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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 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.

March 8, 2012

Review Crow vs. Fun! Fun! Minigolf Touch!

Filed under: Editorial Rants — Tags: , , , , , — Review Crow @ 2:11 pm

Fun Fun Minigolf Touch
Caw ca-caw, caw caw caw caaaaaaw! Caaaw! Caw caaaaaaw c-caw caaaw! Caw c-caw caw caaaaaw! C-caw caw! Caw c-caw – caw caw c-caw caaaw!

[Being a bird of modest upbringing, Review Crow was initially put off by the title of this latest eShop release. For instance, Review Crow certainly doesn’t go around insisting that humans refer to him as Awesome! Awesome! Review Crow, and he very well could given that such a statement is rooted in absolute fact.

However, after scratching up the touchpad for an afternoon, Review Crow feels that there is something to this minigolf business beyond silly outfits providing birds with brightly colored targets.]

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March 2, 2012

Snake Eater 3D – The Good, The Bad and The Boss

Metal Gear Solid Snake Eater 3D
In deciding which Metal Gear Solid title to port to another platform, Metal Gear Solid 3 stands as the most viable choice. The story of how Big Boss became the world’s greatest soldier serves as the founding narrative for all future events in the series, providing loving bits for fans while creating the most accessible entry point for those not familiar with tactical espionage action – though it helps that the original Metal Gear Solid would require a far greater overhaul to become eligible for such a trip.

Metal Gear Solid 3D sits alongside four other releases of the game – 3 on the PS2 and most recently within the Metal Gear Solid HD collection for the PlayStation 3 and Xbox 360. With that in mind, it seems more sensible to sort out the good and the bad of this latest 3DS version rather than rambling on about one of the most narrative rich releases in gaming and sticking a number to it.

It might also help sort out whether you’re better off spending the equivalent of what the HD collection costs to get your mitts on only one of the titles that release offers, which presents a pretty tall hurdle from the outset.

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February 14, 2012

The Zombie Apocalypse Is Metal

Filed under: Editorial Rants — Tags: , , , , , , , — TJ "Kyatt" Cordes @ 11:45 am

Metal Dead
Making short work of explaining its title, Metal Dead begins with two friends in a car cranking heavy metal music while trying to escape an outbreak of zombies.

The way these two characters talk about the zombie apocalypse being a heavy metal dream come true, I was fully expecting this point and click adventure game to contrarily be a sobering tale of how such an incident is not cool at all, and is the last situation that anybody would realistically want to endure.

In a way, Metal Dead does defy romanticizing the idea of being one of the few human survivors among hordes of the living dead, but in a much zanier way than expected.

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February 5, 2012

Lazy Sunday – Dual Analog, On the Go

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 12:24 am

3DS Circle Pad Pro
Having recently gotten my mitts on Nintendo’s 3DS Circle Pad Pro attachment, I feel obliged to attempt throwing a few words at the device – with only one game that supports the add-on at my disposal, a few might be all I can manage today. The Circle Pad Pro isn’t flashy or visually appealing by any stretch of the imagination. Practicality is the name of the game, housing two rear triggers and one shoulder button along with the add-on circle pad on a very light-weight frame that cradles your 3DS. Open spaces provide access to the 3DS’ volume switch, power cord connection, and headphone jack. There’s also a thin opening for the wrist strap included with the device, which is meant to be attached directly to the 3DS.

An infrared transceiver at the back of the device uses science and magic to silently detect the connection, which the 3DS makes no mention of until Resident Evil: Revelations loads and acknowledges the situation by offering to enable control style-D. As expected, this control option allows players to tackle Revelations as if they were using the dual analog controls offered by the PS3 and/or Xbox 360.

Guiding Jill through the derelict cruise ship with the Circle Pad Pro offered two observations.

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February 3, 2012

Nostalgia Trip – The Simpsons Arcade

Filed under: Editorial Rants — Tags: , , , , , , — Jamie Love @ 9:07 pm

The Simpsons Arcade
The Simpsons’ trip to the arcades in 1991 represents a perfect intersection, the point where Konami’s apparent ability to create beat ’em-up quarter-munching arcade cabinets with any license, crossed paths with The Simpsons’ surging ability to sell any product their images were plastered upon.

Today the game hit Xbox LIVE Arcade for 800 Microsoft Points, and will appear on the PlayStation Network next week for $9.99 – or free to PlayStation Plus subscribers on that platform. Like last year’s release of X-Men Arcade, The Simpsons Arcade game was what I often longed for on home consoles, rather than the infuriating adventure games we got instead.

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