An often updated video game review blog. Reviews encompass all major consoles and portable gaming handhelds.
Friday, March 18, 2011
Twin Blades Review (PlayStation Portable/PS3 Mini)
Originally released on Apple's iOS devices and Windows Phone 7, Press Start Studio's Twin Blades has just recently been released on the PlayStation Network as a Mini. Compatible with both the PS3 and PSP devices, it pits players into the role of a zombie killing nun named Angelika, who is trying to save her female lover from the grasp of evil. Aid her in her quest by taking out the zombie hordes (and heinous boss creatures) that are threatening the safety of her town, Lacombe. Fulfill this task by the use of a trusty blade (scythe) or the use of several different types of firearms. You're the last defense against the evil onslaught that is threatening your once peaceful town and monastery.
At its core, Twin Blades is a side-scrolling hack n' slash game with ranged weapon elements added in. Angelika's movement is limited to walking and jumping, with the potential for an upgraded aerial attack which sees her slam her scythe down towards the ground, attacking any enemies in its way. As you move from left to right (and sometimes right to left,) zombies will shamble towards you from ahead and behind. Using a combination of your scythe and whichever weapons you have equipped, you must annihilate all of the zombies in each level in order to progress.
Its campaign takes place over 12 levels - 3 of which are boss battles. These levels' varied environments range from a market and the woods outside town to the interior of a butcher's shop. A day/night cycle is included into the game to give it some more length, making you return to completed levels after sundown to clear them out again (usually with more zombies involved at night.) Additionally, players can visit Father Riciardio at his monastery whenever need be, in order to purchase (or upgrade) new types of firearms. Angelika can also be upgraded at the monastery, allowing for increase This is done through use of the game's currency - zombie hearts.
In addition to the campaign, there is a secondary mode called Survival Mode. Instead of working your way through different levels, this mode presents a continuous cycle of days where you must try to survive against hordes of zombie foes. With each new day, the horde becomes larger and gets tougher to fight. Players are scored based on how long they last within this game type. Unfortunately, there is no online leaderboard support.
Despite having a unique premise, Twin Blades' gameplay unfortunately falls flat. I tried to get into the game, but never really could. There are some good ideas implemented into the experience, but they aren't developed or polished enough, leading to a very basic experience which I found dull. Most of the time you're just fighting the same slow zombies who never seem to change and aren't very scary at all. Though I did like the variety found within the weapons (such as an ice gun, a holy gun and more traditional weapons such as a pistol, machine gun and flamethrower.) The game's basic design also had potential, though its difficulty ramps up very quickly.
Controlling Angelika doesn't require a lot of basic combos or anything. As with almost all games these days, the left joystick controls movement. All of Angelika's moves are pulled off with the face buttons, with X being the jump button, square acting as your melee combat button and triangle being used as the firearm button. The R1 and L1 buttons cycle through the guns that you have purchased. For the most part, this control scheme works quite well, although Angelika's jumps are quite floaty. That becomes problematic at times because you sometimes require a precise jump to get away from a pack of zombies. If you land on a zombie, he's sure to bite you.
The best aspect of Twin Blades is its manga-inspired visual style. The game looks a lot like a moving piece of anime. All of the characters and environments look hand-drawn and are extremely colourful. It's an interesting and creative look that looks decent and works pretty well. The incredibly colourful visuals provide an interesting contrast to all of the blood and carnage that is unleashed within. I was especially impressed with the variety and design of the backdrops for each level. However, the animations are quite stiff at times, and there is little variety within the zombies' movement animations. Throughout the game, you see the same zombies over and over again, which can become tedious, but there are some special zombies with protection, which are harder to take out. Additionally, the bosses look pretty interesting.
Twin Blades' sound design is very basic, which is something that I found disappointing, especially when its visual presentation was relatively strong. Its original score is very simplistic and upbeat, which is something that I don't think worked well with the game's action/horror theme and ultra-violent gameplay. Said score has the potential to become grating after a while. In addition, the game features some basic sound effects, but the same ones are repeated over and over again for Angelika's attacks and the zombies' guttural cries. Those sound effects and their simplicity would have been much less noticeable if they weren't constantly being used during each level. I wish they would have toned them down a bit, or added more variety, so that there was less of a chance of players becoming annoyed and turning the game down. No voice acting is included, as all of the game's story is told through text-based dialogue.
Though I tried to like Twin Blades, its repetitive and overly difficult gameplay left me sour and uninterested. It's unfortunate because there is potential behind its premise and some of the ideas that the developers tried to implement. The main issue at hand is the fact that the game never alters or evolves, remaining very repetitive. Casual gamers may find some interest in it, but its difficulty is something that may turn them off. For four dollars and fifty cents, there is a bit of fun to be had, but it's a game that I find hard to recommend. It's too bad because I expected to enjoy it going in.
Rating: 3.5/10
Twin Blades was released in mid February 2011, for the PlayStation Portable and PS3.
Thursday, March 17, 2011
Pix'n Love Rush Review (PlayStation Portable/PS3 Minis)
In an homage to classic platform games, developer Pasta Games and publisher Sanuk Games have teamed up to bring Pix'n Love Rush to the PlayStation Store as a PSP/PS3 compatible Mini. Retailing for a mere $2.50 (and previously released for free for PlayStation Plus members,) Pix'n Love Rush is a fast-paced platformer in the classic sense. Like the games it pays respect to, this Mini does a good job of taking a simple gameplay design element and turning it into a creative game that is quite addicting despite its simplicity. In my honest opinion, I think that is one of the most impressive forms of game design. Though I was really curious to see how this popular iOS game would fare with a physical controller.
Playing as a pixelated character who is trying to earn enough money to buy some cake, players get the chance to try their hand at three fun and challenging game types, which all utilize very classic platforming gameplay tropes throughout 125 unique levels. These game types include:
- Classic Rush: This is the first game type, which can be played with a five minute limit or in unlimited rush mode - the difference being that unlimited ends when your health runs out and not at a predetermined time. Your task is simple, requiring you to move along through each random level (of varying unique design,) trying to collect as many plus symbols as possible. Each one you earn adds to your score and your potential multiplier (which can be activated at intervals of 2, 5 and 10.) Pink bats and minus signs are also spread throughout the levels - reducing your score, eliminating your multiplier and/or taking your life force if you touch them (though bats can be shot with projectiles that can also damage you if you're not careful.) Yellow angels also appear and can be jumped through - just be careful not to hit them with projectiles or you'll lose points. It's a very simple design, but it's extremely fun and addicting.
- Cursed Rush: Taking a cue from some of the popular iPhone games which see you playing as a character who is in a rush, this mode makes you try to stay above-ground for as long as possible. Only the jump button is required as your character runs from left to right, attempting to land on a myriad of platforms of varying sizes and types (some will crumble if you're on them for too long.) If you fall, it's game over and your score is judged based on the length of the level that you have covered. It's challenging, but you feel like you've done a good job if you make it far, especially on the hardest difficulties. The comical difficulty lists starts at hard and ends at harderest, with varying degrees of hard in-between. This means that, as you up the difficulty, the platforms become less stable and much smaller.
- On-Off Rush: In this day/night cycled mode, you're tasked with picking up the correct icons at the right time of day. Instead of having plus/minus icons, Puzzle Rush features sun and mood icons that you must pick up. Each stage starts at daytime and you get a chance to pick up as many suns as you can as you rush from right to left. Once you hit the wall on the other side, it toggles to nighttime where you must avoid the suns and try to collect the moon icons. It sounds easy, but it can get pretty challenging. The basic version of this game mode only gives you one chance at both daytime and nighttime before it progresses to the next level, whereas the secondary mode doesn't change levels until you've collected everything, but adds a timer to the mix.
Only two buttons and a joystick are used throughout the experience (one for each required task: jumping, shooting and moving,) making it very easy to just jump into without a tutorial or any previous gaming experience. What impressed me the most about this basic control scheme was how well it worked. The game requires precision jumping (especially during Cursed Rush mode) and the controls allow for that. When I fell, I knew it was something I did wrong, as opposed to the game not being as intuitive as it needed to be. This really reminded me of the precision required in the Super Mario Bros. games, which is good company for a game to be linked to. The shooting mechanic takes a little while to get used to, but it also works well. You just need to make sure to watch out for falling projectiles because you're not invincible against your own ammunition.
