Showing posts with label Namco Bandai. Show all posts
Showing posts with label Namco Bandai. Show all posts

Monday, October 4, 2010

Enslaved: Odyssey to the West

Developer: Ninja Theory
Publisher: Namco Bandai
Release Date: Oct. 5, 2010
Systems: Xbox 360 (reviewed), PS3
ESRB Rating: T
Official Web site

In a nutshell: Boy meets girl, boy and girl escapes from slave ship, girl controls boy through telepathic headband, boy dies if girls dies...

0:00 I've been excited about this one ever since I heard the creators talk about crafting the story at the Develop conference. Early buzz from some journalist pals didn't hurt either.

0:01 An extremely basic title screen features some scrolling barcodes in the background. I press start and it zooms out to show a woman staring at that screen, her face reflected on the blank left side. Her eyes dart back and forth realistically. I like how she flicks the screen to change between options screens too.

0:04 I start a New Journey on Normal difficulty and wait through a decently long loading screen. Chapter 1: The Escape. "Welcome to slave ship 90 en route to Pyramid," says a computerized voice. The camera focuses on a muscle-bound, tribal-tattooed guy trapped inside a large metal egg. He doesn't look happy about it, either. He watches as the girl from the Title Screen breaks out of her own egg and taps some nearby computer screens, triggering large explosions on the other end of the hallway. The guy in the egg screams for help, but only receives a jarring explosion that knocks his egg to the ground and lets him carefully climb out.

0:05 In control, I run towards the open end of the grate-floored hallway. A guy fires at me, then an egg explodes off wall and takes him out. Convenient!

___________________________________________________

Tuesday, April 20, 2010

Dragon Ball: Revenge of King Piccolo

Developer: Media Vision
Publisher: Namco Bandai
Release Date: Oct. 20, 2009
System: Wii
ESRB Rating: E10+

In a nutshell: "Boy, this is [not] getting exciting."

0:00 I was a fan of Dragon Ball Z in high school, but never really got into the original Dragon Ball series this game is based on. I wasn't a big fan of the last Dragon Ball universe fighting game I played, so my hopes aren't very high for this one.

0:01 As I load up the preview screen, a young Goku cries out: "Boy, this is getting exciting." Um, I haven't even started yet. What's got you so excited?

0:02 Goku, a small boy with spiky black hair and a red karate outfit, runs through a field and jumps onto a yellow cloud. Bald-headed Krillin and other characters wave as he flies by as a Japanese theme song plays. The title appears before a bunch of characters I vaguely remember from Dragon Ball Z appear reflected in Dragon Balls. Blue-haired Bulma rides a moped with Goku in back. Goku and Krillin fight under the watchful eye of elder Master Roshi. A blonde-ahired announcer starts a fighting tournament. Goku flies through a city as bullet are fired at him from unseen guns. In a plane, an old looking green guy rains destruction from above. The dragon comes out of the dragon balls, ready to grant a wish. All the main characters freeze in a big triumphant pose. The title appears again. Feels like an anime opening to me!

0:04 When I advances past the title screen, Goku again tells me, "Boy, this is getting exciting." OK, Goku, time for your Ritalin.

0:05 As I move about the main menu, Goku narrates every available item. "This is where you can adjust all the game's options!" On the options screen, Krillin narrates with a shit-eating grin. "This lets you adjust the size of the screen." Just think, they had to pay voice actors for those lines. That is money that did not go to hiring programmers. I'm just saying.

***-->JOYSTICK DIVISION<--***

___________________________________________________

Tuesday, April 6, 2010

We Cheer 2



Developer: Namco Bandai

Publisher: Namco Bandai
Release Date: Nov. 3, 2009
System: Wii
ESRB Rating: E

In a nutshell: "Just try to have fun with it!"

0:00 This game's been sitting on my "crap-looking games publishers send to me for some reason" pile for way too long now. My wife encouraged me to try it out today, but challenged me to do so in a way that included "no misogynistic comments of any kind." Ooh, I love a challenge.

0:01 I load up the preview screen and hear "We Cheer 2" intoned by some perky-sounding female cheerleaders who I'm sure are thoughtful, independent people with myriad interests outside of cheerleading, such as math and science.

0:02 A thought just occurred to me: I didn't play the first We Cheer. Will I be able to follow the complex storyline in this game without that experience?

0:04 The file select screen lists the time played as "000h00m00s." This implies that they they assume someone will play this game for at least 100 hours. Possibly up to 999 hours. Hey, it could happen...

0:05 Wailing metal guitar plays behind the name entry screen. The on-screen keyboard is presented with no instructions of any kind -- not even "Enter your name" or something. I give my character a nice empowering name: "Womyn."
***-->JOYSTICK DIVISION<--***

___________________________________________________

Friday, April 2, 2010

Fragile Dreams: Farewell Ruins of the Moon

Developers: Namco, Tri-Crescendo
Publisher: Xseed
Release Date: March 16, 2010
System: Wii
ESRB Rating: T
Official Web site

In a nutshell: One part Japanese philosophy, one part looking for stuff with a flashlight, one part super-simple combat, five parts cut scenes.

0:00 About the only things I know about this game are: 1) the publishers were nice enough to send me a copy and 2) it has a completely awesome title. Either of those alone would be enough to get it an hour of play on Games for Lunch.

0:01 I seriously can't remember the last new Wii game I played that didn't require the Nunchuk. This one is no exception.

0:02 A white-haired anime girl lies on the watery ground. Pan up to a purple haired anime boy with lots of belts on his shirt. Elegant piano music plays over the title screen.

0:03 Part of me wants to choose the Japanese voice actors, because they're almost always better. Part of me wants the English ones just to laugh at how bad I'm sure they'll be.

0:04 Falling through a watery void. A high pitched squeal in the background as the clouds in the sky come into view. "At the very end of a summer that was all too short, the old man I was living with passed away. And even after all the years we spent together I never knew his name. Later that evening, I dug a shallow grave in the front yard of our home and buried him there." The screen fades to black. "At that moment I was truly alone in the world." Creepy!

0:05 Cut to a blocky 3D observatory, with faint moonlight streaming in. "It's so dark I can hardly see," says my character. Me too... I'm tempted to turn up the brightness on the TV. "If I crank open the dome, then I can let in some moonlight."

