Posts Tagged ‘Games’

Games 2/14/12: The Darkness II, Gotham City Impostors, Shank 2

By billyok | Tuesday, February 14th, 2012

The Darkness II
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC
From: Digital Extremes/2K Games
ESRB Rating: Mature (blood and gore, drug reference, intense violence, strong language, strong sexual content)
Price: $60

Though certainly a first-person shooter at its core, “The Darkness” may be remembered most fondly for the unique ways it applied thick layers of stealth, adventure gaming and a bold devotion to sink-or-swim immersion that no game since has quite captured. Playing “The Darkness” often felt like being a tourist in a new town — albeit one where a disproportionate percentage of the locals wanted to kill you.

Playing “The Darkness II,” by contrast, feels like passing through as Godzilla. Jackie Estacado (that’s you) is more powerful, the powers ingrained in him by the enigmatic force known as The Darkness are considerably nastier, and the game — set two years later and produced by a new developer — sheds most of those layers in favor of a straight sprint that’s exhilarating and potentially dispiriting all at once.

Let’s not mince words: The six-ish hours that embody “TD2′s” main campaign may very possibly be the six craziest hours you spend playing a first-person shooter this year. Jackie’s brandishes the usual crop of firearms, but the upgradable powers granted by The Darkness — wieldable swarms and black holes, a demonic underling who does your bidding while calling you names, and a pair of demonic arms that can tear enemies apart, feed on them and toss them across the room — are anything but rudimentary.

Instead of piecing out combat and creating scenarios where acting stealthily works best, “TD2″ throws you into the fire and encourages you to mix gunplay and demonplay in whatever ridiculous fashion pleases you best. One firefight never differs dramatically from another, and even the most powerful enemies aren’t terribly smart, but a mix of busy environments and relentless enemy formations ensures plenty of room for attacking creatively instead of simply twitching and reacting.

With that picture painted, let’s not mince words here either: While “TD2″ preserves the original game’s soul in some respects, and while the game is a riot to play on its own terms, the new gameplay comes almost completely at the expense of everything the first game dared to do differently.

The need to literally read street signs and check subway schedules to navigate around an unfriendly and non-linear city is, for instance, no more. “TD2″ is nearly always straightforward, and a button press tells you exactly where to go if you somehow still get lost.

The need to shoot out streetlights in order to design the perfect stealth ambush is, to name another example, almost absent. Jackie’s Darkness powers still disappear in bright light, so shooting lights out still works to your advantage, but you’ll do so in the heat of a battle in progress instead of in anticipation of a fight you’re starting on your terms.

Where the spirit of the first game shines without contradiction is in “TD2′s” storytelling, which resumes where the original left off and arguably outdoes that game in terms of presentation, character design and exploration of The Darkness and its roots. “TD2’s” voice acting is superb, its cast (down to that strangely adorable name-calling demon underling) extremely memorable. And the new visual style — which uses hand-drawn and hand-painted textures to give players the sensation of playing inside a freely explorable graphic novel — is a night-and-day improvement over the first game’s more traditional look.

Instead of the first game’s competitive multiplayer, which few will miss, “TD2″ complements the campaign with a collection of hit missions and a second, shorter campaign you can play alone or cooperatively (online only, four players). None of the four playable characters are as powerful as Jackie, nor are the missions very creatively designed. But each has a unique power that Jackie lacks, and the game’s devotion to strong storytelling and character design applies remains in full effect.

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Gotham City Impostors
Reviewed for: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC
From: Monolith/WB Games
ESRB Rating: Teen (blood, comic mischief, language, mild suggestive themes, violence)
Price: $15

“Gotham City Impostors” posits a wonderfully crazy idea: an urban battleground pitting self-appointed vigilantes in shoddy Batman costumes (Team Bats) against similarly entrepreneurial criminals in homemade Joker getups (Team Jokerz).

It’s such an inventive premise, in fact, you might be dismayed to see it applied to a multiplayer first-person shooter that, beneath the surface, is only so different from the multitude of other class-based shooters already crowding the market.

Purely in terms of being what it sets out to be, “Impostors” is mechanically excellent. Monolith’s first-person shooter expertise — if you’ve played “F.E.A.R.” or “Condemned,” you’re familiar with its work — gives “Impostors” a rock-solid foundation in terms of control responsiveness and other particulars. You can choose preset loadouts catered to five classes (Striker, Defender, Medic, Scout, Sniper) or configure your own, and between the guns you expect and a few that are special to this world, your firearm needs are covered.

Though your toys are nowhere near as impressive as Batman’s or The Joker’s gadgets, “Impostors” gives you a few to play with, and it doesn’t force you to level up before you can play with them. That’s a very good thing, because while you can freely sprint around the five maps, it’s more fun to glide, spring into the air and zip around with the grappling hook. “Impostors,” realizing this, designs the maps to take full advantage, with multiple vertical levels, numerous hiding spots in high places, and lots of opportunities to flee harm’s way in a flash.

For those dismayed by the increasingly uneven playing fields that make most multiplayer shooters practically impenetrable for new players after a few weeks, the news about “Impostors” is good. Unlockables are numerous, but they’re cosmetic and personal enhancements rather than weapons and perks that offer players an unbalanced performance edge. For those invested in the game, the personal enhancements — including new performance trackers and in-game challenges to complete — are terrific carrots within a carrot. A truckload of clothing pieces makes it possible to design Batman and Joker costumes that bring out your personal sense of shoddy style. You even can use unlocked graphics to design a special calling card that other players see when you take them out.

Here’s hoping you enjoy that kind of ribbing, because if you aren’t here for the online multiplayer (12 players), you may as well not be here at all.

Though the Bats and Jokerz spout some funny lines during the course of a match, there’s no story mode to really let the premise shine. You can’t play against bots or against friends via splitscreen, and outside of a tutorial mode and some very brief skills challenges, online play is your only option. The three match types are your standard class shooter match types, the matchmaking system is predictably prone to dropping you into fights against players ranked higher than you, and if you don’t enjoy duking it out online in “Call of Duty” and its ilk, the amusing little things that set “Impostors” apart from its humorless contemporaries will be cold (and short-lived) comfort.

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Shank 2
Reviewed for: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC
From: Klei Entertainment/EA
ESRB Rating: Mature (blood and gore, drug reference, intense violence, strong language, suggestive themes)
Price: $15

The original “Shank” took a handful of good ingredients from different genres and combined them into one surprisingly focused action game. “Shank 2″ doesn’t mess with that approach, providing a second helping of all the first game did right and making adjustments to the few places where it went wrong. For the uninitiated, “Shank 2″ is a violent but cartoony sidescroller in the “Metal Slug” vein, outfitting players with guns and explosives but placing special emphasis on close-quarters combat and providing an abundance of weapons (from knives to shovels to chainsaws to wieldable fish) with which to deal damage. The melee combat is, despite the 2D presentation, somewhat in the “Devil May Cry” vein. A when-all-else-fails pounce attack come straight out of Wolverine’s playbook. And the running and jumping occasionally feels like a classic “Prince of Persia” game when Shank is in chase and chaining moves together without hesitation. Beyond telling a new story, “Shank 2″ tempers the first game’s occasionally cheap difficulty, fixes a few unfortunate button-mapping choices, and adds some new moves — most notably, a very convenient evasive roll and a terrific counterattack mechanic — that allow players to better fight defensively. A new arcade-style Survival mode (two players, online or offline) also complements the story and allows players to unlock and play as new characters. That feature comes at the expense of the first game’s collection of co-op-only missions, but it’s a better fit that’s built to endure longer than those missions did.

Games 2/7/12: Kingdoms of Amalur: Reckoning, SoulCalibur V, Niko

By billyok | Tuesday, February 7th, 2012

Kingdoms of Amalur: Reckoning
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC
From: Big Huge Games/38 Studios/EA
ESRB Rating: Mature (blood and gore, intense violence, suggestive themes)
Price: $60

Role-playing games aren’t expected to play as crisply as pure action games do, and action games need not run as deep in the storytelling and character-building departments as role-playing games do. These are the compromises we’ve come to accept and expect.

So when something like “Kingdoms of Amalur: Reckoning” comes along and shoots for the moon in both areas, it’s hard not to pay attention.

And when it hits the moon flush, it’s impossible.

It doesn’t hurt that, while doing this, “Reckoning” also inspires hope that it’s capable of putting a similar charge in the stagnant art of fantasy storytelling.

Whether it actually succeeds may come down to how you play. “Reckoning’s” massive world easily holds more than 100 hours’ worth of main and side quests awaiting completion, and each has a story to tell or character/land/race/legend to introduce. But as often happens with a story that sprawling, tales have a tendency to get weighed down and spread thin amid a gargantuan list of names to remember and quest objectives that, at least structurally, are more formulaic than not.

At the same time, there’s plenty to love about the colorful world in which “Reckoning’s” legend unfolds, and your role in it — as a mortal human who returns from death to shatter an immortal race’s sacred (and comforting) belief that everyone’s fate is set in stone and documented in full — is a terrific catalyst around which to assemble it. That storyline can’t help but occasionally disperse in the sea of characters, quests and everything else “Reckoning” offers outside the main road, but if you tend to it regularly and stay abreast of the mythology, the story makes good on the possibilities.

For its part, “Reckoning’s” interfaces make it pretty painless to manage not only your quest log, but the usual host of traditional role-playing elements. Though combat is as real-time here as it is in a game like “God of War,” classic role-playing underpinnings — hit points, experience points, dropped spoils from defeated enemies — still apply.

