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: Gears of War: Judgment [Xbox 360]

Gears of War: Judgment [Xbox 360]

Gears of War: Judgment
System: Xbox 360
Genre: Third-person Shooter
Publisher: Microsoft Studios
Developer: Epic Games, People Can Fly
Release Date: March 19, 2013

No matter what happens to the Gears of War series in the future, Judgment is always going to be an outlier of sorts. After Epic Games released the fantastic conclusion to its trilogy in 2011, it seemed the book had been shut on the series, at least until the next console generation. Since the sequels were released with 2-3 year gaps in between, it came as a bit of a surprise that a fourth entry was to be released just over a year after the last.

Gears of War: Judgment is a prequel that takes place 15 years before the original trilogy, so it basically has free reign to try out some new ideas. Some work, some don’t.

This time around the campaign has been reduced to a series of brief, arcade-style missions, and most of them can be completed in a matter of minutes. The main emphasis is on getting a high score and acquiring ribbons based on how well you are playing. Each mission has a 3-star system, and the more kills you get, the faster the stars fill up. All of this is tied into an overarching XP system that lets you level up and customize your selected character.

Within each mission is an option called Declassification, and their purpose is to provide an extra challenge by changing the environment settings, restricting you to a certain weapon loadout, increasing the amount of enemies, and so on. By accepting this option, the stars fill up faster, and you can gain more XP. Some of these tweaks are interesting, but I never found it too difficult to get three stars without accepting these bonuses.

Gears of War: Judgment [Xbox 360, 2013]

There is also an extra chapter set during the Gears 3 timeline that offers the traditional series gameplay. While this add-on can be finished in an hour or less, it’s nice to at least have that option to play the familiar way.

With such a focus on high scores, the campaign offers little in the way of a well-developed or exciting plot. The four main characters — Baird, Cole, a Russian vet and a female ex-journalist — are on trial for treason, and each chapter of the campaign shows their different recollections of the questioned event. Unfortunately, there are very few, if any, memorable setpieces, and the dialogue is sparse and devoid of any of the trademark goofy humor the series is known for. Those looking for the Gears campaigns of yore will be greatly disappointed.

However, even though the campaign does feel lacking in many ways, I did have a lot of fun with it. The combat system is as smooth as ever, and the 4-player co-op is an absolute blast. It’s easy to drop in and out of other players’ campaigns, and if you get a good group together, it’s one of the better co-op experiences on the 360.

Gears of War: Judgment [Xbox 360]

The competitive multiplayer mode has also received a major overhaul. Gone are old favorites such as Horde, Guardian, Warzone and Wingman. In their place are two new modes — OverRun and Survival — as well as Team Deathmatch, Free-for-All and Domination.

Both OverRun and Survival switch things up a bit by allowing players to select different character classes for both COGs and Locust. COGs have four options: Engineers who can repair fortifications, Medics who can heal squadmates, Soldiers who can provide ammo, and Scouts who can spot enemies from afar. On the Locust side, there are eight types of monsters that can be controlled, ranging from Tickers all the way up to the vicious Corpsers (similar to the Beast mode found in Gears 3).

In OverRun, the COGs and Locust square off in a 5×5 battle with the goal being to either defend or destroy three objectives. This takes place on a very large map, and after every round the objectives are moved to a new location.

Gears of War: Judgment [Xbox 360]

Survival mode is this game’s answer to Horde, as it is basically a stripped-down version (no fortifications) where you are supposed to protect an objective while facing several waves of enemies. It’s an interesting twist on a tried-and-true concept, but it really just made me wish there was also a standard Horde mode.

For those willing to indulge, there is still a lot of depth to multiplayer, even with the lack of familiar modes. I have a feeling some favorites will be released as DLC in the future, but as for now there is still enough substance to satisfy most Gears vets.

I have to give credit to the developer, People Can Fly, for trying something new with Gears of War: Judgment. The weak narrative and arcade-style campaign will bother some, but the bite-size missions are addictive, especially when played co-op. The new multiplayer options are also enjoyable, even if it would have been nice to have at least some of the old favorites ready from the start. While certainly a lesser Gears title, it’s still a good one, and it has me excited to see what the next console generation brings to the series.

7.5/10

Video Game Review: Tomb Raider [Xbox 360]

Tomb Raider [Xbox 360]

Tomb Raider
System: Xbox 360 (also on PS3 and PC)
Genre: Action-Adventure
Publisher: Square Enix
Developer: Crystal Dynamics, Eidos Montreal (multiplayer)
Release Date: March 5, 2013

One of my biggest pet peeves in gaming is when a game scatters dozens, sometimes hundreds, of collectibles throughout the environment in an effort to boost replay value. The Grand Theft Auto series, in particular, is notorious for this, but this is a common practice in open world games. I usually don’t bother to go back through and find these random trinkets, but I made an exception for this year’s Tomb Raider reboot.

You see, in Tomb Raider, it’s actually *fun* to explore the world it presents. A novel concept, right?

