Aug 29, 2008
Rumble | Mortal Kombat Versus DC Comics
Google Trends once again plays host to this bloody showdown. Here are the results:
For the second Rumble in a row, videogames have defeated comics, with Mortal Kombat delivering an even mightier finishing blow than Capcom did last time around. I can't say that I'm surprised; DC is made up of a bunch of pansies and Batman.
Next Rumble: Capcom vs. Mortal Kombat...
Ninjabatics -- N+ Review
They say there is beauty in simplicity, and that is exactly the philosophy that SilverBirch Studios aims to capitalize upon with their portable adaptation of Metanet Software's ninja platform/puzzle IP. N+ was originally a freeware flash game (entitled, simply, N), but was ported to Xbox Live Arcade early this year. Now, a ground-up version of the game has found what seems the proper home for such incremental, small-dose gameplay--the PSP.
The game is divided up into small, single-screen levels, through which players must use the momentum-based and super-responsive control system to navigate, collecting golden nuggets from a web of mines, lasers, machine gun turrets, homing missiles, and a variety of other nasty obstacles on their way to the exit. The only tools at the ninja's disposal are his ability to run, jump, and kick off/slide down walls, but those skills are enough to be successful, and have fun (and/or get addicted to) doing it.
Dying in N+ is less a final destination than a short pause in the action, which, along with the against-the-grain minimalist graphical style helps to present a wholly different gaming experience than many of the big-budget, cinematic productions of the current generation of games. A short ragdoll explosion of ninja parts all over the place, and you're right back to the start of the level. N+ is about gameplay, plain and simple--and it works oh so well.
The simplicity of the game's level design, with its grayscale palette (or slightly more elaborate "plus" motif) and clean lines lend N+ to extensive user customization via the included level editor. Here, it is possible for anyone, from the award-winning artist to the least creative kid in class, to create interesting and challenging arenas to play in, and then share them with the rest of the gaming community.
Unfortunately, the online bits of the game are limited to uploading and downloading custom levels, with multiplayer restricted to local-only play. Ad-hoc multiplayer offers up a handful of game types such as Tag, Race, Domination (collecting gold reduces opponent's time), and others, with 100 cooperative and 50 competitive levels to navigate in tandem. While these certainly augment the game's 200-stage single-player experience, N+ would have been more complete and longer-lasting had online play been included.
N+ is a blast, and is perfect for the PSP. It's easy to jump into a game, complete a few levels, and then jump out in a matter of minutes. At higher difficulty levels, a well-trained hand is required to achieve one's goals and extract the maximum appreciation for the title. Being able to create and share custom levels is a huge plus, but I question whether this game is worthy of a higher price tag ($19.99) than all existing versions (curse the cost of physical media). Either way, N+ retains a solid core of refined gameplay that all gamers should enjoy.
Aug 25, 2008
One Word Review | Metroid Prime
Archeological
Aug 23, 2008
Better, Faster, Stronger -- Bionic Commando: Rearmed Review
Xbox Live Acrcade and the PlayStation Network have seen a number of remakes in recent months, with publishers like Capcom leading the way in revitalizing relatively ancient properties for distribution during the current era of gaming. The most recent of these restorations comes in the form of Bionic Commando: Rearmed; fans have pined for this for ages.
Developer GRIN has done a fantastic job at updating the classic NES title while still remaining true to the game's original content. Anyone who has played Bionic Commando in the last 20 years will instantly feel at least a small sense of nostalgia when they see the 3D version of the game's map or receive the first radio transmission from HQ.
In essence, Bionic Commando: Rearmed is just that--a rearming of the original title with a fresh new look, slightly tweaked controls, and a few added features. The 2 1/2-d high-definition visuals look wonderful, and controlling the titular claw-armed soldier feels better than ever.
BCR is an action-platformer in which players must guide supersoldier Nathan Spencer through a series of missions on his way to rescue a comrade in distress. On this quest, he has the help of a grappling gun-equipped arm that acts as both an offensive tool and Nathan's primary mode of transportation. Throughout all of his military training, Nathan apparently never learned how to jump, so this cybernetic appendage is a huge boon.
The bionic arm allows Nathan to grapple ledges and other solid structures, then pull himself toward/over them or use the length of the grappling claw's chain for Tarzan-like urban jungle swinging. The mechanics take a bit of getting used to, but end up being a great deal of fun once mastered. The claw is also useful for removing certain obstacles and for grabbing heavy barrels to launch at enemy soldiers.
