlocking of doors containing treasures.

Every bit of the game feels like classic Sly. Sadly, with the passing of time, some of the challenges and minigames – especially the sixaxis controlled ones – walk a fine line between homage and antiquity. I’m sure Sanzaru didn’t want to overtweak the formula and ruin everything, but they may have played it a bit too safe. There are moments of brilliance, like a hilarious montage with my new favorite member of the Cooper Clan, who was unmentioned in the lore until now. The majority of Bentley’s hacking minigames – which were always one of my favorite parts – are also enjoyable. The Tron-like tank parts are much improved, while the alter ego, side scrolling SHMUPs are contrastingly chaotic. Shooting galleries, which came up in a few instances, were also fun. But for every couple of these that impressed, there was another that felt stale, mainly due to the game’s overall lack of difficulty.

Sly Bentley hackIt’s also worth mentioning that a standalone title called Bentley’s Hackpack was released simultaneously. For a measly $3, it adds over 45 levels of Bentley’s hacking minigames, and 200 challenges. I haven’t got around to playing through them, but they look to be a bit more elaborate and difficult that the ones in game.

From a technical perspective, the game has a few minor issues. Later in the game, I found slight issues with the frame rate, mainly when collecting a lot of coins or evading alerted enemies. Loading times were also a bit long, but a few extra seconds is a drop in the bucket compared to eight years of waiting. While these were minor annoyances, they really didn’t impact my overall enjoyment.

Sly AncestorsDespite these few lackluster qualities, the game is pure fan service. I don’t want those minor complaints to deter you. It’s easy to see that the guys at Sanzaru love the franchise. It feels just as I would have expected a Sucker Punch sequel to feel. Clever title screens introduce each episode, making me wish all games implemented that idea. There are plenty of collectibles from all the previous entries, like the earlier used bottles and unlockable safes, as well as treasures and Sly icons (I call them slycons). References to past games, other franchises, and a few other pop culture pieces are sure to produce a smile. But most importantly, the rich lore of the Cooper Clan has been done justice. Finally developing those fabled ancestors was a brilliant choice. The Thievius Raccoonus has such a rich history of unique ancestors. Even more bold was Sanzaru’s decision to disregard that history and introduce a completely new ancestor. The entire third episode was sheer joy because of it. Quality characters, and the villains who abducted them, kept me wanting to see more. Hopefully we’ve started a new trilogy, because we’ve only just scratched the surface.

4 Sly EnglandIf there is one thing that is largely disappointing, it’s that Sony only had the confidence to price the game at $39.99. I would have been just as satisfied paying $59.99. I know that’s a dumb thing to complain about, but I’m still a huge fan of whimsical 3D platformers. It pains me to see them struggle, or be thrown to the wayside by today’s gamer. Eight years ago, they were plentiful. Now, they are few and far between. It’s hard to pinpoint exactly why the focus changed, but I miss them dearly. Throwing me a bone or two a year just isn’t cutting it.

6 Sly ArabiaThieves in Time clearly demonstrates that these games still have their place, even if it is a bit of a niche. Fans of the series will fall right back in love. And hopefully some new fans can hop aboard my ‘I-still-love-cartoony-platformers’ train to generate a little more noise. Thieves in Time may not be the hugest step forward for gaming, but it transports you back in time to a different period in gaming, where games were full of color, humor, and creativity. I love dismembering a Necromorph just as much as the next guy, but there’s nothing that beats the unbridled joy I experience from such whimsy.

Playstation 3

Graphics

100
 

Audio

100
 

Gameplay

85

Creativity

100
 

Execution

85
 

Offset

90
    

9.3

  

How do these ratings work? Click here for descriptions!

Pros:

  • Charm and humor are unchanged.
  • The power of the PS3 allows for some breathtaking environments.
  • Music and sound effects are still phenomenal.
  • Ancestors are interesting and add progression to the gameplay.

Cons:

  • A few of the challenges and minigames feel outdated.
  • Most of the game is a bit easy.
  • Carmelita’s voice seems a bit off. ;)
  • That ugly cross buy icon ruins a lovely piece of cover art.
Feb 072013
 

rayman

Rayman Origins was one of my favorite games in a long, long, long time! I cannot stress enough how much I loved it! I don’t want to break my keyboard’s exclamation point key, so I’m going to have to show a bit of restraint. With around twenty-five years of gaming, it’s hard to make a list of my favorites, but it would definitely be in contention for the top spot. As an openly avid PlayStation fan, who was more than happy to pay $60 for Origins, I was a bit irked to find out the next entry would limit itself to be a WiiU exclusive, especially after the franchise’s rich history with past Sony consoles.

But now, the news I’ve been optimistically awaiting has been revealed: Rayman Legends will be releasing simultaneously on the WiiU, PS3, and Xbox360, in September. It’s quite a delay for WiiU users – WiiUsers?, Wii-double U-sers? – seeing as how the game was originally scheduled to release at launch, then later this month, but it’s a move that was almost inevitable.

Now everyone can enjoy Ubisoft Montpellier’s brilliance. Once again, I’ll be in line with sixty dollars in hand on Day 1 (See, I knew I needed to give that exclamation key a break, it’s got other uses.) Plus, hopefully they’ll pull in a nice chunk of change that can help get us one step closer to seeing that sequel to Beyond Good & Evil. I started this piece with a dumb pun, so to bring this full circle, I might as well leave one at the end of the Pey’j.

beyondgoodandevil2rayman

Jan 292013
 

Double Fine logoThe awesome folks at Double Fine have a rich history crafting quirky creations. So what happens when you take Tim Schafer’s studio, Ron Gilbert legendary talent, some platforming, and a few tried-and-true adventure mechanics? You get a talking cave, a baker’s half dozen of character choices, a constant stream of jokes, and a lot of charm.

The Cave 1The game surrounds the story of seven not-so-common characters. You pick any three, with results that often sound like the makings of an odd ‘walk into a bar’ joke. An adventurer, a time traveler, and a hillbilly; a monk, a knight, and a scientist; or a set of twins (Sorry, twin. You’re only half a person). The Cave not only serves as the game’s setting, but also as the humorous narrator, chronicling the characters decent into its depths as they seek out their deepest desires. The story is not at all what I expected, in the best possible way. What I thought would be a lighthearted, humorous romp quickly takes on a darker tone. For instance, the first character specific section I came to was the Hillbilly’s carnival. Despite his best effort to win the heart of the carnival’s most beautiful lass, the ‘Amazing Two-Legged Lady,’ he is pushed aside for the more attractive ‘Man of Ordinary Strength.’ This rejection leads to an interesting turn of events, and a unexpected theme throughout the game that I don’t want to spoil.

The Cave 2Each section of The Cave contains its own unique environment and challenges. With seven character specific areas to explore, and a few more that serve as transitions, there are plenty of interesting puzzles. Intelligent design makes sure no two feel the same. Later in that first playthough, the Adventurer found herself in a ancient pyramid filled with pressure plates and spiked traps. Following that, the Time Traveler shaped her present by toying with the events in three different time periods. While there were a few occasions where I had to do a bit of thinking, the structure of each puzzle was pretty easy to grasp, allowing the pacing to flow nicely. In the rare situations where it took me a while, discovering the solutions made me feel like the smartest man in the universe.

Cave4Much of the gameplay revolves around the ability for each character to carry one item. Common tropes of the adventure genre are here, like fuses, keys, and dynamite, but so are obscure objects like tape recorders, wet floor signs, and hot dogs. On top of that, each character has a specific ability. The Knight can shield himself from fire, the scientist can interact with computers, and the hillbilly can… say it with me… breathe underwater? Most of the time these abilities are simply used to gain access to each character’s area, but there are rare occasions where they become useful.

Cave7If you want to explore every nook and cranny with every character, you’ll have to replay some sections. While the novelty of the puzzle gameplay wears a little thin – a inherent issue with any puzzle game – it’s still worth a little monotony to experience all the stories. I finished up my first playthrough in two nights, but at three to four hours, it’s feasible to play in one sitting. Two more adventures, which won’t take near as long, will allow you to experience every characters story. Then two to three more will allow you to see their alternate endings. A bit more play will also be needed to gain some of the interestingly implemented trophies. I’m still trying to figure out a few of them. How do I get creamed corn?

The CaveVisuals are solid and vary accordingly. Yes, the whole game takes place in a cave, but the great microenvironments often make you forget that. You’ll make your way through temples, castles, and Victorian mansions, to name a few. Logistically, I’m still confused on how you get an island into a cave, but it’s there. Also, scattered throughout the world, glyphs can be activated to unlock cave paintings, which not only serve as back story, but are delightful to ogle. While I’m pleased to have voice over work in a downloadable game, the rest of the audio failed to leave an impression. The ambient sounds of the cave served their purpose, but paled in comparison to the lovely visuals.

The Cave 4Character animations and platforming mechanics can sometimes be a bit rough around the edges. On the other hand, they are all unique. I was often mesmerized simply by a character’s gait, whether it be the Time Traveler’s smooth hovering, the twins’ hand-in-hand frolicking, or the Hillbilly’s unsophisticated plodding. Jumping, climbing, and swimming animations followed suit, often being humorous in nature themselves. Giving each character a unique style feels so much better than just applying the same animations to everyone, so it very easy to disregard a little roughness.

Overall, The Cave does an excellent job merging genres. Fans of platformers, puzzle games, and old-school adventure titles will all find plenty to enjoy. It also serves up a nice cautionary tale, whether you go the adventure alone, or locally with two friends. Much like the quirky characters, you made a conscious choice that brought you here. Freewill dictated your arrival. In an alternate place and time, reading Jay’s review, would your impressions and opinions be the same?

Playstation 3

Graphics

90
 

Audio

80
 

Gameplay

85

Creativity

95
 

Execution

75
 

Offset

80
    

8.4

  

How do these ratings work? Click here for descriptions!

Pros:

  • Full of humorous characters, environments, and events.
  • Characters all look and feel unique.
  • Puzzles are varied and straddle a fine line regarding difficulty.

Cons:

  • Audio is lacking compared to the rest of the package.
  • Some sections become repetitive after multiple playthoughs.
  • Stutters during loading on a few occasions.
Jan 212013
 

Somewhere along the line, I made a horrible mistake. I’m not quite sure why, but I never paid attention to the marketing of a little game called Sound Shapes. Not long ago, Sony decided to put it on sale. Seeing it praised time and time again, I decided to purchase it on a whim, merely after watching a short gameplay video. Boy, I’m glad I did! I just wish I would have noticed it sooner.

Much of my ignorance came from a busy holiday season, and not really knowing what the game was about. I would have probably seen the error of my ways had someone simply bludgeoned me over the head and said, “Joey, you like music, right? And 2D platforming? What are you, some kind of idiot?,” (The answers to each which I would have replied an emphatic, “Yes!”) So if you’re that blissfully blind sap, here is your wakeup call: Sound Shapes is FAN-fucking-TASTIC!!!

The game plays out like your standard 2D platformer. For the most part, you control this little amoeboid ball who has to make his way – usually by traveling to the right – to and from a turntable. You can jump, stick to certain surfaces, and run to cross larger gaps. Shades of red are used to represent various hazards, which present themselves statically in the environment, or as dynamic enemies and projectiles. Some levels later in the game stray drastically from this formula, but 2D platforming is always emphasized. These mechanics are simple, but do an excellent job in serving as the vehicle to usher in the game’s overall brilliance: the music.

The campaign is made up of five distinct albums, each containing four to five tracks. These EPs are all the result of collaborative efforts between noteworthy musicians and graphic artists. Under his moniker I Am Robot and Proud, one of the game’s designers, Shaw-Han Liem, starts things off with help from Vic Nguyen for the delightful Hello, World. From there, Superbrothers and Jim Guthrie keep their classic look for the corporate office themed, CORPEREAL. Then it’s back to I Am Robot and Proud for Beyonder, with some impressive mechanical and aquatic visuals from Colin Mancer. Next, Deadmou5 and Pixeljam pay homage to classic gaming with D-Cade. And finally, Beck and Pyramid Attack bring things to a beautiful close with Cities. Some tracks stood out against others. “Aquatica” from Beyonder added entirely new mechanics that were literally jaw dropping, while “Break-a-noids” from D-Cade added a much loved brick breaker theme.

The musical element and its intermingling is the uniquely astounding component of the game. Tracks start out with minimal noise, but though exploration and coin collecting, transform themselves into hypnotic rhythms. They evolve and devolve with every passing screen, and you can custom tailor that progression by choosing what to, or not to, collect. The completionist in me opted to collect all coins, though I’m kind of curious to play back through picking and choosing. Platforms, hazards, and mechanisms bristle with life, cleverly adding to the cacophonous harmony. The experience is simply intoxicating. It only took a few minutes before I was bobbing my head like a Butabi brother at the Roxbury.

The visuals aren’t of the highest fidelity. While each level does look nice, there’s not a lot happening on screen and finer details are minimal. However, the variation of art styles makes up for it. Allowing so many creative individuals to bring their unique flavor means no two albums are even remotely the same.

Then there’s the games editor. Like a good variety of Sony’s games, Sound Shapes includes the ability to create your own levels and play others’ creations. Add that to the main campaign, the death mode challenges for each level, and the beat matching challenges and there’s plenty of content to justify the cost. Plus, there’s the promise of new DLC albums this year!

Sound Shapes is an experience like no other. It’s simply one of the coolest games I’ve ever played. If you are a music aficionado, or even remotely a fan of 2D platforming, you must experience it. If for some odd reason you don’t like those two things: First off what the hell is wrong with you! And secondly, play it anyway! It will probably change your perception. With cross-play between the PS3 and the Vita, Sony fans have no excuse not to. Don’t make the same mistake I made. Going in, I really wasn’t sure what to expect. Almost immediately, I was absolutely astounded! That’s one hell of a feeling, and one that’s rare to come across.

