Showing posts with label rhythm. Show all posts
Showing posts with label rhythm. Show all posts

Friday, October 29, 2010

DJ Hero 2

Developer: FreeStyleGames
Publisher: Activision
Release Date: Oct. 19, 2010
Systems: PS3 (reviewed), Xbox 360, Wii
ESRB Rating: T
Official Web site

In a nutshell: A smooth remix.

0:00 I liked the original enough to buy it when it went on sale for $40 recently, but not before that. I’ve been told this sequel is much better, but I find that hard to believe -- what can they possibly add?

0:01 This being a PS3 game, of course there’s a version 1.01 update to download already. At least my firmware is somehow up to date. The 6MB file downloads and installs rather quickly.

0:02 Headphones bounce on a white floor. The headphone wire flies through a white expanse, creating colorful abstract art as it does. It plugs in to the DJ Hero 2 logo. Nice, simple and quick... I’m a fan.

0:03 A remix of "Crank That Souljah Boy" plays over the menu as the game logs in to the DJ Hero 2 server. I am not a fan. The game asks if I’ve played DJ Hero before, and also if I’d like to hear about new features in the sequel. How considerate!

0:04 The tutorial starts by telling me to spin the record to rewind the music, which I already knew how to do. I thought I told you I played DJ Hero already...

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Wednesday, October 27, 2010

Rock Band 3

Developer: Harmonix
Publisher: EA
Release Date: Oct. 26, 2010
Systems: Xbox 360 (reviewed), PS3, Wii
ESRB Rating: T
Official Web site

In a nutshell: The piano, man.

0:00 Been looking forward to trying this one since I received the game from Harmonix a week ago, but I held out because I didn’t have a keyboard controller. Now that they’re available in stores, I’m looking forward to expanding on the ten minutes or so I spent with the keyboard at Gamescom this summer.

0:01 The game just came out yesterday and already there’s a title update available? Whatever, it downloads and installs incredibly quickly.

0:03 Looking out a hotel window. Close ups of an amp, a guitar case, a lone uncovered light bulb. The Doors’ “Break on Through” plays with its heavy keyboard part. Quick jump cuts of the band playing close-up and guys running through alleys and across the tops of buildings to get to the impromptu rooftop concert. Well shot, but a bit confusing.

0:04 I skip the calibration and the band customization because I want to get to rocking! Play Now, Quick Play, Choose Songs and we’re ready to rock! The new menu seems quite a bit more streamlined.

0:05 “25 or 6 to 4” is right there at the top of the list, and how can I resist a song with such a tight beat and such incomprehensible lyrics. I’ll start on Medium difficulty and play the five-key normal mode rather than the 25-key pro mode, for now.

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Wednesday, October 20, 2010

Def Jam Rapstar

Developers: 4mm Games, Terminal Reality, Def Jam Interactive
Publisher: Konami
Release Date: Oct. 5, 2010
Systems: Xbox 360 (reviewed), PS3, Wii
ESRB Rating: T
Official Web site

In a nutshell: Rap rap, a ribbity rap rap, a rip rop ribbity do!

0:00 I’m not a big fan of rap... pretty much the opposite in fact. I am a big fan of rhythm and music games, though, so I’m looking forward to seeing if this one handles rapping better than Rock Band 2.

0:01 Lot of logos, then a city skyline. Videos of a bunch of rappers I vaguely recognize are projected many stories high on to the sides of the buildings. I recognize very few of the songs they’re spitting, but LL Cool J and Daft Punk stand out. Maybe this won’t be so bad...

0:02 Audio calibration time. I have to turn up the volume and point the microphone at the TV. Turns out I have a 117ms delay. Good to know!

0:04 I turn up the microphone volume so I can hear myself through the TV and hop into Career mode, where I can “rise through the ranks and become a DEF JAM RAPSTAR!” Really, game? You needed to turn on the caps lock there?

0:05 Seven songs are available to start, but I have to click through with the A button to hear a preview on the menu screen. Lame. The only one I know even vaguely is Salt n Pepa’s “Push It.” I’d better leave it on Easy...

