Thursday, July 23, 2009

Review: Black Sigil: Blade of the Exiled

Platform: Nintendo DS

Developer: Studio Archcraft

Publisher: Graffiti Entertainment

# of Players 1

Rating: E (Everyone)

Official Site

Score: B+

If you're in the mood for some old-school console RPG goodness and have quite a lot of time on your hands, Graffiti Entertainment's latest Nintendo DS game, Black Sigil: Blade of the Exiled has your name written all over it. Montreal-based developer Studio Archcraft has cooked up a nicely done homage to the days of 16-bit JRPGs with a game that looks and plays like a Super Nintendo or Sega Genesis classic. Is this a good thing in this day and age of every game being judged “by today's standards?” The clear answer depends on both your current gaming tastes and how open minded you are when it comes to the game's idiosyncrasies.

The plot covers a few typical JRPG notes starting with an adopted outcast lead character cursed by an unknown force, a wisecracking cute female sidekick the castle guards fawn over and plenty of other familiar elements. The young hero, Kairu, is a great swordsman, but his inability to use magic makes him a pariah in the spell-filled land of Bel Lenora. Kairu's cute half-sister Aurora manages to keeps his spirits up while not so subtly inserting herself into his supposed to be solo adventuring. Kairu gets put through a few tough tasks that eventually end up getting him exiled from the kingdom by his adopted father (much to his surprise).

Naturally, Aurora unexpectedly tags along and although Kairu wants her to go back home, she can't thanks to a one-way enchantment. So, the duo is stuck together for a few game hours, eventually ending up in a new world they've never imagined. As they travel the land, they'll discover that magic isn't necessarily respected outside of Bel Lenora and Kairu is part of a larger plan that eventually could destroy everything or save it. The story takes a good amount of time to get rolling, but in true JRPG fashion, the more you let yourself go with the flow, the more enjoyable the twists and turns are.

Aurora's fire-based and healing spells help out considerably in the game's early hours, a good thing given the hefty encounter rate. How you deal with the frequent random battles really boils down to a combination of learning the battle system, using it efficiently, running when necessary and your overall amount of patience. having played well over 1000 RPGs, I didn't find the battle frequency so bad. After all, you need to fight in order to level up, right? Running from fights (by holding down the "B" button when a battle starts) constantly will only leave you too underpowered to deal with the tougher enemies and bosses, so suck it up, soldier - you're in it for the long haul.

The pair eventually meet up with a few more interesting characters, all with reasons of their own for joining the cause. And yes, the cause changes as the plot progresses. There's the mysterious Nephi, tomboyish freedom fighter, Isa, Rogurd, the always smiling adventurer with a heart of gold and Nym, a young beast-like boy who can summon powerful spirits during combat. You can have up to three active members and the rest in reserve, swapping out members at blue save points.

Everyone has their particular strengths and weaknesses, but as you level up, combo-based skills can be learned depending on who you have in your active party. There are two hidden characters to track down, but you really don't need them both to complete the game. Players who seek out every nook and cranny will be rewarded with some nicely powered party members as well as some choice items (some of which are necessary for a side-quest or two).

Combat allows for No Wait or Wait modes and which one you choose can make the game insanely difficult right from the start or a lot more manageable once you understand which works best. Both modes use a timer bar that shows when your party members can attack, but Wait mode lets you choose a target without being swarmed. No Wait mode can be a pain when dealing with fast enemies in groups or bosses that get in free extra attacks when struck. Feel free to experiment with both modes, of course. Pulling off combo moves requires both characters know the skill and both timer bars to be full. Some of these attacks include devastating spell/weapon combos, healing spells that can top up HP or revive fallen comrades and more. Of course, enemies are no slouch, dropping death from above in the form of poison, blindness, charm, elemental attacks and more.

Kairu is also affected with random status effects for a good portion of the game as part of the plot. It's not explained initially, but you can sort of see it coming if you're paying attention during the early cut scenes. This can be a bit pesky when you can't use special attacks on a boss or are otherwise hampered. However, if you've been grinding away and gaining levels, the combat becomes less and less difficult. Making your way through some of the trickier dungeons and other locations can be harrowing, what with elevator that need to be taken in a certain order, birds that can lift you to other locations and a few other interesting elements.

If you're not properly leveled, a few places in the game will seem impossible when the plot steps in and forces you into a new area with enemies at much higher levels that your current party. Sometimes, you'll lose a party member or two, forcing you to take one or two characters through a stretch of tough fights that will sap your healing item reserves unless you're lucky. You regain spell points by walking around, using items or oddly enough during battles. While it's essential to fight constantly in order to level up accordingly, the game's biggest flaw is trying to establish a sense of scale by not allowing you to run on the overworld map. This makes getting from one dungeon to the next or to a much-needed village inn or other safe zone quite a painful trip. The good news here is you'll eventually end up with a boat and later, an airship (two console RPG staples), which helps out a great deal, but you still need to slog it on the overworld map once you disembark.

Whether you're getting beat up by the local monster population or not, the game looks great, recalling the 16-bit glory days perfectly. Character art, portraits and backgrounds are lovingly detailed and the game has a well-done score and sound effects. While spell effects aren't as flashy as found in some SNES or genesis RPGs, they get the job done when it comes to wiping out foes. Some may complain that the game doesn't use any sort of 3D effects or the DS touch screen as effectively as other games on the handheld, but that's a blessing in disguise. Touch screen functionality is mouse-like, allowing you to tap on maps to move, select combat options, menus and such. The game can be played completely using the D-pad and shoulder buttons if you like and Im guessing most players will go this route.

There have been a few technical issues noted on message boards that can hamper the overall experience. These issues may include occasional game freezes during extended sessions, at least one character combo that can't be accessed and a "Monster Gauge" that doesn't seem to work at all. While my game never crashed during my first playthrough, some of the other issues made me wish the game was tested a bit more. However, if you use all three save slots and save often, you'll be less likely to be bothered by these issues. Given the long development cycle and this being Studio Archcraft's first professional game, the overall impression is positive, especially after around 70-plus actual hours of total play. The back of the box says 30 hours, but plenty of leveling up and completing sidequests definitely takes up a nice chunk of time.

Overall, Black Sigil: Blade of the Exiled will eat up hours of your time once you're drawn into the game world and characters, but the game will have far more appeal to folks like me who can appreciate all the work that goes into crafting a total game experience. More jaded gamers, those with short attention spans or folks who want innovation at every turn might find themselves wanting something faster-paced and more dynamic. Nevertheless, I'm hoping this developer gets another chance to dive back into the past and come up with an even more polished genre classic.

