Archive for the ‘Nintendo DS’ Category

Games 7/13/10: Dragon Quest IX, Naughty Bear, Blacklight: Tango Down

By billyok | Tuesday, July 13th, 2010

Dragon Quest IX: Sentinels of the Starry Skies
For: Nintendo DS
From: Square-Enix/Nintendo
ESRB Rating: Everyone 10+ (alcohol reference, animated blood, comic mischief, fantasy violence, mild suggestive themes, mild language)

If you have a soft spot for the founding fathers of turn-based role-playing games but loathed everything “Final Fantasy XIII” stood for when it released in March, there could scarcely be a more different game than “Dragon Quest IX: Sentinels of the Starry Skies,” which takes a few superficially backward steps but cherishes the things that, in 2010 just as in 1986, ultimately matter most.

The contrasts are immediate. “FFXIII” is eye candy overload, but an arguably toxic appetite for storytelling overloads the game with cutscenes over which players have no effect. “Skies,” meanwhile, takes a visual dive from its predecessor by migrating from the Playstation 2 to the Nintendo DS, and beyond its introduction, the storyline heads down a path that’s practically boilerplate by genre standards.

But that open-ended sparseness allows “Skies” to give players more control from the start than “FFXIII” arguably provides in its lifetime.

“Skies” lets players not only name the characters in their party, but also design them using a surprisingly thorough character editor. The story that follows may be one that RPGs have been telling since their inception, but it stars whomever players want it to star. And while cutscenes that use the DS’ real-time 3D capabilities aren’t in the same league as “FFXIII’s” pre-rendered scenes, they’re innumerably more personalized and, by extension, far more rewarding over the game’s very long haul.

The customization bent also complements “Skies’s” most impressive innovation: co-op play. Up to four players can team up wirelessly (local only, and everyone needs a copy of the game), and the game is surprisingly liberal with regard to what happens from there. Players can adventure separately in the same world, summon one another for immediate help in battle, and basically treat the experience like a small-scale MMO. “Skies” allows players to join and part as they please, regardless of experience levels and in-game progress, and it doesn’t force anyone to choose between leaning on the feature or completely missing out on its benefits.

That’s about the only way it can work, because for most, the 25 (main quest) to 100-plus (everything) hours needed to turn “Skies” inside out would be almost impossible to invest under inflexible conditions. In this respect, the decision to take the game down the portable route looks like genius. A considerable time investment is needed before everything the game offers is freely available, but “Skies’” world opens up relatively quickly, and it’s exponentially more freely explorable than “FFXIII’s” depressing straight line. Being able to continually chip away at it, regardless of time investment or other conditions, more than compensates for whatever fidelity the graphics would have gained on flashier hardware.

With that said, if you don’t love “Dragon Quest” already, “Skies” won’t be the gust of wind that turns that boat around. Impressively large and intelligently innovative though it may be, this ultimately is the same general pattern of turned-based battling gameplay and storytelling that has subsisted for nearly 25 years. Like its predecessors, “Skies” excels at doing those things by balancing challenge, elegance and depth in ways few turned-based RPGs can, but not so much that it changes the game for anyone who doesn’t love it already.

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Naughty Bear
For: Playstation 3 and Xbox 360
From: Artificial Mind & Movement/505 Games
ESRB Rating: Teen (violence)

Every year, a few games surface that belie the prerequisite that a game must be good in order to be any fun.

This year, the leader of that pack has to be “Naughty Bear,” a thoroughly bizarre, poorly-coded and very arguably reprehensible game that might, because of how easy it is to exploit as well as how strange it is in the first place, be something you might wish to see anyway.

“Bear” stars players as the titular Naughty Bear, who, after getting ostracized by the other bears in his village, decides to turn his hurt feelings into a murderous rampage. The bears look and sound like your prototypical stuffed bears, and the village in which they live is similarly saccharine. The only difference is that players can use a range of weaponry and nearby objects — from toilets to grills — to turn the village into a crime scene. The truly skilled can even traumatize the other bears into turning on themselves.

If it sounds kind of terrible, it’s because it is. Killing isn’t exactly a foreign concept in games, but you’ll need some kind of stone heart to wreak havoc on a sweet-sounding stuffed bear and emerge feeling terrible or at least somewhat disturbed. This, obviously, is what “Bear” is going after by blending cuteness and murder to this degree, but it might be a little too good at it to make this playable beyond the morbid curiosity stage.

What “Bear” isn’t good at is most everything else. The game’s missions are variations of the same few things over and over, and the chapters continually take place in the same tiny environments. The camera is jerky to a motion sickness-inducing degree, the animation and controls lack polish, and the lack of mid-mission checkpoints — even though every mission is divided into very clear parts — makes some of the levels with stricter objectives a needless pain (especially when the camera causes a mission failure).

Last but not least, the game crashes in myriad ways — sometimes hanging on a load screen, sometimes freezing completely, and occasionally just suspending all character animation while parts of the game keep chugging away in some bizarre fashion or another.

On the other hand, some of “Bear’s” shortcomings — chiefly, its sorry excuse for A.I. and stealth — accidentally make the game more fun than it might otherwise have been.

For whatever reason, hiding in shallow patches of grass and bushes makes Naughty Bear completely invisible to the other bears. It doesn’t matter if he’s three inches away from two bears and hidden by a single leaf. It doesn’t matter if he just hit a bear in the face, took one step sideways and is screaming “boo” from the bushes. They can’t see him, and players are free to exploit this absurd reality to terrorize the other bears in ways a competent game wouldn’t allow. It basically allows players who are awful at stealth games to see why players who are good at them love them so much.

But once these novelties wear off, nothing remains but an empty game that plays poorly and makes players feel worse. That makes “Bear” a great rental, if only to satisfy any lingering curiosity about one of the year’s strangest games before realizing that any investment beyond a few bucks and a few hours is money and time poorly spent.

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Blacklight: Tango Down
Reviewed for: Xbox 360 via Xbox Live Arcade
Also available for: Windows PC, Playstation 3 via Playstation Network (later this summer)
From: Zombie Studios/Ignition Entertainment
ESRB Rating: Teen (blood, violence)
Price: $15

Were “Blacklight: Tango Down” a full-priced first-person shooter, its combination of generic atmosphere and tacked-on single-player offerings would make it almost superlatively insignificant. At $15, though, it’s another story. “Blacklight” takes place in environments that look like areas you’ve seen before, and it’s populated by soldiers engaging in battle for reasons that aren’t necessarily important. The single-player (or, with three friends, online co-op) component explains little, but it’s for the best, because the entirely unrefined A.I. — enemies mindlessly spray bullets like walking turrets — makes it entirely skippable anyway. “Blacklight’s” real purpose is as a multiplayer shooter (16 players), and like last summer’s “Battlefield 1943,” it provides a healthy return on investment without reinventing anything. All the usual multiplayer modes are here, the map count is surprisingly high at 12, and “Blacklight” looks, controls and sounds like a $60 game in a $15 game’s body. Better still, it provides a reason to keep coming back, flaunting an experience system that rewards players a massive unlockable cache of weapons, accessories and character improvements. The climb to the top of the rewards pile is steep, and an unimpressive matchmaking system makes it tough on new players who have to overcome experienced players with better gear, but the stream of perks is so constant that it’s easy to find the motivation to beat those odds. (For those who’d rather just play with friends, no worries: Private match support also is available.)


Games 7/6/10: Crackdown 2, Lego Harry Potter: Years 1-4, Puzzle Quest 2

By billyok | Monday, July 5th, 2010

Crackdown 2
For: Xbox 360
From: Ruffian Games/Microsoft
ESRB Rating: Mature (blood and gore, strong language, violence)

Conventional wisdom would suggest that while “Crackdown’s” combination of open-world freedom and superhuman powers made it a deserving cult sensation in 2007, enough has happened since for more of the same to not be enough. “Infamous” and “Prototype” trotted out similar ideas with deeper storylines, “Assassin’s Creed” sped up rooftop bounding with its parkour controls, “Just Cause 2″ blew the roof off the limits of verticality, and “Red Faction: Guerrilla” raised the environmental destruction bar considerably.

But in all that time, and with respect to all those games, none of them really went head-on with the little things that made “Crackdown” so uniquely awesome. “Crackdown 2″ is more of the same with sprinkles on top, but it so perfectly nails everything the first game — and only that game — did right.

It’d better, too, because a lot of it might as well be the first game. “Crackdown’s” nearly non-existent storyline has been upgraded to threadbare here, but the objective — kill the evildoers — is identical. The last game’s ending carries over, and the mutants that began populating Pacific City in “Crackdown” are now overflowing the geographically-altered city during “Crackdown 2′s” nighttime hours. A single, monstrous gang patrols the streets during the day, and players once again take orders from a bloodthirsty and completely hilarious narrator at The Agency. (Yes, it’s called The Agency. Threadbare, see.)