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Friday, September 17, 2010

Green Day: Rock Band

Developers: Harmonix, Demiurge Studios
Publisher: MTV Games
Systems: Xbox 360 (reviewed), PS3, Wii
Release Date: June 8, 2010
ESRB Rating: T
Official Web site

In a nutshell: Hitchin' a Ride on Rock Band's popularity

0:00 This game got shipped to my apartment just after I left for England for the summer, so I haven't tried it despite technically having it all summer. I'm expecting Rock Band with Green Day songs, which shouldn't be hard to fulfill.

0:01 I'm not counting the time it took to drag my Rock Band instruments out of storage and set them up. This is lucky for the game, because the process took longer than I expected. Also, I know this is the kind of game that's best played drunk with a group of friends, but I'm actually one of those weirdos that plays it sober and alone, to improve my fake musical skills.

0:02 The camera zooms down a red thoroughfare. Planes drop bombs and a goth girl pulls a grenade and throws it at some bird- and dog-headed monsters as "Welcome to Paradise' plays in the background. Um... huh?

0:03 "Longview" transitions into ‘Jesus of Suburbia" in the background as the game creates a song cache, save data, etc. I skip the calibration.

0:05 Looking around the options. This is the first time I've seen "super speed" and and "performance mode" in the options, or maybe I'm just forgetting them from earlier games.

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Friday, June 18, 2010

Aurifi

Developer: Punk Pie
Publisher: Punk Pie
Release Date: April 6, 2010
System: iPhone OS
ESRB Rating: N/A
Official Web page

In a nutshell: "Let's run through that again." Let's not.

0:00 When I got an e-mail offering me a chance to play "the first ever audio-only game built solely for the iPhone" I was immediately intrigued. Audio-only? How in the world does that work? Let's find out, shall we?

0:01 Logos? Those are graphics! I thought this was audio only. Then a sexy British female voice comes into my ears. "Tilt to the left to create a new connection, or to the right to resume a connection." A connection? Is that like a save file? I tilt to the left again to choose "Slot 1." Then the game quits to the iPod menu. Ummm...

0:03 Restarted. Some ethereal music has come in. "I found a place for us to play," says the voice. "There we will exist only in sound. You can even close your eyes. Tap the screen if you want to come with me. This is Aurifi." There's a logo with a rainbow smudge in the background. The music has a nice heavy drum beat now.

0:05 My first task is to tilt the iPhone to move a sound back and forth between my two earbuds. Then I can control the pitch of a guitar chord with a front/back tilt. Then I tap the screen to play drum sounds along with the background music. Different parts of the screen make different drum noises. Fun, but not quite a game yet.

***-->CONTINUE READING AT<--***
***-->JOYSTICK DIVISION<-***
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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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Thursday, April 22, 2010

Walk It Out

Developer: Hudson Soft
Publisher: Konami
Release Date: Jan. 12, 2010
System: Wii
ESRB Rating: E10+

In a nutshell: Walk it out of your list of desired games.

0:00 I will admit, there was a bit of morbid curiosity involved in requesting a review copy of this game from Konami. That and the title reminds me of Entourage. Walk it out, Bitch!

0:01 On the preview screen, a perky, heavily accented voice chirps: "Come on over. Welcome ot the de-mining." I'm pretty sure I'm mis-hearing this, but I've listened to it 6 times now and that's the best I've got. My wife is equally stumped. Who knew this game would be so confusing even before the title screen?

0:02 "Hey, I'm Liz and I'm a personal trainer," says an impossibly fit woman talking in front of quick cut scenes from the game. "It's time to walk it out and get fit to over 100 of your favorite songs. ... That's right, I'm talking to you, Dad." A bewildered looking father gets extremely excited about walking in place."Looking good. Come on kids. Great work, keep it up. ... So, if you aren't breaking a sweat just yet, you will be." Um, I already have the game... do I really need to watch an ad for it? Maybe this was designed to attract people watching an in-store kiosk, but I have to wonder... what store is lame enough to put Walk It Out! in a kiosk?

0:03 I choose the Single Player mode because I'm relatively sure I have no friends who would be willing to walk in place with me.

