Tuesday, June 15, 2010
Friday, May 15, 2009
Rag Doll Kung Fu: Fists of Plastic
Developer: Tarsier Studios
Publisher: Sony Computer Entertainment
Release Date: April 9, 2009
Systems: PS3 (reviewed), PC
ESRB Rating: M
Official Web site
In a nutshell: Super Smash Bros. meets LittleBigPlanet meets "Robot Chicken."
0:00 The mounds of hype around this indie PC release wasn't enough to get me to even try the demo, but they release a free downloadable version on PSN and I'm there. Go fig.
0:01 "Installing trophies." Really? You have to install the Trophies? What does that even mean? "Creating Save Game," OK. "Adjust Screen Size," done. "Sony Computer Entertainment Presents" ... Havok logo ... Epilepsy Warning ... come ON, I want to PLAY!
0:02 An extremely yellow title screen, with action figures in action poses. There's an Afro Samurai-looking dude, a wizened, white-haired, stereotypical kung-fu master, and a Bruce Lee-alike. Let's jump into the tutorial.
0:03 "Master Tang is a loner," says the loading screen. "The Kung Fu community respects his desire for solitude because he reeks of fish..." Heh.
0:04 Just two attack buttons -- a punch and a kick -- but I can point them in any direction with the left analog stick. A bit odd, since the stick also controls movement, but it works. I love the hilariously jerky movements of the action figure characters -- like marionettes being jerked violently about. The floaty jumping reminds me more than a little bit of Super Smash Bros.
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!
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Labels: action, PSP, Pyramid, rhythm, sony computer entertainment
Tuesday, April 21, 2009
Worms (PS3)
Developer: Team 17 Software
Publisher: Sony Computer Entertainment
Release Date: March 26, 2009
Systems: PS3 (reviewed), Xbox Live Arcade
ESRB Rating: E
Official Web site
In a nutshell: Cute Cephalopod Carnage
0:00 I've been a moderate fan of this series on the PC side, but I've never played a console version. Here's hoping the mouse and keyboard controls translate to the DualShock.
0:01 Sirens and a helicopter sound in the background of a cluttered title screen. Cartoon bombs, dynamite and sheep bouncing around on a blue background behind the title.
0:02 The available "Game styles" include Beginner, Intermediate, Pro, "BnG" and "Full Wormage." The difference between them is mainly in the amount of time granted for each round. You can also set your own difficulty options and save it, a nice touch.
0:05 After reading through the controls and weapon info a bit, I jump right into a Quick Game. Hopefully my memory of the PC games will sustain me. The system generates a two-tiered ice level, complete with igloos, toboggans and penguins embedded in the ice.
0:06 The AI wastes its first turn shooting shotgun shells into the ceiling. I waste mine trying to jump over a proximity mine, causing it to explode just as I approach an enemy. Seems my memory of the mines wasn't as good as I thought.
Monday, February 9, 2009
Flower
Developer: That Game Company
Publisher: Sony Computer Entertainment
Release Date: Feb. 12, 2009
System: PS3
ESRB Rating: E
Official Web site
In a nutshell: The world's most artistic flight simulator.
0:00 I feel like I've been hearing about the beautiful wonder that is this game for years now. I wasn't a huge fan of the developer's previous Flow, but I'm still vaguely looking forward to this one.
0:01 The preview screen lays it out for me: "Tilt the controller to soar. Press any button to blow wind. Relax, enjoy." Nice and simple. I'm already digging the gentle harp music.
0:02 An explanatory graphic shows how to tilt the controller -- forward and back and left to right, not on the plane parallel to the floor. The game begins in a gray apartment with a weak little stem of a plant sitting in a pot by a window, with clothes hanging on the line outside. A quick tilt of the controller zooms in on the stem, which has a glowing bulb. "Hold any button" and the screen fades to black. Video of a city street comes up, with car lights flying by in super-speed. A police siren blares in the background. Zoom out to show a twisted black skyline. Then fade to black and fade in on a single yellow flower, sitting in a verdant field with beautiful flowing grass and gentle wind. Harp music again. OK, but what happened to the city?
0:04 Pressing a button blows a petal off the flower, setting it into bloom with a piano chord. Tilting the controller blows the petal gently left and right. Wheee!
0:05 Holding down any button blows my petal forward with the wind while also zooming out the camera to a nice, wide angle. The field seems to go on forever. I see some white dandelions over in the distance ... maybe that's where I should go?
Read the full review at Crispy Gamer
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Labels: flight, PS3, sony computer entertainment, That Game Company
Tuesday, February 3, 2009
Killzone 2
Developer: Guerrilla Games
Publisher: Sony Computer Entertainment
Release Date: Feb. 27, 2009
System: PS3
ESRB Rating: M
Official Web site
In a nutshell: Those ghastly Helghast are at it again!
