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Sunday, March 27, 2011

Pilotwings Resort Review (Nintendo 3DS)


One of the most revered, yet rarely revisited Nintendo franchises is the Pilotwings series. It debuted on the Super Nintendo and received a 32-bit sequel on the N64, but the series hasn't been heard from much since then. That all changes today, as Nintendo releases Pilotwings Resort as a launch title for their brand new Nintendo 3DS. With this release, the series that many Nintendo fans have been hoping to see a sequel to (or remake of) has returned. I've had the chance to put quite a bit of time into the game, so read on to find out if the long wait was worth it or not.

Featuring no hint of a storyline, Pilotwings Resort sees your Mii become a talented pilot, while vacationing on a beautiful island. Not only is he (or she) able to fly a plane, but he's also able to fly a jetpack and glider, as well as faster and improved versions of each. Your objective is to utilize these vehicles to complete challenges, which come in many different varieties and several difficulties, ranging from bronze to platinum. If you think you have what it takes, then sign your pilot's license card and set out into the open skies above. Just be careful not to crash, or you will be ejected from your seat, losing valuable time and incurring penalty points. This is a family friendly game, so there is no violence whatsoever.

Each of the seven different vehicles (six flying contraptions and a skydiving suit known as the squirrel suit,) control differently and feature their own gameplay mechanics. When you fly a plane, your main responsibility is to focus on its maneuvers and when to use its speed boost, as the game controls its basic propulsion. However, hang gliders require you to swoop up and down to gain or lower your speed (with wind gusts available to shoot you upwards) and the jetpacks are manually operated with the thumbstick and the A button. They're all easy to control and don't take long to become accustomed to, but there is a degree of challenge in maneuvering each one perfectly, in order to complete the task at hand.


The basic design of the challenges sees each one featuring a defined beginning, middle and end. When you start, you'll either take off from the water (with the plane,) fly off a landing pad with the jetpack or soar outward into the skies with the glider. The middle portion is usually different, but sees you completing tasks such as collecting items, flying through hoops, dousing campfires or shooting targets. Then, the end requires a safe landing, which you are graded heavily on. Perfect landings with both the jetpack and glider see you landing on the floating landing pads in the middle of the bullseye, even allowing you to get there after taking a couple steps to stop yourself if you originally land in the white (second) ring. The plane is different as you're graded on how close you can get to landing underneath a raised walkway above the far end of the runway (which is yet again set-up on the water.) There is quite a bit of variety in the middle sections as I explained, but you're always faced with taking off and landing, which you must always be practicing.

The game's scoring system rates you on a myriad of different aspects, such as your completion time, landing, picture taking abilities, aim and the path you take. Each challenge pretty much has its own list of ranked tasks, with some accounting for much more of your overall score than others. Getting a perfect score is something I haven't done, but I've come close with a few challenges. In order to even get remotely close to a perfect score (since points are at a premium,) you must follow the mission's requirements and suggested path to a T, while still making good time with a well-planted landing. A lot of the time, there will be special rings to go through which will bring up musical notes or score bonuses, which can be collected. Target shooting missions will also have scores that vary based on where you hit the target. Speed also factors in heavily later on in the game, in a different way, as there will be targets you must hit at certain speeds to earn points. The more you hit of the target, the more points you earn, but you'll bounce off if you aren't going at or above the required speed.

The game's challenge list (or 'campaign') can be completed relatively quickly (probably within 2.5 to 3 hours.) However, it's the type of game that hooks you by making you want to earn better scores in order to earn all of the available stars within the game. I find myself continually going back to try to earn higher scores on missions that I only got one or two stars on, and also replaying some of my favorites for fun. Though the campaign isn't the only mode the game has to offer, as there is also a Free Flight mode, which allows you to soar over the island with a time limit. Your goal is to collect as many orbs, Mii trophies, location markers and golden rings as you can. Each rounds totals add to a cumulative total and some of the aforementioned collectibles can be used to unlock dioramas (figures of your Mii in different vehicles.) While it's basic, it's fun for a little while and may hook some people more than others. I'm speaking of the completionists. You know who you are. If you do manage to get three stars on every challenge, you'll unlock three more (diamond) challenges.


