Apr 302013
 

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Call of Duty, Battlefield, Counter-Strike – these are all big names in the FPS market if you are a PC gamer. The thing is, these games are all cut from the same cloth. Military games, the person with the better weapon and more time spent grinding games, the better advantages you will probably have. I still play these games, yet I find it difficult to be engaged with all these interchangeable titles. Fortunately, I was thrown quite a curveball at PAX East and the experience evolved into one of the better FPS games I’ve had an opportunity to play!

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When I got my hands on ShootMania Storm, the most obvious thing I noticed was that the learning curve is relatively low right out of the gate. I had already started to grasp the basic ins and outs by the time that my first full game series ended. What did I walk away with? Well for starters, this is absolutely, positively NOT your cookie cutter FPS game. There are no weapons scattered all over the map, so there is no arms race. There are no real choke points or lopsided maps, your own skill will dictate your success. There isn’t any real ‘camping’ either. The game moves at a breakneck pace, standing around will get you killed faster that running into the tornado. Tornado? Yeah, we are about to talk about that.

ShootMania plays more like Laser Tag but still has a collection of weapons that you can use in the game. With that being said, weapons aren’t picked up. In fact, you get different weapons based on where you are standing. Different areas and platforms allow you to have different types of shots but as soon as you move from the area, you are back to the standard vanilla. In fact, the motto of ShootMania Storm should always be ‘location, location, location’ because once you really get the hang of it, you’ll find yourself always moving towards the best areas.

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On the topic of moving around, I spent a majority of my time actually playing the Royal game type. This game type takes King of the Hill and mixes it with a traditional Free for All style. The whole point of the match-type is to have players rush to the center of the map and activate the node at the center that causes a tornado to slowly close in on the playing field. If you touch the walls of the tornado, you are instantly out of the game. It’s quite fast paced, and honestly way more fun than I have had in most other FPS games.  There are also game modes like Melee, Team-Battle, Elite, Heroes and Joust. The cool thing is, ShootMania Storm has a little something for any type of player, including the competitive ones.

I play a lot of PC games in my free time, often games like League of Legends. The beauty I’ve found with ShootMania Storm is that there is little time commitment to have fun. You simply need to jump in, choose a game type and then get into a match. I’ve played by myself and with friends and to be honest it’s always quite fun.

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Unfortunately, there are still those people who will try to go out of their way to ruin other people’s experiences as well. While everything is extremely balanced for the most part, players can earn extra points for doing things like staying alive. While still pretty rare, I’ve been stuck in games with people who find it humorous to play down to 2 people and grind the clock down until they are forced to end the game. That isn’t fun at all but it seems that these issues are dealt with quickly, so many trolls will be out of your hair after their first offense.

Even in my free time, I find myself coming back to ShootMania Storm. I like to throw a game in between articles and reviews and love that I can do it without having to stress about it. If you are looking for a FPS game that is different, yet still very enjoyable, ShootMania Storm is exactly that game!

 

PC Game

Graphics

90
 

Audio

90
 

Gameplay

85

Creativity

95
 

Execution

85
 

Offset

90
    

8.9

  

How do these ratings work? Click here for descriptions!

Apr 222013
 
dead-island-riptideI reviewed the original Dead Island almost two years ago. I thought it was a fun game, a few flaws held it back from absolute greatness, but ultimately a ton of fun. I had just purchased a PC version of the game when I heard the announcement about the spinoff/sequel Dead Island Riptide. I had reasonable hopes for the game, after all the first game was buggy but I am sure there was a lot to do in another game.

The Bad:

deadisland-riptide-all-all-screenshot-036-mines (1)I want to explain early that there are some glaring areas of improvement in Dead Island Riptide. The absolute worst issue I encountered is a glitch I was able to continually cause. Whenever I decapitated a limb or head from a zombie when they were in water, the game flows down to about .5 frame a second. It’s pretty bad because they game itself doesn’t actually slow down, this means that if you get the massive slowdown glitch, you are a sitting duck for the undead hordes for a few seconds. It isn’t a 100% sure thing when you kill zombies in the water, but when it happens, it is real bad. The other issue I really had was that there are oddly placed spawn points that seem to get stuck in a constant reset. In chapter 3 there was a spawn point for 3 infected that was pretty much on an infinite loop, if you killed them they would come right back. Needless to say, they made it incredibly difficult to get anything done in the immediate area. Finally, when you use the instant kill attack that can be used when you are above a zombie, you will sometimes miss and end up floating vulnerable for a few seconds. Other than that, I encountered a few audio glitches and enemies getting stuck in walls or underground. Outside of the water issue, nothing else was really infuriating. The interesting thing here was that texture issues from the first game have been completely remedied and the characters look a little better than they did in the first game.

The Good:

5d84ceb33b6f62686c7779cc3e5f4255I played this game alone and I played this game with friends, the game plays almost completely different in both situations. In single player, it feels more like a survival horror game than anything else. The music is intense, the zombies and enemies show up without any notice and fighting without a plan will lead to an easy death. I had my share of moments where I jumped when I would get a surprise boat visitor or a zombie grabbed me when I least expected it. I was able to notice the improved AI and difficulty more in this mode as I didn’t have anyone to watch my back. The fact that you encounter the different types of zombies much earlier means that you have to stay on your toes constantly, I got ambushed my butchers far too many horrific times.

When I played in co-op, we had tons of fun. Everything aside, we had some amazing moments where we would pull off amazing saves or killer combos when fighting enemies. The strategy in multiplayer made things way more enjoyable as well. Often times we would add mods to certain weapons to work well with each others gear. We did learn that thrown weapons like deo-bombs and molotovs do have a horrible habit of hitting teammates. In fact, I died a few handful of times to explosives that my friend had thrown. Laughs ensued.

I felt that the game was way more difficult, which was nice because Dead Island got way too easy once things got moving. The crafting seemed to take more work as well, I needed to actually seek out certain items that I didn’t immediately have access to. I really liked all the extra areas and special ‘named’ zombies that you can encounter as well as the many island residents that will always be around to ask for help.

The Verdict:

11ffb1d752ee7a0e5e08fe9d07d7f3b4Is Dead Island Riptide a perfect release? No, not at all, although I really wish it was? Is it better than the first game? Yeah, by all accounts I have to say it is. The story may be quite a bit more stale than the first game but the actual exploration in Riptide feels so much more worthwhile. The game provides a great looking backdrop to the carnage and the sense of despair and hopelessness almost is palpable while playing. Single player is a challenging experience that actually has a few scary opportunities while multiplayer is an amazing experience if you can get a few people together. When playing with more people, the game is all about teamwork and watching each other’s backs. It’s what a zombie game should be.

Is Dead Island Riptide the best zombie game ever? Mmmm, nah it probably isn’t. Is it the best multiplayer zombie game that is out for $50? Hell yeah it is. If I hadn’t been sent a review copy of this game, I would still purchase it. Ultimately, here are still some major issues that are in Dead Island Riptide, but the amount of enjoyment I have gotten out of the game itself far outweighs the cons.
XBox 360

Graphics

75
 

Audio

90
 

Gameplay

85

Creativity

85
 

Execution

65
 

Offset

85
    

8.1

  

How do these ratings work? Click here for descriptions!

 

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 192013
 

I’ve been sorely let down by most RPG games lately, there just hasn’t been anything (outside of Ni No Kuni) that has really convinced me to sit down and spend ample time with. When Nippon Ichi Software sent us Generation of Chaos: Pandora’s Reflection, my initial reaction was “Oh, look, it reminds me of Ogre Battle”. Then I saw another name attached to the title, it wasn’t Idea Factory or even NIS, it was Sting. The game company Sting is well-known for innovative and compelling battle mechanics in their games, as a matter of fact I hold Knights in the Nightmare up with games like Valkyrie Profile or Ogre Battle: Let Us Cling Together. So could these 3 RPG powerhouses pull off something interesting? Oh, just wait.

battleLet me immediately break the bad news to you. Generation of Chaos: Pandora’s Reflection offers a story that is chock full of tired RPG tropes. You have the frail, yet mysteriously powerful girl, the heroic and doting brother, the friendly yet sprite-like younger girl, etc. There are immediate betrayals, friends are foes and foes are friends and when it is said in done, massive power will be unlocked but at great prices. The story is filled with these things, yet it’s actually still quite entertaining. I’ll admit that I was quite concerned when I first started though, as I felt I was going to experience more of the same.

attach chanceSo, now that we’ve gotten that part out-of-the-way, allow me to tell you why Generation of Chaos: Pandora’s Reflection is a game that most RPG connoisseurs should not pass up. The game itself plays out like a  game of chess had a foursome with Risk, rock-paper-scissors and Guitar Hero. Not a vivid enough picture for you? Let me try to do my best here; You will dispatch your selected units from your base, when the fight starts you will only have a minimal amount of units available on the battlefield at 1 time. You can bring more units onto the battlefield by capturing points or strongholds, doing so can also cause the enemy to lose a dispatched unit if their stronghold to unit ratio falls into the negative. As every unit can carry 2 different types of weapons, you’ll have to pick which weapon ‘beats’ theirs while also creating a big enough ring after combat to allow your other units to jump into the fight as well. I lose you yet? The final part of direct combat are the battles themselves. When fighting, you will select your weapon and the weapon’s strike page comes up. Pressing the X button at the right points will allow you to do additional damage to your enemy, timing is everything. After the battle, the enemy or the hero will be pushed back and a ring will appear that will allow other friendly characters to jump into the fray as well. Positioning becomes important early if you even want to have a chance at beating some of the more difficult enemies. Mix that in with summoning and collecting crystals and you will see that this is one of the most entertaining, yet not too complex battle systems that have been seen in quite a while.

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After winning a battle and collecting the spoils, you can advance the story and spend alchemy points. These points allow you to upgrade items and also heal or level up characters as well. Several times I had characters within only a few points of leveling up, so being able to throw a few points in here or there to get that level was quite nice. AP (alchemy point) can also be used to heal characters, which won’t be used at early points in the game but will become a big deal in the later parts. Overall, the system works well and functions more like a pit stop than like a break in the action.

summonOne of the reasons I enjoyed the combat so much was that it takes some pretty serious strategy in order to defeat certain enemies. At a point in the game, it will no longer be any help to run one point with your best unit to head off the enemy, instead you’ll need to send a group of characters over with the right types of weapons as well. I found that the story modes weren’t really the best place to practice this since some story levels can be actually multiple maps, ‘Free Battle Mode’ was actually the go-to mode to experiment in and it worked great!

victoryWhile not the most innovative RPG on a story-sense, Generation of Chaos: Pandora’s Reflection still ends up offering a very entertaining and challenging game that works even better as a portable title. It has a great soundtrack, Japanese voice-overs and stellar sound effects as well. It may not be the next Chrono Trigger or Ogre Battle, but the game is a very satisfying filler until one of those games ever sees the light of day (let’s be honest, they won’t). Check out Generation of Chaos: Pandora’s Reflection, if you like SRPGs you will absolutely not be disappointed!

Playstation Portable

Graphics

80
 

Audio

80
 

Gameplay

90

Creativity

95
 

Execution

70
 

Offset

85
    

8.3

  

How do these ratings work? Click here for descriptions!

Feb 122013
 

The ideas behind the ‘Made Man’ concept has always been somewhat of an interest. This is likely due to the fact that most developed nations’ history is knee-deep in organized crime. Movies like the Godfather and Casino are known as some of the best ever, while TV shows and games have tried to also capitalize on this popularity. Kalypso threw their hat into the ring with the release of Omerta: City of Gangsters, a mafia-sim/SRPG that tells the story of a Prohibition Era made-man. The folks at Kalypso made us an offer that we couldn’t refuse (as in the sent us the game to review) and we jumped into it, honestly not knowing what to expect.

Omerta_Screenshot-GC2012 (13)Omerta more or less means ‘unspoken law’, the rules of the underworld and the main theme of Omerta: City of Gangsters. Your character, whom you pick the face and name for, starts out as a small time crook with a few friends and evolves into the traditional Don role. Something that I liked about this was that even at higher levels, he still isn’t afraid to get his hands dirty. The story is actually fairly decent in that sense and is told through old photo-style cutscenes. A quick gripe about this concept, the music drowned out a lot of the dialogue, even when I turned it down I still had issues. It’s also the typical mafioso story, so in that sense it isn’t very creative.

When considering Omerta’s presentation, a lot is offered to the player. The soundtrack offers a distinct Roaring Twenties feel (when not glitching up and playing broken, choppy music) and sets the mood well. Graphically, the game is decent. There isn’t any ‘Wow!’ moments, yet there really aren’t any ‘Well, this looks like shit’ moments either. Effects are decent and not too graphic or over the top. If anything, the game is played graphically safe, with no risk to make a mistake here.

omerta_combat_05The main part of the game is pretty much a crime sim, where you send out your mobsters to extort, rob, attack, strong-arm, offer protection or conduct unsavory business with the city. Early in the game, when you are just a small time criminal, this is pretty straight forward. As you become more infamous these tasks become more interesting, but saying that they are more difficult is a bit of a stretch. The secondary aspect of Omerta is an SRPG in the same vein as games like X-COM and Jagged Alliance. Each mobster is controlled individually and can move and perform a set amount of actions within a turn. This combat system involves quite a bit of strategy and is actually really fun, especially once you get gangsters with different weapon specialities. Taking a few guys and comboing for maximum damage is nice and brings an aspect that isn’t seen in many games.

