Category Archives: review

REVIEW: SimCity DS

Right. I recently gave SimCity DS a second chance and reviewed the first 30 minutes of it for The First Hour. Alas, it’s still not a good game, nor will it ever be. Clunky menus, unforgiving controls, and globby goo graphics hamper the entire experience. I have no plans of ever going back…

You can read my full review of SimCity DS by clicking on this very sentence! Click, click, click!

REVIEW: Hidden Mysteries Titanic: Secrets of the Fateful Voyage

Developer/Publisher: Activision
Platform: Nintendo DS (also available for the Nintendo Wii)
Genre(s): Point-and-Tap Adventure
Mode(s): Singe player, assisted suicide
Rating: Teen
Time clocked: Three to four hours

If Hidden Mysteries Titanic: Secrets of the Fateful Voyage could be considered a videogame then I’d consider it the worst videogame ever crafted. But it’s not a videogame; it’s an exercise in excessive tapping. And you’d probably have more fun going down with the iconic sailing vessel than solving these puzzles.

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REVIEW: Serious Sam HD: The First Encounter

Developer/Publisher: CroTeam/Devolver Digital
Platform: Xbox 360 [reviewed], PC
Genre(s): PEW PEW PEW/Samicide
Mode(s): Single player/online co-op
Rating: M
Time clocked: Around 10 hours or so

Last week, I won a free download code from That Videogame Blog, and all I had to do was follow them on Twitter. My prize? Serious Sam HD: The First Encounter, a shooter à la DOOM that is hardly serious and was seemingly inspired by a combination of sugar rush speedtrips and masochistic tendencies.

I’ve voiced before on here that I’m just no good at first-person shooters. Let me clarify that more. Fallout 3 is the kind of shooter I’m decent at because it’s not really a shooter at all. I did moderately okay in the single player modes for games like Red Faction and Killzone, which were slower, zone-to-zone sort of adventures, and I have many fond memories of taking down Nazis in Wolfenstein 3D. However, scenarios where you have to be quick on your metaphysical feet and spinning like a madman while still shooting with precise accuracy as hordes of enemies barrel down on you—yeah, not my favorite dish to order.

That said, with numb hands, I recently completed Serious Sam HD: The First Encounter. It wasn’t a good time. Continue reading to find out why.

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REVIEW: LEGO Indiana Jones 2: The Adventure Continues

Developer/Publisher: Lucas Arts Entertainment\Traveller’s Tales
Platform(s): Xbox 360 [reviewed], Playstation 3, Nintendo Ds, Nintendo Wii
Genre(s): Action adventure
Mode(s): Single player/two player co-op
Rating: E
Time clocked: About 10 to 15 hours

Having never seen Indiana Jones and the Kingdom of the Crystal Skull, I was pleased to not find it included in LEGO Indiana Jones: The Original Adventures. The previous game instead focused on the true film trilogy, giving each movie a solid set of levels to play through and explore. It followed the same formula that won many fans over in the LEGO Star Wars games, and though it had some problems and didn’t tackle every key scene possible, it was a fun game all in all, with plenty to see and do despite no one being able to Force push droids.

And here we are now a year later with LEGO Indiana Jones 2: The Adventure Continues, a sequel that is both surprising and a great step forward for the LEGO game franchise. But not all is shiny LEGO blocks.

Click below to continue on with the review!

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JUST BEAT: MySims Agents

Developer/Publisher: EA Redwood Shores/Electronic Arts
Platform: Nintendo DS [reviewed], Nintendo Wii
Genre(s): Mystery Adventure Game
Mode(s): Single player
Rating: E
Time clocked: The main storyline took less than 6 hours to complete, but game continues afterwards

Ultimately, this is a shame. Now, that’s not the best way to start a review, but it’s the truth. This game will let you down no matter what your expectations are, and considering I could only find one or two DS-only reviews online…well, I had zero expectations. The only thing I knew going into MySims Agents was that the Wii version was pretty good, that it involved solving mysteries and questioning townspeople and so on, as well as incorporating the standard Sims-like customization gameplay. Sounded like a great mix of things.

That is not the case here. Pun intended.

In MySims Agents, you play an agent visiting a town, there to unravel the mystery of its secret treasure. I named my town Megaton, but alas, the secret treasure was not an A bomb that I got to detonate and rid the world of these gibberish-speaking buffoons. Plot-wise, this is not a direct port of the Wii game. In the Wii version, you must stop Morcubus and his corrupt company MorcuCorp from stealing the Crown of Nightmares. In the DS version, you must stop Thief V from stealing the secret treasure. Seriously, it is written as secret treasure until the very end of the game when you discover what it actually is. SPOILER ALERT: it’s lame and insensible and…a giant bell. I’m not even kidding. Just goes to show the different level of care and love between the two iterations.

