Showing posts with label platform. Show all posts
Showing posts with label platform. Show all posts

Friday, October 22, 2010

Super Meat Boy

Developer: Team Meat
Publisher: Team Meat
Release Date: Oct. 20, 2010
Systems: Xbox 360 (reviewed), PC, Mac, Wii
ESRB Rating: Teen
Official Web site

In a nutshell: There’s meat juice EVERYWHERE!

0:00 I’ve been looking forward to this self-described “tough as nails platformer” (according to the XBLA download description) for what seems like years, ever since I played the Newgrounds-hosted original Meat Boy to death. I expect great things.

0:01 “This is Meat Boy." He’s a square blob of meat with stubby arms and legs and a face. "This is bandage girl. (She loves meat boy and Meat Boy loves her). This is Dr. Fetus.” He’s a small fetus in a thick robot. “No one loves Dr. Fetus. And that's why Dr. Fetus hates you. But most of all, Dr. Fetus hates Meat Boy. So he beat Meat Boy up and kidnapped Bandage Girl. ...So go save her, hero." It’s all told via plain text and cute old-timey black-and-white animation. Short and sweet... just like an intro. story should be.

0:02 The hard guitar background loop on the title screen reminds me of a 16-bit game. The first level is “CH1: The Forest.” The world map Meat Boy is standing on has a grimacing face on it. It’s.. disturbing.

0:03 A short cut scene apes the opening to Street Fighter II by showing Dr. Fetus punching Bandage Girl before panning up to show the title.The first level is titled “Hello World.” Ha... programmer humor.

0:04 The first level is over in literally seconds as I wall jump up to Bandage Girl, sitting all alone on a wide ledge. As I reach her, Dr. Fetus warps in, punches her, and takes her away again. I wasted a bit of time trying to decipher the animated pictograms explaining the controls. Not that I needed them... they’re immediately familiar from the Newgrounds game. Everything looks so much better on my big HD screen, though.

0:05 Level 2 teaches me what I already know about wall jumps, and about how to run by holding the X button. I love the sticky-yet-slidey physics when Meat Boy hugs the wall just before doing his super-floaty jump away. As in N+, climbing a single wall using the wall jump is pretty easy.

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Friday, October 15, 2010

Kirby's Epic Yarn

Developers: HAL, Good-Feel
Publisher: Nintendo
Release Date: Oct. 14, 2010
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: They somehow made Kirby even cuter? Madness!

0:00 I’ve been a Kirby fan since the original Game Boy Dream Land up through the excellent Kirby Super Star on the SNES. I’m intrigued by the super-cute, stringy art style I’ve seen in this one, but I’m not convinced it will spice up what is essentially pretty simple, kid-focused gameplay.

0:01 After a good 15 seconds creating a save file, the title screen appears with Yarn Kirby plopping down as a trapezoidal weight, then reforming into his normal pink puffy self. Very light piano music in the background. One Player.

0:02 “Welcome to Dream Land, a kingdom famous for peace and quiet. It’s the perfect little land, if you like that sort of thing.” An evil sorcerer is turning people in to yarn. Kirby runs in to him and sucks up the red tomato he’s holding before he can introduce himself. A white sock on the sorcerer's belt sucks Kirby up and transforms him into a hollow, yarn version of himself. Quote of the moment: “This grass feels funny... it feels like pants.”

0:03 Kirby saves a yarn boy being chased by a yarn monster by transforming into a yarn car and driving away. Man, I am really going to be tired of the word “yarn” by the end of this hour.

0:05 The yarn boy has run off, leaving me all alone to traipse around outside of Patch Castle. My feet turn in to springs when I jump, and tapping the jump button again in midair turns me in to a gently floating parachute. Tapping the 1 button sends out a starry yarn whip with a snap. The animation is absolutely wonderful. So full of life.

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Wednesday, October 13, 2010

Sonic the Hedgehog 4: Episode I

Developers: Sonic Team, Dimps
Publisher: Sega
Release Date: Oct. 12, 2010
Systems: PS3 (reviewed), Xbox 360, Wii, iPhone/iPod Touch
ESRB Rating: E
Official Web site

In a nutshell: Still Sonic after all these years...

