Posts Tagged ‘Playstation Network’

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 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 1/10/12: 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 11/29/11: Halo: Combat Evolved Anniversary, Disney Universe, Where is my Heart?

By billyok | Tuesday, November 29th, 2011

Halo: Combat Evolved Anniversary
For: Xbox 360
From: 343 Industries/Bungie/Microsoft
ESRB Rating: Mature (blood and gore, violence)
Price: $40

Though “Halo: Combat Evolved’s” impact has been exhaustingly documented, there may be no finer point than the realization that the 2011 holiday season’s best new first-person shooter may very well be a 10-year-old game with a fresh coat of paint.

At least on the solo (or two-player co-op) side, that’s what “Halo: Combat Evolved Anniversary” is — a pretty carbon copy of the game that launched with the original Xbox in 2001 and subsequently formed the foundation of a video game juggernaut.

Arguably, “Anniversary’s” faithfulness is to a fault if you’re accustomed to the advancements the series has made — from enemy A.I. to the ability to sprint, hijack enemy vehicles and dual-wield weapons — since that first game. Even visually, and regardless of a graphical revamp that brings everything up to par with the recent “Halo” games, there are allusions to yesteryear in the jerky way other characters animate and the odd turns enemies sometimes make when flanking and backpedaling.

The upside to staying so faithful? A cool trick that lets you swap between the old and new graphics at any time with a single button press. The transition is a little awkward insofar that the screen briefly fades to black without without stopping the action. But as a fulfillment of curiosity and a jaw-dropping demonstration of how far graphics have come in a decade, it’s a wonderful little touch. (Just be sure to use it when the coast is clear.)

As it happens, the rest of the game remains pretty wonderful as well. “Halo’s” sequels and prequels have outdone it in terms of scope, design variety and level arrangements, but the tenets of those great games — wide-open battlefields, branching paths even indoors, enemies that swarm and flank as well as rush in packs, numerous opportunities for devising your own unique plan of attack — are fully intact here. It was groundbreaking in 2001, and in 2011, following on the heels of oppressively linear military shooters that routinely punish creativity in their campaigns, it still puts many of its newer, flashier contemporaries to shame.

For those who never played it on the original Xbox, the full-circle timing of this anniversary release could not be better. Last year’s “Halo: Reach” allowed players to play out the story that fed into the events of the original game, so if “Anniversary” is new to you, it may as well be a sequel to “Reach” in the same way a “Star Wars” movie from 1977 is a sequel to one released in 2005.

For the returning players, each mission hides a terminal that unlocks new insights — courtesy of perennial series antagonist 343 Guilty Spark — about where the series is headed when the next “Halo” trilogy kicks off next year. The terminals are sometimes harder to find than they should be, but for the diehards, they’re absolutely worth seeking out.

“Anniversary’s” faithfulness isn’t quite as hardcore on the multiplayer side (16 players). The game includes remastered versions of six classic maps and some match configurations that allow players to reenact the original game’s four-player multiplayer, but it uses “Reach’s” multiplayer engine to power it.

At no point does “Anniversary” pretend otherwise: The game uses the “Reach” branding, includes all of its features (from Forge mode to jetpacks), and allows you to play with “Reach” players who purchase the six maps as a $15 download. The maps that shipped with “Reach” aren’t included on “Anniversary,” but in a generous touch, “Anniversary” includes a code that lets you download the maps for free and use them in “Reach” if you have a copy.

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Disney Universe
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, Windows PC
From: Eurocom/Disney Interactive
ESRB Rating: Everyone 10+ (cartoon violence, crude humor)
Price: $50

Though “Disney Universe’s” name isn’t exactly untruthful, it might be a little misleading. This is neither a simulation nor an expansive online multiplayer game (as games with the word “Universe” generally tend to be), and it certainly shouldn’t be confused with the “Kinect Disneyland Adventures” game that lets you explore a virtual Disneyland.

If anything, the “Disney” in the name is more garnish than dish — a decorative exterior for a platforming game that has more in common with “LittleBigPlanet” and the Lego games than anything the “Universe” tag might imply.

Unless you had grandiose ideas for “Universe,” though, that little surprise is — particularly for younger and unseasoned players — a pleasant one.

“Universe’s” levels are modestly sized and pretty self-contained, framed by a fixed-camera perspective that functions similarly to what you get in those Lego games. Also like those games, completing a level in “Universe” typically entails complete a handful of simple mandatory objectives (which clear the way, cause-and-effect style, to the exit) and some trickier optional objectives that are good for collectibles, achievements/trophies and pride in a challenge comprehensively completed.

At no point does this become strenuously difficult: Even flat-out dying in “Universe” provides no punishment beyond simply losing a few hundred coins, which are abundantly available and function as currency toward unlocking new levels and other bonus content. But “Universe” isn’t so easy as to be insulting or boring even to players who are experienced enough to cruise through it.

In large part, that’s because “Universe” does the little things better than those Lego games do. Enemies storm levels at regular intervals, but while the combat is simple and loose, it’s far more refined (and, consequently, miles more fun) than the Lego games’ shoddy excuse for brawling. “Universe” also handles locomotion with considerably less guesswork: The characters don’t run and jump like they’re wearing soggy clothes, which makes it more fun to get around and easier to (among other things) correct a bad jump while airborne. Given a fixed camera’s occasional tendency to betray the laws of perspective and distance, even a little extra polish in this arena goes a long way toward alleviating aggravation.

Predictably, everything the game does is more fun when in the company of others. “Universe” supports four-player offline co-op, and it fulfills the mission of giving players numerous reasons and means to antagonize each other as well as work together.

If, at this point, you’re wondering how Disney fits into this, the answer is “loosely.” “Universe’s” levels are themed according to Disney properties, but the themes feel like themes more than the actual worlds from whence these brands came.

That’s doubly so for the characters you play as and face off against: Instead of literal Disney characters, they’re vinyl dolls wearing costumes with Disney character themes. If you played “LittleBigPlanet” — and particularly if you purchased any of the Disney-branded outfits for that game — the characters in “Universe” will almost certainly look just a little familiar.

The significant upside to that loose interpretation is that it allows “Universe” to cram a whole ton o’ Disney — Mickey and friends, Winnie the Pooh, the Muppets, the Disney Princesses, Pixar’s most wanted, Jack Sparrow, “Tron” and more — into the game without having to explain why Lilo and Peter Pan might be joining forces on a pirate ship. The story it comes up with instead is amusing, the characters look adorable in their Disney Halloween costumes, and the costume abilities and level intricacies shout out to their respective themes in clever ways that set this apart from just another Disney game.

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Where is my Heart?
For: Playstation 3/Playstation Portable (universal, via Playstation Network Minis)
From: Die Gute Fabrik
ESRB Rating: Everyone
Price: $7

A traumatic family hiking trip inspired Bernie Schulenburg to design “Where is my Heart?,” and what results is a wonderful case of turning a negative into a positive. “Heart” follows the adventures of three monsters lost in the woods and searching for a way home, and at its most basic (on the first level), it’s a simple case of running and jumping through a level that fits entirely within the constraints of a single screen. From there, though, the levels break apart into disconnected panes that form a coherent level but do so out of order. A pane in the top left of the screen might depict scenery that’s adjacent to a square on the bottom right instead of right next to it, and you’ll need to dance along the edges and use the level design’s context clues to decipher how to reach the exit. “Heart” goes from easy to ingenious extremely quickly, and once it gives you the ability to rotate those panels and navigate parallel dimensions in search of shortcuts on the other side, the puzzles become downright devious. Fortunately, everything else about the game — the adorable 8-bit graphics, the sweet demeanor of the monsters, a sound palette that’s minimalist in a way that evokes Apple II-era games — makes “Heart” too impossibly charming to even frown at while its puzzles cerebrally kick you in the face. An understated gem like this stands in complete contrast to the tornado of big budget games that are bigger and badder iterations of the same old thing, and if you’re dying simply the play something you’ve never played before, this one is essential.

Games 11/22/11: The Legend of Zelda: Skyward Sword, Saints Row: The Third, Jurassic Park: The Game

By billyok | Monday, November 21st, 2011

The Legend of Zelda: Skyward Sword
For: Wii
From: Nintendo
ESRB Rating: Everyone 10+ (animated blood, comic mischief, fantasy violence)
Price: $50

No matter which door you walked through to get here, “The Legend of Zelda: Skyward Sword” likely is the game you want or do not want it to be. If you think the series is staler than moldy croutons, so is this game. If you think it’s picked up too many bad habits that have sent it from the cutting edge to behind the curve, this one validates your position.