I was impressed with how well the game controlled, and how easy it was to just jump in and play without much of a tutorial. The thumbstick does a great job of allowing you to control your Mii and his chosen aerial vessel, with the right and left shoulder buttons allowing for basic trick moves such as barrel roles, angled sweeps and the ability to fly upside down. The directional pad is used to change camera angles and the A button is also utilized, as it is your fire button for shooting at targets. Braking is accomplished by pressing B. The scheme is very intuitive, fun and easy to use. I didn't have any issues with it. The touchscreen isn't used much, though you can use it to cycle through menus and to sign your signature on your license card.

I know that the thing that most of you are interested in the most is the game's 3D capabilities and visuals. Pilot Wings Resort is the most impressive game in terms of visuals and 3D, that I've played thus far. It looks great and uses the handheld's 3D capabilities to add depth of field into the world. The difference between its 2D visuals and 3D is noticeable, as a lot of depth is added between things in the foreground and background. It's really impressive and works as a great tech demo for the device. When I first played it and saw how great it used 3D, I was blown away, especially when the sun was radiating in my 'eyes'. The styling of the visuals is reminiscent of Wii Sports Resort, and looks quite a bit better than the average regular DS game. In order to describe it, I'd say that it looks like a mix between a fully 3D Wii game and a DS game, though it weighs more towards the former. There is a lot variety in the locations (forests, towns, and even a volcano,) and the ability to fly during the day, dusk or night. Don't worry though: it also looks really good in plain 2D, for those who can't use the 3D capabilities.

The game's audio is another strong point, as it uses the 3DS' speakers virtual surround sound capabilities very well. Its original soundtrack features some great, relaxing and upbeat music, with various different instruments including a guitar. I didn't know what to expect from the music going in, but I thought it sounded great. The music wasn't annoying and fit the experience like a glove. The game's different sound effects (though there aren't a ton) also sound great. In general, the audio is very strong and quite impressive. No complaints here. The audio folks deserve a commendation, just like those who worked on the game's visuals and 3D effects. Though there is no voice over work - just text. Then again, you only ever meet one character - a guide who talks to you occasionally.

Overall, Pilotwings Resort is an impressive launch title that is fun and addictive, albeit short and lacking in long-lasting content. It's a great tech demo and will keep you occupied for a little while, but it's not something that features a long campaign or will keep everyone coming back. Completionists will get a lot out of it though, as they will find a lot of challenge in trying to get perfect scores on each challenge. Despite its brevity and the fact that the gameplay doesn't push the envelope, it's a very impressive title that I had a lot of fun with. I didn't know what to expect going in, but I was pleasantly surprised, for the most part. Out of the four launch titles I've played thus far, it's definitely my favourite.

Rating: 8/10

Pilotwings Resort is released today (March 27, 2011,) exclusively for Nintendo's 3DS device. It retails at a manufacturer's suggested retail price of $39.99.

Saturday, March 26, 2011

Nintendo 3DS Hardware Impressions/Review

Over the last several days, I've had a chance to test out the new Nintendo 3DS portable gaming system, thanks to Nintendo. I've had a blast with it and felt like I had spent enough time with it by now to post about my complete thoughts. I wanted to test everything out, as well as some games, before I wrote my full impressions. Here they are:

When I opened the box, I was greeted with a thin plastic baggie featuring a ton of different manuals, quick start guides (in English, French and Spanish,) as well as a pack of augmented reality cards (more about those later.) Underneath were three separate spots where the 3DS itself, and its charging base/charger were kept. The packaging resembles that of the DSi, which I still own and had been using a lot prior to receiving the loaner 3DS. It's quite easy to take out and put back in and the plastic baggie helps you keep everything together. It'd be annoying if the AR cards were ever to go missing, so I recommend keeping them in the box when they're not in use.