0:00 The only 3D Sonic game I enjoyed even a little bit was the extremely underrated Sonic 3D Blast, so I'm more than happy the series is finally returning to its 2D roots after 15 years.

0:01 The music on the preview screen is annoyingly repetitive, and not even in a catchy, old-school way.

0:02 Oh man they reprised the old school "Seeegaaaaaa" introductory chant. I half expect the classic Sonic title theme to follow, but instead it's the same annoying preview screen music. Bleh.

0:03 We dive right into Splash Hill Zone, Act 1: "The Adventure Begins." I'll catch ya when I'm done.

0:06 Yup, that's some old-school Sonic all right, right down to the loops and the springboards and the constant tension between running as fast as possible and searching the massive levels for hidden paths and items. The biggest difference, right off, is the mid-air homing attack that lets me zoom right to nearby enemies. I'm used to it from the 3D games, but it just feels odd here. Even if there's nothing to home in on, I can use it to change directions in mid-air, which is probably the closest Sonic will ever get to a double jump. I’ll take it.

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Wednesday, July 21, 2010

Limbo

Developer: Playdead
Publisher: Microsoft
Release Date: July 21, 2010
System: Xbox 360
ESRB Rating: T

In a nutshell: The gameplay is much more colorful than the graphics.

0:00 I've been careful to avoid reading any reviews or previews of this game so I can go in as fresh as possible. All I know is that everyone who's touched it seems to love it without exception. Man, I really hope I am not the exception.

0:01 The title screen reminds me of a movie from the '20s or something, with it's black and white and fancy fonts. "Limbo contains elements which may be offensive..." says a tiny disclaimer. I leave the "Gore filter off" and jump on in.

0:02 Fade from black to a gently lit black and white forest, with trees that fade to fuzzy indistinctness as they recede into the background. Um, where's my character? Oh, there he is -- a solid gray person-shaped blob with two glowing eyes. He slowly rises on his hands and knees. I think I'm going to have to shut the blind if I'm to have any hope of making him out. Excuse me.

0:03 I run left along the 2D movement plane, figuring they wouldn't expect that. I end up stepping over a small white egg, which cracks to give me 5 Gamerscore points and an avatar award. Nice!

0:04 I jump off the end of a downed tree and down a sloping hill. The fall is about three times my height, and my body crumples horribly upon landing. Oh, right... this isn't a Mario game.

0:05 This time I slowly edge myself off the tree stump this time and slide down a hill... right into some spikes. OK, I'm learning, I'm learning...

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Monday, June 21, 2010

Gish

Developer: Cryptic Sea
Publisher: Chronic Logic
Release Date: May 10, 2004
System: PC
ESRB Rating: N/A
Official Web site

In a nutshell: It ain't easy being a tar ball... or controlling one.

0:00 I was convinced I had actually played this game before, but apparently I had just watched the trailer video and remembered controlling it directly. Now I'm actually getting around to trying it out as part of the Humble Indie Bundle I downloaded last month.

0:01 I'm not including the five minutes it took to configure the controls for the PS3 joypad, or the five more minutes it took to do it again once my computer mysteriously blue-screened for no apparent reason.

0:02 As the game loads I get to look at a fake movie poster that's obviously parodying a movie I don't recognize. Nice hi-hat heavy music on the title screen. I set the window to full screen and start a new game on Normal difficulty.

0:03 "Gish isn't your average hero. In fact he's not your average anything. Gish is a ball of tar." Um, a ball of tar is an "anything," isn't it? Anyway, "while on a Sunday stroll with his lady friend Brea a shadowy figure emerged from an open manhole pulling her away and into the ground below. Quickly, Gish jumps into action..." Yada yada yada. The simple story is illiustrated with manic, shaky lined drawings that remind me of static versions of those awful CD-i Zelda games.

0:05 The Sewers of Dross is level 1-1. I have five lives and zero points. Nice jazzy background music as I roll gish around some atmospheric sewers. The simple animation on his mouth and eyes makes him seem almost alive.