Gameplay involves receiving a mission from HQ, talking to townspeople, playing a minigame, waiting, waiting, waiting, solving a riddle, and then doing it all over again. In between all of this is the collecting of house blueprints, essences from in-game items, furniture, and fish, as well as redecorating your room and town. Repetitive, but the fun is left up to you, as I challenged myself to collect all things Japanese, which made it a little more exciting when dealing with the synthesizer and such.

The mini-games…they are uninspired. Granted, I still need to unlock three or four, but the ones I’ve played so far are either frustratingly challenging or just a rip-off of something else (hi, Diner Dash!). Kite surfing is extremely unforgiving (two hits and you basically have to restart), identifying the suspect is pretty fun but grows stale, and the one where you unearth mines in the ground has some wonky control issues. None of them stand out, really, but I am interested in seeing how the gem-themed one featured on the back of the box turns out.

Graphically, MySims Agents is pretty good, full of colors, all of them bright and playful. I particularly liked seeing my town during sunset with a wash of reds and oranges. That said, some of the furniture/clothing is just the same item with a different skin.

The biggest problem MySims Agents has going for it is that it’s a lie. You do no real detective work or anything close to what I imagine a secret agent might do, and truth be told after I changed my character into more casual clothes (instead of a suit) I completely forgot who he was supposed to be all along. It’s the bare bones of a good game, and could have been so much more. I understand that it is targeted at a younger demographic, but when the credits started to roll after 6 hours I thought someone from EA was going to jump out of my closet and yell, “Gotcha!”

The little coverage found for MySims Agents DS should have been my first clue that this game was a bit of a failure. It is tedious through and through, and I only hope this here review will help others steer clear.

4 out of 10

BACKLOG REVIEW: Professor Heinz Wolff’s Gravity

The most obvious thing Professor Heinz Wolff’s Gravity has going for it is its art style. A mix of candy canes and Tim Burton-esque level designs, this no-frills Nintendo DS puzzler just oozes style. Background images are vivid paintings, striking to the point of distraction. Even the moody music adds to the overall atmosphere. But is it the be-all, end-all of puzzlers?

No.

To find out why, click below.

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JUST BEAT: Prince of Persia

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Developer/Publisher: Ubisoft Montreal/Ubisoft
Platform: Xbox 360
Genre(s): Action Adventure
Mode(s): Singe player
Rating: Teen
Time clocked: Definitely less than 12 hours according to the Speed Demon achievement

To start, I had mixed feelings over 2003’s Prince of Persia: The Sands of Time (for the Playstation 2). For one, I absolutely loved running around and bouncing off walls and performing some serious parkour. But the fighting/battle system was terribly unforgiving despite the time mechanic which allowed players to rewind scenarios if they didn’t play out like they wanted. When I’d enter a room full of baddies, I’d groan, and the only way to hear happy noises from me was to get out of said room so that I could run around. But these memories were enough for me to steer clear of the next iterations in the series, which I’m glad I did because I’ve only ever seen them described as gothy and emo. Hmm…

But then the series got a reboot. A colorful one, at that! Prince of Persia for the Xbox 360 tells a typical story: boy meets girl, girl needs saving from overpowering god of darkness, boy saves girl but not without sacrifice. More specifically, the Prince and Elika must travel to a bunch of lands within her kingdom and heal them to keep Ahriman trapped within a giant tree.

While the plot itself is fairly yawn-yawn, the dialogue is a treat, as is Prince of Persia‘s utter lack of interest in spoon-feeding the player. At any point during gameplay, a player can push a button to have the Prince speak with Elika. What spews from their mouths depends on where they are and/or what just happened, and it helps to make both characters fun and engaging. You’ll really feel like they have a tag-team relationship going on by the game’s end.

Graphically, the game is gorgeous. The corrupted lands are bleak and dirty, ragged with oozes and chipped stone, but once they have been healed a wash of color spreads and we’re treated to a lush, vibrant playground. Some might not like cel-shading in this day and age, but I think it has the potential to be even more amazing than photo-realistic games like, say, Final Fantasy XIII or Gears of War.

