Category Archives: impressions

Scott, if your life had a face, I’d punch it and gain XP

Yesterday, after work, Tara and I went looking for apartments. Cause, more than likely, we’re gonna need a place to live after we get married. The one we saw is decent; it’s old and old-like, and it has these slanted ceilings to it because it’s basically the third floor, and these slanted ceilings are going to do battle with me and my head. Tara will be fine; she’s a short thing. But yeah, the timing of things to come and the constant worry of money and/or lack of money…well, it hit us hard with The Stress. Thankfully, I knew that once I got back to my pad that there’d be a light of happiness and distraction. See, Scott Pilgrim VS. The World: The Game hit Xbox Live just yesterday. Sure, those Playstationheads have already got to enjoy it now for a week, but I’ve had to bide my time accordingly. Not like I have things to do or anything. ::ahem::

So, this game…it’s hard. And it sounds beautiful. And the animations are top-notch. And I died a lot as Kim, and I could only beat Ramona’s first evil ex as a level 4 Scott. And I spent almost all of my money on sushi. And I love the references to all things O’Malley like the Kupek graffiti or seeing Lost at Sea in the bookstore. It’s Scott Pilgrim the Game, through and through.

One thing I don’t like though is how it controls, but the majority of that blame falls upon the Xbox 360’s controller. The left analog stick does not allow for quick side-stepping and yet the d-pad below it is not in the best place for this kind of button-mashing game. My thumb’s natural instinct is to go to the analog stick, and this leads to many faulty moves. And I don’t think I ever hit the block button once, but maybe I should rethink that considering how beat up Kim got.

Managed to snag three Achievements though:


Dirty Trick (10G): Defeated an enemy by throwing an object at him while he was already down.


Shopaholic (20G): Bought all the items of a shop during the same visit.


New Challenger (10G): Defeated Matthew Patel without losing a life.

That last one had me nervous. Patel wiped the floor with Kim thanks to his hipster demon girls, but Scott has a great kick-uppercut combo that slowly whittled him down into coins. After that, the world map opened to two areas, one that I’ve already gone to (the shopping district). Didn’t have any more time to play as the pillows were calling out my name. Might try more tonight, but every review says that the game gets extremely challenging for solo players. Gotta wait for Tara to join me in cold, snowy, pixelated Toronto. However, I’m not totally convinced on the RPG elements within, as the leveling up system is…decidedly odd. Will have to (pun-intended) experience it more.

Half-hour reviews take longer than a half-hour to write

Last night, I found some time, sat down, and finished up a half-hour review of Broken Sword: Shadow of the Templars for The First Hour. Will probably go up live sometime next week. One puzzle frustrated me to the point of cheating. Stay tuned for that.

I do find it interesting that writing a half-hour review of a videogame took me over two hours to do. Why’s that? Well, for starters, I use a stopwatch and take notes as a I play. I am constantly stopping time, writing down some quick notes, starting the time again, and then playing some more until another note-taking session demands my soul. That means my half-hour of gametime is never straight through; it’s choppy as the Artic Sea and maybe just as frenetic. Also, there were a couple of phone calls during my play session, which I needed to answer–so everything went on pause then. After a full thirty minutes were played, it was time to review my notes and clean them the frak up. Nobody could read my drivel, but after some copyediting and writing, the minute-by-minute playthrough is much more readable. Hopefully, enjoyable too. Plus, then I have to write beginning copy as a lead-in to the review, and a summary of things that happened over the past half-hour. Sometimes writing comes naturally; other times, it’s like pulling teeth…out of a bulldog.

And now you know my process. As offbeat as it is. Truthfully, it works best for Nintendo DS games than anything else as taking notes while playing a console game (and using a stopwatch to keep track of time) is slightly tougher to do because of my entertainment setup.

I will spoil y’all now and tell you that my answer to the Will you continue playing? question is a yes. In fact, I’m playing it as I write this blog. If anything, these reviews are strengthening my multi-tasking skills.

