October 4, 2014
[Review] Giana Sisters DS (iOS)

Before you ask about the title, the iOS game titled “Giana Sisters” is a port of the DS game called “Giana Sisters DS”. I think it’s less ambiguous to refer to it as such. I tried to emulate the Commodore 64 original, but had a heck of a time and gave up. They recreate the levels of the original anyway in this one, which was a nice touch. Pity they did such a poor job on this port.

Compared to the DS version, the graphics for the iOS port have been prettied up a lot. Everything’s super smooth and has lots of expressiveness. However, the animation is jittery and there’s frequent tearing between background tiles, making it on balance somewhat unpleasant to look at.

The levels would be fun to play through, and for the first part of the game often are, but the second major issue with this port is the controls. It’s not a good touchscreen conversion at all. Too many times to count I died because of the fiddliness of it all.

Menus are rough, abrupt, and buggy. Navigating the world map requires multiple tries. The pre-level splash screen displays how many lives you had before your most recent death. Do you see what I’m trying to say? The whole thing feels like a botched mess. I considered switching entirely to an emulated version of the DS copy, except I would lose the portability, my progress, and the nicer sprites and backgrounds. Still, having said that, the slightly chunkier DS sprites have a charm of their own. I decided to continue the iOS one, but had frequent hiatuses due to the general frustration.

I wanted to play this one in preparation of the Mac port of Twisted Dreams, but to be honest it didn’t exactly make me excited about the series. Did I mention they repeat essentially the same boss fight throughout the game—and that’s a design flaw, not a fault of the port. Overall though, I wouldn’t recommend the iOS port at all really. Just emulate the DS version if you want to look at the series’ history, perhaps before Giana Sisters 2 comes out eventually (although in doing so you’d realise how inappropriate that name is for the fourth in the series). If you want to play the C64 one, well I can’t help ya, buddy.

September 6, 2014
[Review] Puzzle Agent 2 (iOS)

My wife and I played the first one together on iPad, and we were happy to play the second (eventually). It’s a very appealing game, with a nice hand-drawn visual style, a decidedly odd story, and a Professor Layton-esque structure. Being fans of the puzzle prof, we liked the chance the iPad gave us to play it together. Although it’s obviously inspired by the successful DS series (which the designers Sean and Jake have admitted on Idle Thumbs, if I recall correctly), it doesn’t quite live up to it.

For one, it’s quite short. The two games together would be closer to a Layton game in length, I think, although I suppose that fits with Telltale’s episodic MO; and I can’t complain for the price. For another, the puzzles are nowhere near as varied or testing, either being a little too obtuse or just reusing simple concepts often.

The strength of it is in the presentation though. Graham Annable’s style stands out, even when some textures or lines appear coarse; arguably it’s part of the charm. The creepy atmosphere comes across in the plot but also the odd pauses and such. All the characters are memorable and the voices are fun. Just taking in all the oddball stuff makes the game worthwhile.

Although the puzzles aren’t always imaginative, they’re still satisfying to solve, and the way they’re framed is often interesting, especially when something unexpected happens like when the FBI agents stick their guns over your puzzle UI suddenly. They try to make the puzzles story-relevant too, which is more than you can say about Layton half the time.

I just love the little world they’ve created, with the weirdo FBI departments, the tiny Alaskan town of Scoggins with its eraser factory and Nordic cultural gnome-worshipping society, and all the looneys you meet. The bizarreness just cranks up in the last half/third of this second game too, with the teasing coalescing quickly into a pile-up of wacky reveals. In fact it goes a bit off the rails, I’m not sure the pacing is handled well in the transition from unsettling goofiness to full-on conspiracy insanity.

I was quite satisfied in the end though, and it leaves me curious to try some other adventure games. Especially if my wife will join me. I’d recommend this game for the story alone, but it’s a solid puzzle adventure too.

July 2, 2014
[Review] Lego Batman 2: DC Super Heroes (Wii U/iOS)

As part of Batman’s recent anniversary, all of the Batman games had a massive sale. What a great idea, except the only ones I can be bothered with are the Lego ones. Don’t tell me again how good Arkham is supposed to be, ain’t nobody got time for that. My wife and I once again teamed up for the co-op Lego experience, and meanwhile I played the handheld iteration on my iPhone.

First of all, the platforms. The Wii U seems like the best fit for Batman 2, because the Gamepad gives you the neato second screen. In this version, you can’t put the second player on the second screen, but you can have a character switcher in levels, a godsend in free play levels. In the hub meanwhile you have the most powerful tool, a map with location pinpointing.

I think this was the first Lego game to do the “massive hub” thing, and it’s really great! The amount of stuff to do makes up for the levels, which are generally short and few in number. You also get to traverse it really quickly if you want, with vehicles and flying heroes (mostly the latter), to then drop down anywhere and collect some stuff. The map really helps this process, just roaming around and finding things.