Unfortunately, not all is bells and whistles. If Prince of Persia is to have a fault, it is in its repetition. The balance of acrobatics, combat, and puzzle-solving is just that: a balance. You will run and climb your way to the corrupted land (acrobatics), possibly solve a riddle (puzzle-solving) to get you to the next level…where you will fight a mini boss (combat). Rinse and repeat. There is little variety, especially when the mini bosses all have a pattern to them. After the lands are healed you can spend time hunting down balls of light, but you really only need to find 600 or so to complete the game, and I don’t I’ll go back and find all 1,001 of them.

Achievement-wise, Prince of Persia seems fairly forgiving, especially since you can’t die (more on that in a second). I unlocked 35 out of 60 on my first playthrough, none of which required too much skill. A majority of story progression-based, some involved special tactics against the mini bossess, others were more about collecting. My favorites were Improvisor (10G: Congratulations, you used the environment to your advantage.) and Precious Time (10G: Congratulations, you know when to stop.).

That said, I will never achieve Be Gentle With Her (100G: Elika saves you fewer than 100 times in the whole game.). Technically, the Prince can’t die…but I died a lot in this game. Missed jumps, timing off, QTE jitters. I’m pretty sure Elika saved me at least 500 times or more. A moot point, but I’m a little put off by the fact that the achievements all use the same picture and word “Congratulations”…feels a bit robotic if you ask me.

In the end, the reboot works though. It’s a much more colorful and lively game thanks to the graphics and voice acting, even if it gets stale rather quickly. A little more variety would’ve been nice especially since it was billed as having “open-world gameplay,” but for $20.00, I had a good time. You might, too.

7 out 10

JUST BEAT: Assassin’s Creed

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Developer/Publisher: Ubisoft Montreal/Ubisoft
Platform: Xbox 360
Genre(s): Third Person, Action-Adventure
Mode(s): Single player
Rating: M
Time clocked: Not sure exactly, somewhere around 15 hours or so

The Basics
You are Desmond Miles, a bartender kidnapped for his memories. Conversely, you are also Altaïr, an assassin stripped of his rank and forced to earn his place back in the cool club by eliminating a number of targets that are somehow involved in the same plot to obtain a “piece of Eden.” It’s all very mysterious stuff, and you basically just told what you’re told (“Go to sleep, Mr. Miles!”) until you can begin to piece things together for yourself.

The Good
The graphics, namely those of the cities you’ll visit and explore, are simply stunning. The cities and their streets and their rooftops and shadows and little dirt-covered crevices—they all just look absolutely gorgeous. People walk through the street with lifelike fluidity, and the small sounds of chatter or a pot breaking really do add to the world.

Free running is a blast, and it works out well just about 90% of the time. Once the guards knock you down and have you surrounded, there’s really no chance of escaping without doing some good ol’ sword-swinging.

The combat system (at times) is fun. You have a variety of options: take guards out ahead of time with throwing knives, do a low-profile kill with your hidden blade, or duel it out with swords, countering as you go. This, however, is not button-mashing combat, and if one isn’t careful with their timing, they can find themselves getting slaughtered easily. But once you find your rhythm, taking out an entire circle of city guards is both exhilarating and nerve-wrecking.

The Bad
Unfortunately, Assassin’s Creed is a lot like the directions for shampoo. Once the game gets going, you are sent to one of the main cities—Jerusalem, Acre, or Damascus. After sneaking inside, Altaïr must find the local assassin bureau where he’ll get his first clues about the mission. After that, there’s some eavesdropping, integrating, and pick-pocketing…once enough of these side missions have been done, Altaïr is then given the option to terminate the latest target. Kill him, and head back to Masyaf for some talking until you are thrust back to another of the Holy Land’s cities. And that’s it.

The Fugly
It’s annoying to have to do the same thing over and over again; it’s even more annoying when the said same thing offers you nothing new. I saved every single citizen being bullied by city guards, and about 50% of them told me they’d run right home and the other 50% said that all the city would know of my good deeds. Neither of these claims really solidified. What would’ve been nice is if my actions led to something. For instance, maybe extra guards get posted in areas where I saved someone, or a single citizen (maybe the saved citizen’s brother?) would help me in a fight or something like that.

Speaking of worthless, there’s the flags. Fun to stumble upon, a pain to fully track down, and they exist only for Achievements-sake. Again, if they did something for Altaïr (like letting him run faster or fall from greater heights) then they’d serve a point. Alas, they do not.