***-->CONTINUE READING AT<--***
***-->JOYSTICK DIVISION<-***
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Thursday, June 10, 2010

FiNCK

Developer: Nicklas Nygren
Publisher: Nicklas Nygren
Release Date: May 24, 2010
System: PC
ESRB Rating: N/A

In a nutshell: The puzzle-based sequel that Super Mario Bros. 2 unfortunately never got.

0:00 I liked the last Nicklas Nygren game I played , Knytt Stories, quite a bit. This one looks a lot like Super Mario Bros. 2 from the trailer, and I couldn't be happier with that turn.

0:01 "Well, um, I'm late to class because..." reads small white text on a black screen. A quick intro. screen reads "TUTORIAL" before my forlorn looking, purple-skinned character drops in. Amazing how sad he looks despite bing rendered in so few pixels -- like a dejected teenager.

0:02 Move with the left and right keys. S to do a nice springy jump. A to pick up/throw boxes and enemies. The down arrow throws a box straight down and gives a little double-jump style boost as well. Note that I'm not including the half hour it took for me to configure my PS3 controller to work with my laptop, but its working beautifully now.

0:03 "You will jump higher if holding a bird." Protip: DO NOT try this in real life. It DOES NOT WORK. Trust me.

0:04 On to Area 1, even though I got none of the coins floating about the tutorial. Cue some beautiful, haunting string music. It tickles my auditory pleasure center almost immediately

0:05 Grabbing a red bird sends me flying up and... off the top of the screen to my death. Oops.

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Thursday, May 20, 2010

Super Mario Galaxy 2

​Developer: Nintendo
Publisher: Nintendo
Release Date: May 23, 2010
System: Wii
ESRB Rating: E

In a nutshell: Welcome back, Yoshi.

0:00 Let's see, I got my start in this business running a Mario fansite, and the first Super Mario Galaxy was far and away my favorite game of 2007, so to say I'm excited for this game would be a BIT of an understatement. Of course, this means I can only be disappointed if it doesn't live up to my expectations.

0:01 "Super Mario Galaxy... WOOHOO!" says the familiar voice of Charles Martinet on the preview screen. Seems a bit hollow without any background music. BAD START! THIS GAME WILL BE HORRIBLE!

0:02 The familiar title theme from the first Mario Galaxy rings out as the title appears in a flash of light. Mario flies around a blue, star-speckled sky in the background. I create a file by stamping my Miis face on a planet, just like in the last game. Ah, familiarity.

0:03 "Now, let me tell you a new story that also begins with stardust." Wait, "also"? Is this how the first one started? Let me check. Oh, I guess so. I can't say I really remember Mario Galaxy's story very well...

0:04 "Dear Mario, Would you like to share some cake while we watch the shooting stars? Meet me at the castle! -Peach." Man, Peach is really fond of writing letters. It's 2010, girl! Get an e-mail account!

0:05 Mario pops out of a pipe and I'm suddenly in control, running Mario left and right along a 2D plane in front of the Princess' familiar castle. It might just be me, but the controls feel uncharacteristically sluggish... it takes a bit too long for Mario to get up to speed.

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Tuesday, May 18, 2010

Bit.Trip Runner

Developer: Gaijin Games
Publisher: Aksys Games
Release Date: May 17, 2010
System: Wii
ESRB Rating: E

In a nutshell: Trippy retro rhythm platform timing jumping action GO!

0:00 I've liked the Bit.Trip games in the past, but I absolutely loved this rhythm/platform game hybrid when I tried it out briefly at this year's Game Developers Conference. The guy running the booth said I was a natural when I blazed through a few levels on the first try. Aw, shucks.

0:01 I spend a few minutes clearing off enough space on my Wii's internal memory to host the 319 blocks this game needs to run. I'm sure I'll ignore the Mario Kart channel just as much on the SD card as on the main menu screen...

0:04 I'm watching my sister down in Maryland this week, which means I get to play this game on my dad's 1,000,000 inch flat screen TV. OK, it's really only 70 inches or so, but it's still a bit disconcerting to see the games blocky, retro graphics on such a huge screen.

