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Sunday, February 27, 2011

Sleeper Hit Recommendations

Every year, a select number of games come out that wow me, despite receiving very little interest (or money) from the general public. I always try my best to recommend those games when people ask for suggestions on a forum, as opposed to some of the larger games they most-likely already know all about. I hope that my suggestions hit home and they decide to at least check said game(s) out, because I think the sleeper hits deserve more attention. Their quality, subject matter, unique aspects and the like, have impressed me a lot more than some triple-A releases at times. This past year (2010) was a great example as, in my mind, it was quite possibly the best year for sleeper hits.

Here is a list of some games that didn't get the recognition they deserved, but blew me away. I'll most-likely end up adding to this list in a future post because I still have some candidates in my backlog. If only there was more time in a day. Anyways, here it goes:



Singularity: Raven did a really great job with this one and it's a shame that it didn't receive more advertising. I was blown away by how fun, well-made and interesting this first-person shooter was. Not only did it have a great campaign with quite a bit of content, but it also had a decent multiplayer mode. This one made it very high on my list of 'Best Games of 2010.' It may not be the most unique game, but it's well-made, fun, interesting and plays very well. Please check it out. I haven't heard or read a bad review.



Just Cause 2: Although the original game released to mediocre reviews and moderate interest, Just Cause 2 is a major improvement. It's just about everything you'd want in a sandbox game: more things to do than you'll ever have time for, great/fun gameplay, polished mechanics and some amazing abilities. Who cares about vehicles? The grappling hook and parachute are all I need. It's a blast to use those to get around or to free-fall from a mountain and then pull the parachute at the last second.



Vanquish: To be honest, I didn't think I'd like this game much at all when I first read about it and saw gameplay footage. It didn't seem like my type of game. Boy, was I wrong. Vanquish is an incredibly fast-paced, fun and frenetic experience that grabs you from the beginning and doesn't let go until its conclusion. It borrows from other games in its genre, but adds some interesting new elements and some fun to use weapons. Fun is an understatement wit this one.



Metro 2033: I'm a huge Fallout 3 fan. It's my favourite release this generation. Perhaps that's why I liked Metro 2033 so much (as they're somewhat similar.) It was an interesting approach to the first-person shooter genre, with an amazingly engineered feeling of being alone in a dangerous world. It's not like the average first-person shooter you'll find on a rack at the local video game store, and I appreciated the fact that the developers were willing to take a chance with some of their ideas. I'm also very happy that they decided against an unnecessary, tacked on multiplayer mode. The game made me interested in reading the Russian novel it's based on.



Bully: Scholarship Edition: I still can't wrap my head around why this game is as under-appreciated as it is. I loved it. Sure, it's a different take on the Grand Theft Auto formula, but it's really well-made and designed. Not only is it unique in its setting, but its missions, modes of transportation, social aspects and minigames are also different from anything you'll find in another sandbox release - but in a good way, trust me. I don't know how I missed this one when it was released on the PS2, but I'm glad I bought it on the 360.



The Bigs: This game is for anybody who has at least a little interest in the sport of baseball. It's very accessible, fun and engaging. Not to mention competitive and fun. Create a rookie and help him earn his way through Spring Training and into The Show, in either the American League or National League. It's an arcade game in nature, so be prepared for flaming pitches, physical contact and explosive homeruns. The developers should be applauded for how they advanced the popular arcade baseball genre by implementing a very good career mode (where you can steal a player of your choice from your opponent if you win the game,) as well as the equally fun home run pinball mode, which sees you trying to hit balls at lights, signs and cars in Times Square.



Enslaved: Odyssey to the West: One of the most engaging stories I've ever played through in a video game, Monkey and Trip's struggle for freedom and safety is a lot of fun. The game's story also features some of the most colourful and interesting characters in recent memory. It's the type of game you don't see very often (not nearly often enough in my opinion,) and it works very well, while looking beautiful. I highly recommend this one. Ninja Theory did a phenomenal job.



3 on 3: NHL Arcade: Another arcade sports game that I became incredibly addicted to. I've never played such a frenetic hockey game, or one that was as crazy as some of the games I played in 3 on 3. Think of Mario Strikers on ice and you'll have a good idea of what this three on three hockey game is like. It's a blast.



Condemned: Criminal Origins: This was the first game I beat when I first bought my XBOX 360. It was also one of the main reasons as to why I purchased the console in the first place. Early screens and gameplay videos blew me away, and the game did as well...once I got my hands on it. Condemned is a very scary game that pits you against deranged psychopaths and thugs who have been brainwashed. Featuring a unique new combat system that allows you to use weapons found in the environment, as well as your fists, to take guys out, it's a great experience. I haven't played another horror game like it.



No More Heroes: If you own a Wii, this is a must-play title. It's so uniquely interesting and engaging that it'd be a shame to miss out on it. I didn't know what to expect when I first booted it up, but I was blown away by how creative and fun it was. They also did a really good job incorporating the Wii's motion controls into the experience, without dumbing them down too much. Highly recommended. This is one of the titles that makes owning a Wii worthwhile.



Heavenly Sword: Despite its brevity, Ninja Theory's 'Ninja Sword' is a very fun action game. It's polished, beautiful, fun and mesmerizing to watch. Not to mention its colourful cast of characters and fast-paced rail sliding sections. If you're a fan of God of War or Devil May Cry, this one is definitely worth looking into. I was actually quite impressed by the inclusion of the Sixaxis controls. Being able to steer an arrow into an enemy was a blast and worked quite well.

Monday, February 21, 2011

TNT Racers Review (XBOX Live Arcade)


Years ago, car combat games were one of the most popular sub-genres, with different series competing for video game consumers' attention and hard earned cash. Although those games aren't as prevalent these days, Keen Games' has attempted to resurrect the once popular game type with their latest release, TNT Racers. Developed in Germany, TNT Racers is a fast-paced, frenetic game that requires quick reflexes, memorization of its tracks and some great video game driving skills.