Most of what “Reckoning” does is borrowed, but it’s borrowed from the best. Dialogue trees and moral barometers are Bioware game staples. The chance to find (and craft) rare armor and weapons is heavily reminiscent of “Diablo,” right down to the color-coded system for increasingly rare tiers of loot. Lockpicking, extracting plants for potions, joining factions, committing crimes and warping to locations you’ve previously discovered are “Elder Scrolls” hallmarks. And while the system for leveling up your character is smartly designed around your fateless blank slate, it’s assembled using timeless role-playing pieces.

Where “Reckoning” surprises is with how it puts those pieces into play. The aforementioned “God of War” comparison wasn’t an oversell, because “Reckoning’s” polished action plays markedly in that vein — fast, violent, and with equal importance placed on your skills as a player and the choices you make for your character’s abilities and arsenal.

Initially, when your skills are limited and your inventory light, it’s fun but simple. But as you level up, unlock new abilities and tap into the surprisingly wide array of weapon classes, the doors blow off the barn. Streamlined controls make it possible to transition between melee, ranged, and magic attacks without pausing the combo, much less the game, and as tougher enemies appear, “Reckoning” places a premium on blocking, evasion and (to a wholly optional degree) stealth tactics as well.

Before long, “Reckoning’s” combat is dishing out a kitchen sink’s worth of ways to play, and doing so at the same fast pace at which it began. It’s always been fun to find a rare, absurdly powerful weapon in a role-playing game, but being able to wield it with abandon — as “Reckoning” gleefully allows — takes that fun to a whole different plane.

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SoulCalibur V
For: Playstation 3 and Xbox 360
From: Namco Bandai
ESRB Rating: Teen (mild language, suggestive themes, violence)
Price: $60

Call it a shame, call it wonderful or call it inevitable and/or overdue. But if you’ve traditionally counted on “SoulCalibur” to give you a comprehensive single-player fighting game experience that’s accessible to all, your calls to “SoulCalibur V” may go unanswered.

It’s a sign of the times. Since “Street Fighter IV” revitalized the genre, fighting games have become kings of the mountain with regard to attracting high-level players and packing ballroom arenas and online lobbies with those bent on challenging or even simply watching them play. It’s a serious business, and “SCV” feels like Namco’s attempt to reposition the series as one to be coveted rather than mocked by that crowd.

Whether “SCV” succeeds at that is a question only that crowd can definitely answer in time. But the strides it makes toward that end at least give it a chance, even if they feel like me-too mechanics instead of innovations.

To wit, the most plate-shifting change to the fighting system, the Critical Edge, is “SCV’s” answer to “SFIV’s” Ultra Combo: You fill up a Critical Gauge meter, pull off nearly the same stick/button combo, and unleash an attack that’s visually spectacular and devastating to your opponent’s health. (Also customary: If you’re bad at these games, executing a Critical Edge is, let’s say, trying.)

Fortunately, the Critical Gauge feeds into other, easier maneuvers as well, including Brave Edge attacks (slightly more powerful versions of regular moves) and parrying. The inability to parry at will without cost means you’ll have to time your blocks and pick your spots to fight defensively — no curling into a ball allowed.

Along with the need to manage the Critical Gauge for maximum effectiveness, “SCV” places a premium on fighting smart instead of mashing buttons. That’s a pillar of any respectable fighting game. But if you’re accustomed to playing “SoulCalibur” with your button-wailing hat on, take heed: Unless you’re playing against like-minded friends or the A.I. on its easiest setting, you will be punished.

(Disappointingly, while “SCV” offers a training mode in which to practice at will, there’s no in-game tutorial that effectively lays it all out. If you need lessons, look to Youtube.)

As should be expected with the shifting mindset, “SCV” is plenty capable with regard to competitive play. The lag that tarnished “SoulCalibur IV’s” online component isn’t present here, and the new offerings — spectator mode, the ability to watch other players’ replays — are obvious concessions to those who want to study how others play.

Most fun is the Global Colosseo mode, which turns the online lobby into a 100-person virtual meeting place where players can chat, size each other up and set up matches as if in an arcade. With the Fighter Creator mode back and considerably more robust than before, there’s no telling whom you’ll end up fighting against once you dip into these waters.

If, however, you flock to “SoulCalibur” precisely to get away from the competitive scene to which “SCV” caters, you might be dismayed to discover just how costly that groveling was to its single-player offerings.

In particular, the abundance of match variants and challenge missions that made the series a must-play even when its only multiplayer offering was two players on the same couch? Nowhere to be found in “SCV,” which includes a standard arcade mode, an even more standard quick battle mode and a completely substandard story mode (roughly two hours long, no branches, one ending and most between-fight “cutscenes” comprised of little more than static storyboards and spoken dialogue) as its prime single-player offerings. Unless you’re willing to bite the bullet, make like Namco and join the competitive fray, that’s not a lot of return on your $60 investment.

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Niko
For: iPhone/iPod Touch/iPad (universal app)
From: Sulake Corporation Oy
iTunes Store Rating: 4+
Price: Free for first six levels/$2 to unlock full game

There’s a big gap between the kind of platformers you can play with a fully-stocked controller and the stuff we typically get on buttonless mobile devices, and “Niko’s” attempt to close that gap just a bit is most welcome. Instead of automatically running forward, Niko (a cute little creature of unknown classification) waits for you to control him directly with standard virtual left and right arrow buttons. And instead of tapping the screen to make him jump and hoping you timed it right, an “Angry Birds”-style slingshot mechanic allows you to control the distance and angle of the jump to almost foolproof effect. (Fortunately, if you miscalculate or need to change tactics, you can adjust Niko’s trajectory while he’s airborne.) Control touches like that are, of course, nothing new in the land of buttons and joysticks. But they’re an order of magnitude more sophisticated than what is typically found in mobile games, and “Niko” makes all the right moves — precise controls, a clean interface and elaborate, wide-open levels that exploration as well as survival — to make them work in this space. Like any good platformer these days, it’s also as easy or tough as you want it to be. A generous checkpoint system means anyone can feasibly reach a level’s finish line, but if you want to do it right — a three-star performance, no lives lost, all collectibles found and an enviable high score on the online leaderboards — your work is cut out for you.

Games 1/31/12: Resident Evil: Revelations, Final Fantasy XIII-2, Quarrel

By billyok | Tuesday, January 31st, 2012

Resident Evil: Revelations
For: Nintendo 3DS
From: Capcom
ESRB Rating: Mature (blood and gore, intense violence, language)
Price: $40

After Capcom insulted 3DS owners last year with the laughably shallow and overpriced “Resident Evil: The Mercenaries 3D,” you’d be forgiven for dismissing “Resident Evil: Revelations” as yet another thoughtless cash-in.

You’d be wrong, but you’d be forgiven.

To the contrary, and staggeringly so, “Revelations” is the real deal — a console-quality “Resident Evil” game that arguably surpasses the series’ excellent recent console efforts, and a showcase piece for a system that may be more powerful than you’d figured.

“Revelations” illuminates the murky timeline leading into the events of 2009′s “Resident Evil 5,” and the approach it takes — pieced into episodes like a television show, and fronted by multiple playable protagonists at different points in the timeline — is a novel venture for the series.

The obvious benefits apply, with the episodic approach (and complementary save/checkpoint system) giving “Revelations” some welcome portable-friendly breaks in the action. The structure also keeps the story on point: Every episode, even when ending on a cliffhanger, contains its own satisfying story arc, and the multiple characters and timelines keep developments cropping up at an engrossing pace.

In a more surprising benefit, the episodic structure also lets “Revelations” be all things “Resident Evil” at once.

Jill Valentine returns to carry the bulk of “Revelations’” playable character weight, and her scenes — set almost exclusively aboard a gargantuan cruise liner crawling with secrets — are a callback to the original “Resident Evil’s” sprawling mansion. The enemy count is sparse, but so is Jill’s ammo, and the threat of significant peril around any given corner — even when tracing old steps to access previously inaccessible corridors — provides the best blend yet of the franchise’s contemporary gameplay and original ethos.

By contrast — and without spoiling the who or where — the segments starring other characters unfold in a variety of environments that favor heavier action and a more linear progression.

Impressively, “Revelations” can handle both styles even if you pass on the $20 Circle Pad Pro attachment, which gives the 3DS a second analog pad. The attachment wasn’t available for testing with “Revelations,” but it wasn’t needed.

Hypothetically, “Revelations” — which adopts “RE5′s” third-person perspective but offers an optional first-person view when guns are drawn — is better without it. With only one pad, combat becomes a tense compromise between positioning and firing instead of mindless running and gunning, and during those moments where big trouble breaks loose in small spaces and death can come quick, being just a little purposefully hamstrung by the controls adds to the excitement. The controls are responsive, the touchscreen adds a second layer of intuitive access, and it’s almost fun to fight the game when it’s by design and the design is this sharp.

“Revelations” adds a weird new wrinkle with a scanning device that lets Jill and others analyze the environment for hidden items and enemy data. Initially, its implementation feels clumsy, because you have to stash your weapon to use the scanner. But that, of course, is the point: If you want the rewards, you have holster your gun and assume the risks of doing so. Yet again, “Revelations” mixes intuitive design with deliberate inconvenience to turn a quirky mechanic into a tense gamble.

Presentationally, “Revelations” is a testament to the 3DS’ surprising power, with console-quality graphics that pop beautifully with the 3D maxed out. The sound design is stellar, and you’d do very well to play this one with headphones on.

Amusingly, “Revelations” also includes a mode — playable solo or wirelessly/online with another player — that basically mimics the sole mode that comprised “Mercenaries.” It might be the first time a $40 game has included a $50 game as a bonus feature, but regardless, it’s a welcome (and fitting) concession from a studio that got it all the way right this time.