Just as they did last time, players gradually increase their abilities — from jumping distance to ammo expertise to driving acumen — by utilizing those abilities in the game, and players who max out those abilities will outrun cars, jump (or, new to the sequel, glide via a wingsuit) clean over buildings, equip grenades capable of detonating block-wide chain reactions and gain access to some amazing modes of transportation.

In other words, everything practically is as it was three years ago. The enemy A.I. hasn’t evolved, with the gangs still fighting like meatheads and the freaks just plowing forward in extreme numbers. The upgrade system feels mostly the same. The optional pursuit of collectable orbs (500 perched atop structures, 300 hidden away, and a few that actually run away or only activate during co-op sessions) feels mostly the same. Even the highly imperfect targeting system from “Crackdown” returns with no significant improvements made.

But while the amazing level of disinterest Ruffian Games shows in evolving the “Crackdown” formula almost certainly should reflect poorly on “Crackdown 2,” a typical game session often delivers more than enough arguments in favor of not breaking what no other game since has outdone. “Crackdown 2′s” control schemes for running, jumping and driving feel magnificently responsive, and while the weapon targeting definitely could be better, the system in place offers enough upside to justify its presence. The game offers tremendous freedom almost from the start, and the sum total of all the firepower, horsepower, geography and Agency-given talent adds up to an experience that’s shallow but explosively, tremendously fun.

Like its predecessor, “Crackdown 2″ allows players to carry on with or without other players in their world, and the customizable four-player dynamic co-op emphatically improves on “Crackdown’s” barebones two-player support. “Crackdown 2″ also offers 16-player competitive multiplayer for maximum chaos, but while it’s fun in small does, the element of open-world teamwork and anything-goes ingenuity falls away when everyone’s sole focus is on killing everyone else.

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Lego Harry Potter: Years 1-4
Reviewed for: Playstation 3, Xbox 360, Wii
Also available for: Sony PSP, Nintendo DS and Windows PC
From: TT Games/Warner Bros. Interactive
ESRB Rating: Everyone 10+ (cartoon violence, crude humor)

Anyone who was charmed by 2005′s “Lego Star Wars” and gradually less impressed with the franchise’s takes on Indiana Jones and Batman will likely be downright annoyed to discover “Lego Harry Potter: Years 1-4″ continues the Lego games’ unfortunate tradition of not evolving in ways they really, really should.

But this wouldn’t really be a problem if “Potter” didn’t continue the series’ other tradition of continually turning out surprises within the constraints of its formula. It does — perhaps to a greater degree than any game since that “Star Wars” game — and so we’re faced yet again with taking the bad in order to take the good as well.

As the name implies, “Potter” covers the first four years of Harry’s seven-year saga, and you either don’t want the plot details spoiled for you or already know them like you know your own last name. As per series tradition, the game reenacts each year’s biggest moments using pantomiming Lego characters and recreating the scenes with a mix of authenticity and genuinely amusing creative license.

But “Potter” also covers a surprising number of lesser moments in each chapter, and the game allows players to take control of practically everyone — Dumbledore, Sirius Black, Dobby, even Scabbers the rat, among more than 150 others — in addition to Harry, Ron and Hermione. The amount of learnable spells is impressively high, and by using two cavernous hub levels (Diagon Alley/Hogsmeade and Hogwarts) instead of one, there’s a ton of fan service to discover off the stories’ main roads.

Per usual, passing a story level opens it up to free play, allowing players even more freedom in terms of the “Potter” characters they wish to control. Between all the possibilities that allows and the aforementioned main and optional content, “Potter” is a massive playground that offers 20-plus hours’ worth of stuff to do.

Unfortunately, those hours are also chock full of the same annoyances that have persisted since “Star Wars.” For a game that features fixed camera angles and lots of running and jumping, the jumping controls are still too squirrelly. Ditto for the targeting system, which occasionally makes casting certain spells with precision a case of trial and error if too many possible targets are clustered together.

The control imperfections are harder to understand because, for the most part and regardless of story scenario or characters used, “Potter” generally plays the same way. Some nice broom controls and the occasional vehicular objective are both welcome, but neither makes enough of an impact to give the game a strong sense of variety. Similarly, while “Potter” is loaded with cause-and-effect puzzles, most of them are too straightforward to count as puzzles so much as steps to take in order to make X happen and clear the path to get to Y.

Finally, while “Potter” supports two-player local co-op play, TT Games inexplicably continues to omit online co-op play. Sharing a couch with the other player is the best way to play, yes, but how hard can it be at this point to throw a bone to players who may not have the luxury of a willing second player nearby?

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Puzzle Quest 2
Reviewed for: Xbox 360 Live Arcade
Also available for: Nintendo DS
From: Infinite Interactive/D3Publisher of America
ESRB Rating: Everyone 10+ (mild fantasy violence, mild language, mild suggestive themes)
Price: $15

After 2007′s “Puzzle Quest” surprised just about everybody by taking “Bejeweled” and using it as a means of battle in a story-driven role-playing game, a handful of weird offshoots tried and mostly failed to take the idea to new avenues. So it’s no surprise to finally see “Puzzle Quest 2,” which brings the idea back to its roots and simply gets to tweaking from there. The net worth of those tweaks will certainly vary to players of different disciplines. The story is thin to the point of being boilerplate, and instead of capturing cities and managing armies, players rarely do more than move from fight to fight. But while “PQ2′s” outer shell feels dumbed down, the battles themselves are improved. Standard fights feel considerably more balanced than “PQ1′s” fights, which frequently approached untenably difficult levels, and the new item system aids an increase in gem types to let players win with skilled, creative play instead of waiting for the same old gems to appear. “PQ2″ mixes in the occasional mini-game for variety’s sake, but the fight system evolves enough to carry the surprisingly lengthy single-player campaign. Naturally, players who want some human competition can find it via the game’s two-player local and online (360 only) multiplayer, which function exactly as one hopes and expects they would.


Games 6/1/10: ModNation Racers, Red Dead Redemption, Looksley’s Line Up

By billyok | Tuesday, June 1st, 2010

ModNation Racers
Reviewed for: Playstation 3
Also available for: PSP
From: San Diego Studio/Sony
ESRB Rating: Everyone (cartoon violence, comic mischief)

“ModNation Racers” successfully reinvigorates the cobwebbed kart racing genre by allowing players to design and share fully customized drivers, karts and tracks with enormous ease and boundless creative license, and the interfaces through which it does this are brilliantly conceived.

How remarkable, then, that even without any of those tools, this still would signify a badly-needed leap forward.

Credit for that goes to “MNR’s” actual racing action, which, even against A.I. opponents, is often as exhilarating as its creation and community tools. The sense of speed and danger is leagues beyond anything seen in recent “Mario Kart” games, and there’s more for players to do than hold down the gas, look for shortcuts, dispatch power-ups and hope no one cheats them out of a lead when they finally take one.

Drifting, catching air and drafting all build turbo, which players can apply to speed boosts. But the turbo also works as currency for a fantastic sideswipe maneuver, which lets players drive offensively without waiting for a power-up, as well as a forcefield that allows frontrunners to fend off power-up attacks instead of simply drive scared like sitting ducks. Timing a perfect forcefield defense isn’t easy at all, but the ability to even do so at least puts players’ fates in their own hands for a change. (Take notes, Nintendo.)

All of these ideas gel thanks to a control scheme that just feels great. Driving dangerously and racking up huge drifts is fun without being punishing if you mess up, and perfecting the timing and distance needed for a perfect attack on another driver is satisfying not only because of how fluid the controls are, but also because of how great everything looks when a strike hits its target.

For those who pick up “Racers” with no desire to play with others, the selection of on-disc tracks is nicely varied and the default difficulty a strong balance of accessible and tough. The career mode tells an actual story, and the cutscenes between races are funny and surprisingly polished.

But to play “MNR” this way is to completely miss the point of its community and creation tools, which, outside of some unfortunately long load times, mesh together under one staggeringly slick umbrella.

“MNR’s” driver and kart creation interfaces should feel familiar to anyone who has created a customized character or vehicle in another game. Both are easy to use, and while playing through the game unlocks more useable parts, the extreme flexibility of the sizing, placement and coloring tools makes the default selection feel nearly limitless as is.

The track editor, somewhat shockingly, is just as simple to use. Terrain tools allow players to model the environment like clay, and laying track is as simple as driving a track-laying-vehicle around an blank canvas. Ambitious players can overlap track and add numerous props to the area however they please, but “MNR” also provides auto-complete and auto-populate shortcuts for those who want to do something quick and dirty.

All of these creations come together in a supremely slick virtual online world that allows players, driving around in their karts as if in an MMO, to mingle with other players, download other players’ creations, and challenge anyone in the area to races on the fly. Even those who had no intention ever to race online might change their mind once they see how fantastically accessible doing so is here.

