March 27, 2017
[Review] Star Wars: The Force Unleashed (DS)

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Having now played all four different versions of this game, what can I say about the DS one? It’s… better than the one made for java phones?

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March 23, 2017
[Review] Star Wars: The Force Unleashed II (Wii)

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I documented my disappointment when I played this sequel on PS3. My main complaint was a rushed feeling, with a smaller scope and breadth of content than the first game. The Wii version of the sequel is even briefer, but I felt better disposed towards it while playing; maybe it was that my expectations had already been lowered.

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March 22, 2017
[Review] Ecco the Dolphin (SMD/SMS)

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Ecco is a dolphin simulator. You swim around, breach, butt into other sea creatures and use your sonar… wait, a tornado kidnapped my family? What’s this talking orb helix? Now I’m in Atlantis?? And a time machine sent me back 55 million years?? Now I’m being hunted by aliens in their spaceship???

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March 17, 2017
[Review] Dragon Ball Fusions (3DS)

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Dragon Ball Fusions is full of fanservice, but it’s not just that. It’s also a fun, fresh, and addictive game but going further than the main story gets real grindy, real quick. But along the way you’ll find depth and make connections with old favourite characters and new randos alike.

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March 8, 2017
[Review] Picross 3D Round 2 (3DS)

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I had a really nice, relaxing time with Picross 3D 2. It’s a great sequel; HAL have really tightened it up since their previous Picross game on DS. There’s new quality of life features like hints (which I didn’t use), and a new mechanic in the two colours which shouldn’t be understated. It adds complexity to the controls but gives more avenues for the little logic calculations, the constant successive solving of which is the core of the gameplay. Internalising these calculations, doing them faster over time, is incredibly satisfying and this game had a perfect balance of difficulty for me to make me feel smart.

The presentation too is improved. There’s been obvious effort to make the game aesthetically pleasing, and it feels welcoming. There’s no plot or anything like that, but the slight amount of framing they give you is just enough. The new orange colour also has an effect on the models you uncover (which are now presented as little figurines), as they represent different shapes that don’t completely fill a cube: slopes, curves, points, etc.

Sets of puzzles open up as you complete different sorts of objectives, which is also done in a satisfying way. The best thing is that unlike the previous game, you don’t always feel pressure to be perfect; you can take a little longer, or make a mistake or two, and although your score may not be the best possible one, you still get the highest rated gem reward symbol. Yes, shiny things are a good motivator. There’s a good amount of content, at least as much as the previous game. It took me over 50 hours and I loved every minute. Puzzle fans need this game. That’s all there is to it.

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.

February 15, 2017
[Review] Sonic & All-Stars Racing Transformed (Wii U)

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I enjoyed the previous game to this… they both have awkward names so I’ll call them SASASR and SAASRT. No, how about Sega Racing 1 and 2. “Sonic and Sega” and “Sonic and Whatever”. Let’s workshop that one. 

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February 13, 2017
Review: Star Wars: The Force Unleashed (mobile)

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I like the Force Unleashed, the effort put into it to make it a substantial part of the Star Wars universe. Lucasfilm wanted to get it out there on all the platforms, so even though it was getting a little late for this sort of thing in 2008, a game with that name was released on Java phones. There was another version on more advanced phones, including iOS, but it’s gone from that app store now, gosh darn it.

This one is a static 2D affair, with an admittedly unique control scheme. Your character Starkiller stands stationary on all the levels, while enemies (mostly Stormtroopers) steadily enter the screen to shoot at you. All actions in the game are taken by drawing patterns using the phone’s keypad (the layout of which is very hard to replicate on another platform such as a PC due to the patterns being spatially oriented, without some finagling to rearrange your inputs). The screenshot shows some of the join-the-dots shapes that you have to draw with your nine-button grid.

