Showing posts with label Sierra. Show all posts
Showing posts with label Sierra. Show all posts

Friday, June 6, 2008

Robert Ludlum's The Bourne Conspiracy

Developer: High Moon Studios
Publisher: Sierra Entertainment
Release Date: June 3, 2008
Systems: PS3 (reviewed), Xbox 360
ESRB Rating: T
Official Web site

In a nutshell: A game that's more fun to watch than to play.

0:00 I actually saw this movie in theaters but have very little recollection of what actually happened, outside the unforgettable fact that Jason Bourne is a bad-ass.

0:01 Lots of company logos flying by, including the annoying THX sound test. "The audience is now deaf."

0:02 "Installing files to hard disk drive. Please do not turn off console." Looks like I have time to go make a sandwich.

0:05 Boy, that sandwich was tasty, but the installation is only about one-third done. Maybe I'll start on that opera I've been meaning to write.

0:10 The opera is complete! I even managed to find a theater that wants to run it! We open in six weeks, which should leave me plenty of time to get back BEFORE THIS GAME IS FREAKING DONE INSTALLING!

Read the full review at Crispy Gamer

Thursday, April 17, 2008

The Spiderwick Chronicles

Developer: Stormfront Studios
Publisher: Sierra
Release Date: Feb. 6, 2008
Systems: Xbox 360 (reviewed), Wii, PS2, DS, PC
ESRB Rating: E10+
Official Web site

In a nutshell: Your source for unintentionally hilarious voice acting.

0:00 I think this game is based on a movie or something. I've never heard of it, but Sierra sent it over, so I guess I'll play it. That's right: I have no shame. Send me a game, and I will play it and write about it. Operators are standing by!

0:01 A title screen with a haunted-looking house quickly gives way to demo footage of some generic school-kid characters swinging sticks, shooting slingshots, and doing other things that don't start with "s." Also, one of the characters appears to be a human-sized balding mouse. More as it develops.

0:02 The default brightness is so low that I can't even see the options screen very well to set it. Something is wrong with either this game or my TV.

0:03 Adjusting the voice volume in the options screen results in one character saying "Cool!" over and over again at different volumes. I find this so hilarious that I waste a full minute just moving the slider.

0:04 Considering this game is probably designed for five-year-olds, I boldly choose the "Hard" difficulty. That's right. NO FEAR!

Read the full review at Crispy Gamer

Saturday, April 5, 2008

Geometry Wars Galaxies

Developer: Bizarre Creations
Publisher: Sierra
Release Date: Nov. 27, 2007
Systems: Nintendo DS (reviewed), Wii
ESRB Rating: E
Official Web Site

In a nutshell: A flawed pocket universe

0:00 The original Geometry Wars: Retro Evolved was the reason I bought an Xbox 360. Well, not the sole reason, but it probably put me over the top. Anyway, here's hoping the experience transfers well to the small screens.

0:01 Some nice techno music plays over a title screen with a picture of a spiral galaxy (appropriately enough). Retro Evolved is an option, so I try that out in order to get a feel for the controls with a game type I know.

0:02 Immediately, I notice things are slower-paced than the Xbox 360 version. I mean a lot slower. Not just the frame rate, but the enemies that used to quickly attack are now lackadaisically lurching towards me. Not a good sign.

0:05 150K points before my first death. Not only are the enemies slower, but they seem less prevalent than the original. Hypothesis: The DS is not powerful enough to handle too many enemies at once.

Read the full review at Crispy Gamer

Thursday, October 18, 2007

Crash of the Titans


Developer: Radical Entertainment
Publisher: Sierra Entertainment
Release Date: Oct. 2, 2007
Systems: Xbox 360 (reviewed), Wii, PS2, PSP
ESRB Rating: E10+
Official Web Site

In a nutshell: Crash is back, but is he better than ever? Or at least better than recently?

0:01 A loading screen with white paws marching across. This is before the company logos even. I hope this isn't another load-fest like Wrath of Cortex.

0:02 It's shadow puppet theater for the intro. Neo Cortex created Crash to work for him, but Crash bonks him with a shovel and escapes. So Cortex creates some more monsters with his monster-creator ray. And then even more. He sets them on destroying stuff. Including Crash, who just stands there smiling. Nice stylized animation and no need for clunky voice acting or scrolling text. Bravo.

0:03 "Episode one, a new hop." Should that be episode four? Anyway, the puppets have gone away in favor of fully spoken in-game cut scenes. There's some red guy who talks like Mr. T. There's gas jokes and and talk of butter recycling for some reason. As for Crash, he talks like a cross between the Warner Bros. Tasmanian Devil and a baby. Anyway, Cortex comes by in a blimp and freezes the red guy in a block of ice and takes Crash's sister (I think it's his sister) and his magical floating mojo mask. "I'm off to do bad things. Ta ta." he cries. They seem to be going for cute and self-referential, but it comes off as just bad. Bring back the puppets!

0:06 All right, walking around and such. Interesting blurring effect when Crash moves. Makes him look like a pre-rendered sprite more than a polygon model. I kind of like it. First thing I do is go in a red door where I hear bathroom sounds. That was pointless.

0:07 There are glowing blue orbs everywhere. What happened to the fruit from the old games? I really like the jumping controls. The double jump is perfectly natural and jamming A lets him helicopter float down gently. Great animation too -- Crash looks like a hand-drawn cartoon.