0:05 A bunch of logos, then the title appears with some bouncy chiptunes and a very strong backbeat. Commander Video -- an black obelisk with arms, legs and a white slit for eyes -- runs in place on the main menu screen, with an early '80s rainbow trail behind him. Zone 1, named Impetus, is the only one available. Level 1-1 is named First Contact, appropriately enough.

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Monday, May 3, 2010

Ratchet and Clank Future: A Crack in Time

Developer: Insomniac Games
Publisher: Sony Computer Entertainment
Release Date: Oct. 27, 2009
System: PS3
ESRB Rating: E10+

In a nutshell: The future looks a lot like the past. And the past was awesome.

0:00 I've been a big Ratchet and Clank fan since their first outing, and my love hasn't diminished much despite yearly updates that don't bring much new to the table. I vaguely remember playing a quick demo of this at E3 2009, but not being terribly impressed with the time-based puzzles.

0:01 Gentle fantasy music plays on the preview screen. What looks like Ratchet on steroids looks out over a cliff edge with some sort of cat thing at his side? What the... where's Clank?

0:02 "The latest update data for this softare has been found." I suppose that's understandable since the game has been out for months now...

0:04 14MB file downloaded and installed. That was relatively painless.

0:05 "This game needs to perform an initial setup process." Of course it does.

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Thursday, April 15, 2010

Sonic 2 (iPhone)


Developer: Sonic Team
Publisher: Sega
Release Date: Late April 2010
System: iPhone/iPod Touch
ESRB Rating: E

In a nutshell: Not quite uncontrollable, but not quite controllable either...

0:00 The original Sonic 2 was the primary reason I bought a used Genesis to go with my beloved SNES as a child. That said, I'm not at all confident the game will be as enjoyable when controlled via touchscreen. Some games just need buttons, I think.

0:01 A good ten seconds of loading precede Sonic running in front of the traditional "SEGA" screen, complete with singers chanting the name. The title is the same as ever: "Sonic and Miles 'Tails' Prower in... Sonic the Hedgehog 2" Oh man, this takes me back. I remember being SO impressed with those big character sprites back in the day.

0:02 I tap the screen to bring up a ridiculously bare bones menu, and tap it again to bring up the familiar Emerald Hill Zone, Act 1. The scene is stretched nicely to fill the whole iPod. There's a little translucent d-pad in the lower lefthand corner and a little A button in the lower right. Hey, what if I want to use the B or C buttons? I know they all do the same thing, but still.

0:04 So far it's surprisingly easy to place my thumb in the center of the d-pad picture and kind of rock it back and forth to move. I get hit by a few coconut-throwing monkeys, but I feel like that's my fault, not the game's.

0:05 I've already collected my first 100 rings and my first an extra life, so I guess the controls can't be that bad. So far the game runs with nary a hiccup on my 2nd gen iPod. "Sonic Got Through Act 1" and earned a continue in the process.


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Monday, April 5, 2010

Fret Nice

Developer: Pieces Interactive
Publisher: Tecmo
Release Date: Feb. 17, 2010
System: Xbox 360
ESRB Rating: E

In a nutshell: For want of a jump button, the rhythm platformer was lost.

0:00 If there are two genres I love above all others, they are rhythm games and platform games. Since Fret Nice supposedly melds these two genres, my expectations are quite high.

0:01 Catchy, robo-techno music plays as a misshapen hand cranks up an amp. "The vibrant Chordmasters rock the world" say the newspaper headline. But a guy with a mustache and a black hat doesn't seem to like their music. He sends bulbous black monsters (that look stolen straight from Loco Roco) from the Heavy Metal Kingdom to cause havoc in town. Cool-looking teens cower in fear, but then two little kids -- who I assume are The Chordmasters -- come blasting in from the sky. They pose in a streetlight and push away the darkness. I already love the music, even though I can't make out a single roboticized lyric. It's like a mix of Freezepop and the best of Japanese pop.

0:03 You can play this game with an Xbox 360 controller? Really? That seems to kind of miss the point...

0:04 On the options screen, I'm told guitar tilt sensitivity is "not supported by your current guitar model." Who knew?