0:04 "Hi there, my name is Nancy," says a cartoon girl with a headset mic. "I'm here to help you with the game so you can get walking." What happened to Liz? "Don't worry, I'm not going to ask you about boyfriends or girlfriends or anything like that, honest!" Um, I wasn't worried. Also, I will freely admit that I am married.

0:05 Now I get to customize my avatar. A Type is "more masculine" while B Type is "more feminine" Why not just let me choose a gender, like every other game? Maybe I only get to be a masculine guy or a feminine guy... is that it?

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

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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<--***

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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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Wednesday, January 20, 2010

BIT.TRIP VOID

Developer: Gaijin Games
Publisher: Aksys Games
Release Date: Nov. 23, 2009
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: "Or play the game, existence, to the end ... of the beginning."

0:00 I loved the first two Bit.Trip games, even though I couldn't even come close to beating either one. Despite my well-developed rhythm-game skills, these punishing games pushed me past my limit. But I loved every second of their trippy gameplay. I somehow missed Void's release during the hectic holiday season, but it's never too late to dive on in.

0:01 Even though the game is on an SD card, I still need 286 blocks of memory on the Wii itself to play. So off to memory management we go.

0:03 So long, Wii Fit Plus Channel. Your constant reminders that it's been "more than a week" since my last check will not be missed. I still need 71 more blocks...

0:04 I don't Check Miis Out enough, and that will continue to be true now that the Check Mii Out Channel is gone.

0:05 And we're off. "The Nunchuk or Classic controller is required," I'm told, which surprises me, since the previous games just used the Remote like an NES controller.

0:06 The menu screen puts me in control of a large, pixilated black dot (the titular Void?) which I can move to select from three game modes: Id, Ego and Super-Ego. Id is the only one available, so let's go!

0:07 Commander Video stands in a red circle and does a little dance. The red circle grows bigger as two more Commander Videos watch from their own blue circles. They're getting shorter and stouter as the dance continues, then they fly off the screen. What the hell was that?

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

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Monday, November 9, 2009

DJ Hero

Developer: FreeStyleGames
Publisher: Activision
Release Date: Oct. 27, 2009
Systems: Xbox 360 (reviewed), PS3, Wii, PS2
ESRB Rating: T
Official Web site

In a nutshell: Holy crap I am not a natural DJ.

0:00 I really wanted to play this game at E3 but the Activision booth techs refused to let me for some reason. The company didn't send me a copy of the $120 game for review, either, so I guess I'd better try it out while I'm up here at the Crispy Gamer offices before I decide whether to plunk down my cash.

0:01 Even before I start the game, I don't know how to hold the controller. Do the buttons go on the left or the right? Does it matter?

0:02 An animated scene of a dystopian city, with a crumbling edifice. A young DJ with big headphones looks through green-tinted binoculars (night vision, perhaps?). His Russian-style hat flaps in the wind as he jumps on a robot/monster that looks like a giant record needle. He steers it with some huge handle as a trucker in a big red big rig drives right at him. They crash, and the trucker jumps out at the last minute, joining the Russian-hatted DJ atop the robot/monster. A green eyed guy in a hoodie plugs a cable into skyscraper-sized speakers, which let out a huge shockwave that knocks over the robot/monster and wrecks large sections of winding highway. Russian hat guy grabs some vinyl as he falls through the air, handing it off to another DJ before he lands. Thousands of people litter the highway, cheering for some reason. The title appears. I ... I have no idea what just happened.

0:04 "Attention: Here's what's happening," says a message window. Apparently what's happening is, the game is loading. That required an "Attention"?

0:05 A remix of "Another One Bites the Dust" and some song I don't recognize plays over the menu. Let's "Learn to DJ." "Hey, it's your boy DJ Grandmaster Flash, the first guy to make the turntable an instrument." Wow, he's a bit of a braggart just because he happened to invent scratching. "I'm gonna teach you everything you need to learn about being a DJ, so listen up very carefully and let's get started." He suggests putting the turntable controller somewhere "like a lap, or a table ... anything that works for you!" I think putting a turntable on your lap might be the least hip-hop thing I've ever heard.