Playstation 3

Graphics

95
 

Audio

100
 

Gameplay

100

Creativity

100
 

Execution

90
 

Offset

100
    

9.8

  

How do these ratings work? Click here for descriptions!

Pros:

  • Quality collaborative efforts mesh well to form something truly unique.
  • Stellar art direction compliments the audio.
  • Simple mechanics accentuate the sensory satisfaction.

Cons:

  • Silent loading screens seem boring by comparison.
  • On rare occasions, skipped beats upon loading or death take away from the music’s flow.
  • Graphical and audio fidelity, as well as editor options, leave room for improvement.
Jan 132013
 

Knytt Underground intrigued me after seeing a few screens on the PlayStation Blog, so when I unwrapped a few PSN cards for Christmas, I knew what I was buying. At first glance, it would appear to borrow a stylized silhouette look similar to Limbo or Insanely Twisted Shadow Planet. However, the background detail adds so much more. There’s a fine line between brilliant simplicity and shallow boringness. Where does Knytt Underground fall?

The game is comprised of three chapters. Chapter 1 introduces Mi Sprocket, the mute protagonist who can run, jump, and climb walls. There are also power ups which allow Mi to propel herself directionally, or blaze her own trail though the air. Not much later, Chapter 2 transforms Mi into a bouncing ball, allowing much higher jumping, as well as grappling in certain instances. After that the gloves are off, as Chapter 3 plunges you into the entire 1800+ room cave, allowing you to switch between mechanics with the press of a button.

Everything about the game is simple, in a good way. The visuals are impressive. Almost every one of the rooms offers something different to look at, in hues that span the entire visible spectrum. There’s so much vibrancy that I suspect a few shades from the invisible spectrum have also snuck in. Lovely groups of trees, flowers, and plants usually fill the backgrounds, but other themes ebb and flow throughout. Industrial machines and gears, glowing lava and poison pits, miniature cities, bioluminescent mushrooms, ethereal planes – should I keep going?

If there’s one fault, it’s the story. It was a bit too quirky and esoteric for me to follow – often riddled with expletives and sacrilege thanks to one of your accompanying fairies. I’m no saint, but a lot of the brashness seemed unnecessary. Your objective is to ring six bells to stop the approaching apocalypse. Along the way, you’ll meet all kinds of eccentric characters, who’ll send you on fetch quests, rewarding you with items that will allow you to gain access to the bells. There are also all kinds of other trinkets to track down, often requiring the flawless execution and combination of all the mechanics.

Overall, Knytt Underground is a great choice for fans of atmospheric indie platformers. It tackles the idea of spelunking perfectly. Despite the simplistic nature and odd story, I felt compelled to explore every single room. The large world easily justifies the price, and the game’s simplistic nature offers up a worthy challenge. The controls may not be the tightest, but solving each puzzle was extremely satisfying, even if they sometimes took many, many tries.

Playstation 3

Graphics

100
 

Audio

90
 

Gameplay

85

Creativity

95
 

Execution

85
 

Offset

90
    

9.1

  

How do these ratings work? Click here for descriptions!

Pros:

  • Visuals and sounds are beautiful and soothing.
  • Mechanics are simplistic, but tough to master.
  • Large world offers plenty to explore.

Cons:

  • Loose controls can sometimes cause frustration.
  • Story is undermined by unneeded expletives, sacrilege, and rambling.

Nov 202012
 

LittleBigPlanet was one of the best new IPs this generation. I can’t even begin to fathom how much time I’ve spent with it. The sequel – which at first, like many, I was unsure was needed – was even more impressive. ModNation Racers was also a game I picked up, largely in part to its incorporation of the genius ‘play, create, share’ ideology. While it wasn’t as astounding as the LittleBigPlanet franchise, it did establish itself as a solid kart racer with some rather robust creation tools. Naturally, when news came out that Media Molecule and United Front had teamed up to created LittleBigPlanet Karting, I thought we’d get the best of both worlds. Sadly, the game just doesn’t live up to its potential.

The Good

Infusing the world of LittleBigPlanet into a kart racer is a great idea. Sackboy and his world are iconic. All the elements that make LittleBigPlanet such a success are here. Users will instantly feel at home navigating their Pod, Pop-it, and the traditional menu system. All of this is vastly superior, and a much needed improvement, to the navigation hub and wheel in ModNation. Stephen Fry reprises his role as the witty narrator, which will leave you chuckling on multiple occasions. Cutscenes play out just as they would in LittleBigPlanet, with gibberish and absurdity. The background music is still phenomenal, combining some old favorites with new, equally catchy songs. Mechanics from LittleBigPlanet, like bounce pads, the grappling hook, and the ability to slap are also nice inclusions.

The track creator is probably the best representation of mixing the good from both franchises. Tracks are still created by simply driving the paint roller, while the terrain can be sculpted into any shape with a bit of work. To top that off, a large portion of the powerful creation mechanics from LittleBigPlanet also appear, like emitters, logic gates, and much more. Textures can also be painted on the terrain, giving even the most mundane environments that classic, whimsical LittleBigPlanet feel. All these tools and goodies breathe extra life into the tracks, easily one upping ModNation.

Crafting a simple track can be done in minutes, while creating elaborate tracks may take hours. Because there are so many toys to play with, controlling and manipulating everything is a bit complex, but that’s a testament to just how much there is to tweak. I haven’t spent a huge amount of time with the creation tools, but there’s no doubt, like all of the ‘play, create, share’ installments, that the community will create some great tracks.

[Edit: I've now spent quite a bit of time with the creation tools. My first level, Volcano Island 2.0 - a recreation of my concept from ModNation - is the result of hours upon hours of playing with all the tools. I'm having a lot of fun creating, but sadly its excellence is only part of the whole. A user on Gamefaqs was making youtube videos with his impressions, so I jumped on the offer. While he had a fair share of complaints, I think the concept and level design show how much work I put in, and what the game is capable of. Give it a look: Volcano Island 2.0.]

Also worth noting, for those of you familiar with ModNation, the loading times are exponentially improved. While this was one of my biggest concerns pre-launch, after spending some time with the game, I’d gladly take back the insanely slow loading times if it meant I’d enjoy the overall experience more.

The Bad

Despite the increase in beauty and charm provided by the influx of LittleBigPlanet ingredients, somehow the world felt hollow. I don’t know if it’s just the transition to 3D, but I was never as impressed with the visuals or ancillary characters. The flat cardboard cutouts, and simplistic creatures put together with a couple wobble bolts, were boring compared to the likes of quirky characters like Larry Da Vinci, Avalon Centrifuge, Clive, and Dr. Higginbotham. It also didn’t help that in an effort to promote online play, races were filled with a group of identical looking Hoard adversaries, then topped off with a group of generic Sackbots.

As for that Hoard story, it also just wasn’t as impressive as the Collector or the Negativatron. (Plus, while grammatically acceptable, the Hoard was referred to as a plural unit…or I should say the Hoard were referred to as a plural unit. I’ve always opted for the singular form, so this ‘were’ a minor annoyance.)

Character and kart customization, while holding true to the LittleBigPlanet universe, ironically don’t allow for as much creativity. I spend a good chunk of time creating characters and karts in ModNation. While the customization options are proficient, and there are some really nice unlockables, I can’t help thinking what could have been had I been able to further customize my Sackboy, kart, or create something entirely from scratch.

The Ugly

Track design seemed either rushed or lazy. Where ModNation had expansive tracks, with all kinds of switches and shortcuts, these tracks were often straight-forward and extremely short. Three lap races were usually completed in under three minutes. Battle mode played out the same, with three minutes of frantic chaos – and I mean that as a pejorative. Never in my wildest imagination would I have predicted that I’d have actually liked the world of ModNation better. That’s not to say the level design is all bad. Some of the optional tracks and challenges change the formula for the better. There are a few lengthy checkpoint races and a boss battle that are extremely enjoyable. Plus the RC tracks, with their aerial camera and simplified mechanics, prove that things don’t have to be complex to be fun. But for every concept or track that is great, there are countless others I could do without.

The kart racing itself also felt like a step backwards. Karts seemed lethargic and weapons have devolved. Gone is the choice to save a weapon to upgrade its power. That could have been acceptable had there been two weapon slots, but that’s not the case. This annoyance is only compounded by the fact that the independent shield from ModNation, which was linked to a boost meter instead of weapon slot, has also been abandoned. After losing multiple races due to my lack of defensive measures – which could instantly take you from a qualifying position to dead last – I decided to just hoard my weapons to protect my rear. Even then, I often found myself successfully blocking a projectile only to be hit by a second one seconds later before even being able to resupply.

All of these gripes compounded to form an experience that seemed to favor luck rather than skill. All the strategy that made ModNation great was ditched for a casual, simplified experience. Towards the end of the story, I found myself replaying levels in a desperate effort just to get third. When I finally did, I didn’t feel accomplished; I felt lucky.

I hate to be a Negativatron, but the game seemed much more like a chore than a joyous experience. What could have been a brilliant collaboration of two ideas, turned out to be inferior to ModNation Racers, and a blemish on the otherwise perfect LittleBigPlanet name. That’s not to say that there weren’t brief moments of glory; they were just few and far between. People who never played ModNation may find blissful ignorance. Others, who favor couch co-op and online multiplayer, may avoid a few of my complaints. However, repeat customers are doomed only to see the game’s regression. Had United Front simply taken the strengths from ModNation, like the solid mechanics and  level design, and merged them with the charming LittleBigPlanet universe, they’d have had a sleek, shiny muscle car. Instead, they tweaked way too much under the hood, and ended up spinning the tires on their 92 Geo Metro.

Playstation 3

Graphics

75
 

Audio

90
 

Gameplay

70

Creativity

65
 

Execution

50
 

Offset

70
    

7

  

How do these ratings work? Click here for descriptions!

Pros:

  • The charm of LittleBigPlanet is still present, even if it’s a bit inconsistent.
  • Loading times are minimal.
  • ‘Play, create, share’ mean endless content.

Cons:

  • Almost all of the great mechanics and creation tools from ModNation Racers are absent.
  • Tracks are short and uninspired.
  • Single player suffers to encourage multiplayer.
Nov 152012
 

Not long ago, Steam announced its Greenlight program, allowing users to help choose which games are added to their service. I was intrigued, but after sifting through countless uninspired games, most of which were just looking to cash in on the success of Minecraft and the retro graphics movement, I felt a bit defeated. Then I stumbled upon FLY’N. Within an instant I knew I had to have it, so I voted for it. Time passed and the first batch of games was approved. To my dismay, FLY’N was absent from that list. But now it’s here and doing the Greenlight program justice.

There is unrest in the forest. There is trouble with the trees. For Dyer, the cosmic garbage man – who also happens to be a hair dryer – is stealing the sap, or Helys, from the World-Trees of Helycia. The trees, being smothered by the onslaught of garbage from Dyer’s trash can, Megabin, forge Buds from their roots to protect their great forest. These Buds are on a mission to regain the pilfered Helys, put a stop to Dyer’s plan, and ultimately return the forest to its former glory. You control four different Buds: Flyn, Lyft, Nyls & Ywok. The Buds all have a set of basic mechanics, like jumping and gliding, but each also has a unique skill. Flyn, the introductory character, can interact with plant life and other objects by singing. Next you’ll find Lyft, who can stick to, and crawl across, almost any surface. After that comes Ywok, who inflates to become not only bouncy, but invulnerable to otherwise harmful trash spread throughout the land. Rounding out the quartet is Nyls, who can propel himself like a rocket up to three consecutive times before returning to the ground. Each character is a ton of fun to use, but that’s not where the mechanics end. There is also a ever-present phase shifting ability. Innate and Subtle Vision literally adds a whole other dimension to each character, allowing for more complexity with both puzzles and platforming.

Platforming and puzzles take center stage, evolving in the more than forty levels. Exploration also plays a large role, as each level contains hundreds of dandelion seeds to collect – some of which can only be picked up when in the proper phase. There are multiple Helys to collect in each level too, which can unlock concept art. A few plants are also scattered throughout the traditional platforming levels. Gathering all these goodies promotes replayability and, in conjunction with your amount of deaths and level time, determines your place on the leaderboards. Every couple levels, there’s also a stage where you have to outrun a rising sea of garbage. Doing so without dying – which is no easy feat – let’s you liberated a piece of plant/animal-life from Dyer’s clutches. This also unlocks challenging bonus levels, many of which I’m still brimming with excitement to discover.

Then there are the boss battles. Working your way up a tree leads to a maniacal machine controlled by Dyer. Each battle has two phases. First, you must disable the machine. Then, you must enter it and destroy it. These battles are nothing short of stellar – though the same could be said for the entire game.

FLY’N looks absolutely beautiful. Its vividness is what initially drove me to the game. The production value far exceeds the majority of the games looking to be greenlit, and it was all created by a small team of nine. There are also many little touches with the audio that really put it over the top. Collecting a dandelion seed cues the soothing sound of wind chimes. Stringing together chains of seeds creates a delightful cadence. When the visuals slightly change as a result of phase shifting, the background music follows.

All of these factors coalesce into an breathtaking whole that far exceeded my high expectations. It’s quirky and humorous. It’s challenging, but never frustrating. And it’s all arranged in a package with some of the loveliest wrapping paper I’ve ever seen. It’s the kind of indie game that makes you feel good when you put faith in it – buying it on nothing more than a synopsis, a couple of pretty screenshots and an impressive trailer. I really don’t feel all that great about voting in the presidential election, but being one of the votes that helped to get FLY’N promptly released makes me proud. It’s exactly what I wanted from Steam Greenlight and it joins the ranks as one of the greatest downloadable indie games I’ve played on any platform.

