Bitmap Books

Friday, 30 January 2015

Lego Star Wars: The Complete Saga Review (Xbox 360)


The last few years have shown that the combination of Lego with the Star Wars license can be both enjoyable and highly lucrative. With the first title containing episode I through to III not coming out on the Xbox 360 this package gives anyone late to the party the complete experience.

The first impressions of the title are not the best. To start with players are placed into the Mos Eisley Cantina which acts as the main hub. From here you can choose doors which lead to Episodes I-VI, Two player arcade mode and various other extra content. Unfortunately there is very little to play around with here. Both previous titles have had fun hub worlds to explore but this one feels uninspired, empty and flat.

Luckily the same cannot be said for the rest of the game. All of the levels have been given a graphical face lift which makes them look a lot slicker and smooth. Furthermore the vehicle sections in Episodes I-III have been changed and improved so that they are not so frustrating and clunky. It means all six episodes now work to the same rules and have the same look which adds coherency.

Lego Star Wars games have always been fun, but the characters have been somewhat clunky and slow to control. The Complete Saga deals with this problem admirably. It is very noticeable how fluid the game now is, especially in Episodes I-III (which were the worst offenders). Character movement is much more dynamic and smooth and they now respond instantly to commands. This makes a huge difference and everything is now much more enjoyable.

Another of the irritations that persisted through the series to this point was that though the titles are aimed at younger gamers there are sections which can be stupidly frustrating. This was always most evident when trying to collect enough Lego studs to fill the Jedi bar at the top of the screen. This has partly been solved through the more responsive controls but also by putting more studs on each level.

Players may argue that these changes have reduced the challenge of the title and though this is true it is not a bad thing. The franchise has always been about having fun and collecting things. Though the game is easier it is also undoubtedly more fun than before as much of the difficulty came from frustrating issues. We even played through some sections of the title with the ‘invincibility’ power up on and the game still stood up as satisfying and fun.

The perceived lack of difficulty may put a few people off because they do not think the game will last long enough. This is also not an issue. Believe us when we tell you that there is always something left to do. We played through all the levels at least three times collecting various things and we could still go back to do the new challenges that have been added. As well as the main levels there are also twenty bounty hunter missions to try. Then you can go into the extras room and try out the new and old levels placed there such as Episodes I-III vehicle sections as they used to be, the hidden episode IV level, new Anakin level and two Lego cities. Even that is not everything, to finish this game one hundred percent will take a very long time.

The simple an easy to use drop in co-op play only adds to the enjoyment and longevity as well. Players can join at any point, play as long as they wish then disappear. It is uncomplicated and well executed and it is hard to see how it could have been improved upon.

Even the achievements keep the good fun tone of the title going. For example being rewarded for smashing Jar Jar Binx twenty times can only raise a smile. While the ‘Did I break your concentration’ achievement for breaking the Emperor with Mace Windu (played by Samuel L Jackson) shows the development team have a sense of humour. A sense of humour that also comes to the fore in many of the excellent cut scenes.

Overall, Lego Star Wars: The Complete Saga achieves everything it sets out to do. Here we have a fun well constructed title that gamers of all ages will enjoy. If you already have both instalments separately you may want to hold off unless you can find it cheaply. Though the improvements are good this is still basically the same two games with shiny bits added. For anyone else looking for something that takes video games back to being fun rather than acting as a second job this should be top of your list.

Overall 8/10

Wednesday, 28 January 2015

Sonic Spinball Review (Mega Drive)


Tired of being constantly trounced on the head by our little blue friend, Robotnik takes a new approach in his ongoing struggle to cause mayhem and to generally immobilise all things cute and fluffy. The evil maestro's latest plan has seen the ovoid villain build a huge fortress in the style of a massive pinball machine - surely, Sonic should now succumb as he is bounced from pillar to post by huge flippers?

Each of the levels in Sonic Spinball is built around a pinball template. However, unlike conventionally-themed games of this nature, this perhaps became the first 'goal-based' pinball titles and also contains a few deft touches of platforming action. Specifically, the goal of each level remains in line with previous Sonic titles - that being to seize the Chaos Emeralds. Though players must now go about this in a far different way than before. 