In keeping with the retro gameplay, Pasta Games decided to create a very retro-inspired aesthetic for the game. Every inch of its presentation screams retro gaming, which I liked. Every level, character and icon in the game is made up of visible pixels, with skins that alter based on your multiplier. For example, a times two multiplier will change the background skin to a haunted house, whereas the times five multiplier will change the design to black and white (in some ways resembling the look of a Game 'n Watch system.) A times ten multiplier is the best of all because it makes it look like you're playing on a green radar screen in an air traffic control office, or within an on-going game of Battleship. There are a total of seven different visual skins. This isn't to mention the fact that each game type has its own unique visual aesthetic, in keeping with the same pixelated theme. I played it on the PS3 and was blown away by how great it looked on a larger screen in high-definition. Colour me impressed.
One of the things that retro games are most revered for are their 'chip tunes' soundtracks. Fans of those simplistic yet incredible musical scores will love the music in Pix'n Love Rush, as it follows the same style. Its sound design is great, featuring interesting music (that didn't get annoying,) which ramps its tempo up based on your multiplier, since hitting one enemy or minus sign will take it away from you. I was especially impressed with the classical music chip tunes rendition that accompanies the times ten multiplier and its visual overlay. The audio alterations feel like a reward, as I thought that the music improved when I did well. Wanting to hear the great music that accompanied high multipliers made me want to do better.
Overall, Pix'n Love Rush is an excellent game that does a great job of paying homage to classic platforming games. It's a very simple, but well-designed and engaging experience, which can easily become addicting. I had high expectations going into the game and I must say that my expectations were exceeded by its quality, charm and fun. The only negative is that it doesn't seem to feature online leaderboard stat tracking on PSN. For two dollars and fifty cents, you really cannot go wrong. Even though your attempts at each mode will only last up to several minutes each (if you're lucky,) it's a game that will keep you coming back for more. I highly recommend this game to any fans of retro gaming, classic platformers and/or good video games. It's a game that pays homage to classic gaming, that has become a classic in my eyes.
Rating: 9/10
Pix'n Love Rush is now available on the PlayStation Network Store, for both the PS3 and PSP. It costs two dollars and fifty cents. This game is also available on Apple's iOS operating system.
Tuesday, March 15, 2011
De Blob 2: The Underground Review (XBOX 360 Version)
The Inkies have eliminated all traces of colour from the world. It is your responsibility to restore the environment back to its original beauty and put an end to the Inkies once and for all. That is the premise within THQ's De Blob 2: The Underground - a sequel to 2008's Wii exclusive puzzle-platformer, De Blob. Developed by Blue Tongue Entertainment, the game sees the lovable paint blob hero and his friends reunite for another attack against the drab inkblot oppression, and it's something that fans of unique games and the platforming genre are sure to be impressed with. Just make sure you use the right colours.
Despite the oppression, a colour underground has formed, and is ready to revolt against the Inkies' oppression. They've developed a plan to regain control of their world and hope to be able to stop the brainwashing that has been done to their fellow citizens, who were formerly very colourful and vibrant. These citizens have been changed from their normally colourful selves to drab, white bores, who live their daily lives without any sort of personality. Along the way, you will meet new members of the underground, who will aid you in your goals. They teach you new abilities, open new environmental areas and give you new tasks to complete. Each new citizen that you bring back to life (per se,) adds a new member to the revolution.
In the midst of the oppression, the Inkies (General) leader is trying to influence the voting process in Prisma City to make voters choose him as their next general leader. De Blob and his friends spend most of the game chasing this madman throughout the world, eventually leading to a confrontation in outer space. Though the General doesn't speak much, he's a major part of the storyline and works well as an antagonist. This political aspect of the storyline may be lost on kids, however, but adults will understand it and be able to identify with aspects of it.
At its core, De Blob 2 is a platforming game, but it also features plenty of puzzle elements. Players control De Blob, the game's titular hero. He's a gigantic blob of paint, which is capable of changing his colour at any time, just by touching a new paint colour. Its gameplay revolves around using this ability to absorb different colours of paint in order to paint buildings, citizens and the environment, in order to complete challenges. Painting is easily done; De Blob can spread his colour to neighbouring buildings or elements just by touching them, though each painted item decreases the amount of paint that he contains. This absorption amount is shown in the top right-hand corner of the screen and sort of works as your health. Everything you paint reduces it, as does attacking enemies or destroying their creates. If you're small and get hit by an enemy inkblot, you risk the chance of death (as the game also features a life system, allowing for you to have up to five at one time.) This means that you're quite often having to look for sources of paint (pools or 'paintbots') to replenish your absorption.
There are several different types of colours available to be used, and certain ones are required for certain tasks (such as painting buildings which need to be a specific colour.) The three primary colours you absorb are red, yellow and blue. They can be combined together to create secondary colours, which become a more prevalent task requirement later on in the game. Available for creation are green, purple, orange and brown, which is made by mixing all three of the primary colours together. Though, if you are orange (for example,) you can revert to red just by touching a red paintbot. Water plays a major role in the experience as, if you touch one drop of it, you lose your colour. However, water is at a premium in the new world because the Inkies have replaced it with ink in a lot of instances. When De Blob touches this ink, it hurts him and eliminates any colour from things that he touches. The only way to get rid of it is by touching water.
In order to complete certain tasks, De Blob is faced with the opportunity to enter certain buildings, after meeting a certain colour and absorption requirement. Once you enter an indoor environment, the game shifts from its large-scale 3D platformer design to a design resembling a 2D platformer. This design reminded me of Splatterhouse, with its perspective altering from three dimensions to two at certain points. These portions of the game require you to hit different colour switches, defeat all of the enemies inside and/or save imprisoned citizens. Though it's easier said than done considering there's always something in your way that must be accounted for, such as a pool or stream or water, ink, moving platforms and a limited amount of paint. I enjoyed these sections of the game as they added a good amount of variety into the experience. Though I found that they were over-used at points, such as one level that primarily consists of having you take over buildings.
Natural progression throughout the game's twelve lengthy environments allows for the debut of many different types of enemies. These enemy types range from basic minions to enemies with guns, helicopters, tanks and ink mortars. It is only possible to take some of these foes out in a specific manner, such as using the dash ability to avoid their spiked heads or by slamming onto them when you're a certain colour. It is generally pretty easy to take most of them out, as long as you have the required amount of absorption strength. A lot of the time, you'll need to take out a specific amount of them to complete a main story challenge or one of the secondary goals that present themselves after you've finished the level's main requirements. Just be careful because their ink can be quite damaging.
Where De Blob 2: The Underground really shines is in its puzzle design and its ease of use. This is a game that can be played by young children (though they'd need a lot of help with some sections,) families and even core gamers. Due to that broad target market range, the developers were tasked with creating puzzles that were complex and varied, but were able to be completed without much frustration. I think they did a very good job of this. Though having to paint buildings certain colours became somewhat repetitive after a while, I was impressed with the gravity puzzles and the other indoor puzzles that they introduced as I progressed into the later portion of the experience. Though I wish there would have been a couple more different types of puzzles instead of so many buildings to paint, there was at least a decent amount of variety within. Their design was almost always impressive though.
Upon completion of a level's main objectives, you are given the opportunity to either leave the area (to progress onwards) or stay and complete secondary objectives which have been unlocked. Enlightenment awards (in the shape of lightbulbs) are hidden throughout the environments as collectibles and are also awarded for completion of these tasks. They are used as currency within the game's upgrade menu, but they are not the only collectibles within the game, which is something that annoyed me. This game simply has too many collectibles to find. So many different hidden gallery photos, enlightenment awards, patterns (which add a pattern onto buildings you paint,) billboards, trees and crates. It's a collectible overload, which can become quite taxing.
The amount of collectibles and secondary objectives (which lead to awards) and a scoring menu after each level, which grades you based on your score, makes some levels take longer than an hour to complete. It adds a lot of length to the game, especially since each level invokes a time limit system. You can earn more time by saving citizens, defeating groups of enemies or reaching checkpoints. However, your first crack at a level is streamlined by this limit, meaning that you generally have to wait until you've completed all of a level's main tasks before you can look for collectibles. If you run out of time, you have to restart from your last checkpoint. To be honest, I didn't find the time limit to be a good design choice. I found that it was more frustrating than necessary, as it didn't really have a purpose other than adding stress and streamlining your playthrough to add length to the experience. In a tranquil/relaxing game like this, a time limit kind of defeats the purpose.
