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Showing posts with label roll7. Show all posts
Showing posts with label roll7. Show all posts

Monday, 20 February 2023

OlliOlli World Review (Switch)

The OlliOlli franchise is something we have been playing since back in 2014 when we first came across it on the Vita. There haven’t been too many versions of it since with a Sequel in 2015 and a few ports along the way. OlliOlli World though is the potential jewel in the crown of the franchise and certainly the game with the most ambition.

For those new to OlliOlli, it’s basically a 2D skating game with a simple to grasp yet difficult to master control scheme. The first two games were sort of akin to a side scrolling Tony Hawk but OlliOlli World blurs the lines between skating, platforming and runner style games far more and manages to stick the landing on all three counts.

The controls are simple. The left analogue stick is used to perform tricks and jump and the A button is used to land jumps successfully. Holding down the stick and then releasing it launches your skater into the air, doing this at different angles or with a half circle motion produces different spins and tricks. You can also use either shoulder button to spin you around for further combinations.

Once in the air the aim is to land on a grindable service or at least flat on the ground again. To grind you need to press down as you hit the surface. Doing this at the exact right moment gives a higher score and allows you to maintain your speed. Pressing the stick down at different angles also allows you to land in different types of grinds. The one stick trick system works well and allows for a surprising amount of trick variations.

There are also manuals to keep tricks going between grinds and switches to add variety. There’s a ton of other stuff as well which is drip fed to you as you progress around the different themed worlds all with the aim of getting you more point and tying your fingers in knots. By the end you’ll be holding both analogue sticks and several buttons with dexterity you never knew you had.

Maintaining speed is all important as you need to make it to the end of each level without bailing in order to move on to the next. A lack of speed is likely to see you not able to jump obstacles and pits or simple fall off the grind rail you are sailing along. If you are on the ground you can kick to speed up but you’ll have to master the perfect grinds as you won’t be spending much time on the ground in later levels as they become one huge grind fest.

The different worlds throw up a continual array of new obstacles to tackle as well so you’ll not just be using the grind rails for long. Soon, you’ll have crystals to smash through, rocks to jump and any number of collapsing surfaces to avoid. It’s helpful then that the graphics are very clear and it is easy to see what is an isn’t a grindable surface. In the previous two games this was one of our biggest complaints but happily no more.

Thea mix of tricky obstacles and opportunities for big scores will leave players with a choice of how to play. You can just survive and progress or go all Tony Hawk in 2D and try and hit the big scores. There are of course an absolute ton of additional challenges and local hero scores to beat as well and each level has at least two different routes through it so be prepared to lose a lot of hours.

Very quickly, the addiction to high scores and creating perfect runs becomes embedded in the players mind and it creates the same need to instantly restart and do better as well. The five worlds have a good amount of variety in look and challenge so you won’t get bored of the visuals and even the early stages have challenges that will make you wince. There’s a lot of stuff to do no matter how you want to play.

Overall, OlliOlli World is the best version of OlliOlli we have seen so far. It takes a creative and playful approach to high scores and is both accessible to newcomers and players who just want to make it through and also fiendishly deep for the combo score chasers. It’s one of those games that you could really just keep playing forever if it bites you. It also caters to the Switch well, and while a pad is certainly more comfortable we made it through the game with little problem in handheld mode. There’s nothing else out there quite like this and it comes highly recommended for just about everyone.

Overall 9/10

Monday, 28 February 2022

Not a Hero: Super Snazzy Edition Review (Nintendo Switch)

Written by Thomas GJ Sharpe

The trailer for Not A Hero set high expectations with ridiculous violence, surreal comedy and well-pitched pixel aesthetic. I can assure you that this game is 90% what it said on the tin and thank heavens for that. Hero has a solid, bold and confident voice in all of its facets.

At first it appeared to be an ultra-violent Bonanza Bros., one of my favourite games of all time. But the cut-section'd buildings and cover system are just the tip of the iceberg. Throw in the viciousness of Hotline Miami, but with a more humourous edge, and a dash of the fantastic (if buggy) Gunpoint, and you have a very potent game. What makes it spark right off the bat, and throughout the campaign, is the incredible writing and voice-acting.

The story is of a psychopathic rabbit called Bunnylord who is running in the British election. Hiring in a selection of killers, Bunnylord hopes to prove he can overcome evil by repeatedly shooting it in the face. The mission briefings are a master-class in nonsensical, hyperactive comedy that may grate on some, but had me rapt. At times, I wanted slightly less pre-mission talking, but on the whole I've watched them with glee.

