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April 21, 2011

Review – Patapon 3

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 2:01 pm

Patapon 3
I’m never long for thinking of Sony’s palette-perfect cave-art-in-motion Patapon without also thinking of that other treasure on the PlayStation Portable, LocoRoco – and vice-versa. Both titles livened up Sony’s handheld offering with a breath of fresh air, largely composed of daring dabs of color as vibrant as the twist of controls that presented both as prime reasons for early PSP ownership. But, both titles also offered an experience that seemed to leave little room for growth, largely saying all there was to say the first time around – though that didn’t stop either from broadening the brush strokes with sequels that struck a few new sparks for the trouble.

A third swing at the bat saw LocoRoco take a strange move off a cliff however, seeking to serve as some form of “lost levels” for that franchise, and directly creating a game with enough sadistic spirit to do the dark lord proud whilst also chasing many gamers away.

Where Patapon 3 could have taken a similar dive from the heights of previous critical praise – changing the beat for the sake of change – this newest march to war strays from the depth of previous entries to create a more ideally portable extension to the rhythm.

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April 14, 2011

Review – Crysis 2

Filed under: Reviews — Tags: , , , , , , , , , , , , — Brad Johnson @ 5:40 pm

Crysis 2It’s not difficult to imagine EA sitting down with Crytek, somewhere in the indeterminate space between Crysis and Crysis 2, fingers tented carefully and asking “Can you make it more like Call of Duty?” I don’t mean “It’s a funny joke to think about,” I mean I believe this happened. I believe it occurred in our discrete reality.

Indeed, I believe EA has this conversation with every developer to offer them product.

It’s easy to peer into the product and see the result of this conversation (which I will now portray as a factual historic event); fibers of Call of Duty have been infused in the deep tissue of Crysis, coloring its fundamental layers, its skeleton.

Amazing, then, that it remains, unquestionably, its own game.

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Review – Jikandia: The Timeless Land

Filed under: Reviews — Tags: , , , , , , , — Nathan White @ 5:07 pm

Jikandia The Timeless Land
The concept of time travel has been used as a plot device in videogames time and time again, often with sterling results. From Square’s masterpiece, Chrono Trigger, and its follow up, Chrono Cross, to more recent fair such as Atlus’ DS release, Radiant Historia, time travel is nothing new for the medium. And yet as memorable as those titles are, no videogame that I’ve played to date uses the concept of time quite as effectively as Jikandia: The Timeless Land.

On the surface, the story is simple enough. You play a typical high school student who, along with eight of your friends, is magically transported to another world during your daily commute to school. You come to learn that you have been summoned to the world of Jikandia to help save it from destruction. Jikandia, until very recently, was devoid of time – that is until a crop of monstrous baddies began popping up, bringing with them the concept of time, which threatens to unravel the world of Jikandia with the resulting chaos.

In order to get back to your own world, players must uncover the origins of these vile monsters, eliminating them and restoring Jikandia the timeless land to its former state.

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April 7, 2011

Review – Rush’N Attack

Rush n Attack Ex Patriot
Having never played the original Rush’N Attack, I approached the sequel, Ex-Patriot, drawing more comparisons to Shadow Complex than any other title; another in a line of products designed to leverage new technology against an old school experience—here, sadly, to not much effect at all.

Rush’N Attack takes place—gasp!—in Russia, where the player is on a mission to rescue a previously captured operative and investigate a possible Russian weapon program. What follows is an offensively bad string of dialogue sequences and awkward, lingering cut scenes that serve only to make the player crinkle his nose.

The plot may be standard NES-era fare, but it’s executed with none of the charm or self-conscious humor that has made modern takes like Explodemon a success, nor with the careful quality that made Shadow Complex an upstanding modern experience.

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April 5, 2011

Review – Moon Diver

Moon Diver
Moon Diver is an elevator ride that jolts as if the cable might snap at any moment while making quick stops at the bizarre, the surreal, and yes even something wanting for today’s secret word; esoteric.

The title was developed by feelplus with special guest, Strider creator Kouichi Yotsui, which is meant to mean something significant to those that played Strider so many years ago and perhaps were ever able to put a finger to the reasons they might have played it to death.

It’s not an easy point to nail down. Strider is a title often referenced by those creating 2D action titles in the here and now, those hoping to summon a connection to that release as a symbol of something eternal and pure and constant to the fundamental design of any old-school blade-swinging game worth your time and money.

It has to be a sense of control that such shout-outs hope to convince threads of commonality with – that your fingers will feel free for flinging a ninja across the screen, slicing through countless enemies in a sea of chaos while still discovering harmony and zen in the act.

But perhaps Moon Diver is about what the 2D action genre can offer when the man himself comes around, which at the very least is an easier matter to pick apart.

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March 22, 2011

Review – Battle: LA

Filed under: Reviews — Tags: , , , , , , , , , , , , — Brad Johnson @ 7:35 am

Battle: LA
When I saw Battlefield: Los Angeles in theaters, I walked away with the distinct impression that the film could have easily been a Call of Duty game, with many of its events and scenarios seemingly lifted right out of that series. Indeed, Saber Interactive seems to recognize this, with their downloadable adaptation more than a little reminiscent of Call of Duty, but stale, unsatisfying design undercuts the experience from the very beginning.

The game takes a number of the plot elements and scenarios directly from the film and tells a rough approximation of the same story. The plot of Battle: LA unfolds in a selection of miserable, tone-dead motion comics. Lacking a single drop of atmosphere or attitude, these looks like pages from a children’s book more than art from a hardened shooter. Half-baked animations are awkward and often silly, dialogue is poorly scripted, and most damningly, the voice acting is terribly flat and either poorly recorded or poorly mixed.

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March 15, 2011

Review – Hyperdimension Neptunia

Filed under: Reviews — Tags: , , , , , — Nathan White @ 11:43 am

Hyperdimension Neptunia
Hyperdimension Neptunia is the definition of middle ground. This is the kind of game that had all the potential to be a quirky hidden gem, but instead stacks its misgivings and annoying quirks to set an experience in constant danger of collapsing under that weight.

The story of Neptunia takes place in a world called Gamindustri, which is governed by a group of Goddesses who inhabit a realm called Celestia. The four goddesses are each personifications of video game consoles. Green Heart, or Verte (XBox 360) is ruthless and conceded, White Heart, or Blanc (Wii) is sweet on the outside and uncontrollably self centered and petty within, Black Heart, or Noire (PS3), is arrogant and cruel, and lastly Purple Heart, or Neptunia, (Sega’s imaginary Dreamcast successor) is brash and competitive.

The four Goddesses, or Console Patron Units (CPUs) have been battling each other for a millennia in the Console War, fighting to gain absolute control over Celestia (and by extension Gameindustri) and achieve the title of True Goddess.

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