Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Monday, January 30, 2012

[Review] AMY (PS3)


When AMY publisher Lexis Numerique surveyed gamers to find out how muchthey wanted the game to cost, I initially applauded their efforts. It wasrefreshing, though perhaps a bit suspect and odd, to see a publisher pricetheir game based on consumer demand rather than an amount to maximize profits. Asthe reviews trickled in and I had tried AMYmyself though, I realized it wasn’t so much an attempt to democratize pricingas much as it was an attempt to get the few extra bucks the game could netthem.

The story starts off on a trainwhere players control Lana, who has just helped Amy escape from some sort oflab. Suddenly, the train’s attendant knocks Lana out and by the time sherecovers, she finds that they have crashed into a train station and Amy ismissing. With that, players begin their quest to find and keep Amy safe. Formuch of the game, the narrative focuses on this goal rather than any realmotivation to find her. Even if the game were more exciting to play, I wouldhave felt little drive to look for the girl. But I suppose the fact that shewas a young girl was reason enough for the writer.

Conceptually, AMY had a lot going for it. Instead oflimiting players to the usual healing items or automatic regeneration found inmost games, Lana could cure her infection level through being close with Amy,who is immune to the monsters’ disease. In addition, Amy could be commanded tocomplete certain tasks that Lana couldn’t do. However, the execution of it allis shoddy at best. Amy, along with other NPCs, are prone to walking into walls,disobeying the occasional order, or simply being a hindrance as players walk.At least the collision detection works fine.
Most frustrating of all in thisgame are the combat mechanics and controls. Understandably, Lana isn’t trainedfor combat and could only wield the occasional wooden stick, but her limitationto either swing or dodge only makes for repetition. Even the protagonists in Silent Hill know how to pull a trigger. Theuncooperative camera hinders players even moreso than Lana’s own inability tofight, often placing enemies in blindspots and a prime location to ambushplayers or perhaps eluding players as to whether the monster has died yet. Othergames that feature a powerless protagonist feel challenging; AMY challenges players to not destroytheir controllers in rage. Sparse checkpoints will annoy players even further, forcing them to replay large segments from untimely, accidental deaths.

Upon first impression, the gamelooks like a treat, especially at the $15 pricetag. As players spend more timewith AMY though, the blemishes willsoon become noticeable. Once players take control of Lana and command her torun out of the train, they will notice the game’s extremely choppy frame rate.It’s as though the game decides to skip a beat with every couple of steps Lanatakes, a problem that is only exacerbated during fights. Design-wise, the gameis so dark that it actually affects gameplay. Without any reliable radar and onlyvague visual cues to go on, I frequently ran into invisible walls that shouldhave never existed – wide gaps that couldn’t be crossed and sizeable crevassesthat Lana just seemed too elegant to crawl through. Any spaciousness that thesevisual elements create quickly disappears.
AMY is everything that an indie title shouldn’t be – it’s marred bylazy design decisions, clunky controls, and wasted potential. Gamers who wantto test the legitimacy of reviewers’ scores or are drawn into the title by itspremise and graphics are highly discouraged from even touching the title. Thegame’s problems are simply too numerous and rooted in design for them to everbe patched up, making it hardly worth a purchase. 

Available on: PC, PS3, Xbox 360; Publisher: Lexis Numerique; Developer: VectorCell; Players: 1; Released: January 17, 2012; ESRB: Mature; Official Site
Note: A promotional code was provided to Denkiphile for review purposes by the publisher.

Wednesday, January 4, 2012

[Review] Batman Arkham City (PS3)


After creating a game that is heralded as game of the year, there must be a huge sense of satisfaction with all those involved. Soon after the champagne is gone and the confetti is cleaned up, everyone is left with the question: "What now?" How do the developers follow that up? How can they make a sequel that not only reaches the success of the prequel, but raises the bar to a new level? That was the challenge that Rocksteady Studios had in front of them after the glory that was Batman: Arkham Asylum. So as we start the new year, we take a look back to the best games of 2011 and check out Batman: Arkham City.


