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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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Demo Report – Holy Invasion of Privacy Badman! 2

Filed under: News Feed — Tags: , , , — Jamie Love @ 9:13 am

Badman 2
It’s a good snowy day to check in on NIS’ recent demo release for (I’m only going to type the title in its entirety once) Holy Invasion of Privacy Badman! 2 – Time to Tighten up Security!

The demo revisits the expected experience, inviting me in for a nice cup of tea with its superbly simplistic layout and interface, promptly frustrating me to no end with scenarios worthy of NIS serving as the publisher – this isn’t a bad thing, I just have zero patience and need a game like this to remind me to chill out every so often. At times this is slightly soul-crushing, but I believe there’s something important in the lesson.

Part of me would like more time to layout a perfectly planned dungeon, but the game finds its mark in presenting an imperative to dig furiously before the heroes arrive, therein watching well laid plans turn to waste and delivering a slap in the face to think harder while working faster. I’m sure there’s plenty of people providing strategies far greater than the Swiss cheese dungeons that keep failing me, but I’m determined to figure this out on my own.

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December 24, 2009

Sin and Punishment: Successor to the Earth

Refresh Rate 01
Sin and Punishment: Successor to the Earth
Runtime – 7:52
Developer – Treasure
Publisher – Nintendo
System – Nintendo 64 / Virtual Console
Released – November 21, 2000 / October 1, 2007

*Text transcript available after the break

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