Lastly, there’s the “ending” to talk about…what a disappointment. I was just as dumbfounded as Miles was after seeing that weird vision and writing on his bedroom’s walls. Granted, Altaïr’s storyline came to a sound and understandable conclusion—why couldn’t Miles? After the credits roll, we’re given control again and can wander around his confined cell for clues, but there’s really nothing else there. A shame, as I wasn’t even sure if the game was over at that point, but I guess it was…

The Overall Vibe
Assassin’s Creed is a game that should be played though not entirely to its end. Visiting your first city and running along a stream of rooftops is a sure-fire blast, but once you beginning to see the game as nothing more than the same ol’, same ol’ it loses its charm fast. There are some great moments here, but it takes a bit of grinding to get to them. The “ending” is a complete letdown, nothing more than a lure for those hungry for Assassin’s Creed II.

7 out 10

JUST BEAT: Musashi: Samurai Legend

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Developer/Publisher: Square Enix
Platform: PS2
Genre(s): Action Adventure/RPG
Mode(s): Singe player
Rating: Teen
Time clocked: About 22 hours

The Basics
Though claiming to be a sequel to the charming and fun action RPG Brave Fencer Musashi that was released for Sony’s PlayStation in 1998, Musashi: Samurai Legend is anything but a trite re-imagining of what was once charming and fun. The story starts off with Princess Mycella summoning a hero from another world in order to help save hers. That hero—hapless and helpless as he is—turns out to be Musashi, who takes on the training of Yoda Master Mew in order to rescue the princess back from the evil hands of President Gandrake. Also, he needs to collect the legendary five swords along the way.

The Good
If anything, as an action RPG, Musashi: Samurai Legend does offer a solid amount of action. Each spot on the world map offers tons of enemies to slice apart or learn techniques from, with also a splash of platforming and puzzle-solving thrown in for good measure. Musashi himself can learn a number of special attacks, but it’s mostly hacking and slashing and occasionally blocking for him as he pushes forward. Some sections really offer a lot of action with never-ending spawn points for enemies.

The Bad
As I recall, Brave Fencer Musashi was somewhat linear…but never to this extreme. You can’t get lost in this game, and there’s only a pinch of retreading familiar grounds (which are handed to the gamer so stupidly that there’s no point in even feeling proud when you remember you can now access a certain area thanks to your new “walk-on-water boots”). One task dropped upon Musashi’s feminine shoulders is that of rescuing 28 lost villagers…don’t worry, you’ll get them all as just about every single floating blue orb hosting a stolen soul is right along the main path. Way to make it challenging, Square Enix.

Also, every time you rescue one of the Mystics, you must carry her from the end of the level back to the beginning. While fighting off hordes of enemies. This, my readers, is complete bullshit and will most certainly have you grinding your teeth at the screen. The game is very repetitive in that sense, and even the boss battles become nothing more than “learn the pattern, attack here”. A little more variety and branching would’ve been appreciated, as would’ve the day/night cycle from the previous entry.

The Fugly
Where to start?

First, Musashi from Brave Fencer Musashi dressed the part of a traditional samurai, which made sense given that that’s what he was. Here, Musashi has changed up his style to be some sort of California surfer/drug addict supermodel with no money for a haircut. Is there a reason gamers need to see his midriff?

Second, the writing. It was either the writing or the voice acting, but since the voice actors are only reading what is written in their script, I went with the former. It’s bad, people. Overtly bad, especially when it tries to lighten the mood. Musashi attempts to sound tough, comes off cheesy. The Mystic of the Void tries to sound seductive, comes off cheap and whorish. Master Mew dramatically attempts wisdom and being wizened, sounds like a dying cat.

Third, the graphics. They’re not terrible, really. Not by PS2 standards at least. They’re just…so odd. Soft lighting, with thick brown outlines for everything, and no one seems to have noses. Think Dark Cloud 2 and every Impressionistic painting created. It’s like a re-imagined cel shading technique that, while colorful, really could’ve been a lot more. It seems most of the money was spent on the fully animated intro, which is ham-fisted and replete with words like legendary and power and fate.

The Overall Vibe
I will not lie. I got this game for $4.99, and when you pay that price expectations cannot be too high. Still, I was looking for something a little deeper, a little more fun and punny like Brave Fencer Musashi. The game’s not terribly tough or deep, and beating it allows one to start a new campaign+, which means nothing to me. I have no idea why someone would need to go through this more than once unless they really missed collecting digital playing cards of enemies and such. I won’t be going back.

4 out 10