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Final Fantasy XIII-2
For: Playstation 3 and Xbox 360
From: Square-Enix
ESRB Rating: Teen (drug reference, mild language, mild suggestive themes, simulated gambling, violence)
Price: $60

Did you play “Final Fantasy XIII?” Because if you didn’t, this welcome mat is not for you.

“Final Fantasy XIII-2″ easily is the most direct sequel Square-Enix has ever made for a “Final Fantasy” game. Neither a spinoff nor a quirky offshoot (like “Final Fantasy X-2″ famously was), “XIII-2″ directly follows the events of its predecessor’s story and keeps that game’s battle system — a cool mix of turn-based gameplay set to real-time rules in which you devise multiple roles for your characters and set them in furious motion — pretty much intact. The primary cast has changed, with story-mandated events putting “XIII’s” Serah at the forefront of a search for her sister (and “XIII” protagonist) Lightning, but skeletally, “XIII-2″ has far more in common than not with “XIII.”

More than anything, “XIII-2″ feels like a second draft that might not even exist if “XIII” didn’t attract the harsh criticism it got.

For that crowd, the changes are welcome. Where “XIII” was shockingly linear for a role-playing game, “XIII” offers towns, dungeons with branching paths and side quests to complement the main storyline. Even that main storyline fractures, hinging on an incorporation of time travel that (while narratively uninspired) often lets you jump tracks when you’re ready instead of when the story dictates. (As a welcome — albeit almost certainly unintentional — result, many of “XIII-2′s” most tedious fetch quests and mini-games can be skipped entirely if you wish to ignore them.)

“XIII-2′s” most inspired new twist comes from its unusual party arrangement, which gives you two human characters and “Pokemon”-esque monster to complement them in battle. The game is crawling with monsters to capture, customize and upgrade, and while the exercise is mostly optional, it’s where most of “XIII-2′s” most enjoyable character customization lies.

But “XIII-2′s” inarguable blessing is its willingness to let you commandeer its battle system quickly. “XIII” held players’ hands for nearly 20 hours — that’s 20, not a typo — before completely relinquishing control. “XIII-2″ offers a comprehensive tutorial for new and rusty players, but you can skip it if you wish, and without spoiling the narrative hows or whens, you’re off and running in pretty short order.

Along with the battle tutorial, “XIII-2″ also offers a chapter-by-chapter story primer for those who wish to understand the events of “XIII” but skip straight to playing “XIII-2.”

But as many who played it will attest, “XIII’s” story was a needless and often incomprehensibly dense climb up a shallow hill, and there’s only so much the primer can do to clean it up. Even if you read the whole thing, jumping straight into “XIII-2″ is like skipping the first three seasons of “Lost” and expecting to enjoy the remaining three as much as those who have been watching all along.

Storytelling, sadly, remains the one place where “XIII-2″ stumbles as much as (if not more than) “XIII.” It’s opaque almost from the start. The main characters are bland, the supporting characters often obnoxious. And once again, a simple story gets weighed down by its mythology and character dialogue instead of enriched by them. (Given what a kick to the face the primary ending is, though, that may be blessing in disguise.)

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Quarrel
For: Xbox 360 (via Xbox Live Arcade)
From: Indiagames Limited/Denki/UTV Ignition
ESRB Rating: Everyone 10+ (fantasy violence)
Price: $5

The conceptually brilliant and rambunctiously cheerful “Quarrel” is what happens when Boggle and RISK join forces. Up to four armies share adjacent territories with one another, and dominating a “Quarrel” match comes down to wiping out opposing armies before they decimate yours. This time, though, a battle comes down to eight random letters and one chance to build a better word than your enemy. The more troops you have occupying the conflicted square, the more letters you can use to build your word, and the winning army can (depending on circumstance) take the square completely, whittle it down to one opposing troop, or turn enemies into turncoats. “Quarrel’s” cheerful presentation is dangerously caffeinated, but the actual game takes a great idea and gets it absolutely right. All of this was already the case with “Quarrel’s” iOS iteration, which included lots of well-tuned single-player content (campaign, customizable match play, daily challenges) but no multiplayer of any kind. With the move to Xbox Live, “Quarrel” finally fixes that: There’s no local multiplayer (which makes sense given the game’s setup), but you can play online with up to three others. This, along with all the iOS version’s single-player content and some new scenario wrinkles for those playing alone, makes this the best version available (and makes the exclusion of multiplayer on iOS even more annoying than it already was). The only downside: Playing “Quarrel” with a controller isn’t as graceful as it is on a touch screen. Fortunately, it’s a slight rather than significant inconvenience, and if you have a Chat Pad, you’ll be happy to know it’s supported.

Games 1/24/12: Scarygirl, Amy, Saints Row the Third: GenkiBowl VII

By billyok | Tuesday, January 24th, 2012

Scarygirl
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: TikGames/Square-Enx
ESRB Rating: Everyone 10+ (cartoon violence, use of tobacco)
Price: $15

Don’t let the name fool you: Even though its namesake and star has the arms of an octopus and the face of a skeleton vinyl doll, Scarygirl — and the game bearing her name — is more cute than scary.

In fact, for those attuned to “LittleBigPlanet’s” style, “Scarygirl’s” presentation will be familiarly cute. Like “LBP,” it’s a 2D platformer modeled with 3D graphics that look like a diorama come to life — more papercraft and watercolor than “LBP’s” burlap, cardboard and vinyl, but unmistakably riding the same visual wavelength. Throw in the narrator, who introduces each level as if a page from a slightly twisted bedtime storybook, and it’s very obvious from whence at least some of “Scarygirl’s” stylistic influence came.

With that said, don’t let the kindly exterior fool you either. “Scarygirl” gets off to a pretty gentle start, and the levels that comprise the first two of its seven chapters aren’t terribly imposing if your only goal is to clear them.

But then “Scarygirl” drops you into the Hairclump Spider Cave with the cave’s namesake enemy almost immediately on your tail, and just like that, the kid gloves are off.

In part, the challenge spikes for unintended reasons. Though she’s pretty spry, Scarygirl’s repertoire (running, jumping, gliding, swinging, melee combat, and a limited-use forcefield for blocking and counterattacking) sometimes feels almost too responsive, resulting in a slight jerkiness that makes it easy to slip when combining moves or trying to stick a precise jump.

An overly generous hit detection works against as well as for Scarygirl, and there are occasions where enemies spawn right on top of her and cause damage before you even have a chance to react.

Finally, while “Scarygirl’s” level design is generally pretty great — diverse locations, branching paths, gobs of color and style — it also features occasional instances where a jump of faith feels necessary. Sometimes, a jump that looks doable just isn’t because it’s part of a another path on a different perspective plane. “Scarygirl” rarely depends on trial and error, but the few times it does are pretty unflattering. (Fortunately, checkpoints are frequent enough that they aren’t very aggravating.)

Fortunately, the aforementioned points are exceptions to the rule, and “Scarygirl’s” challenge mostly comes from the right places.

The branching, vertical level designs — set in deserts, mountains, aboard airships, in a nightclub and elsewhere — make excellent use of Scarygirl’s arsenal, particularly if you’re bold enough to pull off the tricky acrobatic maneuvers needed to get a perfect level score (no deaths, all collectibles found). You need not perfect a level to pass it, but “Scarygirl” keeps track and provides an leaderboard to motivate the best of the best.

Similarly, while its combat is simple — strong attack, weak attack, forcefield — “Scarygirl” tests it with enemies (and especially bosses) whose attack patterns make it crucial to balance defense, offense and positioning to manage multiple enemies. At its best and most imposing, it’s a perfect ode to the classic sidescrollers of the NES era — modern in its production values and polish, but timeless in the desire it creates to play, replay and master its levels.

If you aren’t quite that dedicated, “Scarygirl’s” two-player drop-in co-op support will take the edge off a bit. It works as painlessly as one hopes it would, with the lack of online support being the only potential downside.

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Amy
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: Vector Cell/Lexis Numerique
ESRB Rating: Mature (use of drugs, blood, intense violence, language)
Price: $10

In the thin strip of land separating challenge and undying aggravation, the checkpoint is king. As it goes, so often goes a game’s fate, especially when it’s a horror game crawling with elements seemingly designed to purposefully work against you.

The Amy in “Amy” is a young girl who, for reasons not really clarified, cannot speak and wants zero to do with a place known casually as The Center. When things go awry, she’s in the care of Lana (that’s you), who shares her sentiments.

The upshot of the not-really-explained story is that “Amy” overwhelmingly is an escort game. You indirectly control Amy by pressing a button to hold her hand and pull her around, but she’s also capable (when the A.I. cooperates) of following, waiting, hiding and accessing places you can’t reach to create access for you.

Arguably, when not wandering into mission-ending peril, Amy gives more than she receives. When nearby, she automatically heals Lana, and over time, she’s able to (clumsily) wield telekinetic powers and create temporary safe zones that distort enemies’ senses. In “Amy’s” best trick, you also can hear (and feel, via the controller’s vibration) her heartbeat when monsters, infected people and other enemies are near. The closer you are to peril, the more forceful it beats.

The tension that heartbeat creates is palpable, because “Amy” subscribes to much — good or bad — of what made horror games so scary during their mid-1990s advent. Lana isn’t as clumsy to control as those early “Resident Evil” game characters, but her awkward turning skills and the controller gymnastics needed to make her break into a sprint (especially when holding Amy’s hand) means she’s working in the same neighborhood.

