An often updated video game review blog. Reviews encompass all major consoles and portable gaming handhelds.
Sunday, February 6, 2011
Mario Sports Mix Event Recap + Impressions
Yesterday, I was given the opportunity to attend a community event celebrating the launch of Mario Sports Mix - a collaboration project between Nintendo and Square-Enix. The event took place at a YMCA in Toronto, which was a perfect setting due to the type of game that it is. The event was also for Big Brothers and Sisters of Toronto, who were invited to attend. In addition to being able to try the game early, the kids were given a chance to play different sports (I saw them playing volleyball and hockey) with half being on Team Mario and the other half on Team Donkey Kong. Mario and Donkey Kong both were in attendance and they took part in the sporting events, making sure to take some pictures with the kids at the end.
The event was an hour and a half in duration and I managed to get a chance to play the game for a little while. I also watched others play it. What I did get to play was quite fun. Out of the four sports available to be played in the game (dodgeball, hockey, basketball and volleyball,) the only one I didn't get a chance to try was dodgeball. Each of the three I played were very over the top, fast and frenetic, like other Mario sports titles.
Hockey was definitely the best one out of the three that I did get to play. I found it to be the most fun, especially since it played a lot like Mario Strikers (which I'm a huge fan of and became addicted to.) Checking is a very important aspect of the gameplay, which is a lot like Strikers. Both games are quite hectic and somewhat chaotic in that sense, which I find fun. Players use the nunchuk to control their team and can switch on the fly by pressing C. Motion controls are used for faceoffs, shooting the puck (which is a gold coin,) special moves and checking. Traditional Mario items (like shells) are able to be used to try to stop your opponent. They worked pretty well. It was quite easy to score, which was the one major downside, although it was still very competitive.
The basketball mode was fast-paced, frenetic and fun. I had a tough time scoring, but that was most-likely because I was new to it and hadn't become accustomed to the control scheme yet. Its motion controls were what you'd expect and felt somewhat natural: you'd raise the Wiimote up and then swing it forward to shoot from far away or to dunk (if you're close to the basket.) Timing is important, so it's something that will come with practice. I thought it controlled pretty well and was fun. There is one court available where random point multipliers will appear on the court in circular pads. If you shoot from one, you will receive the shown benefit (or lack thereof, considering there are negative point pads too.) This allows for there to be some pretty weird scores, and is fun. I'm glad they only chose to leave it restricted to one court though.
Volleyball actually plays a lot like basketball in terms of its control scheme. In order to serve, you must lift the Wiimote up and then tilt it forward. The height, length and power of your serve will change depending on the speed and power you use. Motion controls are also utilized for the other maneuvers, such as volleying and attacking the ball. The controls are pretty simple, but I thought that the motion controls were a bit inconsistent at times. I enjoyed playing it, but not as much as the other two sports.
Although I didn't get a chance to try dodgeball, I did watch a couple of people play it for a minute or two. It had different rules than the traditional dodgeball rules. Instead of being out after being hit once, they added life bars. It seems like you must completely eliminate an opposing player's health bar to get them out, which is certainly a different take on the sport. However, it makes sense from a video game perspective (especially an arcade sports game like this one,) because it allows the game to last longer and invokes some interesting new strategy.
Each game mode allows for players to choose the amount of players there will be on each team (seemingly limited to 2 on 2 or 3 on 3.) Location selection is available, with some having their own unique attributes (such as the aforementioned basketball court, as well as a volleyball court that continuously slides left and right.) Said attributes change the game up a bit by adding new challenges and elements. Of course, items and special moves also play a big part in the experience, with a myriad of well-known items being available in each mode. There are 14 courts available, and some are limited to certain sports. A handful return from Mario Hoops 3 on 3. The career mode is set up with a myriad of different cups/tournaments in each sport, similar to Mario Kart.
All of the characters have their own special moves in each sport, such as Mario's ability to dunk from anywhere on the court in basketball and Peach's distracting special move that sends out a ton of huge hearts in volleyball. There are nineteen playable characters available, such as the traditional (and popular) Nintendo icons Mario, Luigi, Peach, Donkey Kong, Diddy Kong and Wario, as well as your Mii. Additionally, the game contains 7 unlockable Square-Enix characters, such as the Ninja, White Mage, Black Mage, Slime and Moogle. Each one has its own stats and specialties, allowing for people to select their ideal type of team.
The game featured some nice animations, decent looking graphics and very colourful environments. Just by looking at it, it's easy to tell that it's a Mario sports title. Its sound design also seemed pretty good. Mario Sports Mix appeals to a wide-range of ages, but is targeted towards kids the most.
I enjoyed attending the event and getting a chance to try the game. I look forward to playing it this week. Check back for a full review in the near future.
Mario Sports Mix is out tomorrow (February 7, 2011) for the Nintendo Wii.
Wednesday, January 26, 2011
Breach Review (XBOX Live Arcade)
Breach is the latest release from developer Atomic Games, who have primarily worked on military simulations for the United States military and intelligence agencies in the past. It fits the same description, but is in the form of an online multiplayer only first-person shooter, which is being released on XBOX Live Arcade and PC today.
At its core, Breach is a tactical military shooter. However, it sets itself apart from the pack due to its stronger emphasis on realism, as well as its destructible environments. Whereas other games such as Battlefield: Bad Company allow you to destroy buildings, sniper posts and the like, Atomic Games took it a step further in Breach. In addition to being able to destroy buildings (which is useful to eliminate areas where enemy snipers may be hiding) or destroy bridges to make the enemy's advance more difficult, the debris that is created by the explosions can also take out opponents. This adds more realism to the idea of having destructible environments and also adds more strategy to the game. Players can also use destruction to their advantage by creating doors or vantage points, collapsing buildings with charges or by bringing a roof crashing down on opposing players. Charges can also be placed on enemies.
Unlike other shooters such as Call of Duty, your health does not regenerate, which makes the game a lot more realistic, in addition to making it a lot more difficult. It is important to take cover during firefights, using the game's active cover system, which is toggled by pressing the right joystick in when you're behind any sort of cover. Cover is a huge part of the game and it is very important to take full advantage of it if you ever expect to survive for long in-game. The only way to replenish your health is by using the medic kit gadget, but you don't unlock that until you make it to the fourth rank. It allows you to heal yourself or a teammate.
