Gamesugar

October 7, 2010

The View From Reach

Filed under: Editorial Rants — Tags: , , , , , , , , — Jamie Love @ 5:38 pm

Halo Reach
There’s a fiendish grin on my best girl’s lips, which slips into a smile nearly every time her battle rifle smacks across the face of an Elite.

In the futile rush to push back the Covenant invasion, there were plenty of times we lost track of one another, separating in the rush for cover, but often reunited by familiar Halo bottlenecks that never seem to leave enough ammo lying around when Hunters block the road ahead.

Greener pastures are open spaces where I can rush out to face the horde, pushing them back just as she circles around to catch them from behind with that crack of the rifle that makes her smile so.

Playing Reach constitutes her first steps in a Spartan’s boots, and a very long war seems fresher through her eyes. It gets a little easier to remember the first time I tried Combat Evolved, playing with a friend until my eyes burned from the purple of the Covenant fleet and the fact that the sun was sneaking up and cutting through the windows to glare against the warm glow of the television.

It’s so easy sometimes to treat anything popular with disdain, that I forgot how much I enjoyed playing through most of the damn campaigns in this series.

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October 4, 2010

Getting Lost in Shadows, How To

Filed under: Editorial Rants — Tags: , , , , , , , , , — Jamie Love @ 4:44 pm

Lost in Shadow
Detoxing delicious dependencies from my system has made for a melancholic week in Sugarland.

When not otherwise curled into a ball of whimpering insensibility, it seemed an ideal time to get on with the business of gaming. I was a bit desperate for something new on the shelf, a game to fire and order the synapses by nature of an inviting challenge to the still functioning bit of reason left to me.

For their part, Hudson sent out a demo disc for Lost in Shadow, quite a bit early given that the Wii game doesn’t arrive here until January.

The taste that demo disc offers is welcoming enough, with the shadow puppetry premise finding plenty of ways to twist and turn and most importantly, to build. There’s a progressive layering of ideas in the best tradition, continually inviting the player deeper into the shadows of the game’s looming tower.

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September 28, 2010

Review – Blade Kitten: Episode One

Review Blade Kitten Episode One
The introductory number in the planned two-part ballad of Kit Ballard wraps up with an obligatory boss confrontation, pitting the feline bounty hunter against a mech suit aided adversary. Both the action and pattern is familiar enough for the platforming set, but the sequence is a significant stab at pulling more of the game’s unique qualities together than the previous stages manage to otherwise muster.

Using the shield to survive the laser assault, jumping to grab the ledges overhead as the platform beneath Kit’s feet is destroyed, and then finally using her blade to pull the mech closer for a quick strike, the play of it brings together many of Kit’s abilities, something very much lacking in the buildup to that moment.

At this point players are then left to wonder where it might improve with another dose on the horizon as episode one comes to an end.

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September 27, 2010

Your Ivy the Kiwi? Contest Winner

Filed under: News Feed — Tags: , , , , , — Jamie Love @ 1:53 pm

Ivy the Kiwi?
Wow, you guys made that ridiculously hard.

First off, I want to thank everyone who entered and took time to add their fake Kiwi factoids, which ranged from ridiculously fantastic to some that I’m almost willing to believe might be true.

Deciding really left us with a narrow margin, but in the end there can be only one this time, and your winner is Shel, who opened our eyes to the horrible not-truth about the Kiwi-fruit actually being a Kiwi egg.

I’ll be getting in touch with you today about your copy of Ivy the Kiwi?, and I will likely never be able to eat a Kiwi fruit again, so thanks for that :/

September 24, 2010

Delicious Culture Candy, or Unlosing Ranger – The First Ten Minutes

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 4:06 pm

Z.H.P. : Unlosing Ranger vs. DarkDeath Evilman
Housewives and children set aside their chores and Government’s watch with bated breath as the battle to determine the fate of the world is broadcast live on television. But for all the fanfare, the fated showdown between Demon General Darkdeath Evilman and the invincible Unlosing Ranger is so one-sided, with the Unlosing Ranger being invincible after all, that many simply carry on with their day, even if it includes running over said Ranger on his way to the fight.