My first impressions of the black 3DS loaner review copy I was sent were very positive. It's a really smart looking device. It feels sturdy, has a nice glossy finish (with sparkling speckles) and looks great. The only issue is that it's susceptible to finger prints and is a bit of a dust magnet, like most electronics. Inside is the same - nice looking, well-made and features button placement that works quite well for my man-hands. I was quite impressed from the get-go and couldn't wait to play it after it charged. Charging took 3.5 hours and the average battery life has been about 4 hours for me. Though I haven't toned down the brightness (from its highest setting) and have been using a lot of different applications.

The main difference that really jumped out at me from the get-go was the screen size difference (the touch screen is close to the same size as a DSi screen, whereas the top screen is quite a bit larger. It is the only one that does 3D.) The stylus is also noticeably different, made from a much sturdier material and featuring an extendable top portion. This feature allows you to adjust the size of the stylus, with the smaller size being better for children and the larger one being easier to use for the older crowd who have bigger hands. Additionally, there is now a home button (which takes you back to the main menu once pressed, and allows you to quit applications,) which is under the bottom screen along with start and select. All three buttons are in a row and are on a pressure sensitive strip, which I liked. The power button takes the place of where start and select were on the older iterations of the Nintendo Dual Screen.


Those are large differences aesthetic differences, but the one main change that will alter how we play 3DS games in the future is the new circle-pad, which is like a joystick. It takes the directional pad's place at the top left of the bottom of the device, with the D-pad below. It's comfortable and works pretty well, with a good range of movement. The directional pad is now made out of a plastic-like material and, though it feels different compared to that of the DSi's d-pad, it works quite well. It was easier to use and more precise in some games, such as Bust-a-Move: Universe, which required minute movement changes.

When I turned the 3DS on for the first time, I was greeted with a set-up guide menu, where I had to input information, set up my wireless internet access for the device and create an account. I was then able to create a Mii (in a very similar menu to that of the Wii's. Though you can use the camera to help create your Mii, allowing it to analyze your face and create a rough estimate of what you'd look like in cartoon form.) The set-up was quick, painless and thorough. I wasn't kep away from the action for too long, but I got a lot accomplished in that short period of time, allowing for the device to be set-up with some of my basic information, settings and preferences. I should also mention that my Mii resembles me quite a bit, and looks a lot like the one I created for the Wii.

The menu system itself is in 3D (though you can toggle 2D visuals with the 3D slider on the right hand-side of the top portion of the device.) This was my first experience of the glasses-free 3D that Nintendo had been touting and, let me tell you: it works! The menus had depth and seemed to be popping off the screen at me. Whenever directions were shown in the middle of the 3D screen, they looked like they were further in the foreground than the menu behind them. Additionally, the menu that tracks your stats and the games that you've played has a really cool 3D effect to go along with its folder or notebook-esque style. The page you've selected is in the foreground, whereas the pages you've skipped through sit above, progressively going into the background. I was blown away when I first saw the 3D as I'm sure most people will be. Though the full 3D effects are only noticeable if you have he handheld directly in front of you, or else you will notice some ghosting. That's understandable though.

Nintendo was nice enough to send me review copies of three different games, with the unit itself. The games I was sent were Steel Diver, Pilot Wings Resort and Nintendogs + Cats: Toy Poodle and Friends. I was really looking forward to playing the first two especially, but I tried out some different applications before loading a cartridge into the device.

I tried out Face Raiders to begin with and was impressed with how creative it was (using a picture of my face and animating it to create flying enemies, which I was able to shoot by the press of a button.) Since the 3DS now includes a movement and gyro sensor, the system can now track your movement (horizontal, verticle and angular) and input it into games. Face Raiders uses this technology to allow you to move around your environment to find the enemies. Tilting is required to hit them in the perfect position (a jewel at the top of their heads.) It worked pretty well and the technology impressed me quite a bit. The cameras did a good job of tracking movement without a delay or lag. The game is pretty fun, though it's basically a tech demo. Its 3D was quite noticeable, especially with the depth that it provided. As enemies would get closer to me, they would come into the foreground more. Enemies who I shot would go spinning towards the background at times.