Omerta offers a few different game modes that range from sandbox-play, allowing you to do whatever you’d like in Atlantic City. There is also multiplayer, which was ok at best. The big thing here is that you really are doing the same thing over and over, regardless of the game mode you play. This becomes an issue when you actually begin to realize how bland the gameplay is, which happened for be after getting a ways into the main story mode. There really isn’t a reprieve and the sandbox mode becomes equally tiresome.

omerta_combat_07That is the thing with Omerta: City of Gangsters, there is an absolutely promising game under all the dead weight. Unfortunately, after removing all of it, the nice parts just aren’t complete enough to warrant a great score either. There are a fair amount of glitches I encountered, like mobsters never completing their task at a location, and small glitches in things like music got really old far too quick. I couldn’t play Omerta over long periods of time, as I couldn’t find enough combat to keep me entertained and the business management aspects were pretty simplistic. Even with all this said, Omerta isn’t bad and I am sure that people interested in the Gangster genre will find some sort of enjoyment out of it.

Omerta plays and feels like a downloadable title, something you’d pick up for $25-$30 on Steam or Xbox Live. At that price range, it would  be a fair pickup, as there is enough game to be a pleasurable experience. Unfortunately, the Xbox 360 version is launching at a $40 price tag, which just seems like too steep of a price for a game that lacks any real gimmicks to keep a player coming back. Maybe there will be some DLC, maybe they can patch a few issues. I hope they do because I didn’t hate Omerta, I liked it, just not enough to tell someone to buy it.

 

XBox 360

Graphics

70
 

Audio

65
 

Gameplay

50

Creativity

55
 

Execution

45
 

Offset

65
    

5.8

  

How do these ratings work? Click here for descriptions!

Pros:

  • The combat is fun albeit short in most scenarios
  • RPG elements are enjoyable

Cons:

  • Bugs with music and gameplay get old quick
  • Sim mode lacks any form of excitement
  • This shouldn’t have been released in this format, it could have been a great XBLA/Online title.
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 032013
 

I never played MadWorld on the Wii, so when it’s sequel was announced, I thought ‘Meh, sounds ok.’. Once Sega sent us a copy of the game to review, I was able to take a crack at it and see what it was all about. As the game was delayed for forever and it debuted with a fancy budget price, there had to be something that would be an amazing draw to this, right?

anarchy reigns leoAnarchy Reigns immediately goes for broke as soon as the game gets past the title screens. The back story of the post-apocalyptic world is told on a silent page with a still landscape that a quarter page of text slowly scrolls on. The text scrolls so slowly that I ended up having to re watch it because I hit a button hoping that I could fast forward it a bit. Overall, this was highly surprising simply because there is quite a bit of voice acting in the game. I don’t see why Platinum couldn’t have recorded the extra 2 minutes of dialogue. After the anticlimactic opening, there is a small movie that concludes with you having to choose either the ‘white path’ or ‘black path’. The black path has you play as MadWorld protagonist and chainsaw armed, Jack Cayman, while the white path makes you assume the role of Final Fantasy reject Leo. After completing the two paths, you are then prompted to complete the ‘red path’ which is more or less 1 final mission that provides a slight bit of closure to the story.

To my surprise, both main paths are not blindly mirrored and there are unique enough to be entertaining to play through. To progress the path, I found that you have to complete missions that usually consisted off killing enemies in a certain way with some form of handicap involved, or some form of escort. After completing enough missions and earning points, you can then progress the story through the story missions. These are usually some form of battle royale that has pits your selected character against the rooster of other characters in the game. Combat is unfortunately a little simplistic because of the ability to exploit combos and the way enemies recover after being knocked down. Now, I will say that combat isn’t completely a wash, fortunately it is also so over the top that pulling off insane combos and gory finishers are enough to keep you pushing on.

I played through both campaigns, and completed the red path as well (which is actually not a campaign at all, just a finale). The story is decently delivered, but I feel that there are a massive amount of things that sour the single player experience as well. Your character’s repetitive dialogue gets incredibly old by the end of the first mission, by the end of their path you are probably trying to find a way to mute them overall. The gae is a ‘Final Fight’ style brawler, yet most enemies can be dealt with by using the same combos over and over, which obviously makes the 1 vs 50 combat a little stale. They try to spice it up by adding environment events, but all that really does is make combat frustrating.

anarchy reigns 1Multplayer is another beast in itself when you discuss Anarchy Reigns. It boasts an incredibly large amount of multiplayer modes that include things like battle royales, king of the kill, team deathmatches, capture the flag and multi team battles. Truthfully, this game mode shines brighter than anything else within the entire game, or it should. My major issues with the online mode are that there is a huge issue with lag to the point where I am beating someone up, only to find out that they are actually killing me when the game catches up. This issue is much more noticeable when more players are in the game, it’s a pity since it’s quite fun to battle it out in the thick of 15 other players. When I got a group of friends together to play, we were able to spend a considerable amount of time beating the stuffing out of each other and having a few great laughs at things that happened. As you play online, you will level up and earn new characters and perks that can allow you to fight more efficiently in these game modes. All in all, these game modes are what should be the selling point for the game.

Anarchy Reigns isn’t a great game, it isn’t bad either. If the game had a full $60 price tag, we’d be having a much different conversation. Fortunately, the $30 price tag is a much more manageable price that seems a bit fairer for the product. While I didn’t hate playing the game, I could only play in moderation. After extended periods of time, I got very tired of the same combat dialog and combat. My best recommendation is to spend that few dollars to rent Anarchy Reigns first, see if it your cup of tea and then spring for that $30 afterwards if it is.

XBox 360

Graphics

70
 

Audio

80
 

Gameplay

65

Creativity

70
 

Execution

60
 

Offset

60
    

6.8

  

How do these ratings work? Click here for descriptions!

Pros:

  • Soundtrack is catchy
  • Online play is fun
  • Quite a few unique characters

Cons:

  • There is a lot of online lag
  • Single player is mediocre at best
  • Really ugly stereotypes that come off ignorant, rather than funny
Jan 232013
 

I like gaming headsets, they offer an opportunity to remove most aurally intrusive elements and allow the gamer to be immersed further into their game. One of my favorite headsets have been the Astro A50 headset, they are pretty much the benchmark at this time that I would hold all other headsets to. Interestingly enough Skullcandy has now acquired the legendary Astro brand and soon after, they released the Skullcandy gaming headsets. While considerably cheaper in price, can the economy class wireless headset ride the wake of the A50′s or are there better and more efficient options?

I kicked things off by using the headset on my PC and ran it through the paces of a few different games. The first thing I noticed while using them on the computer was that there was some frequent popping whenever things started to pick up. It was incredibly noticeable during Far Cry 3, occasionally noticeable during League of Legends and almost nonexistent during Retro City Rampage and Hotline Miami. I compared these results with other headsets to make sure that it wasn’t a defect and didn’t encounter the issue with 4 other headsets. With that being said, I messed around with the headset volume and computer volume a bit and I was able to eliminate most of the disturbance. The mic left a lot to be desired while being used on the PC. The entire time I used the headset on my computer, my teammates complained that I was hard to hear and incredibly quiet. There really wasn’t much I could do to remedy that situation and after a few days of playing PC titles, I chalked the PLYR2 headset up as a workable but not ideal solution to PC gaming headsets.

After the slight disappointment from the PC experiment, I was cautious and a bit pessimistic about hooking the headset up to my consoles. I noticed that the input for audio was ONLY composite stereo, which meant that I was faced with 1 of 2 options: I could locate the component cables and run the analog audio through the plugs or I could keep everything digitally connected and hope that my TV offered an audio out option. Hint: Most HDTVs offer an audio out option and this is what I did. Immediately, I was surprised by the clarity of the audio quality, it is considerable step up from the PC experience. People I played with could hear my voice crisp and clear, everything is plug and play and it even included a cable for Xbox 360 usage. This really seemed to feel like the PLYR2′s intended purpose. Really, I was thoroughly impressed after my initial experience.

When considering the level of comfort that the PLYR2 headset offers, I’d have to say they are decent at most. The headset is quite noticeable while being worn, unlike other headsets that I’ve used. This may be due to the fact I have a larger head or just the kind of odd shape of the cup itself. While they were never painful, they were cumbersome after long sessions and there was a constant pressure on my head. While snug, the headset adjust to sizes even larger than my massive dome and I had to make sure I had it set correctly or it could and would fall off. Now, my Astro A50 headset does the same, so no big deal there. The PLYR2 headset does include my favorite gaming headset feature, the boom mic mute position. Instead of fiddling around with mute controls, flipping the mic up will shut it off. The controls are also easily accessible, with audio control and 3 preset options that can be toggled for different gaming experiences or general usage.

Here is the deal, if I didn’t own the Astro A50 headset; there is a pretty solid chance that the Skullcandy PLYR2 headset would be my go to headset. As a matter of fact, I have been using the headset as my default console headset simply because the flexibility of hooking it up and the wireless features. It doesn’t offer any of that ‘simulated’ surround sound, but the stereo sounds just as good in 90% of all scenarios. This headset won’t be a replacement for high-end wired headsets or a solid PC headset, yet it is completely worth the small investment for any other usage. In fact, I do recommend it.

We give the Skullcandy PLYR2 Gaming Headset a 4/5. It does what it is billed to do well, yet doesn’t excel in anything in particular.

Pros:s

  • Flexible for numerous gaming solutions
  • Wireless is indeed awesome
  • Really easy to set up

Cons:

  • A tad heavy
  • Fits a little odd
  • Wasn’t ideal for PC use
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.

Dec 062012
 

One of the things we all love about action/adventure and FPS games are the opportunities to jump into a large combat vehicle and bring havoc and destruction upon your enemies. Think about the joy you have when picking up the Scorpion tank in Halo or grabbing one of the many tanks and Battlefield 3, the feeling of power and control is unmistakable. WarGaming.net set us up with a press account to take their newest 8.1 patch live for their aptly named, World of Tanks. After piloting a collection of different behemoths and blowing up enemies and buildings (while getting junked more times than I’d like), here is what we thought of this wildly popular F2P game.

I spent my first week in World of Tanks driving a little ways up the map and then getting absolutely obliterated by my opponents. In fact, even though we had the full menagerie of tanks at our disposal, fingers and toes could not count the amount that I had wrecked. It wasn’t until I ran into a player that explained to me in a little more detail the process of picking a tank and filling that tanks role, that I was able to effectively start  contributing in battles. Most times, I would join a game, get blown to pieces and then have to immediately join a new game with a fresh tank. Fortunately for me, it seemed that the people I played with were more adept than I was because I won far more matches than I lost.

You see the smaller, faster tanks are meant to zip in and spot enemy units preferably without getting into too much combat themselves, I can almost compare these to support characters in MOBA games as they don’t pack a punch but serve an integral role. Medium tanks tend to supplement the light tanks and pick off opposing light tanks that are scouting the area, while also providing assistance to other units to turn the tide of a firefight. I have witnessed 2 medium tanks and a heavy tank take out an entire team. Heavy tanks are the larger tanks that are build for going toe to toe in combat with just about any other tank, they are also build to take a few solid hits. A good heavy tank seems to push the line while the smaller, faster tanks flank enemies and provide distractions so the heavy tanks can finish the job. The tank destroyers are massive tanks that have huge guns that can hit from crazy ranges. While this is quite fun, their speed and maneuverability make them easily dispatched if a medium tank catches them unaware. Finally, there is the artillery which is more or less the annoying little cousin of the rest of the tanks. These little buggers can cause chaos from almost anywhere yet a glass cannons that can be destroyed with one or two well placed hits. While playing, I spent most time using medium tanks, as the had they control to not get obliterated while actually contributing to a battle.

While there are several different game modes in World of Tanks, but even with these game modes, it was rare that I actually saw an objective completed in the manner it was meant to. Whether it is a capture the flag, territory or king of the hill mode, all the games can be ended by eliminating the opposing force, which  I guess seems easier. While most games ended in a decisive victory by routing your enemies, it was apparent that light tanks also seemed to excel at attempting to capture important objectives as well. I couldn’t help but feel like objectives were an afterthought, although the team would more split into extermination and objective groups at the start of things.

The F2P model behind world of tanks isn’t as revolutionary as it is tried and tested, You can earn in-game currency by completing matches or by buying gold to purchase new tanks, repair destroyed ones or to upgrade equipment. Something I found mildly interesting was the the fact that purchased currency could be converted into in-game currency for specific purchases. This is the first time I’ve seen this in a F2P title.