De Blob 2 not only features a lengthy single player campaign, but it also incorporates multiplayer in two different ways. In the campaign, a second player can join in as Pinky (a companion/tutorial giver) to help player one by shooting enemies and crates, with a limited amount of ammo. It's not something that would interest many people though. The other mode (Blob Party) is a bit more interesting, allowing players to work together to try to finish time-based objective challenges, while fighting to earn more points than their teammate. Unfortunately, neither mode features online matchmaking.
Controlling De Blob is a simple and easy task, which is streamlined to appeal to any audience. Basic movement and camera controls are mapped to the two thumbsticks, with the left shoulder button utilized for centering the camera behind De Blob. Targeting enemies, paintbots and entry ways is completed by just pressing the left trigger in, allowing you to easily jump to and/or smoosh them by pressing the right trigger. Also, as usual, basic jumping mechanics are mapped to the A button, which is also used in rapid succession, to evade enemies who try to put you into a trance (and then lead you to an ink well.) This is a control scheme that doesn't require a lot of gaming skill to get used to, so it works well in a game like this, which is predominantly appealing to families.
De Blob 2 looks great in high-def on the 360. When you begin each level, you're met with a white canvas, where De Blob is the only hint of colour. He really pops, as does each element of colour that you introduce. I personally found the game to be stunning, making it a contender for one of the best looking games I've played. Its art style is also really well-done, with some decent variety as you progress through different types of environments (such as a university campus, senate, beach and outer space) in the campaign. The animations are also quite well-done, though there isn't a grand amount of them. If you're looking for something that will blow you away in a visceral sense, then I recommend checking this game out.
Its audio is also something worth mentioning. The game's original soundtrack is great, and it really works well with the game. At the beginning of each level, players can select their mood, which translates into the type of music that is played. Each new type of paint also has its own signature instrument sound, which plays whenever you paint something. Additionally, the game features a ton of varied sound effects, which sound great. I was impressed with the game's presentation to say the least, despite encountering one sound bug.
The game's storyline is told through the use of comic panels (during load screens,) text dialogue and quite a few computer generated cutscenes. There is a great sense of humor that runs rampant throughout the cutscenes, as each cutscene shows the Inkies getting into humourous trouble, which is reminiscent of Ubisoft's Raving Rabbids franchise. Despite this overzealous homage, I quite enjoyed these storytelling moments, as the humour was great. In fact, one of the first cutscenes was one of the better cutscenes I've ever seen. Several others would rank up there as well.
Generally speaking, the game is extremely well-made. I was impressed with the amount of polish that it featured, as well as the fact that I didn't really encounter many glitches other than a short sound bug (which eliminated one sound effect) and a couple brief frame rate hiccups. With that being said, I must admit that I was bored a few times while playing the game. When I first started playing it, I didn't like it very much, but it grew on me. So much so that I ended up enjoying playing it as I progressed. This is a well-made experience, but it's not something I recommend playing for hours on end, especially if you're a core gamer. It never evolves from its basic premise, always remaining in a basic comfort zone. Sure, there are new elements which are established in each new level, but the game gets very repetitive at times, because it never undergoes a major change from start to finish. With a 15-20 hour campaign, that can become a bit dull at times.
Overall, De Blob 2: The Underground is pretty good game. It features some great elements and annoying issues, such as repetition. It's a game that is sure to impress people who don't play games much, with its beauty, but it's not a game that will keep you interested for hours on end. Though short bursts can be quite enjoyable and relaxing, this is a game that will be appreciated most by a younger audience. If you're looking for something different, this is certainly a candidate.
Rating: 7.5/10
De Blob 2 was released for the XBOX 360, PlayStation 3, Nintendo Wii and Nintendo DS on February 22, 2011. The 360 and PS3 versions sell at a suggested retail price of $49.99. It will be released on the Nintendo 3DS later this year.
Monday, March 7, 2011
Torchlight Review (XBOX Live Arcade)
Released in October of 2009, Runic Games' Torchlight is a popular dungeon-crawling action role-playing game, which is being released on XBOX Live Arcade this week. It is one of the major releases in Microsoft's XBOX Live Arcade House Party promotion, and they are acting as the publisher for this outing. I know that many people were very happy when this version of the game was announced, as it's been speculated since the PC version was originally released - I know I was. Is this version worth its fifteen dollar price tag after being ported from the confines of the computer gaming world?
The game takes place within a mythical world, in a popular mining town known as Torchlight. The mines below the town are full of a highly popular material known as ember, which has attracted many adventurers to the town, who are seeking fame and fortune. The character you play as has been invited to the town, where he has been enlisted as help by a mage known as Syl, whose master Alric has disappeared into the mine's depths. After his disappearance, her peer Brink went in to look for their master and has yet to come back from his dangerous quest. You see, the mines within Torchlight are not only full of ember, but they're also full of dangerous monsters.
As it turns out, the highly sought after ember is not just popular - it's also dangerous in an elemental fashion. Its effects are the reason why past civilizations fell and its allure is what has driven Master Alric into the mines, as he is in search of something that will make him more powerful - something that will allow him to rule with his dark master. Said dark master is hidden on the thirty-fifth floor of the mine, where he has been slumbering for many years. It is your responsibility to try to stop the master from making his return to the world of humans, by defeating all of the heinous creatures that stand in your way. It's you and your pet against the horde.
At the beginning of the experience, players are asked to choose the class of adventurer that best suits their play style and personality. The choices include: the Destroyer (a warrior, skilled in melee combat and the summoning of ancestral spirits,) the Alchemist (a mage, who is fluent in using magical elements for combat such as electricity,) and the Vanquisher (an elite city guard, who uses her knowledge of traps and ranged weapons to her advantage.) Each class allows for a new take on combat specialties, abilities and the overall style of gameplay. Since I've always been someone who enjoys hacking and slashing my way through enemies with melee weapons in video games, I opted for the trusty Destroyer. He served me well and fit my play style perfectly.
It is at this time that you also get to choose a pet, which will be your ally, extra storage and potential spellcaster throughout the game. There are three preset pet types, including a dog, cat and dinosaur. I chose the cat. This pet helped me out a lot during my experience in the dank, dark dungeons underneath Torchlight, in many ways. Not only did he constantly rush into battle with vigor, but he also learned spells which helped maintain both of our health and assisted him in combat against the dungeon lurkers. The best part about having a pet in this game however, is the fact that he can store your unwanted items, with the ability to make a run to town for you to make sales, whenever need be. Granted, there's a short wait of about a minute and a half and some limitations are levied upon this ability, such as the fact that he can't be sent out while you're in certain sub-portals. Those limitations are rarely ever levied upon you though. Fishing holes are available in some locations, allowing you to catch different types of the slippery creatures, which can then be fed to your pet to alter its appearance, skills, and weaknesses. Who doesn't want to temporarily have a huge spider or a flaming beast as an ally? At least, within the confines of a virtual environment.
For those who are still wondering, Torchlight is a single player only experience on the 360, just like it was when it was released for PC and Mac. The campaign is a very solitary experience, but I found that that dynamic lent itself well to the game's story and campaign. I didn't pine for another adventurer at my side, although I'm sure it would've been fun. Perhaps we'll see that in Torchlight 2, which has been rumored to be in development. I know that a lot of people have been asking about this, so I wanted to make sure I made mention of it. Runic Games did incorporate a new gifting ability into the game, which allows you to send a gift message to a friend, granting them with a spell that will let them re-assign skill points. You can earn it for your own character, by sending the message out. This is exclusive to this XBOX Live Arcade port of the game.
As your chosen character, you must fight your way through the dungeons using either melee combat, spells, traps or ranged attacks. Hundreds of times throughout the campaign, you will come across different weapons, armor, jewelery and gems, which can be used to add elemental skills or stat-related bonuses to your equipped items. If I must say so myself, Torchlight is a loot-lover's dream. Each item you find can be equipped or sold, with visual changes appearing to your character when you upgrade or change his equipment. Sometimes you will be faced with a tough decision as to whether you keep a lower ranked weapon with great elemental enchantments/skills or whether you go with a more basic, but higher ranked item. There are a lot of options which allow players to customize their characters through their equipment. You spend a lot of time in the game's menus, but they were quite easy to navigate for the most part, so I didn't find that to be much of a problem.
