Category Archives: review

ATHORE COMMENTS AL TOTOL LIES

Okay. So, there’s this Flash-based RPG called Super PSTW Action RPG (which I’ve never played and most likely never will), and someone under the username of AXMAN13 did not have a good time being super in an action RPG. Snartleblast, right? Naturally, this reviewer left his thoughts behind for all to read, but Newgrounds users RicePirate and D-Mac-Double decided that these snippets of poetry and fine 18th century literature were better suited as a typography video. In short, a Flash video of a review of a Flash game. It’s pretty superb with some amazing voice work and sound effects, and I’d love to see all negative reviews, whether justified or not, whether written by 13-year-olds or actual gaming journalists, brought to life like so.

Go watch: http://www.newgrounds.com/portal/view/558516

Games Completed in 2011, #1 – Dead Rising 2: Case Zero

Developers: Capcom, Blue Castle Games
Publisher: Capcom
Platform: Xbox 360 exclusive
Genres: Action adventure, zombie slaying, survival horror
Modes: Single-player
Hours clocked: Roughly four to five

A five dollar videogame doesn’t sound like a good thing. I mean, I’m imagining getting something like this or this or even this for such a low price. I did not, in all honesty, expect to get something good, something fun–a game I’d replay three times without blinking an eye. And that’s Dead Rising 2: Case Zero for you, a bite-size Dead Rising 2 experience that does a great job of fleshing (puns intended!) out the gameplay mechanics of its bigger brother, as well as supplying its own unique story, location, and set of characters.

The hero of Dead Rising 2: Case Zero is Chuck Greene, a former motocross champion, and every hero has its loser counterpart, and we’ll call her Katey. That’s his daughter, and she’s sick from a motherly zombie bite, forcing him to scrounge for Zombrex to keep her human and alive long enough until he can figure out a more final solution to his daughter’s problems. The game takes place three years before the events of Dead Rising 2 in a town called Still Creek, which is brimming with the undead. Unfortunately, Chuck and Katey get stranded there, and his mission is to fix a broken motorcycle, keep Katey alive, save the town’s citizens, kill some zombies via inhumane weapons, and get out safe and sound with his daughter. This has to all happen within the time limit of one day, or else the military will arrive and take his daughter away to be, and I’m assuming here, beheaded and burned like the little zombie kids all are.

Bad news for Katey as this time limit took me by surprise, and I was unable to do the needful before the military came to steal her away. This earned me Ending D. What’s really nice is that when you “beat” the game, as I clearly did the first time around, you can replay it with all earned money, stats, combo cards, and Chuck’s PP saved. New game+ is always a good thing. Anyways, this helped greatly with my second playthrough, earning me Ending A. I then romped around Still Creek for a third time to mop up some Achievements, and this third playthrough was unique in that I actually got to experience saving the town’s citizens. Also, all PP is transferable for those moving on to Dead Rising 2.

However, most likely, I won’t be moving on to Dead Rising 2. Or the original Dead Rising. Or even Dead Rising 2: Case West. This “paid demo” experience was more than enough for me, and I had a lot of fun whacking zombies with spiked bats/throwing casino poker chips in their faces, but overall the gameplay would most likely get stale for me. I mean, there’s only so many ways to skin a cat  kill a zombie, and between that and the frustrating time limit/save system, I just don’t think a full zombie release is my cup of tea.

But yeah, for five bucks…or 400 Microsoft Points if you like to speak the language of global corporation domination. It’s worth it. So, instead of buying a sandwich from Quick Chek/WaWa/wherever today, I heartedly recommend downloading Dead Rising 2: Case Zero, and that’s saying a lot because I absolutely love sandwichs.

REVIEW: Samorost 2

Developer/Publisher: Amanita Design
Platform: Mac OS X [reviewed], Windows, Linux
Genre(s): Point-and-click puzzler
Mode(s): Single player
Rating: ESRB: No idea, but it was fairly harmless and I’d guess something like E for Everyone
Time clocked: Around one hour

Sadly, I had to pack up the Xbox 360 and TV yesterday as my father came up to help me move from one apartment to the next. He was, however, running late, and I had about two hours to kill in a room full of boxes and nothing fun to play with (please keep your dirty thoughts to yourself). Sure, sure, I had my Nintendo DS, but that was kind of tucked away in my travel bag, and I just didn’t feel like getting off my Mac at that point. Then, ashamed, I remembered that I got five six games for my laptop back when I purchased the Humble Indie Bundle. Five main ones, and the sixth one, Samorost 2, was a bonus for those that helped contribue to the cause.