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Red Dead Redemption
For: Playstation 3 and Xbox 360
From: Rockstar San Diego
ESRB Rating: Mature (blood, intense violence, nudity, strong language, strong sexual content, use of drugs)

The problem with most video game westerns is that you don’t need to appreciate the Old West to appreciate them. They’re typically designed in the mold of other games, subbing in Old West iconography but otherwise bearing little distinction from so many other shooters covering completely different periods.

“Red Dead Redemption” doesn’t have this problem, because while many of its underpinnings are unmistakably lifted from Rockstar’s “Grand Theft Auto” games, the degree to which Rockstar caters those parts to the setting — instead of the usual other way around — gives it more Wild West conviction than the sum of almost every virtual western that preceded it.

The level of conviction isn’t fully apparent until the storyline is a few hours old, but “Redemption” hints at it almost as soon as the tutorial missions end and players are free to explore the world on their terms.

At first, it’s a little disconcerting. New Austin’s vast wilderness sits in striking contrast to Liberty City’s bustling streets, but it’s no smaller a landscape, and there appears to be less to do between towns. Despite some clever control touches, riding horses naturally is slower and more laborious than driving cars, and the overly simple early missions provide little solace when players retreat back to the storyline for excitement.

But “Redemption” gradually brings its world alive. Characters met early on come together for significantly more exciting (and challenging) missions, and as players’ renown increases, so does the variety of activities in town (poker, duels, horseshoes, bounties and more) and on the frontier (herding challenges, persistent missions for strangers, even some light agriculture appreciation).

Perhaps most impressive is “Redemption’s” attention to detail with regard to wildlife. The horses display personalities and credible mannerisms. Coyotes and wolves attack at night, and bears are to be feared just as skunks, deer and birds scurry at any sign of trouble. (Sidebar: “Redemption’s” audiovisual presentation of weather patterns and day/night cycles is magnificent.) The game offers challenges to players who wish to hunt for profit, but they’re entirely optional if you’d rather just observe and save the bullets for the bandits.

Per Rockstar tradition, “Redemption” allows players to be as good or evil as they please, and the systems in place for outrunning the law make it tempting to be the bad guy.

But “Redemption’s” central storyline — which puts players in the shoes of a reformed scoundrel-turned-devoted husband whose only desire is to protect his family — makes it equally difficult not to want to fly right. All the things that made “Grand Theft Auto 4′s” story so good — strong characters, terrific voice acting, meticulous dialogue and a true sense of setting — are present here as well, and “Redemption’s” leading protagonist is easily the most likable Rockstar creation yet.

Players with a morality complex might prefer to just flash their evil side online. “Redemption” includes a couple traditional competitive multiplayer modes, but its best asset is Free Roam mode, which drops up to 16 players inside a world full of A.I. characters and allows anything to go. Players can level up and unlock new gear by teaming up and completing co-op challenges scattered around the map, but they just as easily can turn on each other or wreak random havoc against the A.I. It’s your Old West playground, and Rockstar cares not what you do in it.

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Looksley’s Line Up
For: Nintendo DSi via Nintendo DSiWare Shop
From: Good-Feel Co./Nintendo
ESRB Rating: Everyone
Price: $5

Shortly after Nintendo announced the Nintendo 3DS earlier this year, Youtube users mistook a video of “Looksley’s Line Up” as a sample of what games would look like on the futuristic forthcoming handheld. They were wrong, of course, but if that isn’t a testament to how cool “LLU” is when it’s working, nothing is. The object of “LLU” is pretty simple: Find hidden letters and objects in the environment. But rather than be just another mindless object finder, “LLU” presents its levels as virtual, layered 3D dioramas. The game tracks the player’s head movements with the DSi’s front-facing camera, and players, holding the device like a book, must move their head or the device around to line up scenery different ways to make those objects and letters appear. As might be expected when using a very low-definition camera, “LLU” can be a finicky game, and while setting up the head tracking is painless, there will be times when you’ll have to recalibrate due to changes in lighting or just because the camera won’t cooperate. But that’s the price of innovation, and it’s a price well-paid when “LLU” works. Altering the environmental perspective with just a twitch of the head is extremely cool, and the normally mundane endeavor of finding objects feels fresh and rewarding with the extra element of deciphering optical illusions thrown into the mix.


Games 4/6/10: Red Steel 2, Rooms: The Main Building, Save the Turtles

By billyok | Monday, April 5th, 2010

Red Steel 2
For: Wii
From: Ubisoft
ESRB Rating: Teen (animated blood, mild language, mild suggestive themes, violence)

Remember how awesome “Red Steel” was going to be, and how the amazingly immersive mix of first-person shooting and motion-controlled swordplay promised to take action games to an entirely new plane? And remember how none of that happened at all? Oh, you do? Well “Red Steel 2″ would rather you didn’t, because three years later, all those empty promises finally have a game on which to hang their hats.

Fundamentally, what “RS2″ does is similar enough to its predecessor to bear the franchise name. It’s still a first-person shooter and motion-controlled swordfighting game cobbled together as one.

But everything about “RS2′s” methods stands in stark, and entirely welcome, contrast to its predecessor.

For starters, and maybe finishers, it’s just plain fun. Unlike the first game, “RS2″ allows players to switch between gunplay and swordplay whenever they want instead of when the game dictates, and Ubisoft puts all the pieces together to make what should be a complete controller nightmare into a slightly unwieldy but astonishingly pleasant ride. The cursor-based shooting feels considerably more intuitive this time around, and switching from gun to sword and back, while inevitably a bit disorienting given the disparity in control styles, works plenty well enough to avoid becoming the source of frustration it so easily could have been.

Though some inevitably won’t like it, Ubisoft’s decision to not just support but flat-out require Nintendo’s MotionPlus controller attachment pays off enourmously on the swordplay side. The game guides players’ movements to a small degree, but overwhelmingly, striking, thrusting and parrying are mapped precisely to how players hold the Wii remote.

The extra precision allows “RS2″ to introduce a surprisingly large arsenal of swordfighting moves as the story advances, and the combat is very gratifyingly active — arguably to a fault if active gaming isn’t your thing. Lazy flicks of the wrist won’t suffice the way they did in the first game, and if you can’t get into the idea of swinging the remote with the full might you would a sword, you should just find a game that isn’t as committed to the Wii’s original vision as this one so satisfyingly is.

Superficially, the story isn’t much different. The bland, overly serious storyline from the first game is scrapped in favor of an exuberant mix of Asian cinema, post-apocalyptic dark comedy and spaghetti western, and “RS2′s” narrative structure now breaks down, “Borderlands”-style, into bite-sized missions that players eventually can accept by the handful.

The “Borderlands” approach extends to “RS2′s” visual presentation, which combines realistic and cel-shaded graphic design to create a game that would look good on any system and stands head and shoulders above most of its Wii counterparts. That the art style also suits the storyline and action so perfectly — everything about “RS2′s” approach in all three departments seems developed with a brazenly fun-first spirit in mind — certainly doesn’t hurt matters.

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Rooms: The Main Building
Reviewed for: Wii
Also available for: Nintendo DS
From: Hudson
ESRB Rating: Everyone (mild violence)

Considering the main objective of “Rooms: The Main Building” is to rearrange the game world in order to help the onscreen character escape the room, is it fitting or ironic that the game’s biggest problem might be its inability to get out of its own way?

Conceptually, “Rooms” is sound, if something of an odd fit for a big-screen console game. The overriding objective is to move pieces of a room around, sliding puzzle style, in such a way that allows the onscreen character to reach the exit and head to the next room. The number of pieces increases as the story progresses, and the game occasionally introduces new items and situations to mix things up a bit, but the general gist doesn’t change. “Rooms” gives players point-and-click control over the onscreen character’s movements, but the tile sliding is where the game’s real action lies.

The idea of “Rooms” being little more than a string of ornate sliding puzzles — precisely the kind of toy people invented video games to get away from — would make it a pretty hard sell in its $30 Nintendo DS form, to say nothing of its $30 Wii form.

But whether “Rooms” helps or hurts itself with the extra frills it piles on is legitimately arguable. Some will adore, possibly for all the wrong reasons, the story and overall design, which incorporate full-motion video animation and the kind of sound effects that would make 1993 proud. But anyone who wasn’t around during the CD-ROM game heyday (or was, but wishes they weren’t) likely won’t see the story as anything but intrusive and confusingly designed for no real benefit.

Those who do, meanwhile, will find it hard to endure the 100 levels it takes to see “Rooms” to its conclusion. The high level count obviously is a must for Hudson to justify the high price, but all the items and special level circumstances can do only so much to spice up what essentially is the same trick repeated ad nauseam.

“Rooms’” multiplayer suite engenders a similar lack of fulfillment. The battle mode, which pits two players in a race to complete the same puzzle at the same time, is fun for a while, but only so long as the basic gameplay holds interest in the first place.