A number of swappable weapons, from a simple pistol to a devastating rocket launcher, also help to clear Nathan's path of soldiers, tanks, turrets, and other opposition. In addition to these primary foes, coming into contact with enemy unit icons on the map leads to a Commando-style top-down shooting sequence. Unfortunately, there are only a few of these that repeat themselves with each confrontation.
Boss fights in BCR are big and impressive, and have been re-worked for this version of the game. Each is unique, and forces players to use the bionic arm in creative ways in order to succeed.
Other additions to BCR include 3D puzzles that must be navigated to hack into the enemies' lines of communication, timed challenges, and local competitive and cooperative multiplayer modes. Unfortunately, there is no online multiplayer, which is both puzzling and disappointing.
Bionic Commando: Rearmed is one of the better remakes of one of the better games of the 8-bit era. If you are looking for a fun platformer with unique and inventive gameplay, I'd recommend picking this one up for 10 bucks.
Aug 18, 2008
RPG Baseball -- MLB Power Pros 2008 Review
I am a firm believer in the old adage, "never judge a book by its cover," and in few places in the gaming world have I seen the phrase more applicable than in the MLB Power Pros franchise. Despite its childish exterior, Konami's MLB Power Pros 2008 is one of the most full-featured and complete arcade baseball games out there, and by adding rpg elements to a sports title, is also one of the most unique.
Anyone who's played the first MLB Power Pros on the Wii will know exactly what to expect out of MLB Power Pros 2008, because little has changed since last year. Players can choose from a number of typical game modes, such as exhibition, home run derby, practice, season, league play, and team/player management, as well as the series' unique MLB Life and Success modes.
The game uses a cursor-alignment hitting interface that is very similar to what has been used in the All-Star Baseball franchise. Players choose between a contact and power swing, use the analog stick to line up the bat graphic with the ball icon, and then swing with the A button. Only "Wii Remote" mode--a very elementary exhibition or home run derby--makes use of motion controls for pitching and hitting.
The game's normal Exhibition mode is fairly straightforward, allowing players to adjust a number of different settings (teams, lineups, uniforms, stadium, game rules, weather conditions, control settings, etc) before jumping into the action. Home run derby and practice modes are just what one might expect, except for the inexplicable and nonsensical lack of multiplayer support in home run derby mode. In order to have a home run derby with a couple of friends, players must play a series of single-player derbies, rather than taking turns in a unified competition.
Season mode is actually a multi-season affair, and allows players to start from scratch with options for a full draft, created players, expansion teams, etc., or to simply choose an existing MLB squad and customize a handful of league and game settings. Once the season is underway, games can be played out in full, monitored in strategic "fast game" mode, or controlled via a hybrid of both approaches. League mode is a six-team, custom-length mini season, minus the GM work.
Success mode can most aptly be categorized as a baseball-themed role-playing game. Players create a character and bring him up through the ranks, improving skills through play and practice while managing a variety of outside-the-lines obligations such as health, finances, and relationships. The ultimate goal here is to become a successful Major League player. This whole process turns out to be a uniquely fun and moderately addicting experience, especially for gamers who may not be die-hard baseball fans or who may not be interested in all of the nuts and bolts of the game that come along with extensive team management. Success mode has a different set of nuts and bolts to tinker with.
The new MLB Life mode is very similar to Success mode, but focuses on a Major Leaguer's career over the span of 20 years. Either a real-life ballplayer or a custom creation can be used in MLB Life, and players will be responsible for keeping him equipped with the best gloves, bats, workout equipment, cars, houses, etc. Even marriage, children, and charitable donations come into play throughout the career. This focus on the individual is further exemplified by the fact that only the player's at-bats are played out; the rest of the team's performance is simulated. There's no "I" in team, but there is a "me."
Speaking of things that are NOT included, players won't find any sort of online play in MLB Power Pros 2008. They won't find any decent (or even coherent) commentary, either. The announcers in this game may be the worst I've heard in a baseball videogame in the last 10 years. On multiple occasions (that means at least once an inning), they will call a play that never happened, make up game situations that don't exist, or say something else that simply doesn't make any sense. Not only is it bad, it is sad to hear.
