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Friday, March 4, 2011

Beyond Good and Evil HD Review (XBOX Live Arcade)


In late 2003, Ubisoft released a quirky action-adventure game known as Beyond Good and Evil for the PlayStation 2, Gamecube and XBOX consoles. Originally developed in-house by Ubisoft Montpellier, the game received great critical success, but unfortunately failed to sell very many copies. Since then, the game has become a cult classic and recently saw a reprint for the PlayStation 2, after being out-of-print for a while. Due to this surge of popularity, Ubisoft decided to upgrade the game to high-definition and re-release it on the XBOX 360 as an XBOX Live Arcade game. There have also been rumors of a sequel being in the works.

Beyond Good and Evil HD follows a young female reporter by the name of Jade, whose peaceful home of Hillys is suddenly attacked one evening. A regular night is interrupted by beings who are suddenly falling from a darkening sky, threatening to fall on her island oasis where she and her porcine uncle Pey'j look after orphaned children in their lighthouse home. After a desperate and failed attempt to kick start their home's shield, Jade watches in horror as some of the beings crash land onto her island. Stunned by a quick attempt to escape from one herself, she's forced to view the events as her children are absorbed into the crystals inside of the unknown monsters. It is here that the game begins, with you playing as Jade, who is attempting to rescue the children by defeating their captors in melee combat.

Shortly after saving the children from their strange attackers, Jade and Pey'j become engulfed in a war that has been waging, taking the side of the rebel Iris Group, as they try to expose the area's military dictators, the Alpha Group. As a member of the Iris Group, Jade's responsibility is to document and report on the dastardly deeds that the Alpha Group have been up to behind closed doors, in order to try to win over the people of Hillys' support for their revolution. This is done by investigating Alhpa Group strongholds and factories, taking pictures of their misdeeds. This storyline is structured very well and is always interesting and engaging. It grabbed me from the beginning and didn't let go until the end. That's a sign of a great story and a great game.

The game is structured as a third-person action game, with a melee combat system and a heart-based health system that resembles what is found in the Legend of Zelda series. Jade uses melee combat (with a staff) to take out her opponents and also uses a camera to document animal life and wrongdoings throughout the campaign. Allies such as Pey'j and another Iris agent you meet along the way (known as 'Double H') assist in combat, but are particularly useful when it comes to solving the puzzles whose completion are required to navigate through the world's environments. Stealth also plays a large part within the game because Jade must attempt to be discreet during her investigations, so as to not be caught or killed by the Alpha guards who patrol those areas.


In addition to the aforementioned action, puzzle and stealth elements, the game also features a lot of other content. Jade and her allies use a hovercraft to get around throughout their world. Players get to drive the hovercraft throughout the map, in order to explore for hidden caverns (which are full of looters who you can chase in order to get a return on your lost money,) compete in four races, and travel from point A to point B. It is also utilized for vehicular combat (occasionally you'll fight gigantic fish-like boss enemies in the sea,) and can be upgraded to help you get to new areas. Upgrades are available at the local mechanic shop, and can be purchased with pearls, which you earn for completing tasks, winning minigames, or as a reward for searching hidden areas. There are 88 in the game and there is an achievement for finding, earning or buying 80 of them. Eventually, a spaceship is introduced that you can also pilot, which really shows the depth and scale of the game's world.

Most of the game is based on exploring new areas. During Jade's quests, she comes across factories and bases which are explored in a fashion that is similar to the Legend of Zelda games. You can take a picture of the map and verify it by pressing A, which will give you a memorized 3D version of it in your inventory. You're able to cycle between each floor and zoom in/out. Helpful map-based tools are available for purchase in one of the game's stores, with the ability to locate things such as orbs and animals on the map.

Three different minigame diversions can be found as you explore the world. This group includes four hovercraft races, which are actually pretty challenging and somewhat fun. There are also two games that you can bet on (and earn pearls/achievements for winning.) One is the iconic game where something will be put under a cup (or coconut shell in this case) and the host will swap the cups around quickly, then ask which one the item is underneath. The other is a fun mix of shuffleboard and air hockey, where you must shoot pucks through a small canal on a table, in an attempt to get all of the pucks on your opponent's side before they all end up on your side.

Combat is quite basic, but it works pretty well. As I mentioned before, Jade utilizes a staff to fight off her foes and this is accomplished by pressing the joystick in the direction of an enemy and pressing X. A charged attack can be completed by holding X for a few moments. She can roll with the use of the A button and can crouch with the use of the left trigger button on the 360 controller. A ranged weapon is also available, which shoots discs. These discs are incredibly helpful in some combat situations and also aid in the solution of some puzzles. Since a lot of the puzzles are switch-based, you are required to zoom in and shoot a disc at the switch to engage it in order to maneuver towards the next area. The two allies who accompany you at different parts of the game have their own combat abilities that can aid you, such as slamming down on the ground to temporarily make some enemies airborne. Players can get them to do this by pressing the Y button.


