Video Game Review: Thomas Was Alone [PS Vita/PS3]

Thomas Was Alone [PS Vita/PS3]

Thomas Was Alone
System: PS Vita/PS3 (crossbuy) [also on PC and Mac]
Genre: Puzzle platformer
Publisher: Mike Bithell
Developer: Bossa Studios, Curve Studios (Vita/PS3), Mike Bithell (PC/Mac)
Release Date: April 23, 2013

At first glance, Thomas Was Alone doesn’t look like much. There’s a black background, a few blocks and some ledges. Hardly anything visually stimulating.

Yet here is a game that will have you hooked from the very first level.

It all starts with the narrator. British humorist Danny Wallace, who earned a BAFTA Award for his performance, is there to narrate every single one of the game’s 100 levels. Through his voice, he gives every block in the game a name and personality.

Thomas Was Alone [PS Vita/PS3]

There’s Thomas, the titular character, a red rectangle that is trying to make sense of the world around him. Soon he meets Chris, a short and stout orange square, and he is a particularly grouchy character. Later, Claire is introduced. She is a large blue square, one who is insecure but takes some great pride in helping others. A tall and thin yellow rectangle named John also enters the picture, and he loves to show off his high-jumping abilities.

These are only but a handful of the characters we are introduced to in Thomas Was Alone, and all of them are different-sized squares and rectangles. Sometimes a level will require you to use a few of them together in order to solve puzzles, while others only use one character.

Every level has the same basic end goal: to move the blocks to their appropriately-sized exit portals. Since each character has its own ability (i.e. Claire can float in water, John can jump really high), these specific traits must be taken advantage of in order to make progress. Most puzzles can be solved by using some variation of stacking blocks and using each other as a platform, and very few of the game’s levels actually present a real mind-bending challenge.

Thomas Was Alone [PS Vita/PS3]

However, it is this simplicity that only enhances the game’s ambiance. Combined with the glitchy, minimalist soundtrack, Thomas Was Alone is a laidback experience, perfect for when you just want to relax after a long day.

It’s rather amazing that a game so basic in concept can achieve so much thanks to good, quality writing. It’s hard not to be enchanted with Wallace’s witty quips about isolation, loneliness, companionship and artificial intelligence. If you had told me beforehand that I could get attached to a few blocks, I would have called you crazy. While sometimes I wish the game did have more of a challenge, the setting and overall charm makes this an easy one to recommend.

8/10

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Video Game Review: Guacamelee! [PS Vita/PS3]

Guacamelee! [PS Vita/PS3]

Guacamelee!
System: PS Vita (crossbuy with PS3)
Genre: Action/Platforming (Metroidvania)
Developer: Drinkbox Studios
Release Date: April 9, 2013

If there’s one video game genre I enjoy most, it’s what is commonly referred to as Metroidvania. These are typically 2D side-scrolling affairs that invite exploration of a large in-game world. As the game progresses, new abilities are unlocked that allow you to reach previously inaccessible areas.

Drinkbox Studios — creators of the brilliant (and criminally overlooked) Tales From Space: Mutant Blobs Attack — have taken the Metroidvania genre and given it a fresh twist with their latest, Guacamelee!. Here is a game steeped in Mexican folklore with a beautiful artstyle. It is also an adventure that does not take itself seriously. At all. (This is not a bad thing)

You play as Juan Aguacate (translation: Juan Avocado), a downtrodden Mexican farmer who is trying to rescue El Presidente’s daughter from the evil Charro skeleton. Juan receives a huge boost to his efforts when he discovers a magical lucha libre mask. This grants Juan an impressive array of wrestling-related powers, as well as the ability to switch back-and-forth between the land of the living and the dead. Now rejuvenated, Juan hits the road to save the princess and restore order to his beloved hometown.

Of course, the world is not safe, and there are plenty of enemies that stand in the way of Juan’s goal. Poncho-wearing skeletons, large armadillos and bomb-throwing cacti are just a handful of those ready to annihilate our hero. Never fear, for Juan is combat-ready with a number of powerful attacks at his disposal. Defeating enemies earns him cash to purchase even more abilities, including options to suplex, slam and otherwise destroy his opponents.

