May 30, 2017
[Review] Lego Indiana Jones: The Original Adventures (PS3)

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More Lego! Like with Lego Star Wars recently, it can feel quaint to go back to the old days, but we also tend to miss features like splitscreen. The game is decent, it’s up to the standard, although character choice can feel limiting due to the nature of the films. Speaking of which, my co-op partner/wife had not seen the films, so this was her first exposure to these stories. Imagine! As a result the game didn’t have quite the impact it should, and I had to explain lots of things.

Due to the swashbuckling nature and down-to-earth abilities of the characters, this game feels most like Lego Pirates of the Caribbean if I had to compare it, but once again with this earlier game there were less bugs and crashes than we had with others. It also made me realise that while Temple of Doom may not be the best of the films in a lot of ways, it has the best setpieces which made for the best game levels.

April 9, 2017
[Review] Star Wars: The Force Unleashed 1&2 DLC (PS3)

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I went back for the Whiz-Bang Super edition of FU1 and the generously priced DLC for FU2, to see what extra life had been wrung from the formula before the series met its untimely end at the hands of Disney.

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March 2, 2017
[Review] Tokyo Jungle (PS3)

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Tokyo Jungle is an open-world action game in a post-apocalyptic city reclaimed by nature, where you can play as a wide variety of animals struggling to survive in a weird post-human environment. It’s got a roguelike mode and a surprisingly affecting story mode, and collectible backstory scraps that gradually reveal the mystery of the now jungle-ish Tokyo, plus (eventually) robots and dinosaurs. Maybe it sounds more exciting than it is…

It is still pretty great, though. The world’s not quite as big as you expect but there are still nooks and crannies to discover and the random events and distribution of food and predators help it feel different in each run. The animal you play as will greatly affect this too, as their size, attack power, hunger gauge, and diet (grazer or predator) will greatly affect how it feels to play.

And it feels good. The life of each animal is simulated and you feel the pressures to keep searching for food, avoid larger animals, and eventually breed in order to avoid the ravages of age, as well as gaining a litter posse to back you up. You won’t stay too attached to an individual as control passes to your offspring, but silly clothing items do carry over. Anyway, ageing out of relevancy is part of the natural world.

But that’s mostly the survival mode. Story mode has fun handcrafted scenarios (except the stealth missions which can die in a fire), but survival is a gruelling/rewarding gauntlet of survival. And picking your way past a pack of hyenas loitering on the train line… sneaking up on a hippo lounging on a fallen building… searching for uncontaminated plants as your health slowly ticks down… it’s such a novelty that’s unlike anything I’ve experienced in a game.

The game is presented with a slightly low-poly realism that suits the bloody struggle of nature but also effectively offsets the occasionally silly tone. A Pomeranian slaying and eating wild chickens on the mossy streets is an inherently striking image, and that essence of the game persists throughout, even as the mystery deepens. It’s good.

January 20, 2017
[Review] Sonic & Sega All-Stars Racing (PS3 & DS)

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I was so energised by Jet Set Radio Future that I got interested in the Sega crossover racing games that feature tracks and racers from the series. Plus I wanted a nice multiplayer racing party game that wasn’t Mario Kart. Unfortunately Sega doesn’t quite have the brand power of Nintendo, at least for me, but the IPs represented here are somewhat varied despite a heavy weighting towards Sonic, and it was a chance for me to become more familiar with them.

The game is fun to play. It feels smooth but takes practice to master the mechanics; the Monkey Ball tracks in particular are difficult to get right, but learning tricks and how different characters handle is rewarding. There’s also plenty for a solo player to do, which is a huge plus in my book: the substantial mission mode is a good addition, and there’s an unlock shop with a universal currency so playing any mode will allow you to make progress and choose what to get next.

Sumo Digital have also done a good job representing the worlds of the franchises on offer. There’s maybe not enough choice, with only a handful of IPs having three often similar-looking tracks each (and Sonic getting three times that number), but what’s here has been lovingly presented, none more so than the highly detailed Tokyo-to tracks from my beloved JSRF. Available characters come from a wide variety of Sega games so that’s a lot of fun (I also liked to imagine BD Joe and Ulala fitting into the Jet Set Radio cast).

I also played the DS version alongside the main console game, and it was a decent port. Obviously scaled back quite a bit, with cheap-looking visuals and simpler courses, it does still have as much content, and much shorter loading times. Some items, and mechanics such as drifting or starting boosts, work differently. The second screen is used well to display a minimap during races (a feature lacking in the bigger game), and to present the menus much better (the console menus are bloody awful). I think its set of missions is unique to it, which is nice. The economy of the shop is different too, I was able to unlock everything much earlier than I did on PS3. This version was also ported to smartphones, badly. It has less content and an exploitative economy that almost demands in-app purchases to unlock some characters and tracks, and it uses the console-style menus, on top of unsuited touchscreen controls for gameplay. Avoid it, but check out the DS version by all means.