Weapons caches are found throughout each map and occasionally contain rocket launchers (it is also important to note that caches will replenish your ammunition, gadgets and/or explosives.) Rockets can be used to take out multiple enemies at once, but their best use is for destruction. Players can target specific structures, bridges or walkways with this weapon. However, it's important to consider your options before firing because, although the weapon is very useful against wooden structures and concrete barriers, some of the structures in the game are made from steel and this severely limits the damage caused by the explosive ammo. Additionally, players can also unlock sticky bombs, or breach explosives, which can also be very useful in an attempt to cause a massive amount of destruction. These are unlocked as you progress through the game and level up your character.
From the start, players are given the chance to choose from one of four different class types, including traditional rifleman and sniper classes, as well as a support class outfitted with a close range shotgun and a gunner equipped with a light machine gun. There is also an unlockable fifth class referred to as recon, which is only unlockable after players max out their rifleman and sniper classes, and is outfitted with a high-powered assault rifle. The class list is available at the start of each game and after each death that a player succumbs to. There is no option to switch classes while you're playing.
Players can fully customize their characters to suit their individual play styles. Each side has three different character skins to choose from and skins can be assigned to each class individually. As you invest more and more time into the game, you can utilize your experience points earned during matches to purchase new weapons, attachments, gadgets and perks. Breach allows you to set up each class separately by assigning them different perks, gadgets and weapons. There are only a certain amount of spots available, so you must choose wisely. The upgrades are locked at first, but you can unlock them by increasing your rank, which is accomplished by reaching certain experience point plateaus. However, you can only unlock new weapons by spending time playing as that class. For example, the only way to unlock new sniper rifles is to play as a sniper for a while.
Included in the unlockable items are 23 real-life weapons, as well as eleven real-life spy gadgets. The latter list includes a Dragon Skin armored vest, a sabotage kit, a sonic imager capable of seeing through walls and detecting movement, an IR sniper detector and a bomb sniffer. These gadgets each unlock at different ranks, but can be extremely helpful. When creating your own class however, you are only given the opportunity to select one gadget and one main weapon, so it's a tough choice. It's important to test things out to find out which one suits your play style best. There is always a side-arm pistol available at the press of a button (down on the directional pad in the 360 version's case.)
The game's thirteen unlockable perks can help you in various different ways. Some examples of the perks available for purchase include the following benefits: increased sprint duration, more ammuninition and grenades, increased accuracy during intense firefights, better accuracy during blind fire and double damage for your melee attacks. There are also perks that give you extra experience points (while reducing your health) and one that places an IR target on the player who killed you last, allowing for you to know who to take revenge upon. You are able to select one perk at a time.
Breach features five different game types, as well as a hardcore variation. My two favourites were infiltration (where the two teams battle for posession of objective control points and the first team to a certain amount of points wins,) and retrieval (which is a mode where teams try to collect a canister and bring it back to their secure locations, earning points for each time the canister is secured.) The game also includes a traditional team deathmatch mode, as well as convoy and sole survivor. In convoy, one team tries to defend a convoy of trucks as it makes its way from one point on the map to another, earning additional time when they pass certain points, while another team attacks. Sole survivor mode sees two teams battling against each other without respawns, allowing the final surviving player to be named the winner. The game allows for sixteen players to play in one game lobby, with two separate teams of eight. Bots are not available.
Hardcore mode can be applied to any of the game types and maps. It incorporates a lot of major changes to the game, including the elimination of radar tracking, disabling the kill cam, and modifying the damage settings to create a much more lethal and realistic experience. In general, hardcore mode is much more of a simulation than the game's regular set-up. You can access hardcore mode when you search for games by pressing the right joystick in and then refreshing the lobby list.
The game also features four different maps, with one variation that allows you to play one of the maps at nighttime as opposed to daytime. The game refers to them as combat missions, as opposed to using the term map. The list includes Peak (a communication complex located on a snowy peak,) Summit (a complex positioned on a mountain road, surrounded by shoddy wooden huts,) and Silo (a nuclear silo located in a mountain range, complete with valleys.) Additionally, there is a map that goes by two names (Passage and Nocturne.) This map contains a long service tunnel and is located within a mountain range in Asia. Passage is the name given to the daytime version of the combat mission/map, whereas Nocturne is the name the nighttime version goes by. My personal favourite is Peak, although I like all of the maps for their own reasons. Passage/Nocturne are unique because they contain more confined locations than the others do, and the tunnel is very dark, so it's hard to spot enemies. All of the game's maps are very large, which allows for the battles to take place on a large scale, spread throughout the map.
Players earn experience by completing an assortment of tasks within each game mode. Various amounts of experience points are awarded for killing an opposing player, as it's based on rank. However, experience is given for other things such as when players take over a control point in infiltration, deposit the canister in retrieval (or aid someone in doing that,) and when players assist on kills. There is also a perk referred to as the 'Badass' perk, which sacrifices half of a player's health in exchange for the ability to earn more experience. The game features several main ranks with different tiers of each. You can see the amount of experience points required to reach each rank by checking its achievement list. It takes quite a while to level up though, so that is something that will definitely keep people coming back. This is a game that requires a lot of time in order to progress within your rank and within your classes, so it offers a lot of replayability that isn't just based on competition or fun factor, but is also based on wanting to level up more and try out new gadgets and perks.
While playing Breach, it is important to understand that it's not a game that you can run and gun in like is the case with Call of Duty. I enjoyed this new, more realistic take on the genre. Although it has a steep learning curve, I had fun playing it and put quite a bit of time into it. Sometimes there are some issues when you're in cover (relating to it being a bit sticky and not responding perfectly,) but the game plays quite well. There were a few hiccups within the gameplay, but nothing major. It's challenging, fun and competitive. However, it's also tough. The shooting mechanics work quite well, and I like how important teamwork is within the core gameplay. If you don't work as a team and support each other, you'll lose.