0:00 I never played the original Killzone, but I've of course followed the ludicrous hype surrounding Killzone 2. Can it possibly look as good as that E3 demo? Let's find out!
0:01 This game can be played in 13 different languages?! Ye gods!
0:02 "My people, sons and daughters of Albion (I think), this much I vow, the history of these days will be written in black. By crushing the armies of our enemy, by seizing the weapons they thought to turn against us, we were fighting for our very existence. If there are those that would deny us peace ... then we will unleash such terrible vengeance that generations yet unborn will cry out in anguish." Zoom out from the shot of the ashen-faced speaker to military men watching the speech on a screen. The second wave of a human invasion fleet is launching, and is due to arrive at the alien planet in two weeks. The soldiers walk outside, and the camera zooms out to show huge rocket launch towers. Soaring John Williams-style music plays as we zoom way out to a high-up view of Earth. "They started this war when they invaded Neptune ... it's up to us to conclude it."
0:05 Pan across a spaceship and then down to the battlefield on a brownish alien world. "The enemy may shatter our bodies, but they cannot break our spirit. Even now they advance on our homeworld to take by force what they cannot claim by right. We will SMITE the invaders from our skies." I think this is the Helghast leader ... good voice acting, whoever it is. Humans are getting gunned down left and right. "Fighting as one hand, one heart, one soul. We will shatter their dream and haunt their nightmares. ... As we rise again from the ruins of our cities, they will know than Helghan belongs to the Helghast." Well, the similar names were a clue.
Read the full review at Crispy Gamer
Monday, February 2, 2009
Savage Moon
Developer: FluffyLogic
Publisher: Sony Computer Entertainment
Release Date: Jan. 29, 2008
System: PS3
ESRB Rating: E
Official Web site
In a nutshell: Boring Tower Defense
0:00 I can't say I'm too psyched about playing yet another tower defense game right now, especially when PixelJunk Monsters fills that niche on my PS3 just fine. Still, Sony sent me a voucher to download this one, so it deserves its due.
0:01 This minute spent installing the 207 MB file that I spent 20 minutes downloading. I won't count that download time in the hour because I'm trying to be the bigger man here.
0:02 "PRIOR TO PLAY SEE THE SAFETY AND SUPPORT SECTION IN YOUR PS3 MANUAL." That's a bit worrying ... I don't remember that at the beginning of other PS3 games. Then we're right to a menu/title screen, with a driving drum beat and some transparent gears whirring in the background.
0:03 The controls list one button for "Open menu/Select tower/Select option" and one button for "Cancel/Close menu." The rest is just camera controls. I don't know whether that's a nice simplicity or just overly simplistic...
0:04 This minute spent scrolling through a 14-part EULA before I can start the freakin' game. The first level is called "Agamemnon" on "Moon Nebula XIPE." Wait, moon nebula? I'm no astronomer, but I'm pretty sure those words don't go together.
0:05 A quick pan over a desolate, red moonscape with some machines and pipes laid throughout. "Welcome Commander. I am Lieutenant Major Durutti, and I am here to train you for your assignment code-named 'Savage Moon.'" OK then!
Read the full review at Crispy Gamer
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Labels: FluffyLogic, PS3, sony computer entertainment, tower defense
Thursday, November 6, 2008
Resistance 2
Developer: Insomniac
Publisher: Sony Computer Entertainment
Release Date: Nov. 4, 2008
System: PS3
ESRB Rating: M
Official Web site
In a nutshell: Definitely not futile.
0:00 I played the original Resistance a little bit when the PS3 first came out, but I could never really get into it. I guess you could say I played some token Resistance. Eh? Eh?!
0:01 The preview screen doesn't even show the name of the game ... just a huge, stubbly face, with glowing orange eyes, mouth agape in a scream, with some war march music in the background. Creepy.
0:02 It wouldn't be a PS3 game if there weren't an update available immediately. Version 1.2 requires a paltry 24 MB download. I have to say, these updates seem to be getting smaller and smaller.
0:04 All installed and we're off.
0:05 The game actually somehow detects that I'm not using HD cables, and therefore will run in non-HD mode. Super-mega-bonus points for you, Insomniac.
0:06 "Resistance 2 needs to perform an initial setup process. This will take 90 to 120 seconds. Please do not turn off your PlayStation 3 system during this time." You just lost all those brownie points, guys...
Read the full review at Crispy Gamer
Wednesday, October 15, 2008
SOCOM: Confrontation
Developer: Slant Six Games
Publisher: Sony Computer Entertainment
Release Date: Oct. 14, 2008
System: PS3
ESRB Rating: M
Official Web site
In a nutshell: Now loading....
0:00 I've never actually played a SOCOM game before, but I figured SOCOM: Confrontation is as good a time as any to start. And Crispy Gamer agreed!
0:01 The usual "game" option on the XMB is accompanied by a "Game Data Installer" option. I decide to see what that's all about.