Guacamelee! [PS Vita/PS3]

As the game progresses, Juan gains a whole slew of new ways to reach other areas. The genre staple of the “double jump” is soon added, as well as ways to rapidly dash across the screen (both vertically and horizontally) and turn into a completely different object (I won’t spoil it for you, but the secondary character is great). As you move throughout the world, you’ll notice areas that can only be accessed with certain abilities. Thankfully, these are pointed out on a map once you find them, so it’s easy to go back and explore with your newfound powers.

Combat is generally well-done. Certain enemies will be color-coded, meaning you can only damage them by using a specific type of attack. This adds some welcomed strategy to what at first seems to be a pretty basic combo-based system. Every now and then the game forces you to clear out an area of respawning enemies, but these moments are actually quite fun, and I grew to anticipate stumbling into them.

Guacamelee! [PS Vita/PS3]

While I love the general combat system, I did run into some issues during boss fights, especially the last two. Boss battles basically amount to remembering their attack patterns and fighting back when applicable, but their attacks often feel cheap. It’s not uncommon to get hit by a boss, fall backward and then get hit again while recovering. This led to some severely frustrating moments where I was just a hit or two away from finishing off a boss, only to lose thanks to these cheap shots.

As such, it should go without saying that Guacamelee! is a pretty challenging game. It takes some of the punishing old-school gameplay that worked so well in the 16-bit days, with the end result being a real sense of accomplishment for clearing out some of the harder areas.

Guacamelee! [PS Vita/PS3]

It’s not just combat that presents a challenge, however. Much of the game revolves around general platforming gameplay, and many areas have puzzles that can be tricky to solve. Oftentimes, finding a room with a treasure chest or other powerups will require some slick maneuvering that involves pressing different attacks at just the right time. A little bit of dexterity goes a long way here.

Guacamelee! is a relatively short game, and can be completed in anywhere from 4-8 hours (depending on how much you explore). Beating the game unlocks a hard mode, and the PS3 version offers co-op play, but that’s about it. For me, the overall experience was satisfying enough to justify its short length, but this could be disappointing for those expecting a long Castlevania-esque adventure.

Guacamelee! [PS Vita/PS3]

I would be remiss not to mention the game’s unique brand of humor. The constant Easter eggs, tongue-in-cheek billboards and wisecracking dialogue are all incredibly amusing, and discovering hidden secrets is a real treat. During my adventure, I even found an abandoned room with just a QR code inside. I won’t spoil what it said, but it made me laugh. And, of course, all of this is aided by a gorgeous artstyle and an infectious soundtrack.

Guacamelee! is an excellent new addition to the Metroidvania genre, and it represents yet another strong showing from Drinkbox Studios. While I had some issues with cheap boss tactics, and others may be disappointed by the short length, I did greatly enjoy my time playing through the game. These guys are on a roll, and I can’t wait to see what they have up their sleeves next.

8.5/10

 
(A copy of this game was provided for review.)

Video Game Review: Knytt Underground [Vita/PS3]

Knytt Underground [Vita/PS3]

Knytt Underground
System: Vita/PS3 (also on PC and Mac)
Genre: Platforming/Metroidvania
Publisher: Ripstone
Developer: Nifflas
Release Date: December 18, 2012

Upon first glance, Knytt Underground looks small. The main character, Mi Sprocket, is very tiny, and she only takes up a miniscule part of the game screen.

The first couple chapters of this Metroidvania-esque 2D platformer do little to disavow this idea. The first chapter introduces Mi and her gameplay mechanics, but it can be finished in an hour. The second chapter is even quicker, as a new character, a bouncy ball, is used to speed through the playing area.

Then the third chapter appears.

Knytt Underground [Vita/PS3]

All of a sudden, this relatively pedestrian game world is opened up into a MASSIVE new environment. Over 1,800 rooms are now accessible, each one different than the last. No longer does the game feel small — now it’s nearly overwhelming.

With the game now completely unlocked, both Mi and the ball can be used at whim. It is imperative to take advantage of both characters, as some areas can only be reached with one of them. Mi is a gifted climber, whereas the ball can jump/bounce much higher.