PC Game

Graphics

100
 

Audio

100
 

Gameplay

100

Creativity

100
 

Execution

95
 

Offset

100
    

9.9

  

How do these ratings work? Click here for descriptions!

Pros:

  • Art direction never ceases to amaze.
  • Unique mechanics make for great gameplay and excellent level design.
  • Straddles the line between remaining fun and being challenging.
  • Plenty of unlockables and collectibles encourage replability.

Cons:

  • I wish my stock graphics card wasn’t such a piece of crap. I had to reduce the resolution to eliminate lag. This isn’t a real con, as I assume the game runs fine on a computer with a cool graphics card – like the ones with the weird names and a big number divisible by 100 at the end – instead of my pathetically named ‘Intel HD Graphics.’ Even with the drop in resolution, the game looked amazing.
Oct 182012
 

Fleshed out from a tech demo created four years ago, The Unfinished Swan is itself finished. Much like the Portal franchise, this FPS (Fresh Paint Shooter) attempts to move the first person genre in a completely new direction. Instead of spraying out chunks of lead, the player slings harmless globs of paint (lead free since 1977) in a world often devoid of detail. Straying from the norm of the first person perspective is extremely ambitious. Few have triumphed. Can the guys at Giant Sparrow paint a masterpiece, or will this project simply be too abstract?

The Unfinished Swan is a story about a young orphan named Monroe. Monroe’s mother was a painter but never finished any of her works. After her death, he was only allowed to keep one of her pieces: her favorite, a swan. One night, he awakens to find that the swan has jumped from the canvas and walked through a small, mysterious door. On his path to catch the swan by following its footprints, Monroe makes his way through an intriguing world crafted by an eccentric, perfection-craving  king. (You know a man’s a bit odd when he has a pet hippo.)

I see a red door and I want it painted black.

At the start, everything is white. To get your bearings, you splatter black paintballs as conservatively or liberally as you choose. (There’s even a trophy for only splatting three paintballs in the first area.) This mechanic is so simple, yet so fun. The paintballs also make the most beautiful splatter patterns. On more than one occasion, I found myself turning around to admire my beautiful mess. (There are slight execution problems with the paint splatters, as I found they would sometimes seep through cracks and walls or improperly bend around corners, but this can be easily overlooked – which is why I hid it.)  

As the story progresses, the visuals evolve. Not long in, shadows begin to appear, as well as a few soft color tones, which flesh out the world and allow for new mechanics to be introduced. Paintballs are replaced by water drops. After hitting a few paddle switches, vines spring to life. These vines can be trained to grow in certain directions by leading them with the water. This allows Monroe to bridge gaps and climb on walls.

In the third chapter, the game takes a darker tone. (both literally and figuratively) Set in the night, once again new mechanics are introduced as you make your way though a bioluminescent landscape. The art direction deviates quite a few times from here on out, but I don’t want to ruin anything, especially the lovely ending as you assume the role of the king in his beautifully stylized home. (Make sure to check yourself out in the mirror for a moment reminiscent of Psychonauts.)

The game can be played with various controllers. I preferred the Dualshock, but the Move controller could also be used by itself or with the navigation controller. (or Dualshock) Using the Move by itself made traversal a bit awkward, but an analog stick easily remedied this.

Overall, The Unfinished Swan, while simplistic, does some really interesting things with both its gameplay and visuals. It’s unlike anything I’ve ever played before. It’s 120 minutes of whimsical delight. Sadly, it ends long before I wanted it to. There are extras to unlock (including some nice concept art and an early prototype of the game) by collecting the 60+ balloons scattered throughout the game, but this can all be accomplished in two playthroughs. Despite its brevity, The Unfinished Swan is certainly worth your time, even if the price seems a bit steep.

Playstation 3

Graphics

95
 

Audio

85
 

Gameplay

100

Creativity

100
 

Execution

80
 

Offset

100
    

9.3

  

How do these ratings work? Click here for descriptions!

 Pros:

  • Clever, unique mechanics shift throughout the experience.
  • Simplistic look is aided by beautiful art direction and creativity.

Cons:

  • Two hour length may not justify the price to some. (You cheap bastard!)
  • Ladder and vine climbing is a bit odd.

Thanks for reading.

Oct 062012
 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

It doesn’t take a genius to figure that out that Hell Yeah! is over the top. A brief glimpse at a few screenshots will reveal that there is simply nothing like it. Fans of atmospheric, old-school, Metroidvania platformers/shooters shouldn’t even need to heed my words. Still, if you seek a little reassurance, here you go.

The story surrounds Ash, the prince of Hell. A compromising picture of him, naked in the tub with his rubber ducky, leaks on the Hell-ternet. (See, Hell isn’t that bad; they have internet… even if it is probably dial up.) To seek vengeance and reestablish his awesomeness, Ash must hunt down the person responsible for the leak and dispose of the em-bare-ass-ing evidence. Standing in his way are 100 other poor saps and locked doors impeding his progress, all which must be destroyed. But honestly, who really cares about the story for a goofy 2D platformer? What about the gameplay, you ask, even after I have already typed this?

For the majority of the game, Ash rides around in a wheel covered in destructive blades. This wheel of doom aids in traversal, helps destroy walls, and even acts as a jetpack. There are also sections where Ash abandons the wheel for some traditional platforming, or enters ships and submarines. In the beginning, enemies can be dismantled merely by grinding the wheel against their faces. As the story progresses, minions and bosses get tougher. Multiple guns are made available via the in-game store. These include a shotgun, bazooka, flamethrower, Gatling gun, Holy Water shooter, laser gun,  and various grenade launchers. While ammo is unlimited for everything accept the grenade launchers, each weapon has an ammo bar that is depleted when used too quickly. This gives each gun its own strategic advantages and disadvantages that will keep you trying multiple combinations.

Draining a foe’s life bar leads to a short, gore-filled, humorous, WarioWare-like mini-game. Completing these various mini-games, finishes off each challenger, while failing them hurts Ash,  forcing him to try again. There are dozens of these mini-games, which often contain humorous homages to classic games. Most of them contain some sort of quick time events, button mashing, or require proper timing. Some, like the one containing a Mortal Kombat reference, always made me giggle. Others wore out their welcome somewhat quickly, or were nebulously frustrating until the solution was figured out. I’m still not sure if there was a point to the ‘Quiz of Doom’ game which asked a question and gave wacky multiple choice answers. More often than not, even if they did get a bit repetitive, they were still fun to watch.

The controls were a bit loose. Button configuration was a bit weird too. On many occasions, I found myself watching the Megaman-esque death animation as I landed on one of the myriad of death spikes. Albeit a great nod, it did grow somewhat frustrating since it clearly wasn’t my fault since I am a gaming god. There were also some side missions which involved doing tricks with the wheel. Just because your mascot is a squid, doesn’t mean your consumers have more than two appendages they play games with, Arkedo. Still, these were optional, so you don’t have to torture yourself like I did.

There were a couple technical issues with the game. Loading screens were somewhat lengthy considering the game’s 2D simplicity. Clever tips and statements during loading try to make light of the situation, even referencing the long load times, but I’ve had sold my soul to the Devil himself to get in the game a bit quicker. The audio in game would tend to skip slightly in some situations, but it was almost unnoticeable thanks to the often frenetic soundtrack, which often just made it sound like a remix.

While the game did have a few faults, it had plenty of great attributes. The various weapons were fun to unlock and use. There were also dozens of hidden and unlockable collectibles to customize Ash’s head and his wheel. The ebb and flow of the varied gameplay and platforming elements kept the overall experience fresh.

Most of all, the environments were stunning. There’s quite a bit of variation in Hell. Ten zones offer plenty of sights to see. The Casino Zone is sure to be a hit with Sonic nuts – as is the retro Sega logo and audio that greets you as you boot up the game. The Psychedelic Zone also really impressed. But my personal favorite was “Happy Cute” Zone with its hearts, rainbows, and an infectiously hilarious song that was simultaneously insanely awesome and annoying, just as intended. In my eyes, a platformer is only ever as good as its environments, and Hell Yeah! delivers with some beautiful, unique zones.

From beginning to end, the game is  chock-full of quirky characters and imagery. It sprung from some really creative minds. Much like the classic platforming games of yesteryear, sheer joy comes from seeing what interesting environments wait just around the corner. The video game reference, spanning decades, also keep the humor flowing. Space Invaders, Duck Hunt, Sonic, Ocarina of Time, Guitar Hero – it’s all there in humorous fashion. These qualities more than make up for my few gripes, making Hell Yeah! a title worthy of the time of any platforming fan.

PC Game

Graphics

100
 

Audio

90
 

Gameplay

80

Creativity

100
 

Execution

70
 

Offset

80
    

8.7

  

How do these ratings work? Click here for descriptions!

Pros:

  • Visuals and environments are unique.
  • Music is infectious.
  • Various video game references provide ample humor.

Cons:

  • Loading times are somewhat lengthy.
  • Loose controls can lead to some frustration.
Aug 312012
 

Details for PlayStation All-Stars Battle Royale are leaking like a sieve. A few days ago we got a look at Evil Cole. Then, Raiden followed right on his heels. Now, new footage has surfaced, pre-PAX, that shows off the remaining characters leaked weeks ago: Nariko from Heavenly Sword and Sir Daniel Fortesque from MediEvil.

Nariko:

Each form of the Heavenly Sword appears to be present, giving Nariko attacks of all shapes and sizes. The rocket launcher also makes an appearance with guidable projectiles. She also has a devastating ground pound that lifts large swords from the ground. Her level one super calls on Kai to play a bit of twing-twang, blasting a barrel of explosive fireworks. The level 2 super places her behind a mounted cannon, shooting large incendiary projectiles across the screen. For her level 3 super, her moveset changes entirely as she harnesses the power of the Heavenly Sword. These spinning and grappling attacks have an insane range to them, that seem almost unavoidable. Monkey peaches! Nariko looks good.

Sir Dan:

Sir Dan is another character I’m sad to admit I don’t know much about. He’s a bit lumbering, but his large sword and shield make up for it, dealing major damage within a wide range. He’s got a pretty devastating looking shield bash and can throw his head at combatants to stun them. Axe, hammer, and bow attacks are also shown off in his reveal trailer. His top super summons the Anubis Stone, which also has a giant area of effect. Looks like I need to give his game a go.

Time Station Stage:

The Ape Escape Time Station stage has also been seen on a few occasions. Now it’s mash-up has been revealed: a Chimera from the Resistance franchise.

That’s it for now. The next time I mention a new character reveal, which I believe will be the Tokyo Game Show in about 3 weeks, it will be someone that we haven’t known about. I’m brimming with excitement. I’m still cautiously optimistic for Crash, Spyro, Rayman, Isaac Clarke, or a Chimera.

Aug 282012
 

Not long ago, Cole MacGrath from the inFAMOUS franchise was added to the roster of PlayStation All-Stars Battle Royale. Now – conveniently on the day of release for the inFAMOUS Collection – he’s been added again in his evil karmic state. While some of his attacks bear a resemblance to his good counterpart, many of his others appear far more devastating thanks to Nix’s fire powers. Bolts, grenades, and rockets form beautiful incendiary explosions. One of his most impressive moves is the Ionic Drain super, which can suck the life from multiple adversaries. His top tier super channels the Beast, allowing Cole to hover around and hurl combustible chaos in all directions.

I’m happy to see Cole’s evil side. I was originally unsure of the choice to make him two separate characters, but they appear to stand on their own, offering two distinct play styles. They’re as different as fire and ice, literally. Plus ,combining both forms into one wouldn’t make much sense in the spirit of the game’s karma system. Hopefully his evil encore isn’t at the expense of another beloved character.

New reveals are just around the corner, as PAX gets underway in the coming days. Stay tuned for more details. Who knows? Maybe the next reveal will be Neutral Cole.

Also, if you haven’t played though the inFAMOUS franchise, now is the perfect time! For $39.99 you can pick up the new inFAMOUS Collection, which includes not only the first two games, but the Festival of Blood downloadable title.

Update: Gameplay for Raiden, one of the two PAX reveals, has hit the net. Like Dante, he’s proficient with swords and able to string serious combos. His level two super mirrors the free slicing mode from the upcoming Revengence. For his level three super, his opponents are placed in the franchise’s trademark stealth boxes, limiting their movement but hiding them since more boxes show up than players.

Aug 162012
 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

When Papo & Yo was shown off at E3 in 2011, I was instantly intrigued. The puzzle platformer, set in a dreamlike world, looked unlike anything else. It wasn’t until following the game’s development that I realized there was much more to the story. From the opening quote, it’s immediately apparent that this isn’t going to be your average game:

“To my mother, brothers and sisters with whom I survived the monster in my father.

Minority Media’s creative director, Vander Caballero, has been very upfront with his reasons for making Papo & Yo. What appears to be a fantastic adventure is actually an allegory of his childhood, and it’s not as rosy as you would expect from the glowing exterior. At the center of the game is a story about a boy and his complex relationship with his father, an abusive alcoholic.

Quico, a young boy growing up in the poverty-stricken favelas of South America, is accompanied by his friend and protector, Monster. This large, lumbering, ambiguous creature is addicted to poisonous frogs. When he’s not under the amphibian influence, he’s great to be around. Coaxing the docile giant around with the allure of delicious coconuts, he’ll often provide helpful assistance, like stepping on a large switch. In other instances, he’ll lay down to take a nap, allowing Quico to reach a high ledge by bouncing off his coconut-engorged belly. However, when he becomes polliwog-plastered, he’s a fiery, dangerous and destructive force that must be avoided or subdued with rarer rotten fruit.

Not long after the start of the game, Quico meets Lula, a friendly robot pulled from his reality. She functions as a jet pack, allowing Quico to jump longer distances. There are also special switches that only she can activate. She’s (almost) always there to offer advice or direction – but I don’t despise her like that annoying Navi from Zelda.