Each new floor of the game's deep, thirty-five level mine/dungeon presents new puzzles, enemies and tasks for you to concur - not to mention the occasional big boss battle. The game is constantly introducing new baddies into its randomly generated dungeons for you to slaughter with your blades, staffs, guns or spells. This helps keep the experience fresh, as each enemy has a different weakness and its own set of abilities. Runic took it upon themselves to not only name each of these creatures, but to add a list of these skills under each one's health bar, which I thought was a nice touch. That way, you always know what you're up against in each encounter. Although, even though you know the enemies' abilities, it doesn't make you invincible against them.
Although the dungeon's depths are all randomly generated, the game does a great job of creating its content. Reason being is that it has a lot of variety to work with. After every few floors, the look of the dungeon and its environments change drastically, ranging from a traditional gray mine, to a library, jungle, prison and what looks like the inside of Hell itself. Each of the aforementioned environments adds subtle changes to the experience, such as user-controlled bridges (which usually lead to secret stashes of gold) or portals that will send you to a brand new section of the floor. This variety was welcomed.
As I previously mentioned, Runic did a great job by throwing everything but the kitchen sink into this game, when it comes to enemy designs. There are so many different enemies and variations that it's hard to even make a list of them all. Some of my favourites included large dragon spawn, spiders of varying sizes and little demons. Almost every enemy featured its own unique identity and skillset, but there were several different incarnations of some types. These different incarnations of enemy types would always look different on each of the different floors however. For example, some of the little demon henchmen on the jungle floors wore loin cloths and had spears. As I progressed further and further into the abyss, I discovered tougher enemies who would even kamikaze me. Unfortunately, despite the creative boss designs, their mechanics were quite similar and they didn't require a lot of skill or added technique to take down.
The town of Torchlight serves as the game's main hub. Within its confines are many different vendors, such as those who specialize in certain things, gamblers (who charge for unknown weapons,) and an enchanter who will place magical spells on your weapons to grant them new abilities...for a high price, of course. Additionally, this is where you go to find villagers who are offering side quests. These quests range from separate portals containing a specific desired item, a robot who wants to blog about the mini-bosses you've slain and a couple of townsfolk who need specific types of jewels. These side quests add variety to the campaign, allowing for some extra content, exploration and rewards. Although they don't change the core dynamic of the game very much.
Once you've completed a section of the game's main dungeon, you will be presented with a waypoint portal that will send you back to the main town hub. These portals act as checkpoints, and can always be used from the main portal within the town of Torchlight. You are not able to pick exact floor numbers, but these checkpoints are spread out well throughout the cave. There are several of them, in fact. However, being able to warp back to town is never a problem, as it is easy to find town portal scrolls (whether they're dropped by enemies you've slain, found on tables or discovered in chests,) which will allow you to create a travel vortex at any point during your travels. You can return to the exact same location via that portal, once you're finished in town.
This is a game that constantly rewards players for their efforts - primarily through loot, but also through experience and fame. You always feel like you're accomplishing something when you play this game. Exploration is rewarded by hidden troves of gold and treasure chests (although you must beware the mimic chests which are actually strong enemies.) On the other hand, combat is rewarded handsomely with experience points, new skill points to award through your discretion and fame points. Like with all role-playing games, you level up at certain experience intervals.
Torchlight allows you to direct the skill points you've earned (several per each new level) into the categories that best suit your play style. Additionally, this port features all of the skills that were available in the original version, allowing you to choose which ones you would like to assign points to and/or use. Some of them have been tweaked a bit from their original designs to improve their effects. The aforementioned fame points correspond to a long list of fame levels, which show how popular you are as an adventurer within Torchlight and its surrounding area. You earn different amounts of XP based on the difficulty level that you choose - ranging from very easy to very hard, and also including a hardcore mode where death is permanent (instead of the ability to respawn in town, at the start of your current floor or at the section where you died. You can lose gold, fame and experience based on where you choose.)
In order to optimize the experience for console gamers, developer Runic Games changed the on-screen hub design for this version of the game. Instead of your health and mana being shown at the bottom of the screen in a large menu, each one is triggered to a shoulder button and shown in one corner. Health is in the top left-hand corner of the screen (mapped to LB for potion use,) and mana is in the top right-hand corner of the screen, mapped to RB for its potion use. In comparison to the PC version's hub, I found this one to be a lot better and easier to use. It was much easier to see how high or low my health and mana were, and it was simple to use a potion at the press of a button. The developers also went a step further in allowing spells and abilities to be mapped to four buttons: Y, B, and both trigger buttons. This made it very easy to use them as well. The left joystick controls movement, whereas the right joystick allows you to zoom the camera in and out. Additionally, the X button controls all of your combat. Overall, I was very impressed with how they optimized this port for console players' enjoyment.
Although I was quite impressed with this game, it was not without problems. Through its Diablo-like structure, Torchlight's gameplay was repetitive in its basic structure. Fans of dungeon crawlers and loot will feel right at home with this game, but it may not be for the more traditional gamer. I'm somewhat new to this type of game, having only played Diablo a bit in the past, but I enjoyed it quite a bit despite its repetition. Runic included a lot of variety and content to combat this well-known issue within the game's sub-genre. If you're not sure about this type of game, then just give the trial a chance.
The main issue with the game is its frame rate. When a lot of different enemies are on the screen, it can slow down quite a bit - sometimes even to a crawl. This seemed to happen the most when a few larger spider enemies were on the screen with their individual legs moving, or when enemies used varying elemental attacks at once. During periods of intense frame rate slowdown, the game was made difficult to play because it became tough to know which enemy I was attacking and/or exactly where I was if I was crowded around by large enemies. Things would be fine when I was fighting a large group of basic enemies, but the more complex character models (such as the large eight-legged freaks) required more from the game's engine and thus seemed to be the cause of a lot of the slowdown. I was impressed with how many enemies they could fit on the screen at once, but it's too bad that it suffered from these occasional frame rate hiccups. Granted, they weren't very prevalent.
Torchlight is never a game that will blow you away with its shiny graphics, but the game does look quite good. The art design is very well-done and the game features a great variety within its visuals. Its art style isn't as serious as other RPGs, but the art department did a good job creating a unique visual style for the game that is a nice mix between realism and a more colourful and surreal style. Its texture work looks pretty good and its enemy designs deserve to be commended. I was also quite impressed with how the look of my character changed as I switched his armor and weapons. It's just too bad that the game doesn't run as well as it looks, at all times.
In terms of audio, I was impressed for the most part, but there were some cons. The game's soundtrack (which was composed by Diablo composer and audio designer, Matt Uelman,) was subtle but powerful and worked well with the game's dark and gritty tone. The inherent sound effects were also pretty well-done, with some nice variety. However, I wasn't as impressed with the game's limited voice acting. Some characters sounded okay, but I found that their audio interpretations of what the characters sounded like were somewhat stereotypical and uninspired. Since the game doesn't feature any cutscenes, the entire storyline is told through dialogue, whether it's scrolling text shown before a major event or within a discussion with an A.I. Torchlight inhabitant. While most of the dialogue was pretty well-written, the story was quite basic and wasn't as developed as I would have hoped.
In conclusion, I must say that Torchlight lived up to some high expectations I had going into the experience. I had heard a lot of good things about it in the past, so I was glad that it lived up to that hype. Although it's somewhat repetitive in its design and has some small issues, Torchlight is an impressive game that is sure to impress those who give it a chance - granted they like this type of dungeon crawling RPG. Its wealth of content and loot is sure to impress, with hours of gameplay through its main campaign, plus the ability to continue on after completion in its never-ending dungeon or through side-quests. I played through the campaign on normal, which took several hours, but should have started on hard to make it more of a challenge and a longer experience. The new game plus mode allows you to gift one of your high-level items to a new character, which is sure to please fans of the genre. If what I wrote interests you at all, I definitely recommend giving it a chance (at least the trial version.) Torchlight is a well-made game that does a good job crafting its own identity in a genre that Diablo has made famous. It's a good deal at $15 and can provide hours of enjoyment, especially if you love collecting loot.