The other applications that I was able to use were the 3D Photo Mode, 3DS Sound, Street Pass/Mii Plaza and the Augmented Reality game. All three were impressive and really show off the handheld device's new technology in amazing ways, though I was most impressed with the photo capabilities and Augmented Reality. The sound recording was also impressive - don't get me wrong. It just didn't have the wow factor of the other too. That's to be expected though, as the others feature new technology. Kids will love the ability to record their own voices and play them back or create sounds, though.

Street Pass is a unique new idea that Nintendo has implemented into the 3DS. It allows your device to communicate with those of others who you meet, walk by or know. How it works is that, if you have your 3DS set to sleep mode (and the other person does too,) the units will communicate and transfer Miis. With the Street Pass/Mii Parade application, you can use these transferred Miis to help save your captured Mii in a minigame (where they're referred to as heroes,) and can also aquire puzzle pieces that fit into a puzzle in another minigame. You can purchase both of those things (heroes and puzzles) but they each require 2 coins, which you can earn by walking around and using Street Pass. Only ten coins can be earned per day.

I took some photos my kitchen table, as well as my cat sitting in a windowsill behind the table. I could see noticeable depth within the image, with a major difference between what was in the foreground and what was in the background. I could even tell a difference between my cat and the window she was right in front of, though it was a minor difference. This is something that I'm sure I will be showing family and friends when I'm around them, to show them just how far video game tech has come. Even non-gamers will be impressed with these 3D photo capabilities. It really is a wow factor for the handheld. Each 3DS comes with a 2GB SD memory card inserted into its SD card slot. This is used for storage.

The Augmented Reality application requires the AR cards that I mentioned previously. When you place one on a flat surface and line up the 3DS' front cameras with it (while standing approximately 17 inches away,) a 3D character will pop out. The question mark block card that is listed as card one is your menu. It allows you to do some target shooting, fight a dragon boss and also allows you to unlock fun minigames such as a pool game (where your table or flat surface warps into a 3D mountain with a hole at one end.) After defeating the dragon by shooting it in specific areas (done by moving around him in real life and using the gyro sensor to tilt and a button to shoot,) these other minigames opened up. The other cards allow you to bring some of your favourite characters (such as Mario, Link and Samus) to life, with each one having moves they can pull off. You can take photos of them and can also do so with your Miis. Really, really impressive. These AR cards can be used in different games, such as Nintendogs.


Since I've received it, I've put time into four different retail games. The three aforementioned titles, as well as Bust-a-Move: Universe. I was impressed with the 3D aspects of all of them, with Pilot Wings Resort being my favourite out of the four. It has great 3D (mainly used for depth purposes) and is very fun and addicting. The other three games are good, too. I will be doing full reviews of each one, with at least two of them being up by tomorrow at the absolute latest. Playing the games in 3D is a great experience that changes things quite a bit. Depth adds a lot to the experience and each game does a good job of showing off the tech in different ways. Some games use 3D more for depth of field, whereas others pop off the screen more. They all look great and feature impressive visual upgrades over the standard DS games. There are a lot more polygons used and the visuals are closer to 3D consoles than the Super Nintendo. They still resemble the DS' visuals in some ways, though. Each game I've played has sounded phenomenal, as the 3DS has the ability to output simulated surround sound, which I found had very good sound quality and volume capabilities.

Overall, I must say that I am very impressed with the 3DS. I look forward to picking up my pre-ordered handheld at EB Games tomorrow. I also look forward to spending more time with the device in the future, as new games continue to come out. The game I'm looking forward to the most is definitely the new Resident Evil survival horror game. Though I'm also really looking forward to titles such as Metal Gear Solid: Snake Eater, Splinter Cell and Ocarina of Time.