Breach features an easy to navigate menu system, allowing for easy access to upgrade menus, game lobbies and its stats tracking page. Within the stats page, you can see the amount of experience points you've earned, how close you are to unlocking new weapons and your proximity to your next rank. You can also take a look at your kill-death ratio, as well as detailed stats regarding the exact amount of kills/deaths you have. I'm glad that they included this because it's something I feel every game should include. I find it frustrating when games don't have a stats tracking menu. One of my personal gaming pet peeves is when developers omit visible and accessible stats tracking pages.
The default control scheme is quite accessible and well designed. The left joystick controls your movement, whereas the right joystick controls the camera and your aiming reticule. Active cover is initiated by pressing the right joystick in and you are able to peek above or to the side of cover by using the left joystick. The right-trigger controls your fire, down on the d-pad brings out your side-arm and up on the d-pad can switch to a grenade launcher accessory. Players can utilize the A button to jump, the Y button to interact with items (such as canisters and weapons caches,) and initiate sprint by holding in the left joystick. Certain gadgets can be used by pressing the right shoulder button (or right bumper as it's often referred to as.) I found this control scheme easy to use.
In terms of visuals, Breach isn't anything that will blow you away, but it looks pretty good. Its maps feature quite a bit of detail and some nice texture work, but the visuals feel a bit dated. The character model options look decent, and are quite varied and detailed, although there's only a limited amount to choose from. However, sometimes their animations can be a bit stiff. Its effects are pretty well-done and are especially noticeable during explosions and destruction. The game runs on the engine that Atomic Games used for their last project, the controversial, unreleased (wartime) shooter/horror game, Six Days in Fallujah.
Sound design is a relatively strong aspect of Breach. It includes a myriad of different sound effects, including different sounds for ricocheting bullets, which was a nice touch. The sound effects used for the weapons, footsteps, explosions and destruction all sound pretty good. Although there is no real dialogue, soldiers will occasionally utter one-lined quips after taking out an opposing enemy. At times, sound effects can sound a bit muffled, however. The only major problem I had with the sound was that, during the first day I played the game, the sound almost completely cut out for about 30 minutes or longer. I could hear the music but that was all. It occurred during different games, and ended up rectifying itself after a while. I haven't experienced the issue since.
Overall, I thought that Breach was an enjoyable, engaging and well-made shooter. It sets itself apart from the pack by offering a more realistic experience (especially with hardcore mode turned on,) and offers quite a bit of content to unlock - so much so that it'll keep you playing for a long time. Although it has some minor issues (which aren't anywhere near game breaking,) it's a very solid game that is definitely worth checking out if you're a fan of military shooters or simulations. You get a lot of content, lots of replayability and some time consuming achievements. Just keep in mind that this isn't an arcade experience like Call of Duty - it's much more realistic and unforgiving.
Rating: 7.5/10
Breach is available for XBOX Live Arcade and PC, as of today, January 26, 2011.
Monday, January 24, 2011
LittleBIGPlanet 2 Review (PlayStation 3)
LittleBIGPlanet 2, the latest release from developer Media Molecule and publisher Sony Computer Entertainment, marks the return of Sack Boy to the PlayStation 3. Like its predecessor, LittleBIGPlanet 2 is a creative, three-dimensional platformer at its core, however this installment allows players to create not only their own levels but their own games, ranging from sports games to side-scrolling shooters to different types of races. In addition, it also features a greater emphasis on the creation of a cohesive storyline for its campaign. This storyline follows Sack Boy as he (and his new friends in the Alliance) try to save their world from the evil Negativitron, which is laying waste to everything it gets near and has captured and brainwashed innocent sackbots. As the player, it's your responsibility to help put an end to the Negativitron before it's too late to save Craft World and its inhabitants from the Negativitron's destruction.
The game's campaign takes place through 30 unique levels that span throughout Craft World, taking place in six uniquely different locations. These locations (each with their own creator who factors into the storyline) include a sackbot factory, a mental institution made up of foliage, and a world of scienece known as Avalonia. Each location has its own unique look, feel and different gameplay changes, making it a pleasure to progress through the campaign because you never know what is around the corner. The game starts off by teaching you the basics through basic platforming levels like those seen in the first game, but it doesn't take long before you're traveling on a train, rolling across rollercoaster-esque rails using pastries and even riding an assortment of exaggerated animals, each with their own abilities (such as a bee with a honey cannon and a jackrabbit with a slam attack.) Each world is made up of seven main levels and culminates with a final boss battle. All of the boss fights are unique and employ different mechanics, which is nice to see.
Hidden in each level are two different types of collectible bubbles - regular bubbles (which are found in large quantities and give you points and potential multipliers depending on how many are picked up at one time,) as well as prize bubbles. The prize bubbles all tend to look the same (larger than the usual ones,) but they all contain different things, ranging from clothing, hairstyles, stickers, materials, and other customization items. The aforementioned clothing and hairstyle are available for use to customize your Sack Boy character (which is completely customizable down to its gender, material style, eyes, teeth, clothing and hair.) The other prizes can be used when you create your own levels. Stickers can be placed throughout the levels in the campaign as well, however. Players are able to create their own stickers in the creation area, by snapping an in-game picture of their character or by taking pictures of themselves using a PlayStation Eye camera. At the end of each level, players are shown where they rank in comparison to all of the other players who have completed said level, and this is based on their collectibles earned, whether they aced the level by not dying and other factors.
One of the best things about the campaign is just how creative, unique and interesting it is. Although I thought it started off a bit slow, it really started to pick up once I hit the third world, Avalonia, as that's when it became very creative and stopped being just a platformer. Some of the story missions are completely different types of games, with a great emphasis on side scrolling space shooters. Normally, I'm not a big fan of those types of games, but I found those levels to be the highlights of the campaign in this game. They're just done so well and in such a creative fashion. Each one is different in its own way (some take on a traditional design, whereas one where you're riding the bee, include much more creative abstract visuals, enemies and colour schemes.) Races are also included in some of the missions and you are rated based on your completion time and the amount of collectibles that you pick up along the way.