Sadly, her melee combat acumen fares even worse — a point you’ll suspect in “Amy’s” easy first chapter and confirm when things get exponentially hairier in chapter two. The weapons she uses break way too easily, and her swing wouldn’t pass muster in a slow-pitch softball game. Though “Amy” offers a dodge mechanic and encourages you to use it, its sloppy camera and hit detection almost certainly will betray (and, if one bad break leads to another, kill) you.

This, by the way, is where “Amy” goes from endearingly antiquated to hellaciously frustrating.

There are checkpoints scattered across during “Amy’s” six chapters, but they are cruelly sparse. Once again, you’ll likely realize this in chapter two, where you’ll do some exploring, find some story clues, find Amy (who fled following chapter one’s closing twist), see a cutscene and almost immediately get killed in one whack by the star of that cutscene.

If that happens, you have to repeat all that mundane exploring and hope to device an escape plan so the quick demise doesn’t repeat. But even if you escape, learn about Amy’s special abilities, solve a couple key card puzzles and then die at the hands of another enemy you meet 20 minutes later, you have to start the entire chapter over. Because where most games would have dotted this half-hour stretch with two, maybe three checkpoints, “Amy” offers zero.

What a shame, too, because with even a reasonable checkpoint system, all of “Amy’s” miscues — stiff controls, clumsy combat, A.I. lapses, some elaborately annoying trial-and-error processes, a stealth section that would feel ancient 14 years ago — could be written off as forgivable callbacks to a punishing niche genre that still has its fans. When “Amy” is tense, it is exceptionally so, and a reasonable scattering of checkpoints would have enhanced rather than ruined that. When immersive tension gives way to the dread of having to replay 30 minutes that weren’t necessarily fun the first time around, there’s no reason to keep playing.

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Saints Row the Third: GenkiBowl VII
For: Playstation 3, Xbox 360 and Windows PC (requires Saints Row the Third)
From: Volition/THQ
ESRB Rating: Mature (blood and gore, drug reference, intense violence, partial nudity, sexual content, strong language)
Price: $7 (also included as part of the $20 season pass)

After the complete spectacle that was “Saints Row the Third’s” main storyline, hopes were high that the first downloadable expansion would go even crazier. On one hand, “GenkiBowl VII” — a series of violently fantastical events emceed by the diabolical game show host/living cartoon character Professor Genki — delivers on that hope. Sexy Kitten Yarngasm, for instance, tasks you with causing as much property destruction as possible with a massive, steerable, shockwave-blasting yarn ball, while Sad Panda Skyblazing combines the timeless sports of free-falling through the air in a panda suit and waging war on people in bunny and hot dog suits. Along with some funny play-by-play, it certainly qualifies as a spectacle. But Yarngasm essentially is a modified version of the main game’s Tank Mayhem missions, and the events where you escort Genki around and venture through a deadly game show-style maze have similar counterparts. Only Skyblazing feels completely new, and with only two missions per event to complete, the entire expansion is over before you know it. You can keep the spoils — the yarn ball, Genki’s car, some characters and outfits — and use them throughout the rest of the game, and the fun of wreaking havoc with a gigantic cat toy cannot be overstated. But even with that said, a few more missions per event would have done wonders for better justifying “GB7′s” price tag.

Games 1/17/12: Run Roo Run, Rayman Origins, Wooords

By billyok | Tuesday, January 17th, 2012

Run Roo Run
For: iPhone/iPod Touch, iPad (separate versions)
From: 5th Cell
iTunes Store Rating: 4+
Price: $1 (iPhone/iPod Touch), $2 (iPad)

iOS gamers, are you tired yet of running games? You must be. While the genre — wherein your onscreen character runs automatically and you handle jumping and other forms of evasion by tapping the screen — is a perfect fit for a device with no tactile buttons, it’s grown so saturated as to become an indictment of the platform’s limitations.

With that said, can you maybe handle one more? It’s charming and very well made, and even if you’re sick of the same old thing, it adds a couple wrinkles that very effectively set it apart.

In “Run Roo Run,” you star as an adorable but vengeful cartoon kangaroo who treks across Australia to rescue her offspring. As you might guess, your job is to keep Roo hopping safely over obstacles while she automatically handles all the forward motion. Not exactly a trailblazing idea.

But “Roo” breaks away by presenting itself as a series of levels instead of one endless run where the only goal is to stay alive and accumulate as high a score as your skills allow. Each level is short, too — really short, in fact, with the entire thing fitting on a single screen. The earliest stages present maybe two obstacles to leap over, and you can clear most of the opening levels in three seconds or fewer.

Fortunately, there are 420 stages to complete, and with each 21-level chapter you unlock, “Roo” sprinkles in a new wrinkle beyond simple hopping. In chapter two, for instance, Roo acquires a limited-use double jump, while chapter four introduces fans that blow her upward. Later chapters bring forth tire swings, moving platforms, oil slicks, cannons, level-altering switches and more.

Once an ability or apparatus makes its entrance, “Roo” doesn’t isolate it to the chapter that introduces it. After Roo learns to double-jump and long jump off a bouncy tire, those abilities can come into play in later levels while she gets acclimated with another new ability. Gradually, those insultingly simple early levels blossom into intricate cause-and-effect obstacle courses that put multiple tricks to use in rapid fashion. Everything still takes place within the constraints of a single screen, but Roo might have to trek to the end of the screen and back before reaching the goal becomes a possibility.

The task grows increasingly devious in “Roo’s” later chapters, and it’s downright frightening in each chapter’s optional six-pack of Extreme levels, which rival “Super Meat Boy’s” harder levels in terms of testing players’ ability to navigate a small, trap-laden space with Jedi-like quickness.

And yet — and in a nod to another page from “Super Meat Boy’s” playbook — “Roo” never aggravates even at its most dastardly. Whenever you fail a level, there’s no reset screen to wait though: Roo immediately returns to the start of the level, which marks the spots where you jumped in your most recent unsuccessful attempt. Fail again, and it instantly resets again, and you’re free to keep trying — without even a slight interruption — until you get it right. You’ll get gold medal scores for clearing levels quickly and in one attempt, but you can experience “Roo’s” every level regardless of how much time you need to do so.

Good thing, too, because in another nice twist, 5th Cell plans to release free weekly 10-packs of new levels to complement the 420 that come included straight away. There’s no telling how many weeks they plan to do this or whether these packs will introduce new gimmicks beyond those already in the game, but with a price tag like that, it’s hard to go wrong.

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Rayman Origins
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii
From: Ubisoft
ESRB Rating: Everyone 10+ (comic mischief, mild cartoon violence, suggestive themes)
Price: Varies

Every post-holiday afterglow, when the gaming industry briefly but emphatically hibernates in advance of livelier spring release schedules, there inevitably emerges a game that demands another look after getting unjustly buried in the sea of sequels and blockbusters that released all around it in November.

In a year as stacked as 2011, there is no shortage of candidates. But even on those grounds, “Rayman Origins” belongs at the top of the list, and it really isn’t even close.

Though not framed as an origins story — or concerned with storytelling in general, really — “Origins” earns its name by taking Rayman back to his two-dimensional roots. Like the 1995 original, “Origins” eschews three dimensions in favor of 2D platforming in the classic “Super Mario Bros.” vein.

But to leave it at that, even with the stipulation that “Origins” does its roots extremely proud, would be to spectacularly undersell how far games have come during Rayman’s 16-year lifetime — a point made apparent the instant “Origins” drops you into the first leg of its first level.

In contrast to the colorful but kinetically-limited sprites of yesteryear, everything that animates in “Origins” does so with the visual fidelity of a Disney cartoon — ridiculously detailed, silkily animated and very overtly expressive. It doesn’t matter if you’re talking about Rayman, his friends, his enemies or random objects with no inherent pulse: If it’s capable of being manipulated, “Origins” illustrates that manipulation in beautiful, incredible detail.

Presentationally, “Origins” is the total package, bringing all that line art to life in front of immaculate hand-painted backdrops and setting everything to a diverse soundtrack that’s in tune with the action and unabashedly cheerful without ever approaching grating. Treat it to good speakers and a high-definition display, and it’s a rare case where hyperbole applies. Two-dimensional gaming has never spoiled the eyes and ears quite like this.

With all that said, though, the real shock with “Origins” may be with the way its gameplay evolutions gratify every bit as much as — maybe even more than — its audiovisual advancements.

Partially, it’s a case of one feeding the other. All that pretty animation works in the service of “Origins’” controls, which feel as good as the animation looks. Rayman has an occasional tendency to over-animate and take a perilous step too far, but mostly, his movements are spot on. Even the underwater levels, typically the bane of any platforming game’s existence, are a treat: If you ever played “Ecco the Dolphin” and know how fun it is to dynamically change direction in that game, you’ll be pleased to know “Origins” does it even better.

“Origins” also provides an ample playground in which to put all this beauty to good use. The occasional special stage aside, every level has one goal in plain sight and two more hiding off the main road. Additional secrets abound, and while simply clearing a level isn’t extremely difficult, perfecting one — finding every goal and performing the acrobatics necessary to uncover other secrets — very well can be. The truly accomplished can even replay cleared levels with a speed run option, which requires you to beat the level in one go and under the posted par time to collect a reward.

Tallied up, and fortified with four-player offline co-op that lets friends jump into and out of your game as they please, “Origins” is a surprisingly lengthy game on its first playthrough and a wondrously fun time sink for those bent on replaying and acing it. Perceptions about 2D games aside, it was as deserving of its original $60 tag as nearly any other $60 game. With rapid price drops now in effect, what was easy to recommend before is now a task of cakewalkian proportions.