The visuals, aided by excellent art direction, are great for a downloadable title. Changes from the early design are vastly superior. I’ve never seen a shantytown look so good. Graffiti is also scattered throughout the world, which provides ample opportunities to stop and look at real world pieces of art within a virtual piece of art. (Did I just break your brain?)

The music compliments the theme well. A acoustic mix of guitars, various other strings, woodwinds, and percussion really sets the mood. These Latin rhythms can be beautifully melodic, or tribally savage. They know when to crescendo, and they know when to get out of the way. Toward the end of the game, the beauty of it all really begins to tug at your heartstrings.

The surreal, child-like fantasy setting allows for some interesting, unbridled platforming. The M.C. Escher, or Inception-like ways the environments transform are sure to throw you off from time to time. I often had a smile on my face, whether I was moving massive buildings by simply lifting a small cardboard box, or watching a building sprout legs or wings. All of this is accomplished with various chalk lines and switches that intermingle throughout the world – though calling them chalk lines is selling them a bit short since they often take on an ethereal form. The platforming and puzzles aren’t too difficult. Conquering them to see how the world will react next is the real prize. Hints, in the form of cardboard boxes that Quico places over his head, provide brief explanations of mechanics if needed.

Throughout the game, Monster’s addiction, and that dream of curing it, weighs on your mind. The threat of his wrath is ever present. Frogs – which themselves are beautiful – often appear or impede your progress. A few hours in, you’ll be hastily smashing them against the wall to avoid Monster’s rage.

If there is one problem with the game, it’s with a few technical issues. There is a noticeable amount of screen tearing, and some very minor texture pop-in. The frame rate also seems to chug on a few occasions, mainly when the autosave kicks in. There’s a fair amount of clipping and collision detection could be a bit more precise. Because of it, animations often come off somewhat stiff. Also, while fleeing from Monster, the camera tends to pan behind the hulking beast, making it difficult to see Quico.

Still, those minor annoyances aren’t enough to ruin the gravitas of the game. While you may notice them, they are but an errant brush stroke on a much larger canvas.

Lately, especially in the downloadable space, there have been many games that straddle the line between video game and art. Often times they seem to favor the art, and let gameplay go by the wayside. Because of that I often find the comparison a bit pretentious. However, Papo & Yo is a brilliant mix of both that is clearly worthy of the title. I applaud Vander for his strength to expose such vulnerability and pain. The video game medium moves one step forward because of it. Never have I felt so emotionally attached to a game. I’ve smiled during games; I’ve laughed during games. I’ve even gotten angry from time to time. But never has a game had such a cathartic release. Papo & Yo elicits a response that until now had only been reserved for music and movies: tears. For that alone, the game is worth experiencing.

Playstation 3

Graphics

90
 

Audio

95
 

Gameplay

90

Creativity

100
 

Execution

75
 

Offset

100
    

9.2

  

How do these ratings work? Click here for descriptions!

Pros:

  • Unrivaled emotional storytelling
  • Whimsical surrealism never ceases to amaze
  • Music enhances the entire experience

Cons:

  • Minor technical issues with the Unreal Engine keep the game from achieving perfection
  • Animations are a little rough around the edges
  • Little to promote replayability other than 25 collectable hats

Full disclosure: I am an insanely awesome individual. The even more awesome team at Minority recognized this and rewarded me (and two others) with a free copy of the game for submitting winning pictures in their Button Contest on Facebook. I’m glad to have even the slightest interaction with them, because the game had such a profound impact on me. Thanks again, Deb.

Aug 162012
 

Months ago, Finnish developer Frozenbyte teased an upcoming expansion pack for Trine 2. Then at E3, a complete edition of the game, Trine 2: Director’s Cut, was announced for the WiiU. Now a few more details have been revealed about the upcoming expansion, Goblin Menace.

The new campaign will feature six new levels in drastically different environments. Some fantastic new enemies, like a giant scorpion, come along with these environments. The “further improving [of] the award-winning visuals of the original Trine 2″ is also promised – which I would have thought would have been impossible before seeing the new screens and footage. I don’t know how you expand on perfection, but once again they have. Finland must be a magical land where you can actually exceed perfection. 2.5D be damned! The amount of depth squeezed into that .5 is unfathomable. I’d like to make a motion to place the franchise in a genre of its own: the 2.9D puzzle platformer.

New skills will also be at the trinity’s disposal. A few are shown of in the embedded trailer. To top it off, they can be used in the original game too.

No date has been given yet. Nailing firm release dates hasn’t exactly been Frozenbyte’s strong suit. Platforms are still up in the air too. With certainty, the game will be coming to the PC, Linux, WiiU, and “other platforms TBD.” Regardless of when and where it releases, Goblin Menace will certainly be worth the wait.

So put on your 2.9D glasses now and enjoy this trailer. Or check out a few of the released screenshots:

Aug 142012
 

Not too long ago, after the release of the beta, quite a bit of convincing evidence for characters, stages, and other details leaked. Now, four of those characters and a stage have solid confirmation. These include: Ratchet & Clank, Sackboy, Dante, Spike, and a staged based on the cargo plane segment of Uncharted 3. Once again, I’ve painstakingly reviewed each character’s reveal trailer to extract as many details as possible. I don’t know much about Spike from Ape Escape, so an in-depth analysis for him is absent. Here’s a look at the rest of the new cast:

Dante:

Yeah, yeah… It’s the new Dante from Ninja Theory’s upcoming DmC. Get over it already! Both that game and his inclusion here look great. The raven-haired rabble-rouser seems to string together effortless combos, much like he should. Like his hack-and-slash hombre, Kratos, he seems to have a good balance close combat and ranged attacks. He can tear you up at close range with his sword, Rebellion, which also transforms into its angelic, scythe-like, Osiris form or the demonic, axe-like, Arbiter form. Or he can unleash a barrage of bullets in all directions with Ebony and Ivory. His ultimate super is sure to hush even the harshest critics, as he enters Devil Trigger mode and ditches his new look for his trademark red jacket and white hair.

Sackboy:

Sackboy’s implementation was something I was really scared about. SuperBot had two roads: incorporate all the great things from the LittleBigPlanet universe or allow him to wear costumes and copy others like Kirby. The Pop-it plays a large role. Various hazards, like electrical and burning platforms can be emitted. Checkpoints can be created and used as a method to teleport. A spider web sticker makes a brief appearance as a means to stun. The sequel’s Cakeinator, bounce pads, power gloves, and grappling hook are all present. And for those of you who wanted Sackboy to be like Kirby, at one point he mimicked PaRappa. His top super fills the level with prize bubbles, trapping the other players inside who must simply await their almost inevitable popping. The whimsy, creativity and humor of the franchise is represented well, placing Sackboy in a league of his own.

Ratchet & Clank

Last but certainly not least, this was the character I’d been waiting for. With an arsenal of epic proportions, I know some of the stuff I want won’t make the cut; there just aren’t enough buttons on the controller. What I did see was more than enough to satisfy most of my desires. Weapons range from the ‘standard’ favorites, like the Combuster, Warmonger, and R.Y.N.O. V, to the more odd, like the Sonic Eruptor, Suck Cannon, and Plasma Whip. There are quite a few assist gadgets too, like the Tesla Spikes, Agents of Doom, and Mr. Zurkon – a personal favorite of mine. It appears that the R.Y.N.O is the level 1 special. Level 2 gives Ratchet a break, allowing Clank to take center stage, lobbing time bombs and smacking people around with the Chronoscepter. For level 3 the duo hops in their ship, Aphelion, and enter a first person mode, shooting both fast lasers and slower clusters of missiles. I was really hoping for the hilarity of a Groovitron super. Maybe it can still appear as an item. Who doesn’t want to see Kratos and Sweet Tooth dance?

The Uncharted level was only briefly shown, but the mash-up involves the city of Colombia from Bioshock Infinite. This is a bit confusing, as the earlier leaked stages featured a level with Colombia in the foreground. Are these linked? Does the plane crash? Will it be weird to play as Big Daddy in the city in the sky? Did Ratchet use the suck cannon to throw PaRappa off the plane? Now I only have more questions!

If all the details from the leak still hold true, we can probably expect to see Raiden, Sir Dan, and Evil Cole. Plus, there are still a heap of stages to see in action. Hopefully there are a few mores well kept surprises that they are holding until the end (Crash and Spyro).

One last note: Vita owners will be happy to find out that with the purchase of a PS3 copy, you’ll receive a downloadable copy of the Vita version. You can cross-play and cross-save until your heart is content.

Aug 102012
 

Hell Yeah! Wrath of the Dead Rabbit, the over-the-top game from Arkedo Studio, hooked me months ago the moment I saw the in-your-face teaser trailer. Details have been somewhat scarce, until today.

Violently break open your cute piggy bank with a sledgehammer and set aside $14.99. Then begin futile preparations in an attempt to avoid the inevitable face melting and voiding of your bowels when the game arrives for download September 25 on Playstation 3, September 26 on Xbox 360, and October 3 on PC. Fans across the pond can look forward to a £9.99 price point, and simultaneous release on all platforms also on October 3.

The game looks like the result of a bar fight between a children’s cartoon, a gang of neon signs, and an Iron Maiden album cover. For more information about vicious gameplay and humorous story, check out Matt’s impressions from PAX. I could post my own sentiments, but they’re really just going to mirror his so much to the point that it would just look like plagiarism. Work smarter, not harder.

Jul 162012
 

At Comic-Con, two new characters were announced for Sony’s upcoming brawler. This time they are less of a surprise. Both options come from critically acclaimed franchises from some of Sony’s best first party studios. Still, they are great to officially see.

Cole MacGrath, the superhero from Sucker Punch’s inFAMOUS, was a shoo-in for the Comic-Con announcement. His basic electrical attacks are all there. Electrokinetic bolts, grenades, and missiles create a lovely light show. Electromagnetic powers, like a modified Induction Grind, shield-like Polarity Wall, and Lightning Tether are also present. I think I saw a bit of telekinesis too. Even with all these superpowers, Cole isn’t afraid to get in there and swing his Amp around. His top super unleashes an Ionic Vortex, which even wreaks havoc on some of the level. Cryokinetic abilities, borrowed from Kuo, are shown once. Cole appears in his positive karma attire, and is only seen using blue electricity. Whether he has access, or the option, to switch to his more devastating red attacks, or Nix’s fire powers, is still unknown. While ‘Good Cole’ has plenty of awesomeness to keep me satiated, the option for ‘Evil Cole’ would really take him to the next level. An appearance from the inventor of the Dunbar Beam would also be welcome.

Jak and Daxter, Naughty Dog’s titular duo from the PS2 era, were also revealed. My biggest question about Jak concerned his appearance (an issue Cole was also familiar with leading up to his sequel). SuperBot has favored the more mature, aggressive look from Jak 3, which is probably the right choice considering the juvenile Jak from the first game had far fewer moves in his repertoire. Plus, early Jak was Pecker-less. Who doesn’t love Pecker?… The Morph Gun appears as Jak’s main method of attack. Many of the gun’s upgrades are present, like the ricocheting Beam Reflexor, the devastating Needle Laser and Arc Welder, the turret-releasing Gyro Burster, and the enemy-freezing Mass Inverter. Jak can also evade with his hover board. Daxter even provides some melee assistance from time to time. Dark and Light Eco powers are also at Jak’s disposal. For his top super, Jak assumes his Light Eco form and flies around the screen shooting projectiles.

That’s two characters off my list. Once again, execution seems near flawless at reproducing two diverse characters. I can’t wait to give them both a spin. Now I eagerly await the announcement of my main, Ratchet & Clank, and cross my fingers that Sony ponies up the dough for the rights to their original icons, Crash and Spyro. Plus, I’ll be praying to the gaming gods for some third party support from Rayman.

Jul 062012
 

Today was a good day for fans of the upcoming PlayStation All-Stars Battle Royale. To start the day off with a bang, the game got a street date for October 23rd… but the details didn’t stop there. The pre-order bonus was also announced, which includes alternate costumes to the already revealed 9±1 characters (depending on when you read this post).

So far, the bonus costumes are as follows:

  • Kratos’ brother Deimos, prominently featured in Ghost of Sparta
  • Sweet Tooth’s rift energy infused Outcast skin from Starhawk multiplayer
  • Sly’s Robin Hood-like costume from Thieves in Time
  • Col. Radec’s heavier armor set (Forgive my ignorance on this one and feel free to set me straight.)
  • Fat Princess’ pirate-themed costume from the Fat Roles expansion pack
  • PaRappa’s space suit from UmJammer Lammy
  • Nathan Drake’s winter attire from Among Thieves
  • Big Daddy’s plush doll version that the Little Sister has in Bioshock 2

An exclusive costume for each of the characters in the game will be available to all those who pre-order. Plus, characters will also have multiple unlockable costumes.

Later in the day, Heihachi Mishima from Tekken and Toro, Sony’s catlike mascot from Japan, were added to the roster. Gamplay for each character was brief. Toro had three stances: a close-range Justice form, a ranged Torobi form, and a wide-area Oni form. He also received some assistance from his black cat buddy, Kuro. Heihachi did use his level 2 super move to summon his pet bear, Kuma, while his level 3 straps opponents to a launching rocket. Each of their bonus costumes were also shown. Heihachi dons his alternate costume from Tekken 3 while Toro goes business causal. Even that wasn’t all of the new information though. A new stage set in Chop Chop Master Onion’s Dojo was briefly shown, which included a Metal Gear mech in the background.

This game continues to ooze with fan service and I’m stoked! I hanging on every word of every announcement. Now I begin the agonizing wait until July 15th, when two more characters are announced at Comic-Con.

