December 18, 2010

Review – lilt line

Filed under: Reviews — Tags: , , , , , , — Aileen Viray @ 12:20 pm

lilt line
lilt: “to sing or play in a light, tripping, or rhythmic manner.”

Recently released by Gaijin games on WiiWare, lilt line is a game being marketed as “a retro rhythm racing beat ’em up action game with a dubstep flavour,” which bothered when I first started the game.

I took one look at the UI and level design and flashbacks of raver kids tripping on E wearing stunna shades at HARD Summer’s electro festival came to mind, not dubstep. Around here, dubstep is a mellow, mostly downtempo scene, devoid of bright neon colors, and saying “rapid” is almost an oxymoron, so I feel it is an imperfect visual representation of dubstep. The scene is becoming a bit more commercialized as groups like Magnetic Man lead it into the mainstream, perhaps melding perceptions of dubstep into an all-encompassing view of electronic music, but I digress.


December 13, 2010

PSA – lilt line + Other Stuff

lilt line
Just a friendly reminder that Nintendo’s download offerings this week seem pleasantly worth a look.

Different Cloth’s lilt line makes the leap from iPhone to WiiWare, and if rhythm racing with a dubstep soundtrack sounds a bit peculiar, curious gamers should find a demo waiting for them, as well as a trailer here after the break.

Other exciting download developments include the arrival of SNES shooter Darius Twin on the virtual console – because you can never shoot enough robotic aquatic invaders from space – and Little Red Riding Hood’s Zombie BBQ hits DSiWare today as well.


December 8, 2010

Your Wednesday Dose of Zen

Filed under: News Feed — Tags: , , , , , , — Jamie Love @ 12:16 pm

I admit to digging that WiiWare now has fireplace gaming, though I don’t know if that counts as gaming? You can alternate between automatic and manual modes though, and switch themes to suit both festive and romantic occasions – finally a legitimate reason to make love by the light of the Wii!*

Catch a whole lot of log burning after the break.


December 6, 2010

PSA – Fluidity Hits WiiWare

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

Curve Studio’s form shifting title releases today for 1,200 points, and anyone curious about the game have no excuse to be left behind since Nintendo has also offered up a demo for the release.

Somewhere between playing as a pool of water that can transform into steam and ice, and tilting the WiiMote to affect events on screen, this feels like a splash of what Sony often hoards with titles like Loco Roco and PixelJunk Shooter – so fingers crossed as usual.

Catch some short video of the game in action after the break.


November 29, 2010

Your Recommended Dose of Cave Story

Filed under: News Feed — Tags: , , , , , , — Jamie Love @ 9:01 am

Cave Story
For those gamers eager to hang with the Mimiga on their DSi, Cave Story hits DSiWare today and will set you back 1,000 Pts for the mobility.

For those that have absolutely no idea what I’m talking about, Cave Story is also available in WiiWare demo form today, so if you’ve been living in mystery, there’s absolutely no reason not to get learned on the subject.

November 18, 2010

Return of the WiiWare Demo

Filed under: News Feed — Tags: , , , , , — Jamie Love @ 12:17 pm

WiiWare Demos
While other companies are offering discounts on digital software during the month of November, Nintendo has opted to treat us to the return of Demos for a selection of WiiWare titles. Starting November 22nd, gamers can sample Bit.Trip Fate, And Yet it Moves, ThruSpace and Jett Rocket, with additional demos being added each Monday and remaining available for “a limited time.”

Admittedly the title selection is nod worthy, but sometimes Nintendo reminds me of that relative that always gets me socks for Christmas. Sure socks are useful, but come on Big N, where’s the love?

Anyway, I’ll be optimistic today and hope that this demo idea catches on, I really believe it has potential.

November 16, 2010

Bit.trip Beatdown

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 6:26 pm

Bit.trip Fate
Over the last few days I’ve spent time catching up with the fifth installment in the Bit.Trip series, the shooter that straps Commander Video to a physical rail that rises and falls to create a roller coaster ride through an aptly named game, in the sense that it was inevitable that Gaijin Games would evoke the shooter spirit as a part of this series given it’s role as a fundamental pillar of the medium.

I’ve also spent a ridiculous amount of time fighting with the mechanics of the game, wanting to rip the Commander free of his structural chains to reclaim the mobility of the shooter. Conscious and continual effort became a concern, the focus on minding the heights of the rail behind and ahead of my position while simultaneously gauging the space between the bullets covering the screen for a chance to push ahead without piercing the Commander’s hitbox heart – the visibility of that ticker fading in and out to test my memory.

The game forces a level of concentration that makes me feel lazy, which I probably am, I do in fact spend a lot of time these days wondering how modern gaming so subtlety fed slothful habits that leave me resenting any game that requires me to sit up and pay close attention. Perhaps as a result, my fingers want for the option of taking the long road around a cluster of bullets, but Fate demands finding a path through the mess of small blocks, and I can’t deny that I initially resented the commitment.

Fate still knows how to tickle the shooter sensations, with power-ups that make a player feel like a golden bullet spewing God and boss patterns that require one earn the chance to shoot the core.

Making a long story short, or at least more relevant to the moment, this latest installment kicks my ass with fresh vigor, leaving me thinking less about controls and more about how I deal with rules. That said, there’s still something sticking in my teeth about this game, I’m just utterly clueless as to what exactly that is.

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