***-->CONTINUE READING AT<--***
***-->JOYSTICK DIVISION<--***

___________________________________________________

Monday, January 25, 2010

Sky Crawlers: Innocent Aces

Developer: Namco
Publisher:
XSeed
Release Date:
Jan. 12, 2010
System:
Wii
ESRB Rating:
T
Official Web site

In a nutshell:
Ace Combat Lite – less filling, half the gameplay.

0:00 The box says this is by the same people that made the Ace Combat series, which I like quite a bit on the Ps2. Wikipedia says this game is based on a 2008 anime movie which I've never heard of. Hopefully that won't get in my way.

0:01 I love the manic xylophone music on the preview screen. Sounds like an Electroplankton level run amok.

0:02 After a few long seconds creating data, the title comes up over eerily silent clouds. I dig out a Nunchuk, plug it in, and move on.

0:03 When I open the options menu, the game pauses to give me tutorial on how to navigate the options menu. Are there a lot of people playing flight sims that don't know how to manage a menu screen?

0:04 After a quick trip round the options, it's off to the first tutorial, “Fly with Grace.” What a delicious pun! Up and atom!

0:05 “I'm now going to explain basic controls” says an eerily robotic male voice. The tutorial expects me to hold the Remote in my left hand and the Nunchuk in my right. This feels pretty weird, but who am I to argue. I raise the Remote to speed up, level it out to go back to cruising speed. It's pretty hard to keep it perfectly level... I keep accidentally speeding up slightly. Tilting the Nunchuk controls the plane's angle. Pretty simple.

0:08 A large white cone points to the nearest targeted enemy. The heads-up display then frames the enemy with a green box indicator. I fire my guns with the Z button on the Nunchuk and get a very smoky explosion. The graphics look like a mid-generation PS2 game... kind of muddy. Also, it's pretty hard to get precise control and aim with this Nunchuk tilting. What's wrong with the analog stick, eh?

0:09 “This concludes the attacking enemies tutorial.” The message takes a few seconds. Then it takes 15 seconds to bring up the “quit tutorial,” menu. Then five seconds more to load the main menu. Then 10 more to load next tutorial. GET ON WITH IT!

0:10 The third tutorial simply explains that an enemy with a red “TGT” above it is a "target" that will trigger a “Mission Accomplished.” Why it took them a full minute to explain this simple fact, I have no idea.

0:12 Did you know that a radar shows you where other planes are in relation to you? You did? Well then you're smarter than the people this tutorial is aimed at.

0:13 Tactical Manuever Commands, or TMCs, are special commands that automatically place you behind an enemy plane. When you get close to an enemy, a gauge fills up. Press A when it's full, and it auto-magically does some fancy flying shit from a fancy camera angle and puts the enemy right in your crosshairs. Neat.

0:15 Trying out TMCs for myself. It seems like I could have shot this guy before the gauge filled up, since I was already in so close. Also, the TMC seems like a bit of a cop out, like they're dumbing down the dogfights so anyone can get that perfect shot.

0:16 The analog stick is used to choose manual maneuvers like barrel rolls and hard bank turns and such. It's hard to remember which one goes with which analog direction, but I bet I'll get it. Seems a waste of the analog stick, though.

0:18 The game spends two minutes or so telling me that different enemy types have different shaped green boxes around them on the HUD. OH MY GOD PLEASE SPEED THIS TUTORIAL UP!

0:20 Learning about bombs, now. When equipped, a nice white circle shows up where the bomb will fall on the ground. Maybe my depth perception is off, but I find I have to dive really low to get the bomb to hit where I want.

0:22 Quote of the moment, describing the mission gauge: “Fullness indicates safety while emptiness indicates danger.” That's some natural sounding English, right there.

0:23 And the tutorial is blessedly over! Time for the Story mode, Normal difficulty. “Rudakai, Misson 01.” Celtic strings play in the background. “Pilots, this is your mission,” says an unnamed balding commander in a low monotone. Radio jamming planes have been seen off the coast. “Your mission is simple: stop them by any means.” They have air support, “but I have faith our Cougar Squad will be able to neutralize them … That'll be all pilots. Happy hunting."

0:24 Looks like its five of our guys vs. 11 of theirs. Seems fair!

0:25 In the hangar I can choose from a wide array of planes, including the Suiga and... um... that's it. Luckily it's “Rostock's primary fighter” and “trusted by all Rostock pilots.” That's great. What's a Rostock?

0:26 Some friendly banter over the radio as we fly into our first mission. Captain Yamasaki tells me he'll be covering me as I take out the targets.

0:28 “Look at you go. Not bad for a newbie” says a grainy voice on the radio as I quickly take out my first two targets.

0:29 As my next target flies past me, I notice the TMC gauge starting to fill up, since he came in so close. I hit it as soon as it hits the minimum “level 1” and end up looping back to right behind him for a waaay too easy kill. Where's the skill and the thrill of manual aerial acrobatics?

0:30 Mission accomplished, with 18:30 left of my 20:00 time limit. “Guess the new generation is taking over,” someone says of my amazing rookie performance. “The life of a pilot is short as is,” replies another, morbidly.

0:31 I can view the replays of my kills from a variety of angles, including the enemy POV. They're all... pretty boring, actually. The skies are way too empty and the fights have barely any aerial acrobatics to them. I do like the wispy clouds, though.

0:32 “Lynx, fine job today. A lot of people looking forward to seeing what your true potential is.” Um, I think that sentence is missing a main verb there, boss. A stylized view shows our dogfights as blue and red lines dancing around the sky. It's not as impressive as the similar replays in Ace Combat 4.

0:33 I get a grade of B because I only had one TMC kill. So let me get this straight... the game is actively discouraging using manual skill in favor of the “auto-kill” TMC button? Man...

0:34 “Suiga Color 2 is now available.” Ohboyohboyohboy!

0:36 Over-the-top anime cut scene time. “Blue and white stretches out me forever,” says a light female voice. “I am bathed in light. In the sky I am alone forever. That is all I know. That is why I'm in this war. There are those who need war and those who supply it. As for me, the only reason that I can fly is that I'm part of that system.” Um...