I also liked the way that they integrated some real-time strategy elements into the levels that take place in the sackbot factory. Within those levels, you must rescue sackbots who have been captured by the Negativitron and have been imprisoned within various cells inside of the factory. This is done by stomping on a button to release them. You must utilize the rescued bots to help you complete puzzles in order to progress. They will follow you when you move and will be required to activate certain switches and pathways that will help you progress. Sometimes they will form a chain from the ceiling to help you grab on and swing across a gap. The end of each level requires a certain amount of sackbots to have survived, but you can usually go back and get more without much trouble. Real-time strategy is a genre I've always had a hard time getting into, but those levels were quite fun because they boiled it down to its simplest form, which is unit control, and made it fun.
The campaign quite a few side levels (which are unlocked by finding keys in their adjoining story levels.) These are predominantly made up of versus games, score attack modes and races. When players complete score attack games, they are awarded prize bubbles based on the amount of points that they acquire throughout said game.
Other major additions to this sequel include a grappling hook and what is essentially a fireman's suit that allows you to shoot water (which is very helpful in the asylum world, where you have to put out fire enemies who are setting the world ablaze.) The grappling hook plays a large part in the game's campaign and takes a while to get used to, because it's difficult to control and can be quite frustrating. This is especially frustrating sometimes, since some collectibles require you to be able to swing perfectly with lots of momentum, which is very hard to do. The water suit, on the other hand, works very well. These are available in addition to the creatinator, and the grabinator gloves that allow you to pick up heavy objects, which both make a return in this sequel.
Each level in the game is playable in co-op, for up to four players at any given time. Players can work together to complete puzzles and accomplish goals, or just have fun playing the level(s) the way they want to, either by creating a swinging chain of four Sack Boys, by throwing each other around, or whatever they feel like doing. Additionally, a lot of levels feature secret areas that are only available to groups of two or more. These areas include side games and collectibles that you cannot get while playing single player, and it takes at least two people to be able to access these areas (the number required is painted on the wall by the entrance.) It is incredibly easy to play online with another person or a friend - before each level starts, you are given the option to try to join someone's game or to play alone. However, there is currently an issue referred to as an 'infinite loading glitch' where the game sometimes fails to load multiplayer games and it essentially locks up at the loading screen, requiring you to quit the game and restart it (or turn off your controller, which some say works too.) I had this happen to me once.
The world in LittleBIGPlanet is three-dimensional. What that means is that you aren't limited to just a two-dimensional plane to traverse, which is the case in most traditional platformers like the Super Mario Brothers series. Instead, players are able to press the left thumb stick up or down to toggle between planes. This is quite often necessary in order to complete puzzles, reach new areas or avoid bosses. I found this factor to be frustrating at times, because it was quite easy to accidentally get stuck on objects, because is is sometimes difficult to tell which plane your character is on. There were also some inherent control issues, that made it a bit cumbersome to switch planes. However, this isn't anything game breaking and is just a minor nuisance.
In general, the game controls quite well. The default control scheme utilizes the left joystick for movement, with the right joystick serving as camera control. Both joysticks are also used to re-size, rotate and move objects and stickers that you place in the game world. The X button is your jump button and occasionally serves as a boost or fire button if you're in a vehicle or riding an animal. The R1 button is another multi-use button that controls your ability to grab, drag and throw things, as well as your grappling hook. It also serves as a fire button for weapons and vehicles at times, as well as the button for some animals' secret abilities such as the jack rabbit's smash attack. Overall, the controls are quite easy to get used to and there aren't many issues inherent in the design. However, I did notice that (on odd occasions,) the jump button wouldn't register properly and I'd fall to my death. It didn't happen very often though.
The main selling point of the LittleBIGPlanet games is not their campaigns, however. The most popular aspect is the fact that they allow players to create their own levels with tons of different designs, items, backgrounds, materials, stickers and other things at their disposal. LittleBIGPlanet 2 takes this aspect of its predecessor further by allowing players to create their own game types. The developers allow players to utilize the same tools that were used to create the core game, to design and publish their own creative games. The creativity that is present within the game's community already is amazing. It is also important to note that levels made in the original LittleBIGPlanet carry over to this game, so there is already a ton of community content available. Players can search for levels based on certain criteria and can review their fellow gamers' work by selecting a happy face or a sad face, or by 'hearting' the level. There is also an option to write a text-based review, complete with tags (listing what type of level it is, whether it's challenging or easy, etc.)
The game offers 52 in-depth tutorials for players to watch or take part in, that show you every aspect of level creation. These tutorials are accessible through the main menu and can be viewed over and over again. They're incredibly helpful and it's an excellent touch because there are so many intricate details that Media Molecule have added into the creation aspects of their game. It's truly amazing how much the engine allows them to do.
Visually, LittleBIGPlanet 2 is a treat. Its visual style is incredibly unique, looking different from any other game on the market. Its levels and worlds are filled with unique designs, interesting colour choices and off the wall character designs. Its graphics are quite detailed and incredibly colourful. Its animation system is also very different from anything else I've ever played, as most of the characters animations (as well as their looks) are exaggerated in some way, which leads to a lot of humour. The game's frame rate is quite stable, but I did notice some minor hiccups.
Adding to the humour that is created by the game's visuals, character designs and animations, is the game's incredibly clever writing and excellent voice acting. To say that this game's characters are unique is an understatement, and the voice actors do a phenomenal job of bringing them to life. The narrator (Stephen Fry) also does an exceptional job, as he's not only funny but is also interesting to listen to, which is expected from such a well-known and popular British actor. The script-writers also deserve a lot of praise for creating such a unique story, within such a vivid and interesting world. There is a lot of humour in the spoken dialogue as well as what pops up during speech bubbles inside of the levels. Players are able to write their own text dialogue for their own levels, which helps, especially when it comes to tutorial purposes.
Overall, LittleBIGPlanet 2 is a great game that will appeal to gamers of any age. It is very accessible without alienating itself from the veteran gaming crowd. Although its campaign is rather short (one could probably finish it within one sitting,) the game includes so much content that it'll keep you playing for months. Although the box lists PlayStation Move support, the game doesn't not work with the peripheral, and it can only be used on an included demo for the upcoming Move game, Sack Boy's Prehistoric Adventures.