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

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Tuesday, September 8, 2009

The Beatles: Rock Band

Developer: Harmonix Music Systems
Publisher: MTV Games
Release Date: Sept. 9, 2009
Systems: Xbox 360 (reviewed), PS3, Wii
ESRB Rating: T
Official Web site

In a nutshell: There's something in the way it moves me.

0:00 I've played this quite a bit already, with a bunch of random strangers at E3. Shockingly, I found that a game that combined two of my favorite things -- Rock Band and the Beatles -- was lots of fun! Will it be as fun to play alone in my living room for an hour? We'll see.

0:01 As I open the disc case, three pieces of paper fall out: an ad for the digitally remastered Beatles catalog on CD; a note about how to connect the Xbox to the Internet (to buy more songs); and a code for a FREE BEATLES: ROCK BAND AVATAR SHIRT! HELL YES!

0:02 The game disc itself just repeats the cover image of the black-and-white Beatles running away from fans. I'm disappointed at the lack of a large green apple image.

0:03 This minute spent getting my Rock Band instruments out of storage. I wasn't sent a set of the new, Beatles-inspired instruments that come with the Limited Edition, but in my E3 playing they seemed remarkably similar to the regular Rock Band 2 instruments, so I don't feel too bad.

0:07 The past four minutes were spent transfixed watching the excellent animated intro for the game. I've seen it before, but this time it's in wonderfully smooth, big-screen HD rather than jerky, small Internet video on my computer monitor. A much better experience...

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

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Tuesday, August 4, 2009

Bit.Trip Core

Developer: Gaijin Games
Publisher: Aksys Games
Release Date: July 6, 2009
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: If Atari games kept getting harder and harder for three decades...

0:00 Even though I never managed to get through the third stage in the punishing Bit.Trip Beat, the techno rhythms and old-school aesthetic stuck with me. I'm looking forward to another blistering, musical challenge here.

0:01 Even the menu is kind of challenging to figure out... I have to hit up, then time my button-press as a yellow dot is crossing the "Discovery" options.

0:02 A little black figure with a white screen for a face looks up at three much taller, similar-looking guys. They're in a red room with no doors or windows. The taller guys warp and bend to the insistent synth in the background; then everything goes dark but their faces. Mommy!

0:03 Starts out simple enough. Little pixilated dots come in from the sides, on a path to hit one of four lines emanating from the center of the screen. I have to choose a beam with the d-pad, then hit the 2 button with perfect timing to collect them. Already there are some tough patterns, with balls flying in at different speeds but hitting the beam at the same time. Switching between beams quickly is a workout for my thumb, and I'm an experienced gamer!

0:06 OK, now dots are stopping and changing directions before they hit a beam. Other dots are moving in undulating sine waves before reaching the beams, and still others bounce around in a circle after hitting their first beam. Well, that got hard fast! I'm keeping up pretty well ... even got a streak to go into Hyper mode, which adds a backbeat and more color.

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

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Wednesday, July 29, 2009

Rock Band Unplugged

Developer: Backbone Entertainment
Publisher: Electronic Arts
Release Date: June 9, 2009
System: PSP
ESRB Rating: T
Official Web site

In a nutshell: Freq-Rock-uency Band-plitude

0:00
I loved Harmonix's Frequency and Amplitude, which inspired the gameplay here, and the Rock Band games, which inspired the look and song selection, so this one should be a slam dunk for me.

0:01 Loading, logos, then a simple title screen with some rotating ... stuff in the background.

0:02 Controls explained: left and up on the d-pad for red/yellow notes, triangle and circle for the green and blue notes. Not a bad setup ... more symmetrical than the three-track setup in the earlier games.

0:03 I'll skip the training and go straight to the Tour. The game gives me the random band name "Metro Wheelie," which is so awesome I don't even change it.

0:04 Only four hometowns available to choose from? What a gyp. San Fran it is, I guess. The game generates a band with Justin, Chandra, Chuck and Frank. They look decent enough and I don't want to waste time editing them, so let's go.

0:05 "Congratulations! Your band has been offered a gig at Alice's Free Love Cafe! Welcome to the wonderful world of touring!" Man, that's a lot of exclamation points!