And so I scanned the list, trying to decide what to play for a bit. I dismissed World of Goo because I’m stuck on one level and can’t do anything else, as well as Aquaria, which is a game I like, but I really need to be in a mood to play. Finally, I picked Samorost 2, knowing nothing about it, only finding the name intriguing.

Samorost 2 is, obviously, a sequel, a follow-up to a game I’ve never played, but from what I can gather–that’s okay. You can go into Samorost 2 knowing nothing about it and still have a great time. The game opens up with a couple of aliens landing on a small planet, eating some fruit, and then stealing a strange little man’s dog because it was barking a little too much. The little man, referenced on another website as a space gnome, doesn’t change out of his PJs and follows their spaceship in pursuit of his best friend. And that’s the plot: rescue the dog and return home. It’s simple, but it works, and the world and creatures and mechanisms that revolve around the plot help buffer it along.

And man, what a beautiful world it is. The quality of the visuals is striking; the space gnome, his dog, and alien lifeforms are presented in a cartoonish form, but animated very well, giving off a Monty Python’s Flying Circus feel to it. The backgrounds (and foregrounds) on each level are extremely detailed and colorful, with a variety of alien flora and fauna (pun-intended) to enjoy, all done in a collage kind of way.

Gameplay is point-and-click, and the cursor turns into a hand when hovering over an item or part of the level that can be interacted with. Breaking tradition, there’s no inventory system, meaning if the space gnome picks up an item, it can–and must–be used there and then to solve the puzzle and move forward. This is a good thing in my opinion; I’ve been currently carrying around a lot of the same items in Broken Sword: The Shadows of the Templars, and each time I try to use them I fall flat on my face. Stupid elephant carving. Anyways, yeah. You point, you click, something happens. Sometimes you have to point, click, and click again while something is happening, but it’s pretty easy to figure out if you pay attention to the level and what does what. There were only two times where I got stuck. The first was because I just couldn’t find the exact pixel to click on, which was frustrating, and the second time came at Samorost 2‘s end when you have to do a bunch of things in a very specific order or start all over again. I did those final puzzles three times before I got it right.

Samorost 2 features a very odd, atmospheric soundtrack. Some levels have just tiny bits of music to it, some have none at all. It works well, but ultimately it’s forgettable. Also absent…dialogue. Progression and plot is told visually, and again, it boils down to “rescue dog and return home.” Some alien gruntage and a few doggy barks pepper the landscape, but it really doesn’t need a narrator or the space gnome’s opinionated musings. Though I still don’t understand why the alien monster is watching soccer on his TV.

Alas, Samorost 2‘s biggest fault is that it is a very short game. Even shorter than Limbodun dun dunnn. Consisting of seven levels, all of which are re-accessable via an age-old password system, the game’s running time is estimated between one and two hours, depending how stuck you get or how slow you pace yourself. I gobbled the game up very fast though. It’s extremely charming, stylish, and deceptively tricky. There’s an invisible rope attached to your heart, tugging you forward, and when you reach the next room, you just can’t help but click around, and before you know it, you’re in the next room. And so on, and so on. If you got some time to kill, I definitely recommend it. You can play a good portion of the game for free over at its website. Hop to it, young space gnome wannabes!

REVIEW: Mini Ninjas

Developer/Publisher: IO Interactive, Magic Pockets/Eidos Interactive, Warner Bros.
Platform: PlayStation 3, Microsoft Windows, Wii, Nintendo DS, Xbox 360 [reviewed], Mac OS X
Genre(s): Action-adventure, stealth
Mode(s): Singe player
Rating: ESRB: E10+
Time clocked: Around five hours

Ninjas never have it easy. Not even mini ones.

See, many moons ago, an evil samurai warlord was banished after too many evil deeds, and the empire in feudal Japan sat in peace and tranquility for a good, long while. But we all know that could only last so long; dark storms began to brew over distant mountaintops, floods and earthquakes became common happenings, and mysterious figures were caging wild animals for unknown purposes. Guess who’s back? Evil Samurai Warlord™, duh.

Growing worrisome, the Ninja Master, the classic relic-old being of supreme skill and wisdom seen in every ninja-related medium ever, sends out his best ninjas to discover the truth about the storms and what evil is stirring nearby. However, none return. With only two ninjas left under his chest-high belt, he reluctantly puts Hiro and Futo to the task of rescuing their friends and saving the world.

