Category Archives: demo

DEMO IMPRESSIONS: Snoopy Flying Ace

Peanuts characters and aerial dogfighting. It seems like an obvious and punny combination, right? Well, Snoopy Flying Ace, an Xbox Live Arcade game that is all about chaotic multiplayer and shooting down the Red Baron, puts it to the test.

Here’s the official game description:

“You can’t have aerial dogfighting without the dog! Join Snoopy, Charlie Brown, and the rest of the Peanuts gang in the premier online flight shooter on Xbox LIVE Arcade, Snoopy Flying Ace. With simple flight controls and a hangar full of customizable planes and weapons, all you need are nerves of steel to climb the Leaderboards and become a Flying Ace! Snoopy Flying Ace takes addictive, fast-paced airborne combat to new heights, with fantastic solo and co-op challenges testing your skills against the Flying Circus of the dreaded Red Baron. Remember, it ain’t the size of the dog in the fight… it’s the size of the fight in the dog!”

The trail demo offers up a bunch of missions to play, as well as some online multiplayer. The first few are more or less tutorials: learning how to fly your plane, learning how to speed up and make sharp turns, learning the different weapons you have at your disposal, and learning how to hop to the ground to operate anti-aircraft gunnery. Then, after that, you’ll have your first big fight against Lucy and a swarm of goons as you’re set to protect a location with all you got.

I have to say, and I was really surprised here, but the controls are fantastically sharp. You use the left analog stick to steer and direct, and the right analog stick is for flipping upside-down or rolling left/right to avoid getting shot. It handles like a dream, which is a simile I’ve never really understood, but I will just say it simpler then: it handles really well. You’ll be swooping this way and that, firing off rockets and bullets, switching tactics on the fly (more puns!), and you won’t really get dizzy or ever feel out of control.

Plus, you’re doing all of this with Peanuts characters. I can’t stress that enough. They are adorable as they blow each other to smithereens. Take that, General Lucy! Pew pew pew!

I basically only did the single-player missions, as the online multiplayer kept kicking me out. I’m sure that’s fun, too, and probably the true selling point of Snoopy Flying Ace. For 800 Microsoft Bucks, it’s a solid entry. At least give the trial demo a try.

IMPRESSIONS: Just Cause 2

The demo for Just Cause 2 is undeniably the most open demo I’ve experienced so far. You are shown a mini cutscene kind of explaining why Rico Rodriguez is heading to the fictional tropical island of Panau in Southeast Asia. And then, well…you have 30 minutes to do whatever you want.

The developers would love (and reward you) if you devoted the next half hour of gaming to causing as much chaos as possible. The demo features an area of 35 square miles located in the desert, with light aircraft and many civilian and military vehicles available. There’s plenty to see and do…and destroy.

Controls take a bit getting used to, especially the grappling hook. I wasn’t comfortable using it until about 20 minutes had passed, and then I was zipping from building to building, car to car, tree to tree. It made getting out of tough situations a breeze, and using it to take down guards is fun and imaginative.

Right, back to causing chaos. Love that this is Just Cause 2‘s currency, and that the player is rewarded for going ape-shit. Since it took me awhile to get the hang of parachuting and moving from zone to zone, I caused very little chaos during my 30 minutes. Some chaos, mind you, but not enough to make newspaper headlines. Will try harder next time to, y’know, maybe hook a guard to a moving car and then crash it into some water tanks while parachuting off it to safety some many yards away. Amazingly, that’s all very possible.

Anyways, it’s a refreshing demo, one that I can see myself heading back into again and again to try out new stuff. Not sure if the full game would be for me as a lot of open-world games lose their appeal early on, but this is perfect for getting a feel for the game’s nuances and desires. Let the chaos continue!

IMPRESSIONS: Sonic & SEGA All-Stars Racing

The kart racer is dead, long live the kart racer!

