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Showing posts with label Playstation 3. Show all posts
Showing posts with label Playstation 3. Show all posts

Monday, 8 November 2021

Spelunky Review (Switch)

Spelunky has been around for quite a while in one form or another and it proved to be a decent move when it arrived on Xbox Live Arcade some time ago. It’s taken a while, but now the rock hard exploration game has made its way to the Switch
and shows it’s just as addictive now as it’s always been.

The game has a very simple premise. You need to guide your explorer deeper and deeper into a cave while collecting treasure. The twist comes when you realise that each time you enter the cave the levels generate randomly. This means you never know what obstacles you are going to come up against. Unlike most games with randomly generated levels, here it actually works.

Starting in the cave world, every four levels completed will see you move onto new areas with new hazards and enemies. These include jungles, ice caves, temples and a host of secret areas such as hell itself. Each area also has random events that can occur such as the dead rising from the grave or large areas of open water. This helps keep things varied and fresh as you continually die and have to re-negotiate the levels.

While moving from one area to the next you will also come across the tunnel man. Meeting him three times and giving up the equipment or money he asks for will see a short cut opened to that area of the cave. This helps to ease the frustration of having to make your way through levels you have already beaten but comes at the cost of having your run not admissible to the score board. 

To start with Spelunky can be a frustrating and unforgiving game but the more you play the more it will get its hooks into you. It takes time but eventually you will learn to take obstacles one at a time and become ever more cautious as you delve deeper and deeper. To help you in your quest you have a number of different items at your disposal. 

You start out with ropes which can be fired to create safe routes to climb up and down and bombs which to clear path ways. There are a whole host of other objects available as well. Things such as jetpacks, climbing gloves and freeze guns can be purchases from shop keepers in exchange for the gold and gems you’ve found. Placement is random so you’re never quite sure what you are going to get.

As you get more and more used to the way you have to approach the game you’ll soon find yourself racing through the levels but it never becomes easy. You are always only one slip away from death and even the most experienced of adventurers can be easily caught out with a miss timed jump or careless fall. Some of our attempts lasted only a few seconds before death while others became slow and careful pursuits as we tried to get the last item needed to the tunnel man to open a shortcut. It all adds to the fun and Spelunky is tactile enough to be played with whichever approach you wish.

Overall, while it’s fair to say that Spelunky isn’t for the feint hearted it is undeniably an excellent game. Gamers who are like the ‘Rogue-like’ format will be in exploration heaven here. The ability to play on the Vita is also a match made in heaven (though graphics can be a little small at times). If you’re up for a tough and rewarding platformer then Spelunky is the game for you. Even against tough competition it’s clear it’s a cut above other games of its type.

Overall 9/10

Friday, 24 September 2021

Spelunky 2 Review (Switch)

So here we are. Almost ten years on from the first time that Spelunky made its way onto consoles and the sequel to one of the greatest indie games of all time is now here. Sequels to such high profile and iconic games often leave fans disappointed and you can’t get much more of a cult game than the first Spelunky. But somehow Spelunky 2 not only does not disappoint but also sparks all those glorious original Spelunky feelings once again.

For those that haven’t encountered the game before it’s a rogue-lite platformer where your progress is measured in tiny steps as you inch towards your adventuring goal. It’s possible to create a few permanent shortcuts to later levels but aside from that you are starting out with the same equipment on run one that you will be using on run one hundred.

In truth not an awful lot has changed with Spelunky 2. The aim is the same as you guide your character to the door at the bottom of each stage that sends them through to the next level while avoiding enemies and traps. The tunnel system remains pretty much the same and you are still equipped with the rope and bombs as before. The main change comes with the new environments and enemies that you encounter along with more bosses to survive.

The original mines, jungle, Ice caves and temple setup has now been replaced with more adventurous stages including lava filled volcanoes, Japanese inspired water levels and Egyptian inspired temples. There are also far more routes through the game with the final stage of each area leading to at least two different routes. There are of course the huge amount of secret areas and secrets still here that the original game was famous for as well. Stages are also far more varied in terms of enemies and look than in the original.

The game has also had a general visual upgrade. You may well not notice as it probably looks how you remember Spelunky did. But returning to the original reveals the increased use of colour, clarity and sprite size which shows the level of care and attention that has been put into it. One thing that hasn’t changed is the difficulty. Spelunky 2 is tough, perhaps even more difficult than the original and many players may well never see the later stages. If you are going in be prepared for a serious challenge.

Overall, Spelunky 2 is a welcome return for a much loved game. It’s more of the same but the levels and secrets are different enough that both games have their own identity and the sequel doesn’t simply feel like a re-tread. It’s also similar enough to the original to make hopping back and forth between them a fairly natural experience without needing to learn a load of different techniques or master a host of new skills. It’s a great achievement that Spelunky 2 still feels as special as the first and means players can happily buy both knowing a wealth of adventure options await them.

Overall 9/10

Monday, 26 April 2021

Hotline Miami 2 Review (Switch)

 

The first Hotline Miami was a revelation. A mix of precision, speed and ultra-violence it pumped along to an incredible soundtrack that pulsed through your very veins as your balletic murder spree spread red pixels across the walls and corridors of intricately designed levels. It’s a lot to live up to and expectation for the sequel were always high. It had a somewhat mixed reception upon first release but how has it aged?

Unlike the original, the game now follows a number of different characters and stories as they make their way through the neon tinged world. It also jumps around in time to both before and after the events of the first game. There are dream sequences, drug fuelled sequences, some of it’s a movie – basically you’ll never really be sure what’s real and what isn’t and that’s part of the fun.

Throughout the game you’ll play as a grizzled detective, a soldier (who later becomes the shop owner in the first game), and a movie star losing his mind, a writer, a group of copycat masked killers and various goons. Most of them have something which distinguishes them from the crowd – such as the writer not killing people or the different masks that the ‘fans’ wear giving them different abilities. It’s a different system to that of the first game and as a result you may feel a little more restricted in the levels.

The characters are what set each level apart here as the design is somewhat different. Each level in the original game had something that made it stand out. You had the train arriving, or the car smashing through the wall of the disco. There’s even the level where the swat team charge in half way through. Unfortunately, there is nothing like that present here and after a while the levels do begin to blur together a bit. We can see what they have tried to do by turning things on their head with the approach and variety now dictated by whom you are playing but it does lose some of the magic.