0:02 There's no progress bar on the installation screen ... it just says "Installing...". Cryptic. I guess I just have to assume it's working through the 2701 MB of data it has to put on the hard drive. Hopefully it'll make the game run faster in the end.
0:04 The back of the box says the game "requires" 3.1 GB of hard drive space, so maybe this installation isn't just an option?
0:05 Hoo boy... this semi-literate message board post seems to confirm that the installation is required and predicts I'll have to wait 15 minutes for it to finish. Yikes!
Read the full review at Crispy Gamer
Thursday, October 9, 2008
Buzz!: Quiz TV
Developer: Relentless Software
Publisher: Sony Computer Entertainment
Release Date: Sept. 23, 2008
System: PS3
ESRB Rating: T
Official Web site
In a nutshell: The PS3 puts all its power behind ... trivia questions...
0:00 I liked the original, PlayStation 2 Buzz! The Mega Quiz a decent amount, but I could never get my friends to feel the same way. I'm looking forward to always having online opponents available in this version.
0:01 Before I even start, I love the peppy, quiz show music on the PlayStation 3 menu screen. I also like the new, wireless buzzers, although I can see finding eight AA batteries for four players would be annoying.
0:02 Speaking of "Before we start," the game tells me I need to download a whopping 207 MB update for "version 1.10." Wow ... I'm glad I don't have friends over ... they'd be getting annoyed right about now.
0:06 36 percent done with that download. My imaginary guests are complaining that the nachos are getting cold.
0:09 60 percent done. One of my imaginary guests is already throwing up in the bathroom after too much Johnnie Walker.
0:15 Installing. Too bad half my imaginary guests have gone home for the night and vowed never to come to my "lame-ass downloading parties" ever again.
Read the full review at Crispy Gamer
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Labels: PS3, quiz, Relentless Software, sony computer entertainment
Friday, October 26, 2007
Buzz! The Party Quiz
Developer: Relentless Software
Publisher: Sony Computer Entertainment
Release Date: Oct. 30, 2007
Systems: PS2
ESRB Rating: E10+
Official Web Site
In a nutshell: You Don't Know Jack without the crude humor. Or much humor at all, in fact.
This review features guest commentary from my wife, Michelle.
0:01 This minute is spent opening the ridiculous shrink wrap. and plugging the specially designed controllers in. I like that the little USB hub thing has a velcro strap to secure the loose wires when done.
0:02 A Mick Jagger lookalike listens to his Hi-Fi when a bright light takes him away. The same thing happens to an afro-sporting disco dude, an Elvis impersonator, a lipstick-applying girl in a Corvette and a ridiculous looking blonde guy counting his money by the pool. What this has to do with a trivia quiz? I have no idea. Turns out the light was from a limo, and it's taking them to a red carpet gala event... Buzz! That was pointless.
0:04 "Hello, welcome to Buzz! Whatever you want to do is OK by me," says the sultry Vanna White lookalike who introduces the menu. Hubba hubba. The big red buttons on the controllers blink to get your attention. Cute, and unexpected.
0:06 We choose a standard difficulty short game to start. Both of us hit a button to choose which player slot we'll fill. Easy-peasy, and no shuffling of controllers/cords.
0:08 You get to choose a face, a costume and a buzzing sound effect through a simple interface. Michelle is laughing like an idiot over the buzz effects. I end up with an elephant roar, she choose a stadium air horn. "This is gonna get old real fast, though," she says ominously.
0:10 The host is named Buzz. How original. "Let's say hello to our trivia athletes. *applause* Enough... Let's go!" Point Picker is the first round. "A nice easy round." Rose explains things nice and slowly for the non-gamers out there. Pick a category and answer the question. Simple. First category: "The power of television."
0:11 "Oh, you don't have to buzz in to answer?" Michelle is kind of surprised. Nope, just hit the colored button corresponding to the multiple choices. So far we're both two for two -- questions about South Park and Carmen Electra. E-Z.
0:13 After round one I'm down 250 points because I didn't know Maroon 5 was from L.A. "Winner Stays On" is next. There's no discernible loading despite every single bit of text being spoken. Well done.
0:16 "Please accept this offering of derision," Buzz says as I hit the wrong button accidentally. Come on... I know that the picture of Kirsten Dunst is younger than the picture of Jamie Lee Curtis. Next up is "Fastest Finger." The animation on the host and characters is simple but effective. Very exaggerated.
0:20 "Take your time everyone. It's not like the game's a test of, um, speed or anything," Buzz says when we take too long. The humor falls a little flat, I've got to say.
0:21 Pie Fight? There's a mode called Pie Fight?!?! I almost do a spit take. "Only the fastest correct player gets to throw pies in this round." I love it!
0:23 I finally win a round! 1000 points for answering more questions and throwing more pies. Might be more interesting if there was more than one opponent to throw pies at...