For anyone who is planning to purchase a 3DS, despite the worry that the 3D isn't overly impressive: rest at ease. The 3D works as stated and is very impressive. So is the 3DS in general. It features great tech, is comfortable to use and will impress gamers and non-gamers alike. Just remember that the 3D capabilities are recommended for those of us who are seven and older. Kids can still play the games in 2D though (and they still look/play really well!)

I'll see you guys online. Enjoy.

Nintendo's highly-touted 3DS will be available tomorrow (March 27, 2011.) Some lucky early adopters will be able to pick it up at midnight launches. It sells for $249.99 and games average at $39.99.

Thursday, March 24, 2011

Homefront Review (XBOX 360 Version)


It is the year 2027. The United States of America has seen years of major economic downturn and is now dealing with its greatest threat yet: occupation by the Greater Korean Republic. Major American cities have come under strong Korean control, meaning that it's up to small civilian groups to form together to try to take out this occupation. The fate of the United States of America and her future depend on your success or failure. Will you sit idly by and let the occupation continue, watching all of your countrymen suffer under the Korean hand? Or, will you fight for your freedom?

Homefront, a first-person shooter from developer Kaos Studios and publisher THQ, uses the aforementioned plot (written by Apocalypse Now and Red Dawn writer John Milius) as its scary backdrop. Players control a former pilot (and resident of Montrose, Colorado, where the game begins) named Jacobs. After being captured by the Koreans and sent on his way towards a labor camp where he will surely have his mind manipulated, Jacobs is saved by a small band of civilian resistance fighters and quickly joins their cause. This aforementioned cause is just step one in the planned large scale battle, but it's imperative that you and your allies are able to steal and safely transport a convoy of fuel trucks to San Francisco. The incredibly important fuel will help power helicopters that will assist in the effort to re-take San Francisco and its iconic Golden Gate Bridge.

The game's single player only campaign is split up into seven separate missions, which span the distance between Montrose, Colorado and San Francisco, California. There is quite a bit of variety to be found, which is a plus, as you spend time as a rifleman, sniper, helicopter pilot and stealth assassin. However, the campaign is quite brief - clocking in at between three and four hours on lower difficulties. I played through it twice: once on guerilla (its hardest difficulty) and then a second time on easy, in order to unlock the achievements for beating each mission without being taken out. Guerilla was quite difficult and added quite a bit of length to the experience, but it was also very frustrating at times due to several issues. The fact that you're always being led along and yelled at by your allies to move on amidst heavy opposing fire will also annoy some people.


Despite featuring an interesting storyline (with several shocking set pieces,) and a good amount of variety, the game's campaign is unfortunately generic. The game never steps out of its comfort zone and plays a lot like almost every other shooter on the market, never feeling unique in its design. I felt that it relied too much on its premise and shock value than great game design, which is unfortunate. That's not to say it's a bad campaign by any means, but it's mediocre at best. In addition to being generic, the game currently features a lot of bugs that marred my experience, especially on its guerilla difficulty. During that first playthrough, I became frustrated by moments where I was shot through cover (something that never happened on easy) as well as a checkpoint that reloaded twice with a grenade in front of me. The latter glitch was weird because I wasn't taken out by a grenade the first time. These are just a couple of the glitches that I experienced, as there were others such as visual glitches, A.I. issues and cheap A.I. I only noticed minimal framerate hiccups which was nice.

Throughout my life, I've generally been more interested in the single player portions of games than multiplayer modes. However, there are the odd games that blow me away with their competitive offerings and keep me coming back for more. Call of Duty is a franchise that, despite its issues, has hooked me, whereas Halo doesn't interest me. Homefront's multiplayer component captured my attention. It's a well-made mode that is very competitive and quite a bit of fun. I was especially impressed with how well-balanced everything was, as well as its spawn system. Each of its several maps are incredibly large, allowing for up to 32 players to battle it out (in specific modes.) The map sizes work well with the game's design, creating constant tension as you never know where an enemy is going to emerge from (or shoot you from.) With their large scale, the game's maps are able to feature different spawn points, providing the game with a chance to alter them if one team invades the other one's spawn point. This works as well as (or possibly better than) any other multiplayer game I've played.