You cannot go wrong picking this one up, especially if you were a fan of the original, as it's a step forward. The best aspect if the various unique game types that are found within the campaign and the community levels. I can't wait to see what the community level designers come up with in the future. If you like platformers or you're looking for a unique experience, make a point to try this game because you won't be disappointed.
Rating: 9/10
LittleBIGPlanet 2 was released on January 18th for the PlayStation 3.
Saturday, January 22, 2011
007: Blood Stone Review (XBOX 360 Version)
The latest video game release starring the world's favourite fictional British super agent (James Bond,) 007: Blood Stone is a third-person shooter/action game filled to the brim with explosions, car chases and tons of action. Developed by the now defunct studio Bizarre Creations (best known for their Project Gotham Racing series as well as Blur,) Blood Stone is a grittier, much more action-packed experience that differs from the traditional Bond game formula that we've become accustomed to. The game was designed to reflect the much more physical nature that Daniel Craig has brought to the character and it's very evident.
Blood Stone is one of several James Bond video games that does not follow a plot from the popular film series or Ian Fleming's novels. Instead, the developers worked with writer Bruce Feirstein (best known for writing the scripts for Bond films such as Goldeneye and Tomorrow Never Dies, as well as the video game adaptation of From Russia With Love,) to create an original storyline for the game. The result is an interesting storyline (complete with its own unique twists and turns) that sees the iconic Agent 007 traveling to various locations across the world, in an attempt to get England's top secret biological weapon from the hands of those who intend to cause great harm with it. Along the way, Bond (voiced by Daniel Craig) meets a fiesty young jewelery designer Nicole Hunter (voiced by musician Joss Stone,) as well as other colourful characters who each have their own agendas.
At its core, Blood Stone is an action-packed third-person shooter with a physical takedown system. Players must utilize cover as they shoot their way through levels based in locations such as Istanbul, Monaco, Siberia and Burma. Cinematic close-quarters takedowns allow players to gain focus aim shots, letting Bond take out up to three enemies at once with one shot (similar to the mark and execute system found in Splinter Cell: Conviction.) This inclusion adds strategy to the gameplay, especially on harder difficulties, where you must strategize your approach to certain action sequences, including where and when to use those focus aim shots to get the best results. These mechanics are nothing new and don't bring anything unique to the table, but I still found the gameplay fun, despite some repetitive sections. However, I've always been a fan of shooters, especially when it comes to James Bond games (for the most part, as there have been a couple duds in the series.)
In addition to its core third-person shooter mechanics, Blood Stone also features a large driving component. Since developer Bizarre Creations were well-known for their racing games, it's not surprising that they added a large emphasis on driving into this game. The vehicle segments range from traditional car chases to an action-packed train chase that sees Bond driving across a frozen lake while avoiding an aerial helicopter assault. These segments add much needed variety to the experience and end up being pretty fun. There are a couple standouts (including the train chase, a boat chase segment and a lengthy high-speed chase at the end of the campaign) but there are also a couple of mediocre car segments as well, that feel very generic. Even those are somewhat fun though, as all of the car sections require you to constantly be on your toes and paying attention because they're full of obstacles, enemy vehicles, quick turns and traffic.
The game's campaign is fun and action-packed, although it is on the short side and can be completed in just a couple of sittings, clocking in at approximately five to six hours in duration. It isn't very difficult, so I recommend playing on hard (and then moving onto its highest difficulty, 007, which is unlocked after you complete the game once.) If you're accustomed to playing shooters and have a lot of experience with this type of game, it shouldn't pose too much of a challenge as, even the 007 difficulty isn't overly hard. I was able to beat the game twice within a week and I didn't play it non-stop. Level select is available, so players will always have the option to go back to replay their favourite segments whenever they want.
One major difference from the average James Bond video game is the fact that this game doesn't feature any special gadgets. The gadgets have been replaced by a smart phone that Bond carries around. The phone not only allows him to keep in contact with M and his other accomplices - it also allows him to disable security cameras, hack into locked doors and download encrypted information from computers. All of this is done using short button-prompt minigame segments. The camera also allows Bond to scan the environments for hidden intelligence files, which adds a filter to the visuals while it is in use. It's very helpful throughout the campaign but it takes away one of the coolest things about the character - his various unique and over-the-top gadgets. That may disappoint some people.
It is also important to note that Blood Stone also features a robust multiplayer mode with support for up to sixteen players, in addition to its campaign. The multiplayer component is strictly team-based and features a few different modes, including Team Death Match, Last Man Standing and an objective-based mode. These competitive modes take place across 8 different maps, some of which are only available for a certain game type. Players level up as they gain experience, earning medals along the way by completing milestones (for example: getting a certain amount of kills in a certain manner. Each limit you pass gives you a different level of medal, with the highest level being 007.) Although it's somewhat generic and has some issues, I enjoyed the game's multiplayer experience. It's not perfect and probably won't last for a long time into the future, but it's surprisingly decent and quite fun.
The game controls quite well overall. It's easy to move within cover, especially since you can move from one section of cover to another simply by pressing the joystick in the correct direction and pressing a button. Takedowns are very easy to pull off and the shooting mechanics are easy to use and don't requite a steep learning curve, even when it comes to pulling off the focus aim shots. Those are activated simply by pressing one button (provided that your focus aim meter has been filled.) Additionally, the car chases controlled pretty well, although there were a couple weird physics issues I noticed when it came to crashes. The cars feel like they have some weight, but can be a bit floaty at times, unfortunately.
Visually, 007: Blood Stone is a relatively nice looking game. It features detailed environments and some very nice effects (including blurring effects brought on by heat and some nice explosions.) The game runs well and doesn't feature many visual or performance glitches. However, the character models and their animations leave something to be desired. Despite looking like their real-life counterparts, the main characters tend to look very rigid (especially during cutscenes) and their faces don't always match up perfectly with the dialogue they're saying, making them look off at times. It's not going to blow you away with its visuals, but it doesn't look bad at all.