***-->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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Thursday, April 30, 2009

Patapon 2

Developer: Pyramid/Japan Studio
Publisher: Sony Computer Entertainment
Release Date: May 5, 2009
System: PSP
ESRB Rating: E
Official Web site

In a nutshell: Chaka-pata-pon-pata-chaka-pata-pata-chaka-pon-pon-pata-GET-OUT-OF-MY-HEAD

0:00 I somehow resisted the buzz surrounding the original, despite my love for all things rhythmic and cute. I played this sequel for roughly five seconds at CES, and it left me with a desire to play more. Will I feel the same way after an hour? Let's see.

0:01 When I bring up the Patapon icon on the PSP menu, I hear the cutest little nonsense rap from what sounds like a chorus of kids: "Pata-pata-pata ... PON! Jan-J-Jan-J-Jan-Jan!" I scroll up and down to listen to it over and over! CUTE!

0:02 Breathy didgeridoo music mixes with the same chorus of kids singing "Pata" over and over. A little black ... limbed ... eyeball ... thing carrying a HUGE axe brings it down, bringing up the title screen as he does. Now the music is vibrant with Patapons singing gibberish (and maybe some Japanese)? Reminds me of the beginning of LocoRoco a LOT!

0:04 A bunch of the tiny black eyeballs with limbs are fixing up a ship. They bravely set off on a voyage, hitting storms and rough seas and such, but they refuse to give up, according to the overly quick text. Then, after 49 days and 49 nights, a giant squid brings the ship down. "Their fate unknown, what will happen to the Patapons now?" They'll all die. The end!

0:05 Not really. Instead, I get to read the Patapon Oath. "I hereby pledge to honor and keep my promise to the Great Leader of the Patapons and help them reach Earthend." And et cetera and so on. I sign with the X button and we're off!

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

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Monday, April 13, 2009

Major Minor's Majestic March

Developer: NanaOnSha
Publisher: Majesco
Release Date: March 24, 2009
System: Wii
ESRB Rating: E
Official Web site

In a nutshell: You're going too fast ... or is it too slow? Whatever it is, it's not right...

0:00
I was pretty unimpressed with the very early demo of this game at I saw E3 2008, but more impressed with a recent showing at GDC. Erin's review has disheartened me yet again, but I still have to give the creator of PaRappa the Rapper and UmJammer Lammy the benefit of the doubt until I actually play the final version.

0:01 The camera pans through two lines of animals playing an interesting, constantly bending marching tune. They're led by a tall orange guy with a long face. The low-res 3-D models evoke the strong art style of the 2-D cutouts of the PaRappa games.

0:02 "Turn up the Wii Remote volume settings in the HOME Menu first or you won't be able to hear GGGG!" Good advice! Er, what's GGGG?

0:03
"The Marching Family Story" book opens to reveal "The Legend of the Magic Baton: In the not so distant past, the people of March Town were well known for their party spirit. They especially loved marching parades." Imagine that! Major Minor was a cat who wanted to lead a marching band as a drum major. His friend Tom suggested using his Great Great Grandma Gladiola's (GGGG!) baton. But it's a family heirloom with supposedly magical powers. Minor is convinced, and waves the magic baton around. Tom magically gets a snare drum! The spirit of GGGG speaks, urging him to carry on the family tradition of great drum majoring. So Minor and Tom begin their quest "to be the greatest marching band ever." Wow, tough competition there...

0:06 How to hold the Wii Remote: "Don't even think about holding it sideways." Stand up straight and wave it "snappily." Wave it sloppily and no one will want to follow you. Don't wave it too hard, though. Needs a lot of explanation! "Truly, the best Drum Majors have poise and grace." Truly!

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

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Monday, November 10, 2008

Wii Music

Developer: Nintendo
Publisher: Nintendo
Release Date: Oct. 20, 2008
System: Wii (duh!)
ESRB Rating: E
Official Web site

In a nutshell: The world's first and only rhythm game that includes a dog suit.

0:00 I had a bit of fun playing a demo of Wii Music at the last E3, but it seemed more suited to a short demo than even a full hour of play. Will it hold up? Let's find out!