Jun 302012
 

The “indie bundle” is an increasingly popular behemoth. I recently realized this when I finally purchased my first Humble Bundle. It’s been weeks and I’m still finding enjoyment. That eight bucks has provided me with far more joy than the equally costly footlong sub and root beer that I consume on my lunch break. Why on earth was I not doing this before?

Now, GamersGate has unleashed their latest bundle, The IndieFort Bundle #2, and there are only a couple days left to cash in on the offer. For a fraction of their original price, you get the following seven games:

  • 3079 – A 3D, first-person, open-world, blocky, action RPG where everything is randomly generated.
  • Fortix 2 – An arcade-style, reverse turret defense puzzler in which you fence off portions of the level.
  • Aztaka – An Aztec-inspired side-scroller with some lovely art direction.
  • Dark Scavenger – A humorous adventure game that combines turned-based combat with point-and-click mechanics.
  • Mordor: The Depths of Dejenol – An older dungeon crawler which was an added bonus to the original six games.
  • DEMISE: Ascension – The newest dungeon crawler from the maker of Mordor.
  • Intrusion 2 – A sci-fi, side-scrolling shooter/platformer where you get to ride a wolf.

But that’s not all! As more bundles sell, extra content is unlocked. Normally all these goodies would cost you $89.82, but you can experience everthing for the low, low rate of $5.99. This insanely low price may leave you feeling like you are ripping people off. Worry not! You can pay as much as you want. Anything above the minimum goes directly to the developers. There are plenty more details and trailers on GamersGate. So give them a look-see and support the indies. After all, they are the future of gaming.

Jun 032012
 

Velocity, the phenomenal PlayStation Mini, has been impressing both gamers and critics. After my glowing review, and countless more hours exploring every nook and cranny of the game, I sat down for a casual chat with Robin Jubber, the programmer behind the miniature juggernaut. Combining our powers of science, humor and humour, we merge his self-proclaimed “half-witted thoughts” with my half-witted questions to form what I hope is at least one whole wit of insight and entertainment.


Joey Woznicki: Tell me about FuturLab and your role with the company.

Robin Jubber: Well Futurlab is a little company in Brighton (chilled out fairly warm coastal resort in the UK – it’s where artists, alternative lifestyle types and games companies end up. Sort of a miniature California.)

I’m the Supreme Technical Overlord. Or to put it another way – the only fulltime PSP coder.

Joey Woznicki: Cool!

Robin Jubber: Three years ago we nabbed ourselves some PSP dev kits – and I had a crack at figuring out how the hardware worked while James Marsden (Futurlab’s director) had a pop at coming up with a games design we could make for it very quickly with no budget. We met up over a previous idea of his – a music game – but that had to be put on hold due to licencing costs. (licensing spelling if you’re American, right?) So we used our half built engine to make Coconut Dodge.

Coconut Dodge got a lot of great reviews for such a tiny team – 2 people at a time working on it, plus music and art contributions from people working on the project part-time. It was a good introduction to self publishing, along with getting to grips with proper dev hardware. Big learning curve for us – I’d written games before, but usually as part of a bigger team – never an entire commercial console engine on my own. James had worked on Flash projects as well as with Sony – so a big hill for him to climb as well.

So with Coconut Dodge’s engine working at a solid 60fps with all the bits and pieces a proper game needs – eg recognition, a fanbase (all James’s work), and proper memory card code, sprite display, fast screen updates – all the techy stuff working – we set to work on Velocity. Bit bigger team this time, but only just. Still just one coder (me) but two designers (James and Kirsty Rigden, who really knows her stuff when it comes to learning curves for the player) and sporadic art contributions when we could afford it. John Steels, another chap who lives in Brighton made the scenery for us at an insane speed. Other people chipped in with cutscene art and Joris de Man (Killzone 2 and 3, and N+ composer) polished James’ music to a professional level. And here we are.

Joey Woznicki: Ah, I see! So how would you sum up Velocity? What are its strengths?

Robin Jubber: Blimey – tricky to quickly sum it up without sounding like a PR machine. It’s very slick and smooth for a small production. We tried hard to make it sound good, look good, never crash and run at 60fps everywhere. That’s the technical side – which was a challenge considering the size of the team. Then there’s the game itself. It has the pace of a racing game, the adrenaline of a classic shootemup and the puzzle solving elements of a different genre entirely. It taxes the little grey cells as well as the fingers – it does something entirely new with the genre and ends up as addictive as hell because of it. Now, you might expect the chap who wrote the code to say something like that, but I’ve genuinely never worked on a game I’m so happy to actually play, and that’s after 20 years writing games.

Oh – and we enjoyed making it so much we ended stuffing it full of hidden features, mini-games, 2 player challenges, a ton of in-game trophies and achievements – basically everything we could fit in the memory footprint.

Near the end of development I realised all the stuff we had made for it wouldn’t fit inside the PSP ram, as well as the 100 Meg limit Sony imposes on minis games. So a week was spent compressing the bejeezus out of all the assets – and stripping out any wasted space. Not a fun week.

Joey Woznicki: You just transitioned into about 5 of my other questions. Now I don’t know which to pick next.

Robin Jubber: Sorry Joey- I’ll keep my answers shorter!

Joey Woznicki: No problem. To keep things shorter, can you sum the game up in a haiku?

[We debate about the format of a haiku and pause for a few minutes of thought... then a few more]

Robin Jubber:

Lightning death awaits
teleport and change your fate
tunes are fucking great

I win. Hand over the prize.

Joey Woznicki: Damn, that’s really clever actually…

Velocity is extremely ambitious for a Mini. I’m regretfully willing to admit I viewed the term ‘Mini’ as a pejorative. Is that something you guys felt the need to overcome?

Robin Jubber: I wasn’t familiar with Minis before we started making one. When Coconut Dodge came out I had only played one or two – I prefer big meaty games like Skyrim or Tomb Raider to the sort of iphone disposable stuff Minis were being used for. With Velocity we wanted to show what the limited rules Sony put in place would allow us to do – what anybody could have done if the other companies had put the effort in. Shovelling in as much code, tunes, graphics as we could fit was a sort of “screw you” to the other companies who had made minis, and in our opinion, hadn’t tried hard enough. There are exceptions – I’ve since played quite a lot of minis to test the competition and a few gems sparkle amongst the rough.

Joey Woznicki: It’s definitely a medium I don’t overlook now thanks to you guys.

Robin Jubber: Well that’s pretty cool. Who’s That Flying by Mediatonic is worth checking out – although we still cane it for framerate and features. Mediatonic are excellent at presentation. We can still learn from them… In fact that’s a good rule of thumb for making games (probably everything actually) – if you ever think you have nothing left to learn, you’re about to screw up horribly.

Joey Woznicki: You did throw an insane amount of content into the game. One of my favorite hidden gems is a reference to one of my favorite TV shows. Who is your favorite character?

Robin Jubber: Which TV show? We referenced more than one. My personal favourites were the Farscape references, which went in first while the levels still didn’t have proper names.

Joey Woznicki: Sorry, I was referring to Community.

Robin Jubber: That was a very last minute addition! I asked the nice people at #sixseasonsandamovie and the people who made the Facebook group called something like “NBC Britta’d it!” who were trying to get various projects going to help save Community. One of their artists kindly donated the x-men spoof and in it went. We’re talking mere minutes from James building the final version of the release disk for Sony… Catherine Boyd – that’s the name of the lady who helped us get the image. Name escaped me for a moment.

Joey Woznicki: I actually stalked you a bit on Facebook once you contacted us. That’s how I found that out.

Robin Jubber: Ah! I shall now lock the front door. I’ve seen Criminal Minds – I know how it goes with you Americans.

Joey Woznicki: I like that shirt you have on right now.

Robin Jubber: It was a bargain! The leather straps were a bit mu.. hang on a mo…

We don’t have proper nutters over here in the UK – psychos stalk us then break into our houses to offer us inferior brand label tea in chipped cups. The horror of it is unspeakable.

Joey Woznicki: Back to Community, favorite character and why?

Robin Jubber: That’s difficult. Jeff started off as the initial focus of the show, and his speeches and complete absence of giving a damn when hell is breaking out – tapping away on his phone during a crisis – very droll. Then there’s Britta – beautiful and incompetent. What’s not to like? I like them all – but I suppose Abed is the break out character in community- he’s sort of the geek’s narrator – a bucket load of meta humour and dorky references for the target audience to pick up on. Similar role, despite different character, to Shawn in Psych.

Joey Woznicki: I agree with Abed. I love his meta humor and eccentricity. I want to build a Dreamatorium.

Robin Jubber: Or Crichton in Farscape. Which is Abed’s favourite show. If you haven’t watched it all the way through you should.

Joey Woznicki: Never have, but I’ll have to give it a look.

Robin Jubber: Starts with a good intro episode – first half of series one bit patchy – then transforms into the funniest most gripping sci-fi show I’ve ever seen. It’s why Abed ‘justs like to talk about Farscape.’ Which is Dan Harmon’s way of saying – watch Farscape.

Joey Woznicki: I’m a big fan of Fringe. Amazing sci-fi!

Robin Jubber: That’s a great show. The girlfriend and I love it. She took to it more quickly than me – I was sideswiped by the absolutely hilariously bad science – but the characters and story arc won me over. I like a good story arc.

Joey Woznicki: Back to Velocity: The calculator can be used to input quite a few codes. Scattered around the internet are quite a few of them. Do you have an estimate as to how many of these codes there are?

Robin Jubber: I have more than an estimate. I think it’s about 15, not including the ones that switch activated features off.

Joey Woznicki: Are there any you’d care to share with me and the gamingirresponsibly community?

Robin Jubber: I’m not sure I’m allowed to! The remaining ones are a closely guarded secret. However – perhaps just the one.

You know how all the menus, popup messages, edge lines and so forth are blue in Velocity? The specific shade of blue is consistent through all sorts of things like the hidden tron mode as well as various icons and text. Well you can change that to a pleasing green – 99999994=

I think I can reveal that code without getting into too much trouble. Of course in a month or so we will probably dish out some juicier secrets – there are quite a few to collect already on the internet, with various sites – but there are more to come. Velocity has a bonkers number of hidden features – not all activated via the calculator.

Joey Woznicki: I like the yellow, 99999996= I believe.

Robin Jubber: Yes – that’s my favourite.

Joey Woznicki: By the way, our editor Josh keeps questions in boring black text. Developer answers are various colors. What color do you want to be?

Robin Jubber: It has to be 26CBFF – the Velocity blue… On the PSP it’s actually ffcb26 – the Playstation portable stores colours backwards – Red, Green, Blue. [Editor's Note: This idea was scrapped after it was deemed too hard to read.]

Joey Woznicki: Are there any questions you want to create and have me ask you? I can edit this part out later to make it seem like I came up with an awesome question which you answered perfectly.

Joey Woznicki: When did you first realize you were a god amongst men?

Robin Jubber: Thanks Joey – I was wondering when you’d get round to asking me that… I think it was when the worshippers formed their own church that it really hit home.

Ooh – just got a tweet from James – Velocity is on the recommended page when you boot up the PS3. That might just be for Europe of course. I hear you colonials have only just got Velocity working on Vita (has to be transferred via PS3 I hear) Sorry – bit of naked advertising there… I asked James if I could do some naked advertising and he said no – people weren’t ready for that, and it was a horrifying mental image and I’d had enough beer

Joey Woznicki: You could have people pay to remove the ad. that could prove quite effective.

Robin Jubber: I’d be a billionaire in femtoseconds

Joey Woznicki: What’s the secret to making a game so addictive? Subliminal messaging? Why do I crave coconuts?

Robin Jubber: The secret is to work with good designers. James Marsden polishes things to the nth degree to get the feel just right. He doesn’t want the player to ever feel like the game killed them because of poor controls or handling. If you screw up, and you know you screwed up, you compulsively want to have another go to get it right. If the game feels like it did you over, perhaps a random enemy or something you couldn’t reasonably react to – then you lose that compulsion. James has a number of other theories on the subject – but I think that control is the crucial element… and melodies that get stuck in your head. That’s important too.

Joey Woznicki: Velocity is the perfect storm of addictiveness. I finished up perfecting all the levels a few days ago. That space invaders challenge is really the only thing standing in my way of getting all the medals.

Robin Jubber: Enders Game? I found it a little easy – but then I did code it one random drunken weekend. I think I made it a little harder just before release – I’ll check and see if it’s fair. It was another lunatic last minute coding marathon to get it into the game in time. We had a lot of days like that.

And thanks for the compliment by the way – very kind of you to say so. Perhaps you’ll be the first – I’ve not heard of anybody getting all the trophies yet – though I’m sure somebody must have.

Ah – the girlfriend has returned – I suspect an evening of catching up on House beckons. Still – time for a few more questions.

She says hi…She thinks she’s waving at the hidden cameras – but I think she just waved at the kettle.

Joey Woznicki: I say hi too.

That’s really all the questions I had. I lead a pretty pathetic life so I could waste time typing for hours. I’ll spare you that torture.

Robin Jubber: I’ve enjoyed our brief time together. It’s nice to have the occasional distraction from zeros and ones – which is what I spend most of the day looking at.

Joey Woznicki: Thanks for being my first interviewee. Thanks for the awesome game, and thanks for playing along with my lunacy. I look forward to your next project of zeros and ones.

Robin Jubber: Groovy! Good interviewing work there sir, if I’m any judge.

Joey Woznicki: Thanks! With everything I do I try to insert a bit of absurdity and humor to keep things from becoming mundane.

Robin Jubber: It’s a wise approach – to life in general.

Latest video from James. He’s very nearly as good at the game as I am:

Joey Woznicki: I was impressed.

Robin Jubber: lol – the girlfriend is playing Velocity as we speak – she’s swearing a lot – she’s playing the Bonus missions.