Rating: 8/10
Torchlight will be released on XBOX Live Arcade on March 9, 2011. It will be available for 1200 Microsoft Points, which equals out to fifteen American dollars.
Saturday, March 5, 2011
Test Drive: Unlimited 2 Review (XBOX 360 Version)
One of the world's most popular racing franchises has made a return to video game consoles with Atari's latest release, Test Drive Unlimited 2. It is the seventeenth installment in the long-running franchise, which dates back to 1987, when publisher Accolade released the original Test Drive. Developed by Eden Games, this sequel to the 2006 installment, Test Drive Unlimited, allows gamers to race along dirt and paved roads on the beautiful island oasis of Ibiza and Hawaii. It's an ambitious title, but how does it stack up against its predecessor and other games within the racing genre?
What sets the Test Drive Unlimited games apart from the other racing games that are currently out on the market is its design. Not only is Test Drive Unlimited 2 an open world racing game that mixes traditional racing with off-road racing well, but it's also a massively multiplayer social gaming experience. That's right - not only can you race against opponents online, but you can also interact socially with them, in clubs, car shops, and even a casino (which requires the purchase of a separate downloadable add-on.) With this release, the massively multiplayer online aspects of the original Test Drive Unlimited are expanded upon and fine-tuned, allowing for a more social experience.
Test Drive Unlimited 2 is a new game which acts as a sequel, but it also incorporates many elements of the first game, making it feel like a combination. Instead of just having the game take place on the new island oasis of Ibiza, Eden Games went the extra mile to also include the island of Hawaii which was the backdrop of the original Test Drive Unlimited. Whereas its predecessor featured 1600 km of roads to traverse, Test Drive Unlimited 2 features a whopping 3290 km of roadways. It also features a full career mode, as well as 100 different instant challenges (escort missions, shadowing challenges, speed limit challenges and some others), cop and outlaw chases, plus online ranked matches.
Players can drive around both islands, engaging in single player challenges and competitions, as well as any sort of multiplayer driving they fancy. That is because, like the original game, Test Drive Unlimited 2 allows players to create multiplayer challenges at any time by flashing their headlights at other players when they come across their peers on the open roads. Challenges can be set up on the fly and cooperative driving is also available, allowing players to enter the cars of others, acting as a passenger and navigator. Each island has its own Community Racing Centre where players can post created challenges. Gamers can also set up clubs with their friends, allowing each member to donate money to the common goal and also giving members the opportunity to compete against other (rival) clubs.
At the beginning of the game, gamers are asked to choose an avatar from one of several options, including characters of different ethnicities and genders. This avatar is to be their representation in the game world. There is never an option to change your avatar selection, but you are given the freedom to customize this character in many different ways. Customization shops such as hair salons, plastic surgeons and clothing stores are spread out throughout the game world, providing players with the opportunity to customize their avatar in any way they see fit. Like in real life, it all costs quite a bit of money, but those who like to customize their video game characters to closely resemble their real-life appearance will love these options. I was impressed with the wide variety of customization options available, as well as the realism involved when your character is forced to wear bandages for a while after undergoing a procedure. This is one of the more customizable games I've played.
Players can visit real estate agencies to purchase houses, though this is mainly done for garage spots. In order to purchase a vehicle, you need to make sure that you have a spot in a garage for it. These houses are ranked in different categories (via a star-based rating system,) and each category has its own price ranges. You can visit these houses at any time, with the ability to change clothes, check your TDU Live stats or check the news. Some customization is available for chairs and fabrics, but that's about it. These houses are mainly in existence for storage, allowing you to view your cars (and a vehicle list) and choose one to drive.
After choosing an avatar (which is done during your poolside birthday party on a patio in picturesque Ibiza,) you are whisked inside to see your new birthday gift from a friend, which is a brand new Ferarri. You get inside the vehicle to check it out and get the opportunity to give it a test drive on the open roads. Shortly afterwards, reality sets in as you're awakened from a day dream by the owner of that red Ferarri as you sit in it while wearing your valet clothing outside of a fancy building. The owner asks you to give her a lift to where she is to shoot a new promo for her racing reality show and competition, Solar Crown. It is not long before you're competing within the ranks of Solar Crown, after impressing the host enough to give you a chance to prove yourself as a rookie. Thus begins your ascension towards the top ranks of the highly popular, 22 championship tournament. There are also three cups to win, at the end of different parts of the tournament, including the Ibiza Cup.
Each license category seemed to have two different championships in different parts of one island. You could drive to them or fast travel (which is only available if you have explored the road before. This also goes for fast travel to any other location, as explored roads are highlighted in a blue accent.) They all featured different amounts of events of varying types, including traditional races and eliminator events, as well as timed events that have you going through a course as fast as possible, while going through checkpoints, to try to beat the par time. Additionally, there were also two other types of events: speedtrap events that had you trying to have the highest speed out of all of the competitors, as you'd go through each of several police radar spots, as well as an event type that had you earning points based on speed. My favourite was the traditional race mode.
With this reality show career structure comes some positives and negatives. I liked the fact that it established and developed your competition into fleshed out characters with their own personalities, instead of just having you race in tons of different challenges with randomly named racers. It was also nice to see them try to add some charm and character into the experience in a general sense. However, I didn't like how cheesy the whole thing was, as well as the constant babble between competitors who were essentially exaggerated caricatures of regular people. The characters became quite annoying, especially when they could constantly babble with each other. I also found it kind of strange how (especially early on) only your rival would ever come in second place. It seemed like the race results were predetermined. Though I noticed a small decline in that as I progressed through the championships.
Players level up based on their results in the championships, as well as many other factors. The level cap is 60 and there are seven different statuses that can be achieved, taking you all the way up to a high-ranked celebrity status. Your progress can be checked in the 'My TDU Life' section of the menu screen, allowing you to see your progression in each category, culminating in a main level score. These categories include social progress, exploration, your collection (cars, hairstyles, clothing,) as well as multiplayer and single player accomplishments. It is easy to grasp this leveling system and quite simple to know what you need to do to progress. By just selecting each category's tab, you can check which objectives you've completed and those that you've still got to complete. It's a great leveling system that gets players to partake in every aspect of the game in order to level up and earn new items. Some haircuts and clothing items are locked until you reach a certain level. Additionally, a computerized ranking system (referred to as F.R.I.M.) is added to your car and you can earn money by driving dangerously but avoiding collisions.
One of the main draws of this game is the fact that it lets racing fans explore their fantasies of being able to own and drive some of the most popular, expensive and exotic vehicles in the world. Test Drive Unlimited 2 features more than 90 fully licensed vehicles, from manufacturers such as General Motors, Audi, and Ferarri, with the notable exception being Lambourghinis and motorcycles this time around. Apparently Lambourghini could not be featured in the game due to licensing issues, but there are still plenty of exotic vehicles to drive. Each vehicle you purchase with in-game currency is yours to customize in any way that you would like. That means that you can add expensive sticker decals, paint them whatever colour you prefer and can tune them to their peak potential. Not to mention the option to choose your interior and rims at purchase time.
Hidden throughout each island are wrecked vehicles, which can usually be off the beaten path, in the bushes by a road. An indicator is installed into your vehicle, and it flashes to tell you if you are close to one of these wrecks. Once you discover a certain amount of wrecks, you will earn a new 'treasure' vehicle, which is added to your collection and can be used. This adds some depth to the game by adding a need for exploration, as it's quite tough to find these wrecks. Additionally, there are photo vantage points that can be found, which task you with taking pictures for a professional photographer. There is an indicator for this, but you must take the pictures only when certain conditions are met (such as time, lighting and weather conditions.)
These vehicles are categorized in three different sections: Asphalt (fast, exotic race cars,) Off-Road (rugged all-terrain vehicles) and Classic (retro vehicles.) These categories are then broken down into numerical tags such as C3, A1 and B4, which represent their rankings within their main category, based on statistical analysis, with 1 being the best. In order to drive these vehicles, your character must earn various different licenses, by completing several different license challenges within each test. The challenges range from obstacle courses to timed events and even include challenges that test your driving skills in different weather conditions such as wet roads. I thought that this was a very good idea to implement, especially since it added a lot of challenge/content to the experience and heightened the immersion. However, some of the license tests were far too difficult due to poor handling. The lower A tests were the most frustrating because it sometimes felt like you were driving on an ice rink as opposed to an asphalt road. I eventually earned all of my licenses, but it took a while due to being held up on a few of those challenges. It was far too easy to spin out of control.