0:01 "Welcome to Wii Music! I'm the musical maestro, Sebastian Tute!" Heh. Toot. He looks like a mustachioed Mii crossed with a muppet crossed with a South Park character crossed with Bach. He talks in a sort of pidgin Italian with text-based speech bubbles. "I'm here to help you discover that YOU'RE a musical maestro, too!"

0:02 My Mii looks rather dashing in a suit and tie. Tute explains that there are four methods of controlling instruments. First up, piano, which requires me to dig out the Nunchuk. "The secret is to just relax and move as if you're playing the piano." He tells me, "don't even think about tempo" for now. Rock Band it ain't...

0:05 "Hear that? You're a pianist!" What did you call me? Oh ... sorry, I thought you said something else (even though I'm reading text). Just waving the Wii remote and Nunchuk up and down made some surprisingly nice music. The controls are nice and responsive too. One annoyance: I can't pick my notes?

Read the full review at Crispy Gamer

Thursday, October 30, 2008

Guitar Hero World Tour

Developer: Neversoft
Publisher: Activision
Release Date: Oct. 26, 2008
Systems: PS3 (reviewed), PS2 Xbox 360, Wii
ESRB Rating: T
Official Web site

In a nutshell: Guitar Hero ... now with crappy drums!

0:00 I've played all the previous Guitar Hero games, but haven't even touched this one in previews. I'm especially excited to see how the drums hold up to those from Rock Band, one of my favorite games of all time.

0:13 Jumping the clock forward to account for the time it took to unbox and set up the drums and guitar. The setup is actually a touch more complex than that for Rock Band, although the drums already seem a bit sturdier.

0:14 I put the game in the system. The preview screen blares: "SHARE THE EXPERIENCE! Join together for the definitive rock & roll gaming experience in Guitar Hero World Tour." Jeez, what marketing major dropout wrote that?

0:15 Shocker ... there's a game update that needs to be installed. A 19 MB download delays the start of the game yet more.

0:17 Downloaded, installed and finally ready to go ... after some more loading, of course.

0:18 Logos, then the traditional animated opening. A Kenny G lookalike plays a clarinet on stage in front of a huge, bored-looking crowd. In the wings, a guy with an evil grin and a devil ring looks on. The music notes turn into a spiral that hypnotizes the crowd. A big-haired glam-rock singer gets the "GH" signal on his phone. A girl with a tiny cup of coffee gets the same on her watch. A blonde-haired guy in a white robe gets it in the forest. A pink-haired girl sitting in an airport also receives the call. They all rush to the stage and break the hypnosis with a concentrated blast of pure rock. WHOO!

Read the full review at Crispy Gamer

Wednesday, October 29, 2008

Samba De Amigo

Developer: Gearbox
Publisher: Sega
Release Date: Sept. 23, 2008
System: Wii
ESRB Rating: E

In a nutshell: Maraca shaking with shaky controls.

0:00 I really enjoyed liked the Dreamcast original until my cheap third-party maraca controllers gave out on me. Here's hoping the Wii remotes are both more accurate and less prone to breakage that those old things.

0:01 "AMIGO!" screams an unseen crowd on the preview screen, causing a big grin to spring across my face already. Island rhythms play over a high shot of an island. The sun is also grinning and wearing sunglasses. A monkey with maracas and an equally big grin jumps up and down on a parade float traveling through a crowded street. Cut to a spotlight in a dark room, where a bunch of trippy characters are generally jumping around like they're high on a potent mix of crystal meth and ecstasy. Cut to a sandy beach, where they continue to jump and be crazy. Finish on a dramatic edge of a cliff, as they look out into the middle distance. Weird...

0:04 On to the tutorial to learn how the Wii controls work. I'm asked to shake my left hand to determine which remote is which. Intuitive! Then there's a quick calibration where I have to point the Wii remote up, down, left and right. Seems to work pretty well so far.

0:06 "Samba de Amigo turns two of your Wii remotes into a pair of maracas!" The woman saying this sounds like she is on the same mix of meth and ecstasy as the characters. "Try to hit these balls." That's what she said! Really, it is!

Read the full review at Crispy Gamer