Gamesugar

December 16, 2011

My New Addiction – Pushmo

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 1:25 am

Pushmo
Pushmo is quite a bit like Atlus’ Catherine, sans the sex and guilt. That was my immediate reaction to Nintendo’s recent digital release, and I stand by it as both amusing and helpful in framing the idea that we’re going to talk about moving blocks around here.

To set the stage, a Pushmo is a large block or shape, composed of a smaller series of blocks, varying in shape but connected by color. Many Pushmo give the appearance of a failed game of Tetris, while others form more complex shapes such as animals.

Wasn’t that helpful? No? Don’t worry, we’ll try to make some sense of this together.

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December 8, 2011

Lenin’s Pigeon, and Other Tales of Interest

Lenins Pidgeon
With the tide of Holiday releases unleashed and digested, fragments of info for other gaming destinations have begun surfacing once again, making a pleasant excuse for grab bag posts with misleading headlines.

My itchy trigger fingers got a tease with Digital Reality and Grasshopper Manufacture announcing that their co-developed shooter, Sine Mora, will be exclusively hitting Xbox LIVE Arcade courtesy of Microsoft – the tease of course being the lack of any date or pricing. If you’re unfamiliar with the “diesel-punk shoot ’em up,” I shall again attempt to point your interest in the proper direction – namely here.

And not to be left out of the bullet party, G.Rev released video for their HD release of Under Defeat, which is currently set to hit Japanese Xbox 360’s and PlayStation 3’s next Spring. The buzz so far is that the 360 version will not be region-free, so catch the video below and then commence harassing your publisher of choice. Perhaps we can organize some sort of letter and signal flare campaign…

And finally, Nintendo fans should be made aware that Club Nintendo Rewards will now be offering the chance to trade reward coins for downloadable titles, at least for a little while. I was able to log in briefly to the site, which has since imploded for the day, but the rewards section showed the WiiWare title Fluidity, 3D Classics: Xevious, Mario vs. Donkey Kong: Minis March Again! and the original Super Mario Kart.

Trading coins for digital titles sounds good to me, and wondering how far Nintendo will expand the offering of titles is a pleasant distraction from the debate over what Miyamoto’s interview with Wired does or does not mean.

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December 6, 2011

Sweet’N Low – The Adventure of Link

Filed under: Editorial Rants — Tags: , , , , — Jamie Love @ 1:50 pm

sweet n low zelda 2 the adventure of link
Faithful Sugarfiends have likely noticed the slack in activities of late. In truth, I have a to-do list that spirals out the door, and hardly an ounce of interest in tackling any of it. In particular, there are some 3DS games we should be talking about this month, but countering my productivity is the fact that I can avoid a full 3DS game by using the handheld to play Zelda 2.

But it hasn’t been the short nostalgia kick I was looking for – in fact I enjoy the game more now, as if I had to go and age for twenty more years to really “get it”. That said, the experience is proving merciless – I’ve died so many times that I wake up hearing Ganon laugh at me. And yet, with every death comes some small increment of progress – I grab the candle to light the way through caves but die, only to return and score another stat increase before dying, only to again return and discover that after dispatching some troublesome knights, that horse-headed boss wasn’t nearly so hard as everything guarding him within the first palace.

There are no helpful arrows pointing out that I should discover a trophy within a cave to earn the high-jump – everything I earn is a reward for perseverance, and convinces that lost feeling of really having suffered in order to gain, which seems to make even the smallest moments more memorable as Link proudly hoists swag over his head.

The frustrating and at times incomprehensible game from my childhood is now the shining star that tests the player in equal measure with Link, convincing the elements of his adventure in a way largely taken for granted within Skyward Sword.

Rather than slip into an essay on the subject however, I’d prefer to put the call out to you and ask if you’ve ever had a similar experience with a game.

So you know, have at it below.

November 15, 2011

Review – Rayman Origins

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 4:34 pm

review rayman origins
Over the last few days I’ve hovered on the wind along with scattered leaves in order to ascend mountain peaks. I’ve battled a giant electric eel while riding on the back of a spitfire mosquito, and I’ve even quenched the fiery indigestion within the belly of a beast. I’ve experienced all these moments and more within a game that begs for some ridiculous new benchmark in hyperbole to match the bar it raises for the platformer genre.