0:24 In the "Mystery Challenge," we get to pick which horse of four will be fastest around a track. That's it. No trivia, no skill, no nothing. That was... pointless.
0:26 Globetrotter mode uses the interesting conceit of flying around the world and asking questions about wherever you end up. They're doing their best to spice up the act of answering general knowledge trivia. They're not doing a bad job, actually.
0:30 Put these words in the correct order to form NATO? Really? There's only one word that starts with each letter. Top Rank mode gets a little silly with this question.
0:32 Point Stealer mode would probably mean more if there with more people to steal points from. As it stands, it's just like every other mode. That's OK... I steal a lot of points from Michelle here. Mwahahaha!
0:34 Time for the final round... the Final Countdown mode. Our scores are converted to time and the first one to run out while thinking of answers loses. Let's go.
0:40 Wow... Final Countdown mode is STILL going. We have both answered practically every question right, and we alternate on who's fastest. Since the fastest answerer gets some time back we're both practically full on our meters. This could take a while.
0:43 Argh. The ever speeding clock finally catches up with me when I don 't know what a fletcher is. Michelle is the victor... I'll never live it down... I do get the "Losers Medal" though. And the "Slow Poke award." Um, whoo?
0:44 For her victory, Michelle wins a 1950's style computer that's "guaranteed not to become self aware." Then it kills Buzz. Heh. The first genuinely funny bit.
0:45 Hmmm... the PS3 seems to have died trying to reset the game. Weird.
0:50 After a quick restart and some monkeying around in the menu, we try a ten question "Quickfire Quiz."
0:53 I am fast but get two answers wrong. Michelle is slower but always right. Slow and steady DOES win the race!
0:54 We decide to try Quizmaster mode next. "I am... the quizmaster," Michelle says in her best Scottish brogue.
0:56 I need to hit start on the PS2 controller to start? That seems... odd.
0:58 Hmm... so Quizmaster mode has one player ask questions that other players have to answer with their buzzers. That was unexpected. I ask Michelle how many elephants I'm thinking of. She says 17, but the answer is 12. I WIN! Seriously, this seems like a useful mode for throwing parties, but it doesn't really work with two people
1:00 Oh man... we try a custom game with just the pie fight. Michelle answers all three questions faster, but messes up in the timing when trying to throw the pies. I win by not answering a single question. "I can't believe I hit myself with a pie... TWICE!" Michelle mourns.
Would I play this game for more than an hour? Yeah.
Why? Seems a decent way to waste time with friends, but it lacks that spark of wackiness that makes a truly great party game.
This review based on a retail copy provided by Sony.
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Labels: PS2, quiz, Relentless Software, sony computer entertainment
Thursday, October 25, 2007
The Eye of Judgment
Developer: SCE Japan
Publisher: Sony Computer Entertainment
Release Date: Oct. 24, 2007
Systems: PS3
ESRB Rating: T
Official Web Site
In a nutshell: The only collectible card game that requires a $400 piece of hardware and a digital camera just to play it
0:01 Let the setup begin. I use some scissors to free the camera, stand, game mat, disc and cards from the annoying hard plastic shell. Seriously, who thought these were a good idea.
0:04 After clearing some space on the coffee table, everything is all set and plugged in. That was relatively painless.
0:05 I'm supposed to connect to the network to check for the latest version of the game, but the check doesn't work. Oops.
0:06 An impressive CG opening shows dwarves on flying... things, and lots of armored warriors and some guys on horses. Then it switches to druids playing the card game, controlling this battle from afar. These druid scenes aren't quite as action packed.
0:07 One druid plays a card and a huge armored behemoth falls into the battle from the sky. The opposing druid is calm as he casts a fireball in response, burning the behemoth. Great animation here.
0:09 The opening ends with a huge mechanized dragon attacking an agile knight. Here's hoping the real game is as exciting.
0:11 I spend a good two minutes lining up the camera so it sees the mat correctly. The image is surprisingly sharp and smooth, and the game has no trouble recognizing a card in the hazy, overcast light coming in from the window. Much better than the original EyeToy, that's for sure.
0:13 Tutorial time. I quickly skip the camera and play mat setup since I've already done that.
0:15 "The camera is a precision instrument. Rough handling may result in damage." Blah blah blah.
0:16 "Be sure to avoid spilling food or drink during play." Good advice for any game.
0:17 All right, now they're explaining how the game works. You plays creatures to gain control of squares on a 3x3 field. Control five of the nine fields and you win. Spells "augment your battle strategy." "Effective use of cards will bring you one step closer to victory." Er, one step closer? Isn't use of cards all there is to victory?
0:18 I'm gonna have to get used to what all these things on the cards mean. I've been trained too well by Magic: The Gathering to expect cards to look like that.