With a massive collection of many different real-life tanks from a handful of different militarily from around the world, there is always a new tank to take out for a spin. Maps are expansive and feature destructible environments, such as houses that crumble after taking a hit or so and walls that you can drive right over. On a high end machine, the graphics were pretty good and there seems to be a decent enough community to actively have a great time. I do need to clarify that I really am not a tank combat type of person. With that being said, I enjoyed the time I spent in World of Tanks and thought that being able to join multiple battles was an interesting feature. I would highly recommend this game to anyone who enjoys tank combat and wants to find themselves in the thick of it. With the 8.1 patch active, there are over 20 new British tanks and even more ways to customize your fleet. Meaning there are many different ways to find exactly what you want to enjoy in this game.

PC Game

Graphics

70
 

Audio

80
 

Gameplay

70

Creativity

80
 

Execution

75
 

Offset

70
    

7.4

  

How do these ratings work? Click here for descriptions!

Pros:

  • If you like tank combat and have a computer, you’d be crazy not to be playing this
  • F2P model isn’t pay-to-win
  • Awesome support and cool community

Cons:

  • You are going to junk a bunch of tanks before getting the hang of things
  • Kinda wish that objectives were a higher priority

 

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 122012
 

Early on in this generation, Microsoft was putting quite a bit of effort into trying to get the Xbox 360 to catch on in Japan. While at this point the 360 is well and truly dead in Japan, it performed far better in the region than the original Xbox, even if it was still well behind the Wii and PS3. Any success the 360 did achieve in the land of the rising sun can be largely attributed to the several exclusive Japanese style role playing games Microsoft scooped up, like Blue Dragon, The Last Remnant, Infinite Undiscovery, and the subject of this Bargain Bin Review; Lost Odyssey. Lost Odyssey was developed by Feel Plus under the direction of Mistwalker and was released back in early 2008.

As one would expect from a JRPG, story is a main focus of Lost Odyssey. By now most people are aware of a lot the classic tropes and clichés that JRPG stories tend to rely on, and while there is some of that in Lost Odyssey, it manages to avoid common JRPG storytelling traps; for the most part. I actually found the story in Lost Odyssey to be the best part of the game, which isn’t to say other parts of the game aren’t good as well, the story is just excellent. You play as Kaim Argonar, and immortal that has lived for over a thousand years, though he can only remember the last few decades. As the game progresses he meets other immortals and eventually pieces together their connection to one another and the nature of their immortality. The characters are a major highlight of the story. Each of the game’s 9 characters feels unique, and they mostly avoid falling into the classic anime archetypes. You’ll find yourself actually caring about most of the characters by the end, even if some can be a bit annoying at times. The story takes several twists and turns along the way and remains interesting throughout, which is mostly a result of the great writing.

A lot of JRPGs can tend to be very cheesy, whether because of bad translation or just cultural differences, and while there is some of that in Lost Odyssey, for the most part the story keeps a serious tone and presents the situations that arise with the proper weight. The game deals with love, loss, betrayal, ambition, and war in very thought provoking ways and you can expect the game to elicit genuine emotion as you play. In addition to the excellent storytelling of the core narrative, the game also features some extremely well written, emotionally moving short stories in the form of dreams. At various points in the game, Kaim will remember something from the past thousand years, and the game will prompt one of these dream sequences. There are no graphics or voice over for these dreams, just text with music and ambient sound effects. The minimalist style works because the short stories are so interesting, usually illustrating a specific theme, often showing just how much immortality would color an individuals view of the world. If you play games at least in part for story, you’re likely to find a lot to like about Lost Odyssey.

While the story does a lot to avoid the common tropes of the genre, the design and gameplay is rooted squarely in the mold of classic JRPGs, which is at times both great and frustrating. Many modern JRPGs make misguided attempts to “modernize”, or even worse “westernize” the design or gameplay, but luckily Lost Odyssey knows exactly what it is and doesn’t try to be something else. The game was directed and overseen by Hironobu Sakaguchi, the legendary creator of the Final Fantasy series, and it unsurprising shares a lot in common with Final Fantasy, particularly the PS1 era games. You move through the game in a linear but unrestricted fashion, with combat areas and dungeons being broken up by the occasional town. The game has a very traditional leveling system, meaning you level up quite often, but don’t any have any control over stat points. There are some unique elements though, mostly involving the immortal characters.

Of the 9 characters, 4 are immortal and the other 5 or mortals. Mortals gain skills like any JRPG, meaning skills are learned at predetermined levels. Immortals don’t learn skills naturally, instead learning them from the mortals. This basically means that your immortals can learn any skill in the game, as long as the skill is linked and the immortal fights alongside their benefactor long enough to gain the necessary skill points to learn it. Immortals have a limited number of skill slots, though more can be added as the game goes. While the system does give you great control over outfitting your immortals with the skills you want, it does necessitate a lot of grinding, first to level your mortals to learn new skills, and then to link them to your immortals. The need for grinding is somewhat alleviated by the fact that your party consists of 5 characters, allowing you to level more than half your total group at a time.

While it is great to see a current generation JRPG get back to the roots of what made the genre so popular in the ’90s, with the classic format also comes some of the classic issues. This game has random encounters, a rather frustrating design feature that was made obsolete all the way back in ’95 with Chrono Trigger. While the very fact that random encounters are present may be enough to turn some people off immediately, I must stress that they aren’t as bad here as in some of the older Final Fantasy games. The frequency that the random encounters occur is quite low; often enough so that you’re fighting an appropriate amount in dungeons but not enough so that you’re getting in fights every two steps. Another frustrating hold over from classic JRPGs is the fact that only the characters in your party level up, meaning you’ll need to grind with your bench to keep all the characters around the same level. I mentioned earlier that the skill link feature can involve some grinding,which is true, but overall the game doesn’t demand much grinding to progress. I wound up grinding a lot simply because I was a perfectionist with skill linking, but the difficulty increase is such that simply making your way through the game at a normal pace should keep you appropriately leveled without much need for grinding.

The main gameplay component of this type of game is obviously combat, and like most of the game, the combat in Lost Odyssey is very traditional. The combat is purely turn based, no active time and no action element. There is timing element involved in physical attacks to determine how much of an effect your weapon enhancements will have, but otherwise it’s a pretty standard turn based system. While I personally love a really well done turn based battle system, if you’re looking for some innovation here, you’ll be disappointed. The combat is very simple, with your basic attack, skill, magic, item system of commands. It’s got your typical weakness/resistance system governed by enemy type and elemental affinity, status ailments, and buffs/debuffs. A slightly unique feature is the notion of party formation, with back row characters taking less damage than front row characters. While the combat is very standard, it’s got enough nuance to require strategic thinking. I know when it comes to JRPGs I’ll always take a well done strategic turn based battle system over bad real time action, and Lost Odyssey certainly fits that bill.

Visually, there is a lot about Lost Odyssey that looks outdated, but 4 years of technical improvements notwithstanding, the presentation is a real high point. At the time this game was released, the graphics were quite impressive, and while they don’t look as cutting edge today, they are still pretty good. The cutscenes however, still hold up quite well. The game has a lot of really lavish CG cutscenes that look absolutely fantastic, but even the majority of the in-engine cutscenes have some nice animations and impressive direction. The visual presentation is overall very polished, especially for a 2008 game; the only negative being some minor and fairly uncommon frame rate drops.

The music was done by legendary Final Fantasy composer Nobuo Uematsu, a man who is responsible for some of the most memorable and iconic music in video game history, and the soundtrack in Lost Odyssey is up to his usual high standards. The music complements the fantastic writing and storytelling very well, keeping the presentation quality high. Voice acting is probably the presentation’s weakest aspect, though there are certainly some good performances here. The majority of the main cast is solid, with a only one or two exceptions. As is commonplace with the genre, there are some parts of the game, mostly side quests, that aren’t voiced at all, which is disappointing even if it’s to be expected.

Lost Odyssey is definitely a worthwhile experience. The story and writing are absolutely top notch, with some well rounded characters and some pretty moving emotional storytelling, both in game and in the form of short stories. The design and gameplay are fairly by the books for the genre, but are nevertheless well crafted. You can easily expect to get 50+ hours of enjoyment out of the game if you decide to tackle some of the side quests, which makes this game a great value as a bargain bin title. New copies of Lost Odyssey are actually pretty rare and expensive, but you should have no problem finding a used copy for around $10 at the typical online and brick and mortar retailers. I would absolutely recommend Lost Odyssey for full retail price, but at $10 it’s an absolute no-brainer for RPG fans.

XBox 360

Graphics

80
 

Audio

90
 

Gameplay

90

Creativity

60
 

Execution

95
 

Offset

100
    

8.6

  

How do these ratings work? Click here for descriptions!

Pros:

  • Excellent Writing
  • Interesting Characters
  • Solid Combat
  • 50+ Hours Of Content
  • Captures What’s Great About The Genre

Cons:

  • Some Elements Of The Presentation Look Dated
  • Does Little To Push The Genre Forward

Nov 052012
 

Question: Do you think a company that prides itself on its full-sized, high quality headsets should dabble with small, portable, multipurpose headsets? If they did, do you think that it would be a quality piece? Have the features of other headsets in its field? Well, ASTRO created the A*Star headset, an in-ear portable headset for your typical everyday use. The question is: with the amazing quality of the typical full-size ASTRO headsets, does the A*Star hold its own or is it another face in the crowd?

Let’s start with the design, the A*Star headset utilizes a ribbon-like design for its cables. Meaning, less tangles and knotting from tucking the headset away when not in use. It also seemed to get snagged far less, possibly due to the width of the cable, or due to how much closer it seemed to sit to my body. The headset comes with a handy-dandy neoprene pouch that can hold the headset as well, I used it a few times but I am admittedly too lazy to constantly put them back in it after every use. As an in-ear headset, the A*Star headset comes with an assortment of ear pieces so you will have the optimal fit in your ear canals. In-line call, mic and volume controls are conveniently placed at the fork in the headset, allowing for easy access to all the controls and a optimally placed microphone.

I used the A*Star headset in a few different scenarios, the first was with my computer. With my laptop, I was able to plug the headset in with a Y-cable that was included with the headset. As a PC headset, the A*Star functioned decently, with a little popping during more intense moments of gaming. The mic worked well but didn’t sound as good as any of the other headsets I have used. Fortunately, the difference was still marginal. I decided to use them on my Nintendo 3DS next, honestly I don’t know if my 3DS ever sounded any better. The noise cancelling capabilities of the headset allowed me to enjoy all the audio from the entire 3DS catalog. Spoiler alert: 3DS games actually have really good audio! I used audio chat on the Heroes of Ruin and I certainly sounded better than anyone else I played with. With the PS Vita, pretty much everything that applied to the 3DS also applied to the Vita. Now, I contrasted these with a pair of Skullcandy earbuds that I had as well and the A*Stars made it through with flying colors. Finally, I used it on my phone/mp3 player to see if it worked as flexible as I hoped it would. It worked nicely and I was able to use the call controls to answer calls and hang up calls while at the gym or in the car.

My experience showed me that the A*Star headset wasn’t something you would really enjoy around the house as much as you would out in about. While obviously an option for in-home gaming, the A*Star headset really stood out in traditional mobile environments. I tried the headset out in numerous environments; in a car, a crowded area, on a plane and it seemed to keep the background noise down to a bare minimum. In fact, I was shocked at how well the worked on the plane, I even took a nap with them in my ears to kill some noise.

While I still had a few issues with popping and a few occasional issues with the mic needing to be slightly positioned, the A*Star Headset is easily one of the better in-ear headsets on the market currently, and a pretty solid deal for $79.99.

We give the ASTRO A*Star In-Ear Headset a 4/5. It’s functionality is impressive and easy to use for many mobile features. A great item for on-the-go gaming.

Nov 042012
 

Last week I took a look at Fallen Enchantress, a turn based strategy game with role playing elements. Continuing the trend of strategy games that borrow from role playing games, this week I played Star Prospector, a real time strategy game with RPG elements. Developed by indie studio Cryptstone Games, Star Prospector was released on the digital download service Desura earlier this year.

In Star Prospector, you unsurprisingly play as a prospector that travels to other planets. The game doesn’t have the type of grand good vs. evil plot you’d find in other real time strategy games, but instead features minimal story elements. There is an enemy faction called scavengers, individuals whose cybernetic implants have made them more machine than human, but you being more of a miner than a soldier, the scavengers are usually not your main concern. As far as storytelling goes, there really isn’t much of it. There aren’t any cutscenes and there is very limited mission briefing text to set up the scenario of each level. If you go into an RTS expecting Command and Conquer or Starcraft II levels of storytelling, you will likely be disappointed with the story aspects of Star Prospector.

While the game fails to impress from a story standpoint, it makes up for it in other areas. This game most certainly qualifies as a real time strategy game, but it’s not exactly what you’d expect from a typical Starcraft, Command and Conquer, Age of Empires type of RTS. Whereas in those games you’re constructing dozens of buildings and controlling hundreds of units at a time, this game is much smaller in scope. There are only a few different types of units (all of which are robotic in nature) and a handful of different building types. I actually like the smaller scale of this game compared to to other real time strategy games. The game still has plenty of room for deep strategy, it just avoids being too overwhelming like other strategy games can tend to be. The small scale feeling applies to the mission design as well. Instead of focusing on grand conquest, the game opts to go the route of having a lot of much shorter and more straightforward missions instead of a handful of more involved ones. There are over a hundred individual missions in the game which can last as little as 5-10 minutes to as long as 30 minutes or more.