On the other hand, iOS once again seems the worst (but cheapest, hence me choosing it) platform for the game. You have the dodgy touchscreen controls, the massive file size on your device, and worst of all the microtransaction garbage. From what I’ve read, the iOS port has less stud multiplier bonuses, which I suspect is a cheap way to inflate the value of studs, and hence to encourage you outright buying things with real money rather than playing the game. It also throws up ads for its own DLC between levels. Blegh.

As for comparing the two platforms, well as expected the handheld version has much simpler models and graphics, which is not always bad. In this case, all the lighting effects and rain and stuff on the console gives a final product which is overly dark and laggy. The smaller one avoids this problem with level elements that stand out more against the backgrounds, and a constant perspective rather than a dodgy player-controlled camera. Sure there’s less detail but I preferred the more basic look.

Of course, the camera is only in effect in the hub. An annoyance is the shift in controls and how the game plays between hub and levels, it makes it less seamless. More seamly, you could say. On the other hand, the handheld one has no hub at all, apart from the Batcave! Just levels, which as I said are short and few. There’s an arena mode to pad it out a bit but I feel the hub really is the whole of the game and without it, the small version really suffers in terms of content. It does make in-level collectibles more worthwhile as you get characters that way, but then you don’t get to play around with those characters as much, especially as everything is so expensive.

So I’d say the console version wins out, due to the fun we had dicking around Gotham City. The character choice is also worse in the console one (without DLC anyway, which is not actually present in the Wii U version), but I still enjoyed what was available. Hawk Girl, Martian Manhunter, and so on. Although it has the usual bugs and crashes, it’s still in that “old-style” Lego type thing where it’s not as integrated in the license’s world, so it feels more Lego-y, and it’s more wacky… I can’t really explain it but it made me feel nostalgic for Lego Star Wars in a way the LOTR and Harry Potter ones didn’t. So that’s Lego Batman 2, and we already have the Hobbit to go on with, so on to more Lego! Oh, also this is the first one we’ve bothered to get 100% for a while so that should tell you something.

July 1, 2014
[Review] Trials Frontier (iOS)

I believe my first exposure to the trials-style biking genre was Bike or Die on my friend’s Palm Pilot. I found it fun to overcome the inventive obstacles by manipulating the balance and speed of your bike. Trials of course has a big name recognition, and I believe I’ve talked about Evolution here before. Unfortunately for me, the newest game was released on seemingly every platform except the ones I own. Fortunately, I like the idea of this companion mobile game more.

It’s got a story, an adventure mode. You get missions form NPCs, collect parts, and upgrade your bike. I love that stuff, and although I don’t actually know much about the structure of Fusion, I assume if it’s anything like previous main Trials games it doesn’t have that stuff, and just has a load of insanely hard levels to frustrate me. In this game, if something’s too hard I can come back later with a better bike and do better.

The basic gameplay too is really fun. Good controls, it feels smooth and the levels are well designed for you to breeze through them once you’ve learned the layout, and even take a different path if you do jumps right or whatever.

The problem of course is the bane of mobile gaming, free-to-play mechanics. There’s a fuel (energy) system that limits how many tracks you can play at once, but recharges all the time. Of course, you can pay up to play more! You can also pay to have your upgrades complete instantly, or get new costumes! The chance mechanic for getting parts can also be gamed at the cost of premium currency. It’s a little scummy at times, but I got through the entire game without paying anything just fine, so I decided to make a purchase afterwards to boost myself a little for the end-game stuff.

I felt I owed it anyway because I played this game a lot. The fuel mechanic at least kept me coming back many times for short bursts, which felt like a good way to play. In fact I finished all the missions, just before a big update that added extra content that would have been good to unlock as I played through. Oh well.

I’ve played a few other BMX or like platform motorbike games on iOS, but this one is my favourite. Not only does it feel nice to play, the setting and artwork are engaging too. You can even play it for free, so highly recommended.

April 17, 2014
[Review] Tiny Thief (iOS)

This was an interesting little 2D point and click adventure game. I found it through Rovio’s publishing program, since I’m such a big Angry Birds geek. It’s fun enough, but I just want to cover two overly complainy points in this review, that don’t really have anything to do with the game.

I liked going through each chapter, which had their own themes. But a recent update adding a new chapter came at just the wrong time. I was going to buy it, at $2 for a few levels it was reasonable-ish. But Apple changed the iTunes policy for Australia, jacking up the price of apps significantly due to “fluctuating exchange rates”. Those fluctuate all the time. It irrationally ticked me off, and I have not spent anything since. I feel sore just thinking about it, overly entitled consumer that I am. Hopefully I can get over it soon and support this developer.