I will admit that the greater fidelity of the PS3 version made it a more enjoyable experience on the whole, as soon as I changed the control scheme away from using the analog trigger to accelerate. I’m looking forward to the sequel, Transformed, and hoping for a greater variety in the track content. On the whole though, a solid game and double thumbs up from me for drawing designs specifically from Jet Set Radio Future as opposed to just the first JSR (the tracks do have pastiche elements from both games, they’re really good tracks).

January 9, 2017
[Review] Lego Star Wars: The Complete Saga (PS3)

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Lego Star Wars introduced us to Lego games and how fun they were for novices and co-op play. Our friend had one of the Star Wars releases on her PS2, and the Complete Saga version was one of the first things my wife got for her Wii. Playing it with her and her sister was good times™, and so it was with much nostalgia that we revisited this world, now in glorious HD.

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December 18, 2016
[Review] Jet Set Radio (PS3)

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Having played Jet Set Radio Future in my youth, I found that the original—which I played through its HD rerelease—was full of disappointments. Future has a wonderfully smooth traversal system with tricks to increase your momentum and get around; JSR can feel like getting around is an uphill battle. Future has a large world to traverse freely; JSR is locked into levels with my least favourite video game convention: timers. Future has a more developed combat system; JSR has you futilely trying to avoid enemies while performing awful QTE sequences to paint graffiti.

Playing JSR can feel pressuring, as you run low on spray cans while relentless enemies pursue you, your eye on the timer. To be fair, the time limits are more a problem on the GBA version which I also played; however, it makes up for it with enemies being less of a hindrance. It’s also easier to gain and keep momentum on the handheld port, but you lose a lot of what this game excels at: the aesthetics.

The real reason to remember this game is its bodacious sense of style. I don’t really know if its portrayal of hip street culture is accurate or “cool”, but I think it’s a bucket of fun. The characters are endlessly jiving in their alt-fashion outfits, the graffiti is designed by real graffitists, and the music selection is famously an eclectic dream mix tape of funkyness. JSR also does an excellent job making its environments embody the essence of Japan, from the urban main streets to industrial suburbia.

We need more games like JSR: essentially a 3D platformer with unique traversal mechanics and a sharp, well-honed style. It’s just a shame that the original has been remastered when its sequel improves on it in pretty much every way, but languishes on the original Xbox (or “Xbox Zero” as I like to call it). Yo! Tight!

March 11, 2016
[Review] Ni no Kuni (PS3)

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Ni no Kuni was marketed as a Studio Ghibli product, and that’s certainly what got me interested. The artistry and subtle worldbuilding in their movies has always enthralled me, and this was notable as their first* video game collaboration. (After Miyazaki was reportedly very disappointed with early PC adaptations of Nausicaä, there have been no Ghibli-related games aside from Ghibli-adjacent Lupin and Future Boy Conan adaptations, and some of their designers freelancing on various projects.)

The game delivers on that premise, partially. The almost painterly look of the overworld and the character designs are unmistakably Ghibli-like. It also boasts a Joe Hisaishi score, which is suitably grand but not broad enough; you hear the same tunes so many times that they will leave you gritting your teeth by the end.

This is a fairly typical JRPG. It can be slow and grindy at times, but it captures a sense of adventure and scale and the sidequests feel worthwhile. Each monster you fight can be captured, like Pokeymans, which means most of them have the same scale. I was hoping for more with visual appeal but only a few of the monster designs really grabbed me so I had a few of the default ones all the way through. They also evolve which resets their level to 1. This can feel unfair but it just encourages you to swap around so it’s not a bad thing.

Ni no Kuni was a DS game first, with a physical book to refer to, drawing runes on the touch screen, and turn-based battles. The PS3 version has extra plot and some revamped stuff (and more importantly, was actually localised), but loses some of the “point” of the original by making spells merely selectable in a menu and including the book in a clumsy digital viewer. The battle system is now more freeform, roaming around with skill cooldowns and AI-controlled partners. Unfortunately the AI is pretty shocking, with limited customisability, and again hampered by clumsy menus. I also found that simply mashing the attack button would get me through most battles. They just didn’t feel exciting for the most part.

So the game has a lot of flawed systems, but I generally felt positive after play sessions. I took the game at its pace, taking my time to explore, and enjoying the writing and surprisingly good English dub. Drippy steals the show with his Welshisms and loveable accent, of course. The plot is built on cliches but I still liked meeting new characters and seeing it unfold; besides, I guessed wrong on the twist so there were surprises!