0:05 Normal is "The way the game is supposed to be experienced." Hard is locked anyway. I skip the intro once I realize its the same one that played when I loaded up the game.
***-->JOYSTICK DIVISION<--***

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Tuesday, July 28, 2009

'Splosion Man

Developer: Twisted Pixel Games
Publisher: Twisted Pixel Games
Release Date: July 22, 2009
System: Xbox 360
ESRB Rating: E-10+
Official Web site

In a nutshell: Why jump when you can 'SPLODE?

0:00 You say there's a new 2-D platformer on Xbox Live Arcade? And it's from the people who made the excellent The Maw? And the main character is made of explosions? Yes, please!

0:01 The Twisted Pixel logo explodes into a scene of fat scientists running from a test subject. It's 'Splosion Man, a thin, red, man-shaped mass of small explosions, who introduces his game's logo with explosions, of course! When I choose "New Game," he jumps out of the logo and kicks a bomb through a pane of glass at a scientist. Spiffy!

0:02 Two oblong scientists are talking in a hallway when our hero interrupts them by 'Sploding through the wall. I'm in control, just like that. Hurray for not belaboring the intro!

0:03 Tapping any face button hurls me into the air with a satisfying explosion. The 'Sploding also turns any nearby scientists into big hunks of steak. Yum.

0:04 I already earned the "Get Them Out of Our Schools" Achievement for eliminating 10 scientists and "stop[ping] them from spreading their filthy lies." Heh. Subtle.

0:05 'Sploding next to green barrels sends me soaring higher than ever. I can also 'Splode in mid-air for a double and even a TRIPLE jump. This game's final score just got tripled, as far as I'm concerned.

***-->CONTINUE READING AT CRISPY GAMER<--***

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Monday, July 6, 2009

New Play Control! Donkey Kong Jungle Beat


Developer: Nintendo
Publisher: Nintendo
Release Date: May 4, 2009
System: Wii
ESRB Rating: E10+
Official Web site

In a nutshell: A game designed for a bongo controller minus the bongo controller = just a game.

0:00 I loved the original GameCube game, but the bongo-beating action made it hard to play for an extended period of time. I'm worried the game won't be as fun without them, though.

0:01 For a last-generation game, the initial menus look pretty good on my new widescreen HDTV. A lot better than New Play Control! Pikmin, anyway. Also, the game lets me use a Mii to identify my save file. Let's see the GameCube version do THAT!

0:02 The game tells me to shake the Nunchuk and Remote. When I do, a spotlight appears against a leafy green curtain, which moves to reveal ... Donkey Kong! Two small, white monkeys bid him to move forward, which I do with a gentle tilt of the analog stick. The A button jumps over obstacles. Huh ... I figured I'd be shaking the controller to emulate tapping the bongos. I guess by "New Play Control" they really mean "the Old Play Control that platform games had before that wacky bongo controller."

0:03 I have to do clap DK's hands to get a monkey out of a tree, but the game doesn't tell me how to do this. In the GameCube version, you actually clapped in real life. Here, it seems you jump and hit B to do a ground-pound. Oh, the monkey tells me I can also clap by tilting the analog stick and shaking the Remote. I like how you can choose the direction of your claps ... pretty sure that wasn't an option in the original.

0:06 I rescue a few more monkeys with a few more claps, then "Beat on a Barrel Tree" to "test [my] strength." The title drops down into DK's hands!

***-->CONTINUE READING AT CRISPY GAMER<--***

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Tuesday, March 24, 2009

Rolando

Developer: HandCircus
Publisher: ngmoco
Release Date: Dec. 18, 2008
System: iPhone/iPod Touch
ESRB Rating: N/A
Official Web site

In a nutshell: Like LocoRoco if it were actually fun to play instead of just cute.

0:00 Now that I've finally joined the rest of the developed world in the iPhone revolution (by buying an iPod Touch), I thought I'd check out what is widely considered one of the best examples of what iPhone gaming is capable of.

0:01 Already I'm impressed with how easy and quick it is to purchase and download games wirelessly through the App Store. Compared to the pain that is the PSP's online store, it's a wonder.