The name of the game here is exploration. This is an enormous world full of little nooks and crannies, with plenty of secrets hiding in the dark. There’s always something new to discover, and it’s easy to get sucked into the digging experience. There were times that I would sit down to play a quick session but ended up playing for hours instead. There’s something to be said about wanting to keep pushing forward, just to see what the next room has in store (and then the next, and the one after that, etc.).

Knytt Underground [Vita/PS3]

Part of what makes the game’s exploration so addictive is that the atmosphere is so engaging. The often-dark visuals are simply gorgeous, aided by occasionally breathtaking backgrounds that sway back and forth. In the 1,800+ rooms, there are a number of locales to discover, meaning there is plenty of eye candy. I kept advancing simply to see what I would stumble upon next. Adding even more to the game’s alluring aesthetics is a beautiful ambient soundtrack that lends way to a zen-like, almost cathartic experience.

It’s unfortunate then, that these moments of zen are sometimes interrupted with a haphazard attempt at storyline progression. The game’s plot is nonsensical, full of sprites, fairies, pixies and other fantasy creatures. Not-so-veiled attempts at religious allegories are brought up, as there is an ongoing dispute between the Myrmidons and the Internet (atheists). Pieces of the narrative are put together via quirky dialogue that is stumbled upon while pursuing side quests, but even after putting in a good dozen or so hours into the game, I was just as confused as I was at the beginning.

The story and the ensuing head-scratching dialogue add little to the game, and I would actually have preferred if there were no narrative at all. There is a damn good exploration game underneath this, and improved writing would have really pushed this in the right direction.

Knytt Underground [Vita/PS3]

As it stands, there’s still a lot to love with Knytt Underground. The in-game world is so big that it’s easy to get your $15 worth just by casually exploring the area. I kept finding myself coming back to this game, simply because of its relaxing gameplay and visually stunning atmosphere. It should be noted that this is also one of the select few cross-play titles available, meaning that it can be played on both the PS Vita and PS3 with cloud saving capability. For those interested in Metroidvania games or platforming exploration in general, Knytt is certainly worth a look.

8/10

 
(A copy of this game was provided by the publisher for review.)

Video Game Review: Sly Cooper and the Thievius Raccoonus HD [PS3]

Sly Cooper and the Thievius Raccoonus HD [PS3]

Sly Cooper and the Thievius Raccoonus HD
System: Playstation 3
Genre: Platform/Stealth
Publisher: Sony Computer Entertainment
Developer: Sucker Punch Productions
Release Date: November 9, 2010 (original PS2 release: September 23, 2002)

Despite owning a Playstation 2 for most of the system’s lifespan, I missed out on a lot of its more popular titles. For one, I pretty much neglected the entire 3D platforming genre. Thankfully, Sony has been especially helpful in my quest to go back in time by releasing HD collections of all sorts of modern favorites. The first one to revisit: Sly Cooper and the Thievius Raccoonus.

I was initially ambivalent to check out the Sly Cooper series simply because of its cartoonish nature — I had written it off as a kid’s game, more or less. I couldn’t have been more wrong. While the Thievius Raccoonus can be enjoyed by all ages, there is a surprising amount of depth to the gameplay that will keep everyone coming back for more.

Sly Cooper and the Thievius Raccoonus

In his quest to uncover his family’s “Thievius Raccoonus” book about stealing, the eponymous raccoon travels through five different areas, ranging from mountains in China to Haitian swamplands. He is aided by two trustworthy companions, the intelligent Bentley the Turtle (voiced with a poor man’s Harry Caray impression) and the dim-witted Murray the Hippo. There is also a love interest of sorts in the form of Carmelita Fox, a government agent who is actually trying to capture Sly.

Gameplay consists of a hybrid of platforming and stealth elements. Sly can be wiped out with just one hit from an enemy, so sneaking around can be crucial to level progression. Getting caught by a security camera will set off an alarm, causing any enemies nearby to swarm the area. There are ways around most security systems (helpfully shown by a dotted blue line), but it can be tricky to get by in some instances. For the most part, Sly Cooper is fairly easy, but there are occasionally frustrating moments that require expert jumping and dodging of obstacles to get anywhere. For me, there was just the right amount of challenge, but platforming pros may breeze through the campaign with minimal difficulty.