Joey Woznicki: :D

Again, it was nice talking with you. Have a nice night, and even better days to follow.

Robin Jubber: Cheers Joey – pleasure chatting with you – hope you have many more interviews!

 

Jun 012012
 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

Pinball tables are complex, interesting pieces of art that used to be easily found in arcades everywhere. Sadly, over time, both arcades and pinball machines have phased their way out. FarSight Studios, a veteran at pinball game development, isn’t happy with this and is doing something about it with their latest release, The Pinball Arcade.

As you start up the game you are greeted with the company’s ethos. They simply want to painstakingly emulate classic tables to preserve their glory. A lot of work goes into this recreation. Actual tables are acquired and restored. From there, every detail about the table is reproduced as accurately as possible. Pictures are taken; sounds are recorded. Even the lights and table logic are mimicked. Not a single detail is overlooked. I’m not familiar with the tables, but they seem to have executed on the promise of near-perfect emulation.

Pinball games live and die by their physics. Digital tables can be as elaborate and flashy as they please, but without the proper physics, they are doomed. The Pinball Arcade feels smooth. The ball reacts accordingly in all situations, as do the various mechanisms of the tables. The camera’s zoom and angle can also be a pinball game’s worst enemy. The zoomed-out approach used here not only allows you to soak in the detail of each table, but makes gameplay easier. Responsive and intuitive controls complete this trinity to form a satisfying experience.

For $9.99 (less than a roll of quarters) you’ll get unlimited credits on four tables: Tales of the Arabian Nights, Ripley’s Believe It or Not!, Black Hole, and Theatre of Magic. They span quite a time period, from 1981 to 2004. This offers quite a bit of variety. Black Hole features a secondary lower level, which I was unfamiliar with until now. There are also more downloadable tables coming down the pipeline, which will follow a similar pricing structure. These include Medieval Madness, Attack from Mars, and other greats from legendary pinball-creating, game-designing god, Brian Eddy. (I’m still waiting on that sequel to Psi-Ops, Brian.) FarSight even has a kickstarter page going to raise funds in hopes of including the popular Twilight Zone table. Their plans are rather ambitious. Over the next year they want to release over twenty tables.

There’s something for every pinball fan. Lowly pinball apprentices who love the game but never really frequented the arcades – the group I wish I didn’t fall into – will find pleasure in the solid controls and the brief history on the tables, which explains why the tables are considered classics. Pinball wizards – like the deaf, dumb and blind kid, Tommy – will appreciate the attention to detail and realistic feel (providing they aren’t too deaf, dumb, or blind). Background information is also provided on the individual components of each table, allowing for a better understanding of the table’s parts. This is helpful in maximizing your high score and achieving the handful of secondary goals laid out for each table.

The Pinball Arcade is just what you would expect. It’s a great simulation. It’s hard to digitally emulate such exquisite works of art, but FarSight is giving it their all. Ultimately, there’s no replacement for the real McCoy. Like almost all creations in this digital age, the pixels just don’t stack up to the brilliance of their analog counterparts. However, it is a lovely homage to a great part of gaming history.

Playstation 3

Graphics

80
 

Audio

80
 

Gameplay

80

Creativity

70
 

Execution

95
 

Offset

80
    

8.1

  

How do these ratings work? Click here for descriptions!

Pros:

  • Physics feel realistic.
  • Goals add fun challenges.
  • Simulation is spot-on.

Cons:

  • The classics are not always as flashy as the more modern, creative tables.
  • There’s just no replacement for the real thing.

May 242012
 

Details have been slipping out over the past week about Ron Gilbert and Double Fine’s next, non-kickstarter-funded, game. Now there is a full trailer and a plethora of information.  The Cave will be a sidescrolling puzzle platformer featuring seven distinct characters: a monk, adventurer, hillbilly, scientist, set of twins, a knight, and a time traveler. (Apparently, a single person who is a twin only counts as half a person.) Each character will have unique abilities that aid them in finding the ambiguous “something” they are looking for. The player can go the journey alone, choosing three characters that can be switched on the fly, or play locally with two friends. The actual cave itself, which narrates the game, is a large seamless area. It also features player specific areas.

It’s like Psychonauts, Trine, and LittleBigPlanet had some weird threesome that resulted in a single baby with all their traits, which they then fed copious amounts of Red Bull and cocaine. From the look of things, it should be a creative, funny romp. I can’t wait to get my mitts on it in early 2013, when it’s downloadable on the PS3, 360, and PC. Until then, feast your eyes on the embedded trailer of greatness, check out the links in my sources, and stay tuned (or whatever the non-outdated, technologically-hip term is that’s equivalent to not adjusting your radio dial). This is Joey, signing off for station that informs you about tomorrow’s greatest hits, WGIR.

Sources:

Twitter, Facebook, and Kotaku

May 242012
 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

Back during Sony’s E3 conference of 2010, they introduced the Playstation Move controller. Quite a few ideas were displayed, but nothing was more impressive than an early demo for Sorcery. It alone sold countless people on the peripheral. Time passed and not a word was spoken about the game. Finally in December 2011, concerns were quelled when the game reappeared with some new details. Since then, I’ve been semi-patiently awaiting its release. That anticipation built all the way up until the midnight release I attended, as the awkward guy who wasn’t there to pick up the new Ghost Recon (a role I seem to reprise at almost all midnights). The Move has had its fair share of solid titles, but nothing has really blown my dress up (figuratively speaking of course). Does Sorcery change that?

In the game, you play as Finn, a young, misfit, sorcerer’s apprentice. With only three weeks of training, events occur that force you to quickly mature. On your quest you’ll be aided, and often chastised, by your feline companion, Erline. The two of you will make your way though a vibrant fantasy world, attempting to master the powers of the elements in an effort to save the kingdom from the Nightmare Queen.

In the beginning, you’ll learn two spells. Arcane bolts are the bread and butter of Sorcery, allowing you to fling bolts forward or curve them by throwing sideways. The earth can also be controlled by sending forth a ground-crumbling line of destruction. A bit into your journey, a shield will be acquired, allowing you to block or bash enemies. This skill set is used for quite some time as everything is introduced. Once you happen upon the first merchant, you’ll learn the Heroic Strike ability. This allows you to pound the ground with a devastating attack that damages anyone around. Use of this power is governed by a meter that fills as you land the other various attacks.

Eventually you gain more of the elemental powers, each of which has two main attacks. Ice bolts, which can slow down enemies, or completely freeze them after three shots, are thrown just like the arcane bolts. A sideways swipe creates a cold trail that will slow any nearby enemies. Wind follows, with a forward gust or a sideswipe that forms tornadoes. The fire spell sends out a short ranged conflagration, but more importantly allows you to create a wall of flames. Later in the game, you’ll gain the powerful lightning spell. Like many of the other powers, primary fire sends out a bolt. These bolts are overpowered, but consume a large portion of your mana. Large traps, which immobilize enemies, are conjured with the sideswipe.

All these powers function separately, but many of them can be combined to wreak more havoc. For instance, laying down a wall of flames then throwing arcane bolts through it ignites the bolts. To create a ‘firenado’ you can pass a tornado through that same line of flames, or create the tornado then throw some fire into it. Throwing bolts at a tornado of any kind will cause a ricocheting madhouse. These are just a couple possibilities.

With all of these tools, it is important that the Move is responsive and accurate. My experiences with motion controls thus far has been pretty hit-or-miss, with an emphasis on the ‘miss.’ Luckily, Sorcery is a hit. There’s an auto lock that aids in making sure what you are trying to do happens. It’s not perfect, but the vast majority of the time you’ll hit your mark. Switching between powers is a lot simpler than I thought. Holding the Move button and performing a simple gesture switches you to an elemental power. Hitting the move button again returns you to the standard arcane bolts. For instance, for earth you just swipe downward. If you want fire, just perform a small clockwise circle. Ice, being the yin to fire’s yang, is counterclockwise. For wind you rotate around a different axis. While holding the Move button down, time is also slowed so you won’t have to worry about getting pummeled while switching. Keeping things this simple allows for the seamless combination of powers, although sometimes in the heat of battle I found myself trying to change too quickly, which produced undesired results. Other actions are simple too. Opening chests just takes a small swirl. Obstacles are moved with directional swipes. Mending broken bridges or staircases just takes a few seconds of circles. The Move works well, and the use of the Navigation controller is much appreciated after so many on-rails experiences with less forgiving controls.

If you remember the initial trailer, you may recall the game had a Harry Potter look to it. Part of the reason this took so long to release is because that look was abandoned in favor of a darker, Celtic theme. These Celtic influences are present throughout the world, in the music, and in the lovely illustrated cutscenes. I wasn’t turned off by the original look, but this is definitely a welcome change. For a $40 Move game with a smaller budget, the game looks nice. Visuals don’t rival the $60 blockbuster titles, but shouldn’t really be expected to. Charm and art direction can do a lot for a game. There are interesting environments and some minimalistic, M.C. Escher-like corridors, which serve as transitions between portals, that exemplify this perfectly. The unconventional sounds of the game meld well too. Bagpipes and various other woodwinds intermingle with more traditional stringed instruments and percussion.

The game is linear, but there are numerous points where small paths will lead to treasure chests or health potions. There are also a lot of breakables in the game. These, along with the chests, yield gold. Chests also often contain valuable relics, empty potion bottles, or alchemy ingredients. Relics can be sold to merchants to buy more materials for alchemy, the mechanic of the game that allows you to level up and customize Finn.

Alchemy is fairly simple. Potions can be concocted to enhance Finns abilities. These potions can give Finn more health and mana, provide resistances, or boost the damage and duration for specific spells. Potions require an empty bottle and three ingredients. Recipes are unlocked by experimenting, which simply means combining all possible ingredients. These ingredients are then sprinkled, poured, or ground up, then stirred, shaken and consumed. (By the way, if you ever use one of my Move controllers, wash it first. Drinking potions is an immersive mechanic. I was actually touching the glowing orb to my mouth.) Overall alchemy is simple. It serves its purpose with warranted upgrades, but can grow a bit tiresome.

Puzzle mechanics sadly follow this same simple approach. Mending broken pathways, moving obstructions, and opening doors with keys or gems are all done with simple movements. There are a couple switches that require bolt flinging finesse or proper sequencing, but they never progress into brain benders. The polymorph potion, which allows you to turn into a rat, was interesting on a couple occasions, but normally just served as a way to get from one place to another. The game is meant to be for all ages, and this is clear from some of these elements. While kids won’t care, I was hoping for a bit more. Instead of just socketing a single gem into a door, I would have preferred situations where multiple gems had to be piece together to form a whole. More hazards during the rat sections could have made that concept much more fun too. The lack of progression in these components is really the only thing holding this game back from being amazing.

The game has a few technical problems, but none are that bad. There can be a bit of frame rate chug during auto save and some minimal screen tearing may accompany it. There were also a few instances where the camera freaked a little bit, but it happened far less frequently than many of the other action/adventure games I’ve played over the years. None of these really affected my enjoyment and should be pretty easy to overlook.

Overall, the experience was positive. It may not have completely blown my (still figurative) dress up, but I’m feeling a steady, cooling breeze on my thighs. It’s easily the best game out for the Move. It wasn’t perfect, but it’s a huge step in the right direction to bridging the gap between Move games and traditional PS3 experiences. Casual users who just want to experience the game can play though it on one of the four difficulty settings. I, on the other hand, will be replaying it on Nightmare difficulty and look forward to getting the ‘Dehydrated’ trophy which requires you never drink a health potion (probably not on the same playthrough). The progression of spell casting keeps the game fun; I just wish some of the other mechanics would have evolved with it. If you are able to overlook these few gripes, kids from one to ninety-two should be able to find a charming game.

Playstation 3

Graphics

80
 

Audio

80
 

Gameplay

80

Creativity

85
 

Execution

70
 

Offset

80
    

7.9

  

How do these ratings work? Click here for descriptions!

Pros:

  • Celtic influences provide a rich fantasy world and nicely illustrated cutscenes.
  • Powers are fun to use and combine.
  • Voice acting and writing are better than most Move games.

Cons:

  • Puzzles and alchemy lack depth, but do give your forearm muscles a break.
  • Minor technical issues may irk some.
  • Six to eight hour campaign may not justify purchase.
May 162012
 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

About six months ago, I decided to become a Playstation Plus member. One of the perks of doing so is getting free games from time to time. These can vary from digital versions of retail releases, to classics from former consoles, or Minis. Originally designed for the PSP, Minis can now be played on the PS3 and Vita. Much like portable and mobile gaming, these titles are smaller in scope and lack the visual fidelity that home consoles provide. So, as a person who spends a ridiculous amount of time on his PS3 and lacks a smart phone, I’ll admit I treated Minis like the red-headed stepchild of gaming. Occasionally, when I had nothing else to play, I’d give one a look but quickly delete it. Then along came a trailer for a game called Velocity and I was dumbfounded. Could an ‘inferior’ Mini actually be good? The results are in, and they’ve surprised even the harshest critic.

Velocity is a upward scrolling space shooter that starts out with a very simple premise. A star has exploded, sending out an electromagnetic pulse that has immobilized all technology. The star then begins to collapse, forming a black hole that will inevitably consume and destroy everything. You must pilot the Quarp Jet, an experimental craft capable of teleportation, to rescue pods of survivors before they are stretched into thin strings, ripped apart at a subatomic level, and sucked into the void never to be seen again. (I may have made that sound a bit harsher and more scientific than the game makes it out to be.)