Perhaps something along the lines of, “and on the eighth day, Michel Ancel and company created Rayman Origins”.

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November 14, 2011

Review – Otomedius Excellent

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 10:10 am

review otomedius excellent
After much doubt, delay, and speculation, Konami’s side-scrolling shooter, Otomedius Excellent, has landed in North America, hoping to tempt genre fans with barely clothed heroines and inspirational notes taken from the holy book of Gradius.

Aspirations to live my life as cliché stirred a desperate want to love this release – Travis Touchdown has Pure White Lover Bizarre Jelly 5, and I was going to have Otomedius Excellent. But as much as I can appreciate this game upsetting the digestion of Western audiences with wrappings your mother would certainly disapprove of, I’d rather play the aforementioned shooter mini-game found within No More Heroes 2.

Beneath the bubblegum aesthetics, Otomedius Excellent is a hard game to love, striving to find ways to break my heart with an experience I could love nearly everything about, except for having to actually play it.

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November 6, 2011

Review – Uncharted 3: Drake’s Deception

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 4:41 pm

Review Uncharted 3 Drakes Deception
Today’s idiom of choice is the idea that if we all saw the world through rose colored glasses, society would enjoy an age of peaceful agreement for the wearing of them. Sure life would be tedious and boring in the absence of disagreement, but perhaps we’d accomplish more for the lack of arguments in that trippy hippy daze.

Philosophical detours aside, I’ve been thinking that a rosier tint might also assist me in playing Naughty Dog’s latest release in the Uncharted series the way they intended me to.

Over the last few days, I’ve watched Nathan Drake die a thousand deaths, all of them unnecessary if I’d only been capable of knowing exactly what the developer required of my admittedly awkward hands. As Nathan is chased across rooftops, there’s a very direct path toward the cinematic cut-scene I’m meant to reach, and dark suited adversaries do their best to herd me toward the point. But despite those efforts, I continually seem to make mistakes, take the wrong turn, plunge to my death or get caught for being too slow to deduce the way forward within the proper window of time. And this is problematic, because it breaks apart the cinematic flow of action in a game meant to be witnessed as an unbroken chain of seamless action sequences.

I can’t help feeling broken, like a child in the middle of a very important and carefully arranged production, underfoot and tripping up the performance. And it’s frustrating, I don’t want to ruin Naughty Dog’s shiny game, and I certainly don’t want to be driven into a corner where I must conclude that at times Uncharted 3 is the Dragon’s Lair of its day. That’s entirely too simplistic an appraisal of the work here, but there are occassions where I must repeat a sequence so many times over that such comparisons bear some fruit.

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November 1, 2011

Review – Kirby’s Return to Dream Land

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 4:10 pm

Review Kirbys Return to Dream Land
For the second year in a row Nintendo’s pink pudgy star brings his insatiable appetite for adventure to the Wii, as well as his seemingly never-ending vendetta against a familiar tree. It would be forgivable to view this release with a pinch of cynicism, as a kneejerk attempt to pad out a Wii release schedule that hasn’t thinned out so much as dried up with the shift in focus to the 3DS and Wii U.

And though it only took a day to lightly pass through Return to Dream Land, I’m not feeling quite that cynical. Kirby’s latest outing sports significantly less yarn this year, instead offering a traditional Kirby platformer that gives Hal Laboratory another chance to strut their penchant for visual flair and rather magical stage design. However, Kirby’s return does suffer for want of a point to all the wonderful abilities Hal can grant him, and in the absence of any real challenge the finer points become so ridiculously subtle that one could miss the treats entirely for never being encouraged to discover them.

The old rules apply, and Kirby once again becomes who he eats, which makes the menu of potential powers the emphasis, and though stages never slouch about finding space for moments of inspiration that leave me smiling at how clever Hal continues to be, the playing is much more an act of design appreciation over tactile engagement.

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