Here’s some adjectives to describe Super Scribblenauts

Adequate, all right, convenient, fair, fine, good, in order, middling, not bad, okay, passable, so-so, surely, tolerable, ceaseless, constant, continual, dull, insistent, monotonous, repeated, absorbing, affecting, alluring, amusing, arresting, attractive, captivating, charismatic, compelling, curious, delightful, elegant, enchanting, engaging, engrossing, enthralling, entrancing, exceptional, exotic, fascinating, fine, gracious, gripping, impressive, intriguing, inviting, lovely, magnetic, pleasing, pleasurable, prepossessing, provocative, readable, refreshing, riveting, stimulating, stirring, striking, suspicious, thought-provoking, unusual, winning, pathetic, comatose, dallying, dilatory, drowsy, dull, flagging, idle, inattentive, indifferent, indolent, inert, lackadaisical, laggard, lagging, languid, languorous, lethargic, lifeless, loafing, neglectful, out of it, passive, procrastinating, remiss, somnolent, supine, tardy, tired, trifling, unconcerned, unenergetic, unindustrious, and unpersevering

Was that enough adjectives for ya? They’re a mix of interesting and lazy and par for the course. This spurt of words was inspired by a recently released new trailer for the game. Check it out below:

Also, I can’t help but find it funny that the trailer has to highlight the fact that there’s now d-pad controls in Super Scribblenauts. Sure, that was, by and far, the original game’s biggest downfall, causing many unwanted deaths to our leading rooster-hatted lad, and the fact that it’s been upgraded is nice and gets me feeling better about buying, more or less, the same game again…but still. Not many other games make a big deal about their control schemes. It’s not bullet point material, and the only other Nintendo DS game I can think of making a mountain out of a molehill here is most likely with The Legend of Zelda: Phantom Hourglass with its touchscreen-only controls.

Either way, I’m interested and always will be in games that use words as a means to get things done, but I think I will wait to hear what reviews have to say about this one. Graphically, not much has changed, so now it needs to be seen in the d-pad switch really makes the experience better, and if the devs added more Fun Stuff throughout. Otherwise, I’ll just have to continue toughing it out with the original. I think the third game should be all about onomatopoeia. Super Scribblenauts Splut, perhaps?

Here’s how the Dragon Quest IX meet-up party went down

I had it all planned out.

My car, Bullet, is due for inspection this month of August. It’s very first inspection, actually, and since the beginning of the spring I’ve noticed my steering wheel shaking a lot when I’d tap the brakes after doing 50 mph or higher. Kinda scary, most likely an attribute that could get Bullet failed. So I decided to bring it over to the mall and drop it off for some maintenance work. No biggie, because this was also the day that Nintendo-sponsored Dragon Quest IX event parties were happening nationwide in GameStops high and low. I’d just bring my DS with me and kill some time that way…while also grabbing a rare treasure map. That’s all I cared about; sorry fellow DQIXers, but I don’t want to go co-op questing with you.

So, the event, which I only knew about from the Internet and even then knew very little about it, was to start at 12 and go to about 4:00 in the afternoon. I had about an hour or so to blah-blah away so I went into the mall, found a comfy couch, and sat down to grind for XP and alchemy items. I must have been playing for about 30 minutes before I looked up and to my left. This is what I saw:

I laughed out loud. The old lady across from me sneered.

Noon hit, I entered Tag Mode and put my DS in my pocket, and then shuffled over to the nearest GameStop, hoping to pick up the map or tag some random adventurers and then get out quick. There was no one in the store. I felt kind of odd just going up and down the aisles. Eventually, I left, returned to the couch, and checked my DS to see how much awesomeness I had downloaded: 0%. Ouch.

Tara and her mom were coming back past the mall after doing her wedding gown fitting at David’s Bridal so we all had lunch together. I nom nommed on a Subway sandwich and also heard back from the car place; my drum rotor needed fixing and it would probably be completed by 3:00. Tara’s mom left to head home, and then Tara and I took a walk around the mall, eventually heading back to that GameStop from before (note: this mall has two GameStops, one on the first floor and one on the second floor, and it seems a bit overdone if you ask me). I asked the guy behind the counter if they were participating in the Dragon Quest IX meet-up party event thing, and his expression showed pure confusion. He had no idea. Looking up stuff online, which took a bit because they don’t actually have full Internet browsers there, he learned that the GameStop outside the mall and down by Walmart was the one hosting an event. Ah…okay.

I figured if I didn’t get there and get the silly little map then no biggie. It’s just a game. Tara and I then headed over to PetSmart (or is it PetsMart?) because they were having an adoption day. So many adorable dogs and cats, and if I had the room and time and money to care for them, I’d catch adopt ’em all. Then we hit up Target for a bit, finally making our way back to Sears to see how my car was doing; it was done, almost exactly at 3:00, as if magic was at work.