0:37 In a pub now, the captain and two pilots watch 200 anti-war protesters on the news. “A bunch of idealists aren't they,” my character asks. But it's free advertising for the war sponsors, my partner argues. “A war between rival companies,” says the disembodied female voice. “A battle between hired hands. When they see us, people always think, 'good thing it's peaceful here.' The war has no cost, so we make one. Add a lot of extra baggage will only weigh us down.” I think this lost something in the translation...

0:38 The captain is over at the phone. He has to head back early, but won't tell us why. Then it's the female voice again: “But I'm afraid that cause will one day disappear. The sky is just too big for that. We fly because...” Because what? BECAUSE WHAT?

0:39 Ubasama, Mission 02 “Starting today, some new pilots have been assigned to our base.” They're en route as we speak, but in danger from an enemy that's “seeking a confrontation with them.” They may be rookies, but “assume they're defenseless.” The interception point is above a city... I'm told to keep civilian damage minimal.

0:40 Into the hangar, I'd like to spend the 8110 points I earned last mission, but there's nothing available to buy... only that new paint color I unlocked. Come on... these points are burning a hole in my digital pocket.

0:42 Some more friendly banter as we approach the interception point. Two of my fellow pilots make a bet on what type of planes we'll be facing when we get there, Vices or Fissions. Turns out their Fissions. Take THAT, guy who bet on Vices!


0:48 I end up abusing the TMC feature this time, using it on 14 of 18 kills. It makes the whole thing way too easy – all I have to do is get close and they don't stand a chance to my fancy auto-flying. During the firefight, there was a lot of radio chatter from a reporter on the ground. First she was talking worriedly about downed planes crashing into the city, but then she found out who as fighting up above and got very enthusiastic about “our boys.... As expected they flew with such finesse.” Jingoism run amok! Hooray!

0:51 I'm transfixed as I watch the stylized replay of my 18 kills. The colored arrows are like gnats hovering around a bug zapper. I earned an A for kills and an S for TMC use, meaning an A grade overall. 13780 more points, and even better, I can use them to buy stuff like engines and armor now!

0:52 Anime time again. A dirty plane lands and a repair clerk gets to work. The clerk seems worried about the new recruits: “But what are they?” “Pilots of course,” I say flippantly. We meet them down the runway, and the veterans stare with their mouths agape, for some reason. Really, I can't figure out why they're so flabbergasted. I mean, one of the pilots is a girl, I guess, but is that so gobsmackingly surprising? They're acting like these guys are aliens or something. I don't get it.

0:53 “Maimahara, Mission 03.” It's the primary farmland for this area, and the enemy is planning a major supply drop near the center. We have to intercept the transport planes. Our new pilots will join us this time.

0:56 My new Seiei plane has better speed but worse mobility, stability, defense, etc. Might be worth it, actually, as I had trouble getting close to the enemies quickly enough before.

0:57 I upgrade the engine and armor on my new plane, but I don't actually have to spend any of my points. I guess the points just unlock these upgrades instead?

0:58 Not enough time for another full mission, so I'll just end it here.

Would I play this game for more than an hour? No.
Why?
Between the TMCs and the touchy motion-sensing controls, this seems like a pale echo of Ace Combat 4, which I still need to finish. Why waste time on the shadow when you have the real object?

This review based on a retail copy provided by the publisher.


____________________________________________________

Monday, March 30, 2009

Afro Samurai

Publisher: Namco/Bandai
Developer: Surge
Release Date: Jan. 27, 2009
Systems: PS3 (reviewed), Xbox 360
ESRB Rating: M
Official Web site

In a nutshell: An Afro makes everything more stylish ... even beat-'em-ups.

0:00 I think Gus Mastrapa told me that this ridiculous-sounding game is actually surprisingly good, so it's his ass on the line if it ends up being as stupid as I think it will.

0:01 It wouldn't be a PS3 game if I didn't have to install some ridiculous update on the first play. Luckily it's only a 13 MB download, which shouldn't take long. Hey, do you remember when a 13 MB download would take a long time on a dial-up modem? Ah, memories.

0:02 And we're off. "The stories that surround the two sacred headbands are as numerous as those who have died in their pursuit." The narrator (voiced recognizably by Samuel L. Jackson) doesn't know about "any of that bullshit," but he's seen the pain that the quest for the headbands has caused our titular samurai. On screen, black calligraphy brushstrokes sprout into a forest of trees, which get slashed by an unseen sword, sending spurts of bright red blood spattering everywhere. Gentle hip-hop beats play as the title appears.

0:05 As I enter the options screen, Jackson yells at me: "Lookin' for options? You got none left, boy! Ahahahahahaha!" That's a little ... hostile for a simple options screen, don'tcha think?

Friday, February 20, 2009

Noby Noby Boy

Developer: Namco Bandai
Publisher: Namco Bandai
Release Date: Feb. 19, 2009
System: PS3
ESRB Rating: E
Official Web site (Japanese)

In a nutshell: What Katamari Damacy would be like if it wasn't much fun.

0:00 I've loved Katamari Damacy ever since I first saw it at E3 2004 (and that was before it was cool to like it!), so I'm obviously psyched about this latest release from that game's creator. Still, I'm a bit worried about how empty and content-free the teaser videos have been.

0:01 Oompah-heavy tuba music plays as "2/20/2009 Friday" is spelled out in small flowers. A standard warning about auto-saving and only features, and then a little yellow sprite with a halo flies in. "Okay! I'm going to create new save data now," he says. Thanks for the info, little guy!

0:02 In the corner, a sleeping 3-D parrot dreams of a flapping 2-D parrot. Then he flies away. "Hang on ... Now loading ... Almost done ... Now loading ... Wait a sec ... Now loading..." says the helpful sprite.

0:03 There's a house with a Pinocchio-like nose, two windows for eyes and a roof that looks like a rainbow wig. The house spins in a void and then sprouts a yard with some Katamari-style figures moving about: a dog with a cat on its back, a person jogging, a bunch of soccer balls, etc. The sprite flies in again. "Are you ready. Let's start with the BOY quiz. Guess the controls for BOY. Question 1: How do you make BOY walk?" On the bottom of the screen is a helpful hint: Q: Move the left and ***** sticks." Hmm ... what's the opposite of left again?

0:05 So the left stick moves the head of BOY's snakelike, rainbow-colored body, while the right stick moves the tail. Both controls feel a little loose, but I guess precision isn't the name of the game here. As I move around, a dog gets stuck to my body and starts riding around.