The main selling points for this downloadable release are its unique style, over the top gameplay and multiplayer mayhem. Although it doesn't have any storyline to speak of, the game is essentially a three-part driving competition, separated into normal, fast and turbo events. As with the Mario Kart franchise, each event category means an increase in speed and challenge. The game's forty-five different challenges are split up into three fifteen-event chunks - one for each speed or difficulty differentiation. It's a basic set-up for a racing game of this style, although there's no inherent glue to stick these events together, making the game feel somewhat lifeless. You are at least playing against three other named opponents, but the names are random, creating a lack of continuity or anything to grasp onto, such as a rival.

I personally found the name of the game to be somewhat misleading. The fact that it is called TNT Racers made me think that it was going to be a fast-paced, arcade racing experience, like Mario Kart. However, there's no real racing mode to be found in this package. Instead, each of the game's forty-five different events is separated into one of several different event types, none of which involve fighting to be the first car to reach the finish line. The only event types that are similar to a traditional racing game are two events where you must try to complete a specific task in a certain amount of time. One mode has you trying to finish a certain amount of laps and another has you doing that while avoiding cones or mines. Other events see you fighting for survival against three other players to earn points related to how long you last, picking up coins and using items to score the most points or crashing into as many objects as you can within a certain amount of time. You must earn first place to progress to the next challenge.


Instead of using a camera that closely follows the action, the developers decided to use a static overhead camera, which moves with the leader of the pack. This top down perspective is interesting, because it makes it look like you're racing toy cars and makes it child friendly. However, it also makes it difficult to know what is coming up around the next turn, sometimes. This wouldn't be as annoying if the cars controlled well, but they don't. The controls are very floaty, making it difficult to take corners perfectly, pick up coins you see on-screen or even win events. It becomes frustrating because the game requires precision driving for a lot of its events and the precision just isn't there.

Luckily, using items is quite easy and can be accomplished at the touch of a button (press A to use an item or press B to drop it so that you can pick up another one.) Like in Mario Kart, item pods are scattered around each track. When you pick them up, you get a random item, such as a candy turret, confetti mines, a tesla shield that electrocutes opposing cars or a plunger with a weight attached that will slow an enemy vehicle down. I was impressed with the variety of weapons available and their strategic uses.

The game features eighteen different tracks, which are unlocked as you progress through the game and play different modes. Several of them are just mirrored versions of other tracks, though. There is some nice variety within the design of the tracks, as they feature varied landscapes, track types and weather conditions (such as one track that features low visibility due to a sand storm.) The arctic tracks are quite slippery, which makes it harder to speed past opponents or corner perfectly, adding some depth to the experience with its added challenge. But most of the tracks are devoid of any sort of gimmick or unique qualities despite their visual appearance, and primarily play the same way. For those who like to try to get the best lap times possible, a Time Trial mode is also available.

It also features several different unlockable vehicles, in addition to the cars that are available at the beginning. The variety is nice, but the different vehicles don't feature unique abilities or stats, which I feel is a missed opportunity. It is still nice to be able to choose your favourite vehicle design and colour, though. It's just too bad that there's no strategy involved within your choice.


It is important to note that you only have one life in this game. If the leader gets too far ahead of you, then the camera will pass over you and destroy your vehicle. Your vehicle will also be destroyed if you lose all of your health (which can be replenished if you find and use a toolbox item pick-up.) However, one major change to the formula that TNT Racers presents is shadow mode. If you are taken out by an opponent or by falling too far behind (which is easily done,) then you are resurrected as a shadow. You earn smaller amounts of points in score-based modes and cannot use the regular weapon pick-ups, but this mode allows you to pick-up coins and thwart other racers. This can be done by picking up a ray gun that will slow its target down for a short period of time, or by using a hammer that stuns opponents' vehicles, even making them fly into the air for a couple of seconds. This way, players are always in on the action. I found shadow mode to be one of the better ideas implemented into this release.

Online multiplayer is available for up to four players within one match. The host is able to select a single event or tournament setting. Most of the single player modes are available online. However, I had a hard time finding a match and, when I did, it was usually just with one other player. What I did get to try of the multiplayer worked quite well, though. I didn't experience any issues with lag or any exploits.

Presentation-wise, TNT Racers is a mixed bag. It features a colourful visual palette that features some nice animated animals and effects on the tracks, as well as some nice backdrops. The cars themselves look pretty good, each with their own unique design, but some of the colours that you can choose tend to look alike (such as yellow cars looking orange.) Despite being a fast-paced game, especially during turbo challenges, the game's frame rate runs well. I didn't experience any frame rate slowdown or hiccups, which was nice.


However, the game's audio design is one of its major downsides. Playing through the game, you'll hear the same sound effects over and over again, as there isn't much variety. They sound okay, though. I wish I could say that about the game's original soundtrack though, as its jazz tunes don't really fit into the experience and can be somewhat annoying. One major issue I experienced with the sound in this game (twice actually,) was that it would occasionally cut out. The sound effects wouldn't register, then the music would cut out, and then it'd eventually be silent. I'd have to quit the game and restart it to get the sound back.

Throughout the experience, I was wondering who this game was meant to be targeted towards. Its colourful visual style and exaggerated designs are reminiscent of something that would be targeted towards families and their children. However its difficulty becomes so challenging, requiring several tries just to complete some tasks, that it just wouldn't be fun for a younger gamer to play past the normal stages. I've been playing video games for years and it took me a while to complete a few of the challenges. The difficulty really ramps up starting at its mid-way point. The game suffers from an identity crisis for these reasons. It's far too challenging to be marketed towards children and it's a game type that most veteran gamers won't have much interest in.

I don't want to make it seem like TNT Racers is a horrible game. It's just that there isn't much to recommend about it. Everything about the experience is safe and has been played before over and over again in superior games such as Diddy Kong Racing or Twisted Metal. But, with that being said, TNT Racers isn't a broken game and it features quite a bit of content. There is fun to be had, especially with friends, but its frustrating difficulty may dismay some gamers. If it had seen more time in development and had some unique design ideas added into it, it could've been a sleeper hit. However, it's unfortunately just an uninspired game that will most-likely end up falling through the cracks into anonymity.

Rating: 5/10

TNT Racers was released for the XBOX Live Arcade on February 9, 2011. It is also scheduled to be released on the PlayStation 3, PSP and WiiWare.