Wednesday, July 22, 2009

Review: The Conduit

Platform: Nintendo Wii

Developer: High Voltage Software


Publisher: Sega of America


# of Players: 1 (1-12 Online)


Rating: T (Teen)

Official Site


Score: A

Attention Wii owners: your core FPS has finally arrived... and it's a total blast. The Conduit is a technically impressive first-person shooter with a nifty conspiracy-packed plot, an action-packed single player campaign and innovative multiplayer modes that will keep you playing for months. High Voltage Software has laid down the gauntlet for future Wii developers with this original IP that deserves a home in any genre fan's collection. While the game isn't as stellar in spots as a few high profile releases on certain other consoles, what it does well it does often and that's where it counts.

The overall presentation nicely emulates a summer movie blockbuster, complete with driving music a nicely done opening that sets the tone for things to come and a sequel-friendly climax that will really make you crave a follow-up. You're Agent Michael Ford (voiced by Mark Sheppard), former Secret Service guy, now an operative for an organization called The Trust who finds himself pitted against an invasion by gun-toting aliens out to make life really miserable for the human race. As you go through the game, you'll uncover a bigger conspiracy and more enemies to face, but that's for you to discover on your own play time. Sure, it's not a mind-blowing storyline (if you're smart enough to seek out all the hidden messages in-game and online, the plot becomes more enjoyable), but High Voltage never went on record as saying they were reinventing the FPS genre from that perspective.

What's really the selling point here is the brilliant, completely user defined controls that allows anyone to tailor everything from the HUD layout to game balance. When was the last time you were able to adjust the targeting zone, character movement speed or even the complete button layout for a console FPS and test out your choices on the fly? What's even more impressive is how well the game controls, particularly if you're one of those folks coming from a PC shooter background. For new players, it may take a few runs though the tutorial stage to get the hang of how smooth the game feels and how accurate that Wiimote is (without the Motion Plus add-on, mind you). After that, you'll be in heaven (or sending your enemies to their respective heavens, actually). Based on the total freedom the dev team has given players regarding the customization, expect to see future FPS developers on the Wii use a similar customization scheme.

Meanwhile, back at the review ranch, you'll find that blasting through armor clad Drudge thugs, fast-moving exploding alien bugs, formerly friendly agents and other menaces is fun throughout. While some sections are a bit linear(more due to the Wii's limitations than the developer's skills, mind you), a few of those corridors have hidden rooms and secrets that require using the game's All-Seeing Eye, a floating device that's part of the overall plot as well as a handy tool. You can locate messages scrawled in invisible paint, uncover the aforementioned secret doorways and detect those pesky alien mines left in choice locations. The Eye is also used in the game's minor puzzle elements that have you scouring walls in order to open doors secured by invisible Drudge locks.

Enemy AI is fierce and once you're spotted, expect heavy resistance and a quick death if you try to outgun more than two or three baddies. There are a few exploding fuel tanks or other destructible environmental objects here and there to assist in some spots, but a few tense firefights will put your targeting skills to the test with waves of Drudge drones descending on your position. Once you come across those annoying rolling bugs, you'll soon find that unless you take out the cocoons they're spawning from, you'll never make it past some otherwise easy to navigate hallways. There are also a couple of "boss"-style fights that should keep your trigger finger busy with multiple enemy types coming at you from different directions, enemy spawners and all sorts of fireworks going on. Thankfully, you'll have a wide selection of about 20 weapons to use against your foes, from government-issue firearms and a few grenade types to a few awesome Grudge guns that can turn the tide in short order once you track them down.

Multiplayer is another area where the game stands out, even outstripping some Xbox 360 and Playstation 3 titles in terms of ease of use and game types. Online modes support 12-player matches and while there are a mere seven maps including a few standard deathmatch types, a number of the 13 online modes are supremely addictive and thanks to High Voltage's matchmaking system that makes setting up instant online games a snap. While you can input friend codes as usual, you're also able quickly find a random game to join or invite anyone already on your friends list with no effort. WiiSpeak works like a dream, especially in Free for all, where you're only able to hear yourself and the five closest players chatting it up. Servers have been fairly crowded since the game's launch, so it's nice to see a Wii game getting so much play time online.

As much fun as it is running around shooting each other up in the standard deathmatch, team deathmatch and flag capture variants, the innovative Bounty Hunter mode is one of the best multiplayer FPS modes you'll play. Instead of the usual camp or hop fest where everyone's fair game, each player is assigned ONE specific target and no one else. Killing that person gives you a point, while shooting anyone else subtracts a point. Oh, and yup - you're a target as well. The tension is nearly unbearable when you try this for the first time, but that's what makes this mode a total blast. You'll be feeling an adrenaline rush and massive paranoia as you never know when your number is up and it's pretty hilarious when you and your target spawn near each other and the other person's target happens to be your character. ASE Football, a thrilling "hold the bag" match can also be a ton of laughs if you're playing with a bunch of seasoned FPS jockeys.

Graphically, you're getting the best-looking action game on the Wii thanks to the team's awesomely flexible Quantum3 engine. Character models, weapons, lighting effects and many of the environments are first rate, particularly if you play the game on a big standard definition TV. I have both a HD setup I use for 360 and PS3 games and I was smart enough to hang onto my old 27-inch standard TV for Wii and PlayStation 2 reviews. Yes, The Conduit looks lovely in HD, but is even more of a looker on the lower resolution found on "old" sets. As mentioned above, sure, some of the corridors are straightforward and yes, a few wall textures can get a little blurry up close. On the other hand, it's hard to ignore all the hard work High Voltage put into making the game look so consistently fantastic.

Music, voice acting and sound effects are also excellently implemented throughout the game. Mark Sheppard and his dad W. Morgan Sheppard are perfectly cast as Ford and his Trust superior, John Adams. Kevin Sorbo makes up for Meet the Spartans (well a guy's gotta eat, right?) with a fun vocal performance as Prometheus, head of a "terrorist" group with its own agenda. The different weapons all sound great, and although you may get tired of the Drudge death yells, at least you know they're not getting back up after some of the more intense firefights. Crank up the sound and your neighbors just might call the cops thinking there's a REAL alien invasion going on at your place.