Read the full review at Crispy Gamer

Monday, January 12, 2009

Klonoa 2: Lunatea's Veil

Developer: Namco
Publisher: Namco
Release Date: July 25, 2001
System: PlayStation 2
ESRB Rating: E

In a nutshell: Selective double jump.

0:00 I've been hearing excellent things about the Klonoa series of platformers for years, but I only purchased this one because it was $8 at GameStop. And I'm only playing it now because a Twitter friend gave it a high recommendation. I am cheap and easily influenced, apparently.

0:01 A big-eared, black and blue bunny thing with red sneakers runs down a dirt road in a green clearing as the camera pans dramatically around. A little ditty plays and he jumps, crying out "Yeah!" as he does. The title appears. Alrighty then! New game!

0:02 The game gets early bonus points for allowing me to toggle which button is "shoot" and which is "jump." Obviously X should be jump, but it's nice of them to offer the option...

0:03 Very gentle, somewhat discordant music plays in the background. It sounds a bit like someone playing on a recorder. I'm not a fan.

0:04 "Klonoa Works Presents Klonoa 2: Lunatea's Veil -- There's a forgotten dream. Was it a dream I can't remember, or a dream I won't remember? Have I got the dream or has the dream got me? Surely, there was a dream." The black and blue guy is falling upside-down through an inky void with some small white lights. DreamVoice: "Help... help me." Now he's fallen in the ocean on a quiet, rainy night full of clouds. "There he is," says the crew of a red biplane passing by. "Okay, okay... leave it to me!" They swing by to pick him up, but then think twice because of some witnesses on the beach. "We can't risk losing the Ring." They fly off to menace another day, I suppose.

Read the full review at Crispy Gamer

Friday, November 21, 2008

Super Mario Sluggers

Developer: Namco/Bandai
Publisher: Nintendo
Release Date: Aug. 25, 2008
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: A Japanese company puts an Italian plumber in America's pastime.

0:00 Oddly enough, I'm relatively sure I've played every single Mario sports game extensively ... EXCEPT for this game's prequel on the GameCube. I know it's not baseball season anymore, but this game doesn't involve shooting people. Or hitting them with swords, which makes it perfect for me today.

0:01 "Let'sa play ball ... woohoo!" says Charles Martinet (as the voice of Mario) on the preview screen. A big Namco/Bandai logo is in the corner ... I didn't know they were behind this...

0:02 A boat on a blue ocean filled with Mario characters. Daisy enjoys the spray (heh) as they sail towards some sort of baseball theme park island-thing. They arrive and climb a tower to look out over the park. On the ball field, Wii remotes become bats in the characters' hands. Wait, they have Wii remotes? How does THAT work? Montage time: Toads slide around an ice field and get frozen. Wario is all wet! Yoshi falls in a warp pipe going for a diving catch! Diddy is almost crushed by a giant barrel! Everyone throws bombs at Yoshi! Donkey Kong knocks over Luigi as he goes for a double play. Everyone's worried, but Luigi held on to the ball, so they all cheer! Never mind the concussion ... and title!

0:05 "Welcome! Begin in Practice to learn the controls!" I think I will, thanks!

Read the full review at Crispy Gamer

Friday, October 3, 2008

We Ski

Developer: Namco Bandai
Publisher: Namco Bandai
Release Date: May 13, 2008
System: Wii
ESRB Rating: E
Official Web site

0:00 I picked this one up mainly to see if it could improve on the overly touchy performance of the "Slalom" mini-game in Wii Fit. I'm hopeful that it can ... after all, Namco's Alpine Racer arcade series is one of my all-time favorites.

0:05 This first five minutes spent getting my Wii Balance Board out of its box, inserting the batteries, and struggling to get it synced to my system. My Wii Fit regimen has, er, lapsed a little bit.

0:09 The game requires 81 blocks of space for save data? What is it using all that space for? Anyway, this means I have to copy Strong Bad to my SD card and delete it, which takes a surprisingly long time.

0:10 Finally ready to go. A snowy title screen comes in with some winter bells and a children's chorus screaming "WE SKI!"

0:11 "Lean your body to the left and right to turn." Doesn't get much simpler than that.

Read the full review at Crispy Gamer

Thursday, September 11, 2008

Soulcalibur IV

Developer: Namco
Publisher: Namco
Release Date: July 29, 2008
Systems: PS3 (reviewed), Xbox 360
ESRB Rating: T
Official Web site

In a nutshell: Welcome back to the stage of beating people repeatedly with swords.

0:00 I was a huge an of Soul Blade, a minor fan of Soulcalibur, kind of got back into Soulcalibur II, and totally skipped Soulcalibur III. Now you know, and knowing's half the battle.

0:01 This minute spent downloading a 16MB "update" for the game.

0:02 This minute spent creating save data, watching company logos fly in, and loading the menu.

0:03 Lightning flashes above the roof of a "Two Towers"-style spire. Some samurai guy (Mitsurugi?) stands holding a small red sword with a blinking eye inside it. He flashes back to the battle where he obtained the sword, and he seems to regret his actions. He holds up the sword and falls through the crystal floor into the tower below. Cut to Siegfried, who takes out his own sword. Cut to scantily-clad Ivy battling a girl in a suit of armor. Cut to Darth Vader, who turns around to see another samurai guy (is this one Mitsurugi? I don't remember). They fight and the light saber just bounces off the samurai sword harmlessly. How does that work?

0:05 Lava rocks fall around Siegfried as he approaches the tower, so he pulls a Sub-Zero and launches an ice attack with his sword. Meanwhile, the hulking, hideous, twisted Nightmare stands atop the tower engulfed in flames. A crystal sword sits with crystal bits hovering around it. One of the crystal bits turns into the SC4 logo. "Soulcalibur... FOUR" the announcer intones in a deep bellow. Man, that was random and incoherent. And long.

Read the full review at Crispy Gamer

Friday, July 25, 2008

Ace Combat 4: Shattered Skies

Developer: Namco
Publisher: Namco
Release Date: Oct. 23, 2001
System: PS2
ESRB Rating: E
Official Web site

In a nutshell: Skies like a plate glass window.

0:00 I've heard good things about this series but never actually touched it. If it's anything like Sega's Afterburner arcade game, it should be right up my alley.