Just like all of the previous James Bond video game iterations before it, Blood Stone has excellent presentation and audio. Its sound effects are vibrant and really bring you into the world well. Not to mention the fact that the voice acting is top notch (which it should be considering the fact that there are some skilled actors from the film series providing voice overs, such as Daniel Craig and Judy Dench, as well as newcomer Joss Stone.) Each level's loading screen provides a detailed conversation between M and Agent 007, regarding the location of his next target and other details, which is really well done considering it's also accompanied by intel files and pictures. In addition to all of this, the game also features an opening title song by Joss Stone (which is quite well done,) the iconic Bond theme song and a good original orchestral soundtrack, composed by Richard Jacques.
Overall, I must say that I enjoyed playing through Blood Stone. Going in, I wasn't sure if I would enjoy it enough to play through it twice, but I enjoyed both of my playthroughs. Despite some repetitive sections, a couple pedestrian car chase segments and some visual issues, it's a fun game for Bond fans. It doesn't bring anything new to the table, but it's engaging from start to finish. I can't wholeheartedly recommend blind-buying it, but it's a solid rental for any fan of the Bond franchise or third-person shooters.
Rating: 7/10
007: Blood Stone was released on November 5th, 2010 for the XBOX 360, Playstation 3 and PC. It is also available for the Nintendo DS although that is a different version of the game, developed specifically for the handheld device, by another team.
Monday, January 17, 2011
Darksiders Review (XBOX 360 Version)
Zelda meets God of War. That’s the best way to describe Vigil Games’ debut effort, ‘Darksiders.’ It’s a culmination of gameplay elements from two fantastic video game series, with some new and unique twists. The familiar mixed with the new. The end result is a game that feels nostalgic, but in a very good way.
At the beginning of the game, players are thrown into the middle of a battle between the Three Kingdoms: Heaven, Hell and Man. It seems that all of the seven sacred seals were broken by one of the Kingdoms (or both.) War, one of the Four Horsemen of the Apocalypse, has been called to investigate, as it’s the duty of the Horsemen to interject if all of the seven seals have been destroyed. This is War’s purpose. But something is weird about this particular conflict, especially since the other Horsemen are nowhere to be found.
After investigating the battle on Earth, War is summoned to the Council where he’s informed that the last seal is still intact. It is said that War was summoned prematurely and that he should not have interfered with the battle on Earth, because it was not his place. Instead of being punished, War asks for a chance to make amends by returning to earth to try to find out what happened and to hopefully discover information that will clear his name. His wish is granted, and he is sent to earth to begin his quest. That is when he meets Samael who offers to help. In return, War must defeat the Chosen, remove their hearts and return them to Samael. This sets up a quest that sees War traverse through several unique parts of the world, as well as several very unique dungeons.
The best way to describe Darksiders would be to say that it’s a hack n’ slash/ role-playing mix. The combat system is similar to the type of combat found in the God of War and Devil May Cry game series, but the overall structure of the game is a lot like what you’d find in a game from the Legend of Zelda series. A lot of the game takes place in Dungeons, where you will find some very difficult puzzles as well as some incredibly interesting weapons and items that will aid you in your quest by allowing you to solve puzzles, defeat new types of enemies and reach new areas.
Most of the game’s combat will make use of War’s gigantic sword (‘The Souleater,’) but players will also be able to find (or buy) secondary weapons, including a scythe, a gun and a gauntlet. These weapons will come in handy at certain points in the game, because only one particular weapon is effective against some enemies. Some of them are also helpful in solving puzzles found. Almost all of the secondary weapons can be found in the game’s dungeons, but the scythe is available in the game’s marketplace. Players are able to purchase it by trading souls – the game’s currency.
Much like the God of War games, the combat in Darksiders consists of basic and strong attacks (which are executed using the X and Y buttons respectively,) as well as a combo system. In addition to being able to purchase the scythe in the in-game marketplace, gamers can also customize their main character to their liking by purchasing tons of new (and unique) moves.
Darksiders has a very interesting look. Its character design resembles what you would find in a comic book. This is due to the involvement of Vigil Games’ founder, Joe Madureira, who has a lengthy history in the comic book business. His previous work includes comics such as The X-Men, Battle-Chasers and The Ultimates,) and his influence is very evident in the character design and look of the world surrounding War. The graphics and character designs are incredibly detailed and colourful. The in-game graphics aren’t the best that the 360’s library has to offer, but they’re quite good. The cinematics are where the game’s visuals really shine, as the opening CG cinematic is utterly amazing to look at.
The characters all feature several different animations, which are quite well done. War’s combat and movement animations are fluent and interesting to look at. Also, all of the enemies feature interesting and unique animations to complement their unique move/skill sets.
While playing it, I encountered a couple of frame rate drops, but they were rare. Most of the time, the game had a good and consistent frame rate. The game did feature a lot of screen tearing, but Vigil Games have recently released a patch to fix that issue.
The voice acting in this game is phenomenal. The voice cast includes fan favourite Mark Hamill, Phil Lamarr (Vamp from the Metal Gear Solid series,) and Liam O’Brien (Naruto.) The actors’ voices are clear, interesting, and fit their respective characters perfectly. This is one of the best parts about the game and it really helps one to become immersed in the game’s story, along with the game’s decent original score.
Darksiders is an excellent first attempt by Vigil Games and is a great experience for any gamer pining for a top tier action RPG in the vein of The Legend of Zelda. Excellent audio and an engrossing story create a great experience in an interesting world. Clocking in at between 15-20 hours of gameplay, it’s a game that is definitely worth its price tag. This game has cemented itself as one of my favourites.
