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September 29, 2012

Review – HELL YEAH! Wrath of the Dead Rabbit

Filed under: Reviews — Tags: , , , , , , , , , — Jamie Love @ 5:02 pm

Review Hell Yeah Wrath of the Dead Rabbit
To say that Arkedo’s latest creation bursts with color and creativity falls short of capturing the artistic madness of their work. Prince Ash’s quest to eviscerate the 101 monsters that have laid eyes upon his incriminating photographs offers a world, not quit as organic in the flow of life as last year’s Rayman Origins, but gushing with an attitude all its own and a degree of more comic minded artistry that ensnares the eyes just as easily.

In a sea of releases where minimalism offsets the truth that detailed art is extremely time consuming and expensive, Hell Yeah is a punch to the retina that also brings a much needed dose of unbridled batshit crazy design to the table – that feeling that no idea was too crazy in whatever subterranean development space allowed this game to be created.

With great madness comes great risk however, and the play mechanics of Hell Yeah favor a safer and more familiar road, which on the one hand limits the mileage, but on the other goes a long way toward offering a title that may convince some that the Sega Genesis is alive and well in the year of gaming that is 2012.

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August 30, 2012

Review – Transformers: Fall of Cybertron

Review Transformers Fall of Cybertron
Picking up directly where 2010’s War for Cybertron concluded, Fall of Cybertron follows the desperate attempt of Optimus Prime to lead the remaining Autobots off their homeworld of Cybertron – which has been ravaged by civil war with the Decepticons and seen the planet’s core shutdown as a result.

Much like Rocksteady Studios’ recent Batman titles, High Moon seeks to fill the void of Transformers titles worthy of the franchise, which like Batman, has been largely non-existent save for 2004’s Transformers: Armada. If I could throw out one more comparison to the Arkham series, it would be the way in which High Moon embraces the depth of the source material while still delivering a story unique to the videogame in the flavouring.

The primary narrative of the Transformers is a familiar battle between two foes, Optimus Prime and Megatron, which has been explored and remixed repeatedly over the years – boiling down to the battle for power versus the fight to unite. And High Moon captures the essence of that story, pulling countless familiar pieces into play, but still finds space to play with the origins of characters and set pieces such as the Dinobots, the space bridge, the Nemesis, and many more shout-outs that likely mean more to me as a long time fan of the series.

Fall of Cyberton certainly is a fan-splendid title, wherein I can get giddy over the attention to detail along with small moments such as petting Laserbeak while playing as Soundwave. The characters of my childhood are waiting around every corner of this game, but these fan moments shouldn’t scare off anyone not as familiar with the subject matter – at the end of the day, Fall of Cybertron is about giant heavily armed robots engaged in battle, and who can say no to that on the few occasions the essence of such a conflict seems to be captured as well as it is here?

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June 15, 2012

Review – Lollipop Chainsaw

Review Lollipop Chainsaw
Following in the Shakespearean tradition, Lollipop Chainsaw tells the tale of young love versus young angst, with a coming of age story featuring classic themes of satanic rock, zombie hordes, and one very peppy chainsaw wielding cheerleader.

Our heroine, Juliet Starling, refuses to let any of the unfolding chaos of the zombie apocalypse ruin her eighteenth birthday – from the decapitation of her high school sweetheart to the death of her perverted sensei, and certainly not the hordes of undead classmates tearing up the halls of San Romero High School.

Confident and true, Juliet isn’t interested in hearing from the villains responsible, because they suck.

Instead, she fires up her chainsaw and slices her way through six stages of the undead, with all roads leading to the bosses at the heart of the turmoil. That very little seems capable of darkening Juliet’s day could perhaps be read as commentary on the youth of today, except that there are easy parallels to the self-absorbed Buffy Summers from 1992’s Buffy the Vampire Slayer, a film that certainly provides plenty of foundation for Juliet’s adventure here.

With that in mind, it seems more apt to say that the kids are still alright, insofar as being partly crazed and entirely ready for zombies at the drop of a hat makes them right as rain in the pop culture stew Grasshopper Manufacture stirs and serves a heaping bowl of here.