The existence of a level design tool, meanwhile, is thoroughly puzzling. It’s sufficiently robust and probably the most polished facet of the entire game, but it includes no way to share the level with other players unless they play it on your console. Having the ability to trade more sliding puzzles online with others probably wouldn’t do much to help a game whose concept runs out of steam long before the single-player supply is tapped out, but if you’re going to these lengths to give players a means to create, why neuter the process by quashing the ability to share?

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Save the Turtles
For: Nintendo DSi via DSiWare shop
From: Sabarasa
ESRB Rating: Everyone
Price: $5

Devising clever scenarios for match-three puzzle games is about as easy these days as inventing new uses for a glass of orange juice, so Sabarasa gets credit out of the gate for doing exactly that. The goal in “Save the Turtles” is indeed to match three of a kind. But instead of sliding gems or shapes, players have to guide cartoon turtles into matching rows in order for the ocean to send a wave to pick them up. The act of guiding living objects is novel on its own, and “Turtles” builds on that novelty by populating the beach with crabs, debris and other obstacles the turtles must avoid. The sun, and its ability to give the turtles sunburn, poses an additional threat to players who don’t make matches quickly and consistently. “Turtles’” stylus controls occasionally hiccup when creating a path for a turtle to follow, but for the most part, the controls and interface function exactly as they should. Players who get used to the mechanics might be surprised how intricate the seemingly basic gameplay eventually becomes, and “Turtles” rewards those who do so with enough content — a 32-level story mode, an endless survival mode, a quick-play mode that changes certain story mode rules, unlockable achievement-like trophies — to easily justify the $5 asking price.


Games 3/30/10: WarioWare D.I.Y., Just Cause 2, Game Room

By billyok | Monday, March 29th, 2010

WarioWare D.I.Y.
For: Nintendo DS
From: Nintendo
ESRB Rating: Everyone (comic mischief, mild cartoon violence)

An important warning for those who like “WarioWare” games but despise the idea of creating their own fun: This one may not be for you — at least, not yet.

Also, a word of warning for anyone who enjoys a creative challenge or has aspirations to enter the world of animation, character and/or game design: If you don’t at least check this out, you’re doing yourself a disservice.

Like every “WarioWare” game before it, “WarioWare D.I.Y.” sports a collection of microgames, which are like minigames but generally toss out one vaguely-worded objective, allow five seconds or fewer for players to figure out and complete the challenge, and then whisk away before another microgame pops up and repeats the cycle until players simply cannot keep up.

But the “D.I.Y.” in the title isn’t kidding. Where previous games came bundled with more than 200 microgames each, “D.I.Y.” has a few north of 90, and not all of them are even new. If you want more than that, guess what? Make them yourself.

Fortunately, that’s not a concession of laziness on Nintendo’s behalf, but instead the real reason “D.I.Y.” even exists at all. And in spite of the obvious limitations on hand with regard to the hardware and the microgame format, Nintendo has put together a game design tool that’s shockingly robust.

The full might of the tool isn’t apparent at first glance, when “D.I.Y.” asks players simply to draw a character that the game inserts into a pre-scripted microgame. Initially, this appears to be all “D.I.Y.” is — players performing fill-in duty while the game does all the creative, complicated stuff.

But a trip through the 65-page manual and absolutely staggering collection of thoroughly thorough in-game tutorials changes the picture completely. “D.I.Y.” obviously doesn’t allow for the creation of the next “Legend of Zelda” game, and the limitations of the microgame format are in place, but the tools do not skimp on control. Players can create objects separately using a pretty capable paint editor and, in similar fashion to basic Adobe Flash design, can script those objects to move and react according to input triggers and other conditions. Ambitious creators can stack win conditions for extra challenge, and there’s even a little music composition tool for soundtrack creation purposes.

Nintendo goes a little crazy with the tutorials — Photoshop pros who don’t need basic paint program instruction will be dismayed to discover they can’t just skip ahead — but the lessons are brisk, effective and, with Wario’s help, pretty funny. The tools’ respective interfaces benefit from similar attention to detail, and “D.I.Y.” toes the line between whimsy and efficiency to resonate equally with designers-to-be and Nintendo fans.

Happily, all your hard work need not be for your eyes only. “D.I.Y.’s” content sharing suite allows players to share microgames with friends (locally or online), including anyone who downloads the $8 microgame player for the Wii. But the centerpiece of the suite is the Design Challenge, which offers up themed contests for anyone to enter and will feature the winners in the in-game Nintendo channel, which also will house a stream of new downloadable games from Nintendo and other well-known game designers.

—–

Just Cause 2
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC
From: Avalanche Studios/Eidos/Square Enix
ESRB Rating: Mature (blood, drug reference, language, sexual themes, violence)

The original “Just Cause” was sensationally fun despite having more issues than a panophobia convention, so how much better is “Just Cause 2″ by touching the same fun-at-all-costs nerve and doing it without all those aforementioned issues?

No one really knows, because “JC2″ brings back several of those issues en route to a sloppy opening hour that, thankfully, isn’t a complete indication of things to come.

Most glaringly, “JC2″ shoots like a third-person shooter from 2003. Auto-aim runs rampant, manual targeting is unwieldy, and players looking for a way to seek cover will be dismayed to discover even the basic crouch mechanic is completely useless.

The old shooting controls work in tandem with a scripted opening suite of missions that mostly penalizes players for using the barrelful of cool action-movie stunts — jumping between vehicle rooftops, shooting while hanging from a bumper, zip-lining between any two objects bolted to the ground — it taught them only moments earlier. “JC2″ embraces playground physics and open-world cause-and-effect like no game before it, but that embrace backfires until players are past the toe-dipping stage and left to their own devices.

The good news is that once that happens, “JC2″ does things its predecessor couldn’t even fathom doing four years ago.

Rico’s semi-magical grappling hook returns, but as alluded to earlier, it’s significantly more versatile this time, and that alone is a game-changer. Anything bolted down and within range can be zipped to instantly, and anything (or anyone) not bolted down can be launched into the air, fished out of the air or tethered to anything else using the absurd but wonderful dual-hook capability. The exaggerated physics that initially betray players become their best friend when it becomes clear how much havoc one can cause using just the hook.

There’s no shortage of mischief-making opportunities, either. “JC2′s” controls may be from another era, but the game’s scope is from another galaxy: The fictional Panau Island encompasses some 400 sq. miles, and it’s wide open for perusal once those opening missions conclude. Rico can scale enormous mountains using the hook, and per genre custom, all vehicles are operable.

But “JC2″ truly amazes when viewed from an airplane or helicopter. Panau’s scope is as vertical as it is horizontal, and watching the island’s scale change while ascending and descending is a magnificent sight. That it happens almost completely free of load times is a feat of programming.

“JC2′s” story isn’t quite as ambitious, though the voice cast’s use of deliriously bad accents at least makes it fun to experience.

Regardless, it provides occasion for Rico to unleash untold dollars’ worth of damage over anywhere from 20 to 80 hours’ worth of mainline and optional missions. Some missions are more fun than others, some have the capability to aggravate the same way those early missions do, and it’s a bummer there’s no way to share the fun via co-op play. But when it becomes clear just how big “JC2″ is and how well it understands the value of creative, explosive, dumb fun, those dud missions and other deficiencies become surprisingly easy to accept.

—–

Game Room
For: Xbox 360 via Xbox Live Arcade and Windows PC via Games for Windows Live
From: Microsoft/various publishers
ESRB Rating: Everyone 10+ (mild violence)
Price: Free for client, $3 per game (360 or PC only), $5 per game (both platforms)

Superficially, “Game Room” is enticing. Eventually, it could be pretty special. Out of the gate, though, Microsoft’s new retro games client, —which refashions a menu of downloadable arcade classics as a virtual arcade for players’ Xbox and/or Windows Live avatars — is too compromised to be either. For starters, the virtual arcade is little more than an additional menu layer: Players can decorate their arcades and customize the arrangement of purchased virtual cabinets, but because there’s no way to roam the arcade in avatar form and interact with friends controlling their avatars, the interface is little more than busywork with limited novelty. More problematic is the excessive pricing for a selection of games that, so far, aren’t very good. “Room’s” initial library of 30 games hails from the Intellivison and early Atari era, and while the addition of client-wide achievements and online leaderboards is excellent, the $3-$5 price to own each game (and 50 cents to demo a game beyond the single free demo play) is too high when newer, better games are available everywhere for similar prices. Should “Room’s” selection exponentially improve, and should Microsoft introduce a sensible subscription pricing model that affords players access to the whole library, “Room” could be pretty awesome. Right now, though, it’s just a prettied-up menu of downloadable games that aren’t nearly worth what they cost.


Games 3/16/10: God of War III, Pokémon: HeartGold/SoulSilver Versions, Tiki Totems

By billyok | Monday, March 15th, 2010

God of War III
For: Playstation 3
From: Sony Computer Entertainment Santa Monica Studio
ESRB Rating: Mature (blood and gore, intense violence, nudity, strong language, strong sexual content)

An uncommonly high number of games that owe an uncommon amount of debt to “God of War” rolled out quickly and furiously in the early going of 2010, and upon completion of “God of War III,” it’s pretty clear why they did.