Sheepishly, I asked my fiancée something like this, “Can we just stop real quick at the other GameStop so I can get this DQ map? I’m sorry you’re marrying a little boy.”

She said yes. It has to be clear why I love her so much, right?

This GameStop was much more active, and it was obvious from stepping inside that an event of some sort was happening. I entered Tag Mode in my car before coming in, and as soon as I checked it I saw I had canvassed a guest named NOA1. A Nintendo rep in a blue slime shirt came over, explained what to do next after bringing in NOA1 to my inn, and chatted a bit about the event so far. He said some kids came in earlier with all LV 99 characters; my LV 26 Hadwynnn openly weeped. After getting the treasure map, the rep gave me a poster and some stickers. Tara and I left after that because, as I mentioned before, I was just there for the map and not really to socialize, but it looked like there was plenty of that going on already.

So yeah, it had some hiccups, but the event worked out pretty well. I know DQIX is a much harder sell here in the United States than in Japan, but I think these weekly events can only do good for the game. Next week, there’s one at Best Buys around the country. We’ll see if I can make it to that one, too…

Oh, and that rare treasure map? It’s basically an epic boss fight, and this boss wiped out my entire party in two turns. Don’t think I’m ready for it just yet. Maybe I never will be. But I’m glad to have it in my collection nonetheless.

Ironically, Limbo doesn’t last very long

Well, that’s what every single review seems to like to talk about. Sure, they praise the game’s stark graphics, its haunting and effective gameplay, as well as the use of music and sound. But it all then boils down to this: Limbo is too short, ranging from three to five hours, for $15.00.

However, I’m still playing Limbo, still enjoying it a lot, bit by bit, and that’s kind of the difference I think in all of this. Game journalism reviews and non-journalistic reviews; two different beasts, one black, one white, with two different motivators behind them and no gray mist in-between. One plays a game as fast as possible, with a deadline looming and words to write/videos to record, and a second game on the pile waiting to be played. The other…well, we just play the game and write about it as we go or whenever we finish. Or heck, even weeks later. There’s no rush. The world’s not ending until 2012 anyways.

Recently, Kyle Orland of the now defunct Games for Lunch wrote about this oddity over at Gamasutra. It’s an excellent article that examines why this issue of length and hours of gameplay is so much more important to specific folk. This idea of a set game length…it’s pretty absurd. Everyone plays a game differently, and everyone gets a different experience that way. Take me. Despite what this blog might project, I don’t play a lot of videogames. My time is of the essence. I have to often squeeze in gaming time from 10 at night until 1 in the morning, and then the weekend, if I’m lucky, is mostly devoted to my Nintendo DS.

The fact that I got Limbo for free last week and have still not beaten it…is great for me. I like sitting down, playing it for about thirty to forty minutes until I get stuck, and then moving on to something else for a bit. I’m in no hurry to plow through the game itself, just to see how long it takes me and then claim that, “Wah, wah, it’s not long enough!” Well, you can always make it longer…by playing with it less.

Wow, that last sentence is full of innuendo.

Plus, Limbo is full of hidden eggs. Not Easter eggs. Hidden eggs. Sneaky, devilish, Solid Snake-like eggs that are super good at hiding from you. Some are tied to Achievements, and others exist just to build up your completion percentage as high as it goes. Right now, I’m not concerning myself too hard with finding all these eggs, but they’ll add some replay value when I go back a second time to hunt them all down. I’m thinking I’m about 60% through the entire game…kind of hard to guess at this point.

So, I don’t know. Limbo is a really beautiful, creepy, and clever game. You can make it as long or short as you want, and reviews shouldn’t sway anyone on whether it’s length is a determining factor for a purchase or not. This game is an instanct classic and just has to be played. I’ll most likely finish it up this week, but will definitely come back to it for more.

So far, Dragon Quest IX is fun and familiar

Dragon Quest IX: Sentinels of the Starry Skies is Dragon Quest VIII: Journey of the Cursed King…just scrunched down for the Nintendo DS. There, I said it. Y’all were thinking it. But I put it to e-paper.

At least, that’s my first impression of the game. I’ve not gotten very far, but the music, the graphics, the battle system, the character models, the church menu, the story progression, the towns, the skill trees, the everything–it’s right there with DQVIII. That’s not a slight. I love and loved DQVIII despite never beating it; I got the game back in late 2005 shortly after it released. I had just moved out of my parents’ house to an apartment in North Jersey for my first post-college job. Since money was tight then, I decided not to get cable/Internet for the first three months. Suffice to say, I saved some money and read a lot of books and played my PlayStation 2 every chance I could. DQVIII helped with this.