You start off with a low amount of hearts in your health meter. When you're attacked by enemies, you will lose different amounts of health based on how severe the attack is. Throughout the campaign, you will find hearts hidden in vending machines, secret areas and shops. Each heart you find will increase your amount of hears by one, which is somewhat similar to The Legend of Zelda. Health is increased by eating one of two different types of food that you can buy in the machines or find throughout the world. The more expensive food will replenish all of your health, whereas the smaller one will only replenish one heart. Vehicles also have health meters and must be repaired if they're about to break. These repair kits are also available within vending machines. Everything you buy (apart from stuff in the mechanics' shop) must be purchased with purple star bits that work as the game's currency and can be picked up through destroying glowing boxes, defeating enemies or destroying purple shards found in certain parts of the world.

As with a lot of other games in this genre, Beyond Good and Evil HD suffers from camera issues. Players are given control of the camera with the right joystick, but I found that the camera had a hard time tracking Jade at times and occasionally became disorienting. Major issues were rare, though. These issues also came into play during some of the vehicular sections, but they're mainly evident during indoor sections that take place in tiny corridors. The hovercraft and spaceship controls can be floaty at sometimes, which isn't aided by the camera issues.

There was one challenging part of the game where you had to stealthily sneak past several guards. If one saw you, then you'd be killed by a laser turret that was positioned behind you. These turrets popped up a lot in the later sections of the game, but I had issues with this particular one. The game froze twice on me when it took me out. Luckily, it stopped after that. I also experienced one other freeze, so I made sure to save often. I was curious as to whether it was my console (which I've been having issues with lately) or the game. I'm not entirely sure but I've heard reports from another person who had it freeze on him at the same section. Hopefully this issue will be patched in the very near future. It's not game breaking, but is frustrating.

To say that Beyond Good and Evil is charming and unique would be an understatement. It is easily one of the most creative and charming experiences I've played through, and features a large cast of colourful characters, who all have something interesting to say. Almost every character is designed in its own different way and looks drastically different from the next character you come across. It's impressive. Not all feature voice acting, but several do. The only characters who do like similar are the humans. Despite all of the variety, Ubisoft Montpellier did a great job in making the world feel immersive, varied and interesting, without making it feel too out there.


This is a game that is over seven years old now. So that must be taken into account when discussing its graphics, animations and overall visual fidelity. However, Ubisoft Shanghai did a great job of upgrading the visuals to high-definition, working on some of the textures and optimizing it for widescreen displays. I was impressed with how it looked, especially with its age taken into account. Even though it looks dated in some ways and some of the animations are somewhat stiff, the game makes up for it in its great art design, colourful palette and excellent character designs. Though some parts of the game are a bit too dark. Every area of the game world looks different from others and feature excellent creativity. In comparison to the original, it looks quite a bit better. Though it isn't the best looking game available these days, there are a lot of things that are still impressive when it comes to its visual style and fidelity. It is also important to note that the game ran very well for me, without any frame rate issues or visual bugs.

Accompanying the creative visuals is an excellent orchestral soundtrack that was nominated for several awards when the game first came out in 2003. The score is haunting, beautiful and works very well with the game, its environments and its narrative. Additionally, a lot of the characters feature great voice acting, which I was very impressed with. Not to mention the excellent scripted dialogue within the game, which is also varied, funny, unique and charming. This is one of the best sounding games I've played in a long while.

Overall, Beyond Good and Evil HD is a phenomenal game that video game fans should experience. I don't know how I missed it when it was first released, but I'm glad that I was given the opportunity to play it now. It's not perfect and borrows a little much from The Legend of Zelda at times, but it is unique in so many other ways that it's easy to overlook that. This game does a lot of things and features a lot of variety. Some parts work better than others, but each aspect is done pretty well. At a price of ten dollars (or 800 Microsoft Points) this is a game that I find easy to recommend. With a campaign lasting between 8-10 hours and featuring a wealth of additional content, this is one of the best XBOX Live Arcade deals available. It's a very well-made and full-length game, making it a steal at its current price. I highly recommend it.

Rating: 8.5/10

Beyond Good and Evil HD was released on the XBOX Live Arcade on Wednesday, March 2nd, 2011 It is available for ten dollars or 800 Microsoft Points.

Thursday, March 3, 2011

Bulletstorm (XBOX 360 Version)


Testosterone. And lots of it. That is the main ingredient in Bulletstorm - the first-person shooter extravaganza collaboration from publishers Electronic Arts and Epic Games. Developed in Poland by People Can Fly, Bulletstorm is quite possibly the most manly video game I've ever played. It's over-the-top, full of dirty jokes, never takes itself too seriously and packs a seriously bloody punch.