0:01 "Have so far to go," sings an ethereal voice over scenes of a sea bird flying over the ocean. A jet flies by, knocking some feathers off the innocent avian. More birds, more jets, more shots of the ocean and we quickly reach the title.

0:02 On to the tutorial to learn some aircraft basics. "Amidst the blue skies, a link from past to future. The sheltering wings of our protector..." says a cryptic message during hte loading screen.

0:03 The plane is in autopilot as the game ponderously tells me how to raise and lower the nose of the plane. There's no way to speed up the extremely slow text messages... I just have to wait patiently until the game lets me try it for myself. Argh.

0:05 Interesting... Instead of simply drifting/turning left and right with the analog stick, I have to first rotate the plane and then tip the nose to turn. This is more realistic, I guess, but I feel like it will take some getting used to. I do like the heads-up display, which shows altitude and orientation via a series of simple, green lines on a first-person viewscreen.

Read the full review at Crispy Gamer

Sunday, May 11, 2008

I-Ninja

Developer: Argonaut
Publisher: Namco
Release Date: Nov. 18, 2003
Systems: PS2 (reviewed), Gamecube, Xbox, PC
ESRB Rating: T
Official Web site

In a nutshell: Like an iPod, but with more Ninja, I guess?

0:00 I remembered hearing some vaguely good things about this action-platformer years back, so when I saw it for $5 on a clearance rack, I couldn't say no.

0:01 The Namco logo just got attacked by shurikens. The Argonaut logo is slashed in half. I don't know which is preferable.

0:02 "Feel my steel," says our hero ninja as he automatically beats up a bunch of generic-looking bad guys in the background of the title screen. Everything is very rounded and pleasantly old-school cartoon-style.

0:03 In a cut scene, our hero jumps across some steps. He finds his sensei chained and guarded by generic grey ninjas. He takes out the guards quickly and slashes the chains, then takes out a big green monster just as quickly. A red thing rises from his gaping maw. When the Ninja grabs it he goes berserk and kills the sensei. Wait, what? Did that actually just happen? "What have I done? Master... you're dead." Ghost sensei tells him these special rage stones are valuable and have to be retrieved. "Ugh, he's dead and still all he can think about is my training," says our hero. Er, you were the one who killed him.

0:04 There's a busted giant robot on the beach. He was governor of this region, according to sensei. A robot governor? Hey, just like Schwarzenegger!

0:06 On to the action. Attacks are suitably button-mashy, but it's relatively easy to redirect and dodge as I attack. I like the double jump, too. So far, so good.

Read the full review at Crispy Gamer

Wednesday, September 26, 2007

Pac 'N Roll


Developer: Namco
Publisher:
Namco
Release Date: Aug. 16, 2005
Systems: Nintendo DS
ESRB Rating: E
Official Web Site

In a nutshell: So, like, Pac-Man is a ball now?

0:01 The Pac-Man-ball greets me with a chirpy "Pac N Roll" on the title screen but it sounds more like "Kakuro." It seems the person who rented this before me made it all the way to world 7, "Pac-Moon." Way to go!

0:02 "Go to the exit in the goal area to complete the stage." Simple enough.

0:03 Rolling is a simple matter of a quick swipe in the direction you want to go on the touch screen. Pac-Man-ball's movements are a little jerky -- he'll quickly speed up then lose his momentum almost instantly.

0:04 So far it's just rolling around collecting dots. I need 80 to get through a gate. Easy peasy.

0:05 First stage done. Well that was painfully straightforward. What's next?

0:06 If I get caught by ghosts I have to flick them away with the stylus. This sounds ever so annoying already.

0:07 Sure enough, getting hit by a ghost slows the game to a halt as you tap wildly at the screen. Just let me take my damage and let on with the game, huh? Not everything needs to be an excuse to use the touch screen.

0:08 Hmm, I didn't expect to get stuck so soon, but I can't get up a tilting platform to the ledge above without it dumping me unceremoniously back down.

0:09 Ah ha! Holding the stylus at the screen's edge does a little dash. Where's the helpful hint telling me about this?

0:10 Say what you will, the real genius of the original Pac-Man was the table-turning power pellets. Eating ghosts is just as fun in this game.

0:12 Level 2 completed. The controls allow for some fine navigation through narrow passages. Hope they make me use this soon.

0:13 NOW comes the helpful on-screen hint about the speed boost. Hey, mail that hint back to last level when maybe I would have cared...

0:14 My first death... a tricky jump, followed quickly by my second on the same jump. Harsh.

0:15 My wife tells me this is the "single most annoying video game music experience I've had... and I've had many." I like it... bouncy and repetitive in an old school way. Meanwhile, death No. 3 = game over = restart the level. No biggie.

0:16 Changing the camera angle with the directional pad helps with the jumps. Again, I just had to stumble upon this.

0:18 "Eating Knight Chocolate will turn you into Knight Pac-Man" If only this were true in the real world.

0:20 Knight Pac-Man is sluggish but impervious to arrows. Not to ghosts though... they're just as annoying as ever.

0:21 Eating a ghost with a power pellet on his head gets me that pellet. Doesn't that ghost realize he's making himself a big target? It's like you or me balancing a nitroglycerin bottle on our noggin. Put that thing away somewhere safe, dude!

0:22 As far as I can tell, the giant Pac-Man on the bottom screen serves no real purpose except being EXTREMELY CUTE.

0:24 Winged Pac-Man is light as a feather and can roll in mid-air. He's also a lot faster and smoother rolling. This is officially awesome. I wish this kind of responsiveness was the default

0:26 Ghosts riding in little wind up cars = INCREDIBLY CUTE!

0:27 Tapping and holding the stylus in place stops Pac-Man easily. They really seem to have put some thought into making fine control simple.

0:28 So world 1 is over with no boss fight, no giant puzzle, no nothing. What kind of platform game is this, anyway?

0:29 Now without the wing cap, Pac-Man feels downright sluggish. Sigh.

0:30 Yet another wing cap. Yay! But that means I have to avoid the knight chocolate. Boo.

0:33 The level design is beginning to show some promise, with tilting platform puzzles and twisting hills full of ghosts and power pellets. Fun, if not yet horribly challenging.