0:19 "The nine fields are collectively referred to as the board." Duh. Let's speed things up here, eh tutorial?
0:20 They're explaining what "drawing a card" means. Oh... my... god...
0:22 Finally, we're past the terminology and on to explaining the actual dueling. "Each players opportunity to take actions is called a turn." NO KIDDING! Tell me more. Seriously... tell me more. Quickly.
0:23 Order of phases, for my reference: Draw, mana charge, actions, summon a creature, resolution. Pretty similar to Magic, actually... shouldn't be too hard to remember.
0:24 Now they're explaining battle. There's an attack then a counter attack, if possible. You can only summon one creature per turn. It can attack as soon as summoning if there's an enemy in the attack zone. Uh huh, uh huh.
0:26 Now the tutorial moves on to a demo duel. This should make things a bit clearer. "Greet your opponent." Thanks Mr. Rogers. "Thoroughly shuffle your deck." You start with five cards.
0:28 More notes for my reference: You can mulligan your hand once. First player doesn't draw on first turn. You can carry over mana turn to turn. No actions first turn because no creatures. Creatures gain hit points if played on matching field, lose if on opposing field.
0:30 There are five elements: Fire, water, earth, wood and biolith. Wait, Biolith? That wasn't in Captain Planet.
0:32 This sample duel is very slow, but I don't want to skip anything for fear of missing important information. I just wish the guy would talk faster.
0:36 Note: The B on the defense zones is for blindside.
0:37 We're still going through the "attack phase" that started five minutes ago! This is painfully comprehensive for a basic intro. I'll give it three more minutes then I'm just gonna start because I want to actually try the game.
0:39 Or maybe I shouldn't start yet. Apparently I can only summon creatures to fields adjacent to existing creatures. That seems important to know.
0:40 You get a mana every time a creature of yours is destroyed. So sometimes it's good to lose a creature, I guess.
0:41 The biolith creature has a "summoning lock," meaning it can only be put on biolith squares but that goes away if there are four or more creatures.
0:45 They're still explaining stuff... Screw this, I'll figure it out on my own, or come back later. And I haven't even gotten to the camera-based control cards yet!
0:46 I know playing against a human in the same room is the ideal, but I don't have one handy and I'm not ready to go online. Vs. Computer it is.
0:48 And we're off. I get my mana and I have my initial hand. Now what should I do? Well, the only card I have enough mana to play is Bewitching Elf Archress, so I play her on the bottom edge.
0:49 Computer's turn. He summons some ice thing in an opposite corner.
0:51 My turn. I use my status card to find out what the ice thing is. It only has two defense, so I play an Venoan Assassin attacking the ice thing. It dies without even managing to counterattack. Whoo!
0:53 A couple more turns in the same vein. I attack but don't kill a creature with only one hit point remaining. What happened?
0:56 Well that was stupid. I play a Hellfire Splitter and it immediately dies because I placed it on a water square. I need to learn to pay attention to that stuff...
0:57 Meanwhile, next turn, the computer places the same thing on a fire square, gaining it two health and killing my two remaining creatures. Joy.
0:59 I finally do something right. My Triceptaur Behemoth attacks and kills two opposing creatures by doing three damage to each. Saving up that mana helped.
1:00 Crap... the computer summons its own Behemoth with the mana from his dead creatures... and he put it on a fire space. Both my adjacent creatures die and I'm left with none. This is... not going well.
1:01 I realize I haven't talked about the battle animations or use of the actual system yet. They're OK, I guess, but I get the feeling that, with a little tweaking, you could play this game without the PS3. Then again, you wouldn't have the Vs. computer or online play options. And seeing the creatures attack in 3D adds a nice visual reference when learning the game.
Would I play this game for more than an hour? Yes.
Why? There's obviously a lot of complexity there, and an hour isn't enough to learn it all.
This review based on a retail copy provided by Sony.
Tuesday, October 23, 2007
Ratchet & Clank Future: Tools of Destruction
Developer: Insomniac Games
Publisher: Sony Computer Entertainment
Release Date: Oct. 23, 2007
Systems: PS3
ESRB Rating: E10+
Official Web Site
In a nutshell: Fun run and gun 'gain.
0:01 This minute spent upgrading my system software from version 1.93 to 1.94 to play the freakin' game.
0:02 This minute as well.
0:03 System restarting... oh man, I'm almost ready to play! Glee!
0:04 The game title flies in over a starry field. Whoa. My hard drive is too full? Really? That was fast. Time to delete some old demos. I'll stop the timer here, since this isn't the game's fault.
0:05 Now that I have the hard drive space, the game will take "95 to 100 seconds" to install stuff. Remember when you could just pop a game in and play it immediately? Those were the days, eh?