The main character in this game is a cute little androgynous cartoon thief. I thought it was a female for some reason, and it seemed cool. But then there’s a chapter where the thief falls for a princess. At first I thought it was a prince in an amusing reversal of cliche, but then my fancies were subverted when I found it simply was cliche. Le sigh. I couldn’t hold onto my interpretation. I don’t want to make any big statements about video game feminism, but those were just my not-premeditated feelings as I played.

It’s a nice game though, finding all the little secrets is fun, if sometimes obscure. The art and animations are very cute and endearing, and the design is strong. Rovio picked a good one to endorse.

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Filed under: tiny thief review ios indie 
March 18, 2014
[Review] Carmageddon (iOS)

I was excited to see this pop up on the App Store. I have good memories of these games on our PC and friends’ Playstations, but it took me a while to figure out my strongest memories are of the second game. The first is really quite similar though, especially with some of the little tweaks they made in this rerelease.

Of course, it’s a game about destruction and murder, but the reason I love it is the traversal of the game’s environments via the medium of car. I also like being able to respawn yourself and repair damage at any time. Other highlights are the powerups, smooth controls, and unlockables. It’s really a great formula, but sometimes people can’t see past the inherent violence of a premise to enjoy the gameplay mechanics. Maybe I’m just desensitised.

I’m still playing it actually, I find it compelling enough to achieve all three objectives (racing through checkpoints, destroying other racers, and killing all pedestrian bystanders) in every race. It’s just easy to do, relaxing.

Sometimes it’s too slippery and I can see why they removed cops from later games. Still, it’s a classic in my eyes and deserving of a rerelease like this. I don’t know if I’ll go for the full-blown Kickstarted PC sequel though. I’ve kinda gotten my fix for now.

March 9, 2014
Swordigo (iOS)

Here’s a little game I played on my iPhone recently. It’s a sidescrolling action platformer, quite floaty, with a fair bit of combat but also exploration. You get a sword and a changeable magic attack, and you level up as you go along.

The game is fairly polished apart from the slightly slippery controls. The art style is very chunky and low-poly, reminiscent of early 3D games. I think it’s intentional and it’s cool to see something calling back to this style that is seldom referenced. The explanation is that the game was literally made by three people: one for art, one for programming, and one for music. It’s obvious it was made by a small team, and it has charm.

It does get difficult at points, but if you seek everything out in each area the most trouble you’ll have will be the platforming. Some areas are also quite dark, making it difficult to appreciate your surroundings. The important thing though is that it feels good to play, if you can get past the floatiness I mentioned. Just remember to double tap the move button to run. Recommended.

February 19, 2014
Lego Lord of the Rings (iOS)

Once again, we have a handheld Lego game. I was on the hook with these recently on my iPhone as you might notice. This one’s brand new, so hey a thin veneer of relevancy! This one will be really short because come on.

My first impressions were that compared with Lego Harry 2, this was a lot more polished and clean. I certainly found it more fun. It is still a lite version of the console one, but in this case the implication is that load times and scale are much smaller than its big brother, which is a good thing for the bloated console version with its interminable load screens. It’s also a good example of TT Fusion’s handheld ones being more streamlined than the main events.

The quest and treasure system is similar to the console, but easier to work with. Sometimes I couldn’t tell whether I was in a level or a hub, which is a good thing: it’s immersive and seamless, more like exploring a world. You don’t have to change equipped items (or spells) all the time, but you get duplicate characters with different equipment which, coupled with the awkwardly implemented character switching system, makes it frustrating to get access to the abilities you need. I like the menu system generally though, as it keeps a lot of functions together and easy to access. Unfortunately it pushes its in-app purchases on you annoyingly.

They seem more needed in this game, too, as the studs you get don’t seem enough to unlock an appropriate amount of stuff even after you beat the game. It’s a frustrating dynamic, you feel like they’re gouging you as there’s so much stuff but you can’t afford it.

But, it’s a cool game in general, they’ve adapted all those great LOTR scenarios and setpieces in interesting ways, but quite differently to the console version, so it’s very much its own experience. All the areas are much smaller, but this is both good and bad as they seem cramped but you don’t have to endlessly traverse huge empty areas as on console. It’s part of the streamlining again. It’s also been ported to iOS very well. Probably the best handheld Lego game I’ve played so far. But now, they’ve ported the console version of Lego Star Wars Saga to iOS, which just throws everything off! Wacky! It’s also too expensive, and I’ve played it before with a co-op mode, so I won’t be getting that.

February 16, 2014
Review: Lego Harry Potter: Years 5-7 (iOS)

AKA Lego Harry 2 Handheld. As before, there were two variations, and now I’ve played both. This one, as a more modern game for more modern systems, is closer to the console one albeit scaled back. By that I mean it’s more 3D than isometric, and although a bit more fluid structurally is less out there than Lego Harry 1 Handheld compared to the console version.