They wanted to get out of this thing’s way, and with good reason.

To keep the conversation grounded: No, “GOW3″ doesn’t shake up the formula — brutal third-person melee combat combined with ambitious environmental puzzle-solving — that made its predecessors among the best games in the Playstation 2′s and Playstation Portable’s libraries. Not accounting for the obvious advances in visual fidelity, ardent fans could still point to “God of War II” as the best in the mainline trilogy in terms of storytelling and level composition.

But that fight is too close to call with any authority, and for that same reason, “GOW3″ plays on a plane that all those imitators, good though most of them really were, simply cannot match.

A good portion of that comes in the construction of the game’s contemptible anti-hero. Kratos might be the scariest controllable protagonist in all of video gamedom, and Santa Monica Studio complements that persona with a vicious arsenal of weapons and attack patterns to match.

“GOW3′s” imitators typically understand the importance placed on a fluid control scheme and the ability to chain attacks without interruption and change tactics on a dime. But “GOW3″ compounds that attention to detail with a level of two-way savagery that simultaneously makes the player feel like an unstoppable monster and turns ordinary fights against nobody enemies into trap battles that can turn fatal quickly. Kratos’ tribulations have never been one for squeamish eyes and nervous hands, and some of the imagery “GOW3″ doles out is harsh enough to make anyone wince.

The unchained appetite for murderous grandeur spreads to the scope of the overall game, which occasionally zooms out to reveal environments, puzzles and even traversable enemy titans who reduce Kratos to the size of a nickel on the screen. Santa Monica has a knack and a half for presenting its idea of scope in a way that’s intimidating without being disorienting, and the way “GOW3″ shifts between such ridiculously divergent scales and perspectives is simply awesome. The series may best be recognized for its outlandishly epic boss fights, pitting Kratos against mythical gods and beasts many times his size, and that doesn’t change here.

With the core ingredients down to an art form, the game’s nitpicks are debatable and likely come down to individual perception. Certain puzzles might take too long for some players’ liking, and the bloodthirsty among us won’t love it when the game occasionally strings together two consecutive puzzles with maybe a short bout in between. The penultimate portion of the game drags a bit due to enemy repetition, and there’s one challenge in particular that briefly abandons all that’s good about the combat.

Fortunately, the payoff after this lull is enormous. “GOW3″ presents itself as the culmination of Kratos’ journey, and if that’s really the case, then the dazzling batch of sequences that comprise the game’s ending could scarcely be a better sendoff.

—–

Pokémon: HeartGold Version
Pokémon: SoulSilver Version
For: Nintendo DS
From: Game Freak/Nintendo
ESRB Rating: Everyone (Mild Cartoon Violence)

The first 10 weeks of 2010 have been more generous to gamers than the first half of most years typically are, and the release calendar is so full that a remake of a game that already feels like it’s been remade ad infinitum shouldn’t be worthy of a mention, much less 500 words’ worth of ink.

That is, of course, unless it does something as bizarrely revolutionary — and potentially beneficial beyond the realm of entertainment — as this twosome does.

Skeletally speaking, “Pokémon: HeartGold Version” and “Pokémon: SoulSilver Version” are, respectively, remakes of “Pokémon: Gold” and “Pokémon: Silver,” which released simultaneously on the Game Boy Color in 2000. Per “Pokémon” custom, those games were mostly identical outside of a few special Pokémon exclusive to each, and the same holds true of the remake.

In fact, a lot of what holds true in the remake has held true throughout the series’ lifetime — so much so that casual onlookers likely couldn’t tell the difference between a remake of a 2000 game and a brand-new chapter in the series. That’s something of a testament to the system in place, which combines classic role-playing gameplay with classic obsessive-compulsive completionism to create gameplay that’s addictive, accessible and rewarding over the long haul. But for players who hit their limit at some point in the last decade and are waiting for Game Freak to rock its own formulaic boat, watching the series reach into the past isn’t exactly encouraging.

With all that said, though, “SoulSilver” and “HeartGold” at least feel like more than simple retreads. Players with fond “Gold” and “Silver” memories can enjoy them anew with all the perks — sharper graphics and interface, stylus-friendly controls and the same wireless/online battling and trading modes that debuted in “Pokémon: Diamond” and “Pokémon: Pearl” — that have been added since the series migrated to the Nintendo DS.

But it’s the accessory bundled in the box — a fully functional, Pokéball-shaped pedometer that players can drop in their pockets and use to level up their Pokémon simply by getting out and walking around — that transforms the news of “HeartGold’s” and “SoulSilver’s” arrivals from pleasantly pedestrian to pretty exciting.

Nintendo previously produced a pedometer accessory for its “Personal Trainer: Walking” self-improvement game, and the pedometer here functions similarly. It counts steps and converts them into in-game experience independently of the game or DS, and transferring the data happens via a wireless infrared signal swap that requires no accessory hookup. Press a button, transmit data, reap some in-game rewards, and go rack up a few thousand or so more steps while developing your Pokémon in the healthiest manner possible.

The idea is pretty seriously out of left field, but it’s an ingenious way to add real-life value to a role-playing game’s most monotonous moments, and “HeartGold” and “SoulSilver” prove it also works. Here’s hoping, for the sake of those of us who have tired of “Pokémon” but not necessarily its principles, that other developers take the idea and do something similar.

—–

Tiki Totems
For: iPhone/iPod Touch
From: spokko
iTunes Store Rating: 4+
Price at time of review (subject to change): Free for basic version, $1 for premium version

Great fun though physics-based puzzle games usually are, they’re also kind of high-maintenance on the iPhone. Games that require precise degrees of tilting and touching also demand that players sit upright and use both hands, which isn’t ideal for a lazy pre-bedtime game session. So “Tiki Totems” gets points for adopting a “less is more” approach. The object of each level is to remove bricks and planks in order to safely drop a Tiki statue from the top of a structure to safe ground below, and removing certain pieces of the structure can ignite a chain reaction that’s entirely physics-powered. But the game’s low-maintenance control scheme — tap pieces of the structure to remove them, with no tilting or other precise motions running interference — makes it easy to pick up and play without sacrificing all that’s good about a physics-driven puzzle game in the first place. Now also is a good time to pick “Totems” up: The basic version, which comes bundled with 80 levels and the option to purchase 64 more, is currently free, while the premium version, which includes all 144 currently available levels and a promise to include all future level packs for free, only costs a buck. The games’ iTunes descriptions indicate these are temporary prices, so don’t waste time if you’re feeling thrifty.


Games 2/16/10: Bioshock 2, Ace Attorney Investigations: Miles Edgeworth, iBomber

By billyok | Tuesday, February 16th, 2010

Bioshock 2
For: Playstation 3, Xbox 360 and Windows PC
From: 2K Marin/Digital Extremes/2K Games
ESRB Rating: Mature (blood, intense violence, sexual themes, strong language)

The game-playing public spent roughly two years wringing its collective hands over why anyone would dare make a sequel to a game so perfectly complete as “Bioshock.”

2K Marin, which assumed primary development duties this time around, needs roughly five minutes to render that worry mostly worthless.

This isn’t to say the worries lacked any merit. “Bioshock 2′s” storyline picks up 10 years later, but a decade isn’t nearly enough time to dramatically change the landscape in Rapture, the brilliantly-realized underwater not-quite-utopia that supplied the stage for “Bioshock’s” arguably groundbreaking storytelling. The sequel takes players into new areas of Rapture, but the overall visual presentation, combined with a reliance on the same mechanics that made “Bioshock” its own creation, can’t help but leave “Bioshock 2″ feeling superficially like an imitation product barreling down pre-blazed trails.

But while recreating the wow factor behind “Bioshock’s” architecture and lynchpin twists is pretty much impossible, 2K Marin nonetheless runs with the opportunity to extend the storyline past the first game’s fallout. “Bioshock 2′s” story is a bit more traditional in structure, but it very satisfactorily answers some lingering questions. The first game’s narrative hallmarks — namely, first-rate voice acting and an enviable attention to character development and design — are on full display once again, and the player’s role in shaping that story’s outcome has increased.

Where the sequel fully bests the original is in the actual gameplay, which fundamentally feels identical but benefits from some corrective and clever tweaks. The first game’s inexplicable inability to wield weapons with one hand and plasmids (biological modifications that allow for such tricks as telekinesis, hypnosis and fireball tossing) with the other has been corrected here. The simultaneous wielding helps offset a more frantic pace of action: Rapture’s enemies are faster, meaner and more diverse, and activities from the first game — including hacking machinery (now via a fun timing-based challenge) and researching enemies with a camera that now shoots video — now take place in real time.

