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Thursday, April 14, 2011

Pokemon White Version Review (Nintendo DS)


The Pokemon series has become iconic since its debut in the 90s, and has become quite popular in more than one medium. Not only are the games incredibly successful around the world, but the spin-off Pokemon Trading Card Game and television shows/movies have also done phenomenally well over the years. It's a series that always gets away with providing the same gameplay formula in almost all of its main releases, and people never really complain. What is it about the world of Pokemon, its design and the addictive 'Gotta Catch 'Em All' feeling that sits in once a gamer begins his journey with a virtual Pokedex?

Pokemon White and Black Versions were recently released as one of the last major releases for Nintendo's regular DS platform, and its different iterations. This review focuses on the White Version, though the games are nearly identical apart from altered locations and some different Pokemon (including different legendary species.) Like most releases in the series (since day one with Pokemon Red and Blue, in fact,) the games were released as a pair. In order to successfully capture every Pokemon available, gamers must put hours upon hours into each version of the game, unless they're lucky and get the opportunity to trade with a friend or online acquaintance who has the Pokemon they require from a different version of the game.

As almost everyone is surely aware, the Pokemon games are role-playing games that do an excellent job of being kid friendly, while still appealing to the hardcore gaming crowd. The series is one of the only video game franchises that is able to do that, so it's a testament to its quality, addictive gameplay and its staying power. Pokemon White Version mainly follows the series iconic formula, as its campaign also focuses on having gamers set out into the wild, unknown world, in order to document the different types of Pokemon that are out there. The beginning of the game sets up the quest by having a scientist entrust the main character (male or female, depending on the gamer's choice,) with something called a Pokedex, which keeps track of all of the Pokemon said trainer captures. Though there's much more to it than just that, just like there almost always is.

In the old days, Ash Ketchum was always bothered by a malicious team of Pokemon trainers known as Team Rocket. Throughout the games' campaigns, there would be countless run-ins with members of the team who would try to put an end to Ash's journey with his Pokemon. Though Team Rocket isn't in Pokemon Black or White (and neither is Ash,) their spiritual successor are included in the form of Team Plasma. Over the course of the game, players run into Plasma's members (and even their leaders,) who express the interest of saving Pokemon from their trainers because they feel it is wrong to keep the little guys captive. Though there's obviously something sinister behind their motives, from the get-go. The game's campaign focuses heavily on their plot and motives, and they unravel as the game goes on.


This time around, the games take place in the Unova Region, which is a place far away from the environments in previous games. Though it includes a lot of the same tropes as previous environments in the series, there are also a bunch of new wonders and additions, such as three-dimensional cities to walk through, with different paths. The 3D effect looked quite good on the DS, as did the perspective changes that went with them. Additionally, the game also features some three-dimensional bridge crossing sequences that look good with the added depth that it brings. Of course, this is the 3D design/environments that we've seen since Star Fox on the Super Nintendo - not the type of 3D that the new Nintendo 3DS employs. Though the game does work really well with that unique new device.

When you boil down a Pokemon game to a basic genre, what is discovered is that the games are essentially traditional turn-based role-playing games. If you're unfamiliar with the term, think of an older Final Fantasy title. Though, instead of forming a party of characters, the Pokemon series forces players to assemble and train a team of different types of Pokemon, who have different moves, skills and weaknesses based on their type and some other in-depth stats. The aforementioned types include water, fire, electric, psychic and fighting, among others. Fire types are weak against water attacks, and water types are weak against electric types. Makes sense. The core gameplay involves you sending out your team against a foe's Pokemon team (or species that you meet in the wild,) fighting until only one team remains. There are different types of battles other than just one on one though, as the game also employs double battles and the odd triple battle. They're interesting new additions and don't feel over-used, which is nice. The speed at which you choose your attacks can be detrimental, though it's generally turn-based combat. Of course, status effects (confusion, paralysis, etc.) and moves that reduce speed and other abilities, also play a big part.

Those who love the series and spend hours playing each release will be happy to know that all of the game's subtleties are back. The complex item management that can lead to different effects, forced evolutions (most Pokemon evolve into superior beasts after a certain amount of experience,) and status changing berries, all make an appearance. Though they're not necessary. This is one of the ways that the game does a good job of catering to each group because children and families can play the game without even worrying about these items/aides, while the more involved crowd will love the fact that they can use them to create specific effects or alterations. The lucky egg was the most helpful item because it allowed the Pokemon who was holding it to gain more experience than normal in battle. This made them level up a lot faster than they normally would have, which was a big help during training times.


Most of the game is spent capturing and training Pokemon (including many new and unique species,) with the objective of earning all eight of the world's gym badges. Each gym has a leader who specializes in different types of Pokemon, with one gym altering the trainer you fight based on your team's elemental focus. The gyms in this game are much more creative than they were in the past, as they take place in creative areas (such as a frozen warehouse, a rollercoaster and a museuem,) with interesting designs and puzzles. Instead of being static paths like they used to be, which is nice. The mechanic of asking you to face a few different trainers before you're able to square off against the gym leader is still there, though there are sometimes more than just a few to take on beforehand. Other than that, the gym battles haven't changed too, too much. It's nice to see that they did evolve a bit, though.