From the get go, Arkham City beautifully transitions from where Arkham Asylum left off. The former warden of Arkham Asylum is now the mayor of Gotham and has sent all the inmates of the asylum to a large gated area of Gotham that is Arkham City. Hugo Strange runs Arkham City and Bruce Wayne has been captured then sent into Arkham City in an epic, Hollywood worthy, cinematic intro.
The gameplay mirrors that of the original game and why not? If it's not broken, don't fix it. This is really a huge testament to the franchise's success; the core of the gameplay is very simple. You can fight all the thugs with a single button; if you want to add some counter attacks then you're now up to two buttons. Anything further than that is unnecessary, though the game will prompt you on how to perform certain combos and unlock the fighting potential of Batman. If you find this too easy, then you have the option of removing the prompts and left to learn and memorize these combos, but regardless of what you choose, you'll be in an action packed, and visually stunning battle every time. It can get redundant after awhile, especially in the regard of the random groups of thugs you encounter along the way. But most of the time you can spare yourself by just passing them along. Arkham City is quiet large, with many different buildings that you can interact with and free roaming the skies as Batman is really half the fun. In fact, gliding and grappling will quickly become the preferred mode of transportation; not only is it faster but walking and running with Batman is really rather cumbersome and not very smooth, which was something that unfortunately carried over from the original. Batman's place is in the skies anyway.
Without giving too much away, the plot is very intricate and packed with almost every Batman villain you can think of. They've even added a couple of missions where you can play as Catwoman that are behind the scenes but still relevant to the main plot. Another thing that I learned about Batman is that his life sucks. I say so because now, through this game, I feel as though I understand what it is to be Batman. Hear me out. You're gliding around the city on the hunt for Mr. Freeze, and when all the sudden your radio scanner tells you there are some thugs assaulting someone. Are you going to be that heartless guy that carries on with more important matters and let's this poor innocent man get mugged or worse? Okay; yeah you do sometimes, but a lot of the time you put your own mission aside to help out others. Believe me that this is no understatement. There will always be other side missions to accomplish, which really goes to show that there is always work to be done for Batman. These missions vary from random acts of kindness on the streets to full fledged missions with other bosses that show you how large and in-depth this game really is. There are even little trophies that the Riddlers has scattered around the city. This all makes for countless hours of content - relevant content. Everything about this game has a great attention to detail.

I really can't express enough how great of an experience it is to play this game. It is like you are living the character of the major motion film, with great graphics, cinematic movie score, and a great plot to go along with it. Though it obviously is a sequel Arkham Asylum, Arkham City delivers in its own right and can be a stand alone game with the hours upon hours of content. Though it is not in my nature to give anything the title of a perfect game, this game does come close. The franchise has created a great environment that can be enjoyed from the noobs to the veterans without detracting from the gameplay experience, allowing the player to engulf themselves into the world of Batman.
Available on: 360, PC, PS3; Publisher: Rocksteady Studios; Developer: Warner Bros. Interactive; Players: 1; Released: October 18, 2011; ESRB: Teen; Official Site

Tuesday, January 3, 2012

[Review] Cooking Mama 4: Kitchen Magic (3DS)


Though it only joined us in the last generation ofportables, the Cooking Mama serieshas already become an imminent release for Nintendo’s portables. A release onthe 3DS on the question also begs the question of what the game could have tobenefit from the system’s capabilities, considering that the game takes placemostly on the touch screen. The answer: not much, but Cooking Mama 4: Kitchen Magicstill keeps all of its charm and base audience with the its new outing.Unfortunately, the problems that have plagued older games in the series stillremain as well.

 Stereoscopic 3D, the3DS’s most outstanding function, is hardly used. At most, items may pop up fromthe bottom screen to the top, either foretelling an incoming ingredient thatmust be grasped or punishment for throwing ingredients in a blender at thewrong time. Visually, the game still has improvements over its predecessorsthough and the finished products can actually look quite tempting. Otherwise,the visual style for Kitchen Magicstays true to the series with few differences to the 2D art – so much so thatplayers may confuse it for a preceding title.
For the most part, the gameplay also remains unchanged.There’s a healthy amount of new cooking methods, most of which revolve aroundtiming your actions. The 3DS’s gyroscope is also put to use, allowing certainminigames to be completed by wiggling the system around rather than using thetouchscreen. However, the game doesn’t really inform players when a gyroscopecan be used and it’s rather imprecise compared to the touchscreen, making it a trivialaddition.