Surprisingly, the placement of the player in the boots of a Big Daddy — one of Rapture’s neutral (but, if provoked, extremely dangerous) guardians — affects the story more than the gameplay. With that said, the drill might be the most fun melee weapon to appear in a first-person shooter in years. (Thankfully, as the story explains, players aren’t forced to lumber around as slowly as most Big Daddies do.)

While a great many people couldn’t care less that “Bioshock 2″ includes a multiplayer mode (10 players, online only), the pretense under which it appears — the Rapture civil war that preceded the events of the first game — is pretty ingenious.

The seven available modes aren’t terribly unique to veterans of multiplayer shooters, but the way they incorporate Rapture’s mythology and tell a personalized story in the process most definitely is. A “Modern Warfare”-style upgrading system allows players to level up over time and acquire new plasmids and weapons, and six of the seven modes allow one player at a time to assume control of a Big Daddy and wreak all kinds of truly fantastic havoc.

—–

Ace Attorney Investigations: Miles Edgeworth
For: Nintendo DS
From: Capcom
ESRB Rating: Teen (blood, mild language, mild suggestive themes, mild violence)

Capcom developed a nice stable of truly bizarre characters in its first four “Ace Attorney” games, but through three games starring defense attorney Phoenix Wright and a fourth game centered on Wright despite carrying another lawyer’s name in the title, it’s been reluctant to embrace that in any remotely risky way.

Though “Ace Attorney Investigations: Miles Edgeworth” doesn’t deviate wildly from its predecessors in terms of how it fundamentally looks and plays, it does finally take the series to some new frontiers — in large part by framing the story around Wright’s prosecutor nemesis and leaving Wright himself mostly out of the game, but arguably more so by taking the gameplay almost entirely out of the courtroom.

Instead, “Edgeworth” takes place at the crime scene, and a new third-person perspective and control scheme allows players to directly control Edgeworth and navigate the scene in a way that somewhat recalls traditional point-and-click adventures. The change makes sense given the increased emphasis on looking for finer details amid a fine mess, but it also just feels more freeing than what Wright was afforded during his investigations.

With that said, though, the changes don’t really rock the boat. Scanning the scene for inconsistencies and sifting through their connections in the new Logic screen isn’t entirely unlike what players had to do when presenting a case as Wright, and confronting suspects and witnesses — and pointing out inconsistencies in their statements — isn’t terribly different from catching them in a lie on the witness stand. Most of these portions take place in screens that are functionally similar to their corresponding screens in previous “Attorney” games.

The ensuing compromise ends up working rather well. Capcom has the science of making this stuff fun down pretty cold after four games, and even though some familiar aggravations pop up — including the occasional penalization of should-be solutions that aren’t solutions because the game simply isn’t flexible enough to recognize certain creative conclusions — no game really does this stuff better than these do.

Attempting to make sense of the “Attorney” canon is not for the weak, and “Edgeworth” — which takes place over a few harried days in the middle of the “Wright” timeline but flashes back to five self-contained cases spanning some seven years — doesn’t make things much easier.

But for those who are invested, “Edgeworth” offers a ton of welcome insight into the titular character’s past and methods. And while Wright himself isn’t a major player this time around, a number of memorable characters from previous “Attorney” games do show up in some fashion or another. (No spoilers.) The tenor of the game changes slightly due to the change in venue and perspective, but the overall tone — from bizarre character designs to hilariously weird dialogue to Miles screaming catchphrases in a manner befitting of a game show constestant — remains wonderfully intact.

—–

iBomber
For: iPhone/iPod Touch
From: Cobra Mobile
iTunes Store Rating: 9+ (infrequent/mild cartoon or fantasy violence)
Price: $3

The name may inspire visions of really bad Apple peripheral ideas, but everything else about the very pretty “iBomber” is an ode to World War II-era flying aces. “iBomber’s” 14 missions vary in terms of objectives, but they all typically revolve around dropping bombs from above on enemy submarines, anti-aircraft weapons and other points of strategic importance. The action presents itself from a first-person cockpit view, and the controls are explicitly iPhone-friendly: Tilting the device handles all flying maneuvers, while a bright red “Bombs Away” button does just what it says. “iBomber’s” tilt controls command a wider range of motion than most tilt-based iPhone games — you’ll probably have to play this one sitting up rather than lounging to succeed — but the upside is an optimum level of control over the aircraft. A striking audiovisual presentation makes nailing targets a surprisingly satisfying endeavor, and a smattering of power-ups enhances that satisfaction without breaking the presentation. Cobra has released a two-mission premium content pack for $1 and promises more where that came from, but a great scoring system and wealth of optional medals to earn in the base missions should give thrifty perfectionists plenty of gameplay for their initial $3 investment.

Games 1/26/10: Mass Effect 2, Tatsunoko vs. Capcom: Ultimate All-Stars, Dark Void Zero

By billyok | Tuesday, January 26th, 2010

Mass Effect 2
For: Xbox 360 and Windows PC
From: Bioware/EA
ESRB Rating: Mature (blood, drug reference, sexual content, strong language, violence)

“Mass Effect” marked a bold venture for Bioware, which took the underpinnings of its superlatively deep role-playing games and crammed them into a tactical third-person shooter with combat as real-time as in any other sci-fi action game. Surprisingly, it worked: The combat was highly imperfect but easily sufficient, and the branching storylines, deep character progression and ridiculous interplanetary scope made for one of 2007′s best games.

How impressive, then, that “Mass Effect 2″ comes along and makes its predecessor look like a rough draft by comparison.

Principally, “ME2″ doesn’t mess excessively with what worked previously. In particular, the storytelling — and the absolutely amazing branching conversation trees that allow the player to mold the personality of chief protagonist Commander Shepard and, by proxy, the story and galaxies around him — retains its considerable polish. “ME2″ is as saturated with planets, alien races and mythology as “ME1,” but it also benefits from not having to introduce it all to the degree its predecessor did. The story takes a sharp turn straight away — a dramatic change of fortune and a pretty serious turning of some tables dictate the game’s first sequence — and while “ME2″ has hours’ worth of optional side missions in tow, pretty much everything operates in the name of barreling the story forward.

(Side note for those who missed “ME1:” While “ME2″ offers additional benefits to players who are already familiar with the characters and alliances, Bioware offers enough guidance to bring new players up to speed without boring those who need no introduction.)

Though “ME2″ is large enough to span two discs on the Xbox 360, Bioware has done a commendable job of cutting fat where it needed cutting. A slick mining mechanic allows players to explore barren planets from the ship instead of via a pointless ride in the Mako buggy, which has been excised completely. The side missions, by extension, have more consequence in the overall ecology, and a cleaner set of menu interfaces makes it easier to (among other things) jump from one mission to another with little downtime in between.

Speaking of saving time, the famously long load times from “ME1″ are considerably more tolerable (and more elegantly presented) this time around. Even more importantly, the wretched save system — which almost everyone learned, the hard way, didn’t autosave like it appeared to — has received a very user-friendly overhaul. (It works, in other words.)

But what truly is remarkable about “ME2″ is how profoundly Bioware transforms the weakest ingredient of “ME1″ into this game’s most jaw-dropping asset. The combat in “ME2″ is more than just sufficient: It’s completely indistinguishable — in terms of speed, control fluidity, explosiveness, and enemy/squad A.I. — from the best cover-based third-person shooters available today. A stunning visual presentation, led by perhaps the best camerawork the genre has yet seen, arguably puts it at the top of the heap.

Best of all, Bioware sacrificed exactly none of the role-playing underpinnings that carried the combat in “ME1.” Those systems worked together well enough back then, but they sing in perfect harmony this time around, putting “ME2″ in a class all its own when it comes to blending two traditionally disparate genres into one.

——

Tatsunoko vs. Capcom: Ultimate All-Stars
For: Wii
From: Capcom
ESRB Rating: Teen (mild language, mild suggestive themes, violence)

Fans of Capcom’s lighthearted “Vs.” fighting games have felt understandable pangs of jealousy since the distinctively beautiful, meticulously polished but decidedly more serious “Street Fighter IV” raised the bar for fighting games nearly a full year ago.

Fortunately, “Tatsunoko vs. Capcom: Ultimate All-Stars” doesn’t simply end the near-decade-long “Vs.” game drought; it also closes the gap almost completely between Capcom’s 2D fighting past and the arguably perfect mix of two and three dimensions that made “SFIV” such a staggering treat for the eyes and thumbs.

This being a Wii game, “TvC” understandably cannot match the level of visual detail “SFIV” pulled off on more powerful hardware. But in borrowing that game’s approach — characters animating in full, fluid 3D but fighting on a 2D plane — it reaps the same benefits: The fighters pull off spectacular moves with abandon, but the removal of unnecessary 3D space whittles the fight down to the same psychological science that made “Street Fighter” so special in the first place. (“TvC,” to its credit, closes the graphical gap by opting for a cel-shaded visual style that really makes its infectiously outlandish style pop.)