0:02 "Hey Finger, let's get started," says a roly-poly red ball with a blinking face on the menu screen. As I tilt the iPod he rolls along the edge. Very cute, very reminiscent of LocoRoco. I'm digging the samba music.

0:03 A pop-up book opens to reveal a map and the first level, "Hello Rolando." What is this, a Motorola commercial?

0:04 "Hey Finger! Give me a tap!" I do and Rolando gets a thick white border around him, allowing him to roll as I tilt the iPhone. I don't think I like him calling me "Finger" though.

Read the full review at Crispy Gamer

Wednesday, March 11, 2009

Mushroom Men: The Spore Wars

Developer: Red Fly Studios
Publisher: Gamecock
Release Date: Dec. 2, 2008
Systems: Wii (Reviewed), DS
ESRB Rating: E10+
Official Web site

In a nutshell: Not the best platform game to feature mushrooms, but possibly the best to feature a mushroom protagonist.
0:00 It's not very hard to get me to try a new 3-D platformer, and this one had enough low-level buzz to put it high up on my list of vague interest.

0:01 The preview screen has some odd drum beats and a bunch of glowing eyes looking out from the blackness behind some tall grass. I'm already hooked!

0:02 After a bunch of animated logos, a bare title screen features some multicolored glow bugs on the walls of a cavern. Story time: "From the depths of space, a giant meteor hurtles towards planet Earth." It lands and casts green dust across the countryside. "Conventional science says it has no effect on terrestrial life: But science ... was wrong!" SCIENCE! *shakes fist*

0:04 Hidden amongst the gameplay options are a bunch of mini-games. I decide to use them to ease into the experience a bit. "Pachinko" is like a poor man's Peggle, with a percentage counter that goes up as the small ball hits metal pegs on the way down to a few point buckets. Cute, but I don't think it has any real staying power.

0:08 "Catapult" features some overly touchy slingshot pull-back controls to attack some ambulatory mushrooms. A "mine cart" game reminds me of Pipe Dream, in a good way. The others are just cheapo versions of Memory and Peg Solitaire, so I don't even bother. These were good little appetizers all around. Has me excited for the main game.

Read the full review at Crispy Gamer

Thursday, March 5, 2009

Eversion

Developer: Zaratustra Productions
Publisher: Zaratustra Productions
Release Date: November 2008
System: PC
ESRB Rating: N/A
Official Web site

In a nutshell: Oh, what a cute ga--OH MY GOD WHAT THE HELL?!

0:00 I first got turned on to this game by a Dinosaur Comics blog post which called it "really good!" and "entirely charming!" On the official Web page, I saw the author of VG Cats thought it was "deceptively awesome." So the authors of TWO Web comics that I read liked it? That's enough for me!

0:01 During the 8 MB download, I read the instructions for the game from the official Web site: "Left and Right - Walk. Z - Jump. X - Everse (in certain areas) ... Discover the rest as the game progresses." Intriguing! But what does "Everse" mean?

0:02 The intro mentions that the game is "not indicated for children or those of nervous disposition." Did I download prescription drugs by accident?

0:03 So I'm a little, puffy, orange guy with green shoes, tottering around a 2-D Mario-style world. I have a nice, springy jump with which to dispatch smiling circular enemies. There are blocks to bash from below and blue gems to collect, too. I absolutely adore the retro music, which sounds like it was designed for the original Game Boy.

0:05 Just like that, I've already cleared the incredibly short first level. I missed four of 22 available gems on the way, apparently. I could see them, but they were out of reach. So far the "Everse" button seems to do nothing. Hmmm...

Read the full review at Crispy Gamer

Wednesday, March 4, 2009

Spray

Developer: Eko System
Publisher: Tecmo
Release Date: Dec. 2, 2008
System: Wii
ESRB Rating: E10+
Official Web site

In a nutshell: Yes, the title refers to spraying vomit.
0:00 I must have been in a drunken fugue state when I added this game to my GameFly queue, because I don't remember requesting it even a little bit. It must have interested me at some point, though.

0:01 After some copious loading, a yellow title appears in front of a medieval town with windmills. Is there some regulation that all medieval towns must have windmills?

