Gamesugar

March 28, 2012

Gamesugar’s Yakuza: Dead Souls Swag Contest!

Filed under: News Feed — Tags: , , , , , , — Jamie Love @ 4:54 pm

Yakuza Dead Souls Contest
Hey there kids!

This week I’m catching up with the zombie filled streets of Sega’s latest Yakuza game, and though I’m not quite finished grinding through the horde, I do have a chance to offer fans an opportunity to score some Dead Souls swag, courtesy of Sega of America.

Sega’s gone a little cosplay crazed, so three lucky people have the chance to win a prize pack consisting of Goro’s signature eye-patch, Shun Akiyama’s necklace, a dragoon tattoo sleeve, and a pack of Yakuza playing cards.

All you have to do to enter is hit up the comment section of this post between now and 11:59pm est on Sunday April 1st, 2012 – and tell me why you’re a fan of the series. If you’ve never played a Yakuza game before but find yourself curious now, you can alternatively tell me what sparked your interest. On Monday April 2nd I’ll pick three of you at random, so please make sure to use a valid email address when leaving your comment.

Good luck!

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March 24, 2012

Review – Ninja Gaiden 3

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 1:25 pm

Review Ninja Gaiden 3
Ryu Hayabusa’s latest outing opens on a briefly disorienting note that left me anticipating the worst.

Players begin as an unknown victim, looking up at Ryu before suddenly finding themselves able to control his movements – leaping from a balcony to slice into an enormous glowing deity with a series of obligatory quick-time prompts in tow. This quick sequence of events will make sense once players have come full circle, chasing a well financed doomsday cult across the globe, but it did little to ease the cynicism I admittedly brought to Team Ninja’s latest addition to the Ninja Gaiden franchise, and seemed to give merit to the scorn critics have been heaping on the title since its release.

However, the game shifts gears rather quickly, with Ryu responding to a terrorist group demanding his presence, and leaping into the streets of London to slice through the first of many soldiers offered two days of fast paced action I’ve gladly sunk my blade into.

This doesn’t entirely take away from complaints that the title is too straightforward and simplistic – because it definitely is – but rather that the truth of those accusations offers up an experience that is still inviting. Setting the game to normal difficulty presented some occasional bottlenecks, particularly during later stages, and aside from evading or blocking before slashing repeatedly, the nearly non-existent learning curve allowed me to keep the momentum of the story moving along quite nicely, which was appreciated since I actually enjoyed the story – no one is more shocked than I am about that.

There are plenty of legitimate complaints to lodge throughout the experience, and yet this straightforward affair finds a still pleasurable balance between ludicrous action sequences that feel empowering and overwhelming swarms of enemies that are often rather satisfying to slash a path through.

And insofar as others have no complaints about running around with Nathan Drake as he shoots countless mercenaries ad nausea whilst solving a few puzzles before wrapping up another adventure, I’ve still found a reasonable amount of entertainment on this trip with Ryu as he slices through helicopters, spider tanks and an obligatory dinosaur.

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March 23, 2012

Review – Kid Icarus: Uprising

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 6:29 am

Review Kid Icarus Uprising
Starting this review off by confessing that the act of playing Kid Icarus: Uprising causes my hands a great deal of pain is a frustrating situation. For every positive point I’ve discovered within the game, and for every reason that keeps me returning to the newest 3DS release from Nintendo, my hands ache that much worse for the extended sessions.

Assigning controls to the upper one side of the 3DS leaves my pinky fingers dangling while the rest of my fingers work to hold the weight of the system, and playing through the game’s plethora of stages finds those digits going numb, kicking off a painful throbbing that moves up my hands the longer I play and forcing me to break repeatedly from Pit’s sprawling adventure sooner than I’d like.

Playing Kid Icarus: Uprising is quite a bit like being offered a bowl of your favorite ice cream, and then being told to eat it with a steak knife. The task is not impossible, and many delicious sensations are waiting to be experienced, but the process is going to leave you scarred – in this case with wretched claws where your hands once were.