The game can feel disjointed, pulled in different directions: the result of a movie studio helping with a game, and the game being reworked for a different platform and market. Cutscenes are sometimes animated but mostly rendered, and dialogue occasionally is voiced before dropping back to text. It can feel that the strongest aspect of the game is its fantastical world, but as you backtrack more the novelty fades and it becomes more video game-y. There’s a Ghibli-like experience in here, but stretched out and paced very differently. Once again I’m criticising but I’m fighting it because I really did enjoy the game on the whole (but I feel like I’m talking myself out of it!). The fact is, you can’t just enjoy this as a Ghibli fan, you have to be prepared to get through a whole JRPG in the process, and all that entails. Also the final boss is cheap and the credits underwhelming… I suppose it’s the journey that’s important, not the destination.

November 7, 2015
[Review] Star Wars: The Force Unleashed II (PS3)

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I enjoyed the hectic action of the first Force Unleashed. Being able to throw around crates and Stormtroopers alike had a fun sandbox-like feel, combined with collectibles, unlocks, and a mix of traversal and combat. It was a good game. The sequel seems to have been streamlined a lot, but also feels very rushed: shorter and with less variety.

The first thing I noticed was how pretty the game looks. They’ve done a fantastic job gussying up them graphics. The cutscenes aren’t full of hideous creepy doll faces anymore! The levels also look much cleaner, and that applies to the UI as well. So in terms of looks it’s a real step forward. Unfortunately the game really only has three distinct environments (Kamino, Cato Nemoidia, and the Rebel ship), compared to the six or so of its predecessor.

With fewer locations comes fewer enemy types. You don’t get the scavengers and junk constructs of Raxus Prime, the Felucian natives and Rancors, Wookiees, nor do you have climactic Jedi battles with Force struggles. In comparison, the final fight with Vader is quite boring. There are a few new robots and things, but the combat isn’t as varied. Another contributing factor is that it feels like different enemies must be tackled in specific ways, unlike the freedom of the first game; I also feel like there’s less big open rooms to play around in.

I mentioned the streamlining. The upgrade system is much simpler, without separate categories and lots of unlocks. There’s a bit more customisation available for lightsaber crystals since you have two of them now, which is nice. The menus are also a bit easier to navigate. These are all pretty much improvements, which is why I’m so disappointed they fumbled the whole “content” side of the game.

To draw another unfavourable comparison, this game either removes characters or reduces them down to bit parts. Kota is present but quite one-note, Proxy is basically a cameo, any other Rebels are nowhere to be seen, nor is the Emperor. There’s only one new secondary character introduced. Boba Fett and Yoda appear briefly in cutscenes, have a couple of lines, and have no bearing on the plot. As for Juno, *sigh*, well she’s gone from being a character to someone whose name the male protagonist can shout lots of times while she’s been kidnapped or being threatened, or being apparently killed. It’s very distressing and shallow. Starkiller himself has some struggle over whether he’s a clone or not, when it’s obvious that he is, and there are no real twists or progression. Two steps back on the story front.

I don’t know what else I can say. That paragraph really depressed me. There’s a challenge mode now, so you can try to do ten specific things quickly. You can now use Jedi mind tricks, to turn your enemies against each other or make them jump off a bridge. That’s a very neat addition. But the game is such a whiff; if it only combined its advancements to the engine and presentation with the scope of the previous game, and advanced the story, it could have been really great. Instead I’m not even sure it’s worth your time; just play the first one and be done with it. It feels like half a game, especially because the ending leaves threads dangling on purpose as a sequel hook that was never picked up. And Starkiller is just so angsty white boy. Get over yourself, dude.

September 2, 2015
[Review] Rayman 3: Hoodlum Havoc (PS3)

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What I’d heard about Rayman 3 led me to expect it to not fit in as well with the other games, with Michel Ancel not being involved and all. Playing it was a pleasant surprise, as I enjoyed it quite a bit! It actually fits quite well as a follow-up to Rayman 2; sure it does some things differently but what sequel doesn’t? 2 itself was very different to 1, after all.

So what’s new in Rayman 3? Well, it has a score system, which is the counter you can see in the corner in screenshots. Defeating enemies and collecting the gems scattered around gives you points and doing such actions in quick succession builds a combo meter for more points. The gems themselves are new; Lums appear as part of the story but only red ones (and black). Also new are the cans which give you a temporary power-up as part of a costume (and also double your points while they last). The scoring system has been integrated well into the game as a whole, even unlocking silly little minigames which is its only purpose apart from score-chasing, which people are into. Always thinking about your score is an interesting twist, planning your collection to maximise your combo.