Conversely, if you think “Zelda” games do what they do boldly, peerlessly and just plain better than other games do, “Sword” could be the game of your dreams. And if you believe in motion controls like Nintendo does, this is the validation you’ve been waiting five years to play.

It is in the area of combat — a weak spot in every “Zelda” game released in three dimensions — where “Sword” unquestionably wants to and does leave its mark. In contrast to the Wii’s first “Zelda” game, where simply shaking the Wii remote any old way produced one of a handful of proportionally generic sword strikes, “Sword” accurately matches your remote (MotionPlus attachment or Wii Remote Plus required) to the sword. Hold the remote awkwardly over your head and Link does the very same, leaving him vulnerable to attack from enemies who not only take advantage of your openings but also punish you for telegraphing and repeating attacks. Enemies naturally exhibit weaknesses and tells of their own, and it’s on you to exploit them while keeping them guessing and keeping your shield up.

(The shield, mapped to the considerably less capable nunchuck attachment, doesn’t control as flexibly, but it handles basic blocking perfectly fine.)

In typical Nintendo style, “Sword” devises myriad ways to capitalize on its enhanced range of motion, and not merely with regard to swordplay.

Per series custom, “Sword” provides bombs for purposes of environmental manipulation as well as combat, but now you can bowl as well as throw them simply by doing so with the remote. Items you take for granted like the boomerang, meanwhile, are outright replaced by (unspoiled) new gadgets that function similarly but better take advantage of motion controls. That, in turn, feeds into puzzles and dungeons that accommodate motion without sacrificing the scope and intricacies for which “Zelda” dungeons are revered. Better late than never, “Sword” seals Nintendo’s case for motion controls as a way to significantly enhance a traditional game at no cost to tradition.

At the same time, “Sword” is swimming in idiosyncrasies that very, very arguably have overstayed their welcome. This is the most ambitious and moving story the series has ever told, but it’s one that undergoes nearly five hours of exposition, hand-holding and fetch questing before it starts getting interesting, and it’ll be a few dungeons after that before it really gets good. If you don’t like that early going, you won’t love the collect-a-thons and fetch quests that needlessly pad the time between dungeons, either. (Fortunately, the unfortunate lack of a passable interface for tracking optional quests makes it easy to just forget about them and plow forward.)

“Sword’s” orchestral score and watercolor-esque visual style are series high-water marks in both respects, but the continued omission of voice acting — whether you find that charming or archaic — sticks out more awkwardly than ever.

Link’s platforming abilities, meanwhile, are that much clumsier thanks to an awkward dash mechanic that gets more use than it deserves. And that obnoxiously binary brand of “Zelda” stealth, where simply getting spotted means immediately starting a segment over? It’s back in its brief but recurring role.

Stuff like this — and sometimes hours of it — are the price paid for the stuff in between, which finds “Zelda” in as fine a form as it’s ever been in the 3D age. This is the most ambitious game Nintendo has ever made, but it’s a stubborn strain of ambition, and if you come into “Sword” already baring strong feelings — favorable or otherwise — this one likely will cement them.

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Saints Row: The Third
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows
From: Volition/THQ
ESRB Rating: Mature (blood and gore, drug reference, intense violence, partial nudity, sexual content, strong language)
Price: $60

Three chapters into a series that began as a straight-faced “Grand Theft Auto” wannabe, “Saints Row: The Third” commences by almost immediately giving you a reaper drone as your first weapon upgrade and letting you call in (and control) missile airstrikes at will from that moment forward.

And with that — and following an opening sequence in which you lead a bank robbery that somehow culminates in an airborne shootout that includes skydiving into and through the windshield of a crashing airplane — we are off to the races.

Before we get carried away with how out of control this fable gets, it’s worth stopping and emphasizing how solid “SR3′s” underpinnings are. The game’s third-person shooting controls are far more versatile than what “Grand Theft Auto IV” produced, and the driving (and, eventually, biking and flying) controls are what you expect — loose and arcadey, but with enough weight that driving a sports car, street sweeper and tank (yes, there are tanks) are markedly different experiences. The graphics aren’t always easy on the eyes, but they certainly suffice considering how big, busy and free of load times the open world is.

Perhaps more surprising is how much care goes into the coherence of a story and world in which anything and everything goes. “SR3′s” humor is juvenile, but it’s cleverly, sharply and even endearingly juvenile — more silly than obscene, though exceptions certainly apply when one mission involves rescuing a friend from a brothel via a rickshaw chase. The main character’s gender, voice and appearance are your calls to make thanks to “SR3′s” terrifically flexible character editor, but nothing you do changes the lengths the game goes to develop our hero and his/her friends, enemies and random weirdo acquaintances into legitimately good characters.

With that groundwork thoughtfully laid out, “SR3″ is free to go completely bananas en route to creating the most shamelessly bombastic open-world game you can play today.

Where to start? How about the multi-factional war that pits the Saints against cops, Luchadores, supernatural beings, an armed-to-the-teeth private military and zombies all at once? Because every faction brings its own playable toys to the fray, you can (among numerous examples) jack and joyride a tank, wield a weapon that’s basically the Gravity Hammer from “Halo,” or steal a gunship and rain hellfire down on gang strongholds that fall under your control once cleared out.

And that’s just the first few hours. Without spoiling any specifics, “SR3′s” toy chest only gets crazier as you progress through its story and wrap your arms around the ridiculous cache of upgrades, properties, (very) customizable vehicles and not-of-this-world weapons that recurrently avail themselves to you.

Your default pistol, for instance? Outfit it with upgrades, and it shoots exploding projectiles that launch enemies airborne. Should you launch an enemy from a high altitude, “SR3″ will measure how far he flies and reward you in the form of experience points.

In fact, pretty much everything you do — from balancing a handstand on a moving jet to driving on two wheels to flying through your windshield after a nasty crash — is tracked in some way for high score purposes and cashed in for experience that unlocks more surprises. “SR3″ wants you to use this playground to goof off as creatively as you like, and it lets you know by rewarding you in some way for every single thing you do.

The only place “SR3″ dials it back is with multiplayer, with “SR2′s” 12-player competitive multiplayer omitted completely. The two-player survival mode that replaces it is amusing, but considerably more limited in its novelty. Fortunately, two-player anything-goes co-op — which was the absolute best way to maximize “SR2′s” burgeoning goofiness — returns intact.

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Jurassic Park: The Game
Reviewed for: Playstation 3 (via Playstation Network) and Xbox Live (via Xbox Live Arcade)
Also available for: Windows, Mac
From: Telltale Games
ESRB Rating: Teen (blood, mild language, mild suggestive themes, use of tobacco, violence)
Price: $30

“Jurassic Park: The Game” might be the year’s most insulting game — but only if you even consider it a game at all. In truth, most of “Park’s” most would-be exciting moments — pitting you on the run from dinosaurs — are nothing more than interactive cutscenes. Press the button prompts when they appear, and you live to experience to the next cutscene; miss too many prompts, and you just do it over until you get it right. Not exactly immersive, and unfortunately, the stuff that takes place in between falls even flatter. Telltale cited “Heavy Rain” as its inspiration for “Park’s” methods of locomotion and interaction, but even that game gave you direct control over your characters in a 3D space. This one doesn’t, often reducing mundane motions like climbing stairs and cutting shrubs to dead-simple and repetitive button prompt exercises. Worst of all are the sections that task you with investigating a scene and deciding how to proceed: “Park” somewhat resembles a point-and-click adventure game here, but with all the points of interest highlighted for you via yet more button prompts, your brain need not even apply. Between this and dialogue trees that all seem to lead to the same place, the whole thing feels more like a VCR board game from 1988 than a video game from 2011. “Park” had potential to take the movies’ mythology down some fun new roads — it’s set directly after the first film’s conclusion — but it’s impossible to get immersed in a game that often appears to be playing itself while you press a button here and there to prod it along.