A major addition to this dual release is seasons. Along your journey, the seasons will change and it will affect the way that you interact with the world, as well as the types of Pokemon that show up in the wilderness. It's a genius addition because it makes perfect sense and adds more length and depth to the game. Winter is the most world altering season because waterways will freeze, allowing you to slide over them - sometimes to new areas. However, though it opens up some new places, it also makes getting around a bit more difficult, as you can only slide in one direction. Protruding rocks will stop you and allow you to change your direction, while on the ice. Sometimes it can be quite puzzling, but the season-based puzzles are never too challenging. As mentioned before, one of the gyms is a frozen warehouse, which uses these same sliding mechanics.

The campaign was generally quite impressive and well-written. Though, there were some issues. Although the series has shown progress over the years, the gameplay hasn't evolved much and that may turn some people off. Additionally, it felt like the random battles were far too frequent (and even sometimes too infrequent.) What is meant by this seemingly contradictory statement is that there were times where every second step would result in a random encounter with a wild Pokemon, though there were also times where it would be a little while between encounters. When they were too frequent, it was sometimes frustrating. Luckily, there is an item known as repel that stops Pokemon from popping up for a certain amount of steps. That came in handy sometimes.

One major design flaw that was addressed this time around was the joining of the Poke Mart and healing centres. Instead of having to go to different buildings to heal your team and buy items for them, you can now do it in one place. Though it wasn't by any means game breaking in the past, it was a bit of a minor nuisance. However, the computer system that allows you to store your Pokemon that aren't being used is still clunky and could do with an upgrade. It's strange that, after all of these years, they still haven't altered that odd design. You can place one in the box and then withdraw another through the same menu, which doesn't make much sense at all.


To say that it's a lengthy experience would be an understatement. There is the potential for hundreds of hours of gameplay. Though the core campaign can be finished in between twenty to thirty hours, there is a lot of post-game content that will keep you busy for a long time. It's not just collecting the Pokemon you missed either. There are some extra quests, new legendary (and classic) Pokemon introduced into the wild, and new areas. Additionally, you can also face off against the Pokemon League's Elite Four and champion if you wish (it would be the second time you'd fight the Elite Four.) Though it'll take hours of leveling up your team to approximately level 70 in order to stand a chance in the battles. Your first encounter with the Elite Four can be completed around level 50. Needless to say, this is one game that you will get your money's worth out of. It can keep you playing for months. Not to mention the Battle Train which puts you up against a ton of foes on moving trains, as well as the Pokemon musicals you can participate in, and the sports domes where athletes will challenge you. There's a ton of stuff to do during the campaign and after the credits roll.

Online play is also available, allowing virtual Pokemon trainers to battle it out against their friends, as well as random online challengers. It works very well, like the rest of the game, though it's not as immersive as the campaign. Trading through the Nintendo Wi-Fi Network is also available, allowing you to swap Pokemon with pals. Of course, you can also import your Pokemon from previous titles, though it's an option that is only available after you've completed the game's main campaign.

Even though the DS has touchscreen capabilities that a lot of different games utilize to a great extent, the Pokemon games have never forced gamers to use their stylus for gameplay in the past. Pokemon Black and White are no different, as the touch screen controls are optional. They mainly factor in when you're in battle or cycling through menus, allowing for easier use. However, the directional pad and face buttons work just fine. The overall control scheme is very basic and easy to understand, though the game's complexities are there for the hardcore fans. It's very easy to just pick up and play, even if you haven't had any experience with the games before. Just be careful - you won't want to put it down once you begin.

The game's visuals are impressive considering the handheld device's power. It does a good job of creating three-dimensional characters with lots of detail, and has some nice cutscenes, character designs and sprites. The three-dimensional cities and bridges look excellent and feature some very nice perspective (camera) changes as you walk through them, which was a nice touch. It's also worth noting that Pokemon are much more active during battle, moving in place, instead of just appearing as static images. Their moves also feature some really nice additions and very few look close to each other.


Its audio is also quite impressive. The original score is loud, features some great composition and excellent sound quality. It does a good job of setting the tone of the game and its battles, which can be especially dangerous when weather effects play a role, such as rain or sandstorms. Sound effects play a huge part in the game because each Pokemon has its own unique sounds. All of their moves do as well. An impressive amount of thought, effort and creativity has gone into the game's sound design and it shows.

Overall, Pokemon White Version is an excellent game. Fans of the series will love it and it's no wonder that it's been selling like hotcakes. It does a lot of things very well and features the iconic and addictive gameplay that the series is known for, with some new additions and a lot of polish. The new additions work really well, with the seasonal changes playing a big role in the gameplay and the three-dimensional cities providing some wow moments in terms of visuals. Though there are some odd design flaws and some gamers may find that it is a bit too repetitive and/or similar to previous titles. If you're looking for something that will keep you playing for hours on end, then this is definitely worth looking into. You really cannot go wrong with picking this one up.

Rating: 9/10

Pokemon White and Black Versions were released for the Nintendo DS on March 6, 2011. The games were developed by Game Freak and published by Nintendo.