Speaking of missions, there is a good variety in the types of objectives you’ll be tasked with completing, but they unfortunately all wind up feeling the same. Despite the large number of missions, only a relatively small number of them are “story” missions, with the rest being optional side content. Depending on which division (scientific, military, exploration, archeology) gives you the mission, you’re objectives can range from taking out scavenger bases, downloading information from computers scattered around the area, collecting supplies, and several other types. While the missions sound vastly different at first, you soon realize that pretty much every mission plays out the same way: build up resources, build offensive units, go complete the objective. Obviously different objectives and enemy type will require different strategies, but there is still a feeling of sameness about all the missions.

I mentioned earlier that the game has role playing elements, and it is a good thing it does, because this aspect is really what makes the game stand out. Instead of just playing as a nameless, unseen battlefield commander, you play as an individual in the game world. You can level up your main character by completing missions or finding hidden experience items in levels. Leveling up allows you to allocate points in various skills such as increased damage resistance, faster movement speed, and increased repair speeds, among others. While the level up feature is a welcome addition, I would have preferred more levels and faster level ups. You level up very slowly and the game has a low level cap compared to actual role playing games, so you’re not leveling up very often.

The other main RPG mechanic in Star Prospector is inventory and loot. You earn money for completing missions, which you can then use in the store between missions. Your main character is in a sort mech suit at all times, which can be mounted with two weapons and three modules at a time. Modules have effects like increased bullet damage, additional armor plating, and rechargeable shields. You can buy weapons, modules, new unit types, new building types, and consumable items (like health packs) in the store. You can also find loot in the levels if you prefer not to spend money, but most often the time spent scouring every inch of each level is not worth whatever loot you may find. There aren’t a whole lot of unique items to find, either in the store or in the game world, and many of them require a certain level to use, which compounds the very slow feeling of the leveling. However, despite minor issues, the RPG mechanics are a great addition to the game, and give you more incentive to do the optional missions and explore the individual levels after you complete your objectives.

Like I said earlier, you control an individual in a mech suit rather than an omnipresent commander, which adds a slight wrinkle to what is mostly standard RTS gameplay. Instead of simply constructing buildings at will, you must move your character to the desired location in order to build. This also applies to repairing structures as well, and if your main character dies, you fail the mission. This offers a bit of a change of pace from the traditional fail state of losing your base in RTS games, and keeps things interesting since your main character is typically your most capable and versatile combatant, but also the only one you can’t lose.

Speaking of combat, the game employs typical rock/paper/scissor mechanics RTS fans should be familiar with. Machine guns are effective against scavengers, laser weapons against creatures, and missiles against bases. Your main character can equip any of these weapon types and change on the fly, but each robot type can only wield one type of weapon. Typical RTS conventions apply to Star Prospector as well such as command groups, fog of war, and resources. There are two types of resources: ore and fuel. To collect fuel, you simply build a fuel well to next to a source, while ore is collected by mining bots. While the RPG elements add that extra something to the game that makes it unique, the actual gameplay is pretty standard RTS fare, and that’s perfectly fine given that it’s implemented well.

Being an indie title, Star Prospector has a modest presentation. The game has very low system requirements for a 2012 release which obviously results in low detail visuals. While not very technically impressive, the visuals don’t look bad. It’s not like they’re blurry or low res, they just lack fine detail. There are a handful of different environment types such as “volcanic”, “forest”, and “desert”, which all look visually distinct, but there aren’t as many as there could be. The performance was always perfectly fine for me, even on a low end PC, with no glitches and a steady frame rate.

While the visuals didn’t blow me away, the music certainly did. The game features an excellent soundtrack, with a lot of synth and electronic music that has a serious Mass Effect 1 vibe to it. All the music that is featured in the game is simply outstanding but unfortunately there are only a handful of tracks, and they repeat quite often. I mentioned the minimalist storytelling earlier, so don’t expect any voice over or spoken dialogue, the sound design consists solely of music and the limited game sound effects such as weapons fire, explosions, and mining sounds, which are all fine.

Star Prospector is an indie game through and through. The developers knew what they wanted to do and didn’t overextend themselves trying to compete with RTS juggernauts like Starcraft. It is a much smaller scale game that is very suited to 20-30 minute play sessions. The RPG elements add just enough originality to complement the basic RTS gameplay, and the result is solid game with a great value for the price. Star Prospector is available now on Desura for only $9.99, and is currently a part of Steam Greenlight. If you’re a Steam Greenlight member, consider voting yes for Star Prospector, it’s certainly worthy of a Steam release.

PC Game

Graphics

65
 

Audio

90
 

Gameplay

80

Creativity

75
 

Execution

85
 

Offset

80
    

7.9

  

How do these ratings work? Click here for descriptions!

Pros:

  • RPG Mechanics Are A Great Addition
  • Solid RTS Gameplay
  • Fantastic Music

Cons:

  • Minimal Story
  • Most Missions Feel The Same
Nov 032012
 

Normally, you wouldn’t find a movie review on Gaming Irresponsibly, our goal is to let the readers in on the hottest and best gaming reviews out there. With that being said, Wreck-It Ralph is a movie that is a movie about video game characters, that takes place completely in an arcade. Therefor I decree that this shall be our first movie review for the site and honestly, I hope it will be an enjoyable experience for you.

So, the premise behind the world of Wreck-It Ralph is that every arcade game is it’s own world. These worlds are tied together by the Game Central Station, which is in reality is a surge protector. When a game is removed, that world is cut off from Game Central Station and all the characters within the game are then left homeless. Wreck-It Ralph (John C. Reilly) is the antagonist from the imaginary game, Fix-It Felix Jr., in which he destroys the apartment building of the Nicelanders while the titular Fix-It Felix (Jack McBrayer) fixes the damage and saves the tenants from Ralph. Ralph is tired of the way he is treated as a villain and decides to set out to win a medal so the characters in his game treat him with respect. Along the way, he crosses paths with characters from Street Fighter II, Sonic the Hedgehog, Super Mario Brothers, Mortal Kombat, Q-Bert and many more.

There are so many nods to retro games that I wasn’t surprised to notice that many parents in the theater happened to be in the 27-35 year old golden demographic for video game companies. With all the cameos and jokes about current gen games, I found that the movie was quite enjoyable and something that not only my 4 year old son could enjoy but myself as well. The script was jam packed with tons of jokes that targeted adults yet enough humor that I heard all the kids laughing as well.

Th animation for Wreck-It Ralph is spectacular, coming from a video game journo. The Nicelanders move in a broken, low frame rate style that harkens back to the early days of video games. Each world has it’s own distinct style which is awesome, yet most of the movie is spent in the world of Sugar Rush (although the trailers would make you thing Hero’s Duty is the main location). I couldn’t get over how creative the movie makes the little things that are so common in video games, such as “The First Person Shooter”, which happens to be a robot that mimics the player’s movement but is only a big screen on Wall-E style treads and arms to hold guns. The game also tackles mini-games and even the fabled Konami code, and you know that anything with BA START deserves critical acclaim.

The music in Wreck-It Ralph fit the movie excellently, with songs by Owl City, Rihanna, Kool & the Gang and even Skrillex (he has a cameo as well!). The sound effects from the movie are taken straight out of other games, giving a true to game experience for anyone who has spent time with games from the last 30 years. The voice acting was great and I can’t understand why Sarah Silverman doesn’t do more voice acting because her character was great, yet John C. Reilly and the rest of the cast were nothing to scoff at either. The least recognizable voice had to have been Alan Tudyc (Wash, for Firefly fans out there), whose voice stood out as one of the more memorable ones in the entire movie.

Even the slowest parts of Wreck-It Ralph proved to be entertaining enough to keep the watcher entertained. It’s great to see Disney break away from the norm and create a new animated franchise that doesn’t rely on sequels or old fairy tales. Wreck-It Ralph shows that Disney knows what it is doing and is very aware of the families going to their movies. If you love video games, good Disney movies, or just having a great time at the movie theater, I would highly recommend Wreck-It Ralph to you.

Also, Disney’s opening short, The Paperman is awesome as well. Seriously, get out there and see this movie.

We don’t currently have an official score for movies so our score is a YES/10

Oct 282012
 

Fallen Enchantress is a 4X turn based strategy game that takes place within the fantasy world of Elemental. If you’re unfamiliar with the term 4X, it stands for explore, expand, exploit, and exterminate. While Fallen Enchantress does take place in Elemental, the setting for developer Stardock’s previous game (War of Magic), it is not a sequel to that game in the traditional sense, and no knowledge of War of Magic is required to fully experience Fallen Enchantress. The stated goal of Fallen Enchantress is to take role playing elements such as character leveling, quests, and loot and infuse them into a fairly traditional turn based strategy game; and in my opinion this goal is mostly achieved. Before I get into the review, I want to state that I am not what you’d call a strategy game aficionado. I have a casual interest in the strategy genre, and this review and recommendation should be considered with that in mind.

Because Fallen Enchantress is set within the same fiction as War of Magic, the game utilizes the lore and setting previously established in that game. There is obviously a lot of attention paid to fleshing out the world, but the focus is more on lore and flavor text as opposed to the weaving of a strong narrative. The game does have a scenario mode which features an original story, but the marquee mode of play is without a doubt the sandbox mode. The sandbox mode consists simply of individual, slightly randomized games against AI opponents, with all aspects of the game’s systems and mechanics on full display, as opposed to the story mode where things are a lot more restricted. These two modes are all the game has to offer at this point, with the lack of any sort of multiplayer especially puzzling.

This being a 4X game, there is a lot more to winning than straight up combat, and in fact there are 4 different ways to achieve victory in a standard game. You can win through pure conquest, which is achieved by defeating all NPC factions in all out war. You can also win through diplomacy by establishing peace with all NPC factions. You can win through questing as well, by completing a series of increasingly difficult quests leading up to the “Master Quest”. The final way to achieve victory is through magic, by casting the “Spell of Making”. This spell can only be cast once the appropriate upgrade path has been fully researched and you have claimed all of the elemental shrines scattered through the game world.

So now you know how to achieve victory, but how do you get there? As one would expect with this many ways to win, the game is quite complex, so it can be a bit a overwhelming getting started for those who don’t have a lot of experience with this type of game. Luckily the game does have an excellently made tutorial, with fully voiced video accompanying in-game instruction. Unfortunately, the tutorial only covers the very basics of the game and doesn’t really go into more complex elements. The tutorial basically tells you the very basic idea of how to play the game, but doesn’t go into any details about where you should start, what specific resources are used for, what the benefits of research are on a more grand scale, or even basic strategies for getting starting. There is an in-game manual that expands on some things in text only form, which is pretty much necessary to even begin to grasp some of the game’s higher level concepts. I was constantly heading back into the in-game manual during my first several games (which encompasses many hours), and while this was a big help for some things, for others you are simply going to have to experiment and pay attention in order to figure things out on your own.

Tutorial shortcomings aside, the game itself is a very interesting blend of strategy and role playing. Of course, each game begins with the selection of a faction, of which there are eight in the game. Each faction has their own unique strengths and weaknesses, as well as a named faction leader that possesses his or her own unique abilities for use in combat. In addition to the factions included in the game, you have the option to create your own with a unique leader as well. You can customize the faction’s colors, flag, strengths, weaknesses, and the leaders unique abilities to your liking. Once you’ve chosen your faction and you actually get into the game, your first order of business is to found your capital city. From there, you can begin building city improvements, training units, and researching upgrades. As you explore, you can build new cities and outposts to expand your territory. Building new cities basically gives you another production queue, so having multiple cities is a must.

There are two main elements to the game; civilization management and the more RPG-like adventures of your faction leader. The management side of the game; involving research, resource gathering, and city expansion, is all standard fare for the genre, while the RPG stuff is bit more unique for this style of game. Basically, your faction leader is your main character. He can level up, find loot and equip weapons, armor, and accessories. You can move around the world, fighting monsters, completing RPG style quests and recruiting champions. The units you train at your cities can join your party, but their abilities and weapons are governed by progress down the “Warfare” research tree. Champions however, can be found around the game world and can then be recruited for a small fee. Champions have all the same characteristics of your leader, meaning they too can level up, get new gears, and learn new abilities. The RPG elements certainly give you more incentive to seek out combat and quests, and can also really tip the scales of faction warfare. Even if you are outmatched in military strength, you can still be competitive in war with another faction if in turn you’ve recruited and leveled up several champions.

As you may have guessed from all this talk about war and leveling up, this game has its fair share of combat. The combat, while not the most unique aspect of the game, serves its purpose adequately. Battles are very similar to what you’d find in a strategy RPG, meaning turn based combat taking place on a grid. Standard units are limited to simply attacking, but champions can have a variety of special attacks and spells that are unlocked as you level up. When you are in the overworld, you can see the strength of enemies before you engage them battle, so more often than not I found myself skipping fights that were not a sure victory for my party. While this is a pragmatic approach that results in fewer deaths, this resulted in most of my battles lacking any real strategy requirement. Don’t get me wrong, there are plenty of difficult battles, especially if you get into a conflict with another faction, but most of the time combat seems pretty straight forward; most of the strategy comes from grand scheme management and knowing when to pick your battles, not necessarily from the fights themselves.