One of the most impressive aspects of Test Drive Unlimited 2 is their attention to detail with each vehicle. All of the cars are very detailed and look impressive, featuring the most polished graphics of anything within the game. That's just the beginning though. Every car has its own realistic engine sounds, interior cockpit view, speedometer and handling physics. Not to mention the fact that they all have their own statistical analysis pages, which rate them in different categories such as handling, acceleration and braking, as well as their difficulty level. Vehicles that are ranked in the same category will handle in different ways, which was a realistic and nice touch. Another vehicular aspect that car enthusiasts will love is the ability to get inside vehicles to take a look at their interiors, open/close windows and test drive any vehicle before purchase.
As I mentioned previously though, handling is a major issue with the game. Its driving physics aren't very precise. Some vehicles handle better than others and I understand it's like that in real life. However, in a game that tries to mix arcade racing with simulation aspects, it's frustrating when vehicles don't handle well. You're trying to compete in challenges that predominantly require you to cross through a certain amount of checkpoints in a predetermined time (races even fall under this category because you're trying to get the best time as you go through the race's checkpoints.) When the handling is loose and difficult, it makes the game more frustrating than need be. Luckily, the only major issues seemed to be within the A class vehicles, which you aren't given access to until later in the game (in Hawaii, which is the game's second island that is reached after you make it to level 10.) The other vehicles in the game don't handle exceptionally by any means, but they're much easier to control. You can customize handling options within the options menu, to try to achieve a balance that works well for you.
I was very impressed with the game's dynamic weather system and day/night cycles. One of my favourite times during the thirty hours I've put into the game was when I was driving during a thunderstorm and could see the lighting off in the horizon. It looked good and I loved the fact that it altered the road conditions. After a storm or rain shower, the roads remain wet for a certain amount of time until they dry. You can see the road conditions changing as you drive. Slick and wet roads will dry into smaller pools of water, eventually clearing up. These weather systems will pop up randomly throughout the experience, but some license tests have predetermined weather and road conditions.
Other than handling, the game has also suffered from one other major issue: server problems. Since its release, players such as myself have had issues with the multiplayer/social aspects of the experience, due to the servers being down more often than not. Atari and Eden Games have been working on adding new servers and patching this as well as smaller issues, and they've done a pretty good job thus far. Recently, the servers have been much more stable. I've been noticing more people online in my game world and have been able to play the casino DLC without many issues (which is something I couldn't have said a week or more ago.)
Presentation-wise, Test Drive Unlimited 2 is hit and miss. Its menu system and map are top-notch - they look great and are easy to navigate. The game's 3ofps frame rate is devoid of hiccups. However, this is not a game that will blow you away with its visual fidelity. Granted, I would never have expected it to look amazing based on the fact that it's a massively multiplayer experience. The cars look great, as I mentioned earlier, but the landscapes look somewhat jagged and feature some pop-in. When I first started playing it, cars would appear and disappear on the road ahead of me and it also occasionally occurred during championship events, but the recent server fixes have seemingly eliminated that issue. Also, although they are varied, the game's character models animate in a stiff manner and only look okay. Though, with the amount of content that the game possesses, it's easy to overlook the visuals. With that being said, it's definitely one of the better looking MMOs I've ever seen.
As before-mentioned, the cars are the best looking aspect of the game. They look really nice and feature some nice visual touches. The cockpit views were impressive and detailed, but it was weird that there were no windshield wipers during rainstorms - but that is a small gripe. It's one of the only games that allows you to actually turn your head left and right within the vehicle as you're driving.
Audio quality is one of the more impressive aspects of this game. The variety of sound effects and different engine sounds is impressive. Most of them also sound very good, with a few exceptions. Additionally, the in-game radio (with its two stations) sounds very good, featuring some licensed music from artists such as Metric, Phoenix and Deadmau5. I liked the fact that you could set the volume for the radio independently from other audio settings. The only real negative with the audio was the game's poor voice acting, which becomes quite grating after a while.
Test Drive Unlimited 2 is a vast and expansive gaming experience, featuring a wealth of content that will keep you playing for hours (I'm 30 hours in and I'm still not close to being finished with everything.) Though it has some really frustrating moments and handling issues, it's a fun experience for the most part. If you're a car enthusiast and/or a fan of the original Test Drive Unlimited, you're sure to enjoy this game. Fans of massively multiplayer online games will also enjoy its variety, customization and social content, especially since it doesn't require a monthly fee. It's not a huge leap forward and feels a lot like its predecessor, but that's not necessarily a bad thing. Though this is a game that won't appeal to everyone, it's something that definitely grows on you. I've had fun with it and look forward to putting more time into it.
Casino Downloadable Add-on:
The casino downloadable content is a separate entity but I wanted to cover it in this review, as it's already available for some customers who purchased the game from select retailers such as EB Games/Gamestop. It will be available for everyone at a later date, and features quite a bit of (online only) social content.
When you fly to the casino island, you enter the building's main foyer, which features a bar, clothing store (which sells exclusive clothing,) a closet and a cash desk. That is where you must transfer your in-game money into credits (at a 2:1 ratio) in order to take part in any activities at the casino, including buying cocktails. Four different types of games are available, including slot machines (of varying types including traditional slots and video poker,) roulette, cash game poker and sit & go poker. Poker tournaments are also available within the VIP section, which is available once you hit casino social level 5. The casino has its own leveling system, which ranges from level 1 to 10. You rank up by completing social tasks, buying clothing, winning at various games and by just participating in events. I had a good time with the casino DLC when it was working.
Rating: 7/10
Test Drive: Unlimited 2 was released for the XBOX 360, PlayStation 3 and PC on February 8, 2011. It released at a suggested retail price of $49.99 for the consoles.
Friday, March 4, 2011
Beyond Good and Evil HD Review (XBOX Live Arcade)
In late 2003, Ubisoft released a quirky action-adventure game known as Beyond Good and Evil for the PlayStation 2, Gamecube and XBOX consoles. Originally developed in-house by Ubisoft Montpellier, the game received great critical success, but unfortunately failed to sell very many copies. Since then, the game has become a cult classic and recently saw a reprint for the PlayStation 2, after being out-of-print for a while. Due to this surge of popularity, Ubisoft decided to upgrade the game to high-definition and re-release it on the XBOX 360 as an XBOX Live Arcade game. There have also been rumors of a sequel being in the works.
Beyond Good and Evil HD follows a young female reporter by the name of Jade, whose peaceful home of Hillys is suddenly attacked one evening. A regular night is interrupted by beings who are suddenly falling from a darkening sky, threatening to fall on her island oasis where she and her porcine uncle Pey'j look after orphaned children in their lighthouse home. After a desperate and failed attempt to kick start their home's shield, Jade watches in horror as some of the beings crash land onto her island. Stunned by a quick attempt to escape from one herself, she's forced to view the events as her children are absorbed into the crystals inside of the unknown monsters. It is here that the game begins, with you playing as Jade, who is attempting to rescue the children by defeating their captors in melee combat.
Shortly after saving the children from their strange attackers, Jade and Pey'j become engulfed in a war that has been waging, taking the side of the rebel Iris Group, as they try to expose the area's military dictators, the Alpha Group. As a member of the Iris Group, Jade's responsibility is to document and report on the dastardly deeds that the Alpha Group have been up to behind closed doors, in order to try to win over the people of Hillys' support for their revolution. This is done by investigating Alhpa Group strongholds and factories, taking pictures of their misdeeds. This storyline is structured very well and is always interesting and engaging. It grabbed me from the beginning and didn't let go until the end. That's a sign of a great story and a great game.
The game is structured as a third-person action game, with a melee combat system and a heart-based health system that resembles what is found in the Legend of Zelda series. Jade uses melee combat (with a staff) to take out her opponents and also uses a camera to document animal life and wrongdoings throughout the campaign. Allies such as Pey'j and another Iris agent you meet along the way (known as 'Double H') assist in combat, but are particularly useful when it comes to solving the puzzles whose completion are required to navigate through the world's environments. Stealth also plays a large part within the game because Jade must attempt to be discreet during her investigations, so as to not be caught or killed by the Alpha guards who patrol those areas.