Sly Cooper and the Thievius Raccoonus

Each locale is comprised of several levels, all of which have several clue bottles and coins scattered throughout. The coins act just as they do in Mario games — collect 100 for an extra life — but getting all of the bottles will provide Sly with bonus power-ups and features. These become especially handy in later levels, as some aid in jumping and combat. Each game world also has a handful of mini-games to spice things up, including go-kart racing and third-person shooting.

On the whole, Sly Cooper and the Thievius Raccoonus offers a well-balanced campaign with fluid gameplay. I never ran into any trouble with the in-game camera — a problem I often have with the genre — and the mix of stealth/platforming is perfect. If anything, the game’s only real problem is that it is relatively short. The single player campaign can be finished in less than eight hours, though getting 100% can extend its shelf life a bit.

Sly Cooper and the Thievius Raccoonus

What makes Sly Cooper stand out from other like-minded platformers are its gorgeous cel-shaded graphics. The PS3′s upscaled HD rendition makes the colors even more vibrant, and the animations wouldn’t be out of place in a Looney Tunes cartoon. Adding to the attractive aesthetics are brilliant film noir-esque interludes that are perfectly in line with the game’s criminal roots.

As the first title in this highly-regarded series, Sly Cooper and the Thievius Raccoonus has laid down some impressive groundwork. This bit of platforming fun was exactly what I needed to play recently, and for those looking for a diversion from today’s popular shoot ‘em ups, you can’t go wrong with this. I can’t wait to play through the rest of the Sly Collection.

8.5/10

Video Game Review: Deadlight [XBLA]

Today we have a special guest video game review from Max @ Impassionedcinema!

Deadlight [XBLA]

Deadlight
System: Xbox Live Arcade
Genre: Cinematic platformer, survival horror, sidescroller
Publisher: Microsoft Studios
Developer: Tequila Works
Price: 1200 Microsoft Points ($15)
Release Date: August 1st, 2012

Microsoft has once again hosted a campaign entitled Summer of Arcade. In the dry gaming month of mid-July until mid-August, Microsoft signs exclusives for titles that show off what XBLA has to offer. Previous years included such classics as Braid, Limbo, and Castle Crashers. This year didn’t start out great with a re-mastered Tony Hawk game and a Kinect-only game. So does Deadlight buck that trend? Not really.

Deadlight is the first game from Tequila Works and was published by Microsoft, so this will be an exclusive Xbox game for sometime. It has elements of survival horror mixed with platforming and sidescrolling action. On paper it sounds like another classic XBLA entry, so where did they go wrong?

Deadlight [XBLA]

The storyline is one of most troublesome areas. Saying that the survival horror elements are overused would be an understatement. Our hero, Randall Wayne, is on a mission to find his wife and daughter in what appears to be a zombie apocalypse. Now they never refer to these mindless creators as zombies, they are just called shadows. Akin to Walking Dead, the shadows aren’t the only enemies here since the humans are out of control as well. Thankfully, all the story elements are skippable (including the ending), so if you just want platforming, skip past them all.

The gameplay will more than make up for the poor story right? That’s a big no. In a mixture of two highly acclaimed XBLA games (Shadow Complex and Limbo) the games has difficult platforming, action, and a mostly black color scheme. There’s also puzzles mixed in for good measure, but they are so easy, I never once found myself stuck trying to figure something out. The only time I did get stuck was because of the platforming. Deadlight isn’t sure of what audience it is catering towards. On one hand, some of the jumps are easy to telegraph. On the other hand, if you don’t press jump at exactly the right time you’ll die and get sent back to annoying loading screens. Deadlight likes to promote the trial and error approach. Walk ten feet, die because something unexpected happened, go back and try again. Rinse and repeat. I didn’t expect to play Dragon’s Lair when I bought this game, but the repetition is ridiculous.

Deadlight [XBLA]

Many times throughout my playthrough of Deadlight, I questioned why I spent $15 on the game. It was probably the promise of high-quality games Xbox Summer of Arcade has been known for over the years. It could’ve also been the mixture of Shadow Complex and Limbo (two of the best downloadable games on the system). Needless to say, Deadlight was an incredible disappointment and I’d go as far as to say some of the game is broken. While I made my way through to the end, there were too many instances where I was honestly fed up with the game. Hopefully one of the other two Summer of Arcade titles impress because otherwise this summer will be a huge disappointment.