Also new are the cinematic elements. There’s more plot, and the situation changes as you progress. The game is also fully voice-acted, more so than the Playstation versions of Rayman 2. Characters will natter at you throughout, and for the most part it’s endearing unless you have to replay a section. I guess John Leguizamo (Luigi Mario himself!) is the only real big name, but he does Globox, a major part, and he does a great job at it. He’s depicted as simple-minded but written well with lots of jokes. He plays off Andre, the Black Lum who Globox swallows early in the game, so there’s constant banter and contact with the antagonist a la Banjo-Kazooie or Portal. Billy West (who played Rayman in the Animated Series) is Murfy, unfortunately only for one level with many wisecracks and fourth-wall breaks. David Gasman’s Rayman doesn’t talk much, and the other minor characters aren’t bad except the three Teensie doctors you see for plot, who are crude German, hippy, and Asian stereotypes respectively.

This aspect of Rayman 3—the voices, I mean—may turn people off, but I liked it as part of what this game was trying to do. In fact the whole game left me feeling positive; the levels are well designed, it looks gorgeous, it expands the Rayman universe in clever ways. Sure there might be too many shoe-racing segments but it was just nice to play a 3D platformer again. The power-ups help change up the gameplay every now and then while restricting your moveset to keep things simple. It even made me feel a bit emotional at the end, when Globox starts feeling attached to Andre, and there’s a scene right at the end where you as a player have to transform him back into a Red Lum—reminiscent of the final moments of Snake Eater (ok I haven’t played it but I’ve heard about it).

So you can tell I would recommend this. It’s not on as many platforms as Rayman 2 but it’s easier to access the best one in this case, as the Rayman 3 HD port for last-gen consoles is it. You do miss out on the unique minigames on the GCN version when connected to a GBA, though. It may feel a little more linear than Rayman 2 but later levels open up a little more, with some doubling back and plenty of secrets to discover, and there’s still platforming here despite a bigger focus on combat. But again, I prefer to appreciate the game for what it’s trying to do rather than comparing it directly to Rayman 2′s gameplay. But that’s just me reacting to my perception of this game’s reception. Anyway, enough waffling, it’s fun.

July 29, 2015
[Review] Shadow of the Colossus (PS3)

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If you look up “beloved PS2 games” in the dictionary, this one is top of the list. Whether its narrow focus is masterfully simple design or an obvious flaw is up to your opinion. I find myself torn; I appreciate the sensibilities of its design and aesthetic—when it’s good it’s very good—but there are glaring shortcomings and annoyances too. Oh and spoilers ahoy.

Let’s first talk about where it didn’t hit the mark, and get it out of the way. The story is pants. We’ll have to compare it to Ico since it shares so much DNA. In Ico the goal is simple: escape, and Yorda both helps with that and is tied up in the plot, being introduced to Ico at the same time as the player meets her so we discover as he does. SotC meanwhile has Mono who is a MacGuffin who starts the game stuffed in a fridge, and we learn nothing about her. The real companion, Agro, has no plot relevance; of course, this doesn’t diminish the relationship between her and Wander that the player feels.

There is meaning and story there, but it’s either stuffed in at the end, or too subtle as it’s unspoken. My motivation as a player was to see the gameplay offered by the next colossus or experience riding around the world, not to see what happens next. And that ending! The twist was appreciated as it’s something actually happening, but everything else was just a little weird. Reading into the events and crafting theories is interesting, but parts of it just come out of nowhere. And if Dormin was so scary and powerful then why was it so easy for Emon to destroy him? Yeah, I dunno, just dumping all the story at the end wasn’t very satisfying for me and it was far more emotional when Agro fell off the cliff, because the game itself had established a connection to her.

So as a good point, the reliance on Agro made you feel the partnership. The poor horse doesn’t care about your motivations, she’s just loyal. Riding her around also felt good (when the controls cooperated), the game has good traversal and a wide open land full of mystery to explore. That’s why I chose the above screenshot; battling colossi is the focus of the game (and what most screenshots feature, obviously) but exploring, hunting lizards, finding new hills and valleys is at least half the experience and can feel soothing, a nice contrast to the high-tension fights.

The fights are mainly satisfying as well, at least if you manage them quickly; figuring out what to do makes you feel accomplished, and climbing these huge creatures is a unique and epic experience. Unfortunately there’s a high frustration factor, as failing to grasp the more obtuse solutions will result in drawn-out battles with repeated failure. A colossus shaking you is not in itself tense as holding R1 will often leave you safe, but the slow burn of your stamina dropping can be both exciting and wearying. Falling to the ground will elicit a sigh as you consider how to exploit the creature’s behaviour again, and chip away at its life bar. Some colossi are exhilarating while others are tedious. I also tried Time Attack which exacerbated the tedium to new heights, as you struggle against a time limit and the AI. So unfortunately the main draw is something of a mixed bag (thank you vocabulary of game review cliches).