Games 11/1/11: Kirby’s Return to Dream Land, Battlefield 3, Ben 10 Galactic Racing, Dungeon Defenders

By billyok | Tuesday, November 1st, 2011

Kirby’s Return to Dream Land
For: Wii
From: HAL Laboratory/Nintendo
ESRB Rating: Everyone 10+ (mild cartoon violence)
Price: $50

Kirby might not even know it, but the way he walks in “Kirby’s Return to Dream Land” — with a proud strut and a carefree expression that completely belies it — is amusing without even meaning to be. That goes as well whenever Kirby enters a body of water: He sports a stylish innertube at the surface, and instantly swaps it for goggles whenever he plunges into the depths.

There are a thousand other similarly effortless details to spot in “Land” — some of them silly like those mentioned above, others crucial to the game’s design, but all adding up to a prototypically spotless Nintendo game that exemplifies the difference between a good sidescrolling platformer and one devised by the company that created the mold.

This isn’t to suggest “Land” has broken said mold. As the title itself implies, this is a return to Kirby’s roots much in the same way “New Super Mario Bros.” brought Mario and Luigi back to their basics. “Return’s” primary objective — move from left to right and reach the exit — is as pure as video game objectives get, and Kirby’s techniques — strutting, jumping, floating, swimming and the always-wonderful ability to open his mouth, ingest enemies like a vacuum and briefly acquire their powers — are just as they were during his first visit to Dream Land.

Of course, Dream Land itself isn’t the same as Kirby left it. The levels and worlds are all new, and they’re naturally more elaborate in their construction than in past “Kirby” games. Simply cruising from entrance to exit isn’t terribly challenging, but completely mastering a level — finding every secret area and using certain powers to acquire every last collectible piece of the spaceship you’re helping Kirby’s friend rebuild — is pretty tricky.

You can, of course, return to levels multiple times to find the pieces you missed, and because these levels are so cleverly but intuitively designed and the game so polished in every respect, replaying old levels new ways is a ton of fun. New and old enemies afford Kirby more powers than ever to mimic — including some spectacularly destructive super powers that engulf the entire screen — and every facet of his many control schemes is on par with his every last visual quirk in terms of attention paid to detail. In every crucial respect, “Land” is immaculate.

Though the game doesn’t bend over backward to specially accommodate it, “Land” features four-player local drop-in co-op in a slightly similar vein to “New Super Bros. Wii.” This time, though, only player 1′s peril is of any consequence. The other three players — playing as Waddle Dee, Dedede, Meta Knight or a Kirby clone — can incur all kinds of disaster in a supporting role, which allows someone with skill to lead the game while young kids or other novices play along and assist without impeding the game’s progress. That makes it a less chaotic party game than “NSMBW,” but a far more ideal experience for families who play together.

As has become tradition, “Land” complements the primary game with a surprisingly filling selection of bonus content, including challenge rooms, practice rooms and minigames. “Land’s” core gameplay uses only the Wii remote, turning it sideway to mimic a traditional controller, but some of the minigames allow you to use the remote’s motion capabilities. None of them are wildly original in light of the billion or so minigames that have graced the Wii over the last five years, but they’re fun, well-made, and suffice very nicely as free sides for an extraordinary main course.

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Battlefield 3
Reviewed for: Xbox 360 and Playstation 3
Also available for: Windows PC
From: DICE/EA
ESRB Rating: Mature (blood, intense violence, strong language)
Price: $60

No use wasting time being cordial: “Battlefield 3′s” single-player campaign is a bummer. Military first-person shooters have increasingly valued flash over substance since “Call of Duty” dumbed it down and became the market leader, and the less said about “BF3′s” me-too attempt — too many restrictive corridors, quick-time events, gimmicky diversionary missions that imitate instead of innovate, and stiflingly controlled scenarios that allow the psychic enemy A.I. to absolutely brutalize you if you dare attempt to ignore the continuous interface prompts and flex some creativity — the better. It’s technically polished but imaginatively bankrupt, and DICE — which proved it could construct good single-player campaigns with the “Battlefield: Bad Company” offshoots — should know better.

Fortunately, buying a “Battlefield” game for the campaign is like watching the Super Bowl to see the Black Eyed Peas. The multiplayer is the reason we’re here, and all the things the campaign condemns — the freedom to roam, to strategize, to fly that jet instead of simply sit in the gunner seat — are the things multiplayer lays at your feet.

First things first, a caveat: “BF3′s” console multiplayer suffers a steep drop from its PC counterpart. It’s limited to 24 players (two teams of up to 12 or four squads of up to four) instead of 64, and out of necessity, the larger maps have been pulled in a touch to prevent the slimmed-down armies from feeling too spread out.

Additionally, while the game remains plenty nice to look at when installed to the console hard drive, it doesn’t look nearly as sharp as those jaw-dropping demos you may have seen of the PC edition. Xbox and PS3 hardware simply isn’t capable. Combine that with player counts and match types (team deathmatch, territorial control, attack versus defend) you’ve seen before, and “BF3″ isn’t the game-changer all the pre-release hype suggested it would be — especially with this being the third full-featured console “Battlefield” game to appear since 2008.

Demoralized yet? Don’t be: In spite of all the unfortunate news you just read — and assuming EA works out the server connection issues that continue to creep up as of this publication — there remains much to like about “BF3’s” online skirmishes.

In short, the ingredients with which “Battlefield” made its name remain intact. Even in scaled-back form, “BF3′s” maps are large enough to accommodate numerous attack strategies. If you want to commandeer a plane, tank or chopper, you can. If you want to ride shotgun and man the cannons, you can. And if you’d prefer to just hoof it on the ground, you obviously can. The usual classes (Assault, Recon, Support, Engineer) apply, and if close-quarters combat isn’t your specialty, the maps (and all-inclusive experience points system) allow you to contribute by providing cover fire, medical support or assistance with completing territorial objectives while allies cover you. All is for naught if you and your teammates fend for yourselves instead of strategize, but it isn’t the game’s fault if you don’t use its tools to their fullest capacity.

As is “Battlefield” custom by now, “BF3″ is polished in every technical regard. Control is terrifically responsive, the sound is incredible, and — provided you accept the hardware’s limitations — its representations of New York, Paris, Sarajevo and places in between strike an impressive balance between scope and detail.

Assuming those server issues dissipate, “BF3′s” interface is similarly satisfactory. Everything’s where you want it to be, and the addition of Battlelog — a variant of EA’s Autolog social network adapted to “Battlefield” — is good news if you regularly play with people on your friends list.

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Ben 10 Galactic Racing
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, Nintendo DS, Nintendo 3DS
From: Monkey Bar Games/D3Publisher
ESRB Rating: Everyone (comic mischief, mild cartoon violence)
Price: $40

You need not have a degree in video game history to realize “Ben 10 Galactic Racing” — a kart racer featuring the cast of the “Ben 10″ cartoon doing battle on fantastical tracks inspired by the cartoon — is a callback to “Mario Kart” at first blush.

Unfortunately, “Racing’s” aim is a bit off. Instead of harkening back to Nintendo’s iconic racing game, it ushers in memories of the late 1990s and early 2000s, when cash-thirsty developers turned every kid-friendly property within reach into a me-too kart racer. Like nearly all of those games, “Racing” falls well short in its bid to conjure the greatness of the real thing.

It isn’t for lack of enthusiasm on the game’s part. From the description of modes to the voice-acted banter that supplies on-track commentary and track overviews, there’s a lot of fan service setting the table. The tracks also vary considerably in terms of design, with numerous climates, themes, on-track hazards, shortcuts and other random curveballs and visual touches on display.

Once the actual race begins, though, “Racing” succumbs to a significant lack of refinement. The steering is tenable but not nearly as sensitive as you’d like with tracks that twist, narrow and reveal as many pitfalls as these do. Opposing racers sometimes appear more concerned with banging into you than winning the race, and they’re particularly good at nailing you with whatever items they have as you close in on the finish line. Some of the items draw obvious inspiration from “Mario Kart,” but others seem designed simply to cloud your vision on tracks that are tricky enough as is to navigate, and when opponents spam you with these items in the last lap — whether you lead the race or not — it’s aggravation on top of aggravation.

Rarely, between these issues and some blatant rubberband A.I., does actual racing skill feel integral to winning in “Racing,” which is unreasonably difficult on its Easy setting and just obscene on Hard. Be prepared, regularly, to take a lead into the third lap and find yourself somehow in last place half a lap later.