Levels are also much less tight now. Many of them have wide open spaces to traverse and your ‘look’ command will often not see to the end. This is a real pain as a number of times we were killed by enemies we couldn’t see and had no real way of knowing were there. It turns many of the levels into more of a memory test which is something we really don’t like.

The new level layouts change the flow of the game as well. You need to take a much slower and more careful approach to your slaughter as you are never really sure what is up ahead. While this does raise tension levels it often just ends up being frustrating. The fact you pretty much have to carve a set route out of the enemies also doesn’t help this as you can end up repeating the same starting actions over and over again.

The levels also go on a bit longer in the main which is difficult when you are basically being asked to perfect run a killing spree of thirty plus goons. You do get used to it but much of the time we really weren’t having fun and that never happened with the original. There are also some bugs with objects and characters getting stuck in things and occasionally a level will start with the cursor stuck in the middle of the screen as well which makes moving around interesting to say the least.

When the game works it does do a great job of making you feel like some kind of super hero. When you’ve got the sequence of a level down and you know where the bad guys are you can cause some serious chain damage and come out feeling exhilarated. It’s moments like this that you realise how good the game can be – but there are far less of them than before.

There are also moments of crazy genius at work here. Picking the duck mask for instance gives you two on screen characters to deal with. One uses a chainsaw while the other uses a gun. It’s mad as you pile through cutting and blasting and feels wonderfully unhinged. The story arc and writing is also exceptional and once you work out what the hell is going on and how everything links up with the original you can only admire what’s been done here. The music is also exceptional and tracks set the scene perfectly for the levels they are attached to.

Overall, it is fair to say that no other game has caused us some many headaches when it has come down to working out how we feel about it. At times we loved it and at times we really despised it. It moved from a six to an eight and back even within the same level and at its core this is the issue – it’s not consistent with its quality. Sometimes it’s brilliant and sometimes it’s downright bad. Fans of the original will both love and hate it in a single play through but it does do a lot of things right. It’s a difficult one to score. It’s both a six and an eight so we’ll take the middle ground and call it a seven.

Overall 7/10

Tuesday, 3 November 2020

Hotline Miami Review (Switch)

Hotline Miami’s legacy has lasted long after initial release on the PC. A retro themed, neon trenched, blood bath, It has found favour with both gamers and critics alike. It now seems to be an ever present in the gaming world, moving from system to system as each new console releases. It has now arrived on the Nintendo Switch and is still as vibrant and frenetic to play as ever.

The game casts you in the role of Jacket. An unreliable narrator, we view the world through his eyes as he commits acts of horrific violence. Without giving too much away it’s clear from the start that something isn’t quite right and you will likely spend much of your play through trying to work out exactly what is real and what isn’t and what on earth is going on.

Our anti-hero is drawn to each new location via the answering machine in his apartment. Each night a new message is left detailing a location and time. This then leads into the next level where you must choose which mask to wear and go about causing chaos and mayhem.

Viewed from a top down perspective, the game has a highly unique visual aesthetic. It’s certainly retro styled and characters and levels are built to look like this in an old eight bit game. The colours used though are often vibrant and strong. This makes things like the constant flow of blood seem to stand out and highlights just how much damage you are doing. Indeed, we can’t recall when pixelated violence looked quite so painful and disturbing.

Along with the strong visuals comes an incredible soundtrack that keeps the adrenaline pumping throughout. The film ‘Drive’ is a heavy influence and the sound certainly seems to have taken inspiration from artists who had their music on the film. Kavinsky is the heaviest influence as the beats pump and pound away while the bullets fly and bones crack.

Indeed, if it ever came out that the game was based on the Drivers untold back story it wouldn’t really seem that surprising (minus the surrealism perhaps). Although it’s very hard to tell, it seems to us that the main character in Hotline Miami is also donning the iconic white scorpion jacket, but perhaps that’s just our imagination running away with us.

Of course, all the style in the world doesn’t mean a thing if the game doesn’t work. There’s no need to worry on that count as once you get used to how the control system works it becomes almost second nature. The ‘gimmick’ as such is to chain kills together for as long as possible. In order to do this you need to move quickly. Taking a single shot or hit will also kill you and require a restart of the current stage.

There are a vast array of weapons at your disposal to deal out the death and destruction. Guns are plentiful, but firing one will alert other enemies in the level to your presence and send them charging after you. It’s often better to use a bludgeoning weapon and sneak up on enemies before dispatching them. Simply punching also works but only stuns your opponent (see also - hitting with doors or throwing a weapon) and you will then need to spend a few seconds finishing your opponent off by smashing their head repeatedly against the ground.

To aid your progress are the different masks which can be worn throughout. Some you get for completing stages while others will need to be found hidden away in the levels. These all have different properties and allow you do things such as kill with punches or kill people by bashing them with doors. Finding a mask to fit your style is all important as you will want to return to completed stages to better your time, score and overall grade. It’s incredible how much better you become at the game as you progress and stages that took ages will soon turn into a race for the biggest kill combo. Levels also never become repetitive with the layouts offering up different types of scenario to play around in. There are also more than a fair few surprises to keep you on your toes as you progress.

Each stage is set out to test not only your reactions but also your puzzle solving skills. Often gunmen overlook corridors safely from behind windows or an enemy may be sitting down and thus hiding the weapon they carry. Working out the order to take out enemies is as vital as actually trying to kill them as one wrong move and it is all over. There are variables as well and enemies don’t always patrol in the same way or carry the same weapons upon restarting after death. This means you also need to be able to think on the move in order to make it through.

The games controls do take a bit of getting used to and feel awkward to start when using handheld mode as the Switch buttons are just that little bit too spaced apart when using multiple inputs at once. As you progress things do become second nature though,

The lock on control can also be a bit fiddly. It would have perhaps been better to lock onto the enemy who is nearest to you as you can often be left firing a gun at a character two rooms away rather than the three gangsters bearing down on you. We also found the lock on cursor to be very hard to see on the handheld screen and colour blind gamers will struggle even more. A number of times we had to unlock, and lock over and again to try and work out exactly who we had targeted. These are very small flaws though and there was nothing here that prevented us from making our way through the game.