MLB Power Pros 2008 is a solid baseball game. The breadth of options that are included on this disc will appeal to baseball fanatics, casual fans, and non-fans alike. Major deterrents for the most staunch simulation players would clearly be the game's audio/visual presentation and its overly forgiving gameplay difficulty, but for what it offers (and that's a lot), it gets the job done and lets you have fun.
One Word Review | Eternal Darkness
Mindsnaring
Aug 15, 2008
Flyin' High -- 1942: Joint Strike Review
Firing up 1942: Joint Strike on the Xbox 360 conjures up fond memories of virtual journeys through the Pacific Theater, when Capcom's original arcade version (and subsequent ports) of 1942 gave us an early dose of classic top-down vertical shooting action. With Joint Strike, that core experience has been carefully maintained, but expanded upon and brought up to speed for the XBLA and PSN generation.
This sixth entry into the 19__ series focuses on multiplayer action, where the titular joint strike attacks let two players work together to vanquish foes quickly and efficiently. Any of the three joint strikes allows players to deal critical damage to whatever lies between them, making communication between wingmen a key ingredient for success.
Other than this unique tag team mechanic, Joint Strike remains standard, yet enjoyable, shooting fare. Players choose one of three planes to pilot up against the game's five stages. In each of these missions, hordes of land, sea, and air units attack from just about every direction in a variety of formations. A massive boss craft awaits at the end of each level for players to pick apart piece by piece while avoiding a healthy arsenal of machine guns, cannons, missiles, flamethrowers, etc. Through all of this, Backbone has managed to keep each level feeling fresh without also feeling artificial.
The good guys have a number of weapons at their disposal, as well. Each plane begins the game with what can best be described as a pea shooter, but can later pick up machine gun, spread shot, and laser power-ups, each of which has two levels of destructive power. The time-tested screen-clearing bombs that gamers have grown to love are also available in limited quantities.
Players must make good use of these tools of the trade, because on any of the game's four difficulty levels, there are exactly zero continues. Each difficulty level grants a different number of initial lives (more are earned by racking up points), but no coin insertion will keep the game going once those run out. Game over means it's back to stage one, which is so unforgivingly retro it hurts...especially on Wing King difficulty.
1942: Joint Strike is a sweet, albeit short gaming experience for fans of classic top-down shooters. Those who have friends to play with will obviously have the most fun with the game, but even solo pilots will find plenty to enjoy here.
Aug 11, 2008
One Word Review | Madden Football
Perennial
Aug 10, 2008
The Lessons Of Braid: Time And Life
Gamers needn't read reviews for the new Xbox Live Arcade game, Braid. This masterpiece is a must-buy, and costs less than a third of the price of most games on the console. It's a no-brainer; start your downloads.
Braid is one example of exactly where videogames should be headed. Like the finest works of literature--poetry, short stories, novels--the game allows the audience to extract meaning from the collection of artwork, words, and gameplay, interpreting the content in a variety of ways. Though there were certainly very specific topics that designer Jonathan Blow aimed to address with this phenomenal game, each player may come away from it with something slightly different from everyone else--personalized lessons and meaning.

This game is one about life, love, relationships, identity, introspection, and time, and the following is but one set of lessons to be drawn from it, as experienced by but one gamer:
Time and Forgiveness
As I discussed in my column entitled Second Chances, Braid's time-manipulating gameplay mechanics grant players the ability to take back what has been done and try again--to have our mistakes forgiven. As perfect as that may sound, and as much as we may like to do so, we can't un-live the events of our lives. However, what we take away from each trial, each error, is the knowledge to do things right--lessons that serve us in the future. While there may be no second chances--no going back in time--in real life, we can still substitute the un-successes that remain in memory with new approaches to similar circumstances that arise in the present moment.
Time and Mystery
Reversing the events of the past in our own minds does little to prevent the march of time from continuously moving forward. Dwelling on these memories can cause us to miss out on present events, becoming completely oblivious to them as they play out. They fall beyond our reach because we are trapped in retrospection. As the time-immune items and enemies of Braid will tell you, turning back the clock in our mental space or finding forgiveness for our actions gone awry, some things will never be forgotten, reversed, or redone. They are written in permanent ink.