Similarly, the music is very memorable and often appropriate, shifting (a bit clunkily) to a more exciting track when advancing the phase in a fight. But on those drawn-out battles though the repetition can grate. The visual design of the world and the colossi are great, very evocative, although the colour palette tends to the drab. I did have minor technical nitpicks with the HD version; pretty severe pop-in of textures and world geometry being the chief complaint. Not that big a deal to me personally but a bit disappointing.

This game is so different to most games in what it’s trying to be that you have to forgive some of its flaws. I don’t mind a series of boss battles with open world roaming in between, I like it a lot in fact. But the execution of some fights and the story elements do drag the game down. It’s fascinating, artful, and strange. But forgive me if I don’t torture myself with Hard Mode.

June 25, 2015
[Review] Star Wars: The Force Unleashed (PS3)

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I think I wanted to get this game after Disney said it wasn’t canon anymore. After playing it myself, there were some parts that I decided shouldn’t be canon either, like Darth Vader being responsible for starting the Rebellion vicariously. But it’s still interesting when they want to fill in parts of the story through the medium of video games, and there’s obviously a lot of design effort put into this project, with new characters and locations that fit right in, as well as the use of music.

Force Unleashed is set several years before Episode IV; you meet Princess Leia as part of the plot, as well as other more minor players from the films like Mon Mothma and Bail Organa (who shows up briefly at the end of Episode III), as well as obviously Darth Vader and the Emperor. I always like sources like this that are set around the time of the original Trilogy, but made after the prequels so they can insert lots of references to them. You do get all the lovely original trilogy Imperial visual design in the ships and installations though.

The game is about Vader’s so-called secret apprentice, Starkiller, who he’s training in order to one day overthrow the Emperor. Or maybe he was lying about that, there’s a few twists and turns so it’s not clear. Starkiller is the blandest of bland protagonists, coupled with a generic love interest in a bland blond pilot. His robot sidekick is cool, though. As the game progresses he supposedly is conflicted about his motives, but it’s not explored as fully as it could have been. At the end there’s a token choice with two endings; one leads into the next game and one interestingly leads to a series of DLC missions where you kill Luke and Leia and Han, etc. I was playing the basic game without extra scenarios, but it was still a fine, complete story.

Speaking of which, the different versions do have a number of extra levels and things; whether you’re playing on the HD consoles, Wii, DS, PSP, or even the N-Gage. The HD versions are the lead versions though, with the most fully realised physics engine; this is the main draw of the game and the most fun thing about it: throwing around debris and Stormtroopers with your Force powers, bouncing them off each other and plunging them off cliffs. Between this and your double jump and air dash, it turns into a fun sandbox-style traversal experience at times, although it’s quite linear and there are also a fair number of corridors.

As I said the environments look good with Imperial bases, jungle planets, and the scrapyard planet (Garbage World comes to mind for you Red Dwarf novel fans) (look out for easter eggs in the scrap, like a Clone Wars drop ship or a wrecked sandcrawler). Unfortunately the latter half of the game has you going back through the same environments—not backtracking mind you, there’s new level designs—while I was hoping for more new sights. But there’s reason to scour these places, as collectibles will help you unlock upgrades for your stats and Force powers, a nice addictive little system.

Combat is the main focus of the game though with your abilities giving you many ways to fry groups of enemies: lightning, violent Force Pushes to send them hurtling into walls, different saber comboes. Having a range of abilities makes you feel powerful but in a new play session I had to take a minute or two to remember all the controls. My preferred method of dealing with tougher enemies as I went on was to buff up my bar for Force power and just hold down the lightning button to drain their health. Maybe a bit cheap but it does get kinda brutal at times. Some of the boss battles too took many retries but you learn the tricks, that’s what it’s about after all.

So I did have some complaints, and the cutscene models were firmly in the uncanny valley, but it was lots of fun and felt appropriately Star Wars-y. From what I’ve heard the sequel improves on the formula so it’s on my wishlist now. I did feel a bit sore when I found out about the later release which included the DLC (and another extra non-DLC level), but it’s all extra stuff and the core of this game was enough. Plus you get to crash a Star Destroyer, cool!

June 13, 2014
[Review] Warhammer 40,000: Space Marine (PS3)

Stop me if you’ve heard this, but this is the game named for the words that are spoken most frequently in the duration. My wife certainly tired of the Orks’ tendency to shout “Space Marine!” and “Kill the Space Marine!”. It gets better when the Chaos dudes show up halfway through though.