Any veteran chef will look at the game as a joke thatfeatures unrealistic and excessively complex ways to get the same job done.It’s doubtful that any cook will actually choose to squeeze falling bananas outof their peel rather than doing so the generic way.  Minor bickering about the game’s lack ofrealism aside, these do provide a healthy amount of challenge. Players willhave no trouble finishing recipes in a matter of minutes due to the game’stolerance for mistakes, even rewarding players with a gold coin despitemistakes, and its mostly short recipes. It will take practice, however, tofinish certain challenges in a timely fashion and be awarded with stars thatbuild towards new accessories and kitchenware for Mama.
After the first ten or so recipes, repetition will kick in. Thishas been a longtime issue for the series and rears its ugly head again with Kitchen Magic. Beyond just crackingendless eggs and mixing countless ingredients together, even the combination minigamesreek of repetition; no matter what condiment players are putting onto their riceor soba, the minigame will be the same. Multiplayer options largely revolvearound the same gameplay as the single player, hardly providing a remedy.

For kids and family road trips, Cooking Mama 4: Kitchen Magic may be ideal with its short bursts ofcooking fun. Those who have However, anyone looking for a deep experience willbe disappointed by the repeats in preparation and lack of improvements from thepast formulas. Any visual upgrades made were minor at best and it’s hard to recommendplayers to pick this up over its past, and probably cheaper, counterparts.

Available on: 3DS; Publisher: Majesco Games; Developer: Cooking Mama Limited; Players: 1 - 4; Released: November 16, 2011; ESRB: Everyone; Official Site
Note: A retail copy was provided to Denkiphile for review purposes by the publisher.

Saturday, December 31, 2011

[Review] Nano Assault (3DS)


In recent years, twin stick shooters have gained quite the popularitywith games like Super Stardust HD andBangai-O HD: Missile Fury. Often,they involve futuristic concepts and larger than life proportions. Nano Assault, the third game in the Nano series from Shin’en, goes the otherdirection and takes players within to fight on the surfaces of infected cells. Likethe unexplored depths of the ocean, this proves to be just as interesting ajourney despite it being so close to home.

Each mission sends players to a different cell or part of abody to fight off infections, but players may soon forget this after severalmissions. Every level is satiated with cosmic colors rather than the dull, darkred that players would expect to find in their own bodies; if it weren’t forthe non-spherical structure of the cells that the Nanite fights on, I couldhave easily thought this game had taken place in space. Stereoscopic 3D visualsare put to great use here; the depth of field truly gives the trek around the cellsa magnificent view. It may take some getting used to and may be a bit dizzying atfirst, but once players get used to it, NanoAssault could be one of the most beautiful games on the 3DS.
While the sound effects themselves are nothing to write homeabout – many of which mirror the generic laser sounds science fiction isridiculed for – the soundtrack matches the game’s tone and becomes a key partof the experience. The eerie tone of the music appropriately conveys themystery of the microscopic world while featuring a high paced rhythm that eggsplayers on.

Aside from the 3D twin shooter control levels, the game alsohas levels that take place on a 2D plane and others where it acts as a thirdperson shooter. The former are generally designed well, keeping in mind the Nano series’ 2D roots. Though movementis restricted to two dimensions, players will be able to shoot and shot at inthree dimensions, retaining the game’s twin stick mechanics. The third personshooter levels are intense, often throwing projectiles and obstacles at theplayer at high speed, requiring quick defensive shots or maneuvering. Theexecution of these levels, however, is somewhat of a bust. Enemy shots’distances are often hard to judge, leading to delayed maneuvering and consequentialdeath, and both piloting and the aiming reticle are handled by the analogstick, which had me compensating and aiming at a group of enemies again afterdodging. Luckily, collecting blue gems dropped by enemies give players extrastarting lives, which make the occasional accidental Nanite death more passablethan frustrating. With each life, players get a full refill of special weapons that can be expended freely, robbing the game of its intended difficulty.
Though the twin shooter segments may be what draw gamers in,the boss fights are what keeps them in and take place primarily on the thirdperson segments. Precluded by long segments of exploration and trivial enemies,boss fights are also featured in an unlockable boss attack mode. Often, thesebosses throw cleverly placed projectiles towards players, requiring alertmovement to survive, not unlike the shooters of yesteryear.