Table design in Spinball is of an excellent standard with a great deal of imagination being poured into the different levels. Each specific area consists of multiple routes, which in turn lead to the scattered Chaos Emeralds. The tricky part is, after you lose a life all switches and levers are reset, meaning everything has to be reactivated in order to progress. This can prove frustrating, but is uniquely counterbalanced by a high level of fun, which soon wards off anxiety. Each map is a huge puzzle hybrid rather than just a simple pinball table. This helps to raise the standards of brilliance. 

Graphically, the game is not as memorable as you would like it to be, though this has more to do with limitations of the console and thus can be overlooked, especially when the game plays so well. Limited by its colour palette, the 16-bit graphics do the job well and you can clearly see everything that is meant to be seen - there is even a touch of background detail thrown in for good measure. Even more impressive is, that whilst Sonic is being thrown around the screen at a ridiculous pace, the image never blurs or slows down which means you are always in control of the little hedgehog as he remains more or less in the centre of the screen throughout. 

If there is something that does tarnish the finish a little it is the difficulty. Initially when starting a level, you will have no idea what you are meant to be doing. The player is simply expected to launch Sonic about until the direction finally clicks into place. Because of the speed you are moving at, it can sometimes be difficult to gauge what needs to be activated, while simultaneously keeping Sonic safe from harm. This coupled with the fact that when you lose a life you have to activate everything all over again (and when all your lives are expired you have to restart from level one),could lead to players giving up early on.

Overall, Sonic Spinball is an imaginative and ingenious use of the licence. It's clear the game is much more than just a cynical cash-in on the name and indeed is right up there with Sonic's more traditional adventures. Still fairly easy to acquire, anyone who is a fan of pinball games - or Sonic in general - should pick it up at the first opportunity. A timeless, playable release which speaks to the countless character-based iterations that followed (such as Kirby Pinball and Pokemon Pinball), this simply reinforces the indefatigable influence of Sonic. 

Overall 8/10

Monday, 26 January 2015

Star Wars Review (NES)


A candidate for one of the best 8-bit Star Wars games, the title received warm reviews at the time of its release. The main drawback of the cartridge was its amazing retail price of fifty pounds, something that severely limited its appeal. A few years on now, we reflect and asks was it worth the money?

Licensed games were extremely popular and like so many releases of this period Star Wars was a platform-based title. However, it managed to avoid the shortcomings of rival releases by including a few tricks up its sleeve. Apart from platforming action Star Wars featured flying segments and speeder sections (from a top down perspective), that added some much needed variety. Furthermore, three characters were available for selection: Luke, Han Solo and the Princess. Also tagging along were Obi Wan and R2 D2, making the basis of the game sound.

Starting off you must search Luke's home planet for caves to explore, in doing so you will find shields for the Millennium Falcon, Extra lives, your Light Sabre, R2 D2 (who has been captured by the Jowas), and Obi Wan himself. Once all these things have been gathered it is off to find Han Solo and to head off into space. After a mild Asteroid storm the Death Star traps you. Here more platform sections come in where you can use R2 to download a map and generally shoot and jump around a lot. Once you eventually find your way out of the space station (rescuing the princess on the way), all that is left is the Death Star trench run and then it's all over.

Graphically, the game is small but almost perfectly formed and it is to the developers credit that characters are easily distinguishable as their film counterparts. Enemies are varied on the whole with Storm Troopers, Sand People, Jowas and even Bobo Fete making an appearance. Each area is lavishly coloured and the backgrounds harness a surprising level of detail at times. Furthermore, the twin curse of the NES (slowdown and flickering) never dare rear their ugly faces - making it all the more enjoyable.

As for gameplay this mainly platform title is polished and playable. As expected from the 8-bit era, precision jumping is high on the agenda and this is the only frustrating aspect of the game. Towards the end there is an unhealthy reliance on pixel perfect jumps in order to proceed. The three characters offer enough variety amongst them to make it each worthwhile. Luke is a good all-round character who has a decent gun and can call upon the light sabre to dish out large amounts of damage. Han carries a very powerful blaster and the lovely Princess can for some reason jump great distances.

Each character is well suited to exclusive sections of the game and if you do not utilise all three (on an ongoing basis) then you will not be able to progress through certain areas. Meanwhile the game itself plays exceptionally well, with characters able to turn in mid air and being highly responsive - allowing you to run, jump and twist in the air before landing in a ducking position to fire at the guy you just leaped over.