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Wooords
For: iPhone/iPod Touch/iPad (universal app)
From: Stray Robot Games
iTunes Store Rating: 4+
Price: $2

If you spent part of your childhood forming words from those colorful letter magnets that are ubiquitous in every preschool and kindergarten, get ready to put those magnet-moving skills to good use. “Wooords” drops a handful of letters and tasks you with forming as many words from them as you can, and the interface is a transparent ode to those little plastic magnets. Dragging letters into other letters causes them to stick, and whenever you form a word that (a) contains at least four letters and (b) includes the circled letter that has to be used, it automatically registers and scores the word. Not having to register words manually leaves you free to add and remove letters rapidly to form new words, and as result, “Wooords” is simultaneously relaxing and frantic — relaxing because there’s no overlying time limit to worry about, but frantic because forming strings of words rapidly is worth more points than taking your time. “Wooords” includes a 60-level Classic mode in which the goal is to reach a score threshold to advance, and an arcade-style Word Jam adds a timer that you must keep at bay by hitting score thresholds. But the best mode — especially if your Game Center friends play as well — is the Daily Words challenge, which gives players 24 hours to compile the highest score from the same nine letters everyone else gets. The global leaderboard likely is tainted by cheaters, but the presence of friends-only leaderboards — in this as well as the other modes — makes that less an issue if you pull friends in to challenge you.

Games 1/10/12: Your Shape: Fitness Evolved 2012, Invizimals: Shadow Zone, NFL Blitz

By billyok | Tuesday, January 10th, 2012

Your Shape: Fitness Evolved 2012
For: Xbox 360 (Kinect required)
From: Ubisoft
ESRB Rating: Everyone (mild suggestive themes, violent references)
Price: $50

That hissing sound you hear? That’s your resolution to get in shape slowly seeping out of the room as the new year starts feeling familiar and the excitement of 2012′s first week gets pushed out of the way by life as usual. Gym memberships are expensive, finding time to go to the gym is a hassle, making a plan is hard, sticking to it harder. Seeing progress requires saintly patience, and on top of all that, exercise for exercise’s sake is often really boring.

Thank goodness for, of all things, video games — and particularly this one. After a year of good-but-not-great fitness games releasing for Microsoft’s Kinect, “Your Shape: Fitness Evolved 2012″ gets pretty much everything right en route to knocking every aforementioned excuse off the table.

The polish is immediately apparent, too. In addition to not being a complete pain to navigate using Kinect (voice control would have been nice, but it proves unnecessary), “Evolved’s” main menu very cleanly lays out a staggering array of workout programs, games, virtual classes and other tools. Inside each of those menus lies a large array of programs organized by intensity and the goals they help fulfill. The offerings — targeted strength training, yoga and dance classes, training programs for specific sports and numerous others — are terrifically comprehensive, and “Evolved’s” uncluttered and intuitive presentation of all these options is extraordinary.

“Evolved’s” My Zone section allows the game to build workout plans for you based on your needs and availability, but they aren’t binding: A game-wide stat tracker gauges your progress against your goals, and it does so regardless of which programs you engage or ignore. Additionally, most programs are on the short side, making it easy to jump around and diversify your workout as wildly and impulsively as you please.

Though “Evolved” can only do so much to make its straightforward workout programs fun, it at least does a good job of keeping hassles at bay. A trainer demonstrates each exercise as he or she calls them out, and while the game’s grading of your form isn’t always accurate, it’s close enough to keep you minding your form without growing needlessly frustrated doing so. Kinect calibration happens quickly and automatically, and “Evolved” works well regardless of lighting and whether you have a surplus of room or just enough.

The ability to jump between programs is additionally welcome in light of “Evolved’s” suite of games and special events, which provide a fun means of breaking up straight-faced workout routines. A block-punching game provides a physically intense way to unleash some aggression, while a rhythmic stepping game evokes the spirit of “DanceDanceRevolution” without the need for a dance mat. An amusing jogging game lets you run through VR recreations of storied cities, while a block-balancing game lets you employ your newfound yoga skills in pursuit of a high score.

“Evolved” provides multiple difficulty settings and a scoring system for each of these and its other games, but it offers the same courtesy to its traditional workouts as well. The periodic tendency to misread your form will dock your scores unfairly now and then, but past that inconvenience, the constant presence of scores to beat and other meters of progress — along with in-game badges and Xbox 360 achievements — allows “Evolved” to continually dangle and dish rewards beyond the simple promise of fitter days ahead.

Should you not wish to do it alone, “Evolved” also includes in-game tools — and a companion website, yourshapecenter.com — that let you stack your progress against that of your friends and the world at large. The games also support four-player multiplayer, though only offline.

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Invizimals: Shadow Zone
For: Playstation Portable
From: Novarama/Sony
ESRB Rating: Everyone 10+ (comic mischief, fantasy violence)
Price: $40 (includes PSP camera accessory)

Augmented reality is neat, and Sony’s PSP camera accessory — an adjustable camera that pops into the top of the PSP and can be adjusted to be a front- or rear-facing camera — is pretty nice as well. “Invizimals: Shadow Zone” uses the latter to create a game based around the former, and as a demonstration of all that cool tech, it’s certainly a proof of concept.

Whether it amounts to more than that will come down to your interest in monster-collecting games and your patience with a story that has you watching the game as much as you play it.

“Zone” arrives a year after the original “Invizimals,” and most of the essentials remain the same. It’s a “Pokemon”-style game, and when you drill that story down to its bare bones, the object — collect Invizimals and pit them in battle against other Invizimals — is the same.

The difference, of course, comes with how you discover and track those Invizimals. Instead of exploring an expansive game world, you’re walking around your own world and panning the camera around until you spot an augmented-reality Invizimal frolicking around your furniture or other surroundings. (They favor bright colors, so if your surroundings lack any, it may be wise to correct that before hunting in vain.)

Upon spotting one, you have to lay down your trap card (bundled with the game), and once you do that, one of a handful of rather simple minigames commences. Complete that, and the Invizimal is yours to customize (name and color scheme), upgrade and employ in battle.

“Zone’s” fighting portion also differs from “Pokemon’s” in that it’s more real-time combat than not. Attacks are mapped to buttons instead of menus, but a need to recover stamina between moves lends an air of turn-based strategy to the fight.

Problem is, there isn’t much more to the fighting than the threadbare description implies. Because the Invizimals appear in augmented reality and in relation to the trap card, you can’t move them around the space with the analog stick. Outside of basic and strong attacks and a block button, there’s little nuance to the fighting, and that doesn’t change as you advance through “Zone’s” storyline.

Nor, for that matter, does the act of trapping Invizimals, which is neat until the tech’s novelty wears off. Though “Zone” offers incentive for those who absolutely must collect every single Invizimal for no other reason than sheer compulsion, it never builds on its mechanics in any substantial way, nor does it introduce new concepts as things progress.

That’s a problem when you spend as much time watching as you do playing.

“Zone,” like its predecessor, tells its story through first-person live-action cutscenes, and if you got into the first game’s story, you’ll be happy to know it delves even deeper into Invizimal mythology this time around.

If, however, you didn’t like that story, “Zone’s” incremental advancements over its predecessor are bound to disappoint. The AR tech works better this time around, but the game’s inability to take that tech and expand on it is hard to defend in light of how simple those mechanics are.

“Zone’s” competitive multiplayer portion (two players, local wireless or online) consists of a pretty straightforward versus mode and a tournament option, while a co-op mode (local only) allows two players to team up and complete select quests together. None of the modes eludes the aforementioned problems that bring down the story mode, but it’s still nice to have the option to put your custom Invizimals up against those of a friend.

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NFL Blitz
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: EA Sports
ESRB Rating: Everyone 10+ (comic mischief, mild language, mild suggestive themes, mild violence)
Price: $15

Though Midway’s “Blitz: The League” games were head-and-shoulders deeper than “NFL Blitz” ever was, the one thing it couldn’t provide — the NFL license — was the one players wanted the most. With both the franchise and license now in EA Sports’ hands, that no longer poses a problem. And while this “Blitz” lacks some elements — roster management, injuries, story-driven seasons and giggle-inducing illegal late hits — of those other games, the arcadey spirit of those original “NFL Blitz” games returns in immaculate condition. The old rules (seven on seven, 30-yard first downs, two-minute quarters and no penalties) still apply, and a game of “Blitz” plays so fast and loose with football conventions that you need not even like football to get a kick out of this. Also per usual, it’s a game best enjoyed with others (four players, online or offline). In addition to basic pick-up games, the new “Blitz” includes some clever and surprisingly deep modes for collecting star players, assembling dream teams and pitting those teams against other players’ rosters. For solo players, “Blitz’s” A.I. offers a good (if not always situationally sharp) challenge. And while it isn’t as robust as the multiplayer modes, the Gauntlet Mode — a ladder-style season complete with “boss fights” against teams of fantastical characters — is fun in its own right (especially when you beat those mascots and recruit them to your team).

Games 1/3/12: Pushmo, Wind-up Knight

By billyok | Tuesday, January 3rd, 2012

Pushmo
For: Nintendo 3DS (via Nintendo eShop)
From: Intelligent Systems/Nintendo
ESRB Rating: Everyone
Price: $7

Though it took its sweet time, a stream of exciting original games is trickling onto Nintendo’s new handheld. Elsewhere, and following an even longer wait, Nintendo’s downloadable portable games channel is finally finding a groove.

No game embodies the light at the end both tunnels quite so perfectly as “Pushmo,” a $7 gem that also ranks among the best puzzle games to appear on any platform this past year.

In “Pushmo,” the goal of each level is to rescue a kid who’s stuck atop a structure and has no safe way to get down. You play as Mallo, and you have complete control of his running and jumping prowess.