As for the aforementioned story mode, it certainly has some value, but it is by no means the main draw for the game. This mode severely simplifies or outright removes most of the deeper strategy elements, making this mode feel much more like a strategy RPG than a 4X game. Instead of managing a civilization with development and progress and serving as your ultimate goal, you control only one party of champions, traveling the land taking quests watching the story unfold. There is very little city or resource management, so if you’re more interested in the game’s combat, lore, and setting than the more in depth strategy elements, this may be the mode for you. Unfortunately though, I found the plot and characters rather uninteresting and the majority of the story is told via pages of text in between quests. There are occasional bits of narration over static artwork, but that’s the extent of the storytelling. There isn’t any sort of dialogue or choice system and there isn’t any reason to get attached to any of the characters, so much so that when one died in a post quest text dump, I didn’t really care.

Presentation wise, Fallen Enchantress is middle of the road in most aspects. The visuals, while by no means cutting edge technically, have a decent style and do an okay job of bringing the world of elemental to life, even if that world is mostly uninteresting from a fictional standpoint. Once again, the music and sound effects are perfectly serviceable, but I never really got that “damn this music is awesome!” feeling that I look for when playing a game. The system requirements are very low-end friendly, and the game ran perfectly fine on the antiquated PC I played it on, though those with a beefier set up may find the lack of advanced video options a bit disappointing.

Fallen Enchantress is the type of game that most people have a good idea about whether or not they’ll enjoy it before they even play it. For fans of turn based strategy and 4X games, this game sticks close enough to the common tropes of the genre while also adding in some fairly significant elements of other genres to make this an interesting game, if nothing else. In my opinion, the RPG elements are an excellent addition to the game, and really help set the game apart from others in the genre. If you’ve never tried this kind of turn based strategy game before, this is probably a good place to start, though don’t come in expecting a strategy RPG like Disgaea or Final Fantasy Tactics, this is still a strategy game at its core. If you find yourself having a good time, you can easily lose dozens of hours in the sandbox mode alone, so their is certainly value here if this type of game interests you.  If you purchased War of Magic in 2010, you can get this game for free, but for everyone else Fallen Enchantress is available now on Steam for $39.99.

PC Game

Graphics

70
 

Audio

70
 

Gameplay

80

Creativity

80
 

Execution

80
 

Offset

80
    

7.7

  

How do these ratings work? Click here for descriptions!

Pros:

  • Well Made Strategy Game
  • RPG Elements Work Well
  • Mechanically Deep

Cons:

  • Tutorial Covers Only The Basics
  • The Plot And Characters Are Forgettable
Oct 262012
 

Back at E3, I got a first-hand look at ASTRO’s newest headset – the A50s. While I only spent about 10 minutes actually using them, they were impressive. I knew I’d eventually get to spend more time with them once they were released, and I know that many of Gaming Irresponsibly’s readers have been waiting for our thoughts on them as well. Wait no longer!

With any ASTRO product, the first place to start is presentation. The A50s are ready to go right out of the box. All you’ll need to do is plug in your USB (for PC) or TOSLINK connection (for everything else) and you’re ready to get rocking with the headset. Everything you need is already included, and the mixamp actually sits perfectly on the base of the headphone stand. This headset is not cheap. At $299.99 it is more expensive than a console, so you’d better treat them with the respect they deserve by putting them on that stand. The headset looks amazing as well, utilizing a full black design with a few red accents. With its durable metal chassis, the A50s can take some considerable abuse.

Comfort? You’d like to know if this headset is comfortable? Personally, I’ve reviewed a plethora of headsets (each with their own varying levels of comfort) and the A50 headset takes those levels of comfort and obliterates them! The headset has a soft foam strip above the head, which rests gently across the top of your head while helping to support the weight of the headset evenly, to reduce strain on your neck and shoulders. The ear pieces did not put any pressure on my ears or head, while managing to rest snugly in place over my ears. This means that no matter how long I wore the A50s, I never experienced any discomfort while wearing them, even during marathon gaming sessions. To expand upon that, I actually used the headset consistently for over 10 hours. During that stretch, I never even had to take them off – not even for a few minutes. They were so comfortable that I was guilty of wearing them around the house while doing non-gaming tasks as well. I’m pretty sure that my wife now thinks I am crazier than ever before.

Some of you may be saying “But Josh, that headset is wireless! There is no way that it can complete with a wired headset!” Shut your face with that tired argument! Not only was I pleasantly surprised at how well the headset worked, I was also pleased by the strength and ability of the unit. As I pointed out earlier, the ASTRO A50 headset has three audio modes for however you’d like to use it. The first mode is the media mode, with a concentration on bass and mids. I used this when listening to music or watching a movie. Core mode is the second mode, which is balanced for gaming. I spent more time in this mode than anything else. Core mode works best for immersive audio when playing a game like Dishonored or League of Legends. Pro mode is useful for games where audio cues are more important. High-velocity, fast-paced, shooters like Modern Warfare 3 or Medal of Honor: Warfighter were vastly improved using this setting because I could hear my enemies before they ever got close; meanwhile games where sound is used to help flesh out the environment, like Dishonored, spring to life in ways you can’t even imagine until you hear them yourself.

Now, I know that sounds great and all, but does the wireless effect any of this at all? No, not really! I used the headset in many different environments and even walked away from the mixamp, into other rooms, the garage and even the end of the driveway with little to no effect on audio. Face it, this headset is badass.

Even though the headset is limited to one device at a time, it was amazingly simple to hook in into any other device. It’s about as plug and play as it gets, and even though I’ve already needed to perform a firmware update, I have no complaints at all with the performance of the headset. One of the best features that the A50 has definitely has to be the mute function. Need to get up and take care of something without letting everyone listen to what’s going on? Flip that boom mic up and the headset automatically cuts the audio input. No toggles, switches, buttons or anything else you might forget to activate! While I used the ASTRO A50 headset for use on the PC, PS3 and Xbox 360, I also used it for live streaming and also for recording podcasts. The audio quality sounded great, though obviously not as amazingly awesome as a studio microphone setup, it did the job better than the other headsets I’ve used in the past. This just goes to show that the A50s are as versatile as they are awesome. They may not fit every application, but their flexibility is what makes the A50s so great. That’s keeping it simple.

In the spirit of keeping things simple: The ASTRO A50 headset is very comfortable and can be used for long periods of time with little to no fatigue. The battery lasts 10-12 hours in between charges and only takes a fraction of that time to charge back to full. The audio options work amazingly well for all ranges of use. The A50s are easily capable of going from gaming to music, from recording to pwning. The A50 is an incredibly easy to set up system that’s not overcomplicated by incorporating a ton of buttons on the headset.

I have to say I like the ASTRO A50 headset. A lot. Although a little pricey at $299.99, in this case you get what you pay for. The headset is one of the best that I’ve used and one of the finest pieces of gaming hardware that I have had the opportunity of crossing paths with.

We give the ASTRO A50 headset a 5/5. This is a damn fine headset, and it’s an experience truly worth the price of admission

 

Oct 222012
 

The Video Game Industry, like any other entertainment medium, is filled with imitators. Any time something achieves massive critical or financial success, you can expect a swift influx of games that try to ride the wave of success through imitation. Now, sometimes this results in straight up “clones” of other games that are nothing more than second rate copies. We saw this last generation with all the bad Grand Theft Auto knock-offs and we’ve seen similar things with Gears of War and Call of Duty derivatives this generation. However, there are plenty of instances where developers use similar elements but have enough originality and polish to achieve something more than just a poor imitation, as seen with such games as Saint’s Row and Binary Domain, as well as the subject of this review: Ninja Theory’s Enslaved: Odyssey to the West.

The source of inspiration in this instance the Uncharted series, where Enslaved gets many of it’s gameplay and design concepts. Enslaved came out in 2010, about a year after Uncharted 2 took the industry by storm, and it wears that influence on its sleeve. The game features a lot of climbing and platforming, and it handles these elements almost exactly like Uncharted would. It’s the same type of very directed platforming, there isn’t much room for deviation here, and all the handholds have a little glow to them. In fact, in most cases your only option is to follow the predetermined path, with the game not even allowing you make a wrong jump. This takes most of the challenge out of the traversal but, like Uncharted, it’s not meant to be a challenging platformer. Just as in Uncharted, there are some instances where you have to move quickly as handholds crumble, but that’s about the extent of the challenge. The lack of challenge in the platforming isn’t a big detractor though, because it prevents needless frustration and just moving through the environment feels smooth and satisfying.

The other major element Enslaved borrows from Uncharted is the spectacle. The game has several lavish set piece moments that are very Uncharted-esque, and they’re done just about as well here as in Uncharted. However, this where the Uncharted similarities end. Uncharted is very much a summer blockbuster type game, taking cues from things like Indiana Jones. Enslaved takes a different approach to it’s story and it is by far the game’s strongest aspect. You’re not going to find any over the top mustache twirling villains or wise cracking Abercrombie and Fitch models in Enslaved.

The game is set in post apocalyptic America, and you play as Monkey, a man that has survived in the wasteland by himself his entire life. The game opens with Monkey on a slave ship, an airship operated by “Pyramid”, an organization that captures and enslaves people. Monkey witnesses a teenage girl named Trip escaping, and as she hacks her way through the ship to the escape pods, causing it crash in the process, Monkey follows. After they escape the crash she slips a slave collar on him, which forces him to obey her or he receives an electric shock. If she dies, he dies as well. She tells him that all she wants to do is get back to her community, which is several hundred miles away, and she would never survive without his help. He has no choice but to help her, and knowing this he puts forth little argument. The premise is pretty simple, but obviously things escalate from there.

Though Trip has control over Monkey, he is the one with the survival skills, so they are both forced to trust each other if either wants to survive. Throughout the course of the game, their relationship evolves, but it’s done in a such a way that feels natural, thanks to the fantastic writing as well the excellent voice and motion capture performances. It’s the not the type of cliché relationship you’d expect from an action movie or game, where the two main characters get together at the end because that’s just what happens. In Enslaved, these two characters have a very believable arc from the beginning, where they don’t even exchange names for a solid to hour, to the end where most their interaction is actually unspoken, but the fantastic facial and motion capture gets the point across in subtle ways. By the end of the game, you most definitely care about the characters and their plight.

The game is structured into 14 chapters and an epilogue, with each taking from 25-45 minutes to complete. When you’re not traversing the environment, you’re in combat against the various types of mechs that patrol the wasteland, left over from the war that devastated civilization. The combat, unlike Uncharted, is mostly melee based. Monkey has a staff as his primary weapon and he has a fairly standard melee move set. He’s got a light and heavy attack, block, evade and flourish attack that requires a combo to charge up, similar to the Arkham games. The combat is pretty basic, but the controls are good and hitting mechs feels satisfying. The staff also has the ability to fire energy bolts that both stun and kill mechs, but ammo is fairly limited outside of instances where the game wants you to shoot, but these instances are rare. The game also has an upgrade system with optional upgrades to health, shields, ammo capacity, and several melee abilities such as a counter, dodge attack, and simple damage upgrades.

In additional to the melee combat and traversal, there is some very limited (and entirely optional) stealth sections as well as light puzzle solving. Trip can also assist Monkey during gameplay in a couple of ways. During puzzle sections, you can give her commands such as pulling levers. In combat, you can command her to create a hologram to distract gun wielding mechs while you get close and she can heal you if you’ve collected any healing vials. If you’re worried that this game turns out to be one giant escort mission, you can rest easy. Though Trip is with you the entire game, the level design is very linear, so you don’t have to worry about her getting lost. During combat, she does a good job of staying back and out of harms way. There a few instances where enemies will try to charge her, but they weren’t too hard and she never once died in combat during my game.

On the presentation side of things, Enslaved is excellent. Visually, the game is beautiful. Even though it’s a post apocalyptic setting, which we’ve all seen before, the game manages to find it’s own style. On a purely technical level, the visuals hold up pretty well two years later, though there were a few instances of serious frame rate drops on the Xbox 360 version which I played. Sound wise, the voice acting is the real star here. There are only three real characters in the game, and they are all voiced really well. Monkey is played by Andy Serkis (Gollum from the Lord of the Rings trilogy) in both voice and motion capture, and he is as good as you would expect.

Enslaved: Odyssey to the West is an above average action game with phenomenal characters and storytelling. If you’re a fan of games like Uncharted and Assassin’s Creed, you owe it to yourself to give Enslaved a shot. It doesn’t do anything new or unique from a gameplay standpoint, but the gameplay is solid and the story really puts the game over the top. Enslaved is one of the best games I’ve played in terms of telling a story with subtly and nuanced characters. Enslaved has been out for two years, and if you haven’t played it yet, I urge to go out and pick it up. I got it for about $10 at Game Stop, and you can find similar and some better deals at Amazon, Ebay and other online retailers, go buy it!