In-game, you take control of an assassin of your choice, each with their own distinct character, voice and perks. This allows fantastic replay value as you try and chase the three optional goals of each mission. The quips of each murderer are some of the best I've ever heard, both writing and acting, with a distinct UK thread running throughout. My particular favourites are the shot-gunning Scot who doesn't own a kilt, screeching Swansea lass, and Mike who is definitely not drunk. You grab different and suitably silly temporary ammo upgrades and secondary weapons such as mines and Molotovs as you rip through drug-dens, warehouses and apartment blocks.

The gameplay moves at a decent speed, keeping action exciting and giving the appearance of fluid, talented execution, any slower and it could feel a bit thin on the ground. The rich, efficient animation, weapon effects, crackin' music and exemplary voice-acting, build on a very simple premise that never outstays its welcome. All you have to do, however, is consider it all for a moment when you are not playing the game and realise that there is very little there, but really, you don't care as it is an incredible laugh both in cut-scene and in-game.

The campaign is, admittedly, rather short, and even with nine varied characters and three unique goals in each mission, this is a brief game. I expect a medium to low replay value as well, sadly, as the levels are simply not varied in approach or structure enough. I would expect I'd need a bit of time between plays to watch the cut-scenes again and enjoy them, however great they are first time round. I personally don't think that a tenner is exorbitant for this game, perhaps a couple quid too much, but there is enough here to justify it. I've had many a dull experience with games that stretch the same content over a much wider space for triple the price, and this is kudos to the developers for making such a rich game.

From the hilarious graffiti, to the aggressive swearing, to the constantly thrusting killer called Jesus, Not A Hero makes more sense, and more happiness, than most others dare to.

Overall 8/10

Monday, 8 June 2015

Not A Hero Review (PC)


Written by Thomas GJ Sharpe

The trailer for Not A Hero set high expectations with ridiculous violence, surreal comedy and well-pitched pixel aesthetic. I can assure you that this game is 90% what it said on the tin and thank heavens for that. Hero has a solid, bold and confident voice in all of its facets.

At first it appeared to be an ultra-violent Bonanza Bros., one of my favourite games of all time. But the cut-section'd buildings and cover system are just the tip of the iceberg. Throw in the viciousness of Hotline Miami, but with a more humourous edge, and a dash of the fantastic (if buggy) Gunpoint, and you have a very potent game. What makes it spark right off the bat, and throughout the campaign, is the incredible writing and voice-acting.

The story is of a psychopathic rabbit called Bunnylord who is running in the British election. Hiring in a selection of killers, Bunnylord hopes to prove he can overcome evil by repeatedly shooting it in the face. The mission briefings are a master-class in nonsensical, hyperactive comedy that may grate on some, but had me rapt. At times, I wanted slightly less pre-mission talking, but on the whole I've watched them with glee.

In-game, you take control of an assassin of your choice, each with their own distinct character, voice and perks. This allows fantastic replay value as you try and chase the three optional goals of each mission. The quips of each murderer are some of the best I've ever heard, both writing and acting, with a distinct UK thread running throughout. My particular favourites are the shot-gunning Scot who doesn't own a kilt, screeching Swansea lass, and Mike who is definitely not drunk. You grab different and suitably silly temporary ammo upgrades and secondary weapons such as mines and Molotovs as you rip through drug-dens, warehouses and apartment blocks.

The gameplay moves at a decent speed, keeping action exciting and giving the appearance of fluid, talented execution, any slower and it could feel a bit thin on the ground. The rich, efficient animation, weapon effects, crackin' music and exemplary voice-acting, build on a very simple premise that never outstays its welcome. All you have to do, however, is consider it all for a moment when you are not playing the game and realise that there is very little there, but really, you don't care as it is an incredible laugh both in cut-scene and in-game.

The campaign is, admittedly, rather short, and even with nine varied characters and three unique goals in each mission, this is a brief game. I expect a medium to low replay value as well, sadly, as the levels are simply not varied in approach or structure enough. I would expect I'd need a bit of time between plays to watch the cut-scenes again and enjoy them, however great they are first time round. I personally don't think that a tenner is exorbitant for this game, perhaps a couple quid too much, but there is enough here to justify it. I've had many a dull experience with games that stretch the same content over a much wider space for triple the price, and this is kudos to the developers for making such a rich game.

From the hilarious graffiti, to the aggressive swearing, to the constantly thrusting killer called Jesus, Not A Hero makes more sense, and more happiness, than most others dare to.

Second Opinion
I can’t really add much to what Tom has said and I agree with pretty much everything. I too found the between level dialogue a bit of a drag and quickly skipped through them to get back to the action. This is a stupidly slick and joyous experience though and it never fails to raise a smile. I’m not sure there’s quite enough replay value to hit the heights that Tom has gone to with his score but it’s a great experience while it lasts.