A few (mostly colour blind related), niggles aside it is no over exaggeration to say that this remains a master piece of game design. It’s hard but fair and it always leaves you wanting one more go. Aesthetically perfect it has managed to capture an ethos and moment in time and as such remains visually iconic. This remains one of the most essential games to come out on any format and is perfect for the handheld nature of the Switch.

9/10

Monday, 14 March 2016

Blazeblue Chronophantasma Extend Review (PC)


Over the years Blazblue has taken up the position of the hardcore alternative to Capcoms Street Fighter IV. Most of the characters require hours of dedication to get to grips with and the crazy plot that includes time travel, magic, science, civil wars and alternate worlds can baffle anyone. Now the series is back with the extended third chapter of the story.

Chronophantasma takes place after the first two games and follows the characters as they move to the ruins of Ikaruga in search of the next magical McGuffin. We aren’t going to try and some up what’s happened so far or what's next as it’ll only confuse everyone. Just know that bad things are going to happen and some people want it to and others don’t. There is of course a puppet master behind the scenes as well trying to put everything into place.

This isn’t an easy game to get into for newcomers to the series. There’s a ton of things to take in and trying to tie up the story will take a serious investment. There’s a helpful ‘Teach Me Miss Litchi’ section which recaps the lore and events but the handy summation of the first two games from vampire Rachel Alucard will set you up nicely. 

The game comes jam packed with different game modes and there’s almost limitless hours that can be put into it. Aside from the Arcade and survival modes there is Abyss mode which has your character working their way through ever increasingly difficult maps containing opponents set at different computer AI levels. There is also the Blazblue version of score attack which pits you against some of the hardest encounters known to man for bragging rights and a host of other things. There’s even a manga to get through called Remix Heart which follows Mai Natsume at the military academy. 

The story mode continues in the style of the vanilla version of Chronophantasma with three main branches that need to be completed with characters aligned to different factions in each. There are also sections featuring the new characters which came as DLC in the last version of the game. There is still too much talking and not enough fighting to start but once it gets going it’s a good tale and enjoyable, especially for fans of the series. The wealth of training modes also return with everything you need to teach you the basic mechanics and then take you into ridiculous depth with your chosen characters. 

The original cast have been rebalanced and in some cases retooled with moves and special moves and this is still a bone of contention for some fans. Jin is the most notably different with the range and speed of certain moves changed and the removal of his mass-hitting spam everything quickly with the sword move (much to the relief of everyone who uses other characters). Things soon begin to click again but we got absolutely hammered just diving into arcade mode and then wondering why nothing was working.

The previously new characters are now joined by those available as downloadable content to give an impressive cast of fighters. The previous version of the game was hardly light on content and now it is bursting at the seams.

The game holds true with its previous changes such as the implementation of the 'Overdrive' meter which replaces the ‘Gold Burst’ move. When activated this it allows for more damaging distortion drive techniques as well as stopping the match timer. The lower your health, the longer the effect lasts. Guards have also been changed but the drive is still the new big thing and players will have to drastically change their game plan in close matches.

The main thing is that after you get to grips with the changes everything flows as beautifully as before. This is still one of the most spectacularly intense fighting games on the market and this version of the game is a very strong showing in an ever increasingly crowded genre. 

Overall, Blazblue Chronophantasma Extend is a must for anyone who is into their fighting games and this is right up there with anything in the genre. Fans will be desperate to see the new additions to the story but anyone who’s up for a challenge will appreciate what the game has to offer as well. It may not be the easiest title to get into but once you do there is little else out there as rewarding or satisfying.

Overall 9/10

Monday, 26 October 2015

Blazblue Chronophantasma Extend Review (PS4/ PS Vita)


Over the years Blazblue has taken up the position of the hardcore alternative to Capcoms Street Fighter IV. Most of the characters require hours of dedication to get to grips with and the crazy plot that includes time travel, magic, science, civil wars and alternate worlds can baffle anyone. Now the series is back with it's PS4 debut and the extended version of the third chapter of the story.

Chronophantasma takes place after the first two games and follows the characters as they move to the ruins of Ikaruga in search of the next magical McGuffin. We aren’t going to try and some up what’s happened so far or what's next as it’ll only confuse everyone. Just know that bad things are going to happen and some people want it to and others don’t. There is of course a puppet master behind the scenes as well trying to put everything into place.

This isn’t an easy game to get into for newcomers to the series. There’s a ton of things to take in and trying to tie up the story will take a serious investment. There’s a helpful ‘Teach Me Miss Litchi’ section which recaps the lore and events but the handy summation of the first two games from vampire Rachel Alucard will set you up nicely.

The game comes jam packed with different game modes and there’s almost limitless hours that can be put into it. Aside from the Arcade and survival modes there is Abyss mode which has your character working their way through ever increasingly difficult maps containing opponents set at different computer AI levels. There is also the Blazblue version of score attack which pits you against some of the hardest encounters known to man for bragging rights and a host of other things. There’s even a manga to get through called Remix Heart which follows Mai Natsume at the military academy.

The story mode continues in the style of the vanilla version of Chronophantasma with three main branches that need to be completed with characters aligned to different factions in each. There are also sections featuring the new characters which came as DLC in the last version of the game. There is still too much talking and not enough fighting to start but once it gets going it’s a good tale and enjoyable, especially for fans of the series. The wealth of training modes also return with everything you need to teach you the basic mechanics and then take you into ridiculous depth with your chosen characters. 

On the Vita The story mode does need to be downloaded so make sure you have the space and bandwidth. That decision may seem strange but the fidelity of the Vita version to its big brother is such that it seems there may well have simply been no more room on the card of the physical versions to fit it. We would go as far as to say as this is the best looking Vita game and it's an outstanding achievement from the development team to get it onto the handheld like this. The only real issue is that the Vita controls can be tricky to use to execute the more complex moves.

The original cast have been rebalanced and in some cases retooled with moves and special moves and this is still a bone of contention for some fans. Jin is the most notably different with the range and speed of certain moves changed and the removal of his mass-hitting spam everything quickly with the sword move (much to the relief of everyone who uses other characters). Things soon begin to click again but we got absolutely hammered just diving into arcade mode and then wondering why nothing was working.