0:06 And away we go. On the initial menu screen, Ratchet's working on a hoverbike with Clank assisting. An FMV cut scene has them struggling to get the bike up and working. Everything looks very glossy and smooth, especially compared to the PS2 games. Captain Quark phones in and asks for help whimperingly. R&C go to help but the hoverbike falls towards the ground as soon as they take off. They crash after some flashy aerobatics. Ratcher: "Well, looks like we're going on foot."
0:09 And we're playing. "If you're looking to take on a murderous robot armada, the help desk will be happy to assist." Heh. Same smooth controls, nice double jump and easy wrench attack as the old games, but now with a few more polygons to the proceedings.
0:11 When you destroy a robot, the fish-like thing living in its head flops around on the ground looking bug-eyed and weird. Creepy.
0:14 Shooting things is as easy as ever with the game's helpful auto-aim. The meteor pad seems like a gratuitous way to get to a new location -- you jump on it and fly uncontrollably through the air to a new section. Still, fun to watch.
0:16 Some nice old school side-scrolling and jumping here as Ratchet slides on a mag-rail. Simple but effective, with no annoying loading transitions either. In fact, I have yet to see noticeable loading. Nice.
0:18 I'm loving the controls for targeted aiming. Hold down L1 and you can move with the left stick and look with the right, first-person style. It's easy to aim even with no middle-of-the-screen reticule ... it's not so much about precision, but smoothness.
0:19 Well that was annoying. I walk forward onto what looks like a solid bridge, but it turns out there was a gap hidden by the ground in front of me. Stupid camera. At least death doesn't matter too much -- I restart at exactly the same place.
0:21 Man, they must really want to kill me... buildings are collapsing all over the place. No one seems to react to all this collateral damage.
0:23 These fusion grenades are so freakin' sweet. One shot and I blow up all the enemies in the vicinity easily. And they just got upgraded to level two through use. Wheeheehee.
0:24 The collapsing bridge I've been running across finally gives way and now I'm falling through air traffic Fifth Element style. Using the Sixaxis to tilt through the air feels a little loose, but I'm falling slowly enough that it doesn't matter much.
0:25 I use Clank's helicopter to land safely. Why didn't I just do that earlier, huh?
0:27 Big action sequence here. I'm grinding on some train tracks, dodging trains and lasers and jumping over missile-created pits. The gameplay is pretty simple -- just jump and dodge -- but the presentation and pacing is spot on. Very exciting.
0:28 Emperor Percival Tachyon comes out to view the last Lombax in the universe (Ratchet). "Your names Percival? Hehe," Ratchet laughs, as do I. The emperor screams about how he's actually an EMPEROR! Ratchet flings Clank into the mothership and escapes that way himself. Awesome.
0:30 The cryosleep puts Ratchet to sleep, while Clank quips, "It is fortunate that cryosleep does not work on robots." Then BAM! Extendo-glove to the face. I laughed.
0:31 Clank dreams of floating through a weird city "His past is inside," says a passing flying robot. What, no electric sheep?
0:32 My maximum health has already increased from 10 to 12. At this pace I'm expecting the difficulty to ramp up quite quickly.
0:34 The designers have a real knack for character design. The bug-like creatures that populate this planet are a joy to watch wriggling around, especially when their eyes bug out upon being hit or spotting Ratchet. Reminds me of Earthworm Jim, but in 3D.
0:36 Odd... there's no computer voice telling me to wall jump up the conveniently placed walls. Luckily I'm a genius and figure it out myself.
0:39 A big monster that I saw float by earlier suddenly reappears. No hidden weak point or anything... just keep firing and dodging his charges till he's dead. I get a "Leviathan soul" and some weapon-upgrading Raritanium for my trouble.
0:42 The world-building on display here is awe-inspiring. As the camera pans over the spaceport you could swear it was a real bustling futuristic metropolis.
0:44 Robotic voice goes on about [Emperor] Tachyon Appreciation Day. Cute, but it feels like they're trying too hard for the comic relief.
0:45 A parrot wants to kill us and sell our kidneys. That is all.
0:46 Actually that's not all. His smuggler owner will give us a ride out if we start the Gelatinium pipes flowing again. Hooray for missions!
0:48 I really like the Groovitron -- a floating disco ball/weapon that makes all nearby enemies dance. I like it way more than I should, in fact.
0:49 Neat. The Gelatinator the smuggler gave me shoots green cubes of bounciness. Could lead to some interesting puzzles, I hope.
0:53 I still can't get enough of those bug eyed aliens. Killing them over and over is a little repetitive, but they're so much fun to watch and the controls are such a joy that I'll get over it.
0:55 Well that was fast.. I'm already done with the Gelatanium plant. Nothing really interesting done with the Gelatinator yet... maybe later? "Emperor Tachyon will be most displeased." Then why doesn't he do something about it, computer voice.