0:02 "Today is the first day of Summer in the land of Ecoia." They worship the Crystal Sun and its "benevolent energy." Everyone's gathered in the town square, waiting for the king in a cute hand-drawn cut scene. Then some clouds gather and a huge, black figure appears in the sky. "You insignificant scum ... you shall be my slaves, I shall reign over your world, hahahaha." A big rock shoots down to the ground, knocking over the King. "Father! Father!" cries what I assume is the Prince. The King gives young Ray his crown and urges him to find the crystal shards. Then the King disappears in a puff of light. When the crown alights on Ray's head, angel and devil sprites appear over his shoulders. They're gonna accompany me, apparently.

0:04 Cut to the 3-D graphics now ... the kingdom is infested with black goo, and flying black demons are swooping down to take citizens. One picks me up, but the devil on my shoulder scares him off with a roar. That a boy, devil!

0:06 "Ray! Join me, I'm waiting in the underground passage. Hurry!" cries the King. Wait, isn't he dead? And how can I hear him if he's in an underground passage?

Read the full review at Crispy Gamer

Thursday, February 26, 2009

Prinny: Can I Really be the Hero?

Developer: NIS
Publisher: NIS America
Release Date: Feb. 17, 2009
System: PSP
ESRB Rating: T
Official Web site

In a nutshell: Dood, it's, actually kind of easy so far, dood.

0:00 When our own James Fudge called this "one of the hardest games I've played in a long time" and "a hardcore platformer featuring some familiar platforming elements," I knew GameStop was getting my $40.

0:01 The title screen features a large red penguin slashing the title. Dark, tilting windmills are in the background along with some nice peppy violin music.

0:02 The difficulties are "Standard" and "Hell's Finest." Man, they aren't messing around here, are they? Based on James' description, I think I'll stick with Standard, which allows three hits before dying. I can change during play if I pick wrongly, a very nice touch.

0:03 "Oh crap, dood! I'm so late!" says a chirpy voice off-screen. A rotund purple penguin runs in and is taunted by a talking sign: "late late late for your fate fate fate!" Some bombs start falling from the sky and the penguin starts freaking out and rushing towards a castle. I'm loving the expressive animation and hand-drawn sprites.

0:05 Already I'm in control. A sign tells me how to double jump, so I guess we can check off that prerequisite for "good platform game."

Read the full review at Crispy Gamer

Wednesday, January 28, 2009

Closure

Closure
Developer: Tyler Glail
Publisher: Newgrounds
Release Date: Jan. 23, 2009
System: PC
ESRB Rating: N/A
Official Web site

In a nutshell: But that would spoil it!

0:00 After seeing three separate recommendations for this game in as many days, I decided I had to try it out. That said, I still don't really know what the game is about, despite some rather vague explanations, so I'm going in largely blind. If you want to do the same, might I recommend hitting the "Official Web site" link before reading any further.

0:01 This minute spent on a loading screen with a creepy heartbeat and a system of arteries and veins filling up with blood to represent the loading progress.

0:02 The scene is rendered in extremely sketchy black and white. It looks like I'm a guy hold a ball drawn in chalk. Above me, a sign with an arrow pointing right. Behind me, a car crashed into a tree on fire. In front of me, inky blackness. Let's DO THIS!

0:03 As I walk, the ball of light surrounding me reveals my immediate surroundings. The credits are written in the background as I pass by. I drop the ball in a holding pedestal and four more similar pedestals light up and appear on the corners of the screen. The title appears in the middle. Hmm...

0:04 I fall to my death in the inky void a couple of times trying to figure out what to do next. Turns out I have to jump to the upper right ball-holder, pick up the ball, and walk a bit to the door. In the next room: "If you get stuck: K, R, Enter." There's a real creepy vibe to the whole thing, exacerbated by the background noise that sounds like a boiler room.

0:05 I walk up to the next door, but a message appears on the wall: "I need more light." I go grab a second and the door becomes openable. In the next room, the message "come on ... through" is written on the wall, with a wall in the middle of the words. It seems that anything not actively illuminated doesn't exist, but as soon as I get near the wall, a light source on the other side makes it corporeal and blocks my way. Hmmm...

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