Star Wars is still an enjoyable game and in its time it was one of the best video games based on a films in an era of mindless platform licensed rubbish. Decent graphics, excellent controls and a well-judged learning curve delivered a fun adventure with only the occasional hint of frustration. Even then, the difficult sections made you all the more determined to succeed. So in conclusion a rewarding title (for those who could afford it at the time) and a worthwhile addition to any retro collection, but a must have purchase for all Star Wars fans.

Overall 8/10

Friday, 23 January 2015

Indianna Jones and the Emperor’s Tomb Review (Xbox)


Much like the Star Wars franchise the Indiana Jones games have a long history of being mostly awful. The Last Crusade was near unplayable, and while Indiana Jones and the fate of Atlantis showed itself to be a great game the franchise then fell back to its old ways with The Infernal Machine being more a case of the infernal camera and controls. So when Indianna Jones swung onto the Xbox we didn’t have the highest of hopes.

Taking you through a variety of different locations around such as Hong Kong and Istanbul, you are made to feel at home straight away. Everything is presented excellently. Between locations you get the red line moving from dot to dot on a world map just like in the films. Even the control manual is presented like Indiana’s personal journal, everything hand written and rough looking. An excellent touch and one that shows a lot of thought has gone into the game, on a superficial level at least.

Graphically the game is good for its time. Every character looks solid and moves smoothly. Each environment looks sufficiently different from the last to make you keep trekking through in search of lost treasure. Surprisingly there is a lot of variety in location, not as expected every level being set in a Tomb. You get Amazon forests, Gothic castles, Chinese fortresses, Hong Kong night clubs and of course the odd tomb. All splendidly displayed as huge interactive environments to explore.

Another great feature is the sound. Or it is when it works properly. The sound does have a tendency to become very jumpy. Also it means the Xbox goes crazy trying to sort it out leading to possible scratching on the game disk. However, when the sound decides to behave it adds so much to the game. It’s just like watching one of the films with the score in the background.

Luckily the game play lives up to the quality of the presentation. Running on the same fight engine used for Buffy the Vampire Slayer, it allows Indi to attack people in all directions with a large variety of weapons and combat moves. Apart from the fighting aspect of the game there is a heavy dependence on simple lever puzzles and jumping from platform to platform. Most of this is easy to achieve as the games main focus tends to be towards fighting and action.

The biggest problem is the controls for moving Dr Jones around are not quite as successful as when fighting. It’s easy enough to swing from one place to the next with the trusty whip. But try jumping and unless you hit the next surface dead on you may find instead of grabbing the ledge you fall down, most of the time to your death. This can be very frustrating when you know what you have to do is simple but the controls won’t let you do it. However this does not occur too often and as the levels are split in to small auto-saving chunks you never have to go back too far after plummeting to an untimely death.

With enemies and death defying leaps beaten the next unpleasant thing is the ingenious traps left around. Not apparent much early on. Later on you can guarantee around almost ever corner will be a pressure pad or something waiting to fire a dart at you. All the traps are nicely incorporated into the game and are what you would expect from the Indiana Jones franchise. Unfortunately, running away from rolling boulders dose not seem to make it into The Emperors Tomb.

Most importantly in games of this genre is the camera. If it isn’t spot on it will either leave you looking at the nearest wall or end up making you feel sick. Most of the time the camera behaves itself. But on the odd occasion it does leave you feeling somewhat nauseous. It can also be frustrating to look directly below you, not a problem that arises often. But every now and then you really need to know where the small ledge you’re falling on to is.

It’s the little touches that make the game so much fun to play. For instance get knocked over in a fight a you may lose your hat. Want to see Nazi’s with accents that would make Colonel Clink jealous, they are here to. Big Crocodile? Spinning disk weapon from the Predator films? Amazon women? It’s all here, everything you could ask for from an Indiana Jones game. And its all the better for it.

Overall, Indiana Jones and the Emperors Tomb is just a really good fun game that does not take itself at all seriously. For fans of Dr Jones it’s still great. Aside from that though, it also represents a missed opportunity. With a little more care it could have been a classic and the occasional slowdown and jumping music should not really be apparent in this day an age. Great fun, but a little disappointing.

Overall 7/10