Pokemon Black and White Event Recap + Early Impressions (Nintendo DS)


This past weekend, I attended a Pokemon Black and White event put on by Nintendo, in Mississauga, Ontario. Taking place at the International Centre (a large convention centre,) the event was a part of the annual Toronto Kids' Fest convention. Representatives from Nintendo set up a booth, which featured several Nintendo DSi handhelds for demonstration purposes, as well as two LCD screens and a face painting area for the kids. Pikachu was also in attendance to meet the children who lined up in droves for their chance to play the game and/or have their face painted. It was a great way to appeal to the series' main target audience. Judging from what I saw when I walked around, Nintendo's booth was by far the most popular attraction at the convention, with only the jumping castle as its close competition.

Shortly after I arrived, I was allowed a chance to sit down and play a short demo of each version of the game. The demos were timed to end at a specific part of the game, lasting several minutes each. However, I took time to walk through the grass to engage in random battles in each demo, so that I could add some length to my trial experience. Despite the demonstrations' brevity, I was quite impressed with what I saw and played.

Both versions of the game are quite similar, apart from some minor differences such as different Pokemon. Because of this, the two demos were very similar. They took place during a section of the game where the main character is getting ready to approach the Darkspire Tower, which is supposed to be the residence of some legendary Pokemon species. This trial had me speaking to a few different members of a small town, engaging in a battle with my rival, as well as a battle with one other member of the town, before approaching the bridge leading to the tower. Luckily, there was also a strip of grass available to use for random battles.

When I would enter battle in each game, I was given three different Pokemon with varying abilities to use - each around level 20. The enemies I faced were weaker than my team, so it wasn't very hard to defeat them, but I tried to use as many different abilities and Pokemon as possible. Each battle I fought was a traditional battle, but I have heard that there will be triple battles within the game that will force you to send out half of your team against enemies. However, the regular battles I saw featured new animations, featuring animated Pokemon sprites that would move their tails while they waited and would animate well during their attacks.

Visually, Pokemon Black and White looks really nice. It's impressive to think of how far along the series has come since its days on the Game Boy. The series' colourful visual palette returns and looks great. The character models were well-done and varied. The game also features different seasons, for the first time in the series (in addition to a day/night cycle.) The section I played took place during springtime and the green grass and foliage popped. The seasonal cycle not only changes the look of the game drastically (with each of the four seasons lasting one month in duration,) but it also changes the types of Pokemon you'll find in the wild. Some locations on the map will also only be available during specific seasons. This is a pretty large change, which I look forward to playing with, as it should change the dynamics of the games quite a bit.

The control scheme is primarily the same as it was in previous DS Pokemon releases. The top screen shows the battle (with animated sprites, stats, etc.) and the bottom touchscreen is used to control moves, switch Pokemon, use items or run. If you don't like to use the touchscreen, you can toggle through the menu on the bottom screen with the directional pad, but I found that was clunky compared to the ease of using my finger or a stylus. Moving through the world with the directional pad was easy and I found that exploration worked quite well.

I'm really looking forward to playing through it in early March. I've been a fan of the Pokemon games for years and have grown up playing them, since my cousin introduced me to Pokemon Red years ago. Black and White add some interesting new changes to the series' great, tried and true gameplay formula.


Here are some more details, changes and facts about the game:

- The game takes place in a region (Unova) far away from those in other games, which is only accessible through airplane or boat. It is a much more industrialized area and features a larger population.

- The camera is much more adaptive during battles. It will zoom in and out and change its viewpoint.

- Poke Marts and Global Terminals are now placed in Pokecentres

- The game features a three-dimensional city and three-dimensional bridge designs

- There is a new Miracle Shooter function available for multiplayer battles. It allows you and your opponents to use items during battles. This works on a points-based system.

- You can transfer Pokemon through all of the DS Pokemon games - Black and White included.



Pokemon Black and White will be available for the Nintendo DS on March 6, 2011.

Friday, February 18, 2011

Mario Sports Mix Review (Wii)


As I was growing up, I spent countless hours playing great Mario sports titles such as Mario Golf, Tennis and Strikers. My infatuation with the past games in the series is one of the main reasons as to why I was incredibly excited when Nintendo announced Mario Sports Mix at last year's Electronic Entertainment Expo. Sports Mix, a collaboration between Square Enix and Nintendo, sees Mario and his friends/foes participate in four different sports (dodgeball, hockey, volleyball and basketball,) with some popular Square-Enix characters. It's an interesting mix to say the least.

The game's basic storyline surrounds a mysterious meteor that has crashed on the grounds of the Mushroom Kingdom. During their investigation, Toadstool finds that this strange piece of space rock is made up of four different crystals, which contain a representation of each sport (a coin representing a hockey puck, a volleyball, a basketball and a dodgeball.) These four separate crystals become the desired reward for impending sports tournaments, becoming crafted pieces of the star cup trophies. As you can probably tell, there isn't much of a storyline, but at least there's something.

The game is structured a lot like Mario Kart, in the sense that it has three different cups, or tournaments, that you must win to complete a sport: the mushroom cup, the flower cup and the star cup. Each of these tournaments includes three games, which essentially make up the quarterfinals, semifinals and finals. Your opponents within the first two rounds are always random teams of characters from the Mario universe. However, the final event takes place against Square-Enix characters on a flying ship's court. Afterwards, there is the traditional awards ceremony that follows almost ever Mario sports title cup victory. Volleyball and dodgeball are scored based on the first team to two (of three) set victories, whereas hockey and basketball are played within two three minute periods.


When you enter a tournament (or any game mode for that matter,) you get to pick the players on your team. It can be a two-person team or a three-person team. As with Mario Strikers, each of the game's 19 characters (including the unlockable Square-Enix characters such as the white mage, black mage and slime,) have their own individual stats. The characters are ranked in three different categories, including speed, technique and power. Some characters are listed as all-around, with mixed stats (fluctuating around the middle in each category.) For optimal success, it is important to select a well-rounded team, if you're playing against human opponents or very high-ranked A.I. Each of the characters also have their own special abilities (a different version for each sport,) as well as their own custom animations (for dunking and whatnot.)