The previously new characters are now joined by those available as downloadable content to give an impressive cast of fighters. The previous version of the game was hardly light on content and now it is bursting at the seams.

The game holds true with its previous changes such as the implementation of the 'Overdrive' meter which replaces the ‘Gold Burst’ move. When activated this it allows for more damaging distortion drive techniques as well as stopping the match timer. The lower your health, the longer the effect lasts. Guards have also been changed but the drive is still the new big thing and players will have to drastically change their game plan in close matches.

The main thing is that after you get to grips with the changes everything flows as beautifully as before. This is still one of the most spectacularly intense fighting games on the market and this version of the game is a very strong showing in an ever increasingly crowded genre.

Overall, Blazblue Chronophantasma Extend is a must for anyone who is into their fighting games and this is right up there with anything on the PS4. Fans will be desperate to see the new additions to the story but anyone who’s up for a challenge will appreciate what the game has to offer as well. It may not be the easiest title to get into but once you do there is little else out there as rewarding or satisfying.

Overall 9/10

Friday, 22 May 2015

Hotline Miami 2: Wrong Number Review (PC)


Written by Thomas GJ Sharpe

In revisiting the world of Hotline Miami, I assume Dennaton rubbed many chins and temples as they decided on where to take their viciously slick surprise hit. Design, presentation and gameplay choices will, and have, divided fans of the original. I sit fairly happily in the positive camp, believing the direction taken to be a deliberate departure, neither for better nor worse, simply differently enjoyable and differently flawed than the first title.

If this more langourous and slow, more intricate and obtuse game had appeared instead of the original, I honestly feel that it would not have had the same impact. The first Hotline was a pitch-perfect exercise in psychotic combo stacking, on-the-edge, twitch gun n' runnin', with a disturbing and oblique narrative, and spot-on soundtrack. It's success lay, for me, in the flippancy of the violence; once killed, you threw yourself back into the level as if each attempt was a feverish nightmare of your character, meaningless, with only the successful run being the reality. Married to infallible controls, Hotline Miami is one of my favourite titles.

Wrong Number handles differently for many reasons, but most notably, it is the overall scale of the thing. Tight levels are replaced by longer sequences and a singular protagonist is expanded to an ensemble cast. At first, these seem logical and positive things, but the risks associated are game breakers for some. Personally, I adore the expansion of the world through larger arenas and bigger character list, primarily for the story and atmosphere. From movie sets, nightmare-scapes, to Platoon-esque jungle scenarios, to open-road Lynchian cutscenes, Wrong Number delivers a more distinct, dramatic and thorough world.

Taking control of narrative sections will infuriate some, perhaps seeming like padding between the viscera, but taking an active role in the story generates a better understanding of the world. This is especially helpful as the storyline is delivered without hand-holding, through flashback and forward, dream-reality blends, drug-induced episodes and all without explicit exposition. To me, this is a fantastic prop to the action during the levels. It asks more investment, but not so much that it detracts from the missions.

On that note, the gameplay during the missions is, sadly, the weaker element. All of the vitals remain; door kickin', knife flingin', executions (more varied and vile, this time too) and frantic kill-sprees, so much dynamism in so few pixels. Due to larger areas, however, some of the original spark has been lost. On the whole, the action takes place in a convincing way, but the sequences of areas require more enemy pattern learning and more patience than before. Some levels feel less “natural” (if you could apply that word in this title), with conga lines of goons, ruining any sense of a real place. I always enjoyed surprising enemies on the toilet. There is something cold and unatmospheric about them marching around. A small gripe, but representative of the direction Wrong Number has taken.

It wouldn't be right to not give the music its own paragraph in this review. The music is incredible. Scaling itself against the content of the levels, each track is a joy. Nuff said.

In the end, Wrong Number has tried my patience more than the original Hotline Miami did. A couple of the levels in the last act are too long and too reliant on learning enemy patterns, which defuses the thrill of on-the-spot decisions and wild murder. Apart from this, sadly fairly large, design issue, Wrong Number delivers an evolution of the original. A bit bloated? Only in comparison to its ancestor. The essence of the game is bigger, bolder and more revealing than before.

Overall 7/10

Monday, 18 May 2015

Ultratron Review (PS4/Vita)


Hot off the back of Space Invaders inspired Titan Attacks comes Puppy Games’ take on the Robotron formula. We suspect that there other ‘inspired by’ games may not be far behind and this is no bad thing. 

Ultratron uses the graphical style that Puppy Games has become known for. The blocky robot like enemies, pixelated distortion and cyber voices are all in effect and the music is of a suitably high quality to build tension and complement the action.

With games which borrow so heavily from classics it’s all about the execution and Ultratron has a pretty good go at trying to recreate the Robotron feeling of blasting panic. It does take a while to get going but once you get towards the end of the second world it’s all very chaotic and there is never a shortage of things to blast.

The action is relentless and some suitable bosses are waiting at the end of each of the four sections which require destruction via blowing off various bits. There is a wide variety of enemy types from the standard drones to missile firing ones and robots that have shields or spread poison across the play area. Chances are you’ll just be blasting everything though in a desperate bid to survive.

You can collect money during each round and then use this to upgrade your little robot at the end. There are a whole host of upgrades ranging from more shields and bombs to little robot helper pets and tools like EMP blasts. It encourages a second play through to try and fully upgrade and the choices on offer certainly add to the core formula. 

For everything good the game does it sadly has a fair few bizarre design decisions that can really impact on the game. The first of these is that messages and information are displayed in the bottom left of the screen. This wouldn’t be an issue normally but sometimes they can take up around a quarter of the play area making it impossible to see what is going on - A crazy decision in a twitch blaster like this.

The colour scheme also causes numerous problems as enemies and bullets can simply blend into the background. This issue eased when we removed all the visual filters but it was still very difficult to see things at times. The screen is also far too cluttered with nonsense information and symbols. There is simply too much for most players to take in and distinguishing what is useful to you and what isn’t requires thought processing power of super hero like proportions.