NIS has crammed so many bits of cult love into the first ten minutes of Z.H.P. that, perhaps for the first time ever, I laughed like a lunatic at the play of it all before any actual game even begins. The game finds the means to scream at you before you even press start, warning players that there will only be one fight, but that it will be an epic and long one. From there it grabs at super hero tropes and Power Ranger oddities, 80’s apocalypse anime doom, and quick editing that offers cameo appearances from completely random characters, simply because it can.

This is NIS off their medication, with another PSP game with a very strange name (Z.H.P.: Unlosing Ranger VS Darkdeath Evilman) – though this time it isn’t just a case of being crazy for the sake of it, though that is ever present. There’s fertile ground for the character customization to feed naturally through the parody and knit a sweater of awesome out of the cultural threads on hand.

That the game offers customization options for the “me! me! me!” swarm I often catch myself belonging to, helps invite me into an strategy game with a wealth of customization options – without hammering me over the head at the outset, or in simpler terms, not being nearly so stuffy about it as the genre generally is.

Who doesn’t want to play a hand at customizing the ultimate hero?

As for the game that unfolds beyond the first ten minutes, stay tuned. Or if for some reason you’ve no idea what game I’m talking about, catch up with the trailer after the break.

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September 23, 2010

Demo Report – Enslaved: Odyssey to the West

Enslaved: Odyssey to the West
On the chance you’re not familiar with Ninja Theory, the recently revealed developer for Capcom’s freshening of Devil May Cry, most of the sound bites and two-second headlines attached to the team involve an emphasis on story. Since it has been awhile since Heavenly Sword, the burden of expectation and elaboration those words create is on their upcoming title Enslaved, which currently has a demo available for PS3 owners, and hits retail shelves for the PS3 and 360 in two weeks.

The push is that Enslaved has an epic story to tell, which probably means to tap our expectations of the scale and drama. All I can say is that the last epic I remember reading also had the word Odyssey in the title, and for some reason remains rather respected to this day, but my eagerness to read it again is on par with my willingness to sit and watch a game rather than play it – which is nil by the way.

Traditionally when developers emphasize story, we are left watching rather than playing, in an environment that creates two separate experiences, failing to take advantage of the medium – expertly demonstrated by Metroid: Other M recently. That’s not to say I don’t enjoy a good story, rather that my enjoyment of one doesn’t blind me to there being a very bad sort of old-school out there.

My interest in Enslaved is short and sweet in trying to discover which side of this it comes down on. After giving the demo a try, I’m earnestly still not certain.

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September 22, 2010

Ys Seven Wants My Blood, I Gladly Give It

Filed under: Editorial Rants — Tags: , , , — Jamie Love @ 8:31 pm

Ys Seven
My first few minutes with Ys Seven made me fear I’d fallen for an Albany ham scam, with the initial impression offering up some very typical RPG traits that encouraged turning off my PSP. There’s a tense peace after a long war, a King surrounded by vain and villainous characters (who hires these people?) and even a poor flower girl trying to get by just as we happen to stroll onto the scene – we being the ever eager Dogi and the ever silent Adol.

Sticking with it for a few more minutes led to a combat tutorial that seemed promising, teasing a free movement action RPG, and allowing the player to switch between actively controlled characters – a necessity because of attack types, which make certain characters more effective against certain enemies.

Holding down the attack button charges a gauge that allows for more powerful skill attacks to be used, and then it’s time to set off to investigate a newly discovered shrine as a favor for the King.

Between the kingdom steps and that shrine are plenty of the first come enemies, and suddenly this game is letting me charge around the screen, striking and killing, beating on carcasses after the fact to earn more items. It’s loose but focused, and most importantly, quick to get on with the business of being a game as I slash and level up at the same time I’m moving toward the destination in mind.

Then the game drops a large two-headed turtle on my head and instant death follows.

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