The sports action takes place on fourteen unique courts, some of which return from Square-Enix's last Mario sports title (Mario Hoops 3 on 3 for the Nintendo DS.) Some courts are only playable in specific sports. The amount of variety is great, as each court has its own visual style, interesting (animated) backdrop and gameplay mechanics. Whereas some courts were just basic courts with traditional rules, some courts changed things up. For example, the Baby Bowser Court location places different score multipliers on the court, which can increase, multiply or even deduct your points scored when you get a goal or a basket. I enjoyed playing this location, but I was also quite impressed with Donkey Kong's floating raft court. It makes volleyball a lot more challenging because each side is a separate raft that floats left or right on its own. Additionally, coins appear on most courts. These coins add to your score when picked up, provided that you score while holding them (up to a total of ten can be held at one time.)

Upon the conclusion of each sport's three tournaments, hard mode becomes unlocked for that sport, allowing you to play the same tournaments against tougher artificial competition. Additionally, a prompt is shown that tells players they can re-play each individual tournament to try to unlock secret paths that lead to missions, such as a game of hockey where your opponent is ahead 30-0 at the beginning. These secret paths are shown as star roads, joining a few different missions together. If you fail at one, then you have to start over again.


Tournaments can be played in either single player or multiplayer (up to three players on one console, on one team.) This is because each sport allows you to choose whether you would like to participate in a three on three event or a two on two team event. This allows for friends to always be able to play together, which was a nice addition. This game stresses multiplayer, which is something that will appeal to families - the Wii's target audience.

Mario Sports Mix also features full-fledged online play (with minor stats tracking,) as well as one minigame belonging to each sport. So, there's quite a bit of content to be had for the initial fifty dollar purchase. Online play worked really well in my experience and was the most interesting (and enjoyable) aspect of the game, considering how inconsistent the opponent artificial intelligence happened to be within the tournament modes. Players can choose the sport they'd like to play online, pick the court they'd like to use, or let their opponent decide. One major issue is that people will quit if they're about to lose, because there is no consequence for doing so.

The aforementioned minigames were also quite fun, adding some great variety by introducing fun and short burst multiplayer game types to the equasion. I wasn't a big fan of the hockey one where you had to try to check or slapshot other players off of a platform, but I did enjoy the other three, including a volleyball game where you had to hit the coloured ball that represented your player, in order to keep a tune going, as well as a basketball game where you had to throw different-sized fruits into a piranha plant's mouth to score points. Each minigame became a battle against my opponents and were quite challenging on harder difficulties. I wish there were a couple more.


The game's core mechanics are quite simple, with basic and advanced moves for each sport (such as faking throws in dodgeball.) Motion controls factor into the gameplay heavily, and are utilized for each sport's main moves, such as shooting, dunking, volleying and checking. The nunchuk is used for movement, player switching and to charge up shots. Players can also press B on the Wiimote to use the different types of items they can earn (green and red shells, blue mushrooms, and other things,) and combine A and B to perform a character's special ability (provided they've filled the gauge by scoring goals, checking opponents and playing well in general.)

Personally, I found the controls to be hit or miss. The motion aspects lacked precision and didn't register perfectly at all times in volleyball and there were some issues with them in basketball. I also found that the controls for shooting in hockey lacked precision. Flicking the Wiimote didn't translate well to shooting a puck although it did work for checking and the fights that would pop up where you'd have to waggle the Wiimote faster than your opponent. Dodgeball featured the best motion controls as it felt natural to lift it up to jump (to grab the ball) and to fling the Wiimote forward to throw the ball. Shooting in basketball also felt pretty natural as you'd lift the Wiimote up to jump then push it forward to shoot. It took practice to get used to though. Overall, they're easy to pick up and use, but lack precision and accuracy at times.

Out of the four sports available, I was surprised by the fact that I enjoyed dodgeball the most. It's the simplest one, but it works the best. I liked aspects of the hockey mode, especially since it plays a lot like Strikers did, but it was just too simple and had too many issues. The other two sports were fun and pretty well-designed overall, despite some issues. It seemed like making a game that features four sports prevented the developers at Square-Enix from perfecting each sport.


The main issue I had with this release was its inconsistent artificial intelligence, which I made mention of earlier in this review. Unfortunately, its inconsistencies make playing through the tournament mode in sports such as hockey and basketball quite boring, because the computer opponents aren't a challenge whatsoever. It is much better in volleyball however, but dodgeball is hit and miss. When I tried playing hockey against the artificial intelligence on hard difficulty, I didn't notice too much of a difference. They were a bit more competent, but they'd still stand around and would rarely shoot. I was still able to walk all over them and score at will. The goalie artificial intelligence was abysmal on either difficulty. I'm not sure if it was intentional to make it so easy to score, but I was able to beat the opponent 90-3 in the first tournament I played. It was also very easy to score in multiplayer too.

In terms of presentation, Square-Enix knocked this one out of the park (pun intended.) This is one of the best looking Wii games I've played, and its sound design is also worth making mention of. Even the menus look great. The game is incredibly colourful and features a lot of graphic detail, as well as some good animation variety. Its sound effects are varied and sound quite good. I was impressed by the fact that it looked that good and didn't have any frame rate issues.

Mario Sports Mix is a very creative game, which features a ton of content that can be played alone or with friends. There are some really well-done and intelligent aspects within the game, but its inconsistent artificial intelligence is a frustrating detractor from the experience. It is evident that the game is targeted more towards kids and families than hardcore gamers. Pick this one up if you enjoy sports titles like this, but only if you are planning to primarily play multiplayer, because its single player experience is repetitive and frustrating. Its creativity is charming, though.

Rating: 6.5/10

Mario Sports Mix was released Monday, February 7th, 2011 for the Nintendo Wii

Killzone 3 Media Event Recap + First Impressions


Earlier this week, I was given a great opportunity to attend Sony's Killzone 3 media event in Toronto. Taking place at Sgt. Splatters Indoor Paintball, the event was filled with many games journalists, news reporters and Sony representatives, all playing paintball and Killzone 3. It was a fun day and a great idea for an event.

The game was set up throughout the building, in various different versions. Downstairs, they had the game set up with the Dualshock 3, whereas the game was set up with the Move controller and new Sharpshooter gun peripheral upstairs. Additionally, one 3D television was set up in a side room, with the Move for control. Everyone was gracious and we all took turns trying the game. I alternated between playing the game with different control schemes, and playing paintball with some friends.