 All the screen clutter and noise means feedback for things like when you get hit is also almost impossible to distinguish.  If you have all three helpers on the go with their different range arcs and messages popping up it is just chaos and not in a good way. There’s also a bit of a level up problem in that if you haven’t upped  your speed you’ll fight all the way to the last boss only to have it crush you in a few seconds because your robot is just too slow to move away from it.

Despite all this we actually quite enjoyed Ultratron. When it flows it’s really quite an enjoyable distraction and the style in quite endearing. There are some nice little touches like your robot helpers yelping when they get hit and there’s some good imagination on show.

Overall, Ultratron is a fun game but one with a few too many design floors to recommend it to everyone. If you are a fan of the style of Titan Attacks then you should enjoy this as well and it’s certainly the better game of the two. There may be numerous niggling irritations but there’s also an intense shooter here as well and very little else like it on PSN currently.

Overall 7/10

Monday, 6 April 2015

The Awakened Fate Ultimatum Review (PS3)

Written by Natalie Houghton

The Awakened Fate Ultimatum... what a mouthful! was the first thing that came into my mind when I saw the title of this latest J-RPG from NIS. More to the point though, what does it actually mean?

That is quite hard to explain so let's start from the beginning shall we? The Awakened Fate Ultimatum is a sequel to the 2013 game The Guided Fate Paradox, more specifically it takes place a few years after the events of that game where the Angels are still engaged in their eternal fracas against the Devils who are trying to enforce their jingoistic policies and wipe out the Angel's home otherwise known as Celestia. 

You play as Shin Kamikaze, a fairly anti-social teenager who constantly questions the reason for his existence. One day whilst he was casually out for a stroll, he is accosted by a group of Devils who fly down and promptly attack him which swiftly results in his death. Instead of dying, however, he awakens in Celestia seemingly reincarnated as a God - this is all thanks to the Fate Awakening Crystal that has been implanted in his chest. The crystal which has allowed him to live has now given him new powers... the powers to influence the fate of the beings around him.

As a god, you can harness the powers of both good and evil and use them to transform Saint Seiya style into a powered up version of yourself with either dark or light attributes. This is a key battle mechanic of the game's roguelike isometric dungeon sections as each enemy you fight is either dark or light, if you use the same element as the enemy that you are fighting, you will not only do less damage but also take more damage whilst fighting them so it is imperative that you choose the opposite side - this can of course become very difficult to manage when fighting multiple enemies of different types.

Essentially the game is a visual novel with a randomly generated dungeon in every chapter. These dungeons range from between 1-15 floors of slightly hair raising combat where the penalty for death is quite severe - if you die, you lose everything, all items, weapons, shields, accessories, etc. Whilst traversing the dungeon you look down upon a chibi version of the main character who walks around the square grid that is set out, graphically it's quite simple and not very flashy yet still functional and effective at the same time. Combat is turn based, and your enemies move exactly as you do, one action per square moved. This can lead to some tricky situations so it can be said that combat is as much about tactics and ensuring that you plan your moves with precision than anything else.

In order to power yourself up, for each level you gain and for each fate related choice that you make, you'll garner points that can be used to purchase, upgrade stats and abilities for each of your forms. Weapons and other items can also be upgraded although these are created by fusing weapons together in order to create more powerful ones, it is also possible to augment them with gems that can be found scattered around the dungeons themselves.

The opening score is interesting with music from Yousei Teikoku albeit it's a bit all over the place in the beginning. The rest of the music is pleasant although not overly memorable, it's not that it's bad in any sense, there just isn't enough variety to keep it from not getting repetitive quickly - I think there are maybe 5 tracks in the whole game. The English voice acting reminds me of those old anime shows from the early 2000's where you can tell they are trying... but it just somehow doesn't sound right and seems a bit tacky and overly corny. The original Japanese voice acting is much better, with the voices seeming to marry up with the overall tone and style of the characters in a more suitable fashion.

Some of the enemies in the later dungeons have really frustrating abilities such as the ability to make you level down... thus wiping out any exp that you had gained towards the next level. They will also sneak up upon you out of nowhere, spring out of hidden traps that you accidentally stepped on and surround you. If you attempt to grind any particular level and stay there for too long then an insane overly powered beastie will spawn and lay the smack down upon you in approximately 3 seconds.
  
The plot gets off to a fast and tantalising start, although the characters themselves don't develop much after chapters 3-4 and as a whole, the storyline itself is quite brutal. This is a grim tale of death, dying and annihilation - clearly almost the entire cast of the game had their names written in the Death Note! Personally I feel that it had more potential for interesting character development, maybe there could have even been a smidgeon of romance thrown in?

Throughout your journey, you are accompanied by your own specially assigned Angel who has been assigned to you to oversee your development and training. Her name is Jupiel and she is generally quite strict. You are also accompanied by a scientist who goes by the name of Ariael whose task is to monitor the status of the Fate Awakening Crystal and deal with any anomalies that may arise. Most of the dialogue early on is centred around these two and how whilst even though they don't particularly get along they are forced to work together which can cause some fairly hilarious scenes sometimes. 

At various occasions throughout the game, you have to choose which side you should take for an event. Sometimes this can simply relate to which character you'd like to talk to about a particular subject, other times the decision can be much more difficult such as who lives and who dies. Sadly, it does not really seem to matter which option you pick as the result is often the same regardless of if you chose the 'Angel' or 'Devil' option which really brings the replay ability value of the game down a few notches.

During the visual novel-esque sections everything is nicely drawn as expected from Nozuki Ito (of The Melancholy of Haruhi Suzumiya / Shakugan no Shana fame), quite colourful and pleasing on the eye, the only problem is that there isn't really much in the way of animation at all, a lot of scenes are simply the camera panning across a pre-drawn background. Characters eyes and expressions change but that is about it, it would have been really nice to see a bit more animation, particularly during key plot points. Also, it was noticed that any newly introduced character without visible eyes would quickly die in the upcoming scene or chapter, this is akin to the Star Trek red shirt meme.

Overall, The Awakened Fate Ultimatum is not a bad game and if you like visual novels, dungeon crawlers or a bit of both then it is definitely worth picking up when it becomes a bit cheaper. The battle system is fairly simple yet challenging and whilst the plot starts off well, meanders around for a while and then finally comes to a conclusion, it is by no means the worst plot I have ever experienced - the only question is: when faced with the death of the two people closest to you, who will you save?