In the process, you lose a lot of things that made the first handheld one unique. Gone are the touch screen gimmicks and the fixed perspective, the slightly RPG-ish elements and the more rigid platforming. Now more than before it’s kind of a lite version of the big screen one, rather than having more distinguishing characteristics. Having said that, it still differs enough to be its own game and worth playing apart from the big version, especially for fans.

You also find that the controls are less suited for the touch screen the more it tries to mimic its console cousin. Another annoying factor is the duelling. It seems to tack on duels all the time, and I’d sigh whenever one came up. I was happy to skip the extra in-app purchase for more duelling.

What else can I say? It’s a Lego game like other Lego games. Handheld versions miss the point of accessible co-op play as usual, being strictly solo. Lots of unlockables and junk. Swapping between spells is always annoying. Also the loading times were super long and it seemed a little less stable and more clunky than other Lego iOS ports. And the game is in landscape but the prerendered cutscenes play in portrait, so that they’re at 90˚ to your view and tiny. It’s a stupid bug that is amazingly in the game still. Overall though not bad, I mean I finished it so it was ok. Yeah, ok, alright?

January 16, 2014
Rayman Fiesta Run (iOS)

As Origins (and many other Rayman games before it) did, Legends had an accompanying handheld game release. And like other Rayman handheld games, it shared elements of the two most recent console outings. I expected a mainly Legends-based auto-runner to follow Jungle Run, but in fact most of the environments and enemies were pulled from Origins in Fiesta Run, although updated to the Legends style with more shading and 3D-stylings. The Barbara-type characters were also not present.

Thankfully though it does improve on Jungle Run’s formula in many ways. A large scrollable vague map replaces the simple menus. There are Invaded variants of every level that add challenge and twists on the familiarity of the level you just completed. There’s more selectable characters and a unified reward system. There’s even a kind of goal to the whole game. I feel like the levels were more interesting too. (Also I figured out some fun ways to exploit some mechanics to, for example, float horizontally indefintely.)

This game was handled by a proper Ubisoft team, rather than farmed out to a tiny studio, and it shows. Production values are higher, and it’s more stable and slick. Unfortunately they also decided to add in scummy microtransaction BS, although it can be safely ignored for the most part (in fact the purchasable powerups don’t even help, I suspect).

I was hooked quickly and smashed through it. The tuned mechanics made it very easy to pick up and hard to put down. A high point of the iOS game stable, of last year anyway.

December 6, 2013
Rico (iOS)

Usually I don’t review every little iOS game I play, but this one was kinda an encapsulated experience and I decided not to be so lazy. It’s one of those spritey pixelly retro-style games, an action platformer this time. The controls were quite good unlike a lot of iOS platformers. It’s kinda like uh the stage-based Castlevania games? I haven’t played those but it’s got a whip as a weapon so I thought it might be a reference. It’s fairly linear most of the time, you go from checkpoint to checkpoint dealing with the occasional enemy but it’s mostly platforming in an explore-y kind of way. There’s a ton of gold-like things for you to collect if you want more challenge.

I’m explaining this pretty boringly, aren’t I? Well It’s just before lunch, so… Seriously though I had fun, it kept me coming back and the music was super great, although there’s only a few tracks. It has the quality of quickly returning you to the last checkpoint when you die so it’s easy to try again. I love games that do that in a streamlined way, no fanfare, no life counter, just go back and try again.

The idea is that you and your evil brother are in one of those eternally-locked-in-battle scenarios, but he gives you a cosmic nerf so you have to crawl through these caves and stuff and get your powers back one at a time, like double jumping! I like the ability progression, slowly empowering you but not overpowering you and any game with a double jump gets a pass from me.

Part of the reason I want to review this is because I got it in one of those free promotions that are constant in the App Store, and it was quite good so I hope I can convince someone to buy it to support Maximilian Csuk. There’s a free demo too so go try it out. It doesn’t do that much to stand out from the aforementioned pixelly retro crowd but it’s well put together, short and sweet and of course cheap.

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Filed under: review ios rico indie 
February 26, 2013
Rockman Xover (iOS)

A note first about the name here. I can’t be arsed with the pretentious use and pronunciation of the “cross” symbol. It has no place outside vector maths, and I am generqally annoyed by its widespread use recently. However, I find amusement by pronouncing it as “X”, ie. “ex”. Namco ex Capcom, Street Fighter ex Tekken, Project ex Zone. I refuse to say this the way those marketing suits want me to. So now we have Rockman ex-over, supposedly a great celebration of 25 years of Rockman history. Pffffttplhplhplhphhhhffffrttthhtttthhhhhhhhh. Not to give away my feelings too early or anything.