Tom’s Score - 9/10
Gareth’s Score 8/10

Monday, 23 March 2015

OlliOlli Review (3DS)

Written by Dan Gill

Falling over hurts, as anybody who's ever fallen over will tell you.  The shock of taking a misstep, the ever-approaching ground waiting to meet with your fragile body, and the final impact with the deck all make for a rather unpleasant experience.  It's for this very reason that I am not - nor will I ever be – a skateboarder.  That, and my balance is awful, but that's another story.

Thankfully, game developers have me covered.  From 720 through Skate or Die to the Tony Hawks series, my virtual meatbag has always been the one to take the risks and suffer the cuts and scrapes that I'm too soft to bear.  Yet since the decline in quality of Neversoft's aforementioned series (at least at time of writing), no new titles have provided me the opportunity to spin, kick, grind and faceplant all in the name of score chasing until OlliOlli.

For those unfamiliar with Roll7's game, it's a 2D amalgam of Tony Hawk's and Adam Saltzman's superb indie runner, Canabalt.  It's presented with minimalist visuals reminiscent of the latter's style, and adopts the sense of constant motion too (albeit with the aid of a little push-off here and there). 

As well as sharing similarities with Canabalt's appearance, OlliOlli keeps a tight control scheme, making use of the analog stick for tricks, shoulder buttons for spins, and the A button to land.  This all seems basic in theory, but in practice things become tricky as you try to string combos together.  Several times during my early playthroughs my fingers seemed to operate independently of my brain – not the game's fault of course, more the fault of my dulled twitch-gaming senses.   

Over time, my reflexes returned, and the scores began to rack up as I 360 kickflipped into a 5-0 grind, heelflipped into a nosegrind and gracefully landed a 360 hardflip.  It seems my digital boarding skills had returned and that's OlliOlli's first victory– it gives you a control system that's straightforward to learn, you just need to think about how you can get the most out of it in a continuous stream of inputs.

Your control skills will need to be honed as you attempt to take down each level's challenges.  As with the Hawk series these range from collecting markers to racking up huge combos and add to the replay value of each level, which is something you'll most probably be doing.  A lot.  OlliOlli has a nice difficulty level, keeping you coming back for more.  If you're pretty good at the game you'll be attempting to complete all the challenges or smash your last high score.  If you're not able to finish the level (when you fall off your board you have to restart), you'll return again until it's done.  The game keeps things just tricky enough to antagonise you, but always remains fair, meaning you never feel like the game's cheating you.

An added bonus of the 3DS's dual screens is that the tricks you can perform are displayed on the touch screen for reference.  Not the fanciest use of the screen perhaps, but for OlliOlli it's a practical one and anything more would have felt tacked on.

One of the game's nicest/most masochistic features is the Daily Grind mode.  Each day you have a chance to play through a level with the aim of being the highest scoring player for that day. You can practice the level as much as you like, but you only get one shot at racking up a score.  If you fall off your board, game over.  If you perform an ollie and score ten points because of a sloppy landing, that's your score and it's game over.  It adds a real tension, making for a brilliant yet infuriating challenge, but even racking up a decent score fills the player with a sense of accomplishment, mainly through the satisfaction of knowing your fingers haven't let you down at the most crucial moment.

All in all OlliOlli is a tight arcade game, definitely worth your time if you're a fan of score chasing (and let's face it, which self-respecting retro gamer isn't?), and its clean 2D graphics are stripped down yet clear to make out (your boarder is pretty expressive given their size, especially when bailing).  It's a neat little package and its appearance on Nintendo's consoles is long overdue.  Here's hoping Curve brings its recently released sequel to the big N's machines in the near future, as OlliOlli manages to remain on the board and pull off plenty of tricks with style.

Overall 9/10

Monday, 9 March 2015

OlliOlli 2: Welcome to Olliwood Review (PS4/PS Vita)


It seems only yesterday we wear swearing at our Vita’s as we smashed head first into a wall in the original OlliOlli. The fast paced action mixed with simple controls led to many a frantic hour of twitch gaming. It wasn’t perfect but OlliOlli certainly scratched the score attack itch and brought out the perfectionist in us. OlliOlli 2 brings us five new settings to play around in so with thumbs at the ready we dived back in.

In truth, not that much has changed with OlliOlli 2. The progression layout and controls are the same and the look of the game hasn’t changed much either. With this in mind it is fair to say that if you didn’t get on with the first game then there is little here to change your mind. On the other hand, fans will no doubt be happy with the ‘more of the same’ approach.