A massive world, lush colors and graphics, a steep learning curve, lots to do and see, character designs from Dragon Ball mastermind Akira Toriyama, a demo for the much-wanted-at-the-time Final Fantasy XIIDQVIII had it all! And it kept me good and busy.

This all seems to be said-able about DQIX. Everything you could basically do in the previous game, you can do here, just on a smaller screen. In fact, customization is even more developed on the Nintendo DS, with a slew of clothing and weapons to pick from, all of which do affect the way your character looks and fights.

The story so far goes that you’re a Celestian (guardian angel) tasked with protecting humans down below on Earth wherever. Something goes terribly wrong though and you’re cast down with the mortals, stripped of your wings and angelic power. Then you meet some people and get caught up in their quests as you try to journey your way back sky-high. Very religious, even more so than DQVIII was, and some of the writing is too archaic at times, dancing on the edge of ridiculously unreadable. The most I’ve really done at this point is built a team–minstrel, thief, spellcaster, healer–and grinded to get them closer to my main character’s level. Then we defeated a knight terrorizing a local kingdom. Haven’t got to try multiplayer/tag mode yet, but hopefully soon because my sister is also playing DQIX though most likely very far ahead because, when it comes to traditional, turn-based RPGs, she’s a bit of a nut. Gotta catch up. Gotta find time for the slime.

GTA: Chinatown Wars is winning me over

This is going to sound a little crazy, especially if you’ve been keeping up with my hate-limned posts about that masochistic beast Grand Theft Auto IV, but I’m absolutely having a blast with Grand Theft Auto: Chinatown Wars. Yes, I’m actually enjoying a GTA game, and even more surprising is that it is one made specifically for an underpowered system like the Nintendo DS. Let’s all take a moment to let that sink in.

Dipping even further into the pool of insanity is the fact that GTA: Chinatown Wars shares a whole lot more with GTA IV than the first iterations in the series. Sure, it’s got a bird’s eye view/top-down camera to it, but that’s kind of it in terms of comparisons to Grand Theft Auto and Grand Theft Auto 2. Otherwise, you’re back in Liberty City, a world instantly recognizable if when it is presented in a completely different medium, and you take control of Huang Lee who arrives with an ancient sword to discover what happened to his father. Alas, he takes a bullet and gets dumped in the river by his assailants. The story is basically about a bunch of Triad gang members all trying to become Top Dog with Lee helping out where he can and digging his grave deeper. It’s pretty good so far, even if it still relies too much on dick jokes.

Drugs play a big part here, and I was instantly transported back to math class in high school when everyone had that drug-selling game on their fancy, hi-tech calculators. Well, everyone but me. But I borrowed a friend’s copy every now and then to help survive study hall. So, in GTA: Chinatown Wars, you acquire drugs, and then seek out the best deal for selling/buying more. This is the best way to make money as missions only pay out around $25 to $200; not enough to get by for too long in dangerous Liberty City. Cops might also randomly bust in on a hot deal you’re making, but you can safely store excess drugs in your apartment. I will admit to, at first, being a little put off by the drug dealing as I’ve never played anything so adult-like on the Nintendo DS, but now I’m right at home with the crooks and creeps in the alleys, buying low and selling high.

One of my favorite changes to gameplay involves the cops. In Grand Theft Auto IV, if the cops saw you hijacking a car or shooting a man on his cell phone in the face for just annoying you, they’d come after you. You had two options then: fight back or flee. Fighting back generally only made things worse as you would in turn just get a higher star rating and bring about more cops. So you’d flee, driving desperately down streets and flying through alleys in hopes of losing those men in blue. In GTA: Chinatown Wars, you’re better off fighting back. That’s the main way to lower your wanted star rating, and it’s devilishly awesome to swerve one way and force a cop car to crash itself into a wall, its siren dying out with a whimper. Makes the chases really exciting and nerve-enducing, especially when trying to complete a mission or make it home to your HQ.

There’s actually a lot more to talk about here, like how awesome the PDA is and how much better it is than a cell phone, but I’ll save it for another day.

Usually there’s one mission in every Grand Theft Auto game that gets me to quit. In Vice City, it was one that involved racing a boat. Gah. Hopefully one of those sorts doesn’t pop up here, but for some reason, even if it did, I suspect I’d eventually be able to overcome it and just keep on keeping on.

