Showing posts with label quirky. Show all posts
Showing posts with label quirky. Show all posts

Wednesday, September 16, 2009

Scribblenauts

Developer: 5th Cell
Publisher: Warner Bros. Interactive
Release Date: Sept. 15, 2009
System: DS
ESRB Rating: E-10+
Official Web site

In a nutshell: A word-nerful puzzle game. Eh? Eh?

0:00 Like every other game journalist in the world, I was turned on to this create-any-noun game by the sleeper E3 demo. I've been waiting for the release day since then. Let's write some words!

0:01 Elegant strings play over the developer and publisher logos, giving way to a plain green field with our rooster-hatted protagonist on it. Tapping around the screen makes him walk around, and a quick upward swipe makes him jump. I could play around creating stuff here, but I'm just gonna jump into the game.

0:03 I choose the Challenge mode and we're off to "University" with a grey-mustached professor. "Welcome to Scribblenauts! Tap this box to continue..." The game teaches me how to move with stylus taps and how to control the camera with the d-pad and/or face buttons. I fall down a shaft and jump up a little raised platform to get to my first Starite. Well, that was easy.

0:05 Level 0-2 has me climbing a ladder and picking up a hammer to break a wooden barrier. Still super-easy, of course. When do I get to create stuff out of whole words?

0:06 Digging through dirt, then identifying a college and a professor using the magnifying glass icon. Get on with it!

0:07 Quote of the moment: "Driving or riding friendly animals works the same as walking." In the real world, I'm pretty sure that's not true.

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

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Tuesday, August 11, 2009

WTF: Work Time Fun

Developer: SCEJ
Publisher: D3 Publisher
Release Date: Oct. 16, 2006
System: PSP
ESRB Rating: T
Official Web Site

In a nutshell: What if they made a game that tried its best NOT to be fun...?
0:00 Comparisons to the WarioWare series had me seeking this one out, but just as a rental. Doesn't sound deep enough to warrant a purchase, based on what I've read.

0:01 There's a large, yawning cat behind the standard screen telling me not to remove the memory card. I press X and a low, distorted announcer's voice screams "WORK TIME FUN!" The screaming guy in the background reminds me of Dr. Tran.

0:02 The default character name is "WTF Jr." I wonder how many people actually choose that name. Also, there's a "?" option for gender. That's ... inclusive, I guess. The game also asks for my blood type. I don't even know!

0:03 An old-fashioned LED message board on a silver background. "You've got mail," says the voice. It's from "WTF Net." They're here to provide support for my e-mail. Um, good to know?

0:04 To the Placement Office we go. A blue-faced demon in a robe carries a beer. "Hey! Did you eat lunch? All right, now get to work," he says. In the background, sounds of whips and screaming. Holy f***, this game is messed-UP!

0:05 Traffic Counter is the first game. "Count the people who appear from left and right. You'll lose if you count anything other than a person." Thrilling...

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

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Friday, May 1, 2009

Flock!

Developer: Proper Games
Publisher: Capcom
Release Date: April 8, 2009
Systems: Xbox 360 (reviewed), PS3, PC
ESRB Rating: E
Official Web site

In a nutshell: Go that way. No, not that way, that way. No, the other way. GRRRR!
0:00 I remember being enamored with this cute action/puzzle game during a short demo at E3 '08, but I just didn't know if it would have any staying power. We'll see, won't we?

0:01 Some loading and some file creation take up this entire first minute.

0:02 "Use your UFO to herd any animals in the level to the Motherflocker." I love any game that can be distilled into a single sentence that way. Also, "Motherflocker" is an epic win of naming.

0:03 Level 1 is named "Un-Baa-lievably Easy." I wonder if it'll be tough...

0:05 So, basically, I'm a UFO hovering a few feet off a patchwork of sewn-together grass. When I get close to the white puffball sheep, they run away scared. I have to use this reaction to herd them towards the Motherflocker mothership. The sheep are incredibly cute as they bounce up and down and away from my ship.