0:09 "Use X to smash stuff" with a punch. Are you kidding me? Crash's spin was one of the best attacks in gaming. Why replace it with a generic, lunging punch that makes Crash look like a mental patient? BTW, the blue stuff is "mojo," but I still have no idea why I'm collecting it.

0:10 I stumble upon some rat scientist enemies talking about bandicoots. Apparently we're immune to mojo control, meaning we can't be controlled by Cortex. You think he'd have known that when he created me. I like the Jerry Lewis-style voices.

0:11 So jumping on the enemies just stuns them... I have to use this crappy punch attack to take them out. You have no idea how depressing this is to me. These games used to be classic run-and-jump platformers... now it feels more like a bad Streets of Rage knock-off. What's more, all the enemies take multiple hits, slowing down the pace considerably.

0:13 You can string together attack for combos if you're quick. When did Crash become Devil May Cry?

0:16 Bouncing on some magic mushrooms now. Jumping is a real joy, which is key in a platformer.

0:17 I know it's the first level, but the world seems kind of sparse and ill-designed. You fight a few enemies, then run down a short corridor with some breakable mojo plants, then more enemies. It's all very repetitive and not very interesting. I remember the original Crash games being case studies in good level design. Sigh.

0:19 So I got some yellow thing that makes me super speedy. Crash is Sonic now?

0:20 I get my first achievement for collecting 1,000 mojo. Still not sure why this is important yet. Also, the fruit is actually around, but now it gives health instead of lives. What a gyp.

0:22 I come across the captured mojo mask. He's guarded by even more of these scientist guys that are everywhere. Easy stuff.

0:23 So now I can use the right trigger to block medium strength attacks. I have no idea yet why I'd ever need this, as just jamming the attack button has taken everyone out easily.

0:25 Boss time. But first a hint. "Stun an enemy and press B to jack." Er, what's this game rated again?

0:26 Oh, so it's not really a boss, more like a big hulking vehicle. A few simple attacks and then I can "jack" him and ride on his back. So this is Grand Theft Auto now?

0:28 So riding the big guy is fun and all but he can't jump and his more powerful attacks seem wasted on these piss-ant little scientist guys that are swarming all over me. I could have handled these on my own, thanks.

0:30 This is the saddest excuse for level design I've ever seen. You just wander from one big wide area with enemies to another along paths with occasional things to bust for "mojo." Add in the fact that I've seen just two distinct enemies in a half hour and you've got one incredibly dull game.

0:32 Level over. I'm a "minion master" for destroying all the enemies, and "combo king" for hitting the X button 15 times in rapid succession. The "mojo" earned me a "Norris Roundhouse," whatever that is. Got some collectibles and concept art too. Meh.

0:34 Taking a gander at my stats in between levels, I see I will be able to increase Crash's spin time and slide time. So this is Tony Hawk now?

0:35 So that yellow thing from earlier was a "free jack," that lets me stun an enemy with one blow. Because it wasn't easy enough before, I guess. I use to it mount some big red guy with fangs. He's pretty freaking slow. I guess the designers though running and jumping as Crash was too fun, so they should mix it up with less fun mounts.

0:37 So I'm finally taking some damage from other big red things... mindless jamming on the attack button no longer works flawlessly. One thing, though: Whenever I beat another, I can jack it and get full health. If a game's rated E10+ it shouldn't be easy enough for five-year-olds...

0:39 A cute little fox hops around in a cut scene. He gets captured by a bigger fox hiding in the plants. A boss? Nope, just another guy that goes down in six hits and can be jacked. At least he put up some cursory defense by shooting at me. I actually took damage! Shocking!

0:41 Speaking of shooting stuff, now that I jacked him I can attack far off targets in "sniper mode." So what, the game's Metal Gear Solid now? Seriously, what's with trying to be every game ever made? Being Crash wasn't good enough for you, Sierra?

0:45 I found a mini-game. I have to jack a snipe and destroy bombs before time runs out. I fail due to crappy aiming controls "Oh Noes!" says the game. I lolled.

0:47 Complete the second time around. My reward is something that gets me "mojo magic" achievement, whatever that means. Don't explain that or anything, game.

0:50 Some old school platforming action starts episode 3. A narrow platform and moving block that can push Crash off. One problem: Crash can squeeze between the blocks. Sigh. Such potential.

0:52 Despite all my grousing, I really do love the animation. Crash's goofy grin is winning, and the way he moves within the bright primary colored environments is just downright pleasing.

0:54 There are only so many times you can jack the same big monster and attack the same lame-o enemies before thinking, "Why the hell am I bothering?"

0:57 Floating down from platform to platform, collecting floating mojo, I almost feel something approaching the joy I felt in earlier Crash games. Almost.

1:00 Just for shits and giggles, I try out the co-op mode (and get 20 Achievements points for my trouble). The leapfrog mode, which changes characters every time you jump, seems annoying, but the piggyback mode lets both characters run around and beat things up together. This has some promise -- even bad game can be fun with a friend.

Would I play this game for more than an hour? Believe it or not, I might.
Why? Despite being derivative, repetitive, scattered and slow, I'm desperate for a decent platformer to hold me over until Mario Galaxy comes next month. I just don't know if I'm this desperate.

This review based on a retail copy provided by Sierra.