XBox 360

Graphics

80
 

Audio

95
 

Gameplay

80

Creativity

80
 

Execution

90
 

Offset

95
    

8.7

  

How do these ratings work? Click here for descriptions!

Pros:

  • Compelling Story
  • Well Developed Characters
  • Terrific Voice Acting
  • Solid Gameplay

Cons:

  • Occasional Frame Rate Hiccups
  • Platforming Lacks Challenge
Oct 192012
 

Remember the good old days? Back in school, age still in single digits when the only gizmo you needed in your pocket didn’t make phone calls, play music or tweet? Obviously I’m getting over nostalgic about the humble tamagotchi. A small, badly pixelated creature that relied on your care and attention around the clock. Thankfully, for those of us who haven’t quite grown up yet, now we’re in our twenties. There’s an app for that.

Allow me to introduce Hatchi. I meant to review this game last year when I first got hold of it, but now I’m glad that I waited because it has really flourished from a stripped down, fairly basic tamagotchi simulator, to a much more fun and wholesome game thanks to multiple add-on’s and continued developer support which takes the distilled awesome and throws in a ton of new and modern features.

First lets take a look at the basic and more simple side of Hatchi. All the features we remember from our childhood remain, your little creature will grow over the course of about a week with several stages of evolution. Evolution isn’t totally random and can be dictated depending on how you’ve raised your young Hatchi. As well as growing up other old staples include feeding, playing, washing and sleeping, neglect a Hatchi for too long and not only will he get mucky and stink up the joint but there is also the risk of them becoming ill and even dying.

Rather than adding too many new features the game has primarily built upon the older, existing features which makes for a great experience. Keeping your Hatchi entertained has two main features, active and smarts. For those who may be too lazy when it comes to Craig for your virtual pet, there is an instant fix option ether allowing Hatchi to read a book or play with a bouncing ball. If you want to get a bit more out of it though, there is a variety of mini games ranging from tic-tac-toe through to a Rock Paper Scissors variant. Feeding now has a variety of different foods, your Hatchi will have a favourite and least favourite food to be discovered through trial and error. As well as the basic foods such as ham, bread and pizza you can also purchase various food stuffs which will have a range of effects on your Hatchis well being.

The games currency system doesn’t rely on you investing real money, although this is an option. Instead your success with the mini games earns you coins dependant on your scores. The currency system works pretty well, the store has plenty of stuff to purchase which can make your life a lot easier, whether it be food for quickening the process of playing with Hatchi, or pills which will instantly fill a specific trait, it’s loveless Hatchi care.

3 Homeless Hatchi Waiting For AdoptionNew features mainly relate to the renewal of a Hatchi. Whereas the old tamagotchi simply killed your little creature and had you reaching for a reset paper clip, Hatchi allows you to make a range of choices. When your Hatchi dies you have the option to revive him with the rather expensive resurrect Hatchi product, bringing your little friend back from the beyond and he won’t be a zombie or anything! His tombstone will remain in the graveyard though meaning you can mourn should you choose to leave him in afterlife it’s time to choose a new companion. Here there are two choices. First is to start a new with a brand new egg and little ball of cute, pixelated love but you also have a second option. The Hatchi adoption agency allows you to select a slightly older Hatchi to adopt, the Hatchi’s in the centre change every 24 hours with three up for grabs at any one time. This option does mean spending a few coins but can be more rewarding than simply grabbing an egg. It isn’t all doom and gloom though, should you get bored of your Hatchi there is no need to sit around and wait for him to die. You can know release your creature as long as it is fully evolved, or you purchased a fake ID, you can send them to live in the Hatchi forest and visit them whenever you please.

Overall, Hatchi has become a really solid game that keeps you coming back for more. It builds on the nostalgia, doesn’t kill too much time in one go and has plenty of features, with updates coming regularly enough that it stays fresh rather than becoming tedious. One omission we’d love to see is a battle option. While it has been speculated that this will come in the form of a separate app sometime in the future, it is the only feature that we really want to see.

 

Apple IOS

Graphics

80
 

Audio

80
 

Gameplay

80

Creativity

90
 

Execution

95
 

Offset

90
    

8.6

  

How do these ratings work? Click here for descriptions!

Pros:

  • Great for nostalgic gamers
  • Not too time consuming, you can spend as little or as much time as you want playing
  • Creative new features
Cons:
  • Sharing of Hatchi’s through game centre and the adoption centre would be better
  • Lack of a battle feature leaves out a big original feature

 

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 082012
 

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

The original Borderlands will forever be known as a hallmark in video game history. Sure, it was far from perfect but it brought about one of the best loot systems and combined it with exciting combat. The result was something no other game could provide. Nothing has topped it since then in those categories so with the release of Borderlands 2 came a lot of expectations that Gearbox, developers behind the Borderlands franchise, must meet in order to please their ever expanding fanbase. Meeting those expectations is one thing, exceeding them is what you hope for, though. Gearbox managed to only meet those expectations, but is that really a bad thing?

Borderlands 2 picks up five years after the events in the original with you selecting between four new vault hunters. All the characters are new but it’s clear that their classes all take some cues from the first game. As a Commando you can lay down a turret, Gunzerker can wield two heavy weapons, Siren can lift people up and freeze them for a few seconds, and the Assassin can make himself disappear while laying out a holographic decoy. I ended up playing through the game with the Siren class and found it to be perfectly acceptable; no class seems to have a distinct advantage over another. But the issue is that no class really pops out, either. The ideas behind them are great but the repetitiveness of using the same special move for 30+ hours really dulls down some of the impact it has on the combat.

This is obviously where the skill tree should come in and liven things up. And while the menu itself looks quite good, no skill within the menu packs the oomph you’re really looking for out of a XP based game. There’s no doubt that more than a few of the unlockable skills have their own uses but that doesn’t mean they add a pound of excitement on the side to the already fantastic combat sequences. It’s far from a game killing issue but it’s definitely disappointing that the skills were not a tad more varied across the board.

One thing the original Borderlands was known for was the exciting, at times insane combat that squeaked itself into every 20 minutes of the game. That combat returns this time around and only improves upon its original success. While the skills are not drastically exciting, they get the job done and with even more loot to gobble up this time around, you’ll quickly become addicted to offing every enemy that attacks you just so you can see what glowing item pops out of them. Then after you’ve put them in their place, the urge to search every inch of their camp for a weapon is just too great to ignore. Everything in Borderlands 2 just feels flashier and more exciting, partly due its beautiful world and partly due to the ridiculous weapons (and weapon combinations) you use throughout the game. No matter what you’re always on the hunt for your next main weapon and once you find that weapon, you never want to let it go.

Borderlands cartoony art style is another reason why taking the disk out of your console was a difficult task. It seems as if Gearbox recognized their issues (or lack thereof) with the visuals and did their best to tweak them in all the right ways. It mostly works out as the world around you and all the enemies look incredible. But the downside is that frame rate drops remain prevalent throughout the whole game, especially when you’re playing co-op your friends. It seems as if Borderlands chokes any time something big begins happening on screen.

The story in Borderlands 2 all revolves around one villainous character, Handsome Jack. Throughout the main story line, he will chime in at random intervals to let out his own little asshole remarks. Your characters goal throughout the game is to stop Jack and his attempt use the vault key and unleash all kinds of madness upon Pandora. In all honesty, story is clearly not the main reason you come to Borderlands and that is apparent throughout the game’s 20+ hour story line which ultimately concludes in one of the most lackluster endings I’ve seen this year. If you want to avoid the story you can always indulge in the plethora of sidequests that are always available. The amount of sidequests spread throughout Borderlands 2 seem endless and completing every one of them is a task that I won’t believe possible until I see it for myself. The quests themselves can range between a multitude of tasks, some being funny, some providing more insight into Handsome Jack, and some being just damn interesting.

A staple of the first Borderlands was the dry, at times hit or miss comedy. That hit or miss aspect returns as phrases like “teabagging” and “cool story, bro” are tossed around and are about as unfunny as you would expect. Claptrap attempts to bring about some laughs but he wears out his welcome rather quickly. He isn’t the only character that wears out their welcome as so does almost every other character that is pushed into Borderlands for comedy reasons. Most of the comedy in Borderlands 2 is a bit hidden, mostly through side quests or hidden collectibles. Like the first Borderlands, laughs are not something it shoots out repeatedly but when it does, it’s always a clever laugh. Except for the character that is Scooter’s sister. That’s one fine woman.

Something that came as a bit of a surprise in Borderlands 2 was the frustrating and inconsistent difficulty. Boss battles within the first Borderlands were stupidly easy and Gearbox knew that, but it seems as if their fix to that issue was to make things just plain unfair in spots. Be it making a boss much more powerful than its level entails or just throwing a humongous boss into a rather small area, frustration is something I came by quite a few times in my journey throughout Pandora. These issues are avoided by doing one of two things, however. You can either play co-op or do a ton of side missions before story missions. These are two things that I’m sure Gearbox expects of their players but it’s still disappointing to see them do their best to force you into one of two play styles,

Truth be told, Borderlands 2 is exactly what I and many others wanted before its release, that being more Borderlands and more loot for us to sink our teeth in for at least 30 hours. Gearbox delivered upon that and provided even more on top of it to keep things fresh and fun throughout. The combat and loot system remain some of the best on consoles today and are only enhanced in this sequel. While Borderlands 2 is just more of a game you played three years ago, it’s still a great game that can easily give you 50+ hours of entertainment. 

XBox 360

Graphics

85
 

Audio

90
 

Gameplay

80

Creativity

85
 

Execution

80
 

Offset

80
    

8.3

  

How do these ratings work? Click here for descriptions!

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.
Sep 042012
 

When it comes to mobile gaming, there are a few things which can guarantee an awesome game. First up it has to be addictive to keep you going back for more, it has to be easy to pick up and go and perhaps most importantly it has to be good value for money. Paying 69c for a game is great but if you can pay close to 3 bucks for a game that is far superior then why should that be a problem? So with that in mind, how does new indie puzzler Huebrix stack up? Pretty damn well.

Visually, Huebrix is a very pretty game, bright colours set against a white background make it a great game to look at, which is handy because you’ll be staring at it quite a bit. The aim of the game is to drag a stream of colour out from the starting block in such a way that all of the white board is covered up leaving behind a funky patchwork of bright and vibrant shades.

It’s not all filling in the blanks though, that would get super old super fast, but to keep the game feeling fresh after the first few plays, a variety of features are added as you progress. These include multiple colours, sometimes eight or nine at a time, they can’t be overlapped and the whole board still needs to be covered. Arrow blocks dictate the direction in which a stream must travel, grey blocks aren’t part of the board and merely serve to block your progress, ‘X’ blocks stop a stream in its tracks, meaning that the block must be zeroed when you hit it. Plus and minus blocks also feature and add to or subtract from a streams number of remaining spaces respectively. Finally, there is the gates, these sit on the edge of the board and allow your stream to travel to the opposite side of the game board. Gates don’t count as spaces on the square and sit on the edge of the board, meaning you do not have to pass through each in order to complete the level but most of the time they are essential to fitting all the colour in.

Gate, ‘X’ & Arrow Tiles

Now that we know how the game plays, what about difficulty? When you first fire up the game, it is well worth going straight into starter, it probably won’t flex the mind muscles to much and certainly won’t make your brain hurt, but it will ease you into the game . The starter levels are also a good starting point because even early level packs will throw you in at the deep end, whereas taking things slow and steady will introduce each new feature as it comes before you’re ready to go out and own the puzzles that are yet to come. Once you get into Huebrix, it becomes apparent that the lines of difficulty sometimes become a little blurred. Some of the levels found in easy packs can leave you stumped for ages, where as some found in higher difficulty packs will be solved almost instantaneously.

While the games difficulty can vary from stupidly easy to fiendishly hard, it is still the replay-ability which makes or breaks a mobile game. Take Angry Birds, the most successful franchise in mobile gaming which has now become a household name and it was all down to how addictive it was. But Huebrix is on a whole new level, it has carved out its own path paved with colours like crack cocaine. If Angry Birds was regular meth, then Huebrix is the bluest of the blue meth (see Breaking Bad) and will keep dragging you back to your phone at any given opportunity, just to work through the next insanely tough puzzle or go back to those already completed and try to better yourself.

Another great feature packed into Huebrix is the social aspect. Nowadays, gaming has become a huge social spectacle whether it be ‘gamerscore’ bragging rights or just topping the leader boards. Being GameCentre enabled, this means you can show off with achievements an the highest scores, but it isn’t all about beating your mates. As well as competition, the game allows you to build your own levels and share them with your friends, allowing you to send the challenge and show off your most deviant challenges.

For the cherry on the delicious cake that is Huebrix there is also a competitive edge, if a game doesn’t have a target or score system then it’s not worth playing. Here we also get to see that the game has a sense of humour. At your expense. Each level has four possible outcomes gold, silver, bronze and absolute failure, you can check how you’re doing using the nifty clock in the upper right of the screen during the puzzle as the icon will change along with the clock so speed is of the essence.

