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January 11, 2010

Review – Silent Hill: Shattered Memories

Filed under: Reviews — Tags: , , , , — Jamie Love @ 8:56 pm

Silent Hill: Shattered Memories
It’s been nearly ten years since Silent Hill 2 set the bar for the series, largely owing to the work of Takayoshi Sato, who soon after vanished over the Western horizon leaving a faint scent of J.D. Salinger on the air. The game’s presentation and treatment of a psychologically driven narrative has cast a shadow of expectation over every subsequent release, causing a fair amount of confusion concerning the best direction the series might take.

While there has been some experimentation and deviations from the formula, recent entries in the series have suffered trying to meet those expectations, as much a victim of the legacy as any game that becomes a prisoner of previous accomplishments.

So I very nearly let Shattered Memories pass me by, assuming there was nothing a re-imagining of the original Silent Hill could offer, particularly on the Wii.

But since I’ve been forced to reconsider my stance and find myself suggesting the game is one of the most important releases of 2009, we should probably have a chat about it.

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Refresh Rate – Kartia: The Word of Fate

Filed under: Archives — Tags: , , , , , — Jamie Love @ 4:14 pm

Kartia The Word of Fate
Reviewing and playing a year’s worth of RPG releases in various styles from numerous companies has left me feeling that the genre is a tired dog looking for a place to die – or at least I wish this was the case. Aside from a few titles that sought deviations in control and narrative development, there were and continue to be plenty that cram “me too” titles onto consoles, believing that narrative aspirations and a few modest features can sell to a sedated audience.

At best we get something immediately rooting into safer choices to furnish a series, and even if this provides a few pleasures to be found along the way, we’re living on the long end of a beast’s tail that took the fullest shape on the original PlayStation.

This might begin sounding like the typical “they don’t make them like they used to” ploy. I assure you that can’t be the case, because the problem is that they do make them like they used to quite a bit, with far less success for the trouble.

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January 10, 2010

Review – Kenka Bancho: Badass Rumble

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 3:59 pm

Kenka Bancho Badass Rumble
Kenka Bancho: Badass Rumble wears its intentions in the title, which works well since its sleeves are busy flapping in the wind from the force of the blows it works to put in the player’s face. Like a few other games this year, it aims to be the Bancho of power fantasy gaming, but unlike so many other contenders it also comes with a balance of humor, sub-culture, and pacing that gives it the upper-hand for an uppercut.

It’s a game I very much want to enjoy as much as the previous paragraph suggests I should. But against the enthusiasm of friends and other editors, there are fundamental flaws that make any long term affection difficult even while elements of the experience demand attention.

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January 6, 2010

Being The Boss – MGS Peace Walker

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 1:55 pm

Metal Gear Solid Peace Walker
I recently took a run through the English demo for Metal Gear Solid Peace Walker – English being the key draw since I’ve already run through the demo released during the Tokyo Game Show a few times. For all the talk of control schemes, the demo offers two – shooter type and action type – which switch camera controls between the directional and face buttons of the PSP to allow for left or right handed controls.

I went with shooter type, not because it necessarily fit my grip better, but because switching the hand responsible for the camera really isn’t that big a deal to me. Negotiating 3D space in any game is a bitch with no ideal solution on the horizon, especially on a handheld and with a game that involves stealth and taking in as much of your surroundings as possible. MGS is a tricky beast to design controls for, but a certain amount of patience makes it workable – though I’m not sure how quick I’ll ever be at it.

Having already played through the obstacle course, and eluded men wearing bright jackets in the jungle, my return visit was entirely about the English translation of the cinematic sequences.

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January 4, 2010

Review – Castlevania: The Adventure ReBirth

Filed under: Reviews — Tags: , , , , , , — Jamie Love @ 7:26 pm

Castlevania The Adventure ReBirth
Spending time with Konami’s rebirth of Castlevania during the holidays has reminded me that new releases in the series don’t deserve an official seal of approval until I find myself confronted by a fairly simple objective, died multiple times trying to achieve said goal, and tossed the controller in anger.

Since this occurred several times last week, we’re good to revisit the Belmont clan and discuss all things short of my issues with gaming rage.

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Review – PixelJunk Shooter

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 9:03 am

PixelJunk Shooter
Talking about the physics of a videogame, or at least the way in which elements and objects physically react to the player, leaves me thinking of pop cans rolling down hallways, the splinters of wooden crates, or bodies flailing before flopping on the ground – and afterward if stepped on. I think of little eccentricities that mean to draw me into a world made more convincing by their presence, subtle additions that nourish the reality of the world within the game.

If said game avoids confronting me with an endless series of puzzles meant to force my appreciation of the effort, so much the better.

Beneath the shooter exterior, PixelJunk offers a subterranean world of environmental puzzles as a focal point, distinguishing itself with a playground of experimentation that directly drives the solutions and pushes the player forward. It isn’t a world made more realistic because of the physical elements within it, rather a world made more compelling and interesting because of the depth found in the interaction between elements that the player is allowed to interact with and manipulate.

What we’re left with is a game that is at all times inherently playful, a sensibility sadly missing from so many current releases.

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December 29, 2009

Catching Up With Resident Evil 5

Filed under: Editorial Rants — Tags: , , , — Jamie Love @ 5:05 pm

Resident Evil 5
Catching up on the year that was 2009 in gaming inevitably led me back to the spiraling saga of Resident Evil, that mix of cherished memories from my youth seeking to merge a marketable sense of action with a lingering air of terror. The week of late-night sessions it took to survive the horror also led to an inevitable conclusion –

Resident Evil 5 is a fool’s errand, and I am the cosmic jester.

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