In this reboot, a young Lara Croft and a team of archaelogists/adventurers have embarked on an expedition to find the lost kingdom of Yamatai, an island off the coast of Japan. Little is known about the island, other than that it causes death and destruction for those who near it. Sure enough, upon arriving to the area, the crew’s ship crashes in the midst of a violent storm, and the group becomes stranded on the island.

As one might guess, it turns out that they aren’t alone on Yamatai. A violent cult of “Sun Queen” worshippers inhabits the island, and they don’t take kindly to visitors. As Lara navigates through the island in an attempt to find a way off of it, the cult members are there nearly every step of the way. They are a huge problem at first — especially since young Lara has never encountered such violence at this point of her life — but by the end, they become nothing more than mere nuisances.

Tomb Raider [Xbox 360]

The evolution of Lara Croft from an ambitious archaeology graduate to cold-blooded adventurer is marvelous, and quite frankly, it’s one of the biggest reasons to play this game. Not only is her transition to a hardened explorer believable, she also looks anatomically correct for once. Crystal Dynamics did an excellent job developing Miss Croft, humanizing her while showing the immense suffering she receives along the way.

The other major player in the game is the island of Yamatai itself. This is a gorgeous island full of wild life (including boars, wolves and rabbits, all of which can be hunted), and there is so much of it ready to be explored. The island is incredibly well-designed, as anyone with a sense of adventure will surely be curious enough to climb the various ledges in hopes of seeing where they lead. While the story is a fairly straight-forward affair, there are plenty of opportunities to traverse the wide-open world in order to find relics, documents and other historical items scattered about. Hell, I found myself visiting every nook and cranny of the island just for the beautiful views they might provide. Seriously, this is one gorgeous-looking game, easily one of the best from this console generation.

Tomb Raider [Xbox 360]

As this is a tale of survival, much of the gameplay revolves around Lara doing what she needs to do to survive and get off the island. A convenient XP system allows her to “level up” by killing enemies, hunting animals and finding treasure. These experience points are in turn used to improve her current capabilities, such as adding a rope gadget to her bow, or adding extra ammunition for her guns. What’s great about this feature is that every improvement is shown on screen. If you add the rope gadget, for example, it will appear on top of the bow and remain visible while harnessed on Lara’s backside. This attention to detail is very impressive, and it only adds to the sense of realism within her character.

Also on the island are a handful of optional tombs that can be explored, and each one presents an interesting little puzzle. Some of them are real head-scratchers, but the reward at the end is always worth the trouble. Each tomb has its own chest full of goodies to help Lara, often including treasure maps that show locations of collectibles in the area.

Miss Croft also has the unique ability to use her “survival instinct” — with the quick press of a button, the environment turns gray, and any items of interest are highlighted in yellow. This is similar to Batman’s detective mode in the Arkham games or the Eagle Eye vision in Assassin’s Creed, and it comes in handy quite often. At times, it perhaps makes things too easy, but it can be avoided altogether for those who want a bigger challenge.

Tomb Raider [Xbox 360]

The single player campaign lasts anywhere from 10-15 hours, and it plays out much like an Indiana Jones movie. There are several big adventure scenes that will leave you breathless, but at the same time, there’s nothing “new” here in terms of storytelling or action setpieces. If you have played any of the Uncharted games, you will know what to expect, though that’s not necessarily a bad thing.

Tomb Raider also features a multiplayer mode, but it is merely tacked-on and mostly irrelevant. The online features were dead on arrival, as the community has dwindled rapidly, making it difficult to find matches less than a month after its release. I played online for a couple hours, enough to get a feel for the three different modes, but it did not leave a lasting impression. This has always been a series to play for the single player campaign, and this reboot is no different.

While it’s still quite early, Tomb Raider stands as one of this year’s biggest gaming highlights so far. As far as adventure games go, this is one of the better ones, and it also happens to be a technical marvel. This series received a much-needed breath of fresh air with this reboot, and I’m curious to see where Lara Croft goes next.

8.5/10

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: Ni No Kuni: Wrath of the White Witch [PS3]

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

Ni No Kuni: Wrath of the White Witch [PS3]

Ni No Kuni: Wrath of the White Witch
System: PS3
Genre: JRPG
Publisher: Namco Bandai
Developer: Level-5 and Studio Ghibli
Release Date: January 22, 2013

An English translation for the highly anticipated Level-5 and Studio Ghibli collaboration, Ni No Kuni: Wrath of the White Witch, has been a long time coming. What more could gamers of JRPGs ask for? Level-5, best known for their work on Professor Layton and Dark Cloud, has been a long-time fan favorite in Japan. While famed anime studio, Studio Ghibli, has been known for their outstanding animated films, taking audiences to worlds we’ve never seen before. On paper it sounds as though failure is not an option. In the end though, how did it hold up?

Ni No Kuni follows the story of a boy named Oliver. Oliver lives with his mom in the quant town of Motorville, where you guessed it, the residents are obsessed with motor vehicles. One fine day, Oliver is asked to sneak out of his house late at night in order to try his friend’s new car that he built. Catastrophe occurs and Oliver’s mother suffers heart complications while trying to save Oliver from an accident. Depressed over the loss of his mother, Oliver locks himself away until he is summoned by his doll, Drippy, to save an alternate world. Saving this parallel universe might allow Oliver to save his mother.