5.5/10

 
Written by Max Covill of Impassionedcinema.com

Retro Gaming Project #1: Castlevania [NES]

Castlevania [NES]

Castlevania
System: NES
Genre: Platforming
Publisher: Konami/Nintendo
Developer: Konami
Release Date: September 26, 1986

My first Castlevania game was the PS1′s Symphony of the Night. I bought it on a whim, not knowing what to expect despite seeing great review scores. It didn’t take long for me to get hooked on the game’s mashup of action, platforming and RPG styles, all while providing a massive castle to explore. Even the notoriously bad dialogue did nothing but enhance the experience.

Since then, I have played many of the handheld Castlevania titles, most of which are near the level of quality of Symphony of the Night. I have always been embarrassed to say, however, that I have never played anything before SOTN. Wanting to play through this series from the beginning was a BIG reason why I started this retro project.

Entering the gates of Castlevania. So...much...burnt...orange.

It seems unlikely that Konami knew what they had on their hands while making the very first Castlevania. Surely they couldn’t have expected a seemingly generic horror game to spawn more than a dozen sequels spanning over 25 years. But alas, that is what happened despite its humble roots.

Castlevania begins with our whip-carrying hero, Simon Belmont, approaching the castle’s massive entrance gate. He makes his way through the courtyard, cracking open lamps to obtain hearts and weapon power-ups, before entering the castle itself. The castle shows its age right off the bat, as its wallpaper has random tears, exposing the brick beneath. Simon is quickly greeted by zombies, moving much faster than you would expect, but they can be eradicated by a simple crack of the whip. Candles can be broken for more hearts and items, and the path is generally straightforward.

It doesn’t take long for shit to get real.

Whipping a large skeleton, one of the more easier enemies.

While the first few levels aren’t too difficult, the game sees a drastic spike in difficulty about halfway through the campaign. Medusa heads fly through the air, determined to knock you off the ground and into the deep, dark abyss below. Tiny flea men bounce around as if all hopped up on caffeine, sporadically moving about while constantly bumping into Simon. Getting hit by an enemy in the later levels takes up a significantly larger amount of his health, often causing cheap and frustrating deaths.

Don’t get me started about the bosses. The battles against Death (level five) and Dracula (the final boss) are among the hardest I have EVER played in a video game. It took me a hell of a long time to just get to Death, but no matter what I tried I could not beat the bastard through conventional means. Dracula was just as bad, although his second form doesn’t hold a candle compared to the first.

Frankenstein & Igor, the bosses of stage four

There are unlimited continues, thankfully, but they generally place you at the start of the stage upon going through the original batch of lives. So yeah, Simon has to make his way past all of the Medusa heads, Axe men, flea men and random other horror enemies before facing that son-of-a-bitch known as Death.

What makes the game most difficult are its decidedly poor controls. Simon cannot control his direction once in the air, and he can only crack his whip straight ahead. When he is hit by an enemy, he goes flying several feet backward. This leads to some infuriatingly cheap deaths, particularly from those blasted Medusa heads or flying bats that show up at the most inopportune times.

Climbing the stairs to that son-of-a-bitch Dracula

Borderline extreme difficulty be damned, this is still Castlevania, and damn if it isn’t fun. The classic, sexy 8-bit tunes, the campy horror atmosphere, the random inclusion of cooked turkey hiding in the walls… this is what it’s all about. I haven’t been as pissed off at a video game as much as this in recent years, but I couldn’t stop playing it anyway. A great start to an impressive franchise.

8/10

Video Game Review: Uncharted 3: Drake’s Deception [PS3, 2011]

Uncharted 3: Drake's Deception [PS3, 2011]

Uncharted 3: Drake’s Deception
System: Playstation 3
Genre: Action/Adventure/Platform
Publisher: Sony Computer Entertainment
Developer: Naughty Dog
Release Date: November 1, 2011

Past adventures of Nathan Drake, star of the Playstation 3′s best-selling Uncharted series, have taken him all over the world. The Amazon Rainforest, Tibet, Istanbul, Borneo, Nepal. The dude has been everywhere. With Uncharted 3, Drake can now scratch even more locations off his list, including an extended run in the Middle East.