Gameplay relies on four main abilities. Scroll boosting is the first, allowing you to increase the speed at which the level comes at you (or speed up the ship depending on your view of relativity). Not much later, the pulse cannon is introduced. In the early levels it is primarily used to shatter glass obstructions. As the game progresses it can be upgraded with power ups, destroy turrets and enemies, or trigger circuit breaker switches to deactivate force fields. A while later, the more devastating bombs are explained. They serve the same purpose as the cannon, but can be deployed forwards, backwards, and to the sides. So far I’ve just explained a solid shoot ‘em up, but the best is yet to come. The main mechanic is teleportation. A short range teleport is introduced early on that allows you to avoid blockages and enemies, or get to survivors off the beaten path. After becoming acclimated with that, the long ranged teleport is unlocked, allowing you to place a limited number of telepods which can be warped to at any time by bringing up the level map. These are important because many of the levels contain branching paths or switches that need to be triggered in certain sequences. The game does a great job of integrating all of these abilities one by one, allowing you time to understand each before moving on to the next. Once everything is at your disposal, the real fun begins.

The game’s main story features 50 levels of increasing difficulty. The first fifteen serve as the tutorial for the aforementioned abilities. After that the gloves are off. Each level is graded on several criteria: survivors collected, time, and overall score. Complex medals are rewarded and the experience gained unlocks the later levels. Collecting all survivors and satisfying the gold time limit gives you the ultimate gold medal with three bars. Doing so without losing any of your three lives also gives you a perfect rating. Rescuing all the survivors isn’t all that difficult as long as you look around, but doing so is detrimental to your time. In some of the later multipath stages, efficient use of the boost and telepods are crucial for satisfying the gold standard. I started off getting a few golds, but quickly began to accept the three-barred bronze. This was more than enough for me to unlock all the levels, but left a lot of room for improvement. There are also a few simpler stages where time requirements make you rely heavily on boosting. There’s something incredibly satisfying about the fluidity of using scroll boost in conjunction with the other abilities. Proper timing results in exultation; screw ups result in fiery deaths. There are also 20 tokens scattered throughout the game that unlock 20 bonus missions. These missions include difficult time challenges, minigames, and even a space-themed version of FuturLab’s past game, Coconut Dodge. These tokens are often hidden in remote areas that can only be reached with flawless use of teleportation. I looked around for them quite a bit, but only found about half of them my first playthrough.

I’m convinced this is an elaborate ruse. This can’t be a Mini. The game is its own black hole, containing an infinite amount of mass in an infinitesimally small amount of space. There is absolutely no way that all of this awesomeness is packed into just 77 megabytes. The only explaination is that I myself have teleported to a different dimension where space and time are freed from their currently theorized limitations. Either that or the guys at FuturLab became versed in some kind of dark magic when they sold their souls to the devil. Never in a million years did I think I’d review a Mini. If you would have asked me if it was possible I’d ever enjoy a Mini, I’d have laughed at you. If you’re like the old me, I know this idea may be hard to grasp. Trust me.

Velocity shatters the negative bias of Minis. It’s an incredibly addicting, innovative game that combines the great elements of traditional shoot ‘em ups, a little bullet hell, and a rhythmic quality reminiscent of the music genre. Just like the music genre, it’s easy to pick up, but hard to master. Whether the console of your choice is a PS3, PSP, or the Vita, it’s a game you simply shouldn’t miss. If you are a Plus member you may still be able to download it for free. If not, at $4.99 it’s worth every penny.

If you see one movie this year, make it whatever the hell you want. I honestly don’t care. However if you play one Mini, make it Velocity. I absolutely cannot wait to see what FuturLab’s next project is, whether it’s another Mini or a larger scale release.

Playstation 3

Graphics

90
 

Audio

95
 

Gameplay

100

Creativity

90
 

Execution

100
 

Offset

100
    

9.6

  

How do these ratings work? Click here for descriptions!

Pros:

  • Visuals and audio often make me forget this is really just a PSP game.
  • Rhythmic, arcade-style gameplay is fun and addictive.
  • Later levels combine every concept to form fun challenges.

Cons: More Pros:

  • Medal system encourages replayability.
  • Built-in versions of Minesweeper and a calculator allow you to have more fun and/or manage your finances.
  • Amount of content is well worth the price.
May 112012
 

 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

Back when the first Move bundle came out, I purchased it despite my dislike of motion controllers in hopes of swaying that opinion. Sports Champions was fun, as were a couple rail shooters, Medieval Moves, and the LittleBigPlanet 2 content, but nothing has really blown me away. After seeing a few intriguing trailers for Datura, I decided to bite, mainly to dust off my Move in anticipation of Sorcery.

This downloadable, artsy adventure game is set in the first person perspective. The player, assuming the role of some unknown individual with one normal arm and one disembodied hand, is thrown into a forest with no explanation. It is then up to them to wander around and happen upon smaller, disjointed experiences. In each of these experiences, the player is given a choice. I thought this would be the strength of the game, but save for a few interesting moments, the options are nebulous and cliché. This is clear from the initial choice in which you have a pickaxe and must decide to either free a person trapped under ice or abandon them to free a meaningless trophy from a few feet over (which I can only assume was an actual trophy because you get a trophy for doing so). After a second playthrough, it is also evident that the choices yield little-to-no difference. Whether you’re the sane individual who rescues the drowning victim or the heartless trophy hunter, the ice cracks and you fall in, only to return to the same spot in the forest. There are a few puzzle-type moments too, but none are ever too deep. In one instance, a bottle must be filled with an odd, non-Newtonian, green fluid (which I assume had those attributes merely because of poor design). This goo must then be poured into a container to retrieve a key. Situations like these play out about a dozen times. There’s never really a payoff at the end either. The choices you make are represented, but seem like more of a ‘Hey, remember this from 30 minutes ago’ moment instead of providing a deeper meaning.

The environment is probably the game’s strength, but that isn’t saying much. The graphics aren’t going to amaze, but there are some nice elements. Butterflies, bugs, birds, and falling leaves all keep the eerie forest alive. White birch trees are also strewn around the forest. Approaching them and passionately stroking them allows you to gain ‘spiritual knowledge’ which fills out your unneeded map. Often times the disembodied hand you control bends in ways a hand shouldn’t. Early on, I got the hand stuck. Fingers bent in ways that would break bones, resulting in the game giving me the finger, which I should have taken as foreshadowing. There is very little audio, other than ambient effects of the forest which do a decent job, but nothing astounding.

The Move controls prove to be frustrating in a fair share of instances. The biggest problem stems from the choice to only use the main controller. Instead of allowing for use of the navigation controller, movement is confined to three buttons. The Move really only has two convenient buttons, one of which is tied up by other actions, so backing up or rotating is accomplished with those tiny X and O buttons. I played through a second time with a Dualshock. While the maneuverability was  easier, the SixAxis controls were terrible. I’m still not sure what way I was even supposed to orientate the controller during certain segments. One driving portion in particular would have easily got me arrested for drunk driving. It wasn’t a total loss, as it did teach me why roads have guard rails. Another shooting section went on for around a minute. I could never figure out how to aim, so I just held the trigger and flailed around like an idiot (which is probably accurate to how I’d be in a real combat situation so I can’t fault the game for that). If there is a silver lining it’s that the Dualshock setup did accomplish one thing: it made me want to use the Move, which has been no easy task in most games.

As a bit of an OCD neat freak, I organize my downloadable games into three main folders: Favorites, Good, and Various Other. This now occupies a space in the shameful Various Other folder, doomed to probably never be seen again, but tie up a small percentage of my vast amount of unused hard drive space.

The game isn’t a total bust. Fans who tend to favor artistic experiences over gameplay may be able to look past some of the games faults. At $9.99, or currently $7.99 for plus members, the 1-2 hour experience is still relatively cheaper than most forms of entertainment. Much like many mediocre movies, if you’ve watched the trailer, what you see is what you get. For me, nothing ever comes together to form a whole. Instead I’m just plugging along through disconnected, unexplained situations with no resolve. That might be okay if the gameplay was fun, but it is also unimpressive and dull.

That’s art though. Maybe this game is brilliant and it’s just one of those pieces I don’t understand. If you are still interested, don’t let my ill words discourage you. Maybe you’ll find meaning in something that I didn’t. All I know is that I’d probably have more fun eating a bit of the hallucinogenic plant the game is named after.

Here’s to hoping the quickly approaching Sorcery can live up to its expectations and provide some substance for the Move.

Playstation 3

Graphics

70
 

Audio

60
 

Gameplay

50

Creativity

70
 

Execution

40
 

Offset

50
    

5.7

  

How do these ratings work? Click here for descriptions!

Pros

  • Decent atmosphere
  • Short and appropriately priced (When this is a ‘pro’ that’s not a good thing.)
  • Shows the Move can be superior to the Dualshock

Cons

  • Collection of experiences never really form a cohesive whole
  • Hazy choices never really amount to much difference
  • Unimpressive visuals and audio
Apr 272012
 

There’s an elephant in the room, so let’s get this out of the way right off the bat: Playstation All-Stars Battle Royale is Sony’s attempt to create a game similar to Nintendo’s Super Smash Brothers franchise for the PS3. It was also one of the worst kept secrets. That being said, the second footage hit GameTrailers TV, I flipped out. Quite a few details were released. As GiR’s resident Daniel Kayser lookalike, I’m here to not only have awesome hair, but keep you informed. Instead of you looking all over, I’ve perused the net and compiled a list of as many details as I could. I’ll attempt to touch on everything and mention a few things I noticed.

The Studio:

SuperBot Entertainment is a new studio. The concept for the game began about two and a half years ago within Sony Santa Monica. From there, a team was assembled with the intent on designing this game. Prior to yesterday I was a bit scared at the idea of a new studio tackling this ambitious of a project. I thought it would be hard to combine some of my favorite whimsical, fantasy characters with the more mature franchises. It’s now clear the game is in perfectly capable hands.

The Gameplay:

Unlike Smash Brothers, the game does not have life bars. Kills are only achieved with special moves. Throughout the fight, players will accumulate AP to unlock three increasingly devastating specials. Players can also lose AP through various means. Instead of focusing on staying alive, your primary objective is to build your special meter as quickly as possible and make efficient use of your specials.

Normal attacks are mapped to three buttons: square, triangle, and circle. Combining these with the directionals can give each character around two dozen moves. There are also the abilities to block, roll, air dodge, and grapple. Combos also seem to play a large role.

Like Smash Brothers, there are various pickups in the game. Some of the ones shown include the Spear of Destiny from God of War, the Hedgehog Grenade from Resistance, the RPG-7 from Uncharted, and a gravity shield from WipEout. There were also a few spots where a rain-like energy fell from the sky, but I wasn’t sure if that was triggered by a pickup. I’m sure we’ll be seeing many more of these too.

The Setting:

Levels pose an interesting dynamic. They are all a mash-up of two different worlds. They appear to start off normal, then merge into these beautifully odd combinations. So far, four were shown.

In the Underworld, Hades looms in the background, viciously pounding the ground from time to time. The Patapon warriors appear a little later, sending a hail of arrows into the level. When the two aren’t causing mayhem to the players they are fighting each other.

Metropolis, from the Ratchet and Clank universe, seems fine, until the Hydra from God of War decides to show his ugly heads, devouring hover cars and fighting with Captain Qwark. Exploding crates, conveyer belts, and a trap add to the chaos.

The LittleBigPlanet level starts out as a blank canvas. Over time, the Popit menu adds detail. Eventually Buzz, the trivia game mascot, pops in and players have to answer questions based upon various Playstation franchises. Wrong answers result in being hit with a pie.

I was a bit unsure about the only other level, which appeared to be a mash-up of Hot Shots Golf and Sandover Village from Jak & Daxter. It didn’t seem to be as interactive, except for the fish at the bottom. I may have seen the portal activate once too.

Overall, the levels seem to provide interesting mash-ups, which is something I was disappointed Playstation Move Heroes failed to do. Plus, there are plenty of hazards to keep things interesting. The music is also supposed to follow this mash-up approach, so I look forward to hearing it.

The Cast:

This is what everyone cares about. Sony owns a rather large collection of first party studios and franchises. So far, only a handful of characters (technically a handful plus one) were mentioned. These include some obvious choices and a few interesting ones. Kratos, Sly Cooper, Sweet Tooth, Radec (from Killzone), PaRappa the Rapper, and Fat Princess round out the first six fighters. Here’s a look at some of their characteristics.

Kratos seems to have his entire arsenal. In addition to his traditional blades, I managed to notice the Blade of Olympus, Barbarian Hammer, Spartan spear & shield, Nemean Cestus, and wings of Icarus. I also heard mention of the Bow of Apollo and one of the dismembered heads, although I wasn’t sure if it was similar to Medusa’s Gaze or the Head of Helios. His second special is a magic cyclone ability, and the third special results in Kratos donning the Armor of Ares, granting him a boost in both size and damage.

Sly Cooper is agile and stealthy. Instead of a traditional block like all the others, he becomes invisible. His first special allows him to recruit his brawny buddy, Murray, to unleash his trademark Thunder Flop. His third special uses his Binocucom to take pictures of the players in a first person mode. Anyone caught in the frame is toast.

Sweet Tooth relies heavily on guns and explosives. I saw him planting mines on a few occasions. It was also mentioned that he has a chainsaw and can breathe fire. Hopefully he can freeze people; the combination of fire and ice could be a lot of fun. His ultimate special has him transforming into a huge mech and firing off all kinds of artillery.

Radec also relies heavily on guns and explosives, but does so more from afar. He’s got a sniper rifle that delivers some serious knockback. His ultimate special brings him into first person mode through the use of his jetpack, allowing him to gun down anyone he can get in the crosshairs.

PaRappa is still a bit of a mystery to me, especially since I never played the franchise. He has a boombox that drops AP balls and stuns others, and his specials often incorporate a skateboard. I didn’t get to see it, but apparently his ultimate special plays out much like the old games, and ends by wiping everyone out.