If your love of “Ben 10″ is such that you’ll suffer through “Racing’s” shortcomings anyway, its multiplayer (four players, offline only) very likely will be its saving grace. Many of the aggravations are either non-existent or marginalized (and, if you don’t take them too seriously, pretty funny) when there’s a level playing field, and while “Racing’s” A.I. is unforgivably cheap, its handling and track design are sufficient enough to get the job done on the multiplayer side. There are more refined and more feature-loaded kart racers on every platform — if not “Mario Kart,” then surely “Blur” or “Sonic & Sega All-Stars Racing” — but if the license matters more than the game, racing with friends is the best way to enjoy it.

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Dungeon Defenders
Reviewed for: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC
From: Trendy Entertainment/D3Publisher Of America
ESRB Rating: Everyone 10+ (alcohol reference, animated blood, fantasy violence)
Price: $15

Don’t let the downloadable size or cheerful presentation fool you. “Dungeon Defenders” is a fiendishly deep blend of dungeon crawling, role playing and tower defense, and if you engage this journey of potentially hundreds of hours, you’d best begin with the tutorial. Superficially, “Defenders” follows the action-meets-tower defense blueprint: At the start of a level, you (and up to three friends via drop-in/drop-out online/offline co-op) strategically decorate your elaborate surroundings with traps, and when you give the green light and enemies rush in from all sides, you’re free to run around and get your hands and weapons dirty fighting anybody who dodges the reach of those traps. Simple, right? Sure — until you realize straight away how different “Defenders’” four playable classes are. Each comes with separate weapons, traps, attribute stats, pets and abilities — all upgradable and customizable — and the inventory and role-playing interfaces more closely match that of a $60 “Elder Scrolls” game than a $15 downloadable equivalent. Consequently, while “Defenders” holds up as a single-player game, it absolutely sings as a multiplayer experience. With four people coordinating an attack while each controls a different class (not required, just recommended) and solves unique problems with unique abilities, “Defenders” resembles a real-time strategy game in which players control every unit directly. The configuration is up to you, and between the story campaign, challenge room variants, player-versus-player arena and a level cap of 70(!) for each character class to achieve, there’s a mountain of incredible content on which to try every idea that comes to you.

Games 10/4/11: Rage, Tetris: Axis, Rochard, Mercury Hg

By billyok | Tuesday, October 4th, 2011

Rage
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC
From: id/Bethesda
ESRB Rating: Mature (blood and gore, intense violence, strong language)
Price: $60

John Carmack is to game programming what Steve Jobs is to consumer electronics, so when a new game releases under his watch and brings with it a new game engine over which he also presided, it’s a bellwether moment for the future of game design and technology.

And if you don’t care about any of that, “Rage” is a pretty good time as well.

“Rage” will draw superficial comparisons to “Fallout” insofar that it’s a first-person, open-world shooter set primarily in a post-apocalyptic wasteland teeming with mutants, oppressive authority figures and some colorful settlers bent on fighting both groups back.

But where “Fallout” functioned as a role-playing game whose storytelling and scope compensated for shoddy shooting mechanics, “Rage” is a pure action game that borrows from but doesn’t lean on the wasteland motif. Ammo is copious, your inventory bottomless, and while you will gather materials for purposes of engineering some nice special items and weapons (drivable RC car bombs, for instance), scavenging never feels as central to the experience as it did in “Fallout.”

More to the point, though — and thanks to that shiny new engine — the action in “Rage” is polished in all the ways “Fallout’s” wasn’t. Beyond the occasional lengthy load screen, “Rage” feels supremely polished, looking great (artistically as well as technically, thanks to some inspired post-apocalyptic town designs) and purring at 60 frames per second without hiccup and regardless of how big the environment is or how many enemies are crowding it. Controls are similarly dexterous — a good thing, because while authority figures display some intelligence in their shootouts with you, the mutants have zero qualms about rushing you at top speed. “Rage’s” weapons and movement always feel crisp, and death never comes because the game’s technical limitations fail you.

That goes as well for the driving controls, which comprise a surprisingly large portion of the game. “Rage’s” open wasteland is significantly more perilous than its smaller environments, and while you’re welcome to traverse on foot whenever you wish, it’s much safer to grab a buggy, outfit it with missiles and take your chances with that. “Rage’s” vehicles are built to leap large gaps and withstand a beating on the way down, which lends itself well to some exhilarating chases and shootouts against teams of enemy vehicles across rocky terrain. All that’s polished about the shooting applies similarly to the driving: It’s fast, smooth and extremely responsive even when physics make you pay for driving too recklessly.

“Rage’s” driving controls are so good, in fact, they comprise the entirety of the game’s simple but enjoyably mindless competitive multiplayer (four players, online only), which plays like a cross between “Twisted Metal” and wasteland “Mario Kart.” The omission of any kind of competitive shooting component is bound to disappoint, but in its place is a suite of co-op missions (two players, online or splitscreen) that allow you to live out the tales of other characters you meet in the single-player campaign. Given how engaging “Rage’s” characters often are, that’s a worthy trade-off.

Either way, the campaign, at 15 to 30-plus hours long, is “Rage’s” centerpiece. Structurally, it’s flat, with pedestrian objectives and missions that introduce a constant need to backtrack between your current town and the wasteland. Taking on multiple side missions at any given time is highly recommended, as it allows you to complete multiple objectives before doubling back. But even in this instance, it’s pretty clear “Rage’s” story would get pretty old pretty fast if it didn’t have such a terrific game engine to keep it going.

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Tetris: Axis
For: Nintendo 3DS
From: Nintendo
ESRB Rating: Everyone
Price: $30

It’s pretty hard to screw up “Tetris” at this point, and no one has a better track record with the brand than Nintendo.

Sure enough, if all you desire is some traditional “Tetris,” you’ll find it in “Tetris: Axis” — same shapes, scoring system, objective and all.

And if you want a dozen-plus other variations of “Tetris,” ranging from tweaks on the original formula to bizarre experiments that go off the deep end, good news: You’ll find those here as well.

For its part, and via a really clumsy menu interface, “Axis” positions two modes — traditional Marathon and Fever — as its main pillars. Marathon needs no introduction, but Fever feels like the “Tetris” equivalent to what “Pac-Man Championship Edition” was to “Pac-Man.” There’s a time limit, and you’re mostly playing traditional “Tetris.” But configurable power-ups change the way the board behaves when you clear them as part of a line, and you’ll want to clear lines of a single color if you want to activate color mode and score some serious points.

Those factors, combined with the ticking clock, make Fever a vastly different game despite its resemblance to traditional “Tetris.” The short length of a typical game also makes it entirely too easy to try one more time for a higher score. That’s in stark contrast to Marathon mode, which can go on for more than an hour if you’re good, and if one alternative mode had to stand out above the rest, Nintendo picked exactly the right one.

(Incidentally, though “Axis” supports eight-player online competitive play, only a few modes — Fever among them — receive online leaderboard support, and you have to upload your score manually. Better than nothing, but hardly ideal.)

Like most modern “Tetris” games, “Axis” also supports battle play against the computer or friends (eight players, locally or online). Tweaked modes like Survival (smaller grid that’s filling from the bottom as well as top), Master (pieces fall at top speed right from the start) and Sprint (fill 40 lines as quickly as possible) also feature traditional “Tetris” play with small twists.

And then there’s the stuff that’s just weird. Stage Racer Plus stars you as a single piece and tasks you with falling through as much of an obstacle course as you can without getting caught. Fit, meanwhile, shifts to a top-down perspective and tasks you with filling square grids, Tanagrams style, before time expires. In Jigsaw, you’re dropping shapes in order to complete a jigsaw puzzle or match an arrangement on the second screen, while Shadow Wide asks you to assemble objects by quickly filling in their shadows with pieces and doing so with minimal spillage outside the shadow boundaries.

But “Axis” really lets the crazy flag fly when incorporating the 3DS’ augmented reality capabilities, which allow the system to project a “Tetris” grid on any flat surface in your real world. AR Marathon plays like traditional “Tetris,” except with a much smaller grid and a special block that, when part of a cleared line, clears the rest of the grid as well. The (literal) twist is that whenever this happens, the grid rotates its axis, which means you need to move the system’s camera in kind if you want to view the grid from the front.

The ingenuous AR Climber, meanwhile, tasks you with cobbling falling pieces into a continuous platform that allows a little running man to scale an endless circling staircase up a tower. As he circles the AR tower, so must you, so don’t even think of sitting down while playing this if you want to do well. Until someone dreams up a Kinect “Tetris” game, this is the best (if dizziest) “Tetris”-induced workout you’ll ever have.