Actually, it’s not so much dead. More like…hard to stand out in the crowd. See, Nintendo created the kart racer many moons ago with Super Mario Kart for the SNES, a game that still holds up remarkably well today. The fiancée and I play it a lot, actually, and I like to throw false information at her such as telling her about secret teleports hidden in spots of water. Alas, she’s learned not to trust my “advice.” Anyways, Super Mario Kart naturally spawned some imitators, the majority of which failed to live up to the flagship’s standards. Save for Crash Tag Team Racing; I like that one for reasons I’m not ready to say.

So the demo for Sonic & SEGA All-Stars Racing felt very much like it should: formulaic. You select your racer, you select your track, you hit the gas, you pick up weaponry from floating somethings, and you zip along until you’ve crossed the finish line. We know how to play it; we’ve been playing this game for years.

Definitely the one place where Sonic & SEGA All-Stars Racing outshines Nintendo is in its roster. Given the game’s title and much like in SEGA Superstars Tennis, there’s a unique gathering of characters from all sorts of previous games. You can definitely play as the blue blur himself, Tails, Knuckles, Amy, Eggman, Big the Cat, moody Shadow, Ulala, AiAi from Super Monkey Ball, and Beat, among others (Banjo and Kazooie if you’re lucky to play it on the Xbox 360).

The demo only offers up one character to play (Sonic) and one course (a rather generic level). Driving is simple and fun, and getting Sonic to do his “all-star” move, turning him into Super Sonic, a speeding blue blur of death, is awesome. However, the track itself was very straightforward, and I never once felt like I would steer the wrong way or anything. Had an “on rails” sort of feel to it, despite not being that. The audio works well, with actual commentary happening live as you do stuff, but I did notice one of Sonic’s lines was taken directly from SEGA Superstars Tennis, which seems a bit lazy.

It’s not the worst thing to ever hit a console though it definitely lacks innovation. If you don’t own a Wii or dusty SNES, sure, give this a chance. Otherwise, you might want to stick with what you know already.

And of course, it’s still hard to wrap your brain around the fact that Sonic the Hedgehog, one of the fastest critters around the gamesphere, is racing in a car. And losing at times. Oh well…

FIRST IMPRESSIONS: Bayonetta demo

Bayonetta, created by Hideki Kamiya, the brains behind Devil May Cry, is a videogame that seems to have folks in Japan going love-crazy. Me? Not so much.

Downloaded the demo last night for the Xbox 360, and without knowing much or anything about the game, dived right into the mix of things. It starts with some random bits of story, which really tell you nothing, and then opens the demo up to three areas: training, the Falling Clock tower level, and the Angel’s Metropolis level. Each section involves a ton of button-mashing and motion sickness.

First, Bayonetta is a weird woman. Her entire outfit is made from her hair, and she has guns on her feet. The amount of combos she can do–at least in the demo–is impressive, but good luck trying to really see each one in action. Your best bet for staying alive is to constantly hit the Y and B buttons while dodging left and right to initiate bullet time witch time. Do a combo just right and you might get to torture your victim, which provides for some fun, original death moves.

Anyways, training is training. Just an empty space where you can learn some moves and a bit of the basics. The Falling Clock tower level is just that, a cinematic piece of jumping from tower-chunk to tower-chunk while taking out bird enemies. I wish there had been time to admire the background details or even Bayonetta herself as she pulled off a bunch of sick moves, but alas, it all goes by in a blur. The game has a frenetic pace, and once your life bar starts to deplete you will just smash ATTACK, ATTACK, ATTACK, and pray you make it out alive.

The best part of the Bayonetta demo, however, is the final section: the Angel’s Metropolis. After falling through the sky and fighting giant bird-freaks, Bayonetta is suddenly on a train. I have no idea how the two scenes connect, if they even do (was it a dream?). We’re then in a hub world, with most of the other worlds block off for now. Head straight down the path, fight some more enemies, earn coins and pick up colored gems (?), and then you’ll get to do two boss battles. These are fun and not completely frantic, which is nice because you can then work on some strategy.

The demo lasted for about 15 minutes and was somewhat fun. However, the button-mashing, one million things on screen happening at once sort of gameplay left me nauseous and unimpressed. Controlling the camera is problematic, too. I did, however, get a Gold trophy for all my butt-kicking. Not sure what that means though.