Were the structures arranged accessibly, Mallo could simply climb them and rescue the kid. Of course, they aren’t. Each structure is comprised of multiple blocks of different shapes, and your task is to push and pull each piece (toward or away from you, but not side to side) until they’re arranged in such a way that Mallo can navigate upward and save the kid.

As Mallo’s mentor, Papa Blox, reveals different methods for arranging pieces, “Pushmo” offers some disconcertingly elementary levels on which to practice. It’s enough to wonder if the entire game will be entirely too easy to enjoy.

But around level 20, the tricks learned in those insultingly easy early levels start to manifest in more intricate ways.

At around level 55, “Pushmo” starts revealing its true self. The structures — sometimes formed in the shape of objects, animals or Nintendo characters — grow increasingly intricate and require layers of manipulation before a clear solution takes shape. A few additional wrinkles — manholes that warp Mallo around a level, switches that dictate which pieces can be manipulated at a given moment — eventually join the fray to complicate things further.

“Pushmo” comes with a staggering 250 levels baked in, and as the level count rises, it mixes patterns, switches and warp spots to create arrangements that are deviously clever and often look impossible to solve at first glance.

The fun, naturally, comes from the realization that a solution really does exist in there somewhere, and “Pushmo” takes wonderful measures to never let that fun degenerate into frustration.

There are, for instance, no unnecessary limitations in place. No time limit means you’re free to approach a puzzle as methodically as you please, and the lack of a move limit means you can engage in reckless trial and error without penalty. If you become hopelessly tangled, a reset switch at the far end of the level instantly resets everything. And a rewind button literally rewinds your progress if you make a mistake or two and want to hit the undo button without starting over. Finally, the option to skip levels and return later avails itself if you get stuck for a while.

None of these assists dumbs “Pushmo” down in any way whatsoever, but all of them combine to make even the most deviously difficult level a total pleasure to slowly pick apart and solve.

Also a pleasure: “Pushmo’s” presentation. Mallo and friends are the most delightful characters to debut in a Nintendo-branded game in years, and every facet of the game — from polished controls to vibrant level designs to an excellent utilization of stereoscopic 3D — would look first-rate in a $50 retail game.

Also? For your $7, “Pushmo” also throws in a shockingly robust level editor, complete with a means to trade created levels with other players. It’s easy to use, it works, and if “Pushmo” develops an active online community, the best value on the 3DS will only get better.

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Wind-up Knight
Reviewed for: iPhone/iPod Touch/iPad (universal app)
Also available for: Android
From: Robot Invader
iTunes Store Rating: 9+ (infrequent/mild cartoon or fantasy violence)
Price: $1

If you play your share of mobile games, you’ve likely played “Wind-up Knight’s” opening level before. As the Wind-up Knight, you’re automatically and continually running forward, and your only means of control is to jump over trouble when trouble draws near. Yes, another running game. But “Knight’s” second level adds a wrinkle by giving you a sword and challenging you to thwack a few enemies while also leaping over trouble. Momentarily, you’ll also acquire the ability to roll underneath low-lying obstacles and block peril from above with a shield. Once you have a full arsenal, “Knight” truly comes into its own, throwing intricately perilous levels at you and demanding you juggle all four moves (sometimes two simultaneously) to survive the gauntlet. An upgrade system provides armor that affords some room for error (and, this being a mobile game, there naturally is the option to pay real money to unlock items without earning them). But until those slight comforts avail themselves, “Knight” is a make-one-mistake-and-try-again affair, making it one of the purest embodiments of NES-era console gaming to appear on mobile devices thus far. If that sounds like a recipe for aggravation, it’s worth noting “Knight” makes concessions to alleviate frustration: Challenging though its 52 levels become, they’re also manageably short. The controls are about as responsive as could be hoped for, collision detection is more generous in your favor than not, and when all else fails, the amusing visual and storytelling presentation make “Knight” too likable to stay mad at for long.

Games 12/20/11: Striiv, Playstation 3D Display, Marvel Pinball: Vengeance and Virtue

By billyok | Monday, December 19th, 2011

Striiv
From: Striiv
Price: $100

Yes, it’s awfully nice to carry around a single, compact device that replaces your telephone, calendar, netbook, camcorder, GPS, MP3 player, Game Boy, alarm clock and who knows what else.

But while attempts have been made to conquer the humble pedometer, they have thus far failed. Step-counting apps have flashed promise by doing more than simply counting steps, but they’re non-starters when you always need the app active and gulping down battery life. Never mind that pedometers are one of the few gadgets that actually make smartphones feel bulky by comparison.

In that respect, the arrival of Striiv — a device that combines the physical makeup of a pedometer, the digital sensibilities of a tiny iPod touch and the achievement-dangling compulsion of a contemporary video game — is as welcome as it probably was inevitable.

At its absolute core, Striiv is just a fancy pedometer. It’s light and small, and the full-color backlit touchscreen delivers an interface that’s prettier and considerably more intuitive than that of a typical pedometer. The device counts steps whether it’s on or off, you can drop it in your pocket and forget about it, and it discerns between walking, running and stair-climbing steps with impressive accuracy. The built-in battery lasts roughly a week between charges under normal use, and the package includes the necessary cables to charge it via USB or a wall outlet.

For those who like to gauge their progress, Striiv’s software is similarly impressive. A charts application lets you compare steps, miles and calories burned over the past week or month, and a separate stats program breaks down your step types and lets you view all-time totals, personal bests and daily averages.

But it’s the trophies and challenges that push Striiv beyond classification and blur the line between fitness aid and living video game.

Trophies function like achievements, awarding you for everything from beating your daily average to walking the equivalent of Peru’s Inca Trail (70,000 steps) in a week. There are daily, weekly and all-time trophies, and Striiv tracks how many times you earn trophies in the first two categories. Every trophy awards you with energy points, which are to Striiv what Gamerscore is to Xbox Live — mostly just a number, but a carrot that makes earning them irrationally (but healthily!) fun.

Challenges, meanwhile, are toggled manually but are more urgent once activated. Striiv scatters randomly-generated challenges across three difficulty levels (walk half a mile in a half hour on Easy, run 500 steps in 10 minutes on Medium) and tackling a handful of them and doing whatever it says makes for a great impromptu mini-workout. Like trophies, successful challenges pay out in energy, though you’ll also earn trophies if you complete enough of them in one day.

Striiv dangles a seemingly endless steam of attainable rewards, and the gamut they run in terms of size and time investment makes it easy to feel an immediately sense of progress while still eyeing a larger goal way down the road.

Additionally, while all that collected energy isn’t a very tangible reward, it does feed into some of the device’s more unusual extracurricular activities.

Most prominent is the quirky Myland minigame, in which you can populate and decorate an enchanted island by exchanging collected energy for plant life and manmade structures. As simulations go, Myland’s simplicity more closely resembles “Farmville” than “SimCity.” But grinding for rewards by walking and running is considerably more satisfying than nagging your Facebook friends until they unfriend you, and a lively island of fantastical creatures is a pretty clever way to view an abstract picture of your progress.

But the coolest use of your energy is as a conduit for acts of charity. Via GlobalGiving, Striiv lets you participate in virtual walkathons and convert bundles of energy into donations toward clean drinking water, polio vaccinations and/or rainforest conservation. (As with everything else, the device tracks how many contributions you make.)

Striiv sends the donations whenever you connect it to a Mac or PC via the USB charge cable, and it also uses this occasion to do another thing — check for and automatically apply firmware updates — pedometers typically never do.

Since release, the device has received a few minor firmware updates that have brought no major feature enhancements. But Striiv has made known its intentions to supply new programs and games through future updates. Little else is known at this point, but the company seems actively engaged with its community via Facebook, Twitter and its own blog. If you keep up, you’ll likely know what’s coming next as soon as it’s announced.

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PlayStation 3D display
From: Sony
Price: $500

Your appreciation of Sony’s PlayStation 3D display will be at least partially dependent on how far on board you are with the entertainment industry’s umpteenth attempt to make 3D technology stick past the fad stage.

But while the display’s embrace of 3D — and Sony’s subsequent positioning of it as the rare 3D television with a three-figure asking price — are significant factors, they aren’t the only ones in play.

It’s worth clarifying up front that while the display sports Playstation branding, it doesn’t use any proprietary technology that only a Playstation 3 can understand. The range of inputs is a little limited, and you’ll need to get an adapter if you want to connect a VGA or DVI cable, but the input ports it does offer — two HDMI, one component — aren’t exactly unique to the PS3. If you can connect a device to the display, either natively or with the help of an adapter, it will look just fine (though if all you want is a top-end PC monitor, you can get displays with better refresh rates and native driver support for less money.)

It will look better than fine, in fact. Though the display isn’t designed with maximum flexibility and intuitiveness in mind — the glossy screen is pretty reflective in harsh light, the inputs are on the display’s left side instead of in a neutral spot at the bottom, and the buttons are placed awkwardly behind the display instead of on the side — it looks absolutely lovely once properly set up. It’s thin and sleek but also feels sturdy, and if the 24-inch screen is a good size for your setup and viewing range, the picture doesn’t disappoint.

While your success will vary if you use it with unsupported devices, the display’s 3D support in conjunction with games and Blu-ray discs worked as good as advertised when tested on a PS3. You’ll need to keep the included 3D glasses charged via the included micro-USB cable — in case you’ve lost track of where we are with 3D technology, the glasses are now battery-powered — but enabling 3D is as easy as selecting it in the game or Blu-ray’s menu interface.