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Rochard
For: Playstation 3 (via Playstation Network)
From: Sony Online Entertainment
ESRB Rating: Teen (suggestive themes, mild language, fantasy violence)
Price: $10

Sidescrolling puzzle-platformers have flooded the downloadable market over the last few years, but there’s no such thing as too much of a good thing when the quality bar is this high. “Rochard” gets its name from lead character John Rochard, a salt-of-the-universe astro-miner miner who turns superman when his crew comes under attack by space bandits. The game eventually outfits you with traditional firepower and explosives, but for a good while, your only means of defense are a device that changes gravity on the fly and a tractor beam that can push, pull and throw objects. “Rochard” presents combat applications for both, but the real treat comes from the clever ways you must use the beam and gravity (and, eventually, other gadgets) to safely traverse from room to room. Reliable controls, believable physics, sensible puzzle design and generous checkpoints make for a game that’s universally accessible. But “Rochard” isn’t afraid to make you work, filling levels with enemies and puzzles that require timing and controller finesse as well as brainpower to overcome. (That goes triple when, as occasionally happens, the gravity reverses and you must play upside down.) “Rochard’s” audiovisual presentation is terrific, with a funny voice cast and a great look that will remind many of “Team Fortress 2.” The lengthy adventure easily commands the $10 asking price, and if you’re up for it, the harder puzzles standing in the way of bonus collectables — along with a special trophy for speed runners — make it worth replaying once and possibly twice.

—–

Mercury Hg
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: Ignition Entertainment
ESRB Rating: Everyone
Price: $5

To get a quick picture of “Mercury Hg,” imagine the classic Labyrinth board game in which you rotate the game board to move a ball around and (ideally) keep it from peril while guiding it to the exit. Now replace the ball with a temperamental glob of mercury that’s prone to wobbling, shape-shifting, spilling and splitting into multiple smaller globs you must manage simultaneously. Then replace the square board with bizarrely-shaped boards teeming with numerous useful and dangerous gadgets that alter the glob or place it in peril, and set that board to bounce to the beat of the game’s music or your own custom soundtrack. At long last, you have “Mercury Hg,” a reboot of the awesome PSP and Wii puzzle series that feels right at home on PSN and Xbox Live. “Hg” receives a predictable graphical bump with the move to HD, but it’s the other amenities — a better analog stick (or, if you prefer, adjustable SIXAXIS support on the PS3), custom soundtrack support and two sets of online leaderboards (clear time and total score) per level — that benefit it most. At 60 deep, “Hg” doesn’t have as many levels as the last retail “Mercury” game, which had 160. But at $5, it also doesn’t cost nearly as much, and the leaderboard support — along with how easy “Hg” makes it to replay a level in hopes of shaving just a few seconds off that last clear time — means these 60 levels go a longer way than those 160 ever did.

Games 9/27/11: Kirby Mass Attack, The ICO and Shadow of the Colossus Collection, Burnout Crash!, Red Bull X-Fighters

By billyok | Tuesday, September 27th, 2011

Kirby Mass Attack
For: Nintendo DS
From: Nintendo
ESRB Rating: Everyone (comic mischief, mild cartoon violence)
Price: $30

“Kirby Canvas Curse” was such a door-busting revelation for touchscreen gaming that for some, it remains — six years and many great games later — the class of the Nintendo DS library.

To say it’s nice to finally have a spiritual successor to that game is what we in the business like to refer to as an understatement.

First things first: “Kirby Mass Attack” doesn’t recycle “Curse,” which tasked players with indirectly controlling Kirby by drawing freeform platforms, walls, ramps, loops and any other scribble that could safely escort him from A to Z. There is some of that, but it’s more literal, with as many as 10 Kirbies following any path you draw regardless of that path’s physics (so long as the path doesn’t send them straight into walls or other obstacles).

The rub, of course, is that part where you’re controlling as many as 10 Kirbies at one time.

As a predictably silly story explains, Kirby has been split into multiple smaller and less capable versions of himself. When “Attack” begins, you assume control of a single downsized Kirby, who recruits up to nine twins to his party by collecting fruit and other power-ups scattered around what otherwise are your typical 2D platformer stages. (Think “Super Mario Bros.” or Kirby’s more traditional adventures.)

As one becomes two and eventually 10, “Attack” turns into a surprisingly coherent mash-up between platformer, “Canvas Curse” variant and real-time strategy game. When the Kirbies encounters enemies, you can tap on the enemy to instruct all Kirbies to march forth and attack. If you need to multitask, you can tap and drag individual Kirbies to fling them at enemies and anything else that requires their attention at the same time.

In the wrong hands, the idea would stale quickly. But that was true as well of “Curse,” which started small but grew more and more elaborate by parlaying its simple concepts into a ridiculous collection of clever implementations and scenarios.

“Attack” isn’t spotless: Some levels simply ask you to stock up on Kirbies and mindlessly fling them at one enemy or object after another. But far more than not, it flashes that same level of imagination and willingness to try anything and everything that’s possible with the quirky mash-up it’s created. “Attack” sends the Kirbies on a satisfyingly lengthy adventure, and even with the occasional dud level in play, the novelty never outstays its welcome.

“Attack” borrows another inspired page from “Curse’s” playbook by giving dedicated players a ton of incentive to go back play it again. Every level hides coins in secret areas well outside the default path from entrance to exit, and the truly obsessive can attempt to nab each level’s bronze (don’t let any Kirbies die), silver (don’t let any get knocked out) and gold (no damage whatsoever) stars.

The stars are good for bragging rights, but the coins unlock a trove of bonus games, including a “Kirby”-themed Whack-a-Mole variant, a pinball game and a 2D space shooter.

As you’d have to expect, these aren’t full-sized  games. But they aren’t exactly diminutive, either: The pinball game has multiple tables, the space shooter multiple boss fights, and even the most simplistic games have high score tables and multiple levels of play. If Nintendo relented and started making mobile games, some of these could easily justify a buck spent at the App Store. For the price of free and as reward for a job well done playing one of the DS’ best games, they’re a steal and then some.

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The ICO and Shadow of the Colossus Collection
For: Playstation 3
From: Sony
ESRB Rating: Teen (Blood, Violence)
Price: $40

With respect to the excellent high-definition remaster collections that preceded it over the last year or so, “The ICO and Shadow of the Colossus Collection” is and probably will remain this movement’s high-water mark. Amongst the thousands of games that have appeared since “ICO” and “Shadow of the Colossus” first appeared, none has done what they do quite like how they do it. If you’ve wanted to play something like them in HD, only the genuine articles can help get it done.

To this day, “ICO” remains one of a very precious few games that found a way to make escort missions — those traditionally dreadful sections where you have to drag some defenseless person around and fail the mission if the dead weight wanders off and dies — fun.

In fact, “ICO” builds an entire game around the idea — an impressive achievement by itself, but exponentially so considering the person in your care is even more fragile than your average escort mission partner.

It works, and well, because “ICO” is significantly more invested in elaborate environmental puzzle design than combat. Keeping your companion safe occasionally means fighting off the monsters who try to take her away, but mostly it means searching a large area for a path you can cross and a way to help your less capable companion do the same and meet you on the other side. The scale and design of the areas, coupled with a soft visual style and some strikingly sparse audio design, lend a unique exterior to the unique interior, and the combination of those forces is an adventure that truly feels adventurous.

Though the unique graphical style allowed “ICO” to age more gracefully than most PS2 games did, the high-definition bump — along with widescreen support, an optional stereoscopic 3D presentation and the addition of trophies and other PS3 amenities — is noticeable and welcome.

In the case of “Colossus,” though, the remastering is an absolute blessing.

“Colossus” migrates “ICO’s” visual and aural style to a vastly different world — one crawling with colossi who stand many screens tall and act on their own whims while players climb and traipse around them like living levels. Every colossus has its own mannerisms, makeup and weaknesses that allow your human-sized character to overcome it. The adventure amounts to little more than a game-long boss gauntlet, but the creative colossi designs made for a gauntlet that was challenging, visually awesome, tonally diverse and unlike anything that ever preceded it.

But that ambition carried a price, and the fee materialized as one seriously troubled framerate. The choppiness that plagued “Colossus” on the PS2 was acceptable only because no other game in existence had ever done this, but it was bothersome enough that even being one of a kind wasn’t enough to offset the framerate headaches that plagued many who tried it.