All together, the entire single player campaign is over in about 8 or so hours on the standard difficulty (but not everyone is a FPS wizard, so your total time may vary). On the harder modes, expect a more than healthy level of difficulty that can extend play time a few hours more (unless you're a crack shot that doesn't mind not killing every single enemy or seeking out every secret). Eight hours may not seem like a long time, however, many gamers play in short sessions, so it's entirely possible to get about a week's worth of gameplay from the main campaign and many more hours online with friends.

Overall, The Conduit is indeed a great game and it's even better if you're not some overly jaded PC or "next-gen" console owner looking to compare every aspect of it with the Halos, Killzones and Gears of Wars out there. Is it "perfect?" No - and no game really is, folks. On the other hand, High Voltage has to absolutely be recognized for creating a Wii game that's more than good enough for a sequel while finally doing something great with the Wii's online gaming function. I'm not saying this because I got a free copy of the game, either. My reviewable didn't show up, so I went out and bought the game outright a day after the release. Hell, after seeing it in action and getting more than enough hands-on time, this was one of those times that supporting a great developer was more important than merely hanging out by the mailbox.

Hands-on: The Wizard of Oz: Beyond the Yellow Brick Road


With tons of excellent RPGs on the Nintendo DS to choose from and more always on the way, it's getting tough to keep track of them all without counting yourself into a coma. On the other hand, it takes something as innovative, lovely and just plain fun to play as Xseed's upcoming The Wizard of Oz: Beyond the Yellow Brick Road to snap someone like me out of that snoozy state and wish for a working time machine. While the game isn't set to hit stores until the fall, I was fortunate enough to get some hands-on time with an English build at a recent Xseed Games press event here in NYC.

Japanese developer Media Vision (of Wild Arms fame) has put together a charming, challenging all-ages RPG that features gorgeous 3D graphics, an intriguing combat system and trackball-based movement I can see other developers "borrowing" for their future games. The game initially follows the plot from the classic film and L. Frank Baum book, but everything from the anime-style character designs to the turn-based battles are distinctly classic JRPG. The build I played had two saves, one with a two-member low level Dorothy/Scarecrow and the second with all four travelers around level 28.

Although you get the four principals early on (Dorothy, Scarecrow, Tin Man and Cowardly Lion, of course) the game isn't just a rehashed trip to a familiar OZ that has you taking down the Wicked Witch of the West at the end. There are four large seasonally themed maps to explore and a variety of enemies and bosses to face off against.The DS' top screen displays the game world while the lower screen is taken up by the huge trackball you'll use to guide Dorothy about. A light flick of the stylus will send her walking, while a good top to bottom roll will send her rocketing around as if she's on roller skates. While it's possible to fly past enemies with a little practice, you can also run straight into them and start a turn-based battle scene. Here's where things get strategically interesting.

Before a battle actually starts, you choose who's going to participate and the order in which they fight. Each character has a numerical rating from one to three stars and you're allowed up to four stars total. Dorothy and the Scarecrow are rated one star, the Lion is two and The Tin Man three stars. Once you've chosen your active members and which attacks, magic or items they'll use, the battle commences in typical first-person turn-based fashion showing your enemies onscreen with your party's status boxes below. While Dorothy seems to be more of a healer-type, she can definitely dish out a beat down when need be. The Scarecrow is no slouch either when it comes to the fisticuffs, but the much stronger Lion and Tin Man can plow through multiple enemies like a tornado through a Lego farm set. You can also let the game automatically fight for you, a great thing when grinding away on weaker enemies.

Early on, the game doesn't seem so tough, with plenty of weaker enemies scattered throughout the first map. However, you'll find that zipping past too many enemies or too quickly through a few battles can be hazardous to your party's health. As you get closer to an new area's gateway, you'll start to run into the occasional higher level pack of enemies that can knock an under-leveled party out in nothing flat. When I tried the higher level party save, I ran into a really vicious spectral enemy with a ton of health who was practically immune to any regular, magic or special attacks. I managed to escape from the battle, but upon returning to the game world, ol' ghostypants was still lurking in the area a wee bit too close for comfort.

Visually, the game is an absolute 3D masterpiece for the DS. By limiting movement to the different types roads, paths, boardwalks and such, Media Vision was able to bring the rest of the environments to vivid life. Colors pop off the screen, all the character models look great and the backgrounds practically sing with detail. If it weren't for the second screen and trackball, you'd almost think someone squeezed a PlayStation 2 emulator into the DS. There are also some beautifully illustrated storybook sections that tie things together (and makes me wonder if there's actually going to be an anime coming down the road one of these days).

The music (by Hitoshi Sakimoto and Michiko Naruke) is also solid, but don't expect to hear any of the familiar songs from the film. There's a new (and very pretty) song for the main title theme, but other than that, you won't hear any voice acting pumping out of those DS speakers. All the dialog is text-based and from what I saw and read, translated excellently. Of course, if this ever gets ported up to the PSP down the road, I'd expect a fully voiced cast taking advantage of the UMD format (but hey, don't quote me on that).

All in all, it's hard not to be impressed by the game and all this Oz needs is hardcore JRPG fans, Wizard of Oz fanatics and anyone else with an interest in quirky games the entire family will love to jump on the bandwagon and sing its praises. September 22 is right around the corner, which means pre-ordering this gem is a must if you fit into any of the categories above. Of course, I'll be back with a full review of the final version, so stay tuned...

Review: FUEL

Platform: Playstation 3/Xbox 360

Developer: Asobo Studio

Publisher: Codemasters

# of Players: 1 (1-16 Multiplayer)

Rating: E (Everyone)

Official Site

Score: A-

With racing games of all types zooming into game shops on every platform on a regular basis, there's pretty much been nothing new under the sun other than prettier visuals, faster frame rates and the ability to use more and more expensive peripherals. Nevertheless, it's actually quite hard to find games that not only work as racers, but do double duty as pure driving experiences. Welcome to FUEL, Codemasters' and Asobo Studio's groundbreaking arcade-style racer that offers up a whopping 5,000+ miles of outrageously fun racing and pure driving for the hell of driving in a single package. It's got a few quirks here and there, but if the open road is your thing (even a post-apocalyptic open road), you'll have a complete blast each time you pick up the controller.