And the pain extends further, because no matter what one says about the content of the game, of which there is a great deal to be discovered, this issue of control keeps presenting a barrier that prevents me from enjoying the experience as much as I otherwise might.

While I suspect that many others will share my pain after taking flight with Pit, I can’t assume everyone will suffer the same experience however – perhaps some of you are monkey bar champions and can take down a bear with your fingers. And it’s also worth noting that despite the complaint, I keep returning to the game to cause untold damage to my digits, which certainly speaks to the quality of the content.

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March 21, 2012

Review – Sine Mora

Review Sine Mora
Time is the fire in which we burn, and pilots seeking to survive the hazardous skies of Sine Mora will want to cling to every fading ember for the chance to learn why the flame that burns half as long also burns twice as bright.

The joint 2D side-scrolling shooter from Digital Reality and Grasshopper Manufacture places the emphasis entirely on that flickering flame, with a time clock often reserved for boss battles in other shooters continually ticking down throughout the entirety of this game.

Make no mistake, every second within Sine Mora counts, because allowing time to slip away is the only way to die.

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March 20, 2012

Sweet’N Low – My Journey

Journey
Reviewing Journey would be a bit like watching the sun set over the water while holding a lover’s hand, and then breaking the silence of that precious moment with a number from 1-10. I understand that it’s some people’s jobs to stick a number to everything, and I sympathize, even if the act suggests knowing something about the price of everything and the value of nothing.

But don’t take that to mean that I’m in a hurry to help rekindle the games as art you hang on the wall angle either.

Journey is simply an experience, and one that I wouldn’t have been able to understand had someone tried to explain it to me beforehand, which someone did. Chris Lepine was going to write about the game here, and has since crafted some fine words you can catch up with here, but the moment I read them I knew that this was a Journey I would have to make on my own in order to discover some sliver of understanding.

Since my desire to have the longest scarf possible seems rather vain however, I’m still left wanting for words to begin describing what I found.

I can tell you about sinking heavy footsteps into glistening sands, or floating ever higher to ascend a tower, or even sliding down hills while the camera bends to let the light of the sun break through ancient ruins.

I can tell you lots of things, but I can’t convince you of the feelings such a journey inspired within me.

Maybe I should tell you that I met eight different people along that journey. I know this because the game has told me so, and I can only take that on faith since every encounter with another person provides the same anonymous companion that shares my own likeness. Perhaps one companion is less eager to chirp back with the musical notes of expression I continually sought to communicate some primitive intentions with. Perhaps one companion remains close at hand rather than rushing off toward the mountain in the distance. The only time the difference of your companion stresses itself is when they rush off beyond your line of sight with little regard for your company, and even then I can’t help feeling happy to find them again.

The nameless stranger that lingers on my mind is the one that crossed the icy mountain path with me, taking shelter behind stone markers as strong winds threatened to thwart our advance, and huddling in the shadows while large beasts flew overhead. As we overcame these obstacles, the path forward began to vanish in the rising winds, and my feet became heavier with each step forward through the thickening snow.

What kept me pushing forward on the analog stick was my companion, slightly ahead and providing a beacon, a reason to continue pushing against the blinding storm.

I had imagined that Journey’s limitations on communication would leave me saying that the game is about the most earnest connection two people can share, that it cuts away all the things we think we know about each other.

But Journey cuts deeper than that, to the raw source of motivation and hope we find in others, to the fact that our existence on its own is not enough to necessitate that we continue for our own sake. Certainly we live for ourselves to project strength and obey the demands of our DNA, but beneath that skin, we always hope for others to connect and share the journey with, strangers that we’ll never really know, but who when you strip external constructions away, are perhaps exactly the same as us.

March 19, 2012

Review – Silent Hill: Downpour

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 8:52 am

Review Silent Hill Downpour
While the Silent Hill Tourism Board has long since given up hope, the collapsing town still attracts a few lost souls each year as stray individuals find themselves wandering the misty streets and confronting truths they’ve worked hard to suppress.