The biggest change to game mechanics is the inclusion of manuals and switches. This now allows combo's to be maintained and chained throughout entire runs and opens up acess to huge combos and scores. This does add an extra layer of depth and once you've worked out how to get through the levels invites you back in to play until your fingers bleed.

Leader boards have been better integrated which certainly helps to up the high score addiction and the daily grinds section allows you a single attempt at trying to take a top score on a specific course. The spots section also makes a return for those looking for something aside from the main level progression.

Unfortunately, the main issue we had with the original is still present. That being it can still be very difficult to tell what is and isn’t a grindable surface and this is present is both the PS4 and Vita versions (though background detail is somewhat clearer now at least). The only other real issue we have is how the skater jumps from one rail up to another. Especially in the fourth world we found it very frustrating that unless a very specific jump was done we couldn’t land on the grind rail -this happening despite the skater clearly jumping high enough to get to it.

The new levels are great fun to zoom around and show a fair amount of variety and invention based around different genres of Hollywood films. There’s Wild West, Aztec and Horror themed worlds and by the end you’ll be grinding around a Sci-Fi landscape like a tiny 2D Ratchet and Clank where any mistake results in failure. 

The most important thing is that OlliOlli 2 remains as addictive and pulsating as ever. Yes, it is incredibly frustrating but you’ll always want to go back to it one more time to try and get a better score, (or just get through the level). We would say the levels are also generally a bit better and more inventive than the first game so there has been development.

Overall, OlliOlli 2 may feel more like a bit of an add-on than a brand new game but there is more than enough content here for fans to justify a purchase. The high score integration with network features is leaps ahead and it’s still as fun and frustrating as it’s always been. It’s another pocket sized chunk of high score fun that’s well worth your attention and fans will find little to complain about.

Overall 8/10

Wednesday, 29 January 2014

OlliOlli Review (PS Vita)


OlliOlli has been on our radar for some time now but we were never really sure how it was going to turn out. The idea of a 2D skating game on the Vita’s small screen would seem to be a tricky thing to pull of successfully but we’re pleased to say that roll7 seem to have accomplished it with skill and style.

The controls of OlliOlli are simple. The left analogue stick is used to perform tricks and jump and the X button is used to land jumps successfully. Holding down the stick and then releasing it launches your skater into the air, doing this at different angles or with a half circle motion produces different spins and tricks. You can also use either shoulder button to spin you around for further combinations.

Once in the air the aim is to land on a grindable service or at least flat on the ground again. To grind you need to press down as you hit the surface. Doing this at the exact right moment gives a higher score and allows you to maintain your speed. Pressing the stick down at different angles also allows you to land in different types of grinds. The one stick trick system works well and allows for a surprising amount of trick variations.

Maintaining speed is all important as you need to make it to the end of each level without bailing in order to move on to the next. A lack of speed is likely to see you not able to jump obstacles and pits or simple fall off the grind rail you are sailing along. If you are on the ground you can press the X button to speed up but you’ll have to master the perfect grinds as you won’t be spending much time on the ground in later levels as they become one huge grind fest.

The levels themselves are a mix of tricky obstacles and opportunities for big scores. It’s easy to say this is Tony Hawk in 2D but it does hold some essence of the truth. The same addiction to high scores and creating perfect runs becomes embedded in the players mind and it creates the same need to instantly restart and do better as well. The game also draws from games such as Canabalt and its endless running genre. The levels are not endless but you’ll need to understand how to negotiate each obstacle along the way and falling off ends your run dead.

There are a few issues but nothing that really stops the trick-style madness. First of all the game has a knack of crashing when connected to the Playstation Network. It’s far from a common occurrence but it’s certainly frustrating when you’re in the middle of a run and it shuts down. No doubt this will be solved fairly shortly via a handy patch. The other issue is brought about via a combination of speed, the Vita screen and some of the level graphics.

Sometimes it’s very difficult to see what is actually an obstacle or rail and what are background graphics. There are also certain multi-levelled objects where it is very difficult to tell where the grindable part of it is. The tanks in the fourth area are particular offenders. The speed you are normally travelling at gives you next to no time to react so when things blend into the background it is almost always a game over situation. Once you learn the courses this becomes less of a problem but initially it can be frustrating to continually hit things you can barely tell are there.

Overall, OlliOlli is a ridiculously addictive game that provides great pick up and play action. Levels are short but you may end up losing hours without knowing it. It all works extremely well and the courses provide great excuses to go back and get higher scores or complete challenges. OlliOlli is an excellent Vita game and yet another example of indie creativity showing the big boys how to do it.

Overall 8/10