Throughout the three hour duration of my stay, I managed to play quite a bit of the retail version of Killzone 3. I really enjoyed what I played of it. It was fast, fun and really engaging. The environments I saw and played through were very detailed and varied, featuring traditional indoor shooter environments, a cave filled with bugs and grass to hide in, as well as a mech section that takes place in a destroyed city landscape. I was impressed with the variety in both gameplay and visual styles, especially since the cave allows you to be stealthy in your approach, which you are rewarded for. There is also the ability to be healed during gameplay, if you fall in combat. Your teammate can save you with a healing gun and vice versa. However, there is always the risk of being shot while attempting to do so and healing abilities are limited.

It was loud there, so I didn't sit and watch many cutscenes. However, I was quite impressed with what I did see from the game's cinematics. The character models looked great, especially during a cutscene showing Helghan ministers. Their movements and designs looked realistic and were really well-done. The voice acting and writing were also really good throughout. It was noticeable that they toned down the amount of swearing within the game as well.

The game is still very mature, however. Killzone 3 includes a brutal melee system where you can take out enemies with a click of the right joystick. The animations that follow are incredibly violent and can range from using your fingers to smash in a Helghast soldier's eyes or knifing one in the neck to more elaborate brutal melee events, which have a few different parts (each requiring you to press the joystick in to complete.) These are quite helpful against a new enemy type that rushes you and can take you out in one hit, provided that you are faster than it is.


The game controlled very well with the Dualshock 3, with precise controls and some interesting Sixaxis support (when you go to turn a valve to open a gate or activate a breach charge.) I personally thought that the Sixaxis controls fit those sections of the game well, adding an extra level of immersion to the experience. Normally I'm not a big fan of motion controls (I'll be honest,) but these worked quite well and only factored into small, 30-second sections of the game, complementing it instead of being obtrusive.

Although I preferred the precise controls and comfort of use that the Dualshock 3 brought, I also enjoyed using the Move/Sharpshooter combo to control the game. It was my first time using the Move peripheral and I was impressed by its range of motion and how well it tracked my movement with its in-game cursor. With a click of a button, you could zoom in and the game would lock onto enemies within an individual square, allowing for easier targeting. Reloading is completed by twisting the peripheral quickly to the right. The only major issue I had with this control scheme was the fact that it had some slight frame rate slowdowns when you'd spin around quickly. I was told that could be adjusted in the settings, as it had to due with sensitivity, but I never tried adjusting anything.

It was also the first time I got to play a video game in 3D. I've been underwhelmed by 3D in the past (with regard to films) and have thought of it as being a fad. However, I was pleasantly surprised by how immersive it was, as well as how good it looked. I played the mech section in 3D and was impressed with how much depth was added when I put the glasses on. The mech's front roll cage looked like it was out in front of me and any button prompts seemed as if they were floating in front of the screen, which was somewhat surreal. It was enjoyable and an interesting new way to play.

Now that I've had a chance to play the game, I can't wait to pick it up on Tuesday. I really enjoyed it and look forward to a chance to experience the full story of its campaign. Though I've been a fan of the series since I played the first game during high school.

Killzone 3 will be released for the PlayStation 3 on February 22nd (this upcoming Tuesday.)

Monday, February 14, 2011

Hard Corps: Uprising Review (XBOX Live Arcade)


In the year 2613, a defected soldier by the name of Bahamut must rally his troops to defeat and overthrow an evil empire known as the Commonwealth, as well as its leader Tiberius. After realizing just how corrupt the Commonwealth empire was, Bahamut defected from its regime to join the Resistance Forces, in order to take back the land that the Commonwealth annexed. That is the premise of Hard Corps: Uprising, a spin-off from Konami's incredibly popular Contra series, which tells the back story of the character Bahamut from 1994's Contra: Hard Corps. It is the first game in the Contra series not to have the iconic name in its title, which is apparently an attempt to have Hard Corps become its own stand-alone franchise.

Like other Contra games before it, Hard Corps: Uprising is a fast, frenetic and challenging side-scrolling arcade shooter with platforming elements. Its core gameplay isn't much different from that of the Contra games I remember playing in the nineties, but the classic formula still works well. As players progress through each of the game's eight stages, they will have to defeat many different types of enemies that pop out from just about anywhere on the screen. Occasionally, the opportunity will present itself to climb up walls or climb on the ceiling, to avoid obstacles or get to new platforms. Along the way, floating capsules containing extra lives, health or weapon upgrades can be shot down to give you an advantage. One major change to the classic Contra foruma is the fact that you now have a life bar, which will absorb some damage before you lose a life. That is, unless you fall off of the map or get hit by certain attacks (such as a sniper's bullet.)

In addition to ground-based combat, Hard Corps: Uprising also features sections that involve vehicles, such as motorcycles and hoverboards. There is a motorcycle chase/boss fight at the end of the first stage and the freeway stage always features a hoverboard, whether you're gliding along the highway trying to avoid crashing police cars or fighting a boss in mid air in a later section of the stage. The vehicle sections add variety to the gameplay, but they don't feel much different from the ground-based sections. The mechanics are primarily the same, except you can move faster and there's no need to run. However, I found these sections to be quite fun - especially the freeway stage, because it reminded me a lot of the freeway level from Turtles in Time, which was one of my favourite games growing up.

Stealth also plays a role in this game, which surprised me a bit. There is one stage where you must break into the Commonwealth's tower, in an attempt to confront Tiberius. It is in this level that players are given the option of trying to be stealthy to avoid detection and potentially avoid being hurt, or to go in with their guns blazing. It's an interesting change of pace for sure. That same level also features a section where you must save a doctor who has been working on military programs for the Commonwealth. Once you save him from his glass cell, he accompanies you to a checkpoint where your helicopter is awaiting to take him away. If you let him die, then he will utilize one of your lives to respawn. Unfortunately, this part of the game can be somewhat frustrating because the follower's A.I. is not very good. Luckily, he only follows you for a brief period of time and the number of enemies you face while protecting him is quite low.