Dynasty Warriors 7 (PlayStation 3 Version) Review Link


If you've been itching to find out about Dynasty Warriors 7 and how good it is, here's your chance. I just added a review of the game on Video Game Talk last night. Read my thoughts about this Romance of the Three Kingdoms-inspired hack n' slash/tactical action game.

Here is a direct LINK

If you have any questions about the game, please don't hesitate to comment and ask.

Friday, April 8, 2011

Warriors: Legends of Troy Review (PlayStation 3 Version)


I reviewed Koei's recent release, Warriors: Legends of Troy, for Video Game Talk. It's a tactical action game that takes place over the course of the Trojan War and features many different warriors from each side of the iconic war.

Please give it a perusal.

LINK

Fans of the movie 300, Greek mythology and/or Dynasty Warriors, will find interest and entertainment within the game. It's developed by Tecmo-Koei Canada and was relatively impressive.

It is a PS3 exclusive in North America, but XBOX 360 owners in Europe and elsewhere can pick it up for their system.

Tuesday, April 5, 2011

Rush n' Attack: Ex-Patriot Review (XBOX Live Arcade Version)


It's the dead of the Russian winter, and you're tasked with infiltrating a secret military compound. Your goal? To try to save a member of your team who is imprisoned on the grounds, and has been for fifteen years - ever since he was first sent in during the Cold War. The secondary goal is to make sure that the Russians haven't been working on a new missile program, without the rest of the world knowing. If so, do whatever you can to sabotage the experiment before it becomes a threat to the United States and, eventually the rest of the world. If you choose to accept this mission, then it's you without any support. Interested, soldier?

Developed in the Czech Republic by Vatra Games and published by Konami, Rush n' Attack: Ex-Patriot is a sequel to the popular 1985 Nintendo game, Rush n' Attack. It's a downloadable action game, which sends players into hostile Russian territory with little more than a knife and the clothes on their back. It seems that Russian miners found a formerly unknown material known as ulyssium, which they've used to develop powerful nuclear missiles. You're the only person who can put an end to it and save your former ally before it's too late. Being the only man inside enemy lines, means that your main task is to complete your objectives without causing too much attention. Due to that, stealth plays a bit part within the experience.

The action within Rush n' Attack takes place in side-scrolling fashion, as gamers look at the world in 2.5D. It is structured a lot like Shadow Complex, where each level is a 2D maze, filled with tons of hidden areas. Players must work their way from one end of the levels to another, completing objectives along the way, such as finding bombs, destroying nukes and freeing prisoners. Instead of being gun heavy like most games of this type, Vatra Games decided to make it more of a melee combat centric experience. Due to this, the main character (Sargeant Sid Morrow - call sign, Wolf Spider,) predominantly utilizes a knife to take out his opponents. Though guns are picked up at certain points of the game, they usually have a very small amount of ammunition and can only be used for a brief amount of time because of that.


Although the original game it succeeds was a very fast-paced action game, Ex-Patriot features a slower pace with much more methodical gameplay. Each of the game's three lengthy missions takes place in a different part of the base, where gamers must utilize stealth to try to take out enemies without being noticed. Becoming noticed doesn't mean it's game over, but you don't earn as many points for taking guys out in open conflict. The scoring system awards stealth kills with the highest amount of points possible, and it's important to complete as many as you can if you ever hope to earn an S rating on each level. Stealth kills also make the game a lot easier, as they are on hit kills. You can perform them with either X or Y, with the former being used for light attacks and the latter for slower/stronger attacks.

Players can run and slash their way through the game if they'd like, but it's quite tough, especially on veteran difficulty. Enemies are challenging to fight as they block a lot, with a lot of them holding powerful weaponry. It's your choice, but keeping to the shadows and planning surprise attacks from sunken doorways, ceiling hiding spots and other hidden areas is recommended. Of course, there are three different difficulties available, with the option to choose easy, medium or hard. Hard is required to earn an S-rating, however. You're also graded based on your completion time, as each mission has a par time that must be achieved in order to get a good rating. Boss battles take place at the end of each mission, and they can take a little while. The first two are well-designed, but the last one was unfortunately very poor.

Extra-curricular exploration is rewarded through the in-game scoring system (and an achievement,) if you are able to find each of the 36 ulyssium crystals hidden throughout the campaign. There are twelve to be found in each mission, so a lot of your time will be spent scouring air vents and tiny crevices in order to try to find every single one of the blue, glowing crystal formations. Unfortunately, in an odd and frustrating design choice, the crystals that you find are only linked to one playthrough. This means that you must find them all in one run to get the achievement. There is no opportunity to go back and play the missions again with your collectible statistics, despite the fact that the game features a level select option. This was discovered after finding 35/36 of them. Most of the time though, they're quite easy to find, although some require valiant exploration.


In addition to its exploration, stealth and combat, the game also features some basic switch puzzles. Sometimes you will need to flick a couple of switches to lower radioactive fluids in a room, so that you can get progress. Other times, you'll need to use switches to open doorways, or find key cards that will open them for you. The puzzles aren't anything to write home about and never push the envelope, but they make you explore the world a lot. Sometimes the use of a gas mask or night vision goggles will be required, though they're quite easy to come by. You only need to pick them up once, but can find them in several places as you make your way through the levels.