With this revamp, those headaches are gone. “Colossus” gets the same boost and benefits as “ICO,” but that steady, smooth framerate is by far the best present under this entire collection’s tree.

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Burnout Crash!
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: Criterion/EA
ESRB Rating: Everyone 10+ (cartoon violence)
Price: $10

For all “Burnout” has done for arcade racing, the Crash mode — a minigame in which you engineer the most epically expensive car-crash chain reaction you possibly can — remains its arguable hallmark. “Burnout Crash!” re-imagines the concept by replacing fast 3D action with a slower, top-down 2D style that more closely resembles a puzzle game than a high-octane driving game. Expensive wrecks remain the ultimate goal, but “Crash” adds a few additional objectives to each level, and a recharging Aftertouch system — which allows you to reignite your car and prolong a wreck — means these crashes are more methodically drawn out than the blistering collisions in a traditional “Burnout” game. Disappointed? If you come into “Crash” expecting speed and thrills, you likely will be. But taken purely as a puzzle game that merely borrows from rather than mimics the brand, “Crash” has plenty to like. There’s considerably more strategy than initially meets the eye when it comes to landing the skill shots and score combos necessary to master each intersection’s objectives, and while “Crash” is lenient about letting players advance through its levels, fulfilling every objective is a tall endeavor that engenders plenty of replays. The replay value is especially high for those who have friends also playing the game. “Crash’s” offline-only multiplayer allows only one person at a time to play, but its integration of EA’s excellent Autolog social networking platform makes it fun and easy to compare intersection damage reports and challenge your online friends to wreak pricier havoc than you.

—–

Red Bull X-Fighters
Reviewed for: Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC, Playstation 3/PSP (via PSN Minis)
From: Xendex/Konami
ESRB Rating: Everyone (mild language, mild violence)
Price: $10

It’s hard to describe “Red Bull X-Fighters” without blowing a kiss over to “Trials HD,” because much of what “RBXF” does was done two years ago in “Trials.” It’s a motorbike game, the events are a mix of stunt challenges and time trials, and even the design and semi-diagonal camera perspective are more than a little familiar. Fortunately, while “RBXF” isn’t fresh, it at least copies the idea competently. The bike physics are believable without being as unforgiving as they were in “Trials,” and the controls are a textbook case of easy to learn and tough to master. Basic riding and trick execution is elementary, but popping subtle wheelies for speed boosts and expertly timing an advanced trick that requires some seriously awkward simultaneous button presses (RT+RB+LT+Y+B) is anything but simple. “RBXF’s” bigger problem is content: There’s no multiplayer, nor is leaderboard integration anywhere near as polished as it was in “Trials.” There are fewer events and less variety to them as well. Trying to achieve gold trophy scores in every event is a beastly challenge that will keep the right kind of player busy for a good while, but those happy to just settle for bronze and go home can feasibly see all of “RBXF’s” tracks and events in a few hours’ time.

Games 9/13/11: Nicktoons MLB, Resistance 3, Rise of Nightmares, Star Fox 64 3D, Bloodrayne: Betrayal

By billyok | Tuesday, September 13th, 2011

Nicktoons MLB
Reviewed for: Xbox 360
Also available for: Wii and Nintendo DS
From: High Voltage/2K Play
ESRB Rating: Everyone (comic mischief)
Price: $40

If you’ve been wondering what the awesome arcade baseball game “The Bigs” has been up to since 2009, here’s your answer. “Nicktoons MLB” isn’t as feature-complete as “The Bigs” was, but simply by borrowing its engine and keeping it intact, it leapfrogs most kids’ baseball games in terms of presenting a great game of baseball.

It also, by mixing semi-realistic major league players and stadiums with the likes of Spongebob Squarepants and Stimpy, is kind of hilarious without even trying.

Perhaps the best thing about “Nicktoons” is that if you want to play a straight-faced game of baseball, you mostly can. Full rosters aren’t available, but all 30 MLB teams’ starting lineups (and two pitchers each) are available. And while the arcade-style flavor and players’ exaggerated physiques make towering home runs and spectacular catches the headliners, everything you need for manufactured runs and pitchers’ duels is here. The pitching controls allow you to paint corners and toy with hitters’ sweet spots for extra turbo. That turbo — earned through plate discipline as well as pitching — can be applied to baserunning and fielding as well as pitching and hitting, allowing you to beat teams with defense and the hit-and-run as well as the long ball.

Though “Nicktoons” softens the difficulty curve — if you play “The Bigs” on medium difficulty, you’ll want to set this one to hard — it makes no concession with regard to how it plays.

The twist, instead, is the ability for Nickelodeon characters to share the same field and uniforms as the Major Leaguers. “Nicktoons” offers a pickup game-style format where you pick an MLB or fantasy team and take turns (either with the computer or a friend via local multiplayer) picking Nick characters to fill half the roster. A Showdown mode allows similar roster management, only with one team solely comprised of Nick characters taking on an all-MLB squad.

“Nicktoons” provides six Nick-themed fantasy stadiums, but the game is never more amusing than when it presents, with a reasonably straight face, the likes of Invader Zim belting a double off Yankee Stadium’s wall and sliding safely under a Derek Jeter tag. “Nicktoons’” visual presentation of this impossible mixture is a wonderfully seamless compromise between realism and cartoon, and while the game’s commentary is a bit repetitive, it’s hard not to laugh when GIR interrupts Perch Perkins’ play-by-play with some seriously nonsensical color commentary.

(Naturally, while “Nicktoons” includes a nice array of popular and obscure Nick characters, there’s bound to be an omission that bothers you. Your mileage, of course, will vary.)

More conclusively bothersome is the drop in content from “The Bigs” to “Nicktoons.” Though all 30 teams have representation, only six MLB stadiums are available — a puzzling omission considering they’ve all been modeled for “The Bigs.” Offline multiplayer is limited to two players, down from four, and online multiplayer is non-existent. The game’s tournament mode — a ladder-style gauntlet in which you must take down every MLB and fantasy team to be crowned champion — is excellent, but it’s not as deep as the season/story mode hybrid that is “The Bigs’” centerpiece. The amazing Home Run Pinball is reincarnated as a fun but more subdued target challenge, and the skill challenge games are gone.

For its part, 2K Play at least prices “Nicktoons” $20 cheaper, so the feature downgrade stings less than it normally would.

A note about “Nicktoons’” optional Kinect controls: They aren’t very good. Pitch selection and placement is way too difficult, and some lag means competent contact hitting comes down to guesswork as well as timing.

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Resistance 3
For: Playstation 3
From: Insomniac/Sony
ESRB Rating: Mature (blood and gore, intense violence, strong language)
Price: $60

For all who thought “Resistance 2″ was a case of a game losing its nerve and simply fitting in, “Resistance 3″ has good news: It agrees.

That carry-two-weapon-at-a-time limit from “R2?” It’s gone. Outside of one story-mandated occurrence, when you find a weapon, it’s yours to keep — to the eventual tune of a 12-weapon cache that’s easy to manage and so much more fun to maneuver than the convenient but boring two-weapon maximum.

If you’re familiar with developer Insomniac — masterminds of “Ratchet and Clank” as well as “Resistance” — you also know weapon design is their forte. “R3′s” magnum isn’t just a pistol: Its bullets also explode when you pull a secondary trigger. The stock rifle can tag enemies and pelt them from around corners with homing bullets, and the already-dangerous Atomizer’s secondary function creates what is, by any other name, a black hole. Every firearm in “R3″ has some bonus ingenuity in its standard or alternate fire modes, and you can upgrade each twice — simply by using them — to do even more outlandishly useful things.

That, to understate things, is why it’s nice not to have to choose only two. “R3″ takes returning “R2″ semi-hero Joseph Capelli from Oklahoma to New York, and the clashes that await veer seamlessly between close-quarters combat and immense shootouts in wide-open battlefields. “R3′s” gun selection runs a similar gamut, and the ability to freely swap between a sniper rifle and a shotgun means the game is similarly free to change scope whenever it pleases. You’ll always have the best weapon for the job.

But it’s another callback — a reliance on finding healthpacks instead of waiting for health to magically recharge after a period of inactivity — that gives these shootouts a real sense of danger.

“R3″ isn’t stingy when it comes to distributing healthpacks. But their availability is limited, and when you’re pinned down in poor health and a school of Chimera is advancing on you, you have to find a way to outwit them instead of simply hide out, regenerate your health, shoot indiscriminately and repeat. This direction is so much more fun that it’s a wonder so many shooters went the regenerating health route over these last few years.