Don’t Judge Me…

Overall, Huebrix is a fantastic game, not just for mobile but overall. It’s creative, challenging, not too tough and as social as you could hope a game to be. While some will consider the price tag a little steep, I merely point out the fact that you probably have a ton of 69c apps sitting on your handset that you’ve probably opened once or twice, whereas the sheer amount of time that you can spend with the game, more than justifies a higher price.

Apple IOS

Graphics

85
 

Audio

60
 

Gameplay

85

Creativity

90
 

Execution

85
 

Offset

85
    

8.2

  

How do these ratings work? Click here for descriptions!

Pros
  • Fun and addictive
  • Not too easy, not too challenging
  • Great level builder
Cons
  • Sound can become a bit irritating, mostly played on silent
  • Difficulty varies from level to level rather than just through one section
Huebrix will be available for iOS & Android devices sometime soon, featuring over 300 levels and priced at $2.99
Aug 242012
 

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

It’s that time of year again! This year’s Madden game is here and as usual, promises all sorts of fancy improvements over last year’s game. Every year, there seems to be some sort of gimmick; it could be as simple as a focus on improve defensive features or the introduction to a game changing feature. This year has been billed as something different, an introduction to a brand new physics engine, an overhaul of the game’s presentation, improved AI and the introduction of a completely rebuilt career mode. So, is it just empty words? Another clever ploy to sell a title update and roster upgrades, or is this a worthwhile purchase that will actually bring something new to the table?

As EA sent us the 360 version of Madden 13, I got to take the liberty of using the new-fangled Kinect features. Do you like yelling at your TV like you have some sort of football-related version of tourettes?  If you do, you and Madden 13 for the Xbox 360 will be getting along just fine. Truthfully, the Kinect features are pretty damn cool and actually fun to use when you see an opportunity against the opposing team. Is Kinect the savior of the Madden franchise? Hell, I didn’t even use the features more than 10-15 times a game. What Kinect does do though is introduce a new way to feel just a little more like part of the action. When using the Kinect play calling features, I had to use simple football terms to direct my team. If I noticed that the other team’s offensive line was spread thin on an obvious pass play, I could call out “Blitz play!” and watch as my team showed an oncoming blitz. On offense, I could move receivers around, direct routes or call for blocks in certain directions. As most Kinect enabled games brag “Better with Kinect”, Madden 13 actually gets the concept right.

What else is new with this year’s Madden? We have the new Infinity Engine, which is a real-time physics engine that accounts for things like mass, speed and body type in every collision in the game. Last year, something was said about no tackle being the same, this year makes that statement an absolute truth. I ran the ball up the middle with my favorite running back, only to get clipped by a defender on the line. In old Madden, that defender would have magically become magnetized to my player, initiating a tackle until I went down or broke it. With the Infinity Engine, Adrian Peterson jerked his shoulder back, stumbled a half step in the opposite direction and then recovered his speed and composure to continue his assault down the field. Hits in the game feel much more violent and realistic while reducing the lame flop-like tackles that existed in the earlier games. This has to be one of the most worthwhile changes to the Madden franchise since the addition of the Hit Stick. I noticed players on the field moving in much more realistic fashions and far less seizure-like movements and oddities. Ball movement is effected by the engine as well, no longer looking like it is following a predetermined path, while punts can take those very awkward bounces now, which are a staple of real football.

When I started playing Madden 13, I was immediately greeted by the most kick ass opening of a sports game ever. Ray Lewis recites a speech about being the best, overcoming your obstacles to stay the best and leaving your mark in what you do. I feel like this was an appropriate opening for Madden this year simply because the developers have said “We are getting rid of the pop soundtracks, psychic receivers and weird ass presentation and giving you the closest damn thing we can to the football you would see every Sunday. This is the way it is going to be from now on”. The improved AI certainly is better than past Madden games as well. Receivers have to be looking to catch your passes now, which means much more realistic game mechanics. I like it. A lot.

As I have been singing Madden 13′s praise this whole time, it likely sounds like this game is a perfect game all around. Unfortunately this is not the case. Graphically, I can’t help but feel like this game is only subpar in comparison to any other videogame. Almost every surface looks really weird when you look at it close enough, with  textures actually looking painted on in many cases. Players faces seem to look much more like their NFL counterparts but everything else about them looks so… plastic. Pixelated graphics are still very common and weird things can be spotted that can immediately pull you out of the immersive state that everything else puts you in. While I was playing a game at Mall of America Field (an indoor stadium with fake turf), I noticed fine lines of grass in the endzone during a cutaway that resembled hairplugs more than actual grass. In fact, why was that there? It’s supposed to be fake, it’s almost as if they added the wrong type of field to the stadium. Jim Nantz and Phil Simms are awesome additions to Madden but why do they look worse than any player or coach on the field. They actually look like they are absolutely fake, their faces look all smashed and squished. While still being (probably) the best looking Madden as of date, I still feel like the game could have looked better this far into all the consoles’ lives. I mean, the next gen systems are all around the corner and you still can’t give me an arrow on the field showing a route that doesn’t look like it came off of Tecmo Bowl?

My online experience wasn’t too great either. When I played online, there were obvious issues with lag that actually started making weird things happen, like reduced framerates and sloshy, unresponsive movements. Although I was getting trounced, it still felt like everyone on the field was moving around through knee-high water. Mixing that with the jerky movements of the game trying to catch up visually, I didn’t want to spend an overabundance of time in the online modes. Fortunately, I am almost 100% sure this type of error will be fixed by the actual launch of the game or at very least within a week of that. Patches can be great things indeed.

On the positive side of things, Madden’s new presentation is absolutely what the doctor ordered. Menus are sleek and easy to navigate, while other improvements have added to some of the other game modes. Connected Careers is one of the game’s most intriguing features, adding a fully fleshed out career mode that goes beyond just playing and more into the life of an NFL superstar. You can build rivalries, pander to the press and make major career decisions with a new created character, existing player/coach or a collection of legendary players and coaches. My favorite addition to Madden 13 is Jim Nantz and Phil Simms as the color commentators. While this isn’t the first time that Madden has used the commentating role, this is the most detailed that I have ever experienced. Often times, there is informative banter, like facts about player’s college backgrounds or draft history. It is almost a perfect remake of the Sunday game-day experience.

I enjoyed Madden 13 far more than I have enjoyed the last decade’s releases. While not perfect, Madden 13 delivers exactly what players should expect from the latest installment of a legendary franchise. Every year is the “Greatest Madden ever!”, yet this year, Madden 13 is exactly what the doctor ordered.

XBox 360

Graphics

75
 

Audio

100
 

Gameplay

85

Creativity

100
 

Execution

85
 

Offset

100
    

9.1

  

How do these ratings work? Click here for descriptions!

Pros:

  • New Engine is AWESOME
  • Simms and Nantz do nothing but make the game even better
  • The new presentation for the game is so much better than ever
  • Ray Lewis’ intro will give you chills every time

Cons:

  • Graphics are a little funky still
  • Lag will seriously piss you off when you play online

 

 

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 142012
 

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

Before getting into this review, I must confess to you all that I have never played a Persona game. Back when they were being released, I was busy playing games from the Final Fantasy series or the Tales series. I know that they are regarding as some of the finest RPGs ever made though, so how the hell does a fighting game mix in with this long running franchise? Is it a game like Dissidia, where it’s a completely separate story from the actual games these characters come from? How is it that there are characters from 2 separate Persona games in a game based around Persona 4? Good news! Explanations are ahead.

 

Let’s get things started with something that is likely a huge deal for Persona fans, Persona 4 Arena is a sequel to Persona 4. While I was initially cautious about this fact, the game’s writing handles this almost flawlessly by using opportunities for inner monologues and flashbacks to tell you mostly everything you need to know. I do need to point out that there are a few points that aren’t covered in the back story and are fumbled around if you don’t know everything that took place prior. As an example, during a situation, two of characters reference another character and express their concerns about what happened ‘last time’ without telling you what actually took place. Persona 4 Arena takes place 2 months after the events of Persona 4′s perfect ending and everyone’s life has pretty much returned to normal. However, on the eve of the protagonist’s return to the area, the Midnight Channel returns and shows the team battling it out in something called the P-1 Grand Prix.

In Story Mode, each character’s motivations are fleshed out at the start of their story, upon entering the TV world they will began to face their own personal demons. During this part of the game is when a bulk of the game’s story and action take place. Between battles, lengthy dialogue-heavy cutscenes take place where you will be prompted to make a choice. These choices will lead to different dialogue between characters and also the occasional joke ending as well. It’s like the story mode of  Blazblue is mixed with the story mode of Jojo’s Bizarre Adventure. While this was an enjoyable feature for me, there was a massive amount of reading before action actually takes place within the game. Sometimes there was ten to fifteen minutes or reading a dialogue in between anything that resembles action. The does get tedious after a few playthroughs and by the time I got through the fifth or sixth character, I almost wanted to skip all the dialogue just so I could play that game. More or less, there are 5 major stories being told; Teddies, The Investigation Team’s, SEES’, Labrys’ and Elizabeth’s. Each story has it’s own twists and turns but I am pretty sure that Yu’s, Labrys’ and Elizabeth’s are the most canon out of all the different storylines.

Combat in Persona 4 Arena is near perfect for an arcade style fighting game. 2 buttons control your character, while the other 2 buttons allow you to summon and control your persona as well. A concept that I thought was pretty awesome was the ‘Persona Break’ feature, if you summon your persona in a fight and it is struck and interrupted, you can ultimately lose the ability to summon it for a period of time. Combos are bot overly difficult to execute but there are plenty of advanced features that you can utilize after you’ve mastered the combo system. While easy to control, I really felt that Persona 4 Arena is one of those fighting games best suited for play using a fight stick. It’s the way I experienced it at E3 and now that I have played it at home with my controller as well, the stick is absolutely the way to go.

The different game modes are actually the standard bunch that are usually encountered in your usual fighting game. There are practice and training modes which will allow you to get a grasp on exactly how combat works. I absolutely do recommend hitting there up first, since I had to learn how to use the Persona combat the hard way. The online mode is absolutely a breath of fresh air, considering I have played a collection of fighting games that have had their online framework a total mess. Everything seems to work well and matchmaking functioned quite appropriately. I got my ass kicked, but it was against people with only 1 or 2 wins, as compared to starting ranked matchmaking and getting rocked by someone with four hundred wins. Any lag I experienced was negligible as well and occurrences were few and far between.

The selection of characters is decent, there is not a massive selection but there are absolutely enough to find exactly who fits your playstyle the best. While exploring each character’s storylines was fun, I really did find some balance issues with a few characters. Obviously, this is most exploited in online play and with any luck, we should see this fixed quite quickly. It’s just a little frustrating when you only have a few handfuls of characters to choose from and almost half can’t do anything online.

Being that my closest experience to a Persona game prior to Persona 4 Arena just so happened to be (the much loved) Catherine, I noticed quite a bit of familiarity with the presentation. While both games are Atlas games, it turns out that Catherine does indeed take place within the Persona Universe (Vincent/Catherine DLC Atlas? Take all my money!), which looking back, makes me even more impressed with both games. Persona 4 Arena may not be the best fighting game that you have ever played, but for people that enjoy a great story and 2-D fighting engines, this may actually be one of the best fighting games you will get your hands on this year. When we awarded this the Best Fighting Game at E3, I felt the competition was close. After spending some time with Persona 4 Arena in the comfort of my own privacy, it’s even better. Make sure you do yourself a favor and pick this one up, even if you haven’t jumped on the Persona bandwagon… yet.

XBox 360

Graphics

90
 

Audio

90
 

Gameplay

90

Creativity

100
 

Execution

85
 

Offset

95
    

9.2

  

How do these ratings work? Click here for descriptions!

Pros:

  • Killer soundtrack, 2-D art
  • Impressive storylines
  • Wide variety of characters

Cons:

  • The balance of characters could use some work
  • Dialogue in story mode can really get out of hand quickly

 

Jul 252012
 

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

I’ll be the first to admit that once I saw Wreckateer at Microsoft’s E3 press conference, I dismissed it as a Kinect game that is simply attempting to milk some Angry Birds money. From afar, it seemed to be mostly the same concept, you launch a shot via a catapult, with that shot you must attempt to destroy things and you have multiple shots to achieve this destruction. I will now also admit to being completely wrong, Wreckateer is near nothing like Angry Birds. The only similarity between the two would be that Wreckateer took the idea Angry Birds established, then built onto it and ultimately made it 100 times more enjoyable than simply destroying pigs.

Wreckateer establishes its own little world early on as it introduces you to two good old fellows who work for a mediaeval destruction company, and you’re the newcomer so they are your teachers. And by teachers I mean comedy devices. Sure, they help you through the tutorial but they’re the heart of every interaction found within the game, occasionally popping little slights at each other and making witty comments about the stage you have to destroy. Why are you destroying all these buildings you ask? They’re infested with goblins, why else?