0:36 Now there are jump panels. Hard to master the controls on these -- I have to be very precise. Like everything, it's a lot easier and more enjoyable with the wing hat. Sigh again.

0:41 Some nice organic levels design here. This section leads you down a twisty path but allows for more exploration later.

0:43 Pac-Man is bouncing around like a barely controllable pinball on a steeply inclined field.I love it! Reminds me of Sonic's Casino zones.

0:45 Rolling around the inside of an inverted cone is simple and fun. Whee!

0:47 Finally, an honest to goodness boss. You know he's badass because it takes three power pellets eaten in quick succession before you can faze him. Even then you have to eat him three times. Once I figure this out, beating him is not too much of a problem.

0:50 Enough of this "Story" jazz; let's try a time attack. By the way, shouldn't a story mode include, er, a story of some kind. I've seen no kind of narrative yet.

0:52 The level changes a little bit for the time attack, and this throws me just enough to be really slow in the time attack. I suck!

0:55 Can we call Challenge mode "Annoying Wind mode" instead? because so far it mainly seems to add an annoying wind to a level that I used to like.

0:57 Never mind, it actually changes the level up with some tough jumps, hidden gems, and a strict time limit. I like how you can continue to practice the level even if you fail the time challenge.

Would I play this game for more than an hour? Yes.
Why? I'm a sucker for a good platform game, and like Kirby: Canvas Curse, this one manages to be an innovative use of the DS and fun at the same time. A tough combo.

This review based on a retail copy rented from GameFly.

Wednesday, August 29, 2007

Dynasty Warriors: GUNDAM


Developer: Koei
Publisher: Namco Bandai
Release Date: Aug. 28, 2007
Systems: PS3 (reviewed), Xbox 360
ESRB Rating: T
Official Web Site

In a nutshell: Two, two, two arcane Japanese series in one.

0:01 The Original Mode, which is the only one available in the demo, says it lets me "play missions centering around a mysterious planet." Ooooh. Sounds mysteeeerious. Selecting my character, Heero Yuy, he says "I'll kill you" in a deep, menacing voice. This is the good guy?
0:02 "A mysterious planet appears from beyond space and time." MySTEEEERious. It's headed towards Earth. "Is it nothing more than a planet, or some kind of mobile weapon? Heroes from across generations unite to uncover the truth." A fanboy's wet dream.
0:04 My summary of the last two minutes of talking:
Guy #1: "How did you beat me?"
Guy #2: "I'm better than you and I don't care about fancy titles like you do."
Guy #1: "Teach me to be as cool as you."
Guy #2: "OK!"
Neither of these guys is my character, by the way.
0:07 The battle prep screen has a nice flow chart of button combos. Seems pretty straightforward.
0:08 "Combat level, target confirmed, commence destruction." My character talks like the robot he pilots.
0:10 The system handles an impressive numbers of on-screen enemies without missing a beat. Of course, most of those enemies just stand there and watch as I tear them to shreds, so it's probably not that hard to render them.
0:12 "Master Asia" says I need a strategy to break through the enemy field. So far my strategy has been hitting square followed by other buttons. It seems to be working very well on the barely mobile enemies.
0:14 My comrade on the enemy defense commander: "He's the best I've ever seen!" He says this as I commence beating the guy to a pulp.
0:16 "They must be mad attacking with so few units," says random enemy woman. I'd agree, except that the hundreds of enemy units seem to do nothing but watch as I tear them through them.
0:18 "What is this feeling? Fear? Me?!" might be the best line ever written in the history of mankind.
0:20 Puru is extremely happy to battle me. He's actually tough, meaning he actually attacks with some ferocity. Meanwhile, the dozens of flacks surrounding us just stand and watch.
0:21 Heero: "Mission complete. All enemies confirmed eliminated." He says this AS HE'S FIGHTING ENEMIES!
0:26 If I understood the ridiculous Gundam backstory, all this talking might make sense. As it is, it just seems overwrought and distracting.
0:27 I finally get taken down by a guy named "Milardo." His winning strategy: Continually attacking! Someone was bound to figure it out eventually!
0:31 Going through the mission again now. It's surprisingly cathartic ripping through scores of enemies with an energy sword. Attacking controls are pretty responsive, but I wish it were easier to move while attacking.
0:35 The camera has a bad habit of not moving unless you actively move it. Of course, if you use the right stick to move it, you can't hit the attack buttons. Tres annoying.
0:38 Proptip: Hitting square square square triangle X square square square unleashes an attack combo that's good enough to take out 99 percent of the enemies in the demo. I am not joking.
0:43 Hmm, apparently holding L1 makes me invincible. That's nice to know. Not nice enough to help me beat Milardo, though. He's merciless. Nice of the difficulty to jump from ridiculously easy to ridiculously hard in one enemy!
0:44 I decide not to restart, as I would just be tearing down more simple enemies and wouldn't be able to get back to Milardo in the hour.

Would I play this game for more than an hour 44 minutes? Probably
Why? I feel like I might get better if I kept at it, and, what's more, it might be kind of fun to do.

This review based on an early demo downloaded from the PlayStation Network.

Friday, August 17, 2007

Pac-Man World 3


Developer: Blitz Games
Publisher: Namco
Release Date: Nov. 20, 2005
Systems: Xbox (reviewed), PS2, GameCube, PSP, DS, PC
ESRB Rating: E
Official Web Site

In a nutshell: What if Mario were a large yellow circle with arms and legs?