Though the fighting shines under the guidance of the new engine, “TvC” is unmistakably a “Vs.” game at heart. The two-on-two matches represent a paring back from “Marvel Vs. Capcom’s” three-on-three insanity, but the speed and accessibility of the fighting remain several notches beyond “SFIV’s” more methodical leanings. Per brand tradition, “TvC” provides a generous arsenal for button-mashers while reserving the really good stuff for players who hunker down and learn each fighter’s respective intricacies.

Whether the roster is a boon or burden will come down to individual tastes. The Tatsunoko half of “TvC” consists of anime characters who are big in Japan but significantly lesser known here, but while the relative obscurity robs “TvC” of the dream fights “Marvel” had, it’s an arguable benefit to players intrigued by the multitude of surprises 13 brand-new (and often wildly designed) characters will afford them. Capcom’s 13 offerings should prove a bit more familiar, but the wide diversity of the cast — Ryu and Chun-Li are here, but so is Mega Man, “Dead Rising’s” Frank West and characters from “Lost Planet,” “Viewtiful Joe” and “Rival Schools” — means a bounty of quirks and highly divergent (but reasonably well-balanced) styles awaits discovery on both sides.

“TvC” complements its polished gameplay by offering enough control styles (remote/nunchuck, Classic controller, Gamecube controller) to suit everyone, and it provides plenty of longevity with a 26-ending single-player component and online multiplayer (two players) that worked without incident in pre-release testing. (Whether that holds up under the stress of thousands of players remains to be seen, but so far, so good.)

Just for fun, Capcom tosses in a “Tatsunoko vs. Capcom: Ultimate All-Shooters” mode, which is a bizarre but surprisingly filling top-down shooter that features the game’s cast and supports up to four players. The mode has absolutely nothing to do with anything else in terms of gameplay. But neither the freebie “Geometry Wars” mode that snuck its way onto “Project Gotham Racing 2,” and look how that one turned out.

——

Dark Void Zero
For: Nintendo DSi via the Nintendo DSi Shop
From: Other Ocean Interactive/Capcom
ESRB Rating: Everyone (fantasy violence)
Price: $5

Capcom’s infatuation with making mock Nintendo Entertainment System games in the 21st century isn’t new (see “Mega Man 9″ and the upcoming “Mega Man 10″), but “Dark Void Zero” takes the trick to a new level of imagination. Like the new Xbox 360/PS3 game “Dark Void,” “Zero” is a standard shooter that sets itself apart by strapping a jet pack to the player’s back. In the case of “Zero,” though, that translates into a sidescrolling action game that looks, sounds and acts like a game from 1988. In a vacuum, “Zero” is perfect for the price: The controls are polished and responsive in spite of the retro presentation, and with three difficulty settings and a tough-but-fair continue system, it’s challenging without resorting to “MM9′s” level of punishment. But “Zero” is especially cool when viewed in context. The nostalgically sparse story sets “Void’s” table surprisingly well, and it successfully manages to imbue a sense of history into a franchise that doesn’t actually have any. The developers really run with the joke, too: “Zero’s” digital manual includes a mock story detailing why it didn’t come out in 1987 as originally intended, and the composer responsible for “Void’s” score also orchestrated an 8-bit facsimile for “Zero.” Other clever and funny touches await — including one right when the game boots — but they’re best left unspoiled.

Games 12/15/09: The Legend of Zelda: Spirit Tracks, James Cameron’s Avatar: The Game, Crazy Snowboard

By billyok | Tuesday, December 15th, 2009

The Legend of Zelda: Spirit Tracks
For: Nintendo DS
From: Nintendo
ESRB Rating: Everyone 10+ (mild fantasy violence)

Twenty years on, “Zelda” games are creatures of habit to their own detriment. Link never speaks, Zelda’s always in trouble, and the road to fixing that trouble typically runs through approximately eight dungeons, which each contain a special item that numerous times thereafter will come serendipitously in handy.

Superficially, it all holds true yet again in “The Legend of Zelda: Spirit Tracks,” which brings back the cartoony art style and stylus-based control scheme that worked pretty well two years ago in “The Phantom Hourglass.” “Tracks” even recycles a few ideas “Hourglass” introduced — most prominently, setting half of its dungeon-related content inside a single building Link will have to revisit multiple times before the credits roll.

But “Tracks” also gets right what “Hourglass” got wrong. Players don’t, for instance, have to start the dungeon from scratch each time they reenter: This time, whenever the story dictates a return to the tower, a new door takes Link straight to the next portion. More importantly, there’s no time limit hanging over Link’s head, which means the challenges are free to be a little more intellectually interesting than they were in “Hourglass.”

These portions also benefit from Zelda joining Link in (literal) spirit as a playable character. Players can chart a path for Zelda to take, and she can distract and even possess enemies while Link works elsewhere. Stealth levels are nothing new to “Zelda” games, and “Tracks” doesn’t go overboard with them, but the dual character control makes them one of “Tracks’” better assets.

The smarter central dungeon design trickles down to the rest of “Tracks’” labyrinths, which appear to have benefitted greatly from Nintendo’s further refinement of the control techniques it introduced in “Hourglass.” The brainteasers in “Tracks” are among the most satisfyingly intricate to appear in a “Zelda” game this decade, and the dual-screen boss fights, while easy, are nonetheless clever.

As always, a new “Zelda” game introduces some new items to complement the usual bombs, sword and boomerang. Revealing them here would spoil the surprise of finding them, and opinions will diverge on how ingenious or annoying Nintendo’s application of the DS’ special abilities are with regard to using them. If you plan to play “Tracks” in a public space, just know a few items — including the musical instrument that once again provides mock spell-casting capabilities — require you to blow into the DS’ microphone and potentially look a little strange doing so.

No mention of “Tracks” would be complete without discussing the train. The wildly convoluted (but, to Nintendo’s credit, satisfactorily explained) storyline explains the train’s importance, but its utility — like the horse and boat before it — is to get Link and Zelda around the world map.

This, likely, will amount to most players’ least favorite portion of “Tracks.” Controlling the train’s path, though a mix of route planning and speed/track switch toggles, is actually pretty fun, and the experience improves once you outfit it with some necessary weaponry. But after a few instances of backtracking across the map to a village before trucking back to the next dungeon, the experience loses its luster.

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James Cameron’s Avatar: The Game
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, PSP, Windows PC and Nintendo DS
From: Lightstorm Entertainment/Ubisoft
ESRB Rating: Teen (animated blood, mild language, mild suggestive themes, violence)

If “Avatar” movie experience is as extraordinary as early critical returns seem to imply it is, then, “James Cameron’s Avatar: The Game” doesn’t do it a great deal of justice. Rather, it’s one of those highly imperfect games that, if engaged with dampened expectations and viewed presentationally as nothing beyond a respectable companion to the film, still can amount to a good time.

Problems and deficiencies are never game-breaking, but they are numerous and creep into most facets of the experience on some level — and regardless of whether, as an early storyline twist explains, you play primarily as the invading human military or the indigenous Na’vi tribe.

Most visibly flawed is the combat, which feels dated and awkward by the standards of modern third-person games. There’s no cover mechanic when shooting, nor is there a way, with most weapons, to stare down the sights for a more precise shot — a surprising omission given the slight behind-the-shoulder perspective the game adopts. Some weapons have a semi-automatic aim, but the vast majority feel unwieldy and underpowered.

Melee combat, which plays a major role on the Na’vi side of things, feels similarly unchained thanks to some loose character movement that also makes traversing narrow, elevated terrain dicier than it should be.

And so on. The game’s A.I. occasionally loses its mind on both sides of the battle. The mission structure is primarily some variation of kill x enemies or fetch x items, and the occasional offshoot mission feels predictably half-baked for one reason or another. All of it ties together around a storyline that takes place two years before the events of the film but struggles mightily to wrap an engrossing scenario around several hours’ time.

But with all that air cleared — and if you can believe it or not — “Avatar” still emerges as a pretty fun (and pretty lengthy, especially if you replay it from the other side) single-player game. The action mechanics are dated, but the game sends lots of targets at you and moves at a high enough speed to engender some old-fashioned, arcade-style fun. For good measure, there’s a nice upgrading mechanic that affords you unique weaponry and some very handy special abilities unique to both sides.

Lastly, while the game’s storytelling is spotty, it nonetheless adequately educates players about the world in which “Avatar” exists. Between story content and an encyclopedia of people, places and things, the game hands off a ton of mythology that can only help players’ appreciation for the more narratively capable film.

For good measure, if not much else, “Avatar” includes a multiplayer component and fills it out with the usual batch of modes found in a game of this ilk. It’s hard to argue with more content for the buck, but given the rash of amazing multiplayer games that have released in the past couple of months, it likely will be equally difficult to see a lively community develop around this portion of the game.