The game's campaign is quite lengthy, with its three missions lasting more than one hour - with two hours being the average, experienced on veteran difficulty. The maps are quite large and there is a lot to do that will keep you busy for quite a while. Plus, there are some really challenging sections. Its combat system works pretty well, but there are times where the controls aren't as precise as they could have been, allowing for input lag during the odd block attempt. The game's structure and core gameplay are quite generic, but there is some fun to be had, despite repetitive gameplay. The problem is that it never evolves at all, so you're doing the same things over and over again, only with the ability to use a couple more gadgets at the end of the game. It would have been nice if there was more variety to the experience, and a more fleshed out combat system, because most encounters boil down to pressing X or Y to attack a few times, blocking, and then repeating that. There are several combos that you can use if you feel like it.

Rush n' Attack: Ex-Patriot looks pretty good, with detailed environments and relatively shiny visuals. Though there is a noticeable lack of variety within the locations, leaving most areas within the game looking quite similar and dull. The game's character models are reminiscent of those found in the Bionic Commando: Re-Armed games, as most of the time you're just up against basic enemies who look identical. Each character model looks okay and animates pretty well, but there's nothing unique or memorable about them. Though it looks quite basic, it also looks impressive in some ways. The only two cutscenes to be found are at the beginning and end of the game, and are hand-drawn in a comic style. They were pretty well done, and it would have been nice to have seen more of them.


Ex-Patriot's sound is another mixed bag. Since a lot of the game relies on stealth, audio isn't an overly prevalent aspect. There is an original score that sounds decent, but silence is used quite often, and is relatively effective in setting the mood for the type of game that it is. The sound effects work is generally pretty good, with quite a few of them utilized, however there are some that can become grating. The most annoying one would be the old-school death grunt that occurs when your main character is taken out in battle. It got quite annoying after a while. Most of the time, you'll hear your knife hitting the enemies' metal claws, gunfire or explosions. Sometimes alarms as well, as you can be spotted by security cameras, which will close down the area you're in, allowing multiple enemies to come at you at once.

The game's storyline is particularly macho, and is told through the use of dialogue screens. The two conversing characters' images are shown, with dialogue bubbles stretching out beside them. This is a missed opportunity because it's incredibly generic and takes players out of the experience. One of the weirdest things about it is the fact that, if you press A to progress the conversation, it will skip to the next character's bubble instead of skipping to the end of the current dialogue bubble. Most games allow you to press A to fast-forward scrolling text, but this is something new. If you press A to skip through something during a conversation scene, the only way you'll be able to read what was said during the skipped dialogue is to squint to see the muted gray tones that the text has been reduced to in the background. Only the current dialogue that is being spoken is shown in full black.

Overall, Rush n' Attack: Ex-Patriot is a mediocre experience. There is a lot of potential that wasn't realized within the game design, and the experience is quite mediocre overall. Though, despite its issues, Rush n' Attack isn't a bad game - it's just one that doesn't push the envelope at all. There is nothing memorable or exciting about the game, when it's compared to other games within its genre, though most of its mechanics work pretty well, apart from the terrible final boss fight. If you're looking for something new to play and you like this type of game, then it's worth trying. However, it's not for everyone, despite its moderate price tag.

Rating: 5.5/10

Rush n' Attack: Ex-Patriot was released on March 30th for XBOX Live Arcade. It is also available on the PlayStation Network. The price tag comes in at 800 Microsoft Points or ten American dollars.

Monday, April 4, 2011

The Dishwasher: Vampire Smile Review (XBOX Live Arcade Game)


Two years ago, independent game developer James Silva, released a creative hack n' slash Arcade game known as The Dishwasher. It was released to a great reception from both fans and reviewers. Fast-forward a couple of years and XBOX Live Arcade is once again going to be full of dismembered body parts, gallons of blood and angry samurai. In fact, there are two of them this time around. Once you insert the entry fee, prepare to go on a wild ride as you fight for answers to a series of twisted nightmares, leaving piles of body parts along the way. Just make sure there aren't any kids around because, needless to say, this is one of the most violent games out there.

Taking place after the events in the first game, The Dishwasher: Vampire Smile sees our titular hero and his sister reliving events from their past. Players can choose to play the campaign as either character, with each one having its own campaign. The game begins by showing Yuki experiencing some very intense nightmares, which catapults players into a quest to find out who is responsible for the nightmarish hallucinations. Along the way, Yuki and her brother are haunted by moments from the past, encountering 'marks' (important targets) along the way, who Yuki feels must be taken out. Battle your way through a myriad of different (and creative) environments, as you work towards obtaining the truth behind Yuki and her disturbing nightmares. The story is focused on Yuki more so than her brother, so make sure to play through her campaign first. The Dishwasher's campaign is an alternate version of events that takes place in many of the same locations, as he discovers what his sister is doing.

The Dishwasher was well-known for its fast-paced, but difficult, visceral hack n' slash combat. This sequel is the same type of experience, with incredibly fast-packed combat allowing for vicious combos and a million dismembered bodies left in your wake. As you progress through the game, you're tasked with utilizing various different types of weapons (such as swords, a large needle and a pair of scissors,) to take out tons of enemies who get in your way. Two separate loadouts can be created for each character, and the ability to switch between weapons is made easy by the use of the controller's two shoulder buttons.