And that’s the plot in Mini Ninjas. There’s not much to it; no surprises, no twists, no explanations whatsoever on what these evil soldiers plan to do with all their caged animal friends. As Hiro, you sneak/fight forward until you battle one of the Evil Samurai Warlord’s henchmen, defeat it via a Quick Time Event (sigh), and continue on until the end of the game. The levels are structured as pseudo-open boxes, with multiple paths to explore, but ultimately only one will lead you to its end. A couple cutscenes show the ESW getting mad at his peons, offering a pinch of humor, but other than that, there’s little story being actually told here. Evil is evil, and good is good, and when they throw down arms, good will defeat evil (but only for a limited time).

There are six ninjas to play as, and unfortunately you don’t get the best one until near the game’s end. Each has their own set of skills and uses. Hiro can use Kuji magic and target multiple enemies at once; Futo wields a mallet and rolls into a ball to attack; Suzume plays an enchanting flute song; Shun specializes in bow and arrows, sniping soldiers from afar; Tora is part-tiger and a waste of character selection space; and lastly, Kunoichi, the spear wielder, is the best ninja next to Hiro thanks to her far reach. Each ninja is adorably designed, and unlocking them in-game rewards you with a special bonus video to watch that shows how they arrived at the Ninja Master’s dojo. These are so beautifully animated that it is jarring to the in-game’s visuals, which are, well…maybe a centimeter above the Nintendo Wii. My personal favorite character trailer is, not surprisingly, Kunoichi’s, as shown below:

Unfortunately, the challenge to save the world is no challenge at all. I started my playthrough on medium difficulty, the standard as it were, but switched to hard by midway through and found there to be little difference. The only time I ever died was when I miscalculated a ledge jump and plummeted down the abyss; only I didn’t actually die, but rather respawned on the ledge with one less heart to my name. So, uh, guess that doesn’t count. The enemies are not very tough, and only a couple require a specific strategy, such as the big guys or the stealthy ones. Plus, the alchemy here allows one to make a ton of healing potions, and there’s always a tree or bush of fruit at arms’ length. No worries, really.

What Mini Ninjas is though is charming and stylish, but a bit bland. Co-op (both local and online) is missing, and that’s a shame because it’s clearly a videogame designed to be played by parents and their kids. It would’ve been awesome for one player to scout ahead and another to circle around until the signal sounded and then they both attacked at once. I loved the tranquil music and style of it all, but found myself moving through it very fast, as well as a bit disappointed. The boss battles are a smelly joke, and yes, Boss Windy Pants, I’m talking mostly about you. I’d probably be even more disappointed if I shelled out $60.00 for this when it was first released, but I got this copy for around $20.00, and so it was a decent filler, a mediocre platformer, and a healthy reminder that not all good things come in small packages.

Half-hour review of Broken Sword: Shadow of the Templars

Wow, that was a boring subject line. Maybe the picture caption will make up for it? Hmm?

Popping up in here real quick to link y’all to my half-hour review of Broken Sword: Shadow of the Templars over at The First Hour. Go check it out as I think it’s a fun review to read…then again, I wrote it, and there’s my ego shining for a fraction of a second. However, sadly, due to The Busy and The Stress, I’ve not gotten to play more of the game after deciding that, yes, I want to know what is up with the creepy mime. Hopefully soon though.

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.

REVIEW: Limbo

When I think about limbo–the speculative idea about the afterlife condition, not the videogame–I think about The Twilight Zone‘s “Five Characters in Search of an Exit,” which, while not the scariest of episodes, is the most disturbing in my book. It’s certainly had a lasting effect on me. The episode’s title really says it all: five characters want out. They are each unique–a clown, a hobo, a ballet dancer, a bagpiper, and an army major–and they find themselves stuck at the bottom of some foreign place with seemingly no escape. Together, through talk and trial, they begin to gather clues about where they are and, more importantly, why they are there. As expected, there’s a twist ending, and it’s a good one, but it’s the musings of the clown and the heated passion of the army man that really stick out in my mind here. One accepts, and the other challenges. Is this place their limbo? Their lingering spot before heaven or hell or something entirely new? It could be; it’s confined and maddening, bleak with little hope, and there’s strange noises and happenings taking place just out of reach or sight; and there’s a clown, and if ever a limbo existed, it existed with clowns.

When I think about Limbo the videogame, I also think about The Twilight Zone‘s “Five Characters in Search of an Exit” and…spiders and eyeless children and death and loneliness and buzzsaws and gravity flipswitches and pain and torment and colorless cityscapes and and and…and so much more. This game has a lot to offer, and it’s an amazing little package that is all about the gutpunch. Glory is for suckers.