There are two main modes available for competitive online warfare, including Ground Control and traditional Team Deathmatch. Ground Control pits two teams of up to sixteen players each against each other, with the common objective being to control three objective points (A, B and C,) for as long as possible. Points are earned by the team who holds at least two of the three, with the points leader winning once they hit a certain point plateau or if time expires. It's a fun and competitive mode that plays similar to Battlefield: Bad Company and its objective-based control mode. One of the most impressive features of this mode is the fact that it doesn't feature any loading screens between each of its three rounds. Once one round is up, the game immediately alters the locations of its control points and the next round begins. I really liked that because it keeps you in the game and is quite impressive from a technical standpoint.


Additionally, the game features a mode known as Ground Commander, which is a deviation setting that alters the way the two modes play. In keeping with its name, the mode features an artificial intelligence commander on each side. What it does is mark important targets, such as players who have large killstreaks, awarding large amount of points if you can take them out. It is the only mode that features the general system, which awards players general ranks based on killstreaks, up to the rank of five-star general. It is very difficult to get to this plateau though, because you are usually marked on the opponents' radar once you reach 1-star general status. I got lucky and became a four star general once, before someone took me out with an air strike. Though traditional Ground Control is quite fun, this mode steps it up a notch and I preferred it.

Instead of being an arcade run and gun experience, similar to Call of Duty, Homefront's multiplayer is a much more tactical experience. You need to be smart with how you proceed throughout each map, making sure to be aware of your surroundings at all times. Melee kills are available, but they're not nearly as prevalent or easy to pull off as they are in Call of Duty. Though, their scoring systems are somewhat similar. One of the other major differences between the two is the Battle Points (BP) system that is employed in Homefront, allowing players to spend their earned experience points towards secondary weapons (like a rocket launcher,) drones, a flak jacket, or vehicles. Other items are unlocked as you progress through the game's leveling system. The aforementioned vehicles and drones can really help turn the tide of a battle and I was impressed with how they were incorporated into the experience. Vehicles are not always available though, as some of the more confined maps do not have room for them. Battle Points are limited to the match you earn them in.

When it comes to the game's overall presentation, there are some major pros and cons. The campaign begins with a bang, featuring a great opening cinematic that starts with Hillary Clinton advising the American people about last year's attack by the North Koreans against their South Korean neighbours. It then cuts to animated sequences and news footage, showing North Korea's nuclear missile program. I was quite impressed as it really set the tone for the game, but it was unfortunately the only good cutscene in the game. Most of the game's storyline is told through in-game dialogue between its colourful mix of characters, with 61 hidden newspaper collectibles used to tell the rest. I liked the fact that the developers tried to tell a very intense story, but I found the newspapers to be more of a hindrance to the game than anything, as they took me out of the game too often. Since there are so many of them, you're constantly finding flashing papers everywhere, which cut to a black screen with a white text overlay (usually over three separate screens, or pages.) In order to find out every last detail about the story, you must find every paper, because the news articles cover a sixteen year period from 2011 to 2027. Unfortunately, though they're well-written, they're sometimes hard to follow because they aren't found in succession - instead, you'll find a 2016 newspaper and then a 2026 paper close to each other.


With Homefront's visual style, Kaos Studios went with a realistic and detailed approach. I was impressed with the amount of detail in some of the environments and the variety of textures, but the overall look of the game was underwhelming with several visual glitches. From far away, things looked a lot better than they did up-close, as some environmental items seemed to be at a lower resolution than others when I approached them. There were also quite a few jaggies. The first time I went through the game, the only major visual glitch I noticed was a handicapped parking spot sign (painted on the asphalt) that would disappear when I went close to it. Though, during my easy playthrough, I encountered a glitch that persisted through multiple level playthroughs, where some shanty-town shacks showed blue edges. What I mean by this is that rooftop edges that were supposed to be brown were glitching into broken blue lines (both light and dark blue,) which looked like Christmas lights. Overall, the visuals are a mixed bag due to these issues and a lack of variety within the enemy designs. Multiplayer actually looked a bit better in some ways, as it didn't have many visual glitches. Though it did freeze on me twice.