P.S. Bonus points awarded to anyone that can name the awesome human being that said those words in the pic above. Don’t Google it, ya bums!

DEMO IMPRESSIONS: Crackdown 2

I recently downloaded the demo for Crackdown 2 and found myself very confused. No, the demo itself isn’t confusing; in fact, our narrator tells us what to do with a lot of tongue firmly in cheek, and you can either go after the main demo missions or just run around collecting orbs, jumping off buildings, and shooting freaks until the allotted thirty minutes of free gameplay is up. That I can do. Where I’m struggling here is with the game itself: I just don’t get it.

I never really tried the first Crackdown, save for downloading the demo and running through it once or twice. That one is not timed and is basically just an open world to run around and explore. You can throw cars and shoot people and climb buildings. Had a very arcade-like feel to it, and the graphics were certainly that of the first generation of games for the Xbox 360. Good, not great. And overhead, always there, was the implication that you had to make your own fun in Crackdown.

That seemed to carry over with Crackdown 2. I entered the demo and immediately started shooting people. I was told they were bad, and thus they deserved to get shot. Had to secure the area and all that jazz. A big problem here though–and this is mostly because I’m now spoiled by Borderlands where every gun has a different feel and recoil to it–is that firing weapons felt fairly hollow. I had a hard time even telling if I was hitting these dudes, and then there’s the close-quarter-combat, which, if I can be honest here, felt like my agent was punching a department store mannequin. There’s no sense of realism, and I understand that’s a silly thing to expect from a game like Crackdown 2, but without it everything just comes across as goofy and cartoonish. Driving cars, jumping from rooftop to rooftop, even throwing a grenade; I just didn’t like the way it felt. I guess it’s harder to explain, but there’s a deep love and following for Crackdown 2, and I don’t understand why. The demo graphics did not seem to be a big upgrade from the first game, and the sequel’s big twist is the addition of “freaks” at night, also known as zombies.

Why must every game add zombies now (hi, Dead Rising, Dead Space, Left 4 Dead, Left 4 Dead 2, Plants vs. Zombies, and The Zombie Island of Dr. Ned)? They are not the new fun. Try something else. Add…oh, I don’t know…mutated sheep monsters. Anything but more undead!

One interesting thing about the demo is that you can unlocked demo Achievements. Basically, these are the same Achievements in the full retail game, but you can unlock them now, and then they will pop and add to your gamerscore once you buy Crackdown 2. It’s a nice incentive and something I hope other demos will look into trying out. I unlocked two of them, but will never see truly get them as this is most definitely not my kind of game. I’m still have a hard time figuring out why.

More like the Illusive Demo from Mass Effect 2

Look, I don’t claim to know and fully understand how this videogame industry works. I just have opinions and thoughts and sometimes I put them down on e-paper here for a couple of people to read. But this is just plain confusing. Most videogames release a demo a few weeks prior to their shipping date so curious consumers can get a taste of what they’re selling and maybe–just maybe–decide that they’d really love to play the full experience.

Mass Effect 2 came out on January 26, 2010. The demo for the game hit Xbox Live this week. A-buhhhhhhh…

Right. Well, I somewhat enjoyed the first game and have been curious about what was changed for Mass Effect 2 so I downloaded the huge demo (I think it’s around 1.6 gigs) and…watched a lot of cinematic scenes for a bit. It opens like every episode of LOST, with a “Previously on…Mass Effect” as if this is some kind of high drama TV show that we’ve been watching for years. Our narrator tells us about Shepard and the things he/she did to better our galaxy. The beginning of this demo is basically the beginning of the actual game going off of Greg Noe’s first hour review. The Normandy gets blown to bits, Shepard dies, his DNA is recovered by the secretive Lazarus project, and he’s brought back to flesh through the miracle of science. And you thought you’d totally get to keep your level and hard-earned stats from the first game! Ha!

So, with a new Shepard, we can give him/her a new look. I choose to make him look very simian again, with a low brow and big pouty lips, plus an extremely bad complexion. Scars, pock-marked face, the whole thing. Dark hair and a chinstrap beard round him out perfectly. I was really surprised that the demo came with this as I fully expected them to just give us a static Shepard design to play with. After this, we see a scene with some scientists named Miranda and Wilson looking over Shepard as he suddenly wakes up. Drugs put him back down. The second time he wakes up, the entire base is under attack and he’s being ordered to get moving. Grab a pistol and some armor and then take cover behind some boxes; taking cover is very easy now with the press of a button. It feels natural and awesome at once.