0:58 Flying off to another city, and it's cut scene time. The smuggler tells me that the Lombaxes destroyed every member of the emperor's race except for him. No wonder he's got it in for me. The smuggler drops us off to evade capture, the jerk. More SixAxis dodging, this time with missiles. Takes some getting used to, but I'm actually getting the hang of it.
1:00 Loving my new predator launcher. Lock on and KILL!
Would I play this game for more than an hour? Yes.
Why? While it doesn't really add anything new to the series, it doesn't lose the great design that has made it infinitely playable.
This review based on a retail copy provided by Sony.
Friday, September 14, 2007
Heavenly Sword
Developer: Ninja Theory
Publisher: Sony Computer Entertainment America
Release Date: Sept. 12, 2007
Systems: PS3
ESRB Rating:
Official Web Site
In a nutshell: Goddess of War is too easy. Streetess of Rage?
0:01 This minute spent "Installing Game Data."
0:02 This minute as well.
0:03 And some of this one.
0:04 Menu screen, finally. I like having the subtitles option right there, but no other options?
0:05 The game starts with "THE FINAL BATTLE." My character was supposed to be a male savior for her people, but instead turned out to be a girl. "People said I was a porent of doom. Maybe they were right." Gripping.
0:06 And we're right into battle, with the simple instructions "Press square or triangle to attack." I do this nonstop and dispatch enemies with brutal efficiency, until the game tells me to hit O to chop a guy in half, lengthwise. So far I have not touched the control stick.
0:07 That whole minute of actual gameplay was apparently too much -- time for another cut scene. "My clan believed this sword was made in heaven for a deity... the clan's duty is to protect this sacred weapon." Thanks, Captain Exposition!
0:08 So my character is already dead, as punishment for picking up the cursed sword a few days ago. But wait, now she's alive again, in heaven or something. Her hair has a mind of its own, bopping and swaying all over. "Why have you taken me now? Please, send me back, let me go, without me they will perish," my character says to an unseen deity. Some extremely lifelike animation and good voice acting here, but the mouth is a little out of sync with the audio.
0:10 Suddenly, another menu screen. There's the options! I choose a chapter and a giant sword rises from the ground. Um, kick ass?
0:11 And we jump to five days ago. King Bohan wants the sword as a symbol over my clan. He's the same guy who was leading my enemies in the final battle. "We are great warriors, but we cannot run forever," my character says. Er, don't warriors usually fight instead of running?
0:12 Back into a tutorial-tastic battle. The game feels the need to stop and explain that the X button climbs the ladder. I think the large, vibrating "X" on the screen was enough of a hint, thanks.
0:15 "Mashing buttons will help you recover more quickly." Do you really want to advertise that button mashing is a major focus of the game like that?
0:17 I like the auto-blocking when you're not attacking. One less thing to worry about as you mash those buttons.
0:18 Oh goodie, more cut scenes.. Apparently my character is worried that her dad is mad at her for being cursed and killing her mother in childbirth. Hmmm, ya think? Then.. more battle.
0:20 You'd think having fellow clansmen fighting by my side would get in the way. Lucky for me, my fellow fighters are apparently ghosts, since my blades go right through them. "How much longer can we run, Shen?" "One battle at a time, men, one battle at a time."
0:21 "I am no curse! ... ENOUGH!" Overwrought melodrama, thy name is Heavenly Sword. Nice presentation though. It really is one beautiful looking game.
0:22 "NIGHT ATTACK," the chapter title reads. Kai, the archer, is a sadistic little thing, with some sort of laser guided super bow, apparently.
0:25 OK, this arrow-shooting mode sucks. I can't move the aiming reticle fast enough, and I miss when it looks like I should hit. You can guide shots in mid-air using the SixAxis motion controls, but it's very hard to do effectively. Oh well, at least I have unlimited ammo.
0:28 Target practice mode mercifully ends. I managed to hit four attackers and miss 20. It might just be that I suck, but I really feel it's just the controls. I have to fight the remaining soldiers now.
0:31 The ease with which Nariko (my character) is dispatching the 20 remaining soldiers makes me wonder why I bothered with the arrow shooting at all.
0:32 Nariko and Kai hug like awkward lovers after the battle. "You may collect your men and offer them a dignified burial" Nariko scream to no one in particular.
0:33 Now Nariko is supposed to protect the sword! We're already up to "four days ago." This game's gonna be over quick, it seems.
0:34 Oh fuck, now they have catapults. I'm supposed to protect the fort while they retreat.
0:37 Another fucking shooting mini-game. It's a good thing they put bright red weak points on these catapults. I can control these a lot better I turn off the motion controls in the options and suddenly the mid-air control is a lot easier. It's almost... dare I say it... fun?
0:39 "The plan is working," Master Shen screams. What plan? The plan to attack the bright orange weak points on the catapults with cannonballs? Yay! What great planning! You're a brilliant tactician, there, Shen.