I don’t have a strong attachment to the Warhammer/40k franchise, but from having a local game store growing up and several friends with armies of their own, I have a familiarity with the setting, especially 40k. I like the richness of the lore even as I have little interest in playing and collecting the tabletop game itself. Therefore this game represents a way to experience some of that world without the exorbitant cost of entry, not to mention storage space.

As a device for delivering lore, a game is perhaps one of the better media, and this example especially so. Although the setting employs only a handful of characters, three races, and a single planet, you get a very good feel for the culture of the Imperium, by exploring different locations on one of their factory worlds under siege. You also get audio logs of its citizens, giving insight into their daily lives, which are ruled by the ever-present warfare of their culture and the oppression of their society. It’s very evocative stuff, and the architecture you traverse is simply amazing, a blend of massive sci-fi structures and gothic cathedrals. Your main characters also demonstrate the themes and common interaction among the classes of the Astartes. Fascinating stuff.

The game is a third-person shooter, fairly standard as I understand it. I’ve said before that I rarely play this sort of game, but as far as I can tell this is a serviceable example. You have a few weapon slots that you can switch out, and some hard-hitting melee combat to supplement it. There are gradual upgrades through the game, and as you progress you also find a set of weapons you’re comfortable with, even knowing when to switch out some for a given situation. Even when I died several times in a row, I mostly felt good about going back to reassess my approach.

The enemies ramp up as well. I was initially disappointed with only having Orks to fight, but as you get familiar with them it helps to recognise what it’s throwing at you so you can respond. Then the Chaos came along, which was a great upset and added a new dimension to the type of fights you get, especially at first when you’re stumbling into fights between the two.

The Chaos element adds a lot to the plot, as it’s an underlying aspect of the whole mythos and the Imperium is very paranoid about it. You get some nice tension between your Captain Titus and the Inquisitor you meet on the planet, as well as suspicion from your own comrades when you find that you’re resistant to the energies of the Warp. (This was a bit of a mystery in the game, but I did some research afterwards and found that Titus may in fact be a member of the Illuminati, which in this universe consists of folk who’ve been possessed by Chaos Demons but have freed themselves, and have to keep it a secret for fear of persecution.) The ending is also a bit bleak, which totally fits the setting in which there are no winners.

Overall I had a great time, I’m not fatigued by playing too many shooters like this so I do enjoy the occasional one. I found it fun to play, and well made. And the story and setting were very compelling to me as well. I tried the multiplayer mode too, which was a bit meh. You need to put some time into it to get the good weapons, and everyone else already has them.

I should mention too that this was made by Relic, who made one of my all-time favourite PC games, Homeworld 2. They became stewards of sorts for 40k games after that, which sucks for Homeworld but if they make things as good as this, I can’t complain. I hope they continue to produce at this level after the collapse of THQ. Actually, looking a bit more they made Impossible Creatures too, a wacky strategy game where you put animal parts together to create strange killer hybrids. In fact, this is like their only non-strategy game. I can take or leave dull WW2-themed games, though. Well, as the Orks say, “Humans to kill!”

March 10, 2014
The Lord of the Rings: War in the North (PS3)

Ah, here we go. This is the closest thing to a “serious” game I’ve played in a long time. You know the ones, the mature, the big-budget, the “hardcore”. I’m not sure those labels really would apply, but it’s further up on that spectrum than the Avatar games, you know. It’s a Western action RPG and all that.

The real reason for playing this was the LOTR connection. The wife and I are big fans, and even if this wasn’t exactly penned by JRR (we’re on a first three initials basis), it’s at least in the cinematic universe and it explores corners of Middle Earth we don’t often see. I was just interested in being in that world.

As a bonus we got a game that we didn’t mind playing together. We picked the easiest difficulty, which I think was a bit easy for me but to be honest l didn’t want it to be more than breezy, it would have been frustrating. Doubly so for my wife. We had enough issues with the bugs and the clunky UI, I’m not sure the game would have handled loading from a checkpoint. One of the more amusing bugs was a persistent chain-rattling in an Orcish fortress that steadily grew louder until it overwhelmed all other sound effects, even when we left that room far behind.

There was also a heavy Uncanny Valley element, along with environments jam packed with invisible walls. It’s clear that this is one of those games with more vision than budget, although having said that in terms of ambition it wasn’t overly creative. But again, we weren’t there for an amazing gaming experience, we were there to play around in Tolkien’s world and laugh at the cheesy voice acting. Actually a lot of the voice work was quite good, but any character who has appeared in the films (Elrond, Gandalf, etc) was a pale imitation.

But yeah it was just fun shooting orcs, finding phat lootz, meeting new folks, getting a bit lost, levelling up. Because we were doing it together. There’s a new LOTR action game in development that looks kinda interesting, Shadow of Mordor. But it’s single player only. You just can’t forgive as many flaws when you’re playing alone. I was excited thinking we could play that together too, but nope.