IMPRESSIONS: Left 4 Dead 2 demo

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I try not to judge a book by its cover. Similarly, I try not to judge a videogame by its…heck, they are different beasts than books and by the time a game is released the public has already been spoon-fed screenshots, trailers, previews, demos, and a landfill of hype. So a videogame’s retail cover means nothing in actuality, but what I’m trying to say is that I normally shy away from the crazy, fast-paced shooters of this generation because I feel like they are just not my kind of game. I’m talking about the Halos, the Gears of Wars, the Call of Dutys, and the Left 4 Deads. Last night, I put that theory to the test.

Left 4 Dead 2 comes out on November 17, and a demo for the zombie shootathon went up on Xbox Live at the end of October. Y’know, to gets folks excited. However, being a lowly wielder of the Silver account, I had to wait until yesterday to download it. Oh, lowly me.

The demo offers up two modes of play–single player and online campaign–within one of the game’s five episodes, The Parish, with the first two sections of that episode available for exploring. There’s no story introduction, and you’re dropped off a boat next to, magically, a table of weapons. Grab your gear and go. Go where? Forward. Then the zombies swarm (or maybe not, thanks to the clever and always thinking AI director), and here’s where the problems started…for me, at least.

One, nervous and unsure of how to play, I hung back and allowed my three other teammates to dole out punishment. A single zombie did not get through so basically I just stood in a corner watching. This is equivalent to watching an in-game cinema. I did nothing.

Second, when I finally did decide to shoot some zombies I ended up hitting my teammates more often. They scolded me, and I retreated to hiding in a corner, popping off a shot only when it was clear who what I was aiming at. This only worked in the open areas, like the park and streets. Inside buildings was a no-trigger zone. Was there a button for zoom? I couldn’t figure it out.

Anyways, you’ll travel down streets, through a dark kitchen, across a shrub-heavy park, all while shooting a variety of zombies. They are fast zombies, too, some jumping on your head and others spitting Ecto Cooler at you. The graphics are colorful and strong, and the physicality of everything is pretty impressive, especially how zombies fall differently under gunfire versus melee weapons. In dark areas, the light from your flashlight makes for eerie gunfights. I had no idea what I was supposed to be doing with some of the items I found, and I just moved from place to place when it go too quiet until eventually the demo came to an end.

Then I played the demo a second time, and the entire scenario was different, which was nice. Very nice, and I slowly improved on shooting zombies. So I’ll pass on the full retail game, as I don’t have anyone to play with (and I’m assuming this is a great game for friends and such) and just replay the demo when I get a hankering for a zombie massacre.

At least now I can say with total authority that Left 4 Dead 2 is not my kind of videogame experience.

Summing up three Xbox 360 demos as of late

I sure do miss the days of getting demo discs in the mail with a magazine subscription, but it is awfully nice to be able to pick and choose the interesting ones and then just download them directly to your system. Here’s what I tried this week:

Avatar Drop

avatardrop

A simple concept, but surprisingly fun. You are in control of your falling Xbox avatar, and the goal is to get through different colored rings and collect points. It’s silly and enjoyable, and I’m looking forward to trying the trial run again with a second player.

Darkest of Days

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Hmm. Honestly, I had no idea what this was, but I had a moment of free time and so I checked it out. I guess it’s a time-traveling shooter, where you are someone sort of important and your job is to hop to and fro to key places/moments in time and protect individuals much more important than you. The set pieces were neat and well-executed (Custer’s Last Stand and the Battle of Antietam, particulary, if my history knowledge is correct), but the graphics seemed unpolished and last-gen. Although I appreciated the usage of “clusterfuck.”