This time around, the game features a second mode in addition to its traditional Arcade Mode, referred to as Rising Mode. Whereas Arcade Mode only allows players to use preset skills and a limited number of health bars, lives and continues, Rising Mode allows players to earn character points that can be used to purchase new skills or upgrades for their favourite character (note that they are locked to the character you earned them with.) Character points are added to your wallet in the shop, based on the amount of experience you earn while playing Rising Mode, and are very helpful. There are a myriad of different skills available to purchase in the shop, which is available through the main menu, at each continue screen or when you finish a level. The list of upgrades includes weapon power-ups, new abilities such as the ability to reflect bullets or dodge while dashing, and health/life upgrades. Each item in the store costs approximately one million character points or more, but it doesn't take long to amass a large amount of them by putting time into the campaign in Rising Mode.

The inclusion of this second mode makes the game much more accessible to those who are new to this type of game, especially since it contains a stage select option. Rising Mode was the game type that I invested the most time into, due to the fact that I haven't had much experience with this genre, apart from Contra 3 and Sunset Riders. After you complete each of the game's eight stages, you are given the option to upgrade your character, continue or quit. Quitting is not something you're penalized for due to the stage select option, so it allows you to quit out and choose to start from the next stage, which resets your lives and continues.

Those who are accustomed to the Contra games and love the challenge that they present will probably overlook this mode in favor of Arcade Mode, due to the great increase in challenge. The game isn't easy in either mode, but it's much more difficult in Arcade Mode, due to the limitation of three continues. Gamers who are able to finish it will be awarded with some bragging rights, especially if they can unlock the (nearly impossible) achievement for beating Arcade Mode without dying. Fans will not be disappointed by the challenge presented by this game.

Several different types of weapons are available throughout the game, including a rifle, machine gun, spread shot, rocket launcher and a homing arc gun. There were two weapons that I didn't like using very much, which were the flamethrower and the reflector gun, which allows you to reflect bullets back at enemies. Neither one had very good range. But, with so many different types of weapons available, it's important to try to strategize which ones you'd like to use. I found myself avoiding weapon pods when I had a machine gun, spread shot or homing arc gun, as those were the three most useful weapons.

Two player co-op is available via XBOX Live, allowing two people to try to overthrow the Commonwealth regime together. Players are given the ability to choose a quick match, custom match (with unique settings) or to host their own game. Co-operative play is a great asset, especially for those who may not be great at this type of game.

Full leaderboard support is also available, giving players an opportunity to compare their scores with those of their friends and the best players in the world. Scores that players earn when they play through each stage result in a graded lettered score, or rank, given afterwards. There is an achievement for earning the top rank in each level. Additionally, each stage features a hidden star piece, which will add to your score when found.


From the main menu, players get the option to choose one of two available characters: the aforementioned soldier Bahamut, as well as a young woman named Krystal, who is attempting to take revenge on the Commonwealth regime for murdering her parents. Each character has its own back story told via text screens that appear during the loading screens between levels, and feature subtle differences such as the fact that Krystal has one less health bar than Bahamut. The storyline isn't very original or well-developed, and is essentially just there as an excuse to have you blow stuff up. Players can customize their character of choice at the character select screen, by pressing the Y button. This will change their armor colour, hair colour and sometimes even their race. There are several different options to choose from.

With this type of game, precise controls are a must-have, or else the game ends up becoming more frustrating than fun. Luckily, developer Arc System Works did a great job with the control scheme and the jumping mechanics. Player control is precise and the basic control scheme is very easy to get accustomed to quickly, especially if you have experience playing previous Contra releases. The left joystick is used for movement and aiming. Shooting is handled by the X button (you can keep tapping it repeatedly or hold it down. Sometimes holding it will allow for more powerful shots,) and jumping is handled by using the A button. Additionally, special abilities such as running, dashing, and dodging can be used by pressing either the left or right shoulder buttons on the XBOX 360 controller.

Presentation is another very strong aspect of this title. Not only does the game have a silky smooth frame rate, but it also looks beautiful. Arc System Works did a phenomenal job creating a colourful visual style that looks like a water-coloured anime. Each of the game's varied settings (including stages set in places such as a desert, jungle, freeway and an underground subway line,) is unique in its design and colour palette. Each character, whether it's an ally or an enemy, is well-detailed, features fluid animations and is unique in its own design. It's not often that you see a game feature so many different enemy types, as it seems like each level has its own unique set of them. To be honest, this is one of the best looking Arcade games I've ever played.

Like its predecessors, Hard Corps: Uprising features an original score comprised of heavy metal tunes. The music fits very well with the fast-paced gameplay and feels natural. It also sounds great. There are also a varied amount of different sound effects, adding to the audio mayhem. These sound effects are well-done, sound great and add to the immersion presented within the experience. Sound quality is another aspect that Arc System Works nailed with this one.


Another one of the game's strong points is its enemy design and variety. In one level, you'll be shooting guards, turrets, sentries and robots. However, in the next level, you'll be shooting mechanical alligators, snipers, and plants that produce poisonous gas (which will poison you for a short period of time, so watch out.) Almost every level features different enemies, which really keeps the game feeling fresh and innovative. The basic enemy soldiers are present throughout several levels, but they don't become too boring to fight against because of all of the variety in the accompanying foes. Some tiny enemies such as mechanical spiders and fish will knock you down or stun you for a brief period, which adds some extra depth to the gameplay. If you are stunned, you can move the joystick quickly from left to right and back, to break out of it.

Each stage features two boss fights, each with their own varying amount of stages and forms. The creativity shown in the boss battle mechanics and design is quite impressive. With a couple exceptions, each boss fight feels different and unique, infusing the game with different challenges and variety. Some of them, especially the last boss, can be very tough, which makes it all the more satisfying when you defeat them.

Although it doesn't push the envelope too much, Hard Corps: Uprising is a very well-made game that is sure to impress fans of the genre, as well as newcomers. Its visual style and animation fluidity are amazing, and the sheer variety of its enemies and environments is quite amazing. The only major downsides are its poor follower artificial intelligence, as well as the fact that the core gameplay can be somewhat repetitive at times. However, there is quite a bit of replay value to be had for the game's modest $15 price tag, especially if you try to get the best ranking score on each level. The in-game clock stated that I'd played for about four hours in total (over both modes) before beating Rising Mode, with 95% of that time spent just in that mode alone. Fans of the genre should definitely check this one out. Even if you've never played this type of game before, I recommend at least trying the trial. It's well-made and a lot of fun.