The game's audio is much stronger than its visuals. I really liked its haunting and melodic original score, which featured some very eerie piano pieces that really fit the game well. Sound effects are also present in full force, and they sound quite well. There are a ton of weapons in the game which feature some nice sounding effects to go along with detailed designs. Additionally, the game's voice cast does a pretty good job overall, with the inclusion of the narrator who does voice overs during the game's loading screens. The sound designers did a good job and their hard work is noticeable.

Overall, Homefront is a game that strives to create a unique and engrossing experience, but only achieves mixed results. Though its multiplayer is impressive and happens to be much better than most multiplayer components available, its single player experience is mediocre overall. Its issues are much more prevalent on its hardest difficulty, where the opposing forces are sometimes more cheap than fair and seem to have perfect aim, resulting in some frustrating moments. I also felt that some sections of the game (featuring unlimited amounts of respawning enemies) were based more on luck than skill. Despite its issues and generic gameplay, the game's story shines through and it's still worth checking out. Though I don't recommend a blind purchase.

Rating: 6/10

Homefront was released on March 15th, 2011. It is now available for three platforms: XBOX 360, PS3 and PC. It features an online pass, but online multiplayer is still available for those who do not purchase a new copy of the game to get a code. Though, without the pass, gamers are limited to a level cap of 5.

Tuesday, March 22, 2011

Battle: Los Angeles Review (XBOX Live Arcade Version)


On a peaceful March day in the year 2011, all Hell breaks loose around the globe. As unidentified pods crash land into the water around Los Angeles, its citizens begin to dawn upon the fact that their city, and their country, are under attack by an unknown enemy. This war between humanity and an unknown alien entity is the backdrop for all sorts of first-person shooting in Konami's XBOX Live Arcade/PSN release, Battle: Los Angeles. A companion to the recently-released blockbuster film of the same name, the game pits you into the role of one of the military heroes tasked with fighting back against the alien invaders, in an attempt to save the City of Angels from impending destruction.

The plot that is shared between the two entertainment mediums tries to provide a very personal story of courage, amongst the grand backdrop of a large scale battle. This is done by focusing solely on a small group of several marines and their personal experiences. The aforementioned group is made up of several marines, with a commander who was forced out of retirement by the attack. Players take control of a young rookie who fights alongside this heroic group, as they fight their way through the city to try to find the root of the attack. People who have watched the film will recognize the fellow marines in the unit, as they're taken straight from the film with recognizable likenesses.

After a brief tutorial, the game quickly gets into the action and never really lets up throughout the course of its brief campaign. Structured into three separate missions, the game's campaign only takes about an hour to complete on its hardest difficulty. However, despite its brevity, I had some fun with it. The game features a decent amount of variety, pitting players into the different roles of a traditional marine, protective sniper, airship destroyer and turret gunner. Each mission is broken up into different segments with differing types of gameplay, but each is full of near-constant action. You're almost always in the thick of it, which keeps you invested in the experience without many lulls.


Though the campaign is fun, it's far from perfect. In addition to being very brief (I beat it on all three difficulties within a 2 hour period,) the gameplay is very generic and basic, and the overall design is lacking. Playing through Battle: Los Angeles feels like you're playing through a B-movie, which has its pros and cons. I get the feeling that the developers (Live Action Studios) knew that when they developed the game, based on how it plays as well as the fact that they included leaderboards that compare your completion time and accuracy against others. It seems like it was developed as a short burst experience which would hopefully keep players coming back over and over again to try to best their top times. This is something that will most-likely turn a lot of gamers off, but others will enjoy this type of design.