0:07 On to Level 2: "Hide and Seek." Here the sheep are hiding behind trees, but my ship's antenna points out the closest ones. I have to get used to making wide arcing circles around the sheep, so I don't inadvertently push them in the wrong direction while I'm trying to get in position.


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

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Friday, April 17, 2009

Zen Bound


Developer: Secret Exit
Publisher: Chillingo
Release Date: Feb. 24, 2009
System: iPod Touch/iPhone
ESRB Rating: N/A
Official Web site

In a nutshell: The most non-sexual fun you can have with a rope!

0:00 When I first asked my friends and colleagues for game recommendations for my new iPod Touch, quite a few people mentioned this one. I'm looking forward to a game that doesn't require much attention or cause much stress.

0:01 The game says it's "designed for headphones," so I spend a minute digging up some ratty old earbuds. Wow ... the trippy music really does sounds a lot better echoing directly through my skull.

0:02 "Zen Bound is a game about slowing down and letting things happen at their own pace." I could use a game like that after a stressful tax season, let me tell you. Apparently I'll be painting structures by wrapping them with rope. Er ... that's not how painting works? Is it? I've never really painted...

0:02 I start with the "Tree of Reflection" because it sounds more, um, reflective than the "Tree of Challenge."

0:04 Immediately I'm impressed with the detailed 3-D graphics. The wooden block has a nice, convincing grain to it, and the tiny iPod handles the full 3-D animation with minimal jumpiness. I'm also digging the interface -- flicking my thumb to rotate the block, tilting the iPod to change the rope direction. It only takes 12.4 of the available 25 meters of rope to get the simple block 100-percent painted with a spiraling rope pattern. The game makes a strong, unique first impression.

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

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Monday, March 9, 2009

New Play Control! Pikmin

Developer: Nintendo
Publisher: Nintendo
Release Date: March 9, 2009
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: Pikmin ... now with new play control. DUH!

0:00 This is kind of a unique situation for Games for Lunch, since I already played (and loved) the original Pikmin on the GameCube for many more than a few hours. Still, Nintendo sent me this new, control-tweaked Wii remake, so I guess it's worth an hour to see how the new play controls work. It'll also be interesting to see if the game still holds up roughly ... seven years later? Man I'm old.

0:01 The preview screen is an endearing loop of three Pikmin getting thrown from off-screen, picking up the game logo, then making surprised noises. I want this to be the new screen saver on my computer.

0:02 Wow, everything looks really grainy. Were these really state-of-the-art graphics back in 2001? Maybe my HDTV just doesn't do standard definition very well...

0:03 Olimar's familiar bottle rocket flies through space, gets hit by an asteroid, and hurtles down to the planet as a fireball, complete with cheesy music and sound effects. "The Impact Site" is just as cute as ever.

0:04 "My name is Captain Olimar. While travelling through space I was struck by a meteor..." Blah blah blah ... I just said all this back at 0:03.

Read the full review at Crispy Gamer

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

Tuesday, August 5, 2008

PixelJunk Eden

Developer: Q-Games
Publisher: SCEA
Release Date: July 31, 2008
System: PS3
ESRB Rating: E
Official Web site

In a nutshell: A garden party.
0:00 I've heard this game described as good but "hard to describe." Good thing I don't have to describe my experience playing it for the next hour or anything...

0:01 After adjusting the display size to my tiny SDTV and skipping through a 12-page license agreement, a title screen... grows. It's red and yellow silhouettes of flowing flowers amidst a black background. Ethereal synth music drones on behind.

0:02 Before I know it an extremely tiny gnome-like guy appears on the floor. I bring up the options screen and immediately gravitate to "How to Play."

0:03 "Eden is on an unknown garden. You use the oscillator to tune into other gardens which you can explore freely." Um... what? The game recommends an HDTV and headphones. THANKS FOR RUBBING IT IN, GAME!

0:04 So far, I've gathered that collecting floating Spectra, whatever they are, can make my home garden grow. "If the oscillator goes out of tune you will be ejected from the garden." Oh sure... who wants an out-of-tune oscillator in their garden? Not me!