Fat Princess uses all her loyal subject to do her dirty work. In a few situations I saw her riding a chicken too. Her first special was described as hastily running toward a piece of cake, obliterating anyone in her path of destruction. Her ultimate special consisted of an onslaught of her soldiers and mages attacking in every direction.

Within these six characters there seems to be quite a bit of variety. SuperBot also seems to have really put the time in to make sure each character stays true to their universe. As a huge Playstation fan, I’m impressed with the execution and subtle details I’ve seen thus far. There are plenty of characters I anticipate seeing, but I’m really interested to see who they reach out to for third party support (Fingers crossed for Isaac Clarke, a Big Daddy, and Rayman.) With the amount of quality characters from Sony, and third party companies, I’m sure not all of the characters on my wish list will be checked off. Thankfully DLC is a possibility.

I’m already sold. The amount of fan service is right up this Playstation fan’s alley. There were plenty of reveals that already had me smiling, like the inclusion of the Hedgehog Grenade and the fight between Qwark and the Hydra. My mind is racing with the infinite possibilities that leave me anxiously awaiting more details and the day this releases this holiday season.

Apr 252012
 

-Error reading from ESRB datastream-
Please visit ESRB.org for rating information.

Hi! It’s me again. Did you miss me?… I’ll take that silence as a emphatic ‘Yes!’ Well, I missed you too [insert name here]. I kind of fell off the map for a while to clear out my backlog and revisit some old favorite franchises. Now that The Jak & Daxter Collection has been conquered, and the proper three Rayman games are out of the way, I’m back with another review for a downloadable indie game.

Closure originally released as a smaller flash game on Newgrounds. Now the concept has been completely reworked and expanded upon for a release on PSN. Created by a small team of three under the awesomely named Eyebrow Interactive, and funded by The Behemoth’s Gold Egg Project, the game has went on to win numerous awards, including the Independent Games Festival’s Excellence in Audio award in 2010, and the Grand Prize at this year’s Indie Game Challenge.

The game is a 2D puzzle platformer. The story is nebulous and open to interpretation so I won’t even begin to explain my experience. In the tutorial, you play as a four legged, two armed, two horned, zero faced demon. After that, you’ll have access to three doors, each with 24 levels of increasing difficulty, where the demon assumes the roles of three other individuals making their way through a factory, forest, and carnival. Some of these levels can be conquered in 30 seconds; others will require 30 minutes. There’s no promise you won’t get stuck completely. I didn’t have much trouble, but I’ve got a Bachelor’s degree in Civil Engineering (collecting dust in my closet). After completion of these 72 levels, you’ll have access to 10 more levels. There are also 30 bioluminescent moths to collect throughout the game that will allow you to complete the contrasting final level. These moths are scattered throughout the game, often in odd, out of the way places that require you to make full use of the tools at your disposal. Some are so far off the beaten path, missing them the first time around is a certainty.

The visuals are minimalistic, yet creative. The simple black and white palette lays down a strong foundation for a creepy atmosphere.  I sometimes wished there was a bit more to look at, but understand why the choice was made to keep things simple. The soundtrack is nothing short of phenomenal. The ambient/electronic combination of guitars, drums, piano, and synthesizers only enhances this creepiness. One particularly beautiful song, a piano piece in the final level, stands out as juxtaposed brilliance. Another interesting effect, is the manipulation of these sounds when underwater. There’s an even eerier feeling of hearing the tracks slow down as you submerge, or resume their normal tempo as you reemerge.

Gameplay focuses around manipulating light to reach a door at the end of each level. Sometimes the doors will be unlocked; other times they will require a key, multiple orbs placed on pedestals, or switches to be triggered. Initially, manipulating the environment is accomplished via glowing orbs that the characters can carry. After a while, pivoting spotlights start to play a larger role, illuminating much larger areas. Later levels include a much wider variety of tools, like boxes, reflective surfaces, and even mounted guns.  Mastering each tool and learning to use them in conjunction requires quite a bit of thought.

As children, we assume that if we can’t see something, it doesn’t exist. Closure toys with this ‘out of sight, out of mind’ logic. A platform isn’t a platform unless you can see it. As a logical adult, you may assume from time to time that a platform is present, even when in the dark. After the first few boneheaded decisions that result in a quick fall to your death, you’ll learn to abandoned this logic and tread lightly.

Overall, all the parts of Closure come together to form a beautiful, artistic, coherent whole that clearly lives up to the expectations that it’s multiple awards place upon it.  It’s a game every puzzle fan should experience.

Playstation 3

Graphics

90
 

Audio

100
 

Gameplay

85

Creativity

90
 

Execution

90
 

Offset

90
    

9.1

  

How do these ratings work? Click here for descriptions!

Pros:

  • Creepy atmosphere and nebulous story create an intriguing work of art.
  • Amazing soundtrack compliments the environment perfectly.

Cons:

  • Difficult puzzles may discourage people who don’t enjoy a good challenge.
  • Minimalistic visuals, while brilliant, leave me wanting a bit more.

 

Apr 232012
 

My life forever changed on November 15, 2011, when Rayman Origins released. Last year was filled with a plethora of great games, but none amazed me more than it. The modern masterpiece, with insanely creative visuals and a quirk soundtrack kept a smile on my face from beginning to end. I loved it so much that it quickly vaulted its way up to become one of my favorite games of all time. That love is what ultimately influenced me to begin writing about gaming. If for some reason you still haven’t played it, you’re doing yourself a huge disservice.  But enough about how awesome it was.  How awesome would a sequel be?

A few weeks ago, after searching the corners of the internet, I happened upon a post on the Steam forums that linked to and translated a page on Kotaku’s Brazil website. At a gaming event in Sao Paulo, Bertrand Chaverot, the director of Ubisoft Brazil, stated that a sequel was in the works. Without any concrete information, I was cautiously optimistic. Now, more info has leaked to Kotaku via a marketing survey. The survey doesn’t go into much detail, but it does state that the game will feature a “long & intense campaign,” “beautiful 2D graphics,” and “legendary worlds filled with castles, vampires, ghosts, Greek Gods, or dragons.” A few pictures accompanied the story.

I couldn’t be more happy, especially considering Rayman Origins‘ lackluster financial performance. I sadly assumed it would just join the graveyard of other cult classics that struggle to get a sequel, so it’s great to see a company understand that critical success can be just as important. I can’t wait to see the imaginative content Michel Ancel and his talented team at Ubisoft Montpellier think up this time around. The second this is confirmed and retailers start taking pre-orders, I’m throwing down my $60.

Edit: 4/27. A trailer has now appeared online, confirming the game’s existence and giving a few more details. Online play will be an option this time around. There will also be more playable characters, races (with ghosts) and various minigames. The Wii U version will have some exclusive features that make use of the tablet controller, allowing the players to manipulate the world with the touchscreen. Taking a page from the recent Sklyander craze, there will also be physical goods that can be used in conjunction with the tablet to yield some interesting results. We’ll have to wait and see if the other consoles offer any advantage, but I may just have been sold on the Wii U.

But enough with these silly words. Feast your eyes on the trailer:

Feb 092012
 

Tim Schafer needs no introduction…

For the second time this week, he’s making the internet go crazy.  For his latest project he has decided to do something different (which is a dumb sentence because he always does something different).  Yesterday, a page showed up on Kickstarter, a website created to help artists from varying mediums fund their projects.  A characteristically funny video on the page explained his dilemma: no big publisher wants to fund a point-and-click adventure title.  So he asked fans to help raise the estimated $400,000, offering some cool incentives.  Fifteen dollars nets you a copy of the game when it releases; fifty thousand gets you a character in the game.  The goal was reached in 8 hours, which I’m sure he considers fine.  The total has now surpassed $800,000, which if my calculation is correct would be: DOUBLE FINE!  And the total show no signs of slowing, going off the rails on a crazy train.  With 33 days left for funding, I cannot even fathom how high the number may climb.

Another idol of mine, Trent Reznor of Nine Inch Nails fame, has followed a similar business model.  It is common knowledge that creative individuals are underpaid for their work.  With so many greedy hands in the pot, they only see a small fraction of the money you think you’re giving them.  The system has become so bloated with boring, faceless, untalented guys in suits, only concern with profit.  Creativity has suffered for it.  Guys like Shafer and Reznor are sick of it, and are finding new ways to market their talents.

In all honesty, I never got into point-and-click adventures.  I’m also a cheap, barely-employed bastard.  Despite those insurmountable odds, I still managed to donate $15.  I really don’t care about getting a copy of the game; I just want to support the cause. With more disposable income, I’d easily have sprung for the $100 tier to get a poster.  Yes, the goal has been hit, but support shouldn’t stop.  Increased funds can only make the game, or any other Double Fine projects greater.  Plus it sends a strong message to publishers, and other developers who may find the current business model unsatisfactory.  Even if you’re like me, and don’t like the genre, you should still give.  It’s more important than voting, in my opinion.  One day, the dream game you are hoping for could come to fruition via the same means.  I’m hopeful. (Here’s looking at you Michel Ancel and the Beyond Good & Evil 2 team.)

Also, just as Tim promised in the video, I’m now cool and everyone likes me.  My hand is starting to hurt from all the high fives.  Why deny yourself that pleasure?  Do you not like feeling warm and fuzzy inside?

So what are you waiting for? Check out the site, watch the video, and join the revolution. http://www.kickstarter.com/projects/66710809/double-fine-adventure

Feb 082012
 

When Shank came out back in late 2010, I was floored.  The old school 2D beat ‘em up was amazing on every level.  The pixel-perfect, comic-inspired art style and robust array of ways to destroy your foes made it a joy to play.  Shank 2 is no exception.

You play as Shank, a former mob hitman, who looks like the version of Apolo Ohno who would slit your throat with his skates, choke you out with the ribbons from his multiple Olympic medals, and bash your skull in with a five dollar footlong.  Of course his weapons are much cooler than that, but I’ll get into that later.  In the original, Shank was hell-bent on vengeance after his former mob killed his girlfriend.  This time around, you’ll team up with rebel forces, fighting against the militia in an attempt to topple a corrupt ruler and save an old friend.

As far as weapons go, they’re plentiful.  If you guessed Shank had a shank, you’re right, but it’s child’s play* compared to the other blood-and-guts-liberating, appendage-removing tools.  Weapons are split into three categories: melee, heavy weapons, and ranged weapons.  The journey starts with your trusty shanks, a pair of machetes, and throwing knives.  Explosive choices include grenades, mines, or Molotovs.  Each weapon is mapped to a different button, allowing for seamless transition from one to the next.  Throughout the game, new weapons will be obtained, each with their own advantages and disadvantages.  One downside for fans of the original is that you can no longer swap weapons on the fly with the directionals.  Instead the D-pad doubles for character movement, so weapon choices are made before each level or must be configured in the pause menu.  Adding to that already diverse arsenal, various other weapons that enemies drop that can be picked up or thrown.  These range from blunt objects, like pipe or bats, to enemy-igniting torches and flamethrowers.  There are even some environmental objects and traps that can be used.  The flesh-eviscerating turrets never get old.  On top of all that, abilities to grapple and pounce (an acrobatic leap through the air resulting in a tackle) allow you to beat enemies senseless with any of the aforementioned tools.  Enemy attacks can also be countered, often resulting in a brutal use of their own weapon against them.  The end result is a symphony of mayhem that yields a different trail of dead for each player and playthrough.

The visuals are perhaps the most amazing detail about the game.  The comic book inspired look is executed flawlessly.  It is like viewing a static comic at the speed reading rate of Superman.  Environments seem more diverse.  One jungle themed level in particular stands out for its Pitfall-esque quality and an homage to a classic adventure movie.  The whole game has more of a living, breathing feel to it.  Enemies and captives are more interactive, and the both the background and foreground play a bigger role.  The look reminds me a lot of another stellar 2D title I gushed about a few months ago, Rayman Origins.  (One of my biggest criticisms of gamers is their ironically immature disapproval of anything they deem ‘kiddy’ looking.  I could speak about the stupidity of that opinion, but that’s for a whole other time and place.) With Shank, you get the top quality visuals of Rayman Origins in a game with a more mature and violent tone.  There’s plenty of machismo, from muscles, to mustaches, to guys named Magnus.  Now there are no excuses to pass on great 2D side scrollers.

Being a downloadable title, the game is relatively short.  Much like the first, the story can be played through in a few hours.  The new Survival Mode extends the fun, pitting two players against waves of enemies in a various jungle gyms of chaos.  There are around a dozen unlockable costumes and two dozen pieces of intel, which supplement the story.  Many of these unlocks will require multiple playthroughs.  The game is somewhat difficult even on the normal setting.  Masochists may find pleasure in the hard setting.  There are also leaderboards for those so inclined to one-up themselves and others.  All of this more than justifies the $9.99.

Shank 2 is a perfect mix of old school and new technology.  I’m not wearing a hat, but if I were, I’d take it off in a show of respect for the talented team at Klei and the EA Partners program that helped the franchise exist.  There are a lot of great retail games on the horizon, but in this age of downloadable titles, the small indie developer is king.  Thank you, Shank 2!

Playstation 3

Graphics

100
 

Audio

80
 

Gameplay

90

Creativity

95
 

Execution

90
 

Offset

100
    

9.3

  

How do these ratings work? Click here for descriptions!

Pros:

  • Superb, crisp visuals compliment the amazing art direction.
  • Gun aiming is improved and health pickups now have their own button.
  • Survival Mode and unlockables add longevity.

Cons:

  • Similarly categorized weapons can no longer be swapped on the fly.
  • Its excellence makes me sad that Streets of Rage, Battletoads, Double Dragon and TMNT are no longer relevant.
  • The time I wasted trying to think of cons could have been used to shove another grenade in someone’s pie hole.

*Legal Disclaimer:  Mr. Woznicki and the staff at GiR do not condone children playing with shanks or other prison made weapons.