But oh, I just loved meeting Radagast, finding a hidden dwarven fortress, learning the history (which is canon) of places like Gundabad or Fornost, interacting with eagles and dragons and Black Numenoreans. I’ve said before that I don’t care what the general consideration is whether something is canon or non-canon. It’s all canon to me, as much as I can make. I just can’t learn and remember details and characters and then dismiss them as not real. We had this experience, it’s real to me.

I played the ranger Eradan, and Everbloom played the elven sorceress Andriel. Local co-op ftw baby! We had fun poking fun at Farin, the AI third wheel. You also get in your party a personal eagle taxi who flies you all over the north like an obedient Pidgeot, and can do Sky Attack to enemy formations. I got pretty attached to these characters, and they in particular are voiced very well.

I had a look at some PC videos afterwards and oh my goodness that version looks so much nicer than the PS3. I would have thought that by 2011 developers could have worked out the kinks in developing for the console, but I guess that whole graphical creep issue had come into effect. Loading times were pretty long, but for all I know that’s normal. Like I said, not really into playing the newest hottest games on the scene, dudebro.

Well I think I’ve said what I wanted to. This game was a real novelty, it had a lot to like, but mostly for the lore and the co-op play. As a game apart from that it’s competent but not amazing. It’s also different to my usual forte so familiarising myself with that style was fun. Just don’t compare it too closely to Skyrim or whatever you kids are playing these days. Any LOTR fans though should definitely check it out, and set it to easy if you need to.

November 15, 2012
Ico (PS3)

The good things I heard about Ico, especially from John Siracusa on Hypercritical, was one of the factors in finally breaking down my Nintendo wall and buying a PS3. So I was very pleased to find it a rewarding and engaging experience.

I guess you could say that in some ways it’s in the “art game” category, but I tend to think of it as Zelda but more realistic, with a tighter focus and more emphasis on immersion and atmosphere than I dunno finding items or whatever. I love Zelda but as a variant on that formula and a change of pace (warranted for a series that, like many Nintendo properties, is getting oh so slightly, shall I say, stale?), it was a best game. Maybe not the best, but a best.

Seriously though, compared to other Zelda-likes I’ve played and also loved (such as Okami), it just goes in a different direction. I can’t call it the best because that’s not what it’s aiming for. This may be the first sense it’s an art game: it’s not comparing itself to big games and trying to be a flashy super game.

The second sense is the style and aesthetic. The whole setting is very muted and oppressive, but also dignified and other adjectives, then there are moments that open up or secluded, beautiful spots. It really draws you in just by the places you visit and the climbing over huge things that you do.

The main mechanic of the game, I’d say, is the relationship between Ico and Yorda. You meet Yorda early on, and she’s *sigh* a princess, but it’s not like that really. You’re just two kids trying to escape shadow demons in an empty castle. Everywhere you go, you drag Yorda along by the hand, and that really reinforces your personal connection to her as a player. It’s probably the best case of developing real caring for an NPC that I’ve experienced, and it’s a great strength of the game.

The other bits are a lot of fun, too. The aforementioned climbing, exploring each new area as you find it to locate the switch you need, protecting Yorda from waves of shadow creatures. Conquering each area may take a while, but that makes it really rewarding.

Oh before I forget the manual (the PS2 one anyway) is full of spoilers, and I found it much better to read it only after I’d finished. There are a few reasons I found this. One is that it goes into too much detail and ruins the interpretive aspect. I preferred to develop my own ideas about the plot and my own conceptions about how the game was structured, rather than having it all laid out plain. The other reason is the game has very minimal interface—no on-screen interface during gameplay, ever—and “gamey” things about it, so that trophy notifications became jarring (they weren’t in the original spec), and the process of saving (by sitting on stone couches) quite abruptly takes you out of the world (appropriate enough I guess, for the end of a play session). In the same sense, the manual devalues this from whatever it is into a mere game. (I blame marketing for American audiences.)

Whatever it is, then, is something more. But what to call it? Art, or interactive experience? Sounds pretentious. More like, this is what a game should be. What other games should aspire to be like. Sure, it doesn’t suit every genre, style or developer, and I don’t think everything should be a lot more Ico. But maybe more things should be a little bit more Ico.

Anyway, I had a blast playing this great game. Hmm, well blast is the wrong word, my playthrough was more ponderous than that. I had a slow burn. But a good one. Anyway I had fun. And there’s more to look forward to! See I bought the Ico&SotC Collection, so soon I’ll start on Colossus, and there’s much more widespread praise for that so it should be good, but I have different expectations for it. Plus, there’s the New Game + option, with co-op. I think I’ll call it here. Not a long game but so good, concentrated quality.