Read the full review at Crispy Gamer

Wednesday, June 11, 2008

Emergency Mayhem

Developer: Codemasters
Publisher: Codemasters
Release Date: April 15, 2008
System: Wii
ESRB Rating: T

In a nutshell: Mayhem is an accurate description of the game design.

0:00 I like games that do things differently, and taking control of emergency responders is pretty different in today's gaming environment. That said, the fact that the game has been in development since 2004 doesn't bode well.

0:01 The loading screen lets me shoot at a yellow caution sign with the Emergency Mayhem logo. This doesn't seem to fit with the emergency prevention ideals espoused by the title.

0:02 I'm loving the trumpet-heavy swing music on the title screen. Feels like I'm in a '30s crime thriller.

0:03 I choose Medium difficulty (how hard can it be? It's a Wii game!) and I'm off to the industrial district. I choose the police first. "Oh no, the industrial heart of the city is in mayhem! Get to your vehicle and sort it out quick." Cartoony, over-the-top voice acting here.

0:04 The cel-shaded town is pretty nice, lots of bright primary colors and simple, undistracting designs. The B button accelerates and the A button brakes and goes in reverse. This is the reverse of pretty much every other driving game I've played on the Wii.

Read the full review at Crispy Gamer

Monday, June 9, 2008

Cubivore: Survival of the Fittest

Developer: Saru Brunei
Publisher: Atlus
Release Date: Nov. 10, 2002
System: GameCube
ESRB Rating: E

In a nutshell: The building blocks of evolution.

0:00 The box quotes IGN as saying this is "one of the most bizarre games ever created." If that ends up being true, I don't see any reason I won't love it.

0:01 A huge roar issues forth from a monster with a GameCube for a face and box flaps for legs. He scampers to the middle of the screen and deposits what looks to be a steaming dookie in the middle of the floor. Simpler, two-flap creatures flop around the, uh, excrements on a bare white stage. Cue piano!

0:03 Primal Mighty Mite Piggy ACE is created (I always name my characters ACE, FYI). "I feel so nice, so warm. I remember in great detail a past I neither saw nor heard. Once upon a time, the world was full of Wilderness and dazzling, colorful beasts thundered across its untamed plains." Then colorless beasts devoured the Wilderness, using raw meat to give them power. One called Killer Cubivore became king of the world, "If nothing is done, the Wilderness will disappear and the world will wither and fade. I want to survive. That's the first thought I ever had. I want to survive." Heady stuff.

0:04 "Ahh... I am born. I am alive. I am Piggy ACE. I came into this world a beast. I shall eat and eat and become king of all Cubivores." Ambitious!

Read the full review at Crispy Gamer

Wednesday, May 21, 2008

Wii Fit

Developer: Nintendo
Publisher: Nintendo
Release Date: May 21, 2008
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: That game with the fancy scale.

0:00 I played an early build of the game at E3 '07, and have tried it a few times since, but this will be my first full hour with the game.

0:01 Prepared to start: all decked out in a t-shirt, gym shorts and the super-cute promotional Wii Fit socks sent by Nintendo. Got a cup of cold water handy, too.

0:02 This minute spent synching the Balance Board with the Wii, a relatively painless process.

0:03 An anthropomorphic Balance Board pops up on screen and tells me, "Hello, and welcome to Wii Fit." I pick out my Mii from the list and he drops in from the sky with white pants and a green shirt that says "Wii" on it. The balance board lectures me about how the world's posture is going to hell in a handbasket. He sounds like a cranky old man. My Mii listens and nods intently. I can't say I do the same.

0:04 I enter my height and date of birth. The Wii says "Great" in a cute robotic voice as I make my selections.

0:05 "Starting up ... step on" in the same robotic voice. "Ready!" The game asks how heavy my clothes are. That's a bit of a personal question for so early in our relationship, don't you think?

Read the full review at Crispy Gamer