0:45 The catapults are taken out, now I have to shoot at the advancing army. There are so many of them, I take out at least a dozen no matter where I aim. It's like shooting fish in a barrel, here. Then more catapults come, but instead of taking them out like before, I run away in a cut scene. Wha?
0:50 So now I'm running for my life. I finish one third of the "escape" without lifting my weapons... it's pretty easy just to run by the enemies, auto-blocking any attacks. Then I run into a gate and finally have to dispatch some enemies to open it. Easy enough.
0:52 Then the final third of the "escape" is completed, again without attacking. Thanks to auto-block it's EZ.
0:53 I pick up the cursed sword I'm supposed to be defending. "To save my father's life I betray his whole reason for living. I know it's death I'm holding now. Did I ever have a choice?" The cut scene production team has really outdone itself. Excellent writing and delivery.
0:54 Now that I have the sword, combat is faster but still the same litany of button mashing.
0:55 Despite the hundreds of enemies in the background, the forces are nice enough to attack in groups of three to ten at a time.
0:56 The introduction of battle stances changes things up a little bit. The range stance sends the sword in a wide circle but the enemies barely seem to notice. Meh.
0:57 "Kill the scabby wench!" What? Is this a pirate game now?
0:59 The power stance predictably does slow and powerful attacks. You have to be in the right stance to block various attacks. Still the same button-mashing game though.
Would I play this game for more than an hour? No.
Why? Uninspired button mashing is uninspired button mashing, no matter how pretty the environments are cut scenes are.
This review based on a retail copy provided by Sony.
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Labels: brawler, hack and slash, ninja theory, sony computer entertainment
Friday, August 24, 2007
SingStar: '80s and Singstar: Amped
Developer: SCE London
Publisher: Sony Computer Entertainment
Release Date: Sept. 18, 2007
Systems: PS2
ESRB Rating: E
Official Web Site
In a nutshell: Sing while you watch videos. Just like MTV used to be.
This review features guest commentary from my wife, Michelle.
0:01 The game starts with a video featuring Twisted Sister that might as well be an ad for the game. Er, we already own the game. You don't have to convince us to buy it. At least it's skippable.
0:02 The game seems to automatically import my save data from the first SingStar. Very nice touch. But I have to choose my difficulty before I choose my song. Not a nice touch.
0:04 Some wifely comments from our initial perusal of the '80s song list: "This seems very representative of the '80s." "I hate that song. [about Tempted]" "Now that's a haircut."
0:09 I type this during a mid-Rio saxophone break. The interface leaves something to be desired. It's hard to keep the pace when the speed of the notes constantly changes with each line. Oops, back to the song.
0:11 Song's over. It's hard to read the streaming lyrics and view the note tubes since they're so far apart on the screen. It can be hard to match the notes with the specific lyrics if you don't know the song. I do like watching the videos during the silent parts.
0:13 My wife picks "Kids in America" for her first song. "Do you know it well enough?" I ask. "We'll see. If not I'll fail and it'll be your turn," she responds. True enough.
0:15 My wife misses the first line because there is little warning the song is about to start. Darn interface.
0:16 "I have to do the backup part too? If she's not singing I shouldn't be singing." I agree. Upon finishing, the game calls her a wannabe and shows a small duck icon. "Quack quack," says the game. "I got quacks," my wife says morosely.
0:18 I just noticed that Eye of the Tiger loads immediately when I choose it. Very nice touch.
0:21 No video for this song... just a lame visualization. What's up with that? The game seems good at keeping me steady on long notes, but bebops and scats all over on the quick ones. Or maybe it's just me.
0:25 My wife points out that it's impossible to tell how hard an individual song is before you start it. This is a major omission.
0:29 These '80s videos are patently ridiculous. The video for Everybody Wants to Rule the World features two black guys in tuxedos are dancing in front of a gas station. Then dune buggies. What the hell?
0:34 The "Pure '80s Medley" is over too soon. Very short pieces from each of five songs. No loading in between songs, thankfully.
0:35 You don't have to reset the system to put in a new version. Another nice touch.
0:36 My wife sums up the song selection on Amped. "Ooh, I like this one, too!"
0:39 Michelle: "Wow, I'm gonna be totally distracted by the video and not gonna be able to sing a thing." Of course for people who've ever watched a music video before this will be less of a problem.
0:40 In Don't Fear the Reaper the background part practically overlaps with the main part, but you have to sing them both. Tough and annoying.
0:44 My wife's reaction to the "robotizer" voice changer during the recorded playback: "Dear God make it stop."
0:49 The volume slider seems to just make the background song softer. I just want the recorded vocals to turn down, not the whole song.
0:57 In playback mode the video doesn't move in real time during fast forward or rewind. Makes it hard to use the features.
Would I play this game for more than an hour? Yes
Why? Only because all my various Karaoke Revolution songs are getting a bit stale.
This review based on a retail copy provided by Sony.