Wife’s comment: “It made me feel dizzy when you moved the camera.” Yeah that feature was a bit sensitive.

9:14pm  |   URL: https://tmblr.co/ZpvIwuXJwBJq
  
Filed under: ico team ico ps3 review 
October 16, 2012
Little Big Planet 2 (PS3)

Well, I’ve been busy with a few projects lately. After I posted that last comic, I’ve been working on another one. It’s fun, and rewarding. I also picked up Pokemon White 2, and have been playing through along with my wife who has Black 2. I’m falling right back into the Pokemon groove after many long years. That’s for another day, though. Now I’ll address Sony’s family-gaming poster child.

When we bought our PS3, we borrowed LBP 1&2 from my brother’s friend, and I’ve finally managed to finish them both to my satisfaction. I’ll mainly talk here about the second, as I see it as mostly an upgrade and evolution over the first. Through both games, what impressed me most was the developers’ willingness to continue updating the game with fixes and content, some of it even free! The other impressive thing was the community levels, which are very often spotlighted by the Media Molecule team. I played some clunkers but some very interesting ones too.

So Little Big Planet is a series that Sony, or at least game journalists, are trying hard to set up as a Mario rival, I feel. I’m not sure if this is accurate, but I gotta say the feeling is very different. It’s a platformer, sure, but the similarity ends there. The focus in LBP is on customising, community, and gimmicks to modify the gameplay beyond run'n'jump. All these are successful to varying degrees. Overall it tries to do a lot of things, and does them fairly well, but it is also flawed.

My main annoyance with the game was with the community aspect. Frankly, I’m not a social person, and much of the game encouraged multiplayer. I did try to play multiplayer for most of LBP2, but was blocked from a truly great experience by the often bad lag (probably my crappy Australian internet), and other players. I’d say half were as good as me or better, but those with much worse skills were frustrating to play with, and some were downright obstructionist. Often I’d just be denied my requests for multi though, so I’d play levels by myself. Many levels are easier this way anyway, as “lives” are too finite and divided among players, so repeating levels from the start was a too common and frustrating experience. The main levels should have taken a page from many of the best community levels, and used infinite life gong checkpoints throughout.

Community levels, as I’ve said, were also hit and miss. Long loading times leading to a very barren and disappointing level discouraged discovery, but going by number of likes gave greater success. I also played a great series of Donkey Kong Country-themed levels with an original plot. These types of levels were amusing as they tried to recreate certain gameplay styles in the not always suitable LBP engine.

Gameplay in the main game itself was servicable, the highlight being interaction with the environments and objects. However, I feel that the heavy momentum made precision platforming difficult, the jump was too short, and the three-plane 2D movement was often poorly implemented. This was disappointing, but the grappling hook sections were very good, and other twists and gimmicks could be interesting. Once I was used to the physics and conventions, the variations often made for fun levels.

The collecting aspect was a big part of the game, and I always enjoy this. Every level is packed full of little prize bubbles, with stickers, costumes, and decorations. I took joy in creating new outfits for my Sack thing often, but didn’t use stickers much except to unlock things in levels (rarely). I also neglected the decorations for the most part. Personally I don’t have a taste for creating content in games, it’s just my nature I suppose. But since that was emphasised here, I felt I was missing out. Still, I liked finding objects to use in that mode, even if I didn’t use them. The other thing with cotumes was the obnoxiously high prices demanded for simple costumes as DLC. I don’t care how cool the IP you’ve licensed is, $10 for some clothes is way too far! *sigh*, that’s just the way the world of gaming is now.

So I feel this game had highs and lows. I had some very nice multiplayer experiences when latency was low, and some of the directions the game went were better than others. But other segments, such as the sidescrolling shooters, were buggy and less fun. The aesthetics of the game were very creative and made for beautiful levels in worlds with strongly cohesive looks. Overall there was an arts-and-crafts theme that carried throughout, and was very effective. Good voice acting too, in the cutscenes, although the plot was necessarily a bit silly. To be expected.

The extensibility of the engine to many gameplay types was definitely a strength, but I feel the basic controls were a little awkward. I think what stopped me playing it more often was the slow menus, lag and loading times. I wonder if people in Amurrica have a much better experience with games with a strong online aspect. Well, it makes me prefer offline games like Nintendo’s stuff, and retro games. They’ll drag me kicking and screaming into modern gaming over my dead body!

Wife’s comment: “It looked cute, but it was too hard.” I tried to play local multi with her, but unfortunately the difficulty ramped a little too quickly and later levels were sometimes downright brutal. Final boss was pretty easy though, just long.

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