Time and Place
In Braid's fourth world, time only moves forward as Tim, too, is moving forward. Likewise, regressing causes the rest of the world to rewind. Doors can only be unlocked from one direction, as well. If we hang on to the past, revisiting the times and places in our memories, no progress can be made and no growth sustained. Only while moving forward through our lives will the world around us also evolve. Barriers/obstacles can never be surmounted by approaching them retrospectively, but taking positive steps towards them with solutions in hand will grant us passage.
Time and Decision
Our actions leave permanent impressions on the pages of existence. Even after reversing time in this portion of Braid, a shadow of what we have done remains, and repeats those actions over again--affecting the world in both its past and present states. Our actions are not forgotten, but besides serving as reminders and lessons in our own mental spheres, they also continue to produce consequences in the present, oftentimes playing parts in lengthy chain reactions--undercurrents to the rest of our daily lives.
Hesitance
In one's own mind, everything surrounding a particular event, person, place, etc. can be isolated and "protected" from the influence of reality. This prevents us from ever making progress with that particular topic. When we become entrapped by those memories, we are crippled as well--prevented from advancing through life in a healthy way. As we move away from the subject matter that we have made stagnant, we become liberated, allowed to move forward uninhibited. In order to be free, we must discard the parts of ourselves that have become paralyzed.
By no means do my words encompass the full gamut of what Braid has to offer; it will say different things to different people, and the only way to truly understand is by playing it. If you have played the game, do you agree with me? Do you have your own interpretations? Do you think there is more? Do you think there is less? If you haven't played the game, you must.
Aug 3, 2008
One Word Review | Earthbound
Awkwittination
Aug 1, 2008
Fore! -- We Love Golf! Review
We Love Golf! Those must be the first words out of everyone's mouth every morning at Camelot Software Planning, developers best known for their work on the Hot Shots Golf and Mario Golf series, and now the driving force (I apologize for that pun. It just sort of happened.) behind We Love Golf! on the Nintendo Wii.
WLG is an arcade-style golf game in the same vein as the developers' previous titles. It offers more depth than the super-casual Wii Sports Golf, with detailed swing meter controls, multiple play modes, a selection of distinct characters, and more, but doesn't try to overwhelm players with too much regarding the finest intricacies of the game like a full-fledged simulation might.
Regardless of its relaxed approach to the game, WLG still packs a nice set of options. Up to four players can compete in Stroke or Match/Skins play, as well as a Near Pin Contest. A single player has the additional options of Tournament and Character Matches, where new courses and golfers are unlocked; Ring Shot and Target Golf, which require precision ball control and direction; and of course Training mode.
There is also an online component in WLG, where a solo player can get into a match either with a friend or with a complete stranger from anywhere around the world. The course will always be comprised of nine randomly selected holes during online play, however, so don't expect to spend much time customizing your session. There will be no courses made up entirely of par threes or par fives; toss that idea right now.
With any sports game, a solid control scheme is of the utmost importance. Players must feel like they have proper command over the action, especially when manipulating that action with the Wii remote. WLG provides an adequate level of control, but could benefit from a few improvements. New players will be shooting birdies after a short learning period with the game's swing meter, but sometimes the actual orientation of the remote goes undetected, leaving the club head cursor stalled on the meter and turning what should be a 200-yard blast into a 75-yard poke. Of course I can't determine whether this is a shortcoming of the software or of the Wii itself, but in either case it is an evident issue.
Besides this gameplay hiccup and the insanely annoying, Wiimote-shaped, talking guide (which can thankfully be turned off), playing WLG turns out to be a simple and enjoyable experience. Players can align their targets from a number of angles, put draw or fade action on the ball's travel path with a simple tilt of the remote, and apply topspin or backspin on any shot by holding down a button during their swing. Once you get into the game, a full course can go by in no time. That's a good thing.
On the other hand, WLG's visuals and audio are not impressive at all. It doesn't necessarily detract from the raw gameplay, but it would've been nice to see a little eye candy or listen to some really great tunes while swinging away. To the game's credit, the costumes of Jill Valentine, Chun-Li, Apollo Justice, and other Capcom characters are included as unlockable rewards, so at least the fanboy/girl inside of you will be happy.
You should be happy to play We Love Golf! It's not phenomenal, but it's not awful, either, and it does provide a measure of fun. If you're looking for a Wii golf game without the PGA frills, WLG will do just fine.