In addition to the aforementioned action, puzzle and stealth elements, the game also features a lot of other content. Jade and her allies use a hovercraft to get around throughout their world. Players get to drive the hovercraft throughout the map, in order to explore for hidden caverns (which are full of looters who you can chase in order to get a return on your lost money,) compete in four races, and travel from point A to point B. It is also utilized for vehicular combat (occasionally you'll fight gigantic fish-like boss enemies in the sea,) and can be upgraded to help you get to new areas. Upgrades are available at the local mechanic shop, and can be purchased with pearls, which you earn for completing tasks, winning minigames, or as a reward for searching hidden areas. There are 88 in the game and there is an achievement for finding, earning or buying 80 of them. Eventually, a spaceship is introduced that you can also pilot, which really shows the depth and scale of the game's world.
Most of the game is based on exploring new areas. During Jade's quests, she comes across factories and bases which are explored in a fashion that is similar to the Legend of Zelda games. You can take a picture of the map and verify it by pressing A, which will give you a memorized 3D version of it in your inventory. You're able to cycle between each floor and zoom in/out. Helpful map-based tools are available for purchase in one of the game's stores, with the ability to locate things such as orbs and animals on the map.
Three different minigame diversions can be found as you explore the world. This group includes four hovercraft races, which are actually pretty challenging and somewhat fun. There are also two games that you can bet on (and earn pearls/achievements for winning.) One is the iconic game where something will be put under a cup (or coconut shell in this case) and the host will swap the cups around quickly, then ask which one the item is underneath. The other is a fun mix of shuffleboard and air hockey, where you must shoot pucks through a small canal on a table, in an attempt to get all of the pucks on your opponent's side before they all end up on your side.
Combat is quite basic, but it works pretty well. As I mentioned before, Jade utilizes a staff to fight off her foes and this is accomplished by pressing the joystick in the direction of an enemy and pressing X. A charged attack can be completed by holding X for a few moments. She can roll with the use of the A button and can crouch with the use of the left trigger button on the 360 controller. A ranged weapon is also available, which shoots discs. These discs are incredibly helpful in some combat situations and also aid in the solution of some puzzles. Since a lot of the puzzles are switch-based, you are required to zoom in and shoot a disc at the switch to engage it in order to maneuver towards the next area. The two allies who accompany you at different parts of the game have their own combat abilities that can aid you, such as slamming down on the ground to temporarily make some enemies airborne. Players can get them to do this by pressing the Y button.
You start off with a low amount of hearts in your health meter. When you're attacked by enemies, you will lose different amounts of health based on how severe the attack is. Throughout the campaign, you will find hearts hidden in vending machines, secret areas and shops. Each heart you find will increase your amount of hears by one, which is somewhat similar to The Legend of Zelda. Health is increased by eating one of two different types of food that you can buy in the machines or find throughout the world. The more expensive food will replenish all of your health, whereas the smaller one will only replenish one heart. Vehicles also have health meters and must be repaired if they're about to break. These repair kits are also available within vending machines. Everything you buy (apart from stuff in the mechanics' shop) must be purchased with purple star bits that work as the game's currency and can be picked up through destroying glowing boxes, defeating enemies or destroying purple shards found in certain parts of the world.
As with a lot of other games in this genre, Beyond Good and Evil HD suffers from camera issues. Players are given control of the camera with the right joystick, but I found that the camera had a hard time tracking Jade at times and occasionally became disorienting. Major issues were rare, though. These issues also came into play during some of the vehicular sections, but they're mainly evident during indoor sections that take place in tiny corridors. The hovercraft and spaceship controls can be floaty at sometimes, which isn't aided by the camera issues.
There was one challenging part of the game where you had to stealthily sneak past several guards. If one saw you, then you'd be killed by a laser turret that was positioned behind you. These turrets popped up a lot in the later sections of the game, but I had issues with this particular one. The game froze twice on me when it took me out. Luckily, it stopped after that. I also experienced one other freeze, so I made sure to save often. I was curious as to whether it was my console (which I've been having issues with lately) or the game. I'm not entirely sure but I've heard reports from another person who had it freeze on him at the same section. Hopefully this issue will be patched in the very near future. It's not game breaking, but is frustrating.
To say that Beyond Good and Evil is charming and unique would be an understatement. It is easily one of the most creative and charming experiences I've played through, and features a large cast of colourful characters, who all have something interesting to say. Almost every character is designed in its own different way and looks drastically different from the next character you come across. It's impressive. Not all feature voice acting, but several do. The only characters who do like similar are the humans. Despite all of the variety, Ubisoft Montpellier did a great job in making the world feel immersive, varied and interesting, without making it feel too out there.
This is a game that is over seven years old now. So that must be taken into account when discussing its graphics, animations and overall visual fidelity. However, Ubisoft Shanghai did a great job of upgrading the visuals to high-definition, working on some of the textures and optimizing it for widescreen displays. I was impressed with how it looked, especially with its age taken into account. Even though it looks dated in some ways and some of the animations are somewhat stiff, the game makes up for it in its great art design, colourful palette and excellent character designs. Though some parts of the game are a bit too dark. Every area of the game world looks different from others and feature excellent creativity. In comparison to the original, it looks quite a bit better. Though it isn't the best looking game available these days, there are a lot of things that are still impressive when it comes to its visual style and fidelity. It is also important to note that the game ran very well for me, without any frame rate issues or visual bugs.
Accompanying the creative visuals is an excellent orchestral soundtrack that was nominated for several awards when the game first came out in 2003. The score is haunting, beautiful and works very well with the game, its environments and its narrative. Additionally, a lot of the characters feature great voice acting, which I was very impressed with. Not to mention the excellent scripted dialogue within the game, which is also varied, funny, unique and charming. This is one of the best sounding games I've played in a long while.
Overall, Beyond Good and Evil HD is a phenomenal game that video game fans should experience. I don't know how I missed it when it was first released, but I'm glad that I was given the opportunity to play it now. It's not perfect and borrows a little much from The Legend of Zelda at times, but it is unique in so many other ways that it's easy to overlook that. This game does a lot of things and features a lot of variety. Some parts work better than others, but each aspect is done pretty well. At a price of ten dollars (or 800 Microsoft Points) this is a game that I find easy to recommend. With a campaign lasting between 8-10 hours and featuring a wealth of additional content, this is one of the best XBOX Live Arcade deals available. It's a very well-made and full-length game, making it a steal at its current price. I highly recommend it.
Rating: 8.5/10
Beyond Good and Evil HD was released on the XBOX Live Arcade on Wednesday, March 2nd, 2011 It is available for ten dollars or 800 Microsoft Points.
Thursday, March 3, 2011
Bulletstorm (XBOX 360 Version)
Testosterone. And lots of it. That is the main ingredient in Bulletstorm - the first-person shooter extravaganza collaboration from publishers Electronic Arts and Epic Games. Developed in Poland by People Can Fly, Bulletstorm is quite possibly the most manly video game I've ever played. It's over-the-top, full of dirty jokes, never takes itself too seriously and packs a seriously bloody punch.
Taking place in the futuristic 26th century, the game's storyline revolves around the idea that the Confederation of Planets are protected by a secret militant force known as Dead Echo. These soldiers are tasked with doing the dirty work, such as assassinating enemy leaders, infiltrating locations and taking out the garbage for their leader General Sarrano. It is in the beginning of the game that Dead Echo discover that they've been led astray the whole time - duped into killing innocent civilians.
Fast-forward ten years into the future and we revisit Dead Echo's members, who are in the process of leading a drunken attempt at taking out General Sarrano's space vessel. When the attempted attack yields failed results, the team decide to ram through Sarrano's ship, which results in many casualties on both sides, as well as a crash landing on a close resort planet known as Stygia. It just so happens that Stygia is in ruins after underground workers walked off the job and sabotaged its shields, allowing all sorts of mutants, gangs and monsters to invade the once peaceful planet that was developed in the image of Earth's most beautiful locations. It is on this planet where the majority of the game's chaotic, frenetic and insane campaign takes place.