Each of the two characters has their own weapons that can be discovered along the way, including different types of creative melee weapons and firearms. Each weapon has its own benefits and drawbacks, based on different damage, speed and weight stats. Yuki's weapons are generally smaller than her brother's, allowing her to constantly be able to blood teleport, while her brother can only do it when he is not holding a heavy weapon such as a gigantic hammer. Yuki also carries a chainsaw, whereas that weapon is absent from the Dishwasher's arsenal, allowing for him to have a dash attack instead. The aforementioned blood teleportation move allows you to quickly teleport around the environment (including teleporting up to the ceiling quickly) by the use of the right joystick. It's very helpful in combat and can allow you to keep combos going, teleport through gates and avoid attacks from dangerous foes.

As you progress through the game's two campaigns (which took between three and four hours to complete,) different types of dish magic will also become available for use. Each type of magic is assigned to one of the controller's four main buttons, allowing for easy use (once you've held down the required trigger button.) These four different types of magic include spirit magic that will heal you with the life essence of enemies, blade magic that sends out a bunch of swords that attack enemies, and a type of lightning magic that electrocutes nearby foes. Magic is available for use only when you have a magic skull, which is earned by defeating certain enemies in battle or eating a certain type of food. Players can add more skulls to their arsenal, by purchasing the increase through the in-game store. This is also where other items (such as health replenishing food,) and upgrades are available for purchase. Luckily, these upgrades carry over into your second campaign.

For those who may be scared of the game due to the insanely difficult campaign that its predecessor is known for having, there's no need to worry. After listening to the issues that some gamers had with the original's challenge, James Silva has added several different difficulty types, ranging from the unlockable Pretty Princess difficulty to an extremely difficult one. Heck, there's even a speed run difficulty. Playing through the campaign (twice) on normal was a decent challenge, but wasn't frustratingly difficult. It's nice to see that the developer listened to his fans and made the game more accessible for all gamers, whose skills vary.


In addition to the two campaigns, Vampire Smile also includes two other modes: Arcade Mode and Dish Trial. The Arcade Mode features 50 different challenges, which pit you against varying amounts of foes from the campaign. You are tasked with clearing out the level without failing. Conversely, the Dish Trial pits you against an endless onslaught of enemies with just one life. These modes add a lot of extra content to an already lengthy experience. Replay value is very high not only within these modes but also within the campaign. Multiplayer is also available, allowing for people to play with their friends and challenge their top scores in the in-game leaderboards. Both of those were down during the review session.

Its campaign and bonus features were very impressive. Vampire Smile runs extremely well (with only a couple minor framerate hiccups discovered while playing as the Dishwasher,) which is impressive considering how fast-paced the game is. Rarely do we see such a creative experience that is as finely-tuned and well-made as this. Though everything about it is incredibly stylized, there is also a lot of substance to complement it. The gameplay doesn't evolve a lot, but it's a lot of fun and doesn't become a chore due to repetition. One of the best features is the great amount of creativity that is employed in the enemy types, especially within the different types of bosses that players encounter along the way. The game also switches its style to 2D side-sidscroller with 8-bit zombie enemies, as well as a quiz show, at certain points. Fans will also be happy to know that the timed button press guitar solo sections also make a return.

James Silva and Ska-Studios employ one of the most creative and easily identifiable art styles within their games. So much so that it's always easy to tell which games he has worked on. Like its predecessor and the great Indie Game, I Made a Game With Zombies, Vampire Smile features a hand-drawn art style that utilizes muted tones with hints of colours. The art style is very reminiscent of a charcoal drawing and looks great. All of the characters animate well, but in a stylized fashion. There is a lot of blood spilled over the course of the campaign, with the odd drop hitting the screen. Overall, this is one of the most unique looking games out there. It's impressive to think that just one guy animated and coded the game.


Without very much voice acting, most of the game's story is told through the use of short comic panels with text bubbles. It works quite well for a game like this and the lack of voice acting did not detract from the experience at all. Vampire Smile makes good use of silence as well as sound, providing a good mixture of the two. Its original score sounds great, featuring some creepy rock music. Additionally, there are a myriad of different sound effects which fit in well, and sound great. The general quality of the audio is another impressive feature of this game. One of many in fact, showing just how much of a passion project this game really was.

In conclusion, The Dishwasher: Vampire Smile is a gem. Fans of its predecessor and Ska-Studios will surely be impressed with the new additions, as well as the game's other impressive new content. Those who are new to the series will be able to pick up and play the game, so there's no reason to fear jumping into this game without having played its predecessor. The campaigns reference the events of the first game, but also do a pretty good job of having their own storyline. If you're looking for something new to play and enjoy hack n' slash games of this ilk, then this is a must-buy. The Dishwasher: Vampire Smile is a very well-made experience that is very fun, despite somewhat repetitive gameplay. Luckily, its unique variety of weapons helps break up the repetition by allowing for new ways to take out your foes. Give it a shot and thank me later.

Rating: 9.5/10

The Dishwasher: Vampire Smile is available this Wednesday (April 6, 2011,) on XBOX Live Arcade. It is going to sell for 800 Microsoft Points - the equivalent of ten American dollars.