Rating: 8.5/10
Saturday, January 15, 2011
Tron Evolution Review (XBOX 360 Version)
Taking place between the original film and its 2010 sequel, Tron: Evolution attempts to bridge the gap between the two films' stories. Its story picks up a while after the events in the original (1982) film, and shortly before the events in Tron: Legacy. It details a war that breaks out between some of the original inhabitants of the grid, and a new race that has developed (referred to as ISOs or Isomorphic Organisms.) This is also where it is shown that Clu (a program developed in the creator, Flynn's image to control the grid when he is not there,) has gone rogue and is corrupting the grid and many of its programs with a former ISO turned virus named Abraxus. It is this virus that you, playing as a program referred to as 'Anon' (short for 'Anonymous,') must try to put an end to with the help of an accomplice named Quorra.
The game's storyline is primarily told through cutscenes that feature full voice over work, good visuals and some nice animation work. The voice cast is full of well-known actors, including Olivia Wylde (Quorra from Tron: Legacy,) famous video game voice actor Nolan North and Jensen Ackles (from TV's Supernatural.) They all do a good job. However, the game does a poor job of telling its story, both through the use of cutscenes and in-game dialogue, making it hard to follow. Even though I watched the first Tron film just a few days before playing the game, I was quite confused as to what was actually going on. One of the worst issues in relation to its storytelling is the fact that it shows new characters (especially the ISO race) without introducing them well, so the player has no idea of who they are, since they weren't introduced in the original film. It's a lost opportunity to help expand the knowledge of people who are going into the theatre to watch the second film, as it unfortunately creates more questions than it answers.
Evolution's gameplay is made up of various different styles. At its core, it's a third-person action game, where you must use a variety of different combo attacks to defeat enemies in closed in environments (using either your light disc or a limited amount of physical attacks.) However, there is also a lot of parkour platforming and wall-running (which brings Prince of Persia to mind,) as well as light cycle and light tank levels. There is a good amount of variety present within the campaign, which is definitely a good thing. However, there are some inherent issues within each type of gameplay that developer Propoganda Games employed.
One of the main issues with Tron: Evolution is inherent in its two main gameplay types: third-person action and wall-running/platforming. Although there are some varied attacks that you can pull off (and a lot of special attack upgrades to purchase for different types of light discs - each with their own unique effects,) the combat system is quite repetitive and basic. There are several different types of enemies, which require different tactics to defeat (due to various different weaknesses) but that's not enough to break up the repetition that comes with having to continually defeat closed in arenas filled with enemies. However, I did like the fact that it stressed strategy because you had to make sure to use the right special attacks against specific enemies, in order to not only defeat them but to bide time so you could defeat some of the other enemies around you. This is done by utilizing your different light disc types and their unique attacks. These different discs include bomb, stasis, heavy and corruption.
The platforming sections of the game require you to make perfect jumps in order to progress. A lot of them require you to jump from one wall to another, like you would in a Prince of Persia platforming-intensive game. However, it's in these segments where control issues (relating to precision) really pop up, as well as camera angles that make it hard to know exactly what direction to jump in. It is very easy to jump the wrong way due to these issues and fall to your death (which is referred to 'de-rezzing' in the Tron universe.) This wouldn't be as annoying as it is if the game had a great checkpoint system, but it has some very spaced out checkpoints at times. You'll be forced to repeat some tough combat sections in order to get a second crack at some of the platforming sections if you fall.
Visually, the game looks quite good. The environments look great and feature vivid neon colouring, making it look almost identical to the digital landscapes designed for Tron: Legacy. The character models also look quite good, resembling their counterparts from the film, and have some pretty good animations. Like its source material, Tron: Legacy, the game features some great visual effects and looks a lot different from almost anything else on the market. It also looks a lot better than most movie tie-in games, however it lacks the visual fidelity and polish that a lot of other games have these days. Still, it's a good looking game, especially considering it's a licensed product. It also runs well, without many issues with regards to its frame rate.
In addition to its 6 hour campaign, Tron: Evolution also contains a full-fledged multiplayer component for up to ten players. The multiplayer mode offers three different game types, including Disintegration (a free for all deathmatch mode,) Team Disintegration and Power Monger, where teams battle for possession of power nodes to complete a circuit and gain points. Power Monger was my favourite game type by a long shot, as it was the most creative and fun. The Disintegration modes are very basic and don't offer much in the way of creativity, so I lost interest in them quickly. The larger maps allow for light cycles and light tanks to be used, which I enjoyed using, especially in the large Power Monger games. You are able to take opponents out using the cycles, just like in the films, which is quite fun.
Players are able to level up their character through multiplayer, as well as the single player campaign. As I mentioned previously, there are tons of different upgrades available for purchase using experience points earned in either mode. The upgrades are separated into different categories and include disc upgrades, different light cycles, and your run of the mill health and energy upgrades. There is an insane amount available for purchase, and it will take you a long time to fully upgrade your program. In addition, there is a level system that goes from 1 to 50, which is integrated with the upgrade system.
Overall, Tron: Evolution is a competent licensed game and movie tie-in. Although it has some issues, it's relatively fun, somewhat interesting and a lot better than most of the rushed licensed games out there. If you're a fan of the Tron universe, then this is something that you will most likely enjoy playing through. Most of its issues are minor and do not come anywhere close to game breaking, though there are some annoying control issues to deal with. It's a decent rental that will impress you with its visual look, surprisingly deep and well-thought out multiplayer, as well as its loyalty to its source material. Though, those who prefer campaign action will need to keep in mind that the single player component is only 6 hours long, with repetitive content.
Rating: 6/10
Tuesday, January 11, 2011
Kirby's Epic Yarn Review (Wii)
In his first adventure on a major household console since 2003, Kirby's Epic Yarn finds our hero attempting to save Patch Land from the evil sorcerer Yin Yarn, who has stolen the seven strands of magic yarn that had been holding each section of that world together. It is while he's taking a stroll in Dream Land that Kirby ends up getting transported to the patchwork world, after eating what looks like a regular tomato that he has found laying on the ground. The tomato ends up being a magic 'metamato,' which allows Yin Yarn to send Kirby to the unknown world of Patch Land through a magic sock. Once there, Kirby is told about the disarray that the world is in after he meets a young prince by the name of Prince Fluff, and agrees to help Fluff save his world by returning the seven pieces of magical yarn to their respective seams.