Similarly to Animal Crossing, I’ve been playing this game daily for the last month. It’s somewhat addictive and I like to fire it up for a little bit, use up my energy points or whatever then quit. Progress has really slowed recently though and I missed the 8-bit event it seems, so I’m nearing my limit I think. Can’t beat the World 5 Shooting Star bosses either, there was a huge “difficulty” jump there.

I say that in scare quotes because there is nothing whatsoever related to skill, reactions, etc. in this game. There’s barely even what could be called gameplay. Stages are extremely basic flat autorunning affairs with random baddies at two levels: ground, and a flat plane above you, for you to jump n’ shoot at. You pick up cards and auto collect money. The only strategy really is sometimes if you’re not careful you have to choose between picking up a card or jumping to shoot a flying enemy.

Boss fights are a completely different gameplay style, violently shifting to a turn-based RPG battle system, and using the stat points that you’ve been collecting all those cards to enhance. I found all the bosses of the first four worlds’s stages very easy, except maybe the final world bosses, and then as I said the curve shoots up to impossible, as if the game is saying “go grind for a few weeks, loser”. Except it doesn’t say that, or maybe it does because I haven’t bothered to translate all the Japanese it comes out with.

Did I mention this game is not available anywhere except the Japanese App Store? I found it was quite easy to make an account there and get the game, although having that account with an app installed from a different region store causes some minor App Store problems every now and then. The game itself is very unforgiving to non-Japanophones, although (as with my long-ago playthrough of Zoids Saga 1) I figured most of the functions out fairly easily.

There’s also social features, with friending, chat, and team battles. People just friend you automatically, as you are often shown random players and given an option to send a request. So getting partners to team battles is never a problem, but I’ve never had a chat request (not that I would understand them anyway—my formal written Japanese is vestigial but present, but colloquialisms would defeat me).

This game was advertised as a “social RPG”, a genre that is much bigger in Japan than in the West. I think this fulfills the promise of that kind of game, as far as I understand them. It has all the hallmarks I would expect, along with copious in-app purchasing, limited play, premium items, and “community” features. Not as cynical as some, but not as well executed as others.

The game is kind of a mess to play. It feels like it was thrown together in a few days. So many buttons, menus, dialogs, loading screens. Things aren’t explained that well and viewing your cards is janky as heck. The two play modes have no pause button. There is lag, especially between menu screens. It asks you to optimise your cards (a process that leaves them most assuredly non-optimal) every time you view the equip screen, and before every boss fight—ie. way, way too often. (Although I may be missing an elemental bonus effect that it accounts for, but I doubt it.) It’s playable despite the horrible interface stuff, but I don’t know how much longer I can stand it for the very little content I get for that.

And so we come to that. As a “social RPG”, it’s passable. As a tribute to 25 years of Rockman, it fails horribly. It, uh. I can’t even. There’s just. Ack. Ok, I read an interview, and the guys who made it sounded so passionate and authentic. How is there such a big disconnect between their attitude and this pathetic scrap? What characters are used have new, fairly nice sprites, but they are used so badly. There are 7 sub-series to Rockman, and some are woefully underutilised in the cards. Others (X) are overused in the worlds and bosses. I don’t think I’ve even seen a Zero series character yet. The new armours are cool, but literally the only characters that appear aside from the bosses are Over-1 and Kalinka (at least she has a new portrait!).

I dunno, this game is just a massive wasted opportunity to me. The mechanics are just executed so badly, and Rockman series representation is so, so limited. A brief cutscene of that Legends airship is not really good enough! Stages only have two bad guys and a Met, for the whole world! And did I mention the loading screens! This is not an adequate Rockman celebration game. It’s not an adequate Rockman game. There’s been a lot of weird Rockman spinoffs, but a lot seem to have more effort involved than this.

Rockman Online looked way more exciting than this, although had it been released I probably wouldn’t have been able to play it. That game looked like a crossover done better. It didn’t claim to represent all 7 series, but it did 2 (Classic and X) very well, with new character designs, nice environments, loads of characters appearances, and proper gameplay.

Anyway, as I said, the game is mildly addictive and it is somewhat gratifying to see something of a wide range of minor characters in the cards, and the occasional more important one showing up. It also familiarised me with some characters and enemies from the Battle Network series (or at least their name and picture, which is all you get with the cards), so it has that. And I must say, the gameplay is unique among Rockman titles. There are small consolations and additions to Rockman canon here, but on the whole it’s pretty disappointing. The customisable equipment/card system surprised me at first with its depth, but ultimately there’s not much point to it.