I've been playing this game nearly non-stop for weeks now and even after completing every single mission, haven't grown tired of it thanks to the addictive exploration the game engine allows for. Of course, 70-plus vehicles to blaze around in on those thousands of miles of Asobo's sandbox world is only part of the fun. The super-fun driving model allows players of any skill level to get into things without throwing controllers around in frustration or paying for big bucks for a fancy steering wheel controller. Granted, racing game purists who own these big bucks steering wheel may gripe about the lack of support for their favorite Logitech or other pricey doodad. Nevertheless, the game is absolutely addictive and a total blast once it gets its hooks into you.

Things open with a gloom and doom CG movie featuring imagery that almost makes you think you're about to play some sort of Road Warrior homage, but you'll soon see that there's no soused-up Mad Mel driving around in tight black leather. The overall goal of the game is dirt simple, which may make some players wonder what all the fuss is about, but this simplicity works for me. Win every single event, collect every vehicle and bit of gear, see every sprawling Vista Point and when you've the time, create your own races and have a friend over (or take the game online) for even more fun.

Even more accessible than the popular GRID or DIRT games, the border-free racing allows for players to choose their own route or stick to the "tracks" as they're laid out. It's really all about the shortcuts and the true freedom you get whilst sailing off a cliff at 120 MPH and (hopefully) sticking the landing as you blast past the AI or live opponents. To keep things interesting, you'll need to collect fuel drums scattered around the environment or win fuel by completing events. Collected fuel is used as the game's commerce, enabling you to buy new vehicles as you move from camp to camp. If you loved the insane amount of driving freedom found in the exotic car feast Test Drive Unlimited or Burnout Paradise's big city packed with its more crash-happy fanatics you'll definitely appreciate what's here equally if not more.

You'll also discovery skins for your rides (called Liveries here) and the aforementioned Vista Points in choice locations that require a bit of driving. Additionally, as you traverse the map, you'll "unlock" events, more liveries and such once they come into your view range. The game absolutely encourages going anywhere and everywhere and it is indeed quite thrilling to finally make it to the top of a choice location in order to take in a supremely gorgeous view. It just too bad you can't take in-game photos or save race replays - this might have added some interesting online elements.

In Challenge mode, winning races earns you stars and fuel. The more stars you earn, the closer you get to unlocking different event areas of the massive game world. Races range Checkpoint, Endurance, Knock Out, Raid and a bunch of other types that go from super easy to "Try Again" specials du jour thanks to the need to finish in first place or win nothing at all. Yes, a lot of genre fans will be pissed off by this aspect of the game. However, I like it a lot because it forces you to learn everything each vehicle can do (or use a cheap exploit that allows you to use any ride you've bought in any event) as well as each shortcut, tree placement, building and bump on certain tough Challenge courses. Anyway, the penalty for dropping out of races is nothing at all, so you can quit out of races you're about to lose and retry at will or hit Free Ride mode to get some more mileage under your belt.

Vehicle handling is different for each ride type and with motorbikes, ATV's, pre-customized cars, trucks, buggies and a few surprises, you'll be trying out each and every one as they become available. Some rides are better on asphalt only, some do best for your off-road needs. There are a bunch that do double duty, but all the rides depend on your nailing the controls as soon as possible. Just pressing the gas will only cramp up your finger in record time - you'll find that emergency brake button great for sliding anything around a turn or a bike through a bunch of trees, missing a wreck by a hair. Once you get good at braking, you can juke your rides around obstacles almost as if that bike or buggy is Fred Astaire or Gene Kelly reincarnated as wheeled metal.

Rides get will dirty and bashed up a bit, but the game is a heck of a lot more forgiving than Codemasters' other racers. When you wreck, the game cuts the crash off with a quick logo screen wipe effect and then you're back on course a few feet from where you crunched up your ride. If you want to see some crashes, just watch the AI during the game. On occasion, you'll see the computer drivers wipe out, smash into each other (or something on the map) and even watch a driver or two fly off his motorbike. Even the "stunts" you pull off are automatic. Asobo wants you to focus on the road, not tapping out trick combos while you're trying to figure out which way you're going.

Speaking of figuring out where you're going, night driving in Free Mode can be particularly terrifying. Just like driving on a dark highway or lonely stretch of country road, you're constantly thinking there's something out there as you speed along, then just when you say to yourself "bah - this is a racing game, silly..." WHAM! you get blindsided by a big semi that whips around a sharp curve, catching you off guard. This happened to me a few times and it scared the hell out of me more than once. Wrecking into the trees or a big boulder you didn't see also makes for the occasionally freaky moment. The game uses a sped-up day/night cycle that might throw you at first until you realize it's the same as other open world games. Ten minutes of daylight, five minutes of darkness - you get used to it and you'll definitely be covering the most miles while the sun is out.

Creating races is easy - just select a spot on the map, drop a few checkpoints, choose the time and weather, then test out your new course. You can save your tracks and share them online to critical players, some of whom blow through even the most craftily designed checkpoint maps. The online play I experienced was very smooth and fast, with only two instances of problems where multiple live drivers crashed in the same spot. Both times it took a bit long for the race to resume, but I'm thinking it was due to a connection issue more than the game acting up.

Visually, there's a lot going on here and most of it is stellar stuff. There's a nice sense of realism in everything, particularly the lighting effects. Asobo's solid engine with it's excellent draw distance reminded me a of Valve's Source engine in terms of the color usage and overall ambiance. Yes, you'll see certain building types repeated throughout, but each fits the area of the map they're on and all that weathering and damage go a long way in immersing you in the game world. The game drops some incredible weather and environmental effects all over the place including blowing debris, ground fog, thunderstorms and even a frighteningly real-looking tornado. There is a tiny bit of pop-up here and there, but it doesn't take away from the fun at all.

Vehicles are non-licensed and fun-looking all around. Some of them look as if they've been cobbled together from spare parts with exposed frames, open trunks spare fuel bottles (or is that nitrous?) and such. the sense of speed is excellent, especially when you click into first person mode. On a motorbike or quad zipping through the trees at top speed it almost feels as if you're on one of those speeder bikes from Return of the Jedi (I'd be smacking those chubby Ewoks right out of their fur). Yeah, a real monster truck wouldn't be able to take a big ol' cliff jump like they do here, but remember folks, video games aren't real - you're supposed to throw your suspension of disbelief off that same cliff your truck suspension just went over.