Ni No Kuni: Wrath of the White Witch

There’s enough story in Ni No Kuni to fill a novel, but how does it play? Level-5 has imagined the gameplay of Ni No Kuni to be a hybrid of Pokémon and the Tales Of… series of games. Oliver and his companions control familiars in combat that share the same health bar, but have different attributes in attack, defense, magic, etc. Battles are initiated by running into the world map avatar of the enemy and conducted in real-time.

Collecting familiars is still as rewarding as it was in Pokémon all those years ago, but the payoff and percentage of captures are poorly balanced. Most players will be satisfied leveling and grinding their starter familiars till the end game. Most of the world map battles can be summarized as repeatedly tapping the attack prompt to overpower your enemies. If you aren’t powerful enough yet, expect to spend at least an hour grinding up your familiars. Casting spells is also troublesome. If your character is waiting to cast a spell, but another familiar on the battlefield casts before, get ready to enter the queue again. This is especially troublesome in the late game when trying to craft items by stealing from enemies. Most of the time they will be dead before you can even cast the spell.

The other problem is that tougher battles will likely be determined by how fast you can block as opposed to anything else. Most of the villains will have tell-signs before they summon a deadly spell and with those five seconds canceling an attack and setting up a block can be the deciding factor. Blocking has always been an underutilized aspect of JRPGs, but with battles playing out in real-time, it’s a race to set up the block. About twenty hours into the game, your companions are given the ability to set up their block by pressing a button on the controller. This is right after one the most difficult battles in the game. Why couldn’t Level-5 given you that ability far earlier?

Ni No Kuni: Wrath of the White Witch

Up until this point, there’s been a lot of focus on the chunky battle system. Rightfully so though, because when the playtime of Ni No Kuni will likely exceed 60 hours, it should be fair and enjoyable. Luckily, the overall presentation should be enough to guide players to the end. Ni No Kuni is simply one of the best looking JRPGs ever created. While actual anime sequences become few and far between after the beginning of the quest, the character design and worlds exemplify the artwork from Studio Ghibli. It’s almost as if Oliver is another hero in the long legacy of Ghibli greats and the story could easily fit into the overall catalog of great films. The score of the game is composed by Studio Ghibli veteran Joe Hisaishi. While Ni No Kuni suffers from having only one piece of music for battle sequences like most JRPGs, it’s always exciting to visit a new town to see the spectacular art design and music come together.

Although the battle system leaves a lot to be desired, Ni No Kuni was the first JRPG I’ve completed this generation of consoles. Whether it was the hope that there would be a satisfying ending (there wasn’t) or seeing what Studio Ghibli had concocted for the next villain or town, Ni No Kuni held my interest to the end. When a game is entertaining enough that the final quest gets put off until the last possible moment, it has done something right. While Ni No Kuni isn’t the masterpiece Western gamers were waiting for, it is the masterpiece they needed. It has proven that JRPGs that don’t bear the name Final Fantasy or Dragon Quest can still be successful outside of Japan. Even more incredible Ni No Kuni is a console-exclusive to PS3. For an exclusive title to sell as well as it has is an incredible achievement. If you can look pass the mechanic problems of the battle system, Ni No Kuni is a recommended play-through for all RPG fans.

4/5 Stars

 
Written by Max Covill of Impassionedcinema.com

Video Game DLC Review: Fallout: New Vegas: Dead Money [Xbox 360]

Fallout: New Vegas: Dead Money [Xbox 360]

Fallout: New Vegas: Dead Money
System: Xbox 360 (also on PS3 and PC)
Genre: Action RPG
Publisher: Bethesda Softworks
Developer: Obsidian Entertainment
Release Date: December 21, 2010

Every now and then I get the urge to go back to the Fallout universe. Something about that post-apocalyptic wasteland drives me in and doesn’t let go for hours at a time. Although I have exhausted Fallout 3, I still have an unfinished campaign of Fallout: New Vegas sitting on my hard drive, with many of the DLC expansions remaining untouched.

Dead Money was the first piece of downloadable content released for New Vegas, and it offers an intriguing premise. A mysterious signal from an abandoned Brotherhood of Steel bunker beckons the Courier, and visiting this location leads to him being knocked out and transported to the Sierra Madre Casino. The Courier awakens to find an explosive collar wrapped around his neck, and he is commanded by the Brotherhood elder, Father Elijah, to work together with three other captives to pull off a massive heist at the casino. Since the collar will go off if he attempts to leave, the Courier has no choice but to accept, and he does so without any of his weapons, armor or loot. Yeah, no one ever said this was going to be easy.

Fallout: New Vegas: Dead Money

In fact, this expansion is downright brutal at times in terms of difficulty. Not being able to start with your normal loot is a huge disadvantage, and finding worthwhile weapons is a monumental