Taking place in the futuristic 26th century, the game's storyline revolves around the idea that the Confederation of Planets are protected by a secret militant force known as Dead Echo. These soldiers are tasked with doing the dirty work, such as assassinating enemy leaders, infiltrating locations and taking out the garbage for their leader General Sarrano. It is in the beginning of the game that Dead Echo discover that they've been led astray the whole time - duped into killing innocent civilians.

Fast-forward ten years into the future and we revisit Dead Echo's members, who are in the process of leading a drunken attempt at taking out General Sarrano's space vessel. When the attempted attack yields failed results, the team decide to ram through Sarrano's ship, which results in many casualties on both sides, as well as a crash landing on a close resort planet known as Stygia. It just so happens that Stygia is in ruins after underground workers walked off the job and sabotaged its shields, allowing all sorts of mutants, gangs and monsters to invade the once peaceful planet that was developed in the image of Earth's most beautiful locations. It is on this planet where the majority of the game's chaotic, frenetic and insane campaign takes place.

As the leader of Dead Echo, Grayson Hunt, players must scour Stygia for General Sarrano, while fending off attacks from thousands of its less hospitable new inhabitants. Hunt is joined by his ally and fellow squad member, Ishi, who is a mix between a human being and a cyborg. During the attack on Sarrano, Ishi was the only other Dead Echo member to survive, but his CPU was damaged and had to be replaced with that of an enemy soldier. As a result, Ishi occasionally flashes between being his regular, friendly self, and an enraged soldier who will stop at nothing to protect Sarrano, adding a lot of depth to his character through these struggles. The two work together to try to survive the deadly planet in the hope that they will eventually escape after finding General Sarrano, despite having different motives at times. Hunt takes his friend's plight seriously and hopes to make good on a previous promise to protect him from danger and help lead him to safety away from Stygia. Along the way, the two soldiers run into a female member of Saranno's army named Trishka, who reluctantly joins their quest.


Bulletstorm differs from the other shooters on the market by being a much more arcade experience and by adding in its unique skillshot scoring system. At the beginning of the game, Hunt finds a soldier's leash, which is pretty much exactly what it sounds like - a leash that you can use to pull enemies, items or barrels towards you. Additionally, the leash features a wrist-based control system that lets Hunt listen in on enemy communications. The idea behind the leash is that it was given to the enemy soldiers by Sarrano to track their progress and creativity. It was used to entice creativity within their kills by making weapon upgrade/ammo lockers available only to those who had earned enough points by completing skillshots. As you play through the game, your goal is to try to complete as many different skillshot kills as possible. There is a great variety of these moves available and they range from basic ones such as kicking an enemy into a prickly bush to more advanced skillshots where you can decapitate more than one enemy at once or kick enemies into environmental hazards. It's a fun scoring system that adds a lot of fun to the experience.

Throughout the duration of the game's eight chapter campaign, you will visit various different locations, each adding new elements to the equation - via new weaponry and new forms of skillshots. Each location is unique in many ways including its visual style, which I appreciated, as it was always interesting to see where you'd end up causing carnage next. Some of the different locations I liked the most included a park with piranha plants that engulf enemies, a model city in a science exhibit where you control a gigantic remote-controlled dinosaur, and a marina/wharf. There are also a lot of indoor environments, such as an office building that crumbles around you as you fight your way through it. Timed sections where you must rush to an escape pod or flee an area add a lot of excitement to some of the levels, as you try to take out as many enemies as you can before you leave, in order to try to earn more skillshot points (and achievements.)

During my playthrough, I noticed several small glitches as well as one major glitch. The smaller glitches took place when I was able to see through a cover object or came across enemies stuck into walls. Nothing major there. However, I ran into a very frustrating issue during the first chapter of act 3. After taking out a group of snipers and clearing the wharf I came across afterwards, I was unable to progress. I looked everywhere, but could not find an open doorway, environmental obstacle to kick or leash, or anything. I also couldn't find my partner, Ishi. Restarting the checkpoint a few times didn't yield any new results and changes (even though I backtracked a bit to check things out,) so I had to restart that chapter. It turned out that Ishi had completely disappeared, and he was required to open the next door for me to progress. It seems that you can lose your artificial intelligence teammates if you rush too far ahead of them at certain points of the game. Hopefully this will be patched in the near future.

As I mentioned earlier in this review, Bulletstorm is a fast-paced game. Moreso than most shooters I've played. Luckily, the gameplay works well and the game runs really well, with only the odd hiccup. It also controls quite well, incorporating a control scheme that is similar to most other shooters on the market, while adding the leash to the left shoulder button (which admittedly takes a bit to get used to,) a melee kick to the button and the ability to either roadie run or slide by pressing A. Its controls are quite fluid and easy to use, without much of a learning curve. They're also quite responsive.