(Your mileage will, of course, vary with regard to your tolerance of 3D and the potential eyestrain it incurs over extended sittings.)

For games that support it, the display’s SimulView technology arguably is the more exciting result of the 3D technology than 3D itself. With SimulView enabled, a two-player game no longer need be splitscreen: Instead, each player receives a unique (and complete) view of the action via his or her glasses. It’s like playing via LAN using one display, and while it sounds like voodoo, it actually works. Because the images passed to the glasses are 2D, the aforementioned concerns about viewing fatigue also don’t factor.

The downside? You’ll need a second pair of glasses, which retail for $70 each — which means the display isn’t quite as affordable as you thought if you wish to take advantage of its best feature.

There’s also a matter of games actually supporting SimulView. The bundled “MotorStorm: Apocalypse” supports it, as do a handful of other games published by Sony, but it’s anyone’s guess whether third parties will climb on board with their own support. Presently, there’s also no easy place to track which games are receiving or have received support. The display’s page on Playstation.com lists the initial batch above a “Coming soon” message, but there’s no telling if new information will appear there or elsewhere.

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Marvel Pinball: Vengeance and Virtue
For: Xbox 360 (via Xbox Live Arcade; requires free Pinball FX 2 download) and Playstation 3 (via Playstation Network; requires Marvel Pinball)
From: Zen Studios
ESRB Rating: Everyone (mild fantasy violence)
Price: $10

2011 wasn’t a great year for video games bearing the Marvel name — unless you prefer pinball to other genres, in which case it was the best year ever. “Marvel Pinball: Vengeance and Virtue” adds four more tables to the roster, and they fit in perfectly in terms of personality and use of their respective licenses. The Thor table will appeal to those who love high-scoring tables, and in true “Marvel Pinball” fashion, Thor himself appears on the table to do battle with Loki (among other enemies) as you indirectly guide the action via pinball. The Ghost Rider table is the noisiest and most festive of the bunch, and the dual-layer table design is overshadowed only by an incredible second ball launcher that resembles a giant waving shotgun. The X-Men table presents the stiffest challenge via devious ramp designs that are harder to hit and unapologetically shift the ball’s speed when you do hit them. But Moon Knight’s table may be the most novel: It looks extremely simple at first glance, but it uses tricks of light and deceptive rail patterns to set a tempo that’s unlike any of the other tables (Marvel-branded or otherwise) on Zen’s roster. Like the tables that preceded it, “Vengeance’s” selections are extremely visually lively and reasonably authentic with regard to pinball physics. They also hide a startlingly deep array of missions and objectives beneath the surface. As per custom, the tables integrate seamlessly into their respective games, adding new achievements/trophies and adopting existing leaderboard and score structures, making the best pinball platforms on the console block that much better.

Games 12/13/11: Kung-Fu High Impact, Zombie Gunship

By billyok | Tuesday, December 13th, 2011

Kung-Fu High Impact
For: Xbox 360 (Kinect required)
From: Virtual Air Guitar Company/UTV Ignition
ESRB Rating: Teen (fantasy violence, mild language, use of tobacco)
Price: $40

There’s plenty to like about “Kung-Fu High Impact.” It is, in fact, one of the year’s better Kinect games, and one of the few that reaches past the realm of fitness tools and minigame collections to produce an actual game that tangibly benefits from Microsoft’s motion control device.

Just don’t be surprised if some of the most fun you have with it is when you have a controller in hand.

“Impact” is a 2D brawler somewhat in the vein of “Double Dragon,” “Final Fight” and any number of other games that propagated during the genre’s heyday. The stages are small but open-ended instead of large but constantly scrolling from left to right, but the gist — punch and kick the bad guys into submission before they do it to you first — remains the same.

In this case, though, you very literally are the character. The Kinect’s camera uses its motion-detecting magic to superimpose a direct feed of yourself onto the level, and once you’re there, “Impact’s” hit detection leaves you free to punch and kick as efficiently or sloppily as your ability allows. Backflips and a handful of special powers are triggered via poses or half-move gestures (because asking players to actually backflip is asking for trouble). But as far as your elementary punches, kicks, elbows, blocks, dodges, jumps and lateral motion go, successful execution is entirely dependent on your willingness to fight with conviction.

If any of this sounds familiar, it’s because “Impact” first tried this, with dodgy results, on the Playstation 3 as “Kung-Fu Live.” Fortunately, the Kinect’s significantly better ability to discern player from background makes “Impact” effortless to set up and exponentially less likely to betray you in the heat of battle. You’ll ideally want to play with good lighting to make it easier to see your onscreen likeness, but it isn’t mandatory to do so — only more difficult if you don’t.

On that note, it’s bears mentioning that even on its base difficulty, “Impact’s” single-player storyline can punish you. More than not, it’s punishing in a good way, with furious enemy rushes and an expectation that you paid attention to the tutorials about dodging and blocking as well as punching and kicking.

Sometimes, though, “Impact” simply betrays you — confusing forward jumps with backflips, for instance, or just plain not recognizing a crucial evasive maneuver. “Impact” is tough with regard to mid-level checkpoints and health pickups, and one bungled move at the wrong time can bring your life to an aggravating end. It doesn’t happen too much if you accentuate your motions, but it will happen.

Of course, when a game is as physically intense as “Impact” is, accentuation gradually becomes easier said than done. If you like the Kinect for its fitness possibilities but still want actual games to play on it, this arguably is the best combination of both ideals in the system’s library.

Occasional aggravation aside, “Impact’s” story mode is a treat, with diverse environments, some surprising special powers, and a clever means of putting you in the motion comic cutscenes. The game asks you to assume a fews poses for pictures that later are superimposed atop the comic panels, and it’s hard to say whether cooperating or flagrantly disobeying the instructions produces funnier results.

Local multiplayer (five players), however, is “Impact’s” crown jewel. Player one’s role remains unchanged in this mode, but instead of A.I.-controlled enemies, you’re taking on your friends, who control the enemies with standard controllers. It’s a brilliant way to make a multiplayer Kinect game without cramming everyone into a small space and confusing the camera, and the lengths players can comfortably go to torment an out-of-breath friend makes this a must-play party game.

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Zombie Gunship
For: iPhone/iPod Touch/iPad (universal app)
From: Limbic Software
iTunes Store Rating: 9+ (infrequent/mild realistic violence, infrequent/mild horror/fear themes)
Price: $1

It’s hard to be mystified by the explosive popularity of mobile gaming when games like “Zombie Gunship” — which takes one of the most popular mission styles from a $60 “Call of Duty” game and practically gives it away — keep springing up. “Gunship” puts you at the controls of an AC-130 gunship, and if the aircraft needs no introduction, the game’s presentation — a semi-blurry, night vision-esque visual filter, presented from an altitude that makes zombies and fleeing humans look like ants — won’t need one, either. The customary weapons (a 25mm Gatling gun for precision’s sake, a 40mm Bofors auto-cannon for more explosive strikes and a 105mm Howitzer cannon for clearing out zombies by the dozen) are at your disposal, and the object is simple: Help as many humans reach the bunker safely before zombies overwhelm the perimeter and lockdown takes effect. “Gunship” doesn’t aim much higher than that: You’re playing essentially for high score, and the game’s two maps aren’t tied into any kind of narrative. But given its faithfulness to the mission style and its consequential ability to satiate the itch to rain down destruction from high above, that’s plenty good enough for the price. “Gunship” carves out some replay value via a currency system that lets you upgrade the weapons and unlock some other perks, and Game Center support means you can compete with friends for leaderboard bragging rights. (Achievement-collecting junkies are, for the time being, out of luck.)

Games 12/6/11: Mario Kart 7, Carnival Island, Medieval Moves: Deadmund’s Quest, Need for Speed: The Run, Age of Zombies: Anniversary

By billyok | Monday, December 5th, 2011

Mario Kart 7
For: Nintendo 3DS
From: Nintendo
ESRB Rating: Everyone (comic mischief)
Price: $40

“Mario Kart” is the only racing franchise in existence where the worst experience a player has is when he or she leads a race. That misery persists in “Mario Kart 7′s” single-player cups, where opposing racers routinely will pelt you with blue shells and other unavoidably cheap weapons any time you dare control the lead before the finish line comes into view.

Fortunately, “MK7″ is — like each of its six predecessors — exponentially best enjoyed when playing against friends (eight players, local wireless or online). That same horror persists, and it’s doubly pronounced with friends whose need to terrorize one another is as paramount as any need to win a race. But when everyone’s tormenting everyone and having a laugh in the process, any pretense about “MK7′s” shortcomings as a pure racing game fall away.

In other words, the seventh “Mario Kart” game isn’t too fundamentally far removed from the first. If you’ve grown tired of the act and wish Nintendo would at least do away with items that require no skill to deploy effectively, you’ll have a bone to pick with this one before you even turn it on. And if you still love the formula, “MK7″ finds the series at its prettiest, most versatile and — thanks to 16 new tracks that are all kinds of inspired in their design — most elaborate.

Though they range from cosmetic to curious, there are still changes to the formula worth noting. “MK7′s” courses — the new ones as well as the 16 remastered tracks Nintendo hand-picked from just about every previous game — include stretches set underwater and in the air. In terms of locomotion, neither is a game-changer: You glide in the air and drive with some drag underwater. But the extra surfaces add vertical alternate paths to courses that already have horizontal shortcuts to seek out. A single track can have racers simultaneously racing beneath the surface, atop it and high above on a rooftop.

Nintendo also takes a nudge in the right direction with a couple new items, the tanooki tail and fireball, that allow you some measure of defense against shells and other weapons. The blue shell and lightning bolt remain invincible as ever, but hey, baby steps. The truly lucky will get the new Lucky 7 item, which grants a seven-piece variety pack of items to deploy as needed.