Uncharted 3 begins with a massive bar-room brawl. Drake and his long-time pal (and mentor) Victor Sullivan (“Sully”) get caught up in a deal that quickly turns sour, forcing them to fight their way through dozens of enemies, complete with broken whiskey bottles and snapped pool sticks. This works as a tutorial of sorts, as it demonstrates the slightly modified combat system while throwing our heroes directly into action.

This is the core of Uncharted 3 — moments of intense action interspersed with cutscenes to help flesh out the story. The opening bar-room brawl is only the tip of the iceberg. This time around, the big adventure set-pieces include a dashing escape out of a rapidly burning building, frantic manuevering out of a sinking cruise ship, and an elongated trip through the stifling Rub’ al Khali Desert with no water to speak of anywhere. These exaggerated sequences are the biggest reason why most gamers have fallen in love with the series, and they do not disappoint in the trilogy’s conclusion.

Uncharted 3: Drake's Deception [PS3, 2011]

For those looking for a bit of back-story about Drake and Sully, you are in luck. The mysterious relationship of our favorite treasure hunters is elaborated on in a series of flashbacks, even allowing gamers to play as a teenage Drake. The overall story arc is still relatively simple, but fans of the series will be pleased with this further insight.

The Uncharted series has always featured a seamless transition between its platforming and third person shooter gameplay. Naughty Dog are known for their excellent platform skills, and Drake’s jumping from ledges to chandeliers to poles or whatever else he can grab onto is flawless in execution. The gunplay, however, remains a bit of a burden on the series.

Simply put, little has changed with the game’s combat system, so the same annoyances remain in place. The shooting system feels dated and rough around the edges, and there are a few too many set-pieces that rely heavily on long gunfights. The new addition of being able to throw back tossed grenades is a welcome one, but it does not excise the occasionally awkward shooting controls. Thankfully, the campaign is spaced out with good variety for the most part, making these moments a minor annoyance more than a burst of frustration.

Uncharted 3: Drake's Deception [PS3, 2011]

Unfortunately, while Uncharted 3 boasts a beefy multiplayer mode, it requires an online pass ($9.99) to use it (unless you buy the game new). Outside of the co-op missions, I never really fell in love with the online features in this series, so I cannot justify spending an extra $9.99 on something I will not get maximum value for. If you are into the multiplayer aspects, you might be better off just buying this new.

Even though Uncharted 3: Drake’s Deception still suffers from minor gameplay issues, the single player campaign is still a blast to play. This is as close as you’re going to get to a *good* Indiana Jones game, complete with outrageous action scenes that will make your heart race. This also may be the best-looking game I have seen yet in this current console generation, as the attention to graphical details is impeccable. If you have been following the series, you ought to do yourself a favor and finish the trilogy. I would consider it a toss-up between Drake’s Deception and Uncharted 2 as to which is the best, and both are absolutely worth playing.

8.5/10

Video Game Review: Bloodrayne: Betrayal [XBLA, 2011]

Bloodrayne: Betrayal [XBLA, 2011]

Bloodrayne: Betrayal
System: Xbox 360 (also available on PS3)
Publisher: Majesco
Developer: WayForward
Release Date: September 7, 2011

It’s been a while since I have both equally loved and hated a video game like I do with Bloodrayne: Betrayal. I haven’t played either of the series’ first two games (both on PS2/Xbox) or seen Uwe Boll’s critically-despised movie adaptations, but this is not important since Betrayal represents a ‘reboot’ of sorts for the titular character.

First and foremost, Bloodrayne: Betrayal is a 2D side-scrolling beat ‘em up with platforming elements, and its gameplay harkens back to gaming classics such as the early Castlevania titles. I also noticed similarities to the Contra series, both of which are personal favorites of mine. I am a sucker for old school throwbacks, and Betrayal almost feels like a modernized remake of a long lost title from that era, right down to its extreme difficulty.