This premise establishes the heart of the whole Wreckateer experience, and that is the shots. The shots range from a simple bomb shot all the way to a split shot which you control by holding your arms out like a bird and navigating four bombs that are in between your left and right hand. Another shot is the Flying Shot, which you control by actually pretending to be a bird. Not necessarily flapping your wings (sadly), but holding your arms out and gliding like an airplane.  These shots are activated simply by holding your arms up like you’re the Y in the YMCA. Also, if you muck up a shot real bad you can raise your left hand and call a mulligan, which allows you to redo the shot. Or if you completely messed everything up, raise your right hand to perform a quick restart of the whole level. All of this controls magnificently and is the refreshing and unique flavor that keeps the excitement in Wreckateer going from beginning to end.

One thing I was rather surprised to find was that the length of Wreckateer was quite long. There are ten locations, each holding five levels, which obviously adds up to fifty levels in all. The difficulty doesn’t make Wreckateer any cakewalk, either. You have to at least score bronze on each level and while it may sound simple, later stages force you to perform your shots in a certain way, leaving no room for error. On top of that, finding that certain way takes many failed turns to achieve.

One issue, though it should be fixed before long, was on level 9-5. When I would fail the level and attempt a quick restart or even try to attempt a mulligan during the level, it would not allow me to finish, even if I had lost. So, I had played the level attempting to find exactly what I needed to do for about 30 minutes, then found it. But once I got the bronze I needed, I could not continue on because the game locked up on the last screen, forcing me to restart back to the main menu entirely. I’m thinking this is just an odd bug that will be worked out soon, but if it spreads onto other levels, it could kill the momentum and excitement the game builds up along its lifespan.

The cartoony art style that Wreckateer goes for, and achieves, really highlights the whimsicalness of the whole game. Trolls hang on balloons, wear dresses, etc. and of course, things destroy pretty nicely. It’s not the most beautiful destruction in a game (take a breath, Red Faction Guerilla, you still hold that achievement), but it’s good enough. Also, taking the legs out of a building with a speed shot (shot that fires itself forwards, destroying almost everything in its path) then watching the whole thing topple over, taking out other buildings on its way down, is just as satisfying as you would hope. Once everything does start falling apart, the framerate does take a bit of a hit. This is understandable due to the amount of madness happening on screen but can still be a nuisance at times.

As previously mentioned, most of the Kinect controls work flawlessly in Wreckateer, which is not something you can say for most Kinect games. Launching shots, loading shots, and controlling shots, it all feels great and just how you’d expect. The one issue I found is that once a shot is in the air, you can wave it in different directions using your hands, which is a solid idea, but it’s hampered by the fact that occasionally the Kinect won’t recognize which way you’re swiping, leading it to swipe the wrong way which can completely mess up your shot. This issue isn’t a game breaker but the few times it does arise, it can have you spouting a curse word or two.

Multiplayer in Wreckateer is rather simple, you and a friend get together in one room and take turns destroying your own respective castle, acquiring points along the way in a head to head match. Though it is very simple, it works. Matches typically stay very close until the very end and can be determined by just one wrong move, leaving you to have to think about every shot you take very carefully. I truly wish Iron Galaxy would have developed further onto the multiplayer, though it is fun how it is, but adding more modes which could make for endless hours of goblin destroying.

While this isn’t the hardest thing to achieve, Wreckateer is one of the best Kinect games currently on the market. It’s accessible to all and just plain works, while also being a hell of a good time. It’s not the deepest game, nor is it the most technically proficient, but you’d be crazy to not enjoy the simple but exciting pleasures found within Wreckateer.

XBox 360

Graphics

80
 

Audio

90
 

Gameplay

90

Creativity

90
 

Execution

95
 

Offset

90
    

8.9

  

How do these ratings work? Click here for descriptions!

Jul 192012
 

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

Quantum Conundrum has slowly but surely been gathering hype over the last year. Designed by Kim Swift, the mind behind games like Fat Princess or Left 4 Dead and Portal, the game looked to be a spiritual sequel to everyone’s favorite physics based puzzle platformer. When we got our review copy in, we put on our thinking caps and got ready to jump into some wild physics based fun.

Pillow-soft safes?

 

Our initial impression of Quantum Conundrum was that the game was going to be some sort of Portal-like game. Truthfully, it is anything but that, as puzzles are solved with platforming skills and manipulation of 4 different types of dimensions. These 4 dimensions are Fluffy, Heavy, Slow and Reverse but rarely will you find that using 1 dimension will allow you to achieve your goal. Getting used to quickly switching dimensions will allow you to overcome most trials but things will oftentimes call for a bit of ingenuity as well as trial and error. The best thing about the puzzles in Quantum Conundrum are that there is no absolute single way to complete them. However, you will find that getting creative will allow you to get your hands on one of two different types of collectibles in the game. So taking to road less traveled can sometimes have it’s benefits.

The game’s plot is absolutely a light-hearted one. You play the role of the 12 year old silent protagonist and nephew of Professor Quadwrangle and after an experiment goes wrong, it becomes your responsibility to set things back on the right path. While Quadwrangle can be a bit condescending (I am pretty sure the kid has broken a few things in the past) he also does come off as a loving relative, congratulating you when overcoming difficult obstacles. This element is quite interesting, as I am used to being told I am fat and no one loves me while solving crazy puzzles. While the story itself isn’t a major burden on the game, certain visual elements in the game explain a bit about the professor as well. Without spoiling much, the man is a big fan of puns.

It’s stuck up there.

While superbly fun, I had my issues with Quantum Conundrum as well. As a physics game, sometimes things didn’t work as efficiently as they should have. Objects may move or shift on their own which is problematic when you are platforming and every once in awhile something strange will happen. Early in the game, I had to throw a dodecahedron into a container of sorts, somehow I managed to get it wedged in between the lid of the device and the opening itself. This isn’t gamebreaking since there is a device that allows you to respawn important items, however it can be a little frustrating. Puzzles aren’t going to be overly difficult, but to complete most without dying can be an absolute challenge when game physics want to work against you. Thankfully, death screens are some of the funniest that you will encounter in almost any game. Yes, laughs will be had.

The game’s controls are absolutely workable but not perfect, causing some platforming sections to be overly nerve-wracking. I found it to be slightly easier to bind the 4 dimension buttons to my mouse, so switching while moving wasn’t really an issue. My computer was powerful enough to handle the game, which really didn’t offer any graphical settings and could be problematic for people using older machines but if that is the case, the console versions should be able to fill that gap. As it is a puzzle platformer, the game is very precise on positioning and timing. If you aren’t used to keyboard and mouse going into it, I do absolutely recommend making use of a gamepad.

There is enough within the game to keep you occupied with the different collectible items and also goals to be met in each level. The game will count things like the time you have taken to solve the puzzle or the amount of shifts you have used to beat an objective. I met a handful of these but had more fun leisurely exploring the physics engine and seeing what I could and couldn’t do as well. By finding blueprints around the mansion, you can also unlock challenge levels which will make use of a certain dimension as well. They can be tricky but don’t offer much outside of a solid pat on the back for completing them.

The truth is, Quantum Conundrum will make you feel like an idiot when trying to solve puzzles and them make you feel like an even bigger idiot when you see how easy the solution really was. As far as puzzle games go, it is up there with games like Portal, Braid and Limbo but doesn’t really do anything to go above and beyond. I like to think that based on the ending of the game, that this will be the first entry to an awesome series that has the potential to grow with every entry.

PC Game

Graphics

85
 

Audio

90
 

Gameplay

75

Creativity

100
 

Execution

70
 

Offset

80
    

8.3

  

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Pros:

  • Absolutely worth the $15 price tag
  • Entertaining, brain teasing puzzles
  • John de Lancie (Q for Star Trek fans) makes the game so much more fun
  • Very rewarding gameplay

Cons:

  • The game environment gets old after a bit
  • Open, explorable areas… With no reward for getting to them.
  • Physics get a bit wacky on occasion
  • Ending is very abrupt
Jul 112012
 

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

The yearly franchise has returned once again in NCAA Football 13 and coming into this release, it was clear that this year’s installment was not going to be the best in the series. There was no real big feature, apart from the Heisman Challenge, and even that seemed to pretty much be Road to Glory mode but making you play as Barry Sanders or another Heisman favorite. Up to this point, NCAA Football has squeaked by with installments like this, with tiny differences from the previous game in the series, and ultimately made up for it with a hard-hitting, game-changing sequel coming after that. The squeaking by that EA Tiburon has become so skilled at achieving has finally stopped.

There were a few slight adjustments to the actual in-game experience this year, one of those being the ability to lead receivers with your throws. This does add a bit of realism and makes you feel much more in control than previous games did when you were at the QB position. The big problem is that you won’t be using it often, as most of the time it’ll go unnoticed and the time it is noticed is when you accidentally led your receiver into coverage and got a pass picked off because of that. While it’s a slight change, your defense now reads and reacts a bit better to the quarterback. This doesn’t lead to any huge changes, only smoother animations when a ball is picked off.

EA Sports also found it necessary to add an ESPN ticker that runs at the bottom of your screen as you play. During Dynasty mode, this can be helpful at times if you’re wondering how your rival school is doing, or if you just like to keep up with the goings on in the league. But they also added in a studio update that, like real life, sends you away from the game and to a box score of another game for a commentator to tell you how that other game is going.  This can become a bit of annoyance, especially if you’re playing at a time when only one game is going on, which then leads to them constantly cutting back to that box score after every touchdown they score. No, I don’t care that Notre Dame is beating Michigan State by 37 points, Rece Davis!

Speaking of Dynasty mode, possibly the best change of the game is to be found there. No it’s not the studio updates nor the fact that EA has given the Purdue Boilermakers a new run-out animation, it’s the changes to recruiting. I’m a recruiting junkie both in real life and in video games so I may be a bit bias in that assessment. Either way, changes to recruiting have been something NCAA fans have been clamoring for years for and while these new additions aren’t all we wanted, they’re a good start. First off, most of the recruiting interface has changed. While it isn’t much nicer by any accounts, it’s a bit easier to navigate and in a game where menu navigation is always awful, any positive is welcome. Second, you can now recruit any player, at any time. While it sounds simple and like it should have been there since the beginning (it should have), this hasn’t happened up until now. This doesn’t mean you start out as the Mean Green North Texans and immediately recruit a five star, but you can at least gain his consideration if you try hard enough. Lastly, you can now fully scout players before offering them a scholarship. In previous games you could always see letter grades in player’s specific stats but not until now could you use an allotted amount of time to scout them and actually see what their overall rating would be going into the season. This also opens up chances to recruit a 3 or 2 star player, scout them, and find out they’re a hidden gem. It adds some real excitement to an otherwise dull recruiting process for some.

Let’s get down to the big thing, the Heisman Challenge mode. This has been the big feature EA Sports has been touting since NCAA Football 13’s announcement. In it, you take control of a former Heisman winner and go through a season, attempting to match their season totals and eventually win the Heisman trophy just like they did. Along the way you can see videos from the player as they give insight to key aspects of their college career. The fact of the matter is that this mode is just not as special as EA Sports wants it to be. Unless you’re a fan of the team one of the athletes played for, your interest in playing through multiple Heisman winners’ seasons is probably rather slim. Even if you are a fan of one of the teams, you’ll only have about one season to play through and even then, why not just create yourself and play Road to the Show? It’s a much more in-depth experience than the Heisman Challenge.

The obvious counter to that would be the fact that you can change any player’s team that he played on in his Heisman run before starting the season. But again, the fact of the matter is, that’s not that interesting. I’m really not that interested in seeing Doug Flutie in a Tennessee Vols uniform, because it probably looks the same as when he is in a USC uniform. EA Tiburon tries to make Heisman Challenge have some variety by adding this in, but instead they fall on their face, just like they did with the mode itself. It’s never an offensive piece of trash, it’s just not fun, and ultimately makes you wonder why it even exists.

Something that was implemented mainly for the Heisman Challenge but also made its way to the Road to Glory mode was “Reaction Time.” If you’re unfamiliar with Road to Glory, it’s where you create your own character, play through some High School ball, get some scholarships, and ultimately land yourself at a college of your choice. From there you practice, practice, practice until ultimately you take over the starting job. This mode has remained mostly unchanged for a few years now and Reaction Time seems to be the biggest change since Road to Glory’s integration. That’s not really a positive, however, as all Reaction Time does is slow down time during the game to allow you to get a better site of the field in front of you. It’s occasionally useful but most of the time it’s the last thing on your mind as you’re attempting to bust through a hole on the offensive line or get that pass down the middle of the field to your receiver that’s probably only going to be open for a few more seconds.

There were a few changes to NCAA Football 13 this year, yes, but how many of them were significant to the overall experience is the question everyone will be asking and that answer is very clear: not many. I, personally, love the recruiting changes, but apart from that, there’s nothing to write home about in this year’s installment. This is the time when EA Tiburon has to step back and realize they need to do something drastically different next year or this franchise is going to fall apart.

XBox 360

Graphics

70
 

Audio

65
 

Gameplay

70

Creativity

60
 

Execution

60
 

Offset

65
    

6.5

  

How do these ratings work? Click here for descriptions!