The sound design strays away from the hyper-realistic auto noises found in more simulation style racers as well as the Hollywood-loud sounds heard in the Burnout and other arcade-style racers. Once you get into the driving here, you'll quickly grow accustomed to the engines, your ride bounding up and down off bumps and such and that quick crash noise that sounds as if someone dropped a really full, really big toolbox on a metal floor. The music is fine, but it tends to sound generic after extended sessions to the point that I could block it out and focus solely on zipping from place to place. Then again, as I said before, the game is all about the driving, so you won't even miss the music.

Problem areas would be the pre-race loading times, occasional freezes when playing for extended periods, and the sometimes crazily unreliable GPS (it gets really confused at times). There could have also been more done with things such as car or character customization (where are the female characters?) and the whole fuel collecting deal, but this is one of those games that absolutely begs for a follow up. With all the real estate packed onto this game disc, I'm hoping Asobo gets the chance to revisit the game world for either an expansion or even better, an actual sequel.

There's a lot to love about FUEL, 5000+ miles of a lot, to be exact. Nevertheless, to capture more interest from easily jaded gamers (and game journalists who need to reawaken their sense of wonder), Asobo and Codemasters really need to go the extra mile and fill in the game world with some killer on-foot activity that doesn't simply resemble a Grand Theft Auto game. I was so impressed with the game as soon as I started seeing how much ground there was to cover that I actually wrote up a design document for a potential sequel (yes, I get that inspired from time to time). All that real estate is begging for that something... extra that will grab gamers who normally avoid racing games like the plague. I have the feeling if the fine folks at Codemasters pick up on this idea, they'll finally have that big action game hit they've been striving for as well as an even better arcade racing experience. Anyway, you know where to reach me – I'll be on the open road, sailing a few hundred feet off a cliff, trying to stick that landing...

Tuesday, July 21, 2009

New Fallout 3: Mothership Zeta Screens


Well, alrighty then! The RPG that just keeps on giving (and getting better with each expansion) rolls onward (and upward) into outer space. Here are a few spectacular new screens from the Fallout 3: Mothership Zeta expansion DLC, set to land on both the Xbox 360 (via Xbox Live) and PC (via Windows Live) on Monday, August 3rd for 800 Microsoft Points. Playstation 3 owners, you know the drill - keep those home fires burning, it's coming your way as well at some point down the road.

As for what's in the expansion folks, Wel now... I've recently scavenged together a Cut-n-Paste mini-gun from Wasteland scrap and it kinda works like this (BANG!):

Mothership Zeta Description:

Defy hostile alien abductors and fight your way off of the massive Mothership Zeta, orbiting Earth miles above the Capital Wasteland. Mothership Zeta takes Fallout 3 in an entirely new direction – outer space. Meet new characters and join with them in a desperate bid to escape the Aliens’ clutches. To do so, you’ll wield powerful new weapons, like the Alien Atomizer, Alien Disintegrator, and Drone Cannon, and deck yourself out in brand new outfits, like the Gemini-Era Spacesuit and even Samurai Armor.

Story:

A strange Alien signal is being broadcast throughout the Capital Wasteland, originating from a crashed UFO. Is it a distress call, or something far more sinister? That question is answered when you find yourself beamed aboard an enormous Alien spacecraft, with only one alternative – to fight your way to the bridge of the ship and secure your escape.

Key Features:

  • Find and exploit new and destructive alien technology, like the Alien Atomizer and Drone Cannon.
  • Explore the vast Mothership and learn the secrets of the Aliens’ master plan.
  • Thwart the Aliens’ attempt to stop your escape, and take over the Alien ship before it wreaks havoc on the unsuspecting Earth below.
  • Fight against the Alien Invaders, their robot drones, and turn their own horrible experiments against them.
  • Ally yourself with an unexpected array of characters, both from the Capital Wasteland and from Earth ’s past.


  • I don't know how the heck they do it, but whatever is in the water over at Bethsoft must be keeping the guys and gals behind Fallout 3 awake at all hours cranking out awesome new content on a regular basis. Hmmm... given the rate that all this DLC is materializing, I wonder if there's anything Holiday-themed planned for us Wasteland dwellers?

Review: Little King's Story

Platform: Nintendo Wii

Developer: Cing/Town Factory

Publisher: Xseed Games

# of Players: 1


Rating: T (Teen)


Official Site


Rating: A


Brilliantly conceived, beautiful and brash, Little King's Story is a near-perfect blast of fresh air absolutely worth buying a Wii for. The game grabs you right away with its gorgeous art style and a smartly localized script chock full of references that in the know adults will appreciate more than the wee ones. Don't be fooled when looking at the cover art, screens or movies into thinking this is yet another budget-priced kids game you'll blow through in a few hours. Developer Cing makes itself a household name here with a fine mix of simulation, light RPG and real-time strategy that's as amusing as it is addictive. Once the game gets its hooks into you, there's never a dull moment and when you finally manage to drag yourself away from the TV, you'll probably have super-colorful dreams about your growing kingdom. And gold... sweet, golden gold.

The story is simple and simply told through some truly lovely cinemas that look as if they're from a hand-painted, animated storybook. You're Corobo, a young boy in a poor village in the land of Alpoko who one fine day, happens upon a magical crown. Once he pops it on his head, he's suddenly seen as a real king, getting himself in no short order, a royal adviser and a few helpful retainers. Now, Corobo has to act like a king and turn Alpoko from a dump full of clueless unemployed nobodies and ramshackle flats into a kingdom... well, fit for a king.

The game drops you into a fast tutorial that's easy to grasp and gets you up an running in no time. In fact, nearly every aspect of the gameplay can be picked up quickly thanks to the developer's absolute understanding that great games are rarely frustrating even for novice players. That's not to say you'll be blowing through this one with your eyes closed. There's a gentle balance to the early part of the game as you train your subjects in different skills necessary for your gold-gaining purposes.

These formerly dopey folks aren't mere drones - each of them has an interesting little life you'll want to keep an eyeball on as the games progresses. some will marry and have children, some will buy the farm in any number of ways. There's an interesting nod to games such as Black & White or Doshin the Giant (one of my favorite import GameCube games) as you'll need to deal with your now powered-up peons own necessities from time to time. Happy villagers are indeed productive villagers, you know. As you train the townspeople, you soon find out that monsters lurk around your kingdom and need to be dispatched before you can do that expansion you've been planning.