0:01 It's Pac-Man's birthday. "You only turn 25 once." Funny that I pick this game to play on my actual 25th birthday (really!). "My Pac-Sense is tingling." You are not Spider-Man. You are Pac-Man!
0:02 Pac-Man is being teleported all over the place while a ghost plays a Pac-Man machine. What the hell is going on?
0:04 Pac-Man is talknig to someone on a Pactrometer? What is that even supposed to be. Orson the ghost apparently teleported him. He's a good ghost? I guess so.
0:05 I like the voice acting for Pac-Man. Gives real feeling to the cheesy dialogue. The other characters, not so much.
0:06 It could just be the Xbox 360 emulation, but there's a real stutter to Pac-Man's movements. Very annoying.
0:07 One of the best parts of PMW2 was the ability to endlessly butt bounce like a basketball. Here' it's limited to three bounces, then you're forced to land. Lame.
0:10 Orson: "Would you believe me if I told you the whole world was in danger." Pac-Man says "Let me get back to you," but I say "Tell me the freakin' plot already!"
0:13 I love the classic Pac-Man death sound effect when you die.
0:14 So far I'm impressed with the gently panning camera controls and the level design that makes it easy to see where to go next. The levels are pretty lively, as these things go.
0:17 I can't remember the last time I played a platformer so obsessed with points. Seriously, practically everything you collect increases your score and does nothing else.
0:19 My megalomaniacal adversary Erwin "hates chocolate and kittens." That makes you evil? What if you're allergic?
0:21 Instead of ghosts, I'm chomping "spectral monsters." Political correctness comes to Pac-Land? The game says they're tougher than ghosts, but they seem just as edible to me after a Power Pellet.
0:26 I find a "hidden" maze game which is just like the old Pac-Man. Except there are no sound effects for eating pellets. And the controls are too slippery. And it doesn't pause when you eat a ghost, or when you wrap around. And the ghosts seem much smarter. But besides that... classic.
0:28 The first level ends with little fanfare. I turned on some green rotating engine and then I'm told I got a high score. I wasn't even trying...
0:32 This game is full of platforms that it looks like you should be able to stand on, but which invisible walls prevent you from reaching. Tres annoying.
0:35 Using Pac-Man's spin-dash-like attack to eat far off ghosts = fun!
0:37 The levels are so sprawling, I constantly fee like I'm missing stuff. Lots of hidden nooks and crannies speak to some good replay value for completists.
0:39 The enemies are starting to get tougher. Some have spiked backs, others are charging me in teams and blocking my attacks. Nice to see.
0:40 The game pauses every few minutes for a cut scene that points out something obvious. You don't need to zoom in on the red crystal, game. Let me find it on my own! It's no fun in being spoon fed!
0:42 "You can use this [green] crystal to activate a green Pac0Dot machine." Really? Because after I used the red crystal to activate a red Pac-Dot machine, I was unclear on what to do with the green crystal.
0:44 I think I've put my finger on part of the reason this game feels less magical than the last one: the music! The background is like a low, mellow dirge. Bleh. Doesn't match the happy-go-lucky environs at all.
0:46 Punching an enemy should not ricochet me off a ledge. It just shouldn't.
0:52 Maybe these levels are too sprawling. I did what I was supposed to with th colored crystals and now I'm completely stuck.
0:55 I finally find where I'm supposed to go in an out of the way alley that leads to a semi-obscured door. Why no cut scene to point me to this one?
0:58 I have to go to the spectral realm to save the ghosts. I though they were the bad guys. Also, I have a robo-suit. A completely awesome robo-suit.
1:00 After a robo-suit training game, the level ends abruptly. Why bother splitting the game into levels at all?

Would I play this game for more than an hour? Yes.
Why? I have a soft spot for platformers, and this one's relatively solidly built.

This review based on a used, retail copy.

Monday, July 23, 2007

Point Blank DS


Developer: Namco Bandai
Publisher: Namco Bandai
Release Date: June 14, 2006
System: DS
ESRB Rating: E10+
Official Web site

In a nutshell: Who needs a light gun when you've got a stylus?

0:01 The title screen features a balding professor and a giant parrot with headphones. OK ... that should be easy to explain ...
0:02 I loved this game in the arcades, so obviously I'll pick arcade mode first. The "Advanced" difficulty sounds a little less insane than, um, "Insane."
0:03 You'd think just clicking on stuff instead of shooting would be easy. It's not... these little guys move fast. I hit nine targets when I need 10.
0:05 One problem that wasn't present in the light gun version -- the stylus blocks your view of part of the screen. Annoying.
0:06 The next test is one of those gator-whacking arcade games. I love those! But I only get 39 out of 40. Rats!
0:09 Quite a good variety of game types. Some tests let you go nuts and just tap everywhere. Others require careful aim and planning. Keeps things fresh.
0:10 That was quick, I'm already at the final stage. I like the specific rankings. My accuracy needs work, but my "attention" is great. Hey, if I didn't pay attention, how could I write incredibly insightful blogs like this one?
0:12: I'm obviously too advanced for Advanced ... let's check out the Insane difficulty.
0:14 Three stages attempted, three lives lost. I guess I was insane to try insane mode, eh? EH?
0:15 This game sports some harsh penalties ... hit the wrong color target once and you automatically fail the whole test. It was just as harsh in the arcades, but still ...
0:18 I finally fall into a bit of a groove in Insane difficulty ... it only takes me one continue to finish 8 stages. Some of these targets are very small. A lot of my shots look like they should hit but somehow miss. Is the touch screen sensitive enough?
0:20 I decide to try out the interestingly named "Brain Massage" next. Like Brain Age plus some "mass," I guess.
0:23 This mode has tests suited to specific tasks. I get a 72% "Alienated Alien" rating, whatever that means. "Don't ask me for the earth, I'm not the leader." says the green, headphoned parrot. Um, did someone mistake you for the supreme ruler of the planet?
0:26 Next up is the "Good Luck" category, with games about ... what else? ... shooting colored targets. Wait a minute ... there seems to me to be no luck involved at all. What's going on here?
0:29 The "Eagle Eye" tests all seem focused on tapping things quickly and over and over. This time I'm rated "full bodied sommelier. Just random enough to make me giggle.
0:31 I totally fail a "Shoot the Differences" test. Years of training with Highlights for Children magazine were apparently not enough.
0:33 I totally embarass myself with a "sick doctor" rating in the Mental Focus tests. Focus, Kyle, FOCUS!
0:36 Apparently shooting criminals mindlessly is more my speed. I love the carboard cutout aesthetic for the criminal targets.
0:39 "Are You Stressed?" I am after playing these super-stressful tests. Jeez! "You need more training. Do 110 sets of shadow sniping before you go to sleep." I smell a Jack Thompson lawsuit in the making.
0:42 While the game loses something without the sound effects, the music is very annoying. Why can't I turn it off in the options?
0:43 This test has you sheering sheep with your bullets. I'm pretty sure any farmer will tell you that doesn't actually work.
0:48 My latest rating is as a "Wrestling Beautician" with a "Lucha Facial." What's this game rated again?
0:50 I'm just now noticing that almost every game gives you unlimited ammo, in stark contrast to the arcade original. Are they expecting you to miss?
0:55 I take five minutes to play the remaining tests in free play. I love the one where you shoot debris thrown from an orchestra audience. The animation when you screw up is hilarious.