These patterns start to build up thick and fast, so even on easy mode fast fingers are required to see you through. It’s a game well suited to its original hardware but is a struggle in emulation. Still, it feels good to become a numpad wizard, even if the game ultimately lacks variety. Once I got the hang of it, I clocked the thing in 20 minutes. For a mobile game it’s a decent experiment and can become an interesting study in juggling objectives—building force power in stages, dealing with enemies, the occasional contextual obstacle—as the rush of troopers doesn’t diminish even in boss fights.

The plot of the Force Unleashed game has predictably been sliced back beyond the bare essentials. Kota actually dies after your first encounter, there’s no PROXY, no Rakdos, the faked-death twist is very much glossed over. The cutscenes use attractive pixel art portraits; much more pleasing than the real game’s uncanny soulless 3D faces, and the brief dialogue sections do their job nicely with a touch of personality, but understandably fail to deliver on character arcs. Overall it’s actually decent for a mobile game, but really the only way you can play it is to remap a numpad, unless you can remap your brain more successfully than me.

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 19, 2017
[Review] Pokemon Moon (3DS)

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Pokemon Sun/Moon is probably the best Pokemon game yet. A significant part of that is that more than ever before, it’s breaking from the formula or at least obscuring the formula enough that it feels fresh. It’s modern, it’s got quality of life improvements out the wazoo, it’s got a persistent map. If only it could have had your buddies following you around the overworld, it could have definitively claimed the crown from HGSS (unused data suggests this feature was planned but frustratingly scrapped). Ah well.

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January 18, 2017
[Review] Picross e6 (3DS)

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Each new “e” Picross game simply adds a feature or two to the previous release, and a new set of puzzles. This is a perfectly serviceable system that has worked so far, especially with the relatively low cost of each instalment. the core gameplay and controls remain solid, addictive, and satisfying.

The headline feature of this sixth one is the ability to play any of the regular puzzles in either normal or Mega Picross mode, or both if you want (I did). They are shuffled so it’s not predictable, but if you are doing both it may be a tiny disappointment to not get a brand new picture for half the game. The number of puzzles is comparable to previous games, and puzzle-solving is only doubled by this addition. There’s also three Micross puzzles, which is always good, plus the usual set of Mega Picross bonuses for owning the first three games.

I actually started this long ago, but made a conscious decision to not plough through it all at once, which is why I only just finished it. I saved it for spurts between other games or when I needed a few mellow puzzles at whatever time. The release of e7 spurred me to finally get to the end; look out for the review of that one maybe next year, heh.

January 12, 2017
[Review] Jet Set Radio Future (Xbox)

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I said in my Jet Set Radio review that it pales compared to this game, its sequel. Lugging my giant Xbox Zero out of its drawer and hooking it up (and nudging it to open the faulty disc tray), booting this game I was instantly transported back to when this game was the coolest thing ever. And guess what, it still is! I even managed to get 100% all characters, all Graffiti Souls, all characters, an unthinkable task in my adolescence.

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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!

December 16, 2016
[Review] Super Monkey Ball Adventure (PSP)

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Monkey Ball is cute and all, but this game gave me what I always wanted out of the franchise: a full world to explore with the tilting-rolling mechanics. Having NPCs to chat to and quests to undertake appeals to the 3D platform adventure nut in me, in a different way to the core puzzle-action levels that Monkey Ball is about in most of the games outside this one. I like those bits too, and the quick resets help the trial-and-error gameplay stay compelling.

Unfortunately I slipped off the difficulty curve. I cleared out the first world with some difficulty, after adjusting to the slow-paced but rewarding traversal compared to the unforgiving and hectic puzzle stages. The theme park world was trickier, and I just made no progress in the clockwork world and had to put the game away. Retrying the same challenges again and again gets tedious, and the combination of momentum and precision was too much for me to master.

It doesn’t help that I was playing the PSP version, with its technical limitations, load/save times, and inferior joystick. An octagonal gate like the Gamecube controller’s is ideal for this game and I felt a little handicapped without it. Nevertheless, I did enjoy what the game was presenting to me while I lasted on it. This game gets a bad rap that is, I feel, unwarranted. At the least it shows to me that Traveller’s Tales have always been capable of more than just Lego games, although they’re decent at that too.

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