The real-time combat in the game is fast-paced and at first glance, a bit like the Pikmin games as you throw your small force at any baddies in the area. However, given that your troops aren't as expendable as in Nintendo's classic, you'll need to try your best to keep as many alive as possible by retreatin' before they're eaten. Given that you start to care about your guys and gals, seeing some of them "bite the dust!" or "buy the farm!" makes for an amusing, yet slightly grim moment. At first, death isn't too permanent, as a formerly dead villager will wash up on the shoreline none the worse for the wear about a day later. On the other hand, the number of funerals you'll attend makes that aspect of the game a clever lesson on mortality for younger players (and older folks who just can't let go).

Controls are excellent and intuitive, with the one exception of when it comes to herding large numbers of soldiers around or fighting multiple enemies in a small space. Here's where the Wii Motion Plus add-on would have added even more accuracy to the game, but given that the game was developed before the add-on was ready, you'll have to mildly suffer these moments. It's not all that bad, especially if you've gotten good at getting your guys and gals around. There area few pathing problems that force you to retrieve the occasional stuck villager from behind an object, but again, it's not a game-breaker.

The visuals, and overall presentation are a joy to behold. I'll go on record as saying this is one of the best looking games on the Wii to date. The different villager types, monsters and wacky (but sometimes a bit scary) sub-bosses and guardians ooze personality and you'll get a chuckle or two out of the oddball stuff such as the King's "steed" (a cow!), over-sized fighting fruit and the super cute (yet deadly) horned demons. I love the fact that your "castle" goes from a dump (complete with a huge pair of band-aids on the curtain) to a much prettier space as you make progress. A selection of popular classical music makes up the game's score and although tracks repeat, I never got tired of listening to the tunes. Everyone speaks in an intentional gibberish that fits perfectly and recalls Love-de-lic's amusing Japan-only games moon or UFO: A Day in the Life (two truly bizarre, yet fun imports that beg for a decent localization one day).

The US has some great bonuses, such as tons of hidden artwork that's a whole side-quest's worth of hunting (hint: kids in the game are good for something) and a harder difficulty mode that changes up things something fierce. The game is so entirely engrossing that it doesn't need any multiplayer modes, but I can see a few players wishing they could take their kingdoms online for some one on one action. Then again, that's why sequels get made, I guess. In any event, if you have a Wii, you absolutely need to bop on down to your nearest game shop and pick up this gem of a game. Xseed has some other fun Wii exclusives coming your way this year, so definitely support these guys and gals so they can keep bringing more unique imports stateside.

Monday, July 20, 2009

The Wizard of Oz: Beyond the Yellow Brick Road Press Release




OK folks, NOW it's official! Here's the press release in its entirety (so go pre-order the game already!):






Torrance, Calif., (July 20, 2009) – XSEED Games today announced that THE WIZARD OF OZ: Beyond the Yellow Brick Road, licensed by Warner Bros. Interactive Entertainment, for the Nintendo DS is currently in development and scheduled for release in North America in Fall 2009. Released as RIZ-ZOAWD by D3Publisher in Japan, THE WIZARD OF OZ: Beyond the Yellow Brick Road is an RPG inspired by the beloved tale of Dorothy and her magical journey through the Land of Oz, showing a unique new perspective on what happened after reaching the end of the Yellow Brick Road.
THE WIZARD OF OZ: Beyond the Yellow Brick Road takes gamers through the endearing adventure of protagonist Dorothy and her lovely dog, Toto, turning these charming characters into classic RPG heroes. A tornado suddenly strikes a small farm in Kansas, savagely uprooting Dorothy and Toto with just one gust. After hours of dancing around in the bushel of wind, the pair eventually settles in an unfamiliar countryside. It is here Dorothy learns that the only way to return home is by following the ominous voice calling out to her to the end of the Yellow Brick Road. On her journey, Dorothy encounters some unlikely characters who eventually decide to join her on her quest.

Dorothy and Toto, together with their newfound companions – the Scarecrow, Lion and Tin Man— embark on an enchanting voyage filled with many obstacles. Upon reaching the castle at the end of the Yellow Brick Road, the group learns from a mysterious wizard that the magical land has been taken over by four evil witches that are running amuck. Dorothy and her friends are tasked with defeating the witches with a return trip to Kansas as the reward, but is this new mission beyond the Yellow Brick Road everything it appears to be?

"XSEED is extremely happy to be taking part in bringing this beloved tale to life in an interactive format,” said Jun Iwasaki, President of XSEED Games. “Everyone knows the story of how Dorothy arrived in Oz, but this is a unique interpretation on what happened afterwards."

THE WIZARD OF OZ: Beyond the Yellow Brick Road presents an unorthodox yet accessible method of gameplay in a beautifully realized 3-dimensional Land of Oz with an original soundtrack. Utilizing the touch screen capabilities of the DS, all actions are completely controlled by the stylus, including Dorothy’s movement and speed which respond to the rotation of a large trackball on the bottom screen that is spun using the stylus. THE WIZARD OF OZ: Beyond the Yellow Brick Road also features turn-based battles from a first-person viewpoint, with multiple customization options allowing the game to recommend the best actions per turn for expedited play, or manual entry for more involved gameplay.

XSEED Games partnered with D3Publisher to secure the North American rights to publish and distribute THE WIZARD OF OZ: Beyond the Yellow Brick Road. This title is being developed by Media.Vision and will be available during Fall 2009 exclusively for the Nintendo DS.

I'll have my hands-on impressions of the game (which is really beautiful, by the way) posted later this week - stay tuned.

Cursed Mountain Cover Art Revealed













What's with the Wii being the go-to console for scary games in 2009? Between Silent Hill: Shattered Memories, Ju-on: The Grudge, Dead Space: Extraction and now this, things are definitely looking up for folks like me who like to play certain games from behind the sofa with goosebumps popping up all over. And hey, what's up with all the colons in the majority of these titles? Inquiring minds want to know!

Anyway, here's the final cover art to yet another unsettling Wii title I'm really psyched about, Deep Silver's intriguing (and blissfully title colon-free) horror/adventure, Cursed Mountain

So, what's the game about, you ask? Well dear reader, as I'm in the middle of writing up a few reviews, you'll have to settle for this official info swiped from today's press release:

"Set in the late 1980s, gamers will take on the role of a fearless mountaineer as he climbs into the Himalayas on a quest to find his lost brother. As he ascends the mountain, he encounters an ancient curse: the souls of the people who died in that region are stuck in limbo, caught in the Shadow World. Villagers, pilgrims, mountaineers and Buddhist monks - dead but not yet reincarnated - are all that is left on the mountain.