Overall 7/10

Wednesday, 18 March 2015

Hotline Miami 2: Wrong Number Review (PS4/Vita)


The first Hotline Miami was a revelation. A mix of precision, speed and ultra-violence it pumped along to an incredible soundtrack that pulsed through your very veins as your balletic murder spree spread red pixels across the walls and corridors of intricately designed levels. It’s a lot to live up to and expectation for the sequel have been high. It’s now here and it’s probably not quite what you expect.

Unlike the original, the game now follows a number of different characters and stories as they make their way through the neon tinged world. It also jumps around in time to both before and after the events of the first game. There are dream sequences, drug fuelled sequences, some of it’s a movie – basically you’ll never really be sure what’s real and what isn’t and that’s part of the fun.

Throughout the game you’ll play as a grizzled detective, a soldier (who later becomes the shop owner in the first game), and a movie star losing his mind, a writer, a group of copycat masked killers and various goons. Most of them have something which distinguishes them from the crowd – such as the writer not killing people or the different masks that the ‘fans’ wear giving them different abilities. It’s a different system to that of the first game and as a result you may feel a little more restricted in the levels.

The characters are what set each level apart here as the design is somewhat different. Each level in the original game had something that made it stand out. You had the train arriving, or the car smashing through the wall of the disco. There’s even the level where the swat team charge in half way through. Unfortunately, there is nothing like that present here and after a while the levels do begin to blur together a bit. We can see what they have tried to do by turning things on their head with the approach and variety now dictated by whom you are playing but it does lose some of the magic.

Levels are also much less tight now. Many of them have wide open spaces to traverse and your ‘look’ command will often not see to the end. This is a real pain as a number of times we were killed by enemies we couldn’t see and had no real way of knowing were there. It turns many of the levels into more of a memory test which is something we really don’t like.

The new level layouts change the flow of the game as well. You need to take a much slower and more careful approach to your slaughter as you are never really sure what is up ahead. While this does raise tension levels it often just ends up being frustrating. The fact you pretty much have to carve a set route out of the enemies also doesn’t help this as you can end up repeating the same starting actions over and over again.

The levels also go on a bit longer in the main which is difficult when you are basically being asked to perfect run a killing spree of thirty plus goons. You do get used to it but much of the time we really weren’t having fun and that never happened with the original. There are also some bugs with objects and characters getting stuck in things and the game also crashed out on us right at the end of a very long and tricky section which made us cry a little bit. Occasionally a level will start with the cursor stuck in the middle of the screen as well which makes moving around interesting to say the least.

When the game works it does do a great job of making you feel like some kind of super hero. When you’ve got the sequence of a level down and you know where the bad guys are you can cause some serious chain damage and come out feeling exhilarated. It’s moments like this that you realise how good the game can be – but there are far less of them than before.

There are also moments of crazy genius at work here. Picking the duck mask for instance gives you two on screen characters to deal with. One uses a chainsaw while the other uses a gun. It’s mad as you pile through cutting and blasting and feels wonderfully unhinged. The story arc and writing is also exceptional and once you work out what the hell is going on and how everything links up with the original you can only admire what’s been done here. The music is also exceptional and tracks set the scene perfectly for the levels they are attached to.

Overall, it is fair to say that no other game has caused us some many headaches when it has come down to working out how we feel about it. At times we loved it and at times we really despised it. It moved from a six to an eight and back even within the same level and at its core this is the issue – it’s not consistent with its quality. Sometimes it’s brilliant and sometimes it’s downright bad. Fans of the original will both love and hate it in a single play through but it does do a lot of things right. It’s a difficult one to score. It’s both a six and an eight so we’ll take the middle ground and call it a seven.

Overall 7/10

Wednesday, 16 July 2014

Dragon Fantasy: Book 1 Review (PS3/Vita)


Dragon Fantasy has taken a very long time to come to the EU Playstation store. Launching on iOS in 2011 and in the US around a year or so ago, we’d pretty much given up on it ever seeing the light of day over here until it suddenly appeared without warning. It’s a game based heavily in the 8-bit RPG genre and takes us back to the days of a more simple adventure. 

The game it split into three chapters, each of which follows the story of a different person. There’s Ogden, an aging knight looking to prove his worth and protect the kingdom, Prince Anders and the thieving pair of Jerald and Ramona. Any chapter can be played from the off but starting with Ogden is the best idea as they more or less run in chronological order.

The biggest influence on the game is very clearly the Dragon’s Quest series and this could easily be mistaken for one of the early games. The churches where you save are pretty much the same and some of the same mechanics are also in place. The general graphical style is also much closer to Dragon’s quest than other RPG’s.

The combat and systems are very basic compared to what we have come to expect. Combat is turn based and you can attack and cast spells but that is about it. You can change weapons and armour and explore a world map but there is nothing particularly fresh or innovative going on. That isn’t of course a bad thing as such as it allows for a stripped down game which is easily accessible and certainly fits mobile gaming fairly well.

The writing and story are also pretty decent. The characters are likable and there are some nice touches of humour going on. The problem comes when you hit a grinding wall. The system follows Dragon’s Quest in that when you die you are returned to the last church you saved at (losing half your gold). However, unlike most of Dragon’s Quest games we found ourselves getting bored very quickly when we couldn’t progress. 

The main reason for this is that you seem to move forward at a snail’s pace sometimes. It can take a while to level up and if you are saving up for armour or weapons and get beaten you have to start over again. Combat also takes a bit too long with far too many button presses required to move text forward. It all ends up becoming a bit tired and the urge to progress soon begins to disappear.

The other major problem the game has is that for the same price you can pick up a host of PS1 and PSP RPG’s which are deeper and generally a bit more spectacular to play. That isn’t to take away from the development team here- it’s not realistic to expect a small studio to be developing titles to rival Final Fantasy VII. But the fact remains you could be playing that for around the same price.