Seriously, this is one of the most punishing games I have played in a while. There are some downright brutal spots in the game that made me want to smash my controller, a feeling that I have not had in ages. The beat ‘em up gameplay is not so bad once you get the hang of it, but there are some insanely tricky platforming sections that cause a significant amount grief. Two chapters in particular are especially difficult due to having to time Rayne’s jumps perfectly while dodging enemies and buzzsaws at the same time. Chapter 13 alone is the stuff of nightmares. Needless to say, this game isn’t for the faint of heart.

I felt pretty damn proud of myself to complete some of the more challenging levels, but when I was finished the game gave me an “F” rating every time, calling me “worm food” in the process. Talk about demoralizing. Yet like a good little gamer, I kept coming back for more, and continued to get better as I went along. Finding hidden skulls in each level can provide increases in health and weapon supplies, and this helps out a little bit. I also noticed a significant improvement in my performance while revisiting earlier levels, which was certainly a good feeling.

The game has fifteen chapters in all, and it rewards playing through them multiple times in order to find the aforementioned skulls and to obtain a higher score, just like the good ol’ days. There are a decent variety of enemies, some simple and others disgusting, and Rayne has access to a good amount of combat moves/tricks.

Even if you can tolerate the game’s harder-than-usual difficulty like myself, Betrayal is not without flaws. For one, the in-game tutorials are not helpful at all. In one of the early chapters, I got stuck at a part where I had to jump on the heads of enemy flies in order to reach a higher point. Well, the tutorial never popped up for me so I had no clue how to actually land on them without falling back down. After some trial and error, I found a helpful moves list in the menu, but it would have been nice to see this pop up like it was supposed to.

Another issue I had was with the sometimes spotty controls. This was most noticeable while going through some of the platforming areas since they require extreme precision to complete. I cannot count how many times I died just because Rayne’s animation pushed her over a little farther than anticipated. Thankfully checkpoints are common, as every little bit helps here. Also, there were moments where it seemed the game was more difficult than it needed to be simply because Rayne’s animations would take too long and allow enemies to get in some cheap hits while she was down. If you are quick enough, you can find a way around this, but it takes some time to get the hang of it.

Bloodrayne: Betrayal [XBLA, 2011]

Still, even though Rayne’s animations can sometimes take a little long to complete, it must be said that the game is absolutely gorgeous. The visuals are done in a style similar to anime, and they are a definite highlight of the game. Animations are fluid, and combat can get obscenely violent at times; this makes for some joyous eye candy on screen. Blood flies out of enemies (and Rayne herself, if you are not careful), and occasionally spurts out Kill Bill-style. It’s a blast to look at, and it helps that the game is backed by an incredible soundtrack that sounds a hell of a lot like what was used in Castlevania: Symphony of the Night. It’s a good fit for this title, and aesthetically the game is hard to top.

How much you will like Bloodrayne: Betrayal comes down to how difficult you like your games. If you grew up on the Castlevania and Contra games of yore, you will feel right at home here. If you are instantly turned off to a game if you struggle to get through a level, then this likely isn’t for you. With some tweaks here and there, Bloodrayne: Betrayal could have been a more consistently great adventure, but it still worth looking into if you’re up for a good challenge.

7/10

Video Game Review: LittleBigPlanet [Playstation 3, 2008]

LittleBigPlanet [Playstation 3, 2008]

LittleBigPlanet
System: Playstation 3
Publisher: SCEA
Developer: Media Molecule
Release Date: October 27, 2008

Never before have I played a game that provides so many customization options and thrives almost entirely because of user-generated content.

LittleBigPlanet is a side-scrolling platformer that comes with eight themed worlds of pre-made levels, as well as a handful of unlockable mini-games. You control Sackboy (or Sackgirl/Sackperson, depending on your gender), a charming rag doll that can be decorated in any way imaginable. This is a common theme because nearly everything in the game can be edited. The ultimate goal in each level is to go from beginning to end, racking up points and finding sticker bubbles that can be used for further customization. All of the levels can be played with 1-4 players, both online and offline.