I suppose Silent Hill is a bit like the town Freud might have built, where the subconscious takes physical shape and the only way to survive the demonic torture chamber unleashed is to shine light on the darkest recesses of the mind, exposing what visitors have failed to resolve on their own and desperately tried to bury.

The earliest visits to Silent Hill began with physical searches, whether it was Harry Mason searching for his lost daughter, or James Sunderland chasing the chance to see his wife again. That latter search set the bar for a series about people burdened by the past, forced through a cathartic process while wandering those streets. It’s a legacy that frames Silent Hill as a twisted parental hand that isn’t really trying to kill people, but rather, attempting to heal them.

Silent Hill is a psychological meat grinder, with people going in one end and the crank slowly turning to show the raw meat at the heart of each. It isn’t surprising that the premise has created formulaic entries in recent years, such as 2008’s Homecoming, which seemed to create a patchwork quilt from previous releases. But 2009 saw the release of Shattered Memories, which attempted to include the player in the analytical process, and regardless of your feelings toward that release, that experiment created a Silent Hill title that was unquestionably unique.

There are times that Downpour appears to bridge the gap between those points, mixing familiar mechanics and mind games to find brief moments that feed on the player to create some space for empathy with the trials of convict Murphy Pendleton. But as the truth about Murphy comes to light, the complicated narrative misses any opportunity to truly create a character that earns enduring sympathy or comprehension.

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March 14, 2012

Notes On The Robocalypse

Shoot Many Robots
“Chairmanlove, buy some equipment!”

Those were the first words of wisdom another player offered to me as I started my multiplayer session of Shoot Many Robots. And I was admittedly feeling underdressed for the occasion as we waited for the stage to load, still wearing the standard clothing while others were thumbing their noses at the Tsars of fashion with all manner of ridiculous headgear, belts, and heavy weaponry.

If I’d never jumped online, I’d have likely missed the point entirely because from a disinterested distance, Shoot Many Robots seems to simply replace the tired zombies of other party shooters with chainsaw wielding mechanical fiends and trailer park humor. There’s certainly some awe in how many bloodthirsty robots can fill the screen, exploding with bursts of oil and scrap metal as you fill them with lead. But watching others rack up kills in the hundreds while I nabbed twenty or so left me certain I was doing it wrong, which I was.

Between stages players can access their inventory along with a store, where items discovered during play become available for purchase via exceedingly large amounts of bolts earned whilst crushing the robot uprising. And that is the point at which a game that visually resembles a 2D Borderlands taps the comparison far deeper to produce spiraling lists of weapons and equipment that opens a vortex of customization opportunities.

There’s plenty of work creation going on here, earning bolts to buy items that help you earn more bolts, marching on in the quest to unlock ever more ridiculous toys before returning to playgrounds that split between short stages and survival arenas. My scores improved dramatically when I returned with a cowboy hat and jetpack, holding my 110%-American machinegun – a primary weapon that offers unlimited firepower. There’s also a secondary ammo-conscious heavy hitter weapon – everything from rocket launchers to Gnoming missiles.

The results are delightfully ludicrous with a party of four, filling the screen with bullets and scrap metal as the waves of mechanized terror endlessly crowd the screen. Shoot Many Robots can’t escape the limited appeal these types of quick party shooters offer, but the vanity options and depth of experimentation raise the bar significantly, begging for plenty of time in finding the ideal balance of stat raising items and range versus power weapons. If you happened to be playing the game alone, the value falls of fairly quick – this is about joining others and arguing about the perfect tools for surviving the robocalypse after all. And while that emphasis isn’t necessarily at the top of my agenda, I’ll certainly tip my cowboy hat to a game in that vein that merits the ten dollar pricetag with an immense amount of toys to unlock and talk about.

Of course, you can give the demo for the full game a shot and let me know what you think.

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