The reason as to why the title of this game is Kirby's Epic Yarn is because of the game's visual style, as well as a reference to the stolen pieces of magic yarn that hold Patch Land together. When Kirby is transported to this new world, the entire look of the game (and its characters) changes to resemble an arts and crafts creation. Kirby, Prince Fluff and their enemies are all made out of colourful yarn outlines, and the world is a colourful array of felt, buttons, yarn and other arts and crafts materials. This unique approach to a visual style for a video game is one of the most creative things I've ever seen in a video game. Whoever came up with the idea is a genius because the look of the game (and the unique gameplay elements that come with the world's unique design,) really set the game apart from its competition. In terms of visual design and quality, this is one of the best Wii games I've ever seen in action. It looks beautiful and animates very well.
The basic control scheme is incredibly easy to use, as with most Nintendo platformers in the past. Players hold the Wiimote sideways like an old Nintendo controller and use the direction pad to move Kirby along the environments, as well as buttons 1 and 2 to control Kirby's jumps and abilities. It's a very simple and refined control scheme, but it works incredibly well, just as it has for years. Jumping is precise and the basic control scheme felt natural.
However, the developers also added several motion controlled elements to the control scheme that are sometimes more frustrating than fun. At times, Kirby will be able to transform into a variety of different things (including a train, a UFO and a surfboard) and, a lot of the time, these new transformations require players to either tilt the Wiimote or point it at the screen to control Kirby in his new form(s.) It works well for the surfboard in particular, but the motion controls make it incredibly difficult to control the train (where you have to make a continuous track for the train to follow in order to get through environments,) as well as a couple of the other new forms. It's unfortunate that there isn't a way to just use the direction pad for at least some of these segments because the motion controls can lead to a lot of frustration and may turn some people off from continuing on with the game.
As I mentioned previously, Kirby's Epic Yarn is a traditional Nintendo platforming game, however it includes some unique twists and changes. Although you're still jumping from platform to platform, avoiding or attacking enemies you meet along the way, Kirby also has some new abilities that are specific to the Patch Land environment's design. In his new yarn form, Kirby is able to throw out a strand of yarn to unravel enemies and to allow him to swing from buttons or pull squished together pieces of felt back to their original size, in order to unveil new sections of the environment. There is no learning curve attached to these abilities, allowing anyone to be able to play the game without feeling swamped by not having played video games in the past. This is especially true, considering the fact that Kirby can't die. Instead, you will lose collectible beads and gems that you have collected when you get hit, like in Sonic the Hedgehog with its rings.
The game offers co-operative gameplay, as a second player can play as Prince Fluff, Kirby's new friend. This allows players to work together to solve puzzles, find hidden collectibles and defeat enemies, as they progress through the core campaign. Prince Fluff has the same abilities as Kirby and is a great companion, as he's able to complement Kirby well. The addition of Prince Fluff allows Kirby to reach new heights and areas, as the two characters are able to stand on-top of one another. Prince Fluff is also able to help out with puzzles and control separate parts of the vehicle(s) that Kirby transforms into.
Each of the different worlds that Kirby must travel through and complete is unique in its design, various stages and colour palette. These varying environments include a world covered in ice and snow, a volcano-inspired lava world, an underwater world (complete with its own unique vehicles that Kirby can transform into,) and a traditional daytime world. All of the different worlds have their own unique gameplay mechanics and environmental hazards and designs that keep the game fresh. The game's visual design and colour palette also never becomes stale and it's these different designs that add to the game's charm. Each world has its own creative boss as well - some of which require unique mechanics to defeat, whereas the mechanics in other boss battles are somewhat basic and feel archaic. Once Kirby defeats a boss, he earns one of the stolen pieces of magical yarn and is able to use it to tie together his current world and the next one, to help him progress towards his ultimate goal.
The game's story is narrated and shown as a storybook that appeals to a younger crowd, but don't let that sway you from giving it a chance. The narrator's voice can be annoying, but he does a good job telling the story to a younger audience. In addition to this voice work, Kirby's Epic Yarn also features a good soundtrack, as well as many unique sound effects. The audio quality is quite good, meaning that it won't make you want to turn down the volume or listen to music while you play. The on-screen dialogue script has some charming and funny moments, and is pretty well-written overall.
Although the core game is only approximately 6-7 hours long, Kirby's Epic Yarn has a lot of replay value due to its scoring system, large amount of collectibles and its large assortment of mini games. As you progress through each mission, you will find tons of beads and gems spread throughout, as well as three hidden treasure chests. At the end of each level, you're scored based on the amount of beads you were able to collect. In addition, the items found inside the treasure chests can be used in the game's hub, where there is an apartment building missing all of its furnishing. Kirby is given his own apartment, which players can decorate as they see fit, but the other apartments must be decorated in a specific way in order to entice people to move in and offer mini games for you to complete. It's a relatively simple mechanic because each empty apartment has silhouettes denoting where each item is to go and it's very easy to match the silhouette with the collectible items in your inventory. Players will also be able to spend their collectible beads at one of the two stores in the hub, which sell carpet, drapes, accessories and furniture.
Kirby's Epic Yarn is an incredibly charming game that appeals to absolutely everyone - whether you're a seasoned gamer, a young child or an adult picking up a video game controller for the first time. Although it does have some challenging aspects, it does not feature a great difficulty level that would scare casual gamers off. It isn't often that you find a game like this that appeals to all types of gamers so well, without catering to one group. The old school challenge and collectible hunting is there for seasoned gamers, whereas the game's charming design, creative environments and (predominantly) simple control scheme will also appeal to the casual audience. The motion control segments may annoy some people, but they aren't game breaking by any means and are relatively short. Some of the level designs are phenomenal and the visual style is genius.
Whether you're 25, 60 or 8, I highly recommend giving this game a chance. This is one of those incredibly unique and creative games that only comes along on rare occasions. This is a game that deserves all of the attention it's been receiving because it's a gem. Despite its small flaws and traditional elements, it offers an excellent gaming experience for one or two players. Developer Hal Laboratory should be commended on their great work on this game.
Rating: 8.5/10
Kirby's Epic Yarn was released on October 17, 2010 for the Nintendo Wii.
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