Those factors, in concert with the flexible scope and the Chimeran A.I. — slightly smart, mostly bullheaded but dangerous enough that being bullheaded works in their favor — make “R3″ an exciting mix of tactical and run-and-gun gameplay that doesn’t sell either approach short. The preceding two games laid the foundation for a big blowout this time around, and this game delivers exactly that.

“R3′s” multiplayer ambitions, meanwhile, have taken a step back. Competitive multiplayer supports 16 players instead of 60, and instead of a separate eight-player co-op mode, you get the option to play the campaign with a second player in tow.

The co-op isn’t recommended due to the way it mitigates the aforementioned danger effect and awkwardly wedges into the storyline, but “R3′s” competitive multiplayer doesn’t suffer from the reduced player count. The gametypes are your standard match types with a tweak or two to accommodate the “Resistance” universe, but the ability to wield one-of-a-kind weapons on one side and Chimeran powers on the other is all the game needs to be a blast.

A note about “R3′s” Playstation Move compatibility: It works without incident. You’ll likely prefer the familiarity of the controller on harder difficulties and during multiplayer, but the fact that it’s debatable speaks volumes about the Move’s ability to accommodate first-person shooter controls.

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Rise of Nightmares
For: Xbox 360 (Kinect required)
From: Sega
ESRB Rating: Mature (blood and gore, intense violence, partial nudity, strong language, suggestive themes)
Price: $50

Give “Rise of Nightmares” an A for effort and an A+ for conviction. It marks a stark change of scenery (gruesome, story-driven horror instead of family-friendly minigames) for Kinect, it’s the first Kinect game to give players full range of motion, and it takes both breakthroughs and runs pretty wild with them.

Far more subjective is the grade it deserves for execution. It might impress you, it might bewilder or aggravate you. Or it might make perfect sense, because if there’s a genre where control inhibitions are an arguable asset, horror is it.

Though “Nightmares’” walking controls are predictably odd, the game — which plays out from a first-person perspective — at least makes them simple to understand. Standing still and facing forward keeps you still. Turning your torso left or right turns you onscreen, and putting a foot forward or backward and keeping it there sends you walking in that direction until you bring your foot back.

Simple or not, though, this still is bound to be the most trouble you’ve had walking since your toddler days. The Kinect will occasionally misread a motion and send you backpedaling when you mean to walk forward, and in tight spaces with odd geometry, it’s entirely easy (and dangerous) to bump into B, C and D when making a seemingly simple trek from A to E.

With some acclimation, though, it starts to feel somewhat (though never completely) natural. “Nightmares,” for its part, also assists by allowing you to automatically walk to interactive items in view — weapons, notes, doors and other usable objects — simply by extending a hand and reaching for them. Certain areas allow you to use a gesture to auto-walk, and when you’re close to enemies, raising your arms to fight also reorients you to face whomever is closest to you.

“Nightmares’” combat attains a similar level of clumsy immersion. You fight simply by mock-using whatever weapon you’re holding — swinging a knife, punching with brass knuckles, throwing projectiles and even using a hedge-clipping motion if you… yeah. A kicking motion also makes for a nice knockback attack.

You have a degree of control where your attacks land, and “Nightmares” factors limb damage into your enemies’ ability to fight back. But it’s never completely precise, and you’ll occasionally be reduced to flailing if things get dicey.

More than not, though, “Nightmares’” gesture recognition is on point, and the game takes advantage of its proficiency in some very clever ways. An enemy with an ear-piercing scream will destroy you unless you literally cover your ears. Deadly traps require you to run, duck, balance and dodge. A delicate piece of machinery needs a similarly delicate crank turn to work, and a hulking enemy who can hear but not see you will pummel you dead unless you remain still and completely silent. Put your real-life phone on vibrate, because if your Kinect’s microphone picks up any noise during these bits, your in-game character is toast. (How’s that for immersion?)

Moments like that are legitimately unsettling in “Nightmares,” which drops you into a mansion of “Saw”-like horrors and rarely puts you at ease once the lengthy story kicks into gear. The game establishes its setting and villains quickly, and the combination of clumsy controls and unstoppable enemies sniffing for you makes for an experience that’s extremely unique and very legitimately creepy. It’s every bit as inelegant as you’d expect a free-range Kinect game to be, but if you enjoy gaming’s experimental side and thirst for something different, this is bound to be one of the most unusual releases to surface during this very crowded holiday season.

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Star Fox 64 3D
For: Nintendo 3DS
From: Nintendo
ESRB Rating: Everyone 10+ (fantasy violence)
Price: $40

Some point soon, Nintendo has to reposition the fledgling 3DS as a go-to spot for new Nintendo games instead of revamped versions of games that were new under the Clinton administration.

But while we wait for that to happen, there’s nothing wrong with being impressed by “Star Fox 64 3D,” which quite dramatically freshens up the Nintendo 64 original without abandoning what made it so good in its time.

That’s kind of a big deal, because for reasons only Nintendo knows, there hasn’t been a “Star Fox” game since that wasn’t accompanied by some catch that made it something other than a simple, proper dogfighting game. And if this revamp proves anything to those only interested in a new game with new missions, it’s that the formula still works when the production values stay current.

If you’re the rare person who never played “Star Fox” but has an interest in this new edition, there’s little you need to know. “SF643D” is a third-person space dogfighter, and while it occasionally lets you fly the ship freely in a confined space, most missions take place on rails and keep you moving forward while allowing you to control your X and Y axes.

It shouldn’t sound complicated because it isn’t complicated, but it’s fun due to a high concentration of enemies to shoot and obstacles to dodge at a relatively fast pace. Completing one of “SF643D’s” branching storyline trees isn’t wildly difficult, but it isn’t a cakewalk either, and achieving gold medal scores is a legitimate test of your ability to efficiently neutralize enemies, keep your allies alive and stay out of trouble yourself while also navigating a level’s trickier spots for rings and other pickups.

Treated well, that’s a formula that won’t age. And as remakes go, “SF643D” does its part to make an old game feel young again.

Most obvious is the visual makeover, which is significant. “SF643D” transforms an early N64 game into something that looks right at home on the 3DS. It isn’t just a case of new textures, either: Some sections — boss fights in particular — have received what look like ground-up rebuilds, featuring significant leaps forward in animation and composition as well as obvious things like textures and polygons.

Thanks to the 3DS’ second screen, the makeover extends to the interface, which also takes customary advantage of the touchscreen. When your allies and enemies speak to you, their faces comprise the entire bottom screen instead of a small widow, and they’ve received a night-and-day upgrade over their N64 counterparts. That may sound trivial, but it’s the tip of an iceberg’s worth of interface polishing, and if you’ve developed an attachment to the “Star Fox” universe, seeing these characters come alive this way in a proper game is a treat.

The 3DS-enabled enhancements produce mixed results. The 3D effect is a perfect fit for a game in this genre, and it makes “SF643D’s” visual upgrade pop even more. The best thing about the optional accelerometer aiming controls, though, is that they’re optional.

The most clever implementation comes via the inner camera, which snaps your picture and shares your dismayed reactions with friends who shoot your ship down in “SF643D’s” four-player wireless multiplayer. Unfortunately, you’ll already likely be in the same room as your enemies, because the game lacks online multiplayer. That’s a severe bummer, because while “SF643D’s” multiplayer is pretty bare-bones, it’s still fun, and the ability to play online would have done wonders for making this feel like a truly contemporary remake.

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BloodRayne: Betrayal
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: WayForward/Majesco
ESRB Rating: Teen (suggestive themes, mild language, violence, blood and gore)
Price: $15

Some shaky games and awful movies left little doubt that a change of scenery would be good for the half-human, half-vampiric Rayne. Whether it’s also good for you comes down to whether you tolerate punishment or embrace it. “BloodRayne: Betrayal” takes what formerly was a traditional action series and re-imagines it as a lavishly animated 2D sidescroller with cartoony but graphically violent (in a “How did this get a Teen rating” kind of way) look. That animation is elaborate to an arguable fault, particularly when you’re trying to dodge peril and one Rayne’s attack animations creates a slight but critical lag in control sensitivity. Responsiveness is at a premium, too, because “Betrayal” is stiffly difficult in a “Mega Man 9″ kind of way and occasionally unreasonably hard when it asks you to make some very precise jumps with jump and dash controls that aren’t so precise themselves. Those who pride themselves on mastering cruelly challenging games will get their money’s worth several times over, thanks to a campaign that’s tough to beat and a scoring/ranking system that’s merciless and demoralizing. (Don’t be surprised if you never grade higher than an F, even if you finish the game.) Mere mortals, however, should be advised: “Betrayal” has no issue with crushing your spirit, be it by design or due to the aforementioned issues, and if you don’t go into it hungry for a beating — not simply tolerant of one, but hungry for it — you’re bound to get chewed up, spit out and left wanting your $15 back.