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June 7, 2012

E3 2012 – Ni No Kuni: Wrath of the White Witch

Ni No Kuni Wrath of the White Witch E3 2012
There’s a distinct language to the work of Studio Ghibli, not within a single stream of media such as the writing or the musical scoring alone, but rather in the way the visual style, narrative direction and audio join together with a unique logic that makes any and all fantastic things possible, delivering film experiences that find me still able to recall where I saw each Ghibli masterpiece for the first time – they tend to make a strong impression.

After stopping by Namco-Bandai’s booth today, I’m more certain than ever that Level-5 and Studio Ghibli have crafted all these streams into a singular symphony of wonder and delight in videogame form, and that Ni No Kuni is the only RPG you’ll need for an indefinite period of time still to be named and marked.

But just in case you’re somehow not a drooling Studio Ghibli fan, allow me to elaborate on some reasons why.

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April 2, 2012

Rolling With The Yakuza

Filed under: Editorial Rants — Tags: , , , , , , , , — Jamie Love @ 10:57 pm

Yakuza Dead Souls
I’m reasonably sure Dead Souls is the only game about the zombie apocalypse where I’ve spent ten minutes at an arcade trying to win a toy Chihuahua from a claw-game. There was absolutely no reason for doing so, except that I really wanted it.

As a zombie epidemic spreads through the streets, large barricades are quickly deployed to seal off the infected area of the city, and the result is two very different realities – one in which life appears to carry on, and another where the infected are eager to feast on your delicious brains. The ability to walk the safer of these two streets while still enjoying the mini-game distractions and other interactions Yakuza has to offer probably makes this deviation the videogame most in line with the political commentary of Romero’s Dawn of the Dead and more recent Land of the Dead.

Players will find themselves in Akiyama’s shoes as the outbreak begins, the chaos quickly engulfing the streets around Sky Finance while he works to keep his faithful assistant safe and absorb the events unfolding. After a brief bout of linear direction, Dead Souls cuts players loose to pursue the main narrative or slip into the infected areas of the city to tackle side-quests that involve clearing areas and rescuing survivors. This creates two zombie filled environments in the same setting, with players combating zombies while working toward a narrative goal, or using entry points to simply run around and fill the endless hordes full of lead.

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March 24, 2012

Review – Ninja Gaiden 3

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 1:25 pm

Review Ninja Gaiden 3
Ryu Hayabusa’s latest outing opens on a briefly disorienting note that left me anticipating the worst.

Players begin as an unknown victim, looking up at Ryu before suddenly finding themselves able to control his movements – leaping from a balcony to slice into an enormous glowing deity with a series of obligatory quick-time prompts in tow. This quick sequence of events will make sense once players have come full circle, chasing a well financed doomsday cult across the globe, but it did little to ease the cynicism I admittedly brought to Team Ninja’s latest addition to the Ninja Gaiden franchise, and seemed to give merit to the scorn critics have been heaping on the title since its release.

However, the game shifts gears rather quickly, with Ryu responding to a terrorist group demanding his presence, and leaping into the streets of London to slice through the first of many soldiers offered two days of fast paced action I’ve gladly sunk my blade into.

This doesn’t entirely take away from complaints that the title is too straightforward and simplistic – because it definitely is – but rather that the truth of those accusations offers up an experience that is still inviting. Setting the game to normal difficulty presented some occasional bottlenecks, particularly during later stages, and aside from evading or blocking before slashing repeatedly, the nearly non-existent learning curve allowed me to keep the momentum of the story moving along quite nicely, which was appreciated since I actually enjoyed the story – no one is more shocked than I am about that.

There are plenty of legitimate complaints to lodge throughout the experience, and yet this straightforward affair finds a still pleasurable balance between ludicrous action sequences that feel empowering and overwhelming swarms of enemies that are often rather satisfying to slash a path through.

And insofar as others have no complaints about running around with Nathan Drake as he shoots countless mercenaries ad nausea whilst solving a few puzzles before wrapping up another adventure, I’ve still found a reasonable amount of entertainment on this trip with Ryu as he slices through helicopters, spider tanks and an obligatory dinosaur.

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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.

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