Gamesugar

May 24, 2010

Review – Prince of Persia: The Forgotten Sands

Filed under: Reviews — Tags: , , , , , , , , , — Brad Johnson @ 4:51 pm

Prince of Persia: The Forgotten Sands
It’s difficult to say whether the release of Prince of Persia: The Forgotten Sands is a response to middling reaction to 2008’s Prince of Persia, or to the imminent release of the film—the truth probably exists somewhere in between. The 2008 series entry was a confused affair; more fun to watch than it was to play, the game featured a unique art style, an intriguing universe and a couple of fun characters, but little actual game. Playing like one massive, unfolding quicktime event , little challenge was offered except to those rabid completionists looking to reach every dubiously placed orb.

The Forgotten Sands fixes many of its predecessor’s mistakes, though I wonder if it was by conscious decision, or merely adherence to the conventions of the previous Sands of Time trilogy. Fans of that trilogy will find the game extremely familiar; all the old trappings are there: the Prince once again finds himself fighting an army of sand creatures, scaling questionably constructed palaces, evading ubiquitous traps, and saving himself from embarrassing falls with the power to reverse time. As someone who loved the Sands of Time games, it was immediately satisfying to sit down with these old conventions and play what, to my mind, constituted the first “real” Prince of Persia game since 2005’s Two Thrones.

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May 13, 2010

Review – 3D Dot Game Heroes

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 9:21 am

3D Dot Game Heroes
The Kingdom of Dotnia was once a tourist magnet, a place where visitors flocked to following the heroics of one brave and mythical figure who overcame evil in the classical tradition society is structured by. Unfortunately for Dotnia, the tourism industry began to suffer as people became less interested in 2D heroics, forcing the King to issue a decree that would push the Kingdom into the 3D frontier.

That decision provides the space for 3D Dot Game Heroes to unleash its block based world of nostalgia on gamers, but also severely depresses the hell out of me.

Rather than a 2D game that attempts to bring audiences back to a realm abandoned by the industry more than gamers, 3D Dot Game Heroes replicates one of the most cherished 2D legends in 3D. It’s one of those ideas you’d have in the shower and chuckle about for awhile after – and then as you realized there was little else to bring to the table you’d probably drop the idea.

Bits of Dragon Warrior drip in at times, but traveling across the overworld of Dotnia to locate dungeons, defeat the boss monsters, and collect the orbs needed to prevent evil from returning is the order of the day for this blocky link to the past.

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April 27, 2010

Review – After Burner Climax

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 2:13 pm

After Burner Climax
After Burner Climax has finally made the migration from the arcade to the consoles, serving up visuals in shiny HD that make me use silly two-string words like “retina-melting,” along with twitch reflex action that couples some nostalgic memories of the series with a new trick that really makes the game less of the trip down memory lane you might expect, and much more of a 21st century arcade love song.

The view from the cockpit is a mix of familiar Top Gun styled vistas and arcade fantasy that leaves players buzzing by volcanic islands, city skylines, and through mountainous pathways – all of it at speeds that seem ludicrous at first sight.

On my first run through I felt a bit like a high school lover again, wondering how I’d burnt out so quickly after all the pent up anticipation.

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April 22, 2010

Review – Sakura Wars: So Long, My Love

Filed under: Reviews — Tags: , , , , , , , , , — Jamie Love @ 9:05 pm

Sakura Wars
Within an alternate and slightly steampunk infused depiction of 1920’s New York City, the Little Lips Theater serves as a cover for an elite force of agents known as the STAR Division, who use mech suits to battle evil while also performing in musical dramas to raise the spirits of the city they defend – rounded out with a Samurai and a Cowgirl searching to find their place within the city and that group of heroes.