We did start out having fun with the game but sadly it didn’t really hold our attention for more than a few hours. It’s too samey and the design of dungeons and enemies just doesn’t quite cut it on the PS3 and Vita. On iOS we can certainly see why it’s had success but it’s going to take a lot more than this to draw gamers away from the likes of Persona 4 or one of the many PS1 games on offer.

Overall, Dragon Fantasy tries to recreate a nostalgic buzz around early RPG’s, the problem is can you think of any truly iconic ones in terms of how they played? The great games tended to come in the sixteen bit era when the likes of Chrono Trigger, Final Fantasy and Breath of Fire really found their feet. What that means is that Dragon Fantasy is an interesting look back at the history of the genre but not one you want to spend any great amount of time with.

Overall 5/10

Monday, 7 July 2014

Valiant Hearts: The Great War Review (PS3)


Valiant Hearts is the fourth game from Ubisoft to use its UbiArt Framework. Before it Rayman Origins, Legends and Child of Light were also built using the system that creates beautiful 2D games. Valiant Hearts is the story of four characters set against the backdrop of the First World War. Their story runs throughout the conflict as they are thrown together and pulled apart. Above all else it’s really a story about love and friendship.

The real draw of the game is its style. It look absolutely stunning and though presented in a comic book way really brings home the suffering and horror of the situation. This is done through very subtle touches and often in the background of scenes. The one that sticks most in our mind is a small boy crying over the body of his parent in a pile of rubble after the assault on a French town. The depiction of chemical warfare certainly has an impact as well.

These subtle images are underscored with a sensitive and gorgeous musical score which really helps to build emotion as you play. You’ll really begin to care about your characters and understand just how horrific the conflict was. It also does a good job of showing how families were pulled apart and how people living near the borders of different nationalities were separated during the conflict.

One of the characters you will play as is Karl, a German man married to a French women named Marie. He is drafted into the German army at the outbreak of the war and much of the story revolves around him trying to get back home to be with his wife and child. Another character is Karl’s father in-law Emilie who is drafted into the French army where he meets our third character –an American soldier serving in the French army named Freddie. The last character is Anna, a Belgium woman who becomes a battlefield nurse. You also quickly pick up a dog companion who can be used to pull switches, distract soldiers and gather objects from hard to reach places.

The game itself plays out like a 2D adventure game. Most of the time you’ll need to find an item and take it to the place where that item needs to be used. There are also sections where you’ll have to get past enemy gunfire and the odd very whimsical bit where you try and outrun something in a car while a crazy tune plays. There are puzzles to solve as well. These normally involve making pipes fit together or throwing something at something else at a particular angle. There’s a bit of stealth also as you hide behind barrels or bushes to avoid guards and searchlights. It’s certainly not the most difficult game in the world but it certainly flows well and it’s also quite a sizable game, clocking in at around six hours.

Exploring the levels is important as it helps to give you an overall picture of what you are trying to do. There is no speech in the game world with everything being done via thought bubbles.  Unless you look around it’s highly likely you’ll have no idea what to do with those braces you just found or that lump of coal. There are also a number of artefacts littering each level which unlock facts and information about the war.

Now, we don’t claim to be great historians on World War 1 so we can’t lay claim to how accurate the game itself is. That said, the facts and pictures unlocked are usually referenced and if nothing else it certainly awakened a curiosity in us to try and find out more about the subject matter at hand and that can only be a good thing.

It may sound a little simple but it’s amazing how well it all works together. You really do care about the characters and we had the urge to keep going to find out what was going to happen next to them. You could perhaps argue that the tone is a little inconsistent with the car missions but for the most part it hits the correct notes and carries a sombre feeling of people doing what must be done even though the situation is horrendous. 

Overall, we can say that we haven’t played anything quite like this before. The setting and style are unique and it reminded us a bit of the Ralph Bakshi film Wizards. A lot is going to come down to if you invest in the characters and story. We did and we feel Ubisoft has done everything they can to make players feel genuine emotion while playing. It’s a touching, heartfelt story that someone clearly cared about when making. It’s crafted beautifully and told poignantly and we really can’t ask for any more than that.

Overall 9/10

Monday, 30 June 2014

Another World 20th Anniversary Review PS3/PS Vita


Back in 1991 Another World was released on a host of platforms including the Amiga, Super Nintendo and Mega Drive. It quickly drew plaudits for its unique look and more cinematic approach to storytelling. It’s this style that has kept it in gamer’s minds to this day as there is little else like it. The closest games to Another World are Flashback and Black Thorne but even they don’t have quite the same unique look about them.

The story follows Lester as he creates a portal to another world and is transported to a dangerous planet. As the plot unfolds through cinematics we see our intrepid explorer imprisoned and have to break his way out along with a new found alien companion. 

Another World was always difficult and there has been no change made in that respect. It’s kind of how Dragon’s Lair or Space Ace would play if there was traditional gameplay added into it. You will die often and in a multitude of ways, normally with a cut scene to add to the fun. Another World is all about trial and error and doing things slightly out of order normally results in death. Luckily, checkpoints are numerous and if you are sent back what seems like a long way it’s because you’ve not done something in that area properly.

For the uninitiated, Another World is really a cinematic, puzzle heavy, platformer. Lester can run and jump like a wimpy Prince of Persia and when he gets a gun can use that in a variety of ways.  The gun forms a key part of getting through the game as it has three functions. Aside from basic blasting you can also use it to set up force fields which stop enemy fire for a short time. Holding down the fire button for longer builds up a super blast which can be used to knock down enemy force fields and more importantly, blow holes in walls and doors. There are moments when Lester will initiate context sensitive actions as well, these can take you by surprise but are a welcome addition and add to the cinematic quality of the game no end.

Some people may well say the trial and error gameplay and the difficulty is a sign of the game showing its age. In truth, it was as frustrating and awkward when it first came out. It’s the sort of game people love despite how it plays because what you are doing on screen is having an amazing adventure. It’s not bad in terms of controls but it certainly is stodgy and miss timing things slightly is heavily punished. 

The graphical overhaul the game has been given makes it look fresh and vibrant again and some nice details have been subtly added. If you prefer the look of the original then pressing a button allows you to switch between the two styles at will. We’re not so keen on the new musical score as it doesn’t seem to fit quite as well but you have the option of a multitude of different and arranged soundtracks so can pick the one you are familiar with or like the most.

