Showing posts with label SCEJ. Show all posts
Showing posts with label SCEJ. Show all posts

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, January 16, 2009

LocoRoco 2

Developer: SCEJ
Publisher: SCEA
Release Date: Feb. 10, 2009
System: PSP
ESRB Rating: E
Official Web site

In a nutshell: The cutest game you'll ever watch.

0:00 I played the demo of the first LocoRoco a couple of years ago, and I believe the catchy music is still in my head. I hope LocoRoco 2 is just as catchy but also a bit more involved -- I don't want another screensaver that I can kind-of-sort-of control.

0:01 A floating mass of black dreadlocks with a mouth flies around. A big, yellow LocoRoco falls in and splits into a bunch of smaller version of himself on a green field. The title "LocoRoco" lowers down from above, and a "2" shimmies in from the right. As the menu comes up, the Locos go into autoplay mode, getting shot around, pulled through gears, caught on the wind, landing and tilting a balance, etc. I could watch this all day ... but that would be boring for you guys, wouldn't it?

0:02 A black silhouette of a planet against a starry night. The music gets louder as smoke rises from the planet. A conductor leads a bunch of dreadlocks in a dark melody. A rock launches from the planet and goes zooming into space. Pan to a happy green and blue world. Zoom in to find a blue guy hammering away at a rock, then a lone LocoRoco bouncing around. "I am MuiMui, LocoRoco's friend," says another blue guy in the corner. Thanks for clearing that up!

0:04 Good thing I know the controls from last time, because no one seems very eager to explain how to tilt the world to make me roll, or how to pop it to make me jump. Controls feel a little more responsive than last time, actually. Or maybe it's my imagination.

0:06 As in the last game, collecting orange flowers makes me bigger. A tap of O splits me up into little versions, and holding O brings me back together with cries of "NOI!" SO CUTE! That said, the music isn't nearly as catchy so far.

Read the full review at Crispy Gamer

Wednesday, December 10, 2008

echochrome

Developer: SCE Japan
Publisher: Sony Computer Entertainment
Release Date: May 1, 2008
Systems: PSP (reviewed), PS3
ESRB Rating: E
Official Web site

In a nutshell: If M.C. Escher made a videogame.
0:00 I've been excited about this one ever since I saw a video of its Escher-like worlds at last year's E3. I got a free copy along with the PSP-3000 Sony sent me a few months back (yeah, I know, my life sucks) but haven't gotten around to playing it until now.

0:01 Some credits go by quickly, then a stark white title screen with some wailing/singing in the background. The protagonist walks around some sample levels. "Knock on the door," the game says. Uh ... does that mean press the X button? Because that's what I did.

0:02 The menu options are Freeform, Atelier, Canvas and Etc. Is this menu the first puzzle? Where's "New Game"?

0:03 I choose Etc. and jump into the tutorial. I think I'm gonna need it for this one ... "Welcome to the world of Echochrome," says a soothing ethereal voice. "In this world, special laws apply." The first is "Perspective Traveling," where you can "change the perspective and connect the path." I move the camera with the analog nub as the protagonist walks forward automatically. Two disjointed platforms suddenly connect when they line up on the 2-D plane of the screen. Did that make sense? This is hard to describe with mere words. I'm loving the gentle violin music.

0:05 "Perspective Existence" lets me cover up gaps and make them into walkable platforms. "You may not be able to see it, but there is a path." Similarly, "Perspective Absence" can cover holes and allow safe passage. "Hide the obstruction and it no longer exists." Very philosophical, for a puzzle game.

0:06 Finally, "Perspective Jump" lets me swing the platform under a jumping guy to catch him. Now I'm into my first real puzzle. "Use the five mysterious laws and create a path." The music sounds like a wailing cat ... in a good way!

Read the full review at Crispy Gamer

Thursday, September 4, 2008

The Last Guy

Developer: Sony Computer Entertainment Japan
Publisher: Sony Computer Entertainment Japan
Release Date: Aug. 28, 2008
System: PS3
ESRB Rating: E10+
Official Web site

In a nutshell: Pac-Man meets Resident Evil

0:00 I wasn't too impressed with the slow, buggy online demo that let you run away from zombies on any Web site, but I did like the general concept. Here's hoping the PlayStation 3 version is a little better made.

0:01 After a BIG seizure warning and an obligatory User Agreement, a breathy announcer croaks out: "The... Last... Guy." It sounds like he's dying. A lot of red guys that look like men's room signs are marching along the title screen.

0:02 How to Play: Rescue the survivors in each zombie-infected town, lead them to the escape zone before the rescue ship arrives. Game Over if I'm captured by a zombie. Simple enough. A few pages of controls talk mainly about how to control the camera.

0:03 A TV test pattern comes up with the logo for U.R.F.: United Rescue Force. I get it -- it sounds like Earth!

0:04 A raspy breathy, tinny Japanese voice (with subtitles) tells the tale. "The year is 20XX," and a mysterious purple beam has transformed people into strange zombies. "Our planet is almost destroyed." Those who were in buildings survived and "have been holding their breath, hiding inside buildings ... awaiting rescue. ... You are the chosen one." As Neo might say... Whoa!

0:05 San Francisco is up first. I have 4 minutes to rescue 1,000 guys. Hey, if it's called The Last Guy, why are there so many guys to rescue? I'm obviously not the last one.

Read the full review at Crispy Gamer

Wednesday, August 13, 2008

Siren: Blood Curse

Developer: SCE Japan
Publisher: Sony Computer Entertainment
Release Date: July 24, 2008
System: PS3
ESRB Rating: M
Official Web site

In a nutshell: Is the curse being forced to play this game?

0:00 I know next to nothing about this episodic horror game, but Sony gave me a code for a free downloadable copy, so...

0:01 I get thrown directly to the title screen, with some eerie theremin music and raindrop ripples on a blood-red background. I'm already a little creeped out.

0:02 I start Episode 1, Chapter 1 on Normal difficulty (rather than Easy). "In 1976, a village deep in the mountains of Japan vanished overnight." Later, a TV crew came to investigate. The camerawork looks like it came right out of "The Blair Witch Project." The crew is apparently witnessing a grisly murder, but I can't make out what's going on between the shaky camera and extreme darkness. Thank god for the film crew's curse-filled narration: "Damn, that's some f***ed up shit. They straight-up killed her. F***!"

0:05 "Shit. How could they have just murdered her like that? Goddamn psychos. F***. F***!" Apparently the translators come from the Quentin Tarantino school of curse-filled dialogue design. Anyway, Howard Wright, one of the students, runs off from the carnage to an abandoned house looking for help. The phone is out. Uh-oh.

Read the full review at Crispy Gamer