In addition to its campaign, Bulletstorm also includes two additional modes, known as Echo and Anarchy. In the Echo mode, the campaign is chopped into its fourteen most action-heavy sections. Players are tasked with re-playing these sections to try to earn the highest score possible, with full leaderboard support. It is one hundred percent solo gameplay, whereas Anarchy mode is a four player co-operative mode that pits a team of four against waves of enemies with the goal being to reach certain scores to progress. Mini-bosses appear just like they do throughout the campaign and so do unique enemies who will give you bonuses if they are taken out in a certain way, usually requiring co-operative moves. Anarchy also introduces its own unique environmental and co-operative skillshots.

I liked Echo mode a lot and found it to possibly be the best part of the game, as it really showcased the fun elements of the experience. The campaign was good, but it felt somewhat pedestrian and uninspired at times. Echo mode has the advantage because it has you playing through the best parts of the game in succession, without any lulls or issues. It was much more fun than Anarchy mode, in my opinion, which was pretty good, but just felt like another Horde mode. Of course, Epic created Horde mode with Gears of War 2.

New copies of the game include an online pass code, which is a misleading title for the content that the code actually unlocks. Instead of being necessary to play online, Bulletstorm's online pass unlocks exclusive content, including six extra Echo mode maps, 25000 experience points to help you outfit your character in Anarchy mode, as well as a gold leash. It is not necessary to have in order to play any mode in the game. However, the extra 6 Echo mode maps are essentially required to get to the 150,000 overall point plateau (for an achievement) in that mode. You'd have to perfect each of the other fourteen maps in order to come anywhere close to that number without the extra maps that are unlocked with the included code. This code is also what gives players early access to the upcoming Gears of War 3 beta - but the Bulletstorm disc will be required.

The game's presentation is impressive. It looks really nice, apart from the odd texture issues at close range and some character model animations that aren't very fluid at times. Allies and enemies all look pretty good, as does Grayson Hunt. I was impressed with the visual fidelity within the environments - especially with how good the distant backgrounds looked. The art style of the game is unique and campy, and the art design is impressive overall. However, though its cutscenes were impressive in scale, I found that they looked pixelated.


Attitude is one thing that that is very prevalent throughout Bulletstorm. It exudes a ton of attitude. This is more evident than anywhere within its writing and voice acting. The writers did a pretty good job of creating over-the-top characters and a pulp science fiction world. A lot of the jokes boil down to potty humour. Some are funny, but some are taken too far and weren't that amusing. However, I applaud them for trying something different. The voice acting also follows suit, filling the characters with a lot of campy wit, which works quite well. However, I couldn't stand the character of General Sarrano, who was incredibly annoying not only with his lines, but also through his voice. Generally, the game's audio fidelity was impressive, but I noticed that the sound's quality and levels lowered during cutscenes, which was quite odd.

I played the game on very hard difficulty, after hearing that it wasn't overly difficult. It was an okay challenge at some points, but was too easy for being the hardest difficulty in the game. It makes sense in some ways that they wouldn't want to make it too difficult because of the type of score based shooter it is, but I wish it would have been a bit more challenging at least. Playing on that difficulty, it took me about 8-10 hours to complete the campaign, but I also took my time looking for hidden objects such as the hidden flies (which reward you with credits when you shoot them,) newsbots and bottles of alcohol, which you can either drink or destroy. Each decision will lead to an achievement after the twentieth bottle, but you can get a killshot bonus for being intoxicated while causing carnage.

Overall, Bulletstorm was a fun experience that I enjoyed playing. Despite some issues and a frustrating glitch, it was enjoyable, entertaining and over the top, just like promised. However, the game didn't live up to the high expectations I had going in, after originally seeing gameplay videos. It was also overhyped and failed to deliver on that plateau as well. Still, with all that being said, it's a good game. It's above-average and is definitely worth playing if you're a fan of this type of game. Just don't expect it to be the best shooter you've ever played. The campaign features some great, explosive set pieces, with a good variety of different enemies. Its new scoring mechanics make the game feel different from other shooters and it's fun to try to pull off tough killshot multipliers. Still, the game doesn't propel itself above any of the other shooters in the pack that its pre-release advertising campaigns made fun of. When I think of it, I refer to it as a good game that had the potential to be great, but didn't achieve that. I think that it will end up being well-received though, because it's something that is somewhat different and unique.

Rating: 7.5/10

Bulletstorm was released for the XBOX 360, PlayStation 3 and PC, on February 22nd, 2011.

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.)