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October 18, 2011

Review – Okabu

Filed under: Reviews — Tags: , , , , , — Mister Raroo @ 9:29 am

Review Okabu
Poor Mother Earth! We humans have been treating her badly for far too long. But at least one good thing has come out of our mistreatment of the planet: it inspired the creation of the lovely Okabu.

With a strong ecological message, the game puts players in charge of halting the industrialized takeover of a blissful wilderness by a thoughtless empire, the Doza. But who possesses the power necessary to stand up to the might of such a mechanized menace? Cloud whales, of course!

Okabu does not take place in our world, even if its message reflects the perils we are currently facing. The game’s fantasy realm immediately brings to mind The Legend of Zelda: The Wind Waker, particularly Link’s home village. Okabu’s gorgeous, flat-shaded visuals leap off the screen with an abundance of color and detail. Zones within the game range from grassy lakesides to illuminated forests, and a good chunk of Okabu’s enjoyment comes from simply exploring every inch of these beautiful stages. The accompanying soundtrack, which mixes traditional African music with jazz, adds even more vibrancy to the already rich world.

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October 14, 2011

Review – Sideway: New York

Filed under: Reviews — Tags: , , , , , , — Mister Raroo @ 1:03 pm

Review Sideway New York
To my amazement and despite some initial concern, Sideway: New York didn’t make my head hurt. The main hook of the game is that you play as a character sucked into the 2D world of graffiti art, making your way from one point to another by moving along, up, and over 3D buildings. It’s an atypical game design concept, and quite difficult to explain in words. Imagine sliding a Shrinky Dink through a maze that runs over all sides of a box and that should give you a start.

Thankfully, what I figured would be a confusing, infuriating nightmare turned out to be clear-cut and easy to navigate. Color me impressed.

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October 4, 2011

Review – Rochard

Review Rochard
Rochard is the story of burly asteroid miner John Goodman Rochard, his accidental discovery of an ancient alien artifact, and his quest to protect it from his nefarious corporate employer. It’s a story of lasers, gravity, physics, and boxes dropped on the heads of badguys.

Rochard begins the game with naught but his G-lifter and somewhat preposterous jumping height for a man of his, uh, build. The G-lifter will snatch items from anywhere on the screen (assuming an unblocked line of sight) and pull them to Rochard, whereupon they can be set down or launched as projectiles for both puzzle and combat applications.

Rochard later acquires the ability to create zones of low gravity and fire a mining laser at enemies, alongside a handful of other offensive and puzzle-based upgrades. In true Metroid-fashion, these upgrades enhance Rochard’s ability to explore and navigate the world, while skipping the backtracking that characterizes that series.

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September 11, 2011

Review – BloodRayne: Betrayal

Review BloodRayne Betrayal
I am fail.

While that conclusion will come as no surprise to some, the suspicion was finally confirmed for me after clearing the first of Betrayal’s stages, wherein I was awarded an “F” grade, and the designation of “wormfood”. That the same reward awaited me at the end of every stage would seemingly suggest that WayForward’s resurrection of Majesco’s dhampir vixen is a difficult affair. And while plenty of voices across the Internet support this argument, it’s simply not accurate.

The near infinite supply of health, unlimited lives, consistently well placed checkpoints, wide-sweeping attacks, and even a laser cannon that spreads across the entire screen, make it ridiculous to suggest that Rayne’s 2D debut reaches anywhere close to the difficulty of nostalgic side-scrolling titles that kept gamers grinding their teeth and stores selling a steady supply of replacement controllers back in the day.

Betrayal does liberally sprinkle stages with cheap trickery however, situations that depend as much on luck as a mastery of the controls – split evenly between platforming sections that unleash floating projectiles while requiring precision jumping, and arena areas where waves of enemies work to drain the blood with the advantage of restricted space.

The real difficulty of Betrayal is in reconciling the shortfalls that leave a promising release far less the experience it could have been, delivering a digital title where every element that makes it excel also directly causes it to disappoint – where the high point of Betrayal causes direct gameplay hiccups that undermine the effort and expose the under-developed nature of the entire game.

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June 10, 2011

Review – Call of Duty: Black Ops Escalation

Call of Duty Black Ops Escalation
Last week saw the release of Escalation, the second Call of Duty: Black Ops content pack, on the PC. Escalation includes four new multiplayer maps (Hotel, Zoo, Stockpile and Convoy), alongside a new zombie survival mission.

What’s most immediately noticeable is that the new multiplayer maps, thankfully, offer a range of new visual styles—especially refreshing after all the browns and greys of Black Ops proper.

Zoo and Hotel are both distinctly colorful, offbeat maps that serve as decidedly unusual combat grounds. Meanwhile, Convoy takes place on a broken roadway that feels distinctly urban and familiar, while Stockpile features a farming village that’s actually a lot less humble than it seems.

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May 25, 2011

Review – Might & Magic: Clash of Heroes HD

Might and Magic Clash of Heroes
Though the Great Fall of the PSN has much delayed us, that service’s howling, furious resurrection has finally allowed Team Sugar to report on the matter of Might and Magic: Clash of Heroes, the HD upgrade of 2009’s DS original.

Clash of Heroes exists in some infinite limbo between puzzle game and turn-based strategy. The goal of each battle is to deplete the enemy’s health by firing attacks into his endzone—which is carefully protected by his army of units. Units can be organized to form attack formations or defensive wall formations. Additionally, specialized hero units can be purchased and employed for devastating attacks.

The primary task here is to maximize the number of actions that can be performed in one turn. The player has a limited number of moves, and while certain actions may grant additional moves, one must be mindful of the most efficient, useful maneuvers on the field. Combat, accordingly, is as much a puzzle as a strategy game.

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April 30, 2011

Review – Outland

Outland
A simulated wind raised the orchestral tension as I ran along the back of a flying serpent, dodging falling explosives while waiting for the chance to strike at the key points that beast ferociously sought to protect. This was around the time it occurred to me that anyone who yearns for developers to be given the time and freedom to create memorable and compelling gaming experiences, will undoubtedly fall in love with Outland, perhaps as severely as I have for the girl I immediately yearned to show that same sequence to.

The play of that boss encounter reminded me of Ico, and there is certainly a much longer list of titles that came to mind throughout the experience – few of which need to be named given the way Outland doesn’t simply patch together a quilt of influences, rather taking inspiration into its own folds to weave a game worthy of the player’s investment.

The lingering importance of citing those influences is that Outland shines with the energy of a game designed by people who don’t just enjoy games on some theoretical level, but enjoy playing games. In fact, Outland will convince you that the team at Housemarque grew up loving the same games you did, assuming you burned candles late into the night playing through the same who’s-hot list of 2D titles old-school gamers look back on today with teary-eyed nostalgia.

The only game that can’t escape mentioning is Treasure’s Ikaruga, the light and dark trickery of which gives Outland the means to teach a few new tricks of its own, giving the mechanics of the shooter strange but stable new legs to walk upon the land with.

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