In order to entice gamers to play through the game more than once, the developers included a ton of difficulty-specific unlockables. In order to unlock the achievement for unlocking everything, you must play through the game on each of its three difficulties. There are no hidden collectibles, so all of the unlockables based upon making it to the game's end credits. There are different types to unlock including making of videos, posters, and cheats. In addition, the game's achievement list has achievements for completing the game on each difficulty, which do not stack. This means that, if you beat it on hard, you will not get the achievements for beating the game on easy and normal as well.

Controlling your character will be second nature for anyone gamer who has played a first-person shooter in the past, as the game features a control scheme similar to that of Call of Duty. Three control schemes are available for customization, which was nice to see, because this was one of the first games where I actually wanted to alter the basic scheme. I just wish that the game featured fully customizable controls because, despite being able to find a scheme that suited me more than the default one, I would have appreciated the ability to change a couple of the button commands to create my ideal control scheme. That is a very small complaint though. Generally, though the controls felt a bit sluggish, they worked quite well. The sniper rifle had a decent amount of feedback recoil, though I didn't feel the same way about the machine gun, which didn't feel very immersive due to a lack of full recoil.

Presentation is a mixed bag when it comes to Battle: Los Angeles. Its visuals are quite colourful and feature some basic destruction with decent effects. However, they can be a bit blurry at times. There is some nice detail on the weapons, though there are only three weapons available to you (a sniper rifle, assault rifle and rocket launcher.) It looks okay for an Arcade game, apart from the enemy animations, which are very stiff and limited. Most of the time, the aliens will stand in a similar pose, with their gun outstretched, moving in a very stilted manner when they do alter their position. It was impressive to see that the developers went an extra step to include some alien blood into the visual design, because it adds to the game's immersion. The game also features support for 3D TVs but I was unable to test this feature.


The majority of the game's story is told through the use of animated comic panels, as opposed to computer generated cutscenes. These animated comics include a lot of detail and look pretty good, though they feature very limited amounts of animation. An introductory cutscene is shown as the game loads, featuring a narrator who is discussing how human beings felt invincible before the attack, as archival footage from wars in years past show on the screen. The narrator does a good job of setting up the game, though it's definitely the best voice acting in the game. Each character features his or her own dialogue, but most of the voice acting is mediocre at best, unfortunately. I do not believe they employed the use of the film's cast for the game's voice work, which is too bad.

In addition to the inclusion of some voice acting, the game also features several different sound effects and an original score. Most of the sound effects sound alright and do a decent job of representing what is happening in the game world, though there are some that don't sound as good as others. Most of the time, these sound effects (gunfire specifically) drown out any other sounds around you, which is to be expected, though this also means that it's hard to hear the game's rock-heavy score. What I heard of it (at a low volume during most of the game's combat-heavy sections) sounded decent but generic.

In conclusion, Battle: Los Angeles is an interesting experience and has become somewhat of an anomaly in my mind. Its design is very generic and it features one of the shortest campaigns I've ever played, but I still had some fun with it. Though its brief campaign and lack of any sort of multiplayer will turn some people off, those who enjoy to challenge their friends' completion times will perhaps enjoy the experience the most. I recommend giving the trial a chance first and proceeding if you really enjoy it. Overall, Battle: Los Angeles is a generic and brief experience that lacks a lot of content, but there's something compelling about it.

Rating: 4.5/10

Battle: Los Angeles is available now on the XBOX 360's Marketplace and PlayStation Network. It retails for 800 Microsoft Points or ten American dollars.

Saturday, March 19, 2011

Slam Bolt Scrappers (PlayStation Network) Review LINK


My second review for Video Game Talk is now live on their website. It's a review of the recently-released PlayStation Network game, Slam Bolt Scrappers - an interesting mixture of a puzzle game and a beat 'em up.

Here is a link to the full review: LINK

Thanks for reading.

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.