Once you work out what you have to do for each of the puzzle elements the game can be breezed through in a fairly quick time. However, what you have played will likely stay with you for a long time as it has for so many gamers already. It’s the sort of game you’ll run through every now and then, like watching a film you’ve seen a hundred times before.

Overall, Another World still holds a certain charm and unique quality that sets it aside from the identi-kit games around. It’s short, hard and frustrating but also inventive, dramatic and memorable and well worth re-visiting or discovering for the first time.

Overall 8/10

Wednesday, 25 June 2014

Battle Princess of Arcadias Review (PS3)


Towards the end of the life of the PS2 two very different games were released. Odin Sphere, a majestic 2D side scrolling fighter and GrimGrimoire, a beautiful looking, 2D side scrolling strategy game. Both incredibly niche and very Japanese they didn’t sell well but proved to be a couple of the best and most unique games on the system. Battle Princess of Arcadias attempts to merge the two different forms together with a mixed level of success.

Let’s get a major annoyance out the way right from the off. The game has an auto save but it’s turned off and nothing in the game will direct you towards it. Of course this means that it’s likely that you will lose hours of game if you aren’t careful as the game never saves unless you tell it to. It caught us out and it’s bound to catch some of you out as well. 

The game breaks itself down into a number of different sections and play styles. The central hub area allows you to stock up on items, buy new weapons and also enhance them. Forging isn’t new to this type of game and you can upgrade and build new weapons to your hearts content and you’ll need to because the game has an incredibly tough difficulty level that requires a serious grind at points.

Once out in the world you can undertake missions which split themselves into different types of formats. The most standard mission involves taking your party of three chosen characters to a level and simply clearing it of any monsters. It’s likely you’ll need to revisit levels to level up and gather money and items. It’s also likely you’ll need to do this because you’ve forgotten to put the auto save on. 

Aside from simply getting stronger you need to level all your characters up so that they can lead more powerful troops into the skirmish section of the game. These types of levels are like a simplified version of GrimGrimoire. Your character fights on the front screen with defeated enemies filling various morale and special move bars. The real battle in these sections goes on at the back of the screen. Your troops go charging forward and attack the enemy while you issue commands. You have a number of different soldiers to pick from and they act out an elaborate game of rock, papers scissors with you needing to keep swapping different types in and out.

In truth, though it’s an interesting concept it doesn’t really work as well as it could. In practice, trying to issue commands on a spinning wheel while fighting on the front screen is awkward and the amount of grinding required to get your troops up to a decent level is annoying. Something that works a little better are the boss battle ‘siege’ levels. Here a big beastie like a dragon invades a village and you lead a militia against it. This section allows you to issue orders to your troops to assist you take it down.

These fights can drag as you have to get the monsters shield down before being able to do any damage to its already sizable health bar. Do enough damage and the monster will become stunned allowing you to dish out a super damaging special attack. You can set your troops to attack and defend and also to retreat if needed. You need to be careful as losing all your militia will result in instantly failing the level. It takes some time to get used to and even the tutorial levels are tough but it’s an interesting system.

Battle Princess of Arcadias is not a game for everyone. There’s very little learning curve and it can be incredibly obscure about what you need to do or even how to do things. That said, it’s beautiful to look at and there aren’t many games out there like it. If you can break through the walls it puts up for the player then there’s a rich and rewarding experience to be had. You’ll need to be ready to make the investment though but players ready to take the plunge shouldn’t be disappointed. It’s not as majestically beautiful as Odin Sphere (what is), or as in depth as GrimGrimoire but it offers something different and works the majority of the time.

Overall 7/10

Monday, 12 May 2014

Titan Attacks Review (PS3/Vita)


Puppy Games has been making its neon-styled retro shooters for a while now and it always seemed only a matter of time before they took the step onto console. Titan Attacks is the first game to make the jump and serves up its own take on the Space Invaders theme.

Set across five worlds the player controls their tank at the bottom of the screen as enemies approach from the top. It may remind you of Space Invaders but aside from the obvious nods there is much more going on here than simply trying to produce a clone. The first thing to take into account is the scoring mechanic. A multiplier continually increases through the levels and when you take a hit it returns to zero.

You can also gain points and money by achieving skill shots. This occurs when you shoot an enemy and instead of it exploding it begins to fall to the ground. Shooting the careering vehicle may also see an alien jump out in a parachute, collecting these little guys will give you a further bonus, while letting them drift off the bottom of the screen will result in a penalty.

Any money you gain during a round can be spent before the next one starts. You’ll start off buying extra shields and smart bombs but the power-ups are extensive and you can add bits to your tank to fire rockets and lasers as well as giving yourself multiple shots or reducing the recharge time between firing. In truth, it can make the game a little easy towards the end but it’s always a fun way to spend a few minutes.

The game is set across five worlds, starting on Earth, moving onto the Moon, through Mars and Saturn before finishing on the alien home world. Every few levels you get a chance to get bonus points and prizes by shooting down special flying saucers and the end of each world sees you square off against a mother ship. The enemy types and patterns continually change and the later levels are hectic which helps to keep everything fresh and moving.

There’s no denying this is a fun game while it lasts but there are a few things which hold it back from being a classic. The first is that the game is simply too easy. We managed to blast all the way through it on our second attempt. It’s certainly fun and you do get to start again on harder versions of the levels but we were expecting a bit more of a challenge. 

The second problem is the scoring mechanic isn’t really intricate enough to cause the massive adrenaline rushes you can get from other games. There’s very little you can do if you’ve been building a multiplier and get hit other than slowly build it up again. That’s fine for anyone who wants an enjoyable arcade shooter but for those looking for a game to master this will let you down.

Slight issues aside, the question that matters is are you going to enjoy playing the game? The answer to which is yes you will, it’s a blast with a fun style that cleverly evokes just enough of Space Invaders to hit the nostalgia button while producing something fresh. It won’t last you forever or put up that much of a challenge but for a fun few minutes of blasting it certainly ticks all the right boxes. It’s also especially suited to the Vita. Overall, this is a good if not great game that everyone will enjoy. It’s a promising start from Puppy Games and we look forward to their next project. 

Overall 7/10