The demo then shows me some stuff I already know, like how to fire my weapon and select a new one. These aren’t geth attacking us, but mechs on the fritz. Find some audio logs and listen to Miranda talk about the progress they made reconstructing me. The hacking mini-game is a bit different from Mass Effect, but not the worst thing in the world galaxy. I meet up with Jacob and Wilson and get a few answers to some burning questions, but we need to get to safety and find Miranda. Wilson believes she sabotaged everyone as the mechs were theirs and rewired to attack innocents. Hmm. I am a born-again Shepard so I don’t really know who I can trust at this point…

Well, for spoilers-sake, I learned that I can’t trust…Wilson. A shame, as that’s a great name. Miranda tells me a bit about her boss, the Illusive Man, and then we’re off this trashcan. Does it explode behind us like a good l’il cliche? Hmm, nope.

This section of the demo ends, and I’m told that everything I’ve done so far has been saved and can be readily used once I purchase the full game. All right. The demo will continue (yay!), but anything else will not be saved progress, and we’re also jumping ahead in time. Text on screen tells us that the Illusive Man has given us the quest to collect a ragtag team of the most elite and deadly characters around. Miranda, Jacob, and I are visiting a prison cell planet called Purgatory (wink wink) to collect a biotic named Jack. There’s a pretty tense scene in the beginning where a turian (I think that’s their race; it’s been some time, people) tells me I can’t bring weapons on-board. I convince him otherwise, and I’m glad I did. Turns out it’s a trap, and we’re doing a lot of fighting here. There’s some larger mechs that are harder to take down, and I eventually died after releasing all the prisoners from their cells in order to free Jack, who is not what we expected. I’m sure the demo goes on a little more from there, but at that point I was extremely tired and decided to call it a night. Might have to give the demo another swing later on as a female Shepard; I’m both surprised and pleased at how much is given to us and how smooth the shooting is. Maybe, just maybe I’ll get a little excited about Mass Effect 2 in the near future.

Blowing up and up and up in ‘Splosion Man

There’s a couple more great deals going on over at Xbox Live this week, and so I snagged ‘Splosion Man for 400 Microsoft Points. Yes, I’m using them up slowly and methodically, but I’d like to think I’m putting them to good use. Got Peggle and Street Fighter II Hyper Fighting as well, which I’ve enjoyed immensely and somewhat, respectively. Still need to blow my remaining 400 MP, but I’m not sure just yet. I might wait another week to see what new deals pop up…

But yeah, ‘Splosion Man. It’s a kooky game. You’re a dude that explodes. That’s just how you get around. Press A…and you ‘splode. Press X…and you ‘splode. I think you get it. Guess some scientists thought this would be a fun little experiment to play. Well, I think we showed them another thing:


Get Them Out of Our Schools (10G): Eliminate 10 Scientists and stop them from spreading their filthy lies.

So you use yourself as a self-detonating rocket to get around the levels. You can explode up to three times in a row before having to recharge your juices. The first few levels are rather simple, but they do an excellent job of teaching you some wall-jumping tricks and just how far ‘Splosion Man can leap. The main obstacles are the level pitfalls, with toxic fluid tanks below and closed off barriers. Getting around these is relatively easy to figure out, but still might take a few tries; thankfully, the game has frequent save checkpoints. I’ve only played about the first ten levels, and it seems like I have 40 more to go. Cool, cool.

Also, the sound design is phenomenal. Quirky, rock-n-roll tracks keep you moving through the levels, and ‘Splosion Man himself is just brimming with odd noises and bumbling mumbling. Love it. Reminds me a bit of the good ol’ days when main characters really had personalities that seemed to come out of the TV screen, such as Bubsy and Blasto and Earthworm Jim. Have not gotten to the song about donuts though that I read about many moons ago on the Interwebz, but I’m sure it’s fantastic as well.

Achievement-wise, it’s decidedly odd. There’s the usually “do X amount of times,” as well as one for beating the entire single-player game and collecting cake in each level. Then there’s these:


Master of Contrls (10G): Change the controls around in the “Controls” menu.


Get Over Yourselves (10G): Select “Credits” from the “Help & Options” menu and watch the whole thing.

Like I said…odd. Either way, exploding over and over again is right up my alley. I’m looking forward to it later.