Thursday, March 31, 2011

Swarm Review (XBOX Live Arcade Version)


Take control of up to 50 masochistic little blue creatures and try to earn enough points to feed Momma. That sentence sums up the premise behind Swarm, a recent downloadable release from developer Hothead Games. To get an idea of what the game is like, think of a more violent and backwards version of Pikmin, where you're not only rewarded for completing puzzles and getting to the end of each level, but also sacrificing members of your swarm along the way. If this new approach to a seldom-visited puzzle game genre sounds interesting to you, then this may be something you'd enjoy. After all, Momma needs to be fed and it's up to us gamers to do so. Just be warned that the ride isn't always smooth - there are some rocks along the way.

Swarm is a game that doesn't focus much on providing an in-depth storyline. All that players are told is that you must earn enough points to feed the hive mother (Momma) so that she can grow and open up new areas to explore within the game world. It's a very basic premise, but it fits the game well. It would have been nice if there was a bit of a back story about the blue creatures (referred to as 'Swarmites,') and their hive, but the game doesn't suffer from its lack of explanation. The basic premise is enough to go on and all it really is there for is a reason for the game's masochistic content. Feed Momma enough and she'll let you progress. It's simple enough and easy to grasp.

If you've ever played Pikmin before, then you'll be familiar with this type of game, which also has some things in common with the Lemmings series. In each of the game's ten levels (plus two boss fights,) players lead a group of 50 (or less) Swarmites as they try to gather enough nutrients for their hive mother. This is done by picking up purple or red collectible ions, as well as DNA strands (five of which are hidden in each level.) The coloured ions can be found strewn throughout the level but are also found in explosive boxes and through the activation of timed switches. In order to earn the necessary amount of points that are required to progress to the next level, players must try to time their collecting to earn multipliers. Each new ion you earn adds to your multiplier, and most levels are easy to fail unless you get a high multiplier going at least once during your run. Luckily, you'll be able to keep your multipliers going even when you can't find any ions or DNA strands, just by sacrificing your minions. It's a really interesting and helpful design choice/twist, and the game rewards you well for it. The smaller the amount of Swarmites you're in control of when you get to each checkpoint, the higher the bonus you receive will be.


As you progress through each level, your Swarmites learn new abilities. These abilities vary from a charged attack that can take out crates and assist in jumping to far away platforms, to the ability to form a tower with the blue creatures. Players are also introduced to the fact that they can spread out their swarmites or draw them closer together, using the left and right triggers on the XBOX 360 controller. Every new ability can be used to assist in solving puzzles, towards the goal of earning the maximum amount of points possible in each level. In order to pick-up some of the hidden DNA strands, you will need to use these special abilities. I was happy to discover that, once I picked up a DNA strand, I didn't have to pick it up again if I lost all of my swarmites. Each of these new moves is relatively easy to use, though I did find that too many moves were mapped to the trigger buttons. I also noticed that the controls weren't as precise as they could have been. Though it's not a game breaking issue by any means, it was a tad annoying at times.

Though what I just described may sound easy, believe me when I say it isn't. Each level is full of different traps, environmental hazards and even some dangerous elemental enemies. Progression alone is a challenging feat sometimes, but coupling that with the game's high score requirements creates quite a (hectic) challenge. Split second decisions are required a lot of the time, as you decide whether it's more important to keep a high amount of the suicidal blue minions in your pack for tough obstacles ahead, or whether you can spare a few to keep your score multiplier going. It's very easy to make the wrong decision, though the game doesn't beat you down for failing. Checkpoints are quite frequent and, when you lose your last Swarmite, you respawn at the last checkpoint you passed with a full group of 50 tiny blue guys. Sometimes this can even be a tactic that can be used if you've missed a collectible DNA strand or a pressure sensitive pad, close to the checkpoint. Though you will lose your multiplier if all of your Swarmites are eliminated and that can be annoying in itself, especially if you're on a roll. Players are continually rewarded for the varying types of deaths they inflict on their minions, through a scoring system known as death medals. These medals come in varying types such as incineration and electrocution, and can be leveled up from lower metals to gold over time.


Swarm's mixture of action and puzzle elements works quite well, with some smart design choices evident throughout the game. I was impressed with how each level was designed to allow for a myriad of different scores, depending on your play style and your luck (which can factor in quite a bit at times.) If you go through without worrying about timing and multipliers, it's likely that you'll get to the end of the level without enough points to carry onward. Though, if you have a pretty good run, you're likely to succeed. Those who are good at these types of games will appreciate the ability to earn insanely high scores through the smart utilization of Swarmite sacrifices and score multipliers. I was in the middle, earning some decent scores, but finding some sections tough to complete because I wasn't getting great multipliers. A lot of trial and error was required on my end, but I always felt that it was my fault I wasn't able to proceed at those times, and not a terribly frustrating design choice implemented by the developers. That's definitely a good thing when it comes to these types of games.