So I’d say my reaction to this game has been mixed. I’ll keep it around and maybe try to beat those hard bosses, but it’ll take a while. They seem to update with content every now and then too, but some of it is time-limited, very frustrating. I must say, Capcom better have some tricks up its sleeve for Rockman’s “anniversary year” because the fanbase is pretty angry already, and Xover hasn’t done anything to help matters in the West. In fact, fan reaction was so negative that Capcom America promised not to localise it for now. (Insert they’re happy [i]not[/i] to make a game when the fans demand it comment here.) Me, I don’t mind so much, I’m not so short-sighted about these kinds of things, but I’d hate to see this get worse. Although if anything, the way the suits upstairs in Japan are treating the franchise, if anything it’s making the fanbase stronger in its support. Unfortunately they are allied in hostility towards Capcom, so that could get ugly.

Personally, anniversaries don’t mean too much to me (love you honey), but if it means the game companies take the excuse to make more games, then I’m all for it. And any game game in a beloved franchise is important to me in its own way. So in a way, I’m glad Xover exists. I just wish it was better, and I hope it doesn’t preclude further crossovers. Anyway time to end. For those who mind, sorry about writing another Rockman post. To my fellow Rockfans, Rock On! (so lame, I am so lame.) Ok, let me try again: pray for a true peace in space! No wait, wait that’s Metroid. WHAT AM I WRITING FOR!?!?!? Heh, much better.

December 1, 2012
Shantae: Risky’s Revenge (iOS)

I have a bad habit of getting to the last stage or boss in a game and then putting it down. In this case, I was brought back to Shantae 2 by learning of a 3rd one coming soon to the 3DS eShop.

Let’s start by comparing it to the first one, on the GBC. Instead of finite items, you purchase spells with the same effects and then use your magic bar to cast them. I approve, I tend to never want to use numbered items but I like abilities. The traversable world is a bit more complicated, but I think easier to navigate due to a simple in-game map. It seems smaller, because there’s only one town and I got lost less often. The collectible system is very different, but I think I prefer it as it seemed easier to keep track of what you had and the rewards were less necessary for completion.

What I really liked about it was how it kept the feeling and details of the original but with a huge graphical improvement. Having said that though, the frame that the iOS version has makes it painfully obvious how direct a port that version is from the DSi one. A bit jarring, and they even kept this one building that detects other WayForward games you have installed in your DS that is useless now. Still, can’t complain too much, in general the game is very compelling and polished, plus it was cheap and we didn’t even get the DSi version here in Australia!

I personally don’t mind the on-screen button thing, I just love having “proper” games on the super-portable and convenient iPhone. The interface and software distribution platform is also leagues better than any dedicated games system I’ve ever played (not counting my old GBA, only online systems with apps and stuff).

The returning characters made me smile, it’s especially fun to see familiar people and settings with more detail. The dialogue was also very good, very funny. WayForward is very high in my personal estimation of developers, and they’re real small too. I loved the Boy and His Blob reboot immensely. There’s a great level of polish and love I can see, which is why I’m now looking forward to Shantae 3.

I think this game benefited a lot from me playing the GBC original first, it put the mechanics and plot in context so I’m very glad I did. It’s improved mechanically, as I’ve discussed. Also it got rid of the overcomplicated dance system.

So in all it’s a nice little game, and I would support WayForward developing a new 2D Metroid as has been rumoured. Shantae has rightly earned its status as an indie favourite. I think the best part is that it’s so full of character, it reminds me of a Rare game or a Paper Mario. Until Shantae 3 then.

November 11, 2012
Rayman handheld games

The Rayman series has a long tradition of having handheld versions to the current main title. Many blend together aspects from the console titles, which lets them serve as a sort of bridge between the main series games, which as I mentioned previously are each quite different to each other.

This started with Rayman for the Game Boy Color, which came out after Rayman 2, and so features some changes: Rayman’s appearance in cutscenes and promotional material is based on his appearance in 2; Tings are said to be fairies inside globes rather than just globes, linking somewhat to the Lums that replaced them; and all of the music is chip-ised from 2’s tunes, rather than 1’s. I think of it as a kind of “Rayman 1.5”. It was likely developed at least partly in tandem with Rayman 2 Forever (GBC), which has almost identical boxart and the same music, and was released a year later (and obviously is also a 2D platformer, unlike the actual Rayman 2).

Rayman 3 had a few handheld spinoffs, firstly Rayman 3 (GBA), which was probably made originally as a separate handheld version of Rayman 2 for GBA, with Rayman 3 elements tacked on at the last minute. It was released simultaneously with the main Rayman 3, and in fact even has connectivity and mini-games with the GCN version, but is mostly inspired by 2. It has Lums, Ly the Fairy, Razorbeard and Robo-Pirates, and Ssssssam the snake, none of which are in 3 proper. Black Lums and Hoodlums are present but rare, so I like to call it Rayman 2.5, especially as that is its probable timeline positioning. This game was also scaled-down and ported to the Nokia N-GAGE, and a separate but very similar Symbian game also exists.