I’ve really come to savor telling people about this game over the past few weeks, because they can’t help but laugh and scratch their head over how a structured game would even begin to make unifying sense of those ideas with any degree of success. Sakura Wars: So Long, My Love is a game exploding with ideas, a late to the party visitor from Japan that has curiously shown up on North American shores exactly when titles of this kind are needed most – hard pressed as we’ve been for new releases that don’t wear their glib intention entirely in the straight-to-the-point box title making them 90% marketing, 9% entertainment, and 1% any of the fanciful things we’d like to say about the medium’s artful possibilities, were we not generally sick of kicking that dead horse.

Sakura Wars opts for putting the horse in an apartment, and brings an energy that succeeds in blazing a path free of any genre binding obligations or easy explanations – great for gamers, bad for indexing.

And in a rare twist Sakura Wars isn’t one of those games where I laud the ideas and forgive the actual playing of the game. I don’t need to make any excuses for a game that’s every bit as fun to play as it is to talk about, I just have to try and clear up what the hell is going on when playing it.

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April 9, 2010

Review – Fragile Dreams: Farewell Ruins of the Moon

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 7:31 pm

Fragile Dreams
Wandering through the decaying monuments to civilization that litter the world of Fragile like dead museums, Seto attempts to give words of justification to his obsessive search for a survivor, Ren, the girl with silver hair, who leaves a trail of cave art chalk drawings on the crumbling walls like breadcrumbs meant to lead the player toward understanding the abandoned landscape.

Reflecting on the sight of a pale moon against Fragile’s chilling sky, Seto realizes that if he can never tell another human about that sight, never share the feelings it stirred within him with another living person, that the memory and moment will never achieve meaning and ultimately be lost.

Fragile Dreams is a game possessed of a goal, a hope of making a connection with the player. And while this is ideally the goal of any release, this particular title continually reflects upon this need as the only way in which the experience of the game can achieve a sense of meaning that extends beyond the disc containing that hope.

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April 1, 2010

Review – Calling

Filed under: Reviews — Tags: , , , , — Jamie Love @ 6:07 pm

Calling
Despite repeated attempts to lighten my workload and appease attention deficit, I’ve never successfully produced a one sentence review. If I had, I believe Hudson’s horror Wii title, Calling would earn “the not-so-bad game that should have been great but was likely going to be so-so and finally ends up dipping more toward terrible with a fleeting few sparks of creativity worth noting.”

After a short and lagging introduction about a website where people can speak with the dead, known as “the Black Page”, Calling drops players into a darkened room with a first person perspective and plenty of space for optimism about the experience to follow. That first-person Wii perspective is the most ideal setup for a horror game to date, the player forced to sit with more attention and focus than usual while aiming the WiiMote, ripe for the attacks of designers suddenly in possession of a more captive audience.

That controller determined position also forces the idea that playing horror is very different from simply watching it, with the player no longer a passive observer of another person’s misfortunes, challenged to push themselves forward even while knowing the game is out to get them as they move ahead.

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March 24, 2010

Review – Just Cause 2

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 1:12 pm

Just Cause 2
Spending the weekend with Just Cause 2 feels like the videogame equivalent of the days when children received live ammunition as Christmas gifts, unleashed on the neighborhood to a world of seemingly limitless possibilities. Reaching for a more reasonable explanation, it was a very short ride through the fixed narrative opening before I was free to fly a jet fighter over the island of Panau, able to jump out of said plane and enter into a free fall, activating the parachute just as the buildings below slowly shifted into focus, and then proceeding to spray targets on the ground with machine gun fire. And within moments I was being attacked by a helicopter gunship, which I then grappled onto, taking out the crew and using the chopper to finish the job I’d started.

The short of it is that whatever you’re doing in Just Cause 2 has the curious ability to make the previous outrageous action seem boring in comparison. So the game is filled with opportunities for self-fulfilling over-saturated hyper-violence – and God help me I like it. The “it only does everything” nature of the game is the focus of the PR push and essentially what the back of the box conveys.

And yet it’s the little things that pulled me into taking a longer vacation in Panau. The little things are the spice of life after all, and Just Cause 2 has more than enough to prove itself a zesty game taco among the sandbox set.

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