The experience is not without its flaws, however. There are some minor issues including the fact that the game can become quite repetitive, is overly-dark and can sometimes become frustrating when it causes you to lose score after checkpoints reload. However minor, they do affect gameplay at times and will bother some people more than others. Unfortunately, there is also a major glitch that annoyed me to no end, where the game will freeze at its level select screen. This morning, I played Swarm for approximately 2 hours and it froze on me three times. The other day, it froze on me once at the same menu. Hopefully Hothead Games will patch this glitch quickly because it puts a damper on a game that is relatively well-made otherwise.


The overall look of the game leaves something to be desired. There are some well-done effects, as well as creative level designs, but the game's locations don't vary much at all. After a few levels, the world tends to look drab, as almost every level takes place on metal platforms raised above a partially destroyed world, without many changes taking place as you progress. Most of the game is very dark, which makes it hard to see things sometimes. However, the developers did a pretty good job of utilizing the darkness at certain points in the game, forcing you to use the light from swinging lanterns and/or light bugs, to show you the way forward along treacherous pathways. The games look is serviceable but forgettable. I wish that Hot Head would have decided to use a colourful cell-shaded art style for the game, which would've given it more personality and would have been more in tune with the look of the level select menu.

On the other hand, its audio is pretty impressive. Its 1950s sci-fi inspired original score works well with the game's content and sounds good. It's eerie yet melodic, which I liked. Additionally, Swarm features a myriad of different sound effects for every type of potential death you can inflict upon your swarm-like minions, as well as sound effects relating to ion pick-ups. Each sound is quite well-done, and I didn't really find anything to nitpick when it came to the game's audio. It's well-done, albeit nothing you will remember in future years. The audio technicians did a good job of creating sounds that fit well into the game's world and were believable, never taking me out of the experience. A lot of the time, sound was the main indication that let me know when one of my little blue guys had met an untimely (and usually gruesome) end.

In conclusion, I must say that I enjoyed playing Swarm for the most part. It has some minor issues, as well as an incredibly annoying freezing glitch, but it's pretty well-made otherwise. Fans of games like Pikmin and Lemmings are sure to find enjoyment with it, as are people who enjoy puzzle games in general. The development team did a good job of melding the action and puzzle game genres to create something interesting that we haven't really seen before - at least not in this masochistic way. Just be warned that, despite the Swarmites' colourful appearance, this game is for a mature audience only. Though it could've used a few more levels and some more variety within its environments, Swarm is a game that is worth checking out, even at its fifteen dollar (1200 Microsoft Points) price tag. Hothead Games should be commended on trying to create something unique within a game type that we haven't seen much of, even though it does have some issues.

Rating: 7/10

Swarm was released as a downloadable game, for the XBOX 360's Live Arcade, PlayStation Network and PC on March 23, 2011. It is now available for 1200 Microsoft Points, which is equal to fifteen American dollars.

Tuesday, March 29, 2011

Ghostbusters: Sanctum of Slime Review (XBOX Live Arcade Version)


For those who aren't afraid of ghosts, Atari has released Ghostbusters: Sanctum of Slime for the XBOX 360 Arcade, PlayStation Network and PC. A top down, twin-stick shooter, Sanctum of Slime sees players taking control of one of four new rookie Ghostbuster recruits. Said recruits have been hired to help out after a huge increase in ghastly activity in New York City leaves the series' iconic heroes swamped with more work than they can handle. With a controller in your hand and your thumbs on each of its two joysticks, it's up to you (and up to three friends) to take on the ghoulish menaces that are trying to take over the city. If you're still trying to decide if it's a job you would like to take on, then this review is for you.

Though the game's action takes place in 1989 after the events of the beloved second film in the series, its story begins 4000 prior to the 80s' last hurrah. Told through a series of comic book pages before each stage, its story begins by showing a group of members of the Cult of Damazu, mourning the loss of their demonic leader, Damazu the Destroyer. Fast-forwarding to the late part of the 80s, the story is set up by showing insane museum curator, Janosz Posa (from Ghostbusters 2,) and his chance encounter with the last surviving member of the Cult of Dumazu, in a New York City mental institution. There, Janosz is tempted by his roommate to steal the Relic of the Nilhe, with the reward being the opportunity to have his love, Dana Barrett. With the relic, the Cult can resurrect their maniacal leader, and it is up to the new Ghostbusters team members to put an end to their plan, while taking on all of the new ghosts who are attempting to make New York City their new home. Needless to say, there's a lot of work to be done. I guess there's no such thing as a basic training period when you're a Ghostbuster.

The term 'twin-stick shooter' is used to describe a game like Geometry Wars, where plays move with one joystick and control weapons (and their 360-degree firing radius) with the other. Ghostbusters: Sanctum of Slime is exactly this type of game, though it adds a couple new elements to the standard formula, including a vehicular chase sequence and the Ghostbusters' iconic trap. Instead of using traditional weapons, the game's four main characters utilize four different types of rays, with each one being the weakness of at least one (colour-coded) enemy. In order to succeed (especially if you decide to bust ghosts alone since it's quite a challenge,) you must use the right weapons against the right enemies. Sometimes you may get lucky by taking one out with the wrong coloured weapon, but you won't do much damage without the right ray. Some of the weapons include the traditional red ray that was featured heavily in the movies and first game, a yellow spread shot,and a blue blaster that bounces off of walls. The trap comes in handy when you're trying to capture large (boss) ghosts, and it brings up a brief quick-time button-pressing event. You must get at least most of the buttons correct (and quickly) to trap them, or else they'll go loose and attack you some more. Overall, the game controls quite well with a simple control scheme that is easy to get used to.