However, the other Rayman 3 GBA spinoff, Hoodlums’ Revenge, is a true sequel to 3, making it I guess Rayman 3-2 (like Final Fantasy X-2), as it is still heavily based on 3. Unlike all other handheld games up to this point, it’s not a 2D platformer but an isometric-type deal. It has more Lum types than 3, but otherwise uses a lot more elements from it than R3(GBA) did. Its plot is also original (although derivative of 3) unlike R3(GBA), which is a pastiche of 2 and 3. Gameplay is different to any other Rayman game, I think.

The final game in the “classic” Rayman series, before Origins, is… well, it’s Rayman Raving Rabbids, but only the handheld versions. Two prototypes of “Rayman 4” were hashed out at various times, one as 4 and one as Raving Rabbids. It was eventually retooled into a party game that spawned some more party games, but remnants of the true Rayman 4(s) survive in 3 handheld games, all called RRR. The purest is the GBA version, which contains environments and concepts from 4 and is solely a 2D platformer. It also features Ly, Globox, Murfy, Lums, and Teensies (Ly gets lots of handheld appearances, despite being in only 1 console game!). Apparently gameplay is very similar to R3(GBA), so maybe you could say this is Rayman 3.5, as it melds gameplay from R3(GBA), which was 2.5, with the concepts of 4. Ok this number thing is getting silly.

Anyway, the DS version of RRR was also a 2D platformer, but it also incorporated minigames, so it’s more of a halfway point between the GBA and console versions. I should make a graph. There was also a Symbian version which apparently rips off its gameplay from Sonic the Hedgehog, of all places. It does use Purple Lums and cages though, in addition to being a 2D platformer with Rabbids as enemies.

Other handheld games include ports of Rayman 1 to the GBA and DSiWare, and ports of Rayman 2 to DS, 3DS, and iOS. There’s also the mobile phone spinoffs: R1-based puzzle game Rayman Garden; the monochrome Rayman Golf; the mono and colour Rayman Bowling, based on R1 locations; and the more recent Rayman Kart, the only game (so far- Legends remains to be seen) to feature characters from 2, 3 and RR!

This brings us to the present. Rayman Jungle Run is a new game for iOS and Android, using the exact same engine and assets as Origins. I guess the closest comparable game is Rayman 2 Forever (GBC), as it is the only one to be solely based on one console game. This is much more similar visually and aurally, obvious since it reuses assets. The big difference here is the gameplay, which is designed specifically for touchscreens. Physics are the same but the controls and levels are designed around Rayman automatically running and you telling him to jump and, later, attack. This works much better than it sounds since as I said the levels and experience is designed around it, instead of trying to also reuse levels from Origins.

This game is more score attack-y that Origins, as the goal is to get every Lum in the level as you run through. Rewards are more Livid Dead levels (yay! so hard!), and a phone wallpaper gallery, handy since you know, it’s on a phone. This gallery also reveals the name of the nymph who was transformed into “Big Mama”, the secret boss of Origins. It’s Fée de la Mort, and there are some nice original art pieces in there.

It’s good to see the tradition of handheld spinoffs continued in post-Origins Rayman, and it’s a short and sweet game. I wonder if Legends will get its own spinoff too. Odd that Origins was on every platform but Legends is only on one, so hopefully there’s something coming.

PS. I should say I’ve never played any of the games I talk about here, except R2(iOS) and Jungle Run. Most of my info is from the Rayman Pirate Community wiki, a generally excellent resource. I’d like to play through them all one day, though. Thank you, emulators!

September 18, 2012
Lego Harry Potter (iOS)

With all the games I’ve been playing on and off, I managed to finish one of them. Sometimes I’ll play one game for too long and run out of steam, then come back and pick it up later. In this case, I was playing on my wife’s iPad, since it’s a Universal app. After I got about ¾ of the way through though, it started crashing all the time. And hardly any games take advantage of iCloud saving. Luckily, I’m a nerd. Using a program called iExplorer (it’s not Internet Explorer), you can look at a horribly organised list of apps on your device, open them up and check the contents. It’s easy to do through Finder with apps in your iTunes library, but if you want the saves made on the device you have to use this program. It’s ugly and not optimal in a lot of ways but it works. So I copied the saves, installed the game on my iPhone, used the program again to dump the save in the game’s proper folder and bingo, works perfectly. I also use this program to back up my saves when I’m done with a game and want to delete it, because I’m always running out of space on there but I don’t want to lose the save forever.

Anyway, I moved to the smaller screen and finished the story mode. Now I’m doing Free Play, trying to at least unlock Snape. Our dream team for the other iterations of this franchise is Neville and Snape, for whatever reason. It’s one of the most fun parts, teaming up all your favourite characters. Like imagine if in Empire, Vader and Boba Fett went on adventures in between trying to capture the Rebel scum. Well you can do that.