In the “funny but probably useless” column, you can toggle a new first-person view that lets you steer by turning the 3DS like a steering wheel. The viewpoint puts you at a competitive disadvantage and negates “MK7′s” 3D effects, which are the most eye-pleasing of any 3DS game thus far. But it’s amusing, a little exciting and, in a multiplayer session where everyone agrees to drive that way, potentially riotous.

In terms of features, “MK7″ delivers what’s expected of it. The Grand Prix has eight cups of four races each, and completing each difficulty tier unlocks new characters, including your Mii. Collecting coins across all modes unlocks new kart parts, which you can mix and match to create the kart of your speedy, weighty and stylish dreams. Time Trials and Balloon/Coin battle modes return, though the excellent Mission mode from “Mario Kart DS” does not.

“MK7′s” online component also comes through with lag-free racing and a polished interface that makes it easy to race against friends, recent opponents or random strangers. The Community mode is particularly nice, as it allows you to set up an always-open lobby for friends to access as they please, though you’ll have to create separate communities different race and battle modes.

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Carnival Island
For: Playstation 3 (Playstation Move required)
From: Magic Pixel Games/Sony
ESRB Rating: Everyone (comic mischief)
Price: $40

Medieval Moves: Deadmund’s Quest
For: Playstation 3 (Playstation Move required)
From: Zindagi Games/Sony
ESRB Rating: Everyone 10+ (fantasy violence)
Price: $40

Every motion control system needs its own collection of carnival-themed minigames, and “Carnival Island” would appear to be the Playstation 3′s me-too equivalent. But the hand-drawn animation that opens the game’s story mode suggests there’s more to this collection than simple imitation, and while that isn’t all the way true, it bears out to an encouraging degree.

“Island” features seven carnival standbys — frog bog, skeeball, hoops, coin/ring/baseball toss and shooting gallery — in its base offerings, and because the Move controller is just plain more precise than the Wii remote or Kinect, the games work exactly as you’d expect and respond to your motions precisely as they should.

The responsive controls are, naturally, “Island’s” most important virtue. But the game’s best asset lies in the way it breaks from convention in designing 28 additional games simply by rearranging those seven base games.

While some of these variants are simple tweaks to the rules or the way the playing field is arranged, others — replacing the baseball with a swingable wrecking ball, turning the skeeball lane into a slot machine, providing frogs you can steer in the air after launching them with the frog bog — are considerably more clever. Many of them exercise enough creativity to feel like different games entirely instead of mere offshoots.

“Island’s” four-player multiplayer (offline only, sadly) very obviously positions it as a party game, but it bears repeating that the story campaign — about a dormant carnival you gradually return to life — is legitimately charming as a solo endeavor. If you like a challenge, all 35 games include a checklist of bonus objectives to complete, and many of them are certifiably tough. Naturally, because this is a carnival, you’ll win tickets from games that let you collect prizes for your character and unlock a few exhibits (a magic mirror, for instance) that are just for fun.

At first blush, “Medieval Moves: Deadmund’s Quest” appears to have nothing in common with “Island” past its controller. But like “Island,” its best asset is the way it adopts a genre (light gun shooter) that’s part and parcel with motion controls and takes it down a novel new road.

In “Quest,” Deadmund (a friendly skeleton fighting unfriendly skeletons, and the story explains all) handles the walking while you handle the rest — swordplay, arrows, throwing stars, dynamite, a grappling hook and a periodic jump, duck or gear turn. You can choose which path Deadmund should take when he reaches a fork in the road, but otherwise, he moves forward automatically.

The resemblance there to light gun shooters is unmistakable, as are “Quest’s” enemy formations and the way it scatters bonus items you can pick up if you’re quick enough to do so before Deadmund runs past them.

But Deadmund’s arsenal makes “Quest” a much more versatile and lively experience than your typical shooter, particularly because you can mix attacks as freely as you like. Swordplay is ideal for close-quarters combat, and how you wield the Move controller is how Deadmund will wield his sword and shield. Imitating a quill-pulling motion allows Deadmund to shoot arrows at faraway enemies, while a quick sideways fling of the controller lets him throw stars at advancing enemies.

“Quest” intuitively maps all these tasks to one controller, but if you have two, it’s best enjoyed that way. The sword and shield are assigned to separate wands, alleviating the need to hold a button to use the shield, and shooting arrows is more fun when you imitate the bow motion with two controllers instead of point the one at the screen like a gun.

Either way, though, “Quest” is terrific fun — more an arcade game than what typically constitutes a quest in video game terms, but a fast, active adventure that is too nimble and seamless to feel gimmicky.

“Quest’s” storyline is a solo endeavor, but a separate Battle mode — designed primarily around surviving formations of enemies in an arena you can zip through using the grappling hook — offers competitive and cooperative play for one or two players (online or splitscreen). It’s simple, but it’s fun for the same reasons the story is fun, and a persistent leveling system gives it legs by letting you upgrade weapons and unlock new characters as you accrue experience.

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Need for Speed: The Run
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, Nintendo 3DS, Windows
From: EA Black Box/EA
ESRB Rating: Teen (language, mild suggestive themes, violence)
Price: $60

If “Need for Speed: The Run” was a sitcom plot device instead of a game, it’d be that one where a character makes a list of pros and cons and fills out both sides of the paper doing so. Great mechanics and a cool premise — a coast-to-coast, “Cannonball Run”-esque race — do battle with some regrettable design choices, and while “The Run” ultimately comes out ahead, the final score is closer than it should’ve been.

The benefits of driving cross-country are obvious, even if the story that creates the opportunity is drab. (Happily, the much-maligned on-foot chase sequences — interactive cutscenes that look flashy and push the story but aren’t fun to play — are so short and infrequent as to not even factor.)

“The Run” takes place in the United States as we know them, and while it’s doled out in stages instead of as a single, uninterrupted cruise, the recreations of numerous locales are extremely visually impressive. The premise also provides some considerable terrain variety, with San Francisco’s hilly streets and Colorado’s slippery mountains demanding different disciplines than South Dakota’s straightaways, downtown Chicago’s sharp corners and New Jersey’s perilously tight alleys.

“The Run’s” breadth of vehicles and tuning options is narrower than the norm, but it offers a satisfactory array of cars built to handle different surfaces and weather. The tug of war that ensues between responsive handling and the perennial sense of being one twitch away from disaster will strike some simply as less-than-optimum handling controls, but it does make for an exciting (and visually impressive) time on the road. The opposing driver A.I. is similarly polarizing: It brazenly rubberbands at points where a close finish makes for good drama, but you may not appreciate driving a spotless race that still finds an opposing driver cutting a 10-second lead down to nothing in seemingly no time.

“The Run’s” boldest idea comes with its attempt to treating a racing game like an action game. You get a limited number of resets (lives, basically) per event, and each event has a handful of checkpoints that you’ll revert to if you wipe out. Considering every event is pass/fail — if you don’t outright win that stretch of the race or complete the event’s objective, you have to redo it — it’s a novel, sensible approach.

Occasionally, though, you’ll get pegged for a reset simply by driving a little bit too off-road at the wrong time. Other times, the same offense doesn’t trigger a reset. “The Run’s” definition of out of bounds is frustratingly arbitrary, especially considering most tracks have approved shortcuts that reward you for going off the track.

This wouldn’t be an issue if the reset process wasn’t so obnoxious. “The Run” has deflatingly long load times between events, but it also frequently takes forever to load your last checkpoint in the middle of a race. Couple that with a supremely annoying reset loading graphic that flashes like a strobe while you wait seemingly ages for a chance to try again, and the mechanic’s intentions of maintaining momentum completely backfire.

That seemingly innocuous issue is the spark that ignites the fire that will polarize those who find “The Run” exhilarating and those who find it antagonizing and frustrating.

“The Run’s” story is fairly brief, but the game complements it with a lot of challenge events that reward medals instead of impose pass/fail restrictions. Online multiplayer (eight players) is pretty straightforward, but the inclusion of the Autolog social network — a persistent interface that makes chasing friends’ times in single-player events as much fun as racing them directly online — gives the game plenty of legs for those who like its methods and wish to master them.

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Age of Zombies: Anniversary
For: iPhone/iPad/iPod Touch (universal app)
From: Halfbrick Studios
iTunes Store Rating: 9+ (frequent/intense cartoon or fantasy violence, infrequent/mild mature/suggestive themes)
Price: $3

With respect to the angry birds and that cute “Cut the Rope” monster, no character’s ascension through the App Store has been as fun to witness as that of the Bruce Campbell-esque Barry Steakfries. His personality, and the sense of humor that drives it, are what transformed “Age of Zombies” into something more than just another twin-stick shooter with zombies in it. If you played that game, you should know “Age of Zombies: Anniversary” isn’t a sequel, but rather a graphical remaster of the original game that’s designed to take advantage of iPad and Retina Display-equipped iPhone screens. You can decide yourself whether a pretty new wrapper is worth a second purchase. If, however, the whole experience is new to you, “Anniversary” is worth a look. As a (virtual) dual-stick shooter, it’s fundamentally faithful to genre conventions. But those other games don’t necessarily have this game’s personality, and “Anniversary’s” storyline — which finds Barry traveling to different time periods to conquer cowboy zombies, gangster zombies, future zombies and more — is pretty funny. The weapon variety is high, as is the opportunity to chain together considerable chaos for high scores, and the game’s polish — from control responsiveness to graphics to support for iCloud save data syncing — belies the price tag.

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