Although many of the game’s provided levels are imaginative and full of life, the platforming aspects aren’t really anything new. Sackboy only has three functions: running, jumping and using the action button (to grab onto objects, hit switches, etc.). The game uses three levels of depth on the 2D plane, meaning Sackboy can move from the foreground, middle and background while moving from left to right. While this is an interesting dynamic to basic platforming, the controls are a tad too touchy and therefore cause unnecessary problems with perception. There were many times when I would attempt to jump onto an object, only to have Sackboy go off to another plane and miss the jump altogether. I appreciate the depth provided by this feature, but it could have really been more polished.
LittleBigPlanet
LittleBigPlanet excels for one reason: its creative community. The game provides the option to create your own levels with a surprisingly in-depth yet easy-to-use system. Gamers have really taken this option and ran with it, as the online community has thousands of uploaded levels, many of which are absolutely brilliant. Some people have made truly innovative worlds of varying themes and difficulties. There are also countless fan-made homages and tributes to other games, everything from Super Mario to Dead Space to Fatal Frame. You name it, there is probably some sort of LittleBigPlanet version online. Seriously, this is where the game becomes worth its cost.

Don’t let LittleBigPlanet’s “cutesy” look deter you from giving it a shot. The “Play, Create, Share” idea works out very, very well here. Even though the platforming gameplay isn’t all that original, the sheer amount of customization and community output puts this on a whole ‘nother level. With more polished controls, I would be an even bigger fan of the game. I didn’t spend too much time creating levels simply because I prefer to play them instead, but if that’s your thing then feel free to bump up my rating even higher. I am eager to play LBP2 to see how much the sequel improved upon the original’s ideas.

LittleBigPlanet is very cheap these days, and if you have the option then make sure to pick up the Game of the Year Edition. This comes with additional levels (including an awesome series of Metal Gear Solid missions) and some clothing packs for Sackboy.

8/10


Video Game Review: Crash Bandicoot [Playstation, 1996]

Crash Bandicoot [Playstation, 1996]

Crash Bandicoot
System: Playstation
Publisher: SCEA
Developer: Naughty Dog
Release Date: August 31, 1996

It is easy to see why Crash Bandicoot caught on as the Playstation’s mascot in 1996. Crash was charming, quirky and charismatic, and he fell in line with other popular offbeat animal mascots at the time (Sonic the Hedgehog, Tasmanian Devil, etc.). His first game, aptly titled Crash Bandicoot, is a platforming adventure that is a hybrid of both 3D and 2D styles. The graphics are strictly 3D and hold up surprisingly well today, but the game plays more like a 2D platformer than anything else.

Crash has 32 levels set on three islands, and there are a good mix of styles as the game progresses. Some levels are traditional horizontal side-scrolling fare, whereas others have Crash moving vertically instead. Every now and then a different spin on these levels will appear. For instance, an early level has Crash running frantically toward the bottom of the screen while avoiding obstacles in order to outrun a giant boulder. This variety keeps things fresh from beginning to end.

Crash Bandicoot [Playstation, 1996]

For the most part, the gameplay is fairly formulaic. Each level has enemies and crates scattered throughout. Enemies can kill Crash in one hit (unless he is powered by the popular Aku Aku character), although they can be taken care of either by performing a carefully timed spin attack or by simply jumping on them. The crates bear helpful items, including fruits (collect 100 for an extra life) and extra life tokens. Pretty basic stuff, but it works.

Crash Bandicoot has two glaring problems that hold it back from potential greatness. 1) The save system is royally fucked. In order to save your progress, you have to find three unique items in a level and then finish a brief bonus round, some of which can be tricky to complete. This is a very off-kilter system, and it is not very effective. Crash is not an easy game, and it is possible to complete 2-3 levels, die, and then have to start right back from square one because you missed out on the bonus round. It’s amazing that someone thought this was a good idea. 2) The controls are so finicky that they can cause cheap deaths, and this happens far too often. Since the game can only be played using the D-Pad, this setup is far from optimal. Thankfully this would be rectified in future games.

Even with these two weaknesses, Crash Bandicoot is definitely enjoyable. There may be times when you will want to smash your controller, but the game has such a fun atmosphere that it’s hard to stay mad at it for long. This is an admirable first effort for a once-great franchise.

7/10