So speaking of other games in the Lego series, this particular iteration is, as far as I know so far, unique to most others. It has a fixed isometric perspective rather then the moving 3D of others (although handheld versions are usually more fixed than console ones, and the older GBA versions were isometric), it features many more but shorter levels, rather than the usual 6 levels per episode. It has RPG-ish qualities of collecting items in an inventory and doing small tasks for people. There are gameplay elements that require use of the touchscreen, such as Cooking Mama-style potion making and drawn symbols to cast spells. And perhaps most significantly, there is a large amount of written dialogue in this game, which allows greater clarity of what you are to do, and interaction between characters and NPCs. While the silent recreations of famous scenes and expressive grunts and expressions has always been a core part of the Lego games, the two newest installments (Batman 2 and LOTR) have introduced spoken dialogue. This game was the first, however.

Traveller’s Tales have always made the console games, and I have noticed that in some ways the quality or perhaps polish has dropped off a bit in more recent games. This may have to do with playing Wii ports of games primarily for more powerful consoles. The Wii version of Saga was a port of the two Star Wars trilogies from the PS2, with the PS3 and 360 versions getting a graphical upgrade from this. After that, games were developed for the PS3 and 360 then downgraded for the Wii, which may explain the drop I noticed.

On the other hand, the handheld versions are developed by a subsidiary, TT Fusion. Now I haven’t played that many of the handheld ones, but most ape the console ones, being mainly stripped-down conversions. This is not necessarily a bad thing, as the formula is so solid. But HP1-4 portable represented a big departure from this formula, and its inventiveness and willingness to try new things must be applauded. In fact, I think it is a much better game for it, having seen parts of Star Wars Saga and HP5-7 portable. It just seems like it’s more suited to the platform as it was made from scratch, not beholden to its console brother. Instead of inviting comparison in which it would most likely come up short, it differentiates itself.

So I’m a bit of an aficianado of the Lego series, having played Lego Star Wars II: The Original Trilogy (PC), Lego Star Wars: The Complete Saga (Wii), Lego Harry Potter: Years 1-4 (Wii), Lego Pirates of the Carribean: The Video Game (Wii), and Lego Harry Potter: Years 5-7 (Wii). Also demoes of the two Batman games. I also rented Indy 2 with my friend once, but that was only to hack his Wii and install homebrew. My first one though was one of the Star Wars ones on PS2, I don’t remember which. So it may be a little late for this, but they work like this. Lego licenses a good IP, and makes some physical sets. I guess the popular ones then get handed over to TT, who makes a game out of it, mostly following the same formula: recreate the plot of the media which was licensed, abbreviated and with humorous touches. Set levels in the most significant or most gamey segments (sometimes having to make things up to add, to make for a whole level). Fill the levels with collectables and destructable objects. Include an appropriate hub (the Cantina or the Leaky Cauldron). Finally, make just about every character from the series playable, with some abilities shared between them.

The strength of the formula is its simplicity for novice gamers, making for family-friendly gaming sessions; the ubiquitous co-op, which means that you can have fun together; and the worlds and characters attached to the strong IP they have licensed, which let you relive your favourite stories in amusing Lego style. Of course, handheld games have less reliance on co-op. They do multi-cart multiplayer apparently, but not this one (at least, not on iOS). So no family together gaming, but the rest of the formula is there, along with the strong collectathon focus (a favourite genre of mine, having grown up on Rare’s N64 3D platformers).

All this adds up to an enjoyable game, and especially in this case the novelty of its mix of familiarity and differences to other Lego games made it fun for me. It can be a little rough around the edges, but frankly all of TT’s Lego games are like that and aside from some awkward controls there’s not too much to fault it for. Many faults can be forgiven because the gameplay is simple and doesn’t rely on strict timing or precision. It’s just exploring, puzzles, some light action. The faults are also of lesser magnitude than the console’s, which more often than you’d like could lock up or glitch objects or characters very badly, forcing you to either restart the level or in some cases power off the console.

But I should wrap this up. This game was great value (on sale for $1, sure beats the $50 DS version), and its uniqueness within the Lego game family is appreciated, makes it stand out. It’s unfortunate that Fusion seems to have gone back to their previous model of cut-down console remakes. This style could have developed to give handheld iterations their own identity. As it is, there’s not as much motivation for people to get both if they’re too similar. So if you like Lego games, this is worth checking out more than any other portable version, especially with its easy availability on the App Store. I love digital distribution, you don’t have to deal with stupid stores, it’s all the same price. Ahem, anyway, having said that there are many portables I haven’t played, I’d especially like to try the GBA ones since they’re also in a different style. But it’s a fun little game, not too hardcore, and could still probably be played together with a kid on an iPad perhaps. Nice little time-waster. Ok, until next time then.

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