Bioshock

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Yes, I know. I know. It’s almost 2010, and this is the first time I’m playing Bioshock. Call me what you will. Anyways, the demo opens up with a plane crash and then, rather quickly, you are in the magical underwater city that is steampunk and retro and dystopian at the same time. It’s a mix of shooting/hitting creepy people dubbed Splicers and zapping them with magic from your left hand. The atmosphere of the place is beyond creepy, and I liked a lot of the tiny details. If anything, this demo made me realize that I’d probably enjoy this game (though I played it on easy and still had some trouble, but that’s just me).

IMPRESSIONS: WET demo

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WET is, from what I can tell, an homage to a number of things: Quentin Tarantino flicks, Max Payne/Matrix bullet time, and the 70s. Highly stylized, the demo covers three aspects of gameplay, and has us in control of Rubi, a gun-toting, sword-slashing assassion on a mission that is not really explained. Also, she drinks Jack D for health boosts.

All right, the first section seems to be a run-of-the-mill action scenario. You’re in a room with bad dudes, and you must eviscerate them all to continue on. The difference? Shooting them sufficiently is only gained by entering “slow-mo,” which happens when you slide, jump, or run against walls, allowing for better precision and multiple targeting. It takes a bit getting used to the fact that you can never just jump normally, that every jump is like pushing off from the bottom a swimming pool, but eventually all Generic Bad Guys crumple to the ground and you’re ready to move on to the next part of the demo.

Rage mode is next. Or maybe it is better dubbed Red mode. That’s what you’ll see most of: red, with some white splashes of blood. Neat look, but it’s just a hectic run from one end to the other, slashing with your sword (don’t bother trying to shoot anyone at this part as it is just unfeasible). The music, however, totally rocked, and for that Red Rage mode was worth it.

Lastly, the car-hopping stage. Quick Time Events are never my favorite thing because I generally have to fail five or six times before I can figure out what is needed. Do I hit the X button once or continue to mash it in? Rubi is riding along car tops, shooting bad guys and avoiding exploding trucks. Visually, it’s amazing. Gameplay-wise, it leaves very little in your control. I’d have liked it more to be the one doing the jumping from car to car rather than pushing a button, but one can’t get everything.

That said, WET isn’t really my sort of game. Too much mindless action, not enough open-ness. And if it’s all just run-and-stab, well, that is something that quickly becomes boring, even if there’s a rockin’ soundtrack to back it up. Oh wells.

IMPRESSIONS: Mini Ninjas demo

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I knew very little about Mini Ninjas before I downloaded the demo for Xbox 360, and that’s okay. There didn’t seem to be much that I needed to know. Only this: I am a ninja, and I will probably do ninja-like things. And in that respect, the demo delivered fully.

You start out in a forest, meandering down a linear path until you come to a small village being assaulted by local samurai warriors. Taking control of either three ninjas (Hiro, Suzume, or Futo), you’re tasked with taking out the bad guys and exploring the local landscape.

Hiro is your Average Joe of ninjas, with a special attack move of dashing in and hitting multiple enemies. Suzume is a master of the flute and can use her musical gift to get samurais a-dancing like “Kung-Fu Fighting” by Carl Douglas just came on the radio. Lastly, Futo is all muscle, swinging his mallet without speed, but with all his might. I played the majority of the demo as Hiro.

Along the way, you’ll free animals from locked cages, discover ingredients, and search of for hidden Jizo statues. Mini Ninjas seems to balance the collectathon and action/platform parts fairly well. I’ve seen folks on the forums saying you can possess animals, too…but I must’ve missed that during my playthrough.

While the graphics are mediocre (you’d think this was a first generation Wii title), the art style is simply wonderful. The ninjas all have a distinctive look and are cutesy, and the forest level is lush with greens and blues and bouncing animals. Voice acting worked well for those that did some talking. I don’t remember there being much music, but the thump and thwack of your weapon against the skin of your enemies is always a nice sound no matter how it is recorded.

So, fun, colorful, and varied bits of gameplay. The Xbox 360 is severely lacking in great platformers (I’m thinking about the Jak series, the Ratchet and Clank series, and the Sly Cooper series here), but Mini Ninjas might just be what it needs to stand out. Hopefully, it won’t retail for $60, but anything around $30 would be worth picking up.