Would I play this game for more than an hour? Yes.
Why? Despite some flaws, it's still pretty endearing and fun to tap away at. Not sure how long it will last though.

This review is based ona retail copy rented from GameFly.

Tuesday, July 17, 2007

Eternal Sonata



Developer: Tri-Crescendo
Publisher:Namco Bandai
Release date: Sept. 2007
System: Xbox 360
ESRB Rating: Rating Pending
Official web site

In a nutshell: Your standard RPG set in a composer's deathbed dream. No I'm not kidding.

0:01 “Hi there. Do you want me to teach you about battles.” Such natural dialogue. I have this conversation practically every day.
0:03 My first battle is with some sort of hopping ... pumpkin ... thing. “I'm ready to go, all I have to do is let loose.” What's this game rated, again?
0:04 Interesting battle system with five-second timed turns that allow for free roaming real-time attacks. A timed blocking option is also nice.
0:06 The forest environment is brilliantly lit with bright colors and a gentle soundtrack. It creates a nice atmosphere.
0:07 The game freezes in mid-battle. And this disk is fresh out of the polybag, too.
0:08 I speed through menus and such and get back to the first battle quickly. “So whaddya think?" my character asks after a battle. Who's he talking to?
0:10 Battles so far are pretty simple, but at least they're a) avoidable and b) more than just choosing “attack” from a menu.
0:12 “Huh, I'm not gonna lose.” Probably not, if the battles stay this easy.
0:13 I just noticed the character names are Allegretto, Polka and Beat. Oh those wacky Japanese and their musical puns.
0:16 Finally, a different enemy. This guy is a bigger pumpkin thing with bad breath that does a lot of damage. Still easily defeated, but nice to change things up.
0:17 So far, I can't see any reason not to use the special attacks exclusively. They do a lot more damage, and there seems to be no limit to their use. What's the deal?
0:18 In Tenuto Village, the chickens cluck when you try to talk to them. Nice! But they don't scatter when you walk near them. In fact, they block your path. Not nice!
0:19 “They say a really scary monster lives deep inside the forest.” “What a nice day. The sun is out and shining brightly.” And they say video game writing can't stand up to fine literature.
0:23 Apparently, the same monsters I've been fighting are being prepared in a stew. Also, these monsters are called “Very Very Emptys” Wha?
0:24 Two creepy twin girls in a field of flowers. Shades of FFVII and The Shining. The flower field itself is beautiful though.
0:25 I found a “score piece” and now I'm performing a musical session. Instead of the expected rhythm mini-game, though, basically the game just plays the music for you and then you get an item. Boo. Maybe it'll be more interesting later when I have more pieces to choose from.
0:28 The repeated, short, stuttering stops for loading are getting a little tired.
0:30 Deeper into the forest now. A guy explains why not to do special attacks exclusively... regular attacks power them up. Strategery!
0:32 Holy crap! The enemies got a lot tougher very quickly. I almost lose Allegretto, but he survives and levels up, along with his colleagues.
0:35 Battles are a bit easier after the level up. Thank god.
0:39 You can switch camera views with the L trigger. Good for getting an overview of the battlefield.
0:45 Note to demo developers ... don't include a one-button "reset" option from the pause screen. If you do, please offer a confirmation prompt or something before ELIMINATING A HALF HOUR'S WORTH OF PROGRESS IN ONE FELL SWOOP! Not that I'm bitter.
0:46 Forget this, I'm not going through all that again.

Would I play this game for more than an hour?
Maybe
Why? Interesting battle system and aesthetic, but the story is key in an RPG, and it's impossible to evaluate so far.

This review based on a demo version included in the August issue of the Official Xbox Magazine

Friday, June 8, 2007

Pac-Man: Championship Edition

Developer: Namco Bandai
Publisher: Namco Bandai
Release Date:
June 6, 2007
System:
Xbox 360

In a nutshell:
The first real sequel to Pac-Man in 25 years.

0:01 Starting a single player game, I'm confronted with a baffling choice of modes with no explanation. OK... uh... Championship Mode sounds good, I guess.
0:02 Where's the sound? I do a quick reset to figure out if it's a glitch.
0:03 Sure enough. The game loses a lot without the familiar waka-waka-waka
0:05 Right away I like the widescreen maze format (Pac-Man never quite worked on a horizontal TV) and the sparks that show up when you try to turn into a wall. Neat.
0:07 Another nice touch -- the quick disposal of eaten ghosts and the quick return to the same spot when you die. They keep the action moving at a fast pace. Speaking of which, the ever-increasing speed of Pac-Man and the ghosts is a nice touch.
0:10 First round over. I still had three lives left when time ran out. Annoying! Where's the untimed mode?
0:11 I love the color-coded graph of your scoring progress. Hooray for data! Now why can't I seea similar graph on the leadboards?
0:12 Challenge Mode 1 is up next, whatever that means.
0:15 Major gripe: The blue ghost I can't eat looks way too much like the blue ghosts I can eat.
0:16 Done after only 5 minutes of the 10 minutes round. Like the title said, that got pretty challenging, mainly because I wasted all my power pellets in the first minute or so. Whoops!
0:26 Challenge mode 2 ends with 1'20 left. I love the concept of a dark arena only navigable through dots. The subtle lighting halo around Pac-Man is nice too.
0:32 It took me five minutes of Extra Mode 2 to notice that the board itself was changing with each fruit I eat. Cool! Then I abruptly die. Uncool.
0:40 I was in the zone there for a bit, racking up eight lives in one amazing string. It's entirely too easy to get lost in the rhythm of play.
0:46 Extra Mode 1 freaks me out with its long, straight, unchanging corridors.
0:47 Why do they taunt you with replays that you can only watch once and not save for later?
0:53 Completed Extra Mode 1 on my second try. The Achievements are dropping like flies.
1:00 My second try on Championship Mode ends up worse than the first. I'm overthinking things, I think. Time for a break.

Would I play this game for more than an hour: Yes
Why? All the addictiveness of the classic with much less rote memorizability.

This review was based on a copy of the game purchased from Xbox Live.