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Crazy Snowboard
For: iPhone/iPod Touch
From: Ezone
iTunes Store Rating: 9+ (infrequent/mild cartoon or fantasy violence, infrequent/mild horror/fear themes)
Price: $3 (free demo available)

With all due respect to Ezone’s naming conventions, “Crazy Snowboarding” isn’t terribly crazy at all. To the contrary, it rather conventionally acts just as one might hope a pick-up-and play iPhone snowboarding game would. Tilting the device controls the onscreen snowboarder’s steering, and a tap or hold on the screen preloads a jump when a rail, ramp or mound of snow is near. Once in the air, touching each of the four corners of the screen activates whatever trick players have assigned to that corner. The dead simple control scheme makes “Snowboard”  a no-brainer to play, but achieving gold medal scores requires some skillful trick stringing and sharp risk/reward management while in the air. “Snowboard” currently offers 30 missions, and the Halloween- and holiday-themed levels suggest Ezone will occasionally add more as more special occasions pass by. A modest rewards system allows players to use their points scored as currency toward unlocking new boards, outfits and tricks. And while the current online leaderboard system is pretty bare-bones, Ezone says the next update will incorporate support for the Plus+ social network.

Games 11/24/09: Assassin’s Creed II, New Super Mario Bros. Wii, WireWay

By billyok | Tuesday, November 24th, 2009

Assassin’s Creed II
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC
From: Ubisoft
ESRB Rating: Mature (blood, intense violence, sexual content, strong language)

Most games, broken down, are simply collections of similar actions and commands repeated over and over. But most hide it better than 2007′s “Assassin’s Creed,” which combined majestic core gameplay with an oppressively patterned quest structure that neutered its inventive storyline and instilled some serious déjà vu in many players.

Almost from the start, though, “Assassin’s Creed II” demonstrates that it has learned its lesson. The storyline, now set in 15th century Italy as well as present day, receives the narrative justice it deserves: The present-day cast accrues some essential dimension, the characters in Italy are exponentially more likable than the first game’s humorless cast, and the game lets the story breathe by staying in place over multiple missions instead of continually jumping back and forth in time.

“Creed’s” timeline liberally and cleverly mixes factual and fictional history to reconstruct the legend of its characters’ lineage, and witnessing this reconstruction is miles more rewarding this time around. An optional collection of puzzle-oriented missions unlocks even more doors, connecting everything from Adam and Eve to John F. Kennedy to engineer some wild possibilities for future series installments.

The anatomic improvements extend to “AC2′s” gameplay, which reaps the reward of a quest structure that no longer requires players to complete X number of side missions before assassinating subject Y, jumping through time and repeating. The side missions return, but they’re significantly more diverse and more savvily ingrained into whatever else is happening in the landscape, which feels more alive thanks to some sharper A.I., the introduction of an economy and some great (albeit gamey, so relax your sense of disbelief) new mechanics for managing notoriety and seeking cover from guards while in a crowd.

The main storyline missions integrate themselves better as well: “AC2″ makes it easy to start a new storyline mission almost the instant the previous one concludes, and the game tells much of its story while the player directs the action. Players who skip all that markedly improved optional content to beeline through the main story will do themselves a disservice, but “AC2″ at least leaves that decision up to you. However you approach it, there’s always something to do, and there exists no lingering sense of familiarity haunting the game despite the 15 to 30 hours of gameplay it has in store.

Elsewhere, “AC2″ doesn’t mess with what made its predecessor so great in spite of its unmistakable shortcomings.

The simple act of getting around Italy as Ezio is as fun as it was traversing the Holy Land as Altaïr: The cities are meticulously designed, and Ezio’s freerunning capabilities — combined with a control scheme that’s fantastically intuitive in spite of the demands it puts on a gamepad’s button real estate — make it tremendously fun to scale buildings, leap rooftops and position yourself for the perfect takedown.

“AC2,” for its part, offers a larger repertoire of weapons and techniques to wield, and thanks to the presence of Ezio’s good buddy Leonardo Da Vinci, the inventions — including a flying machine that practically doubles the fun all by itself — pour in throughout the entirety of the adventure.

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New Super Mario Bros. Wii
For: Wii
From: Nintendo
ESRB Rating: Everyone (comic mischief)

The worst thing about “New Super Mario Bros. Wii,” besides its abysmally uninspired title, is the way Nintendo itself has misrepresented it as a shell of Super Mario games past that requires four players in order for fun to be had.

Fun indeed is had by turning what traditionally has been a solo endeavor into a two-, three- or four-player free-for-all, with all active players running through the game simultaneously as Mario, Luigi and two Toads. (The princess, per usual, has been kidnapped.) Nintendo doesn’t change one iota of the levels regardless of whether one or four players are running through them, and the results are predictably and often hilariously chaotic.

Players can cooperate and spring off one another to perform amazing stunts and reach impossible heights. But they also can antagonize one another, going so far as to pick other players up and toss them to their demise. It’s a riotously fun time, but those who want to ace the game — finish every level, find all three special coins in each level, discover every hidden pathway and, of course, rescue the princess — will be impossibly hard-pressed to do it with the “help” of friends.

Fortunately, wonderfully and despite implications to the contrary, “NSMBW” is an equally amazing game as a solo experience, meeting and arguably exceeding the bar set by “Super Mario Bros. 3″ and “Super Mario World” some 20 years ago. Ideas introduced in those games return fearlessly reinvented here, and “NSMBW” continually surprises with new platforming contraptions, level designs and power-ups. The new penguin suit is possibly the most versatile Mario upgrade ever, while the propeller suit ranks with the best of the best on the fun scale.

Classic characters and level archetypes also return, but 20 years of technological and graphical advancements allow them to do things that simply weren’t possible before. Happily, beyond the new suits, the same doesn’t apply to Mario and friends: Nintendo keeps the control scheme classically simple, and instances of motion control in “NSMBW” are infrequent enough to be novel and surprisingly fun in how they function in conjunction with the levels in which they appear.

Totaled up, “NSMBW” is, to perhaps an unprecedented degree, that rare game that is as magnificently enjoyable for long-suffering 2D Mario fans as it is for those who have never played one and had no idea a 19-year drought even existed. It’s an enormous value simply by being a full-featured game that offers two diametrically different experiences that can be cherished on wholly separate levels.

The only bug in the pancake batter is the lack of an online co-op option. Four-player “NSMBW” is a farcical mess in person, and Nintendo is dead right in assessing that the mood wouldn’t translate nearly as well online. But for those who lack the means to set up a local game, having an online consolation prize still trumps not having it.

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WireWay
For: Nintendo DS
From: Konami
ESRB Rating: Everyone (comic mischief)

Given the myriad of fun possibilities, it’s somewhat amazing only one game — “Bust-a-Move DS” — has prominently leaned on a control mechanic built around using the Nintendo DS’ touch screen as a virtual slingshot.

That changes rather dramatically — albeit imperfectly — with “WireWay,” which builds an entire adventure game around the idea.

“WireWay” stars you as a strange little alien named Wiley, and the completely weird storyline — which deliberately is silly to the point of genuine amusement — has Wiley on a quest to gather valuable stars that are useless to Earthlings but extremely valuable to Wiley and his strange kind.

But the game isn’t about controlling Wiley so much as the areas through which he must navigate. Each level starts with Wiley grabbing onto the lowest-hanging wire, and you propel him forward by pulling back on the wire, picking your angle and launching him at stars, special items, enemies and other wires. “WireWay” introduces new contraptions as the game soldiers ahead, but the primary mode of transport involves firing Wiley around the level like a rock in a slingshot.

It isn’t a perfect science. The action takes place on both screens, and the space between screens translates into a blind spot that can complicate your shot selection. A nice touch allows you to shift the camera using the D-pad, but doing so also limits how far back you can pull the wire in certain directions. Practice makes near-perfect and it’s never a game-breaking problem, but it would’ve been preferable if “WireWay” let you zoom in and out rather than simply shift the viewpoint.

Other than that, though, the mechanic makes for a fun trick around which to build a game, and “WireWay” helps itself by regularly introducing variety to the levels and making them challenging to complete. For those who enjoy perfecting games, a grading mechanic that scores your ability to grab all the stars, find the special items and get to the ship as quickly as possible should induce a nice amount of replayabilty. Acing the game is no easy feat.

“WireWay” complements its goofy storyline with a two great challenge modes. Flick Trials limits how many moves you can make to send Wiley to the ship, while Strategery — the jewel of the game both in name and concept — forces you to pause the action and draw in the wires and contraptions yourself. Both modes use the same scoring system as the story levels, so they offer the same level of replayabilty for perfectionists.

All those calls for perfection make “WireWay’s” multiplayer mode, which turns the action into an anything-goes race to the ship, a pleasantly mindless change of pace. Four players can compete locally using one copy of the game, but only two courses are available unless everyone has their own copy. Online play isn’t available, but it’s hard to imagine a niche game arriving smack in the middle of the holiday blockbuster season accruing a major online following anyway.

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