The game's campaign is quite lengthy for a downloadable game, with twelve separate missions, including some boss fights. Missions take longer in single player than in multiplayer sometimes, but you're looking at several hours of gameplay or more. Replay value is dependent on whether or not you decide to go back into each level with new friends, or to find all of the hidden Marshmallow Man stuffed animal collectibles, with four hidden in each level (usually found in destructible items spread out within the environment.) Since I'm an achievement addict, I've been going back to levels I've completed to look for the collectibles and I still find them to be enjoyable a second time around. The locations that you visit vary quite a bit, but you'll see both familiar environments from the films and new ones. Some of the more memorable levels I played through were the New York City sewers, the Sedgewick Hotel and the downtown core. Level variety is important when it comes to this game, as it helps keep the game fresh, considering the gameplay doesn't evolve much. The scoring system also provides a good reward and incentive to keep going, especially with online leaderboards and score multiplier pick-ups.

There are quite a few different types of enemies to fight, as the developers did a good job of adding some variety to the ghastly ghouls of NYC. Throughout the experience, you'll find your team up against large flying beasts, small rodent-like blue ghosts and humongous slime monsters who can take you out in one hit. As can be expected, different enemies represent different amounts towards each player's score. This game isn't friendly towards its customers, throwing everything and the kitchen sink at you sometimes, so tactics are important. Try to prioritize targets. Boss fights are a relatively large part of the game and even some of them can get busy at times, but they're pretty well-done albeit somewhat basic at times. This is the first time I've ever fought a possessed subway train, so kudos to Behaviour Interactive on coming up with that interesting idea.


As I mentioned previously, the game is far from easy, especially if you play it alone. Multiplayer is a bit easier, especially if you have good players on your side, but the partner artificial intelligence is lacking. Sometimes your computerized allies will do great things, but they're also very prone to getting themselves taken out in stupid ways (especially by stepping into dangerous slime,) making them helpful at times and infuriating at others. They're generally quite good about saving you if you've fallen though they sometimes lose their own lives doing it. Sanctum of Slime throws a lot at you throughout the game, so you have to be on your toes, or else you'll be restarting the checkpoint over again. I was impressed with how the developers handled the checkpoint and respawn systems though. Tapping A to resurrect allies works pretty well and can become quite hectic if you have oncoming enemies inches away. Sometimes it's hard to tell what is going on, but it's usually quite easy to tell the characters apart by the different coloured ring around each Ghostbuster rookie's feet.

Presentation is another part of this game that is very hit or miss, with quite a few pros and cons factoring into the equation. It certainly feels like a Ghostbusters game (especially since the popular theme song is included,) but it lacks polish. The storyline is interesting, but it's not very well-written and the comic panels that serve as storyboards are tiny and hard to read with stilted dialogue and bad/forced humor within their bubbles. Unfortunately they don't appear during multiplayer. The comics themselves look alright, but the game's graphics are mediocre at best, as they look a bit hazy and are too dark a lot of the time (with no brightness setting to be found.) It certainly doesn't look awful - don't get me wrong. Though doesn't look that great either. Graphics don't make or break a game in my opinion - it's the gameplay that does and, luckily the framerate holds up well with the game's chaotic action and its multitudes of characters on the screen at any given time. The fact that it also features tons of destructible items and some nice effects, within its relatively well-detailed environments is also impressive. That is considering how much is always going on during gameplay.


The game's audio features a mixture of sound effects combined with an original score. It sounds okay, but isn't memorable by any means. Unfortunately, the game doesn't feature any voice acting, so most of the time you're forced to read dialogue bubbles. I didn't mind this a lot of the time, but there are sometimes a bit many to toggle through at one time. Most gamers (and fans) will be elated by the fact that the Ghostbusters theme song is included, playing as you scroll through the main menu. It's easily the most memorable piece of audio in the game, which is too bad, because there was a huge opportunity missed here. The developers tried to add character and humor into the game with their dialogue, but I think it would've gone over a bit better (and could have ended up being a lot more humorous) if they had hired some good voice actors to play the roles. Unlike the past Ghostbusters game, this game has serviceable audio but it won't stick in your head for years to come.

Despite its issues, I enjoyed playing Ghostbusters: Sanctum of Slime, and will be going back to it. This Arcade release doesn't have the polish and memorable character of other Ghostbusters products, but it's still pretty well-made. Plus, it's pretty fun in four-player co-op with friends. There are some definitely missed opportunities found within, as well as some frustrating moments, but you get a good amount of content for your buck. For only ten bucks, it's a pretty good buy for fans of the series and those who like twin-stick shooters. For the most part, bustin' still feels pretty good, though it has its moments of frustration due to inconsistencies. Still, it's not a bad deal at ten dollars.

Rating: 6/10

Ghostbusters: Sanctum of Slime was released on March 23, 2011. It is available on the XBOX 360's Live Arcade and the PS3 through the PlayStation Network. Its cost is 800 Microsoft Points or $9.99 U.S.