Games 9/6/11: Driver: San Francisco, God of War: Origins Collection, Ugly Americans: Apocalypsegeddon

By billyok | Tuesday, September 6th, 2011

Driver: San Francisco
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC, Wii
From: Ubisoft Reflections/Ubisoft
ESRB Rating: Teen (drug reference, language, sexual themes, violence)
Price: $60

At long last, the formerly-great “Driver” series can lay claim to being formerly washed up. “Driver: San Francisco” is polished, pretty and loaded with a kitchen sink’s worth of arcade racing mission and mode types. It’s also guided by a storyline that, without breaking series continuity, is completely crazy in an wholly, startlingly beneficial way.

The prologue shows all, but here’s the gist: You, as series mainstay John Tanner, are in a coma. But your comatose state gives you a wild ability to not only observe San Franciscans’ activity from a bird’s-eye view, but “shift” into any driver on the road and assume control over his or her body (and, by extension, vehicle).

“D:SF’s” appetite for polished interfaces makes this shifting mechanic a breeze to use: One button press shifts out of body and atop a living city map, and shifting into another body is as simple as highlighting a vehicle and pressing the same button. The game’s prioritization of fun over everything else means that, outside of special challenges in which you must succeed on driving talent alone, you can shift whenever, however and as often as you please.

Immediately, shifting is fun because it allows you to drive all kinds of vehicles (licensed cars, tow trucks, semis and everything in between) and jump into the minds of numerous trivial and important side characters. (“D:SF’s” storyline, presented somewhat like a weekly police drama, utilizes good character development, great voice acting and surprisingly sharp humor to tame the implausibility monster it creates, and the clever writing trickles down to even the most idle of chatter between the most trivial of characters.)

At some point, though, you’ll unwittingly stumble into something that brings the shift mechanic’s true potential into full light. It might be in the body of a cop forced to take down four street racers alone — a task made much easier if you quickly shift into oncoming traffic to create a roadblock before shifting back to finish the takedown. Perhaps it’ll be during a team race, where you must quick-shift between two cars in the same race in order to place them first and second. You can always use raw driving skill to complete challenges the hard way, but “D:SF’s” scope, interface and total allowance for player ingenuity creates a confluence of racing and real-time strategy that’s too much fun to ignore.

It helps immensely that the game’s other facets also carry their weight. “D:SF” looks terrific, and its vehicles finds a great balance between weighty and arcadey handling controls. More than 100 vehicles are on offer, and with some exceptions, you’re free to complete a myriad of mission types — stunt challenges, arrest/getaway missions, checkpoint/open-ended races, tailing/escort missions and more — with whatever ride you like. Fleeing four police cruisers in a bus is a fool’s errand, but “D:SF” won’t mind if you try. And because just about everything you do (even when failing missions) earns you experience points toward the purchase of new cars and upgrades, you’re never really penalized for trying something ridiculous.

“D:SF” nicely migrates most of its finer points to the online (eight players) and local (two) multiplayer side. Traditional races are available, but other modes — tag and co-op cop/criminal chases, to name two — take advantage of the open-ended map. Unless you opt for a pure race, the shift mechanic is fully in play for all players at once, and the ensuing chaos doesn’t break the game like you might guess it would. Should you unlock every last reward in the solo campaign, a separate experience points and rewards track awaits on the multiplayer side.

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God of War: Origins Collection
For: Playstation 3
From: Ready at Dawn/Sony
ESRB Rating: Mature (blood and gore, intense violence, nudity)
Price: $40

After Sony rounded the Playstation 2 “God of War” games into a terrific Playstation 3 compilation two years ago, it was all but written that this two-pack, which brings the series’ two Playstation Portable entrants to the bigger screen, would someday follow.

But if you never played those games the first time around, “God of War: Origins Collection” represents more than simply a nice effort on Sony’s part to make the entirety of the franchise available on one system. It also — thanks to the efforts of a developer that wasn’t afraid to leave its mark on a series it didn’t create — allows those who don’t own a PSP to see the series in a slightly but noticeably different light.

Lest we get carried away, neither half of “Origins” — 2008′s “Chains of Olympus” and last year’s “Ghost of Sparta” — marks anything close to a radical departure. Both games star you as the same old Kratos, who, at least initially, uses his same old Blades of Chaos to wreak the same old havoc on a familiar cast of human, inhuman and mythical enemies. Gameplay remains a mix of 80 percent combat and 20 percent platforming and environmental puzzle solving, and if you’ve played any “God of War” game enough to remember the basics, the brief tutorials that open both games will be completely unnecessary.

With that said, though, the distinctions are there, and not simply in the form of new environments, boss enemies and magic spells. The pace at which “Sparta” shifts players between combat and platforming is a series best, and while “God of War III” operated on a scale these games couldn’t possibly match, the platforming controls and level designs in these games are significantly fundamentally superior to “GOW3′s” effort. A weapon introduced near the end of “Olympus” (no spoilers) may be the best thing Kratos had ever wielded, and a new chase mechanic in “Sparta” is — while sorely underutilized — responsible for some of that game’s highlights.

Perhaps most interesting are the bold steps both games take to add some overdue definition to Kratos’ beginnings (“Olympus,” which is a prequel to the original game) and family life (both games but particularly “Sparta,” which takes place between the first two games and introduces us to Kratos’ brother). The console games have painted Kratos into a corner as an unlikable brute with cloudy intentions, but these games do a terrific job of giving us some sorely needed color without feeling completely out of character.

Because the same developer responsible for making these games also handled porting them to the PS3, it isn’t terribly surprising that “Origins’” migration is a smooth one.

Lest you have unrealistic expectations, this isn’t a case of a game’s graphics getting a ground-up overhaul, but instead an attempt to transfer assets designed for a tiny screen to something much bigger. A predictable downgrade in detail in certain respects (characters’ faces in particular) reflects that.

But because most of “Origins’” action takes place from a distance and at a frantic pace, details like these aren’t worth much concern. In action at full speed, both games look like legitimate big-screen games, and the compensation for that loss of detail — a framerate locked in at 60 frames per second and ground-up support for 3D hardware if you have it — more than makes up for the occasional slightly blurry texture. In terms of presentation and control refinement, “Origins” is a first-class translation.

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Ugly Americans: Apocalypsegeddon
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: Backbone Entertainment/345 Games/Comedy Central
ESRB Rating: Mature (strong language, blood and gore, intense violence, sexual themes)
Price: $10

“Ugly Americans: Apocalypsegeddon” gets the rare distinction of being a game that animates better than the cartoon on which it’s based, but if you’re familiar with the low-rent Comedy Central cartoon, you also know that’s a small hurdle to clear. You also know what to expect from the game’s audiovisual department — namely, ugly characters, gallons of blood, bizarre weaponry (desk laps, rubber chicken rockets, propane tank shooters) and several premium cable channels’ worth of blue language flying freely and repeated ad nauseam. Whether you love it, hate it or simply enjoy the bewilderment it engenders, the presentation is the most unique thing about “Apocalypsegeddon,” which otherwise combines a decent sidescroller and a decent twin-stick shooter into something that is neither exemplary nor bad. “Apocalypsegeddon” helps itself by providing three playable characters and outfitting each with upgradable attributes that enhance their abilities without  marginalizing their unique strengths and weaknesses. The game also prioritizes co-op play (online/offline, four players) insofar that it’s the default mode of play throughout the campaign. Turning it off or setting up a friends-only game is easy, but a stiff (and erratically spiking) default difficulty means you’ll probably want to play with someone who can share the load and revive you when you succumb. The loose difficulty progression and mostly non-existent enemy A.I. work in concert with the cheap presentation to form a game that never comes together completely, but if you love the cartoon or can’t get enough twin-stick action, “Apocalypsegeddon” is (faint praise alert) certainly competent.

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