Rating: 8.5/10

Hard Corps: Uprising will be available for the XBOX Live Arcade February 16th, 2011. The PSN release date has not been confirmed.

Friday, February 11, 2011

Stacking Review (XBOX Live Arcade Version)


In a 1930s inspired world full of Russian stacking dolls, it is your duty to stop an evil baron from enslaving all of your fellow children. That is the premise of Double Fine's latest game, Stacking, which is available on both XBOX Live Arcade and the PlayStation Network. However, there is a lot more to it than that. Players control Charlie Blackmore, a pint-sized boy and the youngest of the Blackmore family, who are all chimney sweepers by trade. When your father goes missing after leaving for a new job and your brothers and sisters are taken away as debt repayment, ending up in the child workforce in very dangerous and dirty positions, it is your responsibility to set out into the world to save them and put an end to child slavery once and for all.

What sets this game apart from its peers is its unique gameplay mechanics, which primarily involve stacking into other dolls, in order to use their unique abilities or to conceal your identity from guards. Each area you visit (whether it's the game's main hub, which is an old-fashioned train station or one of its other four levels,) is filled with tons of different types of dolls, each with their own abilities. These abilities are very diverse and some examples include a doll with key on its head that can be used to open locks, bird dolls that can fly to their nests to help solve puzzles, as well as dolls who have comic abilities such as terrible flatulence. It is Charlie's job to use these fellow dolls to solve puzzles and complete tasks, in order to save his brothers and sisters. But there is also the opportunity to use some of the comical abilities to cause mischief, which is pretty fun in itself.

If I was to lump Stacking into one genre, I would describe it as being a puzzle game. However, it has some action elements as well, which mainly come to fruition when you use some of the unique abilities that some of the dolls possess. As I mentioned prior, the core gameplay mechanics force you to utilize said abilities to help you complete tasks and puzzles that help you progress towards your goal of saving your family and stopping child labor.


Each level has its own different puzzles you must complete - each having three or more different solutions available. A good example of this is a section where you have to save one of your family members from a large guard. This can be done a few different ways, including combining a doll dressed as a fireman (complete with a water pump) and a doll with frigid breath to freeze him, or by making him sick as a result of feeding him rotten food. The game allows players to utilize their creativity in an attempt to find fun ways to solve the dilemmas and puzzles presented as you progress through the 5 level campaign. However, if you focus solely on these challenges then the game will be somewhat brief (between 3-4 hours or so.)

In addition to the story challenges/dilemmas, there are a lot of side challenges available within each level. Players are provided with a bullet point list of different hijinx that they can get up to, allowing for experimentation and creativity, due to the fact that the dolls required are never listed. Causing chaos by slapping different dolls or delivering justice upon various dolls with a judge and his gavel can be quite amusing, but I found that searching for each level's unique dolls was the most interesting side quest available.

Hidden throughout each area are over 20 different unique dolls to find. Some factor into the storyline and quests, but others require a lot of searching and work to find. I was able to find most of them without much of an issue, but there are a few that are still eluding me. I'm determined to find them all. Searching for all of these dolls adds a lot of length to the experience, and allows you to take a break from the main storyline whenever need be.

Charlie is controlled with the left joystick, while the right joystick controls the camera. He can stack into different dolls with ease, allowing for a very simple control scheme that works quite well. By pressing the Y button, players can stack into a doll one size larger than the one they're in, so long as they approach the doll from the back. It is also very easy to de-stack from dolls, just by pressing B at any time. A blue hue will surround a doll that you can stack into, when you're in range. As you make your way through the campaign, larger dolls become available to be stacked into. Sometimes they will help you complete tasks, but they also usually add into the unique dolls total. So, this forces players to revisit previous levels, where larger dolls also show up. Each different doll's abilities are available through the use of the A button and the right shoulder button will bring up a blue trail that will lead you to your next objective.


Tim Schafer and his team at Double Fine did a very good job with the presentation. From the menus to the early 1900s styling, the game looks and sounds very good. The menu system is easy enough to navigate, allowing for players to cycle between different menus (including one for tips, a menu showing unique dolls collected and a hijinx list,) with ease, just by pressing the shoulder buttons. The thing that impressed me the most about the menus, however, was the main menu, which features stacking dolls that stack from left to right as you move the cursor through the different options. That was a really nice touch, and it really sets you up for what the game will deliver right from the start. Additionally, a homeless man that Charlie befriends at the beginning of the game creates murals of the locations you've visited, as well as replicas of all of the unique dolls you've found in a train station storage room. This allows you to visit them to easily see what you found and try to figure out what you're missing.

Visually, Stacking is a game that stands out from anything else I've played. Since its stars are little Russian stacking dolls, it's not hard to imagine that it looks different from just about any other game out there, which it does. Its visuals are colourful, well-detailed and very polished, allowing for it to pop in high-definition. Each different size of doll provides a subtle change in movement (waddling,) and movement speed, so that allows for a change in animation each time you switch to a new doll. There aren't a lot of diverse character animations within, other than the odd ability, but Double Fine did a good job animating the dolls and their world. The dolls look like the Russian stacking dolls you would find a child playing with in real life, and they move around in a manner that makes it look natural. The animations can be quite comical at times, especially during the cutscenes which take place on a theatre stage and are animated with digital noise and reel edges, making them look like old film being played on a projector.

Instead of going with voice acting, the developers decided to stay true to the game's early 1900s era, by giving the game's cutscenes and dialogue the silent film treatment. Because of this, the game features no voice work whatsoever. Although it does have a well-done original score that fits the time period well. Additionally, most dolls have their own unique sound effects, which sound great and really add to the game's charm and immersion. The writing is well-done and the main characters are fleshed out pretty well.


The game runs quite well, although I did notice an occasional hiccup when I would move the camera quickly, especially when I was using a larger doll. However this issue didn't affect the gameplay much at all. In general, the game is quite well-made, but the camera isn't perfect. Luckily, you can control it freely using the right joystick. I also encountered a glitch where I fell through a railing at one point.