Though it’s never openly said, the plot in Limbo consists of a young boy waking up in a mysterious forest and then going out to find his missing sister. That’s basically it, and that’s what you’ll read if you skim the product description before downloading this XBLA title. Though this trek won’t be easy. The world–or state of being–in which Limbo takes place is full of dangers, and a sharp eye and ear are your best bets for survival. Quick fingers, too. Though you will “die” a lot because, sometimes, that’s the only way to learn. At first, the dangers are very organic, but as you progress they will change to man-made devices, which, honestly, was a little disappointing. I’d rather run from a creepy-as-creepy-gets spider than jump a dozen buzzsaws any day.

Limbo is twofold: a puzzler and a platformer. Each go hand-in-hand with one another, but neither outshines the other. The puzzles start out really great, with spiders and beartraps and spiked pitfalls, but they slowly turn into very, hmm, puzzle-like puzzles, with switch flipping and gravity zones to master. Like stuff pulled more from Braid or The Misadventures of P.B. Winterbottom. Didn’t feel as natural, more forced than anything else. Then there’s the actual hopping about; it works for the most part, but it’s awfully difficult to judge jumping distances, as well as the fact that the boy is a bit slow on climbing. He’s a slow runner, too, but that’s not as big of a deal…except when giant spiders are a-chasing.

Where Limbo excels is, obviously, its presentation. Hard to miss its unique take on afterlife noir. This is no The Saboteur, with black and white and some color; it’s totally void of anything vibrant, and there’s just blackness and the white eyes of the boy and a lot of gray in the background. It’s stark and unnerving, as well as hard to navigate at times. Some ledges and traps are difficult to make out just because it’s black on black, causing too much frustration and wandering back and forth. A lot of the set pieces are well done, especially the HOTEL sign and forest, and there has to be something said about the use of music within. Or should I say lack of music. It’s used sparingly, but to great effect. Seriously, play this game in total darkness with the sound turned UP. You’re welcome.

Limbo‘s game length has been already discussed at length. Many feel that, for its $15.00 price tag, it is too short. That three to four hours is not enough. However, it can last someone as long as they’d like it to, really; me, I probably played it for a total of five to seven hours before seeing the ending. And I’m satisfied with that amount. It was an engaging game, sucking me in and not letting me out until I hit a puzzle that stumped me, but I was pleased to have those breaks. It made it more enjoyable returning to continue on. There’s a bunch of Achievement eggs to collect too, and most of them are not very obvious so, after seeing some online vids, I have them to go back and get. There’s not much replay value after that, but I would like to play the game again for Tara (or get her to play it)…just to see the spider in action. So, yeah, there’s that.

To close, Limbo is a wonderfully haunting experience, something that must be played and conquered, and I recommend it wholly. Expect a lot of clones to hit over the next year, and expect none of them to do what Limbo did best: be memorable.

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.

Beyond Good & Evil 2 rumored to be canceled

Rumors are spreading across the Interwebz that Michel Ancel, the man behind Beyond Good and Evil 2, left Ubisoft along with a “star developer” to form another studio in France. This would mean that the game is either in a state of purgatory or most likely canceled. Which, either way, is a shame.

Beyond Good and Evil is one of the few games I reviewed a long time back on my first attempt at a videogame blog. It’s one of those rare cases where a seriously great game went unnoticed. Thankfully, it built up a solid cult following, slowly turning that unnoticed into noticed, and a sequel was announced with the above screenshot to wet our collective snouts. You can’t not love that piggy uncle.

Under The Bad section of my review of the first game, I wrote this:

The game’s ending leaves things open for a possible sequel. Why is this in The Bad? Because a sequel will never happen. Not now, not tomorrow, not ever. And that’s just sad.

I seriously hope BG&E2 is not canned because the first game had so many wonderfully implemented features that they would only naturally get better as the game jumped to current consoles. Photographing, boat racing, action adventure, sneaking around, betrayal, cool characters, and more. Still, Beyond Good and Evil was a retail failure, and I’m sure there’s a lot of reluctancy floating around the project, but still…I want it. And I think a good number of other gamers do too.

FIRST HOUR REVIEW: XIII

I find it kind of funny that I just recently reviewed XIII at The First Hour and then bought Borderlands a day or two later. Both are cel-shaded FPS all about style. One treats itself far more seriously than the other, but both are a pretty fun time. Unique, too, which is always a plus in my book. Just don’t get the game confused with, er, Final Fantasy XIII.

But yeah, honestly, if you see a copy of XIII for $1.99, just get it. The story is mission-driven and well presentated, and the multiplayer (well, I played against AI bots) is fun and varied. You can’t really go wrong for that kind of price. In fact, you can’t even buy breakfast for that kind of money. Well, maybe you can, if you ax the coffee. But only insane people would do that…

Okay, I’m meandering. Go read the review!