The 3DS and its controls may not be the perfect setup for a twin stick shooter, but this game proves that we can still have one on the system. Visually breathtaking and a trip to microscopic levels that players may not have even fantasized about before, Nano Assault is as much an immersive journey as it is a captivating game. With only a few blemishes under its belt, this is definitely a worthy addition to any 3DS library.

Available on: 3DS; Publisher: Majesco Games; Developer: Shin'en; Players: 1; Released: December 5, 2011; ESRB: Everyone; Official Site
Note: A retail copy was provided to Denkiphile for review purposes by the publisher.

Wednesday, December 28, 2011

[Review] Trine 2 (PS3)


A relatively unknown game, Trine had caught the eyes of both critics and players who cameacross it. Ultimately, it failed to be published by Atllus on the Xbox LiveArcade and never quite reached the masses. With its sequel, Trine 2 being published by Atlus, thegame received some much needed hype to usher it into gamers’ eyes. With arelease that came just before Christmas, it seems to make the perfect unexpected,yet pleasing Christmas gift.

Trine 2 starts offsometime after the first, with the Trine summoning the wizard, knight, andthief to go on a quest once again. Along the way, they will traverse to avariety of beautifully rendered and fantastically designed locales – spiderweb-filled caverns, lush green forests filled with goblins and giant creatures –that are the stuff kids’ imaginations are made of. Gamers who have followed thefirst game will be happy to know that the trio’s characteristics and game’ssense of humor is intact, periodically highlighting the thief’s mischievousnature or the wizard’s age.
The bulk of the game includes puzzles and platformingaction, but what makes Trine 2 shineis the multitude of ways that players can solve a puzzle. On my thirdplaythrough of a level, I still found another way of getting across an abyssfilled with enemy fire. I could have either been ballsy and dodged every singleprojectile, summoned the wizard’s magical boxes as shields, or simply swungacross using the thief’s grappling hook. Though the game’s intermittentcheckpoints will heal and restore any lost members of the team, the open endednature of a puzzle ensure that with determination and an open mind, gamers canzoom through the game with minimal back tracking.

When another player is thrown into the mix, the puzzlesbecome infinitely easier. Unreachable ledges become a short magical box’s liftaway and overwhelming odds from packs of goblins become easily outmatched. Thebattles themselves could have a variety of solutions too; the whole cast is capableof holding their own. Other than the occasional bossfight, the battles feel insignificantand are only a slight impediment to reaching puzzles, which make up the bulk ofthe game both in play time and challenge. The game’s tech tree, which containsmany new skills that are essential to solving future puzzles, can actually bemodified on the fly to suit any situation’s needs.
Fortunately, unlike DungeonSiege 3, multiplayer saves carry over to players’ own games with Trine 2 allowing players to saveprogress from any multiplayer game they join. It no longer feels like purealtruistic charity when helping others complete a level. It can be a bitfrustrating when playing with others because the game doesn’t include a micoption, often making for countless fumbles during puzzles and confusion. Thankfully,there’s an offline multiplayer option that includes all the benefits of onlinemultiplayer without any of the confusion.

Fans of the first Trinewould have undoubtedly already picked this title up. Those who have only heardof it and are on the fence should do the same. The game’s design that leads tomultiple outcomes for any puzzle, whether it be in single or multiplayer, leadsto countless replay value. The gameplay coupled with the game’s both varied andgorgeous environments, gamers aren’t only in for a visual treat, but a journeyinto a fantasy world that they only dreamed of as kids. 

Available on: Mac, PC, PS3, Xbox 360; Publisher: Atlus; Developer: Frozenbyte; Players: 1 - 3; Released: December 20, 2011; ESRB: Everyone; Official Site
Note: A promotional code was provided to Denkiphile for review purposes by the publisher.