Terrible visions will disorient him, and ghosts and demons block his path. But the question remains - is his brother still alive?"

Color me creeped out, folks. Here are a few screenshots to pore over - I'm liking the lovely stylized visuals quite a lot:

Where the Wild Things Are Set to Stalk Consoles, Handhelds This October


Ha - With all that's going on these days, I'd completely forgotten about the upcoming Spike Jonze-directed take on Maurice Sendak's classic kid's book, but Warner Bros. Interactive Entertainment obviously hasn't. Here's the official press release announcing the upcoming console and handleld versions of the game:

In conjunction with the release of the highly anticipated feature film from director Spike Jonze, Where the Wild Things Are, Warner Bros. Interactive Entertainment and Legendary Pictures announce the Where the Wild Things Are videogame will be available on Wii™, PLAYSTATION®3 computer entertainment system and Xbox 360® video game and entertainment system from Microsoft and Nintendo DS™ in October 2009. Where the Wild Things Are is a Warner Bros. theatrical release from Warner Bros. Pictures, Legendary Pictures and Village Roadshow Pictures.

In the videogame, players assume the role of the rambunctious young Max and can explore the island of the Wild Things, journey across its dangerous terrain, overcome hazardous obstacles and battle fierce creatures. After landing his boat on the mysterious island of the Wild Things – Max quickly befriends the fearsome but loveable creatures and becomes “King of All Wild Things.” He soon learns that the island is on the brink of destruction and that it’s up to him and the Wild Things to work together to find a way to escape to safety before its too late. Where the Wild Things Are is being developed for Wii™, PLAYSTATION®3 and Xbox 360® video game and entertainment system from Microsoft by Amaze Entertainment, a Foundation 9 studio, and for Nintendo DS™ by WayForward.

Where the Wild Things Are is one the most beloved children’s stories and we are excited to deliver an immersive interactive experience based on and inspired by the feature film from Spike Jonze,” said Samantha Ryan, Senior Vice President, Production and Development, Warner Bros. Interactive Entertainment. “Through their action-filled adventure, players will team-up with the Wild Things – each with their own unique skills or special talents – learn valuable new abilities and work together to find a way to safety.”

Given the source material and both Amaze's and WayForward's skills with licensed games over the past few years, these games just may be a lot more interesting than the usual movie games I get to play. The Wild Party starts this October - more info on the game as it comes in.

Valhalla Knights: Eldar Saga Update #3

OK, folks - yes, there's been a bit of confusion about the whole character customization deal in the game, but that's what happens when you're dealing with multiple builds of a game. I got an email this morning from Xseed's Product Manager Jimmy Soga that should definitively answer your questions regarding this. Hey, if I'm wrong about something, I'm not gonna hide under a rock, folks!

"For VKES, yes I do have to apologize for the character's sex/race customization. Apparently the setting I mentioned was the earlier build and the new one has been changed.

So here we go...

First off in VKES there are 2 episodes. As RPGamer mentioned, you are set to play as human male at the beginning since the story revolves heavily around him. You will be able to customize his appearance and battle cry voices as well as job class. During the first episode you can choose to marry a human, elf, dwarf, or Halfling.

The second episode is about your kid from the first episode so depending on who you married you will be a human or a half human. Here you will be able to select your gender as well.

For the mercenaries, you cannot create them from scratch like you did in VK1 and VK2. during your adventure you will run into these mercs and once you meet them they will be at the guild for you to hire. You are able to customize their stats and weapons/armors but cannot change their race or gender."


Now that that's cleared up, it's looking as if the more story-focused aspect of the game should appeal to those players who thought the PSP versions were a bit too sporadic in their storytelling elements.

Saturday, July 18, 2009

Review: Damnation

Platform: Playstation 3/Xbox 360

Developer: Blue Omega Entertainment


Publisher: Codemasters


# of Players: 1 – 2 (Co-op) 1 - 8 (Multiplayer)


Rating: M (Mature)


www.damnationthegame.com

Score: C

Codemasters' latest entry into the action game genre certainly offers up some innovative gameplay concepts and an interesting mix of steampunk and western-inspired visual elements. However the overall execution falls short thanks to some major quality issues. Developer Blue Omega Entertainment has expanded its award-winning Unreal Tournament 2004 mod, Damnation: Hell Breaks Loose to a full game, but despite the updated elements it still feels more like a halfway decent Unreal mod rather than a top-drawer release. Problems aside, there is some fun to be had here provided you're willing to deal or overlook with the game's flaws. Like too many games of this console generation, most of these issues probably could have been addressed with a patch. But at this point, it's hard to say whether or not this will ever happen.

The plot has something to do with an alternate past that puts Terminator-like robots and the aforementioned steampunk/western-inspired technology into a post Civil War mash-up of sorts. There's an evil corporate head named Lord Prescott that plans to use his army to take over the country, psychic Indians, big iron motorbikes and plenty of ridiculously over-sized real estate to navigate as the game progresses. The latter element makes up the best part of the game thanks to the flat storytelling presented in the cut scenes along with the somewhat weak scriptwriting that lacks any emotional depth.

Take away the big set pieces and Damnation plays out like nearly any generic action game. Plot points happen mostly in lengthy, action-packed (yet strangely dull) cut scenes, some of which should have been playable sequences that could have elevated the game significantly. You're introduced to square-jawed lead character Hamilton Rourke and a small group of freedom fighters along with a few main enemy types, but the writing really doesn't do a good job of making these guys and gals interesting. There are a handful of actual plot surprises, but since it's hard to care about the characters, it's harder to be shocked by any of the big revelations.

Where the game really shines is in the crazy level layouts and the manner in which you get from point A to point B. Yes, these massive architectural set pieces don't make much sense in the real world, but as you get into the wall-jumping and pole-hopping, there's a certain rhythm that just falls into place. The jumping sections aren't all that difficult and despite the huge maps 9with no compass feature), it's impossible to get lost. Should you miss a jump and fall to your death, you'll magically reappear at the jump point and get to retry until you get it right. There are also a few puzzles that involve pushing statues around, but these feel lifted straight from one of Lara Croft's adventures. More (and more varied) puzzles would have been welcome, because frankly speaking, the combat in the game just doesn't cut it.