As the leader of Dead Echo, Grayson Hunt, players must scour Stygia for General Sarrano, while fending off attacks from thousands of its less hospitable new inhabitants. Hunt is joined by his ally and fellow squad member, Ishi, who is a mix between a human being and a cyborg. During the attack on Sarrano, Ishi was the only other Dead Echo member to survive, but his CPU was damaged and had to be replaced with that of an enemy soldier. As a result, Ishi occasionally flashes between being his regular, friendly self, and an enraged soldier who will stop at nothing to protect Sarrano, adding a lot of depth to his character through these struggles. The two work together to try to survive the deadly planet in the hope that they will eventually escape after finding General Sarrano, despite having different motives at times. Hunt takes his friend's plight seriously and hopes to make good on a previous promise to protect him from danger and help lead him to safety away from Stygia. Along the way, the two soldiers run into a female member of Saranno's army named Trishka, who reluctantly joins their quest.
Bulletstorm differs from the other shooters on the market by being a much more arcade experience and by adding in its unique skillshot scoring system. At the beginning of the game, Hunt finds a soldier's leash, which is pretty much exactly what it sounds like - a leash that you can use to pull enemies, items or barrels towards you. Additionally, the leash features a wrist-based control system that lets Hunt listen in on enemy communications. The idea behind the leash is that it was given to the enemy soldiers by Sarrano to track their progress and creativity. It was used to entice creativity within their kills by making weapon upgrade/ammo lockers available only to those who had earned enough points by completing skillshots. As you play through the game, your goal is to try to complete as many different skillshot kills as possible. There is a great variety of these moves available and they range from basic ones such as kicking an enemy into a prickly bush to more advanced skillshots where you can decapitate more than one enemy at once or kick enemies into environmental hazards. It's a fun scoring system that adds a lot of fun to the experience.
Throughout the duration of the game's eight chapter campaign, you will visit various different locations, each adding new elements to the equation - via new weaponry and new forms of skillshots. Each location is unique in many ways including its visual style, which I appreciated, as it was always interesting to see where you'd end up causing carnage next. Some of the different locations I liked the most included a park with piranha plants that engulf enemies, a model city in a science exhibit where you control a gigantic remote-controlled dinosaur, and a marina/wharf. There are also a lot of indoor environments, such as an office building that crumbles around you as you fight your way through it. Timed sections where you must rush to an escape pod or flee an area add a lot of excitement to some of the levels, as you try to take out as many enemies as you can before you leave, in order to try to earn more skillshot points (and achievements.)
During my playthrough, I noticed several small glitches as well as one major glitch. The smaller glitches took place when I was able to see through a cover object or came across enemies stuck into walls. Nothing major there. However, I ran into a very frustrating issue during the first chapter of act 3. After taking out a group of snipers and clearing the wharf I came across afterwards, I was unable to progress. I looked everywhere, but could not find an open doorway, environmental obstacle to kick or leash, or anything. I also couldn't find my partner, Ishi. Restarting the checkpoint a few times didn't yield any new results and changes (even though I backtracked a bit to check things out,) so I had to restart that chapter. It turned out that Ishi had completely disappeared, and he was required to open the next door for me to progress. It seems that you can lose your artificial intelligence teammates if you rush too far ahead of them at certain points of the game. Hopefully this will be patched in the near future.
As I mentioned earlier in this review, Bulletstorm is a fast-paced game. Moreso than most shooters I've played. Luckily, the gameplay works well and the game runs really well, with only the odd hiccup. It also controls quite well, incorporating a control scheme that is similar to most other shooters on the market, while adding the leash to the left shoulder button (which admittedly takes a bit to get used to,) a melee kick to the button and the ability to either roadie run or slide by pressing A. Its controls are quite fluid and easy to use, without much of a learning curve. They're also quite responsive.
In addition to its campaign, Bulletstorm also includes two additional modes, known as Echo and Anarchy. In the Echo mode, the campaign is chopped into its fourteen most action-heavy sections. Players are tasked with re-playing these sections to try to earn the highest score possible, with full leaderboard support. It is one hundred percent solo gameplay, whereas Anarchy mode is a four player co-operative mode that pits a team of four against waves of enemies with the goal being to reach certain scores to progress. Mini-bosses appear just like they do throughout the campaign and so do unique enemies who will give you bonuses if they are taken out in a certain way, usually requiring co-operative moves. Anarchy also introduces its own unique environmental and co-operative skillshots.
I liked Echo mode a lot and found it to possibly be the best part of the game, as it really showcased the fun elements of the experience. The campaign was good, but it felt somewhat pedestrian and uninspired at times. Echo mode has the advantage because it has you playing through the best parts of the game in succession, without any lulls or issues. It was much more fun than Anarchy mode, in my opinion, which was pretty good, but just felt like another Horde mode. Of course, Epic created Horde mode with Gears of War 2.
New copies of the game include an online pass code, which is a misleading title for the content that the code actually unlocks. Instead of being necessary to play online, Bulletstorm's online pass unlocks exclusive content, including six extra Echo mode maps, 25000 experience points to help you outfit your character in Anarchy mode, as well as a gold leash. It is not necessary to have in order to play any mode in the game. However, the extra 6 Echo mode maps are essentially required to get to the 150,000 overall point plateau (for an achievement) in that mode. You'd have to perfect each of the other fourteen maps in order to come anywhere close to that number without the extra maps that are unlocked with the included code. This code is also what gives players early access to the upcoming Gears of War 3 beta - but the Bulletstorm disc will be required.
The game's presentation is impressive. It looks really nice, apart from the odd texture issues at close range and some character model animations that aren't very fluid at times. Allies and enemies all look pretty good, as does Grayson Hunt. I was impressed with the visual fidelity within the environments - especially with how good the distant backgrounds looked. The art style of the game is unique and campy, and the art design is impressive overall. However, though its cutscenes were impressive in scale, I found that they looked pixelated.
Attitude is one thing that that is very prevalent throughout Bulletstorm. It exudes a ton of attitude. This is more evident than anywhere within its writing and voice acting. The writers did a pretty good job of creating over-the-top characters and a pulp science fiction world. A lot of the jokes boil down to potty humour. Some are funny, but some are taken too far and weren't that amusing. However, I applaud them for trying something different. The voice acting also follows suit, filling the characters with a lot of campy wit, which works quite well. However, I couldn't stand the character of General Sarrano, who was incredibly annoying not only with his lines, but also through his voice. Generally, the game's audio fidelity was impressive, but I noticed that the sound's quality and levels lowered during cutscenes, which was quite odd.
I played the game on very hard difficulty, after hearing that it wasn't overly difficult. It was an okay challenge at some points, but was too easy for being the hardest difficulty in the game. It makes sense in some ways that they wouldn't want to make it too difficult because of the type of score based shooter it is, but I wish it would have been a bit more challenging at least. Playing on that difficulty, it took me about 8-10 hours to complete the campaign, but I also took my time looking for hidden objects such as the hidden flies (which reward you with credits when you shoot them,) newsbots and bottles of alcohol, which you can either drink or destroy. Each decision will lead to an achievement after the twentieth bottle, but you can get a killshot bonus for being intoxicated while causing carnage.
Overall, Bulletstorm was a fun experience that I enjoyed playing. Despite some issues and a frustrating glitch, it was enjoyable, entertaining and over the top, just like promised. However, the game didn't live up to the high expectations I had going in, after originally seeing gameplay videos. It was also overhyped and failed to deliver on that plateau as well. Still, with all that being said, it's a good game. It's above-average and is definitely worth playing if you're a fan of this type of game. Just don't expect it to be the best shooter you've ever played. The campaign features some great, explosive set pieces, with a good variety of different enemies. Its new scoring mechanics make the game feel different from other shooters and it's fun to try to pull off tough killshot multipliers. Still, the game doesn't propel itself above any of the other shooters in the pack that its pre-release advertising campaigns made fun of. When I think of it, I refer to it as a good game that had the potential to be great, but didn't achieve that. I think that it will end up being well-received though, because it's something that is somewhat different and unique.
Rating: 7.5/10
Bulletstorm was released for the XBOX 360, PlayStation 3 and PC, on February 22nd, 2011.
Subscribe to:
Posts (Atom)