Additionally the challenges can sometimes be obscure, allowing for some trial and error, but the hint system helps quite a bit. You can get hints by pressing X while having the specific task highlighted in the objectives menu, but you must wait approximately thirty seconds before getting a new hint. There are three hints per puzzle. Other than that, the only other relatively large issue is that there just isn't a lot of variety to the gameplay. Though, considering how unique the experience is in many ways, I found that relatively easy to overlook.

Overall, I enjoyed Stacking quite a bit. It's a well-made game that is different from almost every other gaming experience I've had in the past, and it provided a nice change. In addition to being creative and featuring a colourful cast of characters, it is also very stylish, elegant and well-made. Not to mention the fact that it's easy to jump into for gamers of any age group, providing great appeal to younger gamers who will enjoy being able to play with the dolls and their abilities, as well as core gamers and older adults. It's a game that the whole family can enjoy. Despite some minor issues and a brief campaign, Stacking is definitely worth checking out, especially considering how charming and creative the experience it offers is.

Rating: 8/10

Stacking was released this week for both XBOX Live Arcade and the PlayStation Network. It is 1200 Microsoft Points or $15. It is free (for a limited time) for PlayStation Plus members.

Thursday, February 10, 2011

Tales From Space: About a Blob Review LINK (Playstation Network)


I was recently asked to start writing reviews for Video Game Talk - a section of DVD Talk, which is a site I've been a member of for years. I graciously accepted the offer, as it's an amazing opportunity. So, I'm currently writing for both this blog and VGT.

My first review for Video Game Talk was uploaded last night and is now available on the site. It's for a really cool PSN game titled, 'Tales From Space: About a Blob.'

Check it out if you're interested. Here's a link:

LINK

Sunday, February 6, 2011

Mario Sports Mix Event Recap + Impressions


Yesterday, I was given the opportunity to attend a community event celebrating the launch of Mario Sports Mix - a collaboration project between Nintendo and Square-Enix. The event took place at a YMCA in Toronto, which was a perfect setting due to the type of game that it is. The event was also for Big Brothers and Sisters of Toronto, who were invited to attend. In addition to being able to try the game early, the kids were given a chance to play different sports (I saw them playing volleyball and hockey) with half being on Team Mario and the other half on Team Donkey Kong. Mario and Donkey Kong both were in attendance and they took part in the sporting events, making sure to take some pictures with the kids at the end.

The event was an hour and a half in duration and I managed to get a chance to play the game for a little while. I also watched others play it. What I did get to play was quite fun. Out of the four sports available to be played in the game (dodgeball, hockey, basketball and volleyball,) the only one I didn't get a chance to try was dodgeball. Each of the three I played were very over the top, fast and frenetic, like other Mario sports titles.


Hockey was definitely the best one out of the three that I did get to play. I found it to be the most fun, especially since it played a lot like Mario Strikers (which I'm a huge fan of and became addicted to.) Checking is a very important aspect of the gameplay, which is a lot like Strikers. Both games are quite hectic and somewhat chaotic in that sense, which I find fun. Players use the nunchuk to control their team and can switch on the fly by pressing C. Motion controls are used for faceoffs, shooting the puck (which is a gold coin,) special moves and checking. Traditional Mario items (like shells) are able to be used to try to stop your opponent. They worked pretty well. It was quite easy to score, which was the one major downside, although it was still very competitive.

The basketball mode was fast-paced, frenetic and fun. I had a tough time scoring, but that was most-likely because I was new to it and hadn't become accustomed to the control scheme yet. Its motion controls were what you'd expect and felt somewhat natural: you'd raise the Wiimote up and then swing it forward to shoot from far away or to dunk (if you're close to the basket.) Timing is important, so it's something that will come with practice. I thought it controlled pretty well and was fun. There is one court available where random point multipliers will appear on the court in circular pads. If you shoot from one, you will receive the shown benefit (or lack thereof, considering there are negative point pads too.) This allows for there to be some pretty weird scores, and is fun. I'm glad they only chose to leave it restricted to one court though.


Volleyball actually plays a lot like basketball in terms of its control scheme. In order to serve, you must lift the Wiimote up and then tilt it forward. The height, length and power of your serve will change depending on the speed and power you use. Motion controls are also utilized for the other maneuvers, such as volleying and attacking the ball. The controls are pretty simple, but I thought that the motion controls were a bit inconsistent at times. I enjoyed playing it, but not as much as the other two sports.

Although I didn't get a chance to try dodgeball, I did watch a couple of people play it for a minute or two. It had different rules than the traditional dodgeball rules. Instead of being out after being hit once, they added life bars. It seems like you must completely eliminate an opposing player's health bar to get them out, which is certainly a different take on the sport. However, it makes sense from a video game perspective (especially an arcade sports game like this one,) because it allows the game to last longer and invokes some interesting new strategy.

Each game mode allows for players to choose the amount of players there will be on each team (seemingly limited to 2 on 2 or 3 on 3.) Location selection is available, with some having their own unique attributes (such as the aforementioned basketball court, as well as a volleyball court that continuously slides left and right.) Said attributes change the game up a bit by adding new challenges and elements. Of course, items and special moves also play a big part in the experience, with a myriad of well-known items being available in each mode. There are 14 courts available, and some are limited to certain sports. A handful return from Mario Hoops 3 on 3. The career mode is set up with a myriad of different cups/tournaments in each sport, similar to Mario Kart.


All of the characters have their own special moves in each sport, such as Mario's ability to dunk from anywhere on the court in basketball and Peach's distracting special move that sends out a ton of huge hearts in volleyball. There are nineteen playable characters available, such as the traditional (and popular) Nintendo icons Mario, Luigi, Peach, Donkey Kong, Diddy Kong and Wario, as well as your Mii. Additionally, the game contains 7 unlockable Square-Enix characters, such as the Ninja, White Mage, Black Mage, Slime and Moogle. Each one has its own stats and specialties, allowing for people to select their ideal type of team.

The game featured some nice animations, decent looking graphics and very colourful environments. Just by looking at it, it's easy to tell that it's a Mario sports title. Its sound design also seemed pretty good. Mario Sports Mix appeals to a wide-range of ages, but is targeted towards kids the most.

I enjoyed attending the event and getting a chance to try the game. I look forward to playing it this week. Check back for a full review in the near future.

Mario Sports Mix is out tomorrow (February 7, 2011) for the Nintendo Wii.