Gun battles also hearken back to the Tomb Raider era (circa 1996) and just like Lara's adventures, traversing the environments is a hell of a lot more enjoyable than fighting enemies. The AI here is either nonexistent or too erratic to be believable and the targeting system feels too loose overall. Average baddies take way too many shots to kill and the game makes up for this flaw by making gun-toting troops dead-shot accurate up close. Trying to play the game as a simple run 'n gun will get you gibbed in no time flat by Prescott's PSI troops should you try to get the drop on a shotgun-toting goon. Unlike dying while jumping, you're sent back to the last checkpoint should you buy the farm in combat. This can be good or bad, depending on where you died, as you'll need to fight the same enemies that did you in until you reach the next checkpoint.

Oddly enough, it almost feels as if enemy placement was an afterthought, since they tend to be grouped in certain spots or only pop in after a checkpoint and a second or three of loading. The developer must have realized the troublesome AI would make for some pretty vexatious combat, so early in the second level, you learn to use “Spirit Vision” to see enemies behind walls or other objects. Since the power has unlimited uses and with a sniper rifle, it almost feels like cheating. Zap a new area with the power and you can take down most enemies with a head shot or two before they even notice. Even if they do become alerted, don't expect much of a fight. PSI troops will run straight (and sometimes right past) at you, dodge back and forth right into your line of fire or do nothing but loop in circles.

You'd think your AI allies would help out considerably during combat. Unfortunately this isn't the case at all. In the more crowded firefights, you'll often spend a few too many minutes watching your AI teammate(s) trade shots with equally blind enemies. Your partner(s) may eventually kill off a few foes, but the game really wants you to do the majority of the shooting. Your allies also have the pesky tendency to get killed off multiple times thanks to their awful pathfinding skills when under fire. You have the unlimited ability to revive them, which ends up becoming a chore when they continue to run into instant death, forcing you to put yourself in harm's way as you deal with threats solo. Playing the game with a buddy in co-op mode works much better, although you'll both have to be into the game and its quirks for maximum enjoyment.

The mostly fun motorbike sections are fast-paced bits of fun when they work properly. You'll run into oddball spots where you're supposed to fall off the map and die horribly, but thanks to a well-placed boost, you're able to blast awkwardly up walls and save your bacon. You can also get off the bike in some spots to shoot it out with enemies, but you'll generally end up getting killed and sent back to the last checkpoint unless you're a crack shot. On the bike, your AI buddy certainly isn't a crack shot in these sections – they'll shoot off hundreds of rounds, but it's more up to you to run down enemies than rely on the AI marksmanship.

As for the presentation side of things, it's a mixed bag. The normally reliable Unreal engine-powered visuals end up like most non-Epic developed games that use the engine. Everything is more stylized and looking very much like its coated in shiny plastic with Rourke, his crew and the major villains sporting the requisite buff physiques and eye-catching gear. Naturally, the ladies sport mega cleavage and combat costumes that look as if they're straight out of a Cinemax After Hours sex flick. There are only a few enemy types, but none really make you jump out of your seat other than the Terminator-style robots and later, some zippy mutant types. Since mechanical enemies don't show up in Spirit Vision, you'll probably take a rocket or two up the rear until you figure out how to deal with them.

Textures range from adequate to blandly painted on, sometimes within a few feet of each other. You'll really notice this in the bike sequences should you dismount mid-run or in the game world proper if you explore a bit too much. Since you're supposed to more or less stick to the pathways the game gives you, you're not supposed to notice the blurry or patchy elements. But if you're the exploring type like me, you'll see what's behind the curtain a wee bit too often. At times the game looks like a current gen game, at times it looks like an Xbox game running in not so high-definition. If this were a launch or launch window title, it would have probably be a bit more acceptable to the graphics hounds out there. But with so many games going for flash first and foremost, what's here is less than spectacular.

While the animations of characters navigating environments is well done (particularly when you nail the movement controls), your AI partners have the nasty habit of getting a case of the jitters under certain conditions, disappearing from the game screen entirely, not moving or running straight into enemy fire. During one sewer level, my AI partner decided to not follow me at all, leaving me to deal with a few packs of fast-moving mutants until I reached a faraway checkpoint. You'll also see the AI climb through you on ladders and in one later map, actually run off and hop into a glitchy area that shouldn't even be accessible – oops. I managed to work my way to this area after some work and promptly fell through the map back into another part of the level I couldn't get out of, which forced me to reset and start from my last save point.

The sound production also suffers a bit too much here. While the music is decent, the sound effects and voice acting come off as they've been recorded in one take in someone's living room. Whether you're watching a cut scene or listening to characters speak, there's no feeling of spatial depth to all the noise going on. Weapons clatter away, big cannons fail to impress and some of the non-interactive moments really fall flat because you never feel immersed in the aural part of the experience. For comparison's sake, I dug up the “old” Xbox game Shadow Ops: Red Mercury from my library and replayed part of one level. That game still stands out as having superb sound design and overall sound production that's better than a nice chunk of current-gen releases.

One thing that actually works regarding the vocal performances are the outrageously amd intentionally funny PSI public service messages that promise yummy potted meat, free water for slaving away in the mines and other humorous bits. These messages are pumped throughout the game world in select locations and once you stop shooting to listen up, actually break up the monotony of the flat gunfire and occasional death yells. Online multiplayer was pretty lonely the few times I logged on, but I did play a few deathmatch and co-op matches with a few players who mostly complained about how unfair some reviews were or just flat out blasted the game because they paid full price for it. Of course, I didn't mention I was reviewing the game, but at least I'm willing to be a lot more constructive in my deconstruction of the game's problem areas.

Despite all my complaints, I'm actually going to recommend at least renting the game for the buy-curious player. The massive maps and exploration elements reminded my of the underrated Galleon, an Xbox exclusive that got shafted by critics and some less than open-minded gamers. Granted, Damnation isn't nearly as fun as Galleon, but you can clearly see the spark of a greater game throughout. Given Blue Omega's fate, the game also recalls Blue 52's Stolen, another ambitious effort that actually killed its development house off when it failed to move in anything resembling significant numbers. One other thing that probably came into play was Capcom's upcoming Dark Void, which looks to do what Damnation does but far better with faster-paced gameplay, flying sequences and a superior game engine.

While far from perfect in its current state, Damnation will most likely find its audience among gamers that like the concept and easy to grasp controls yet don't demand complete perfection from everything they buy or rent. There's definitely enough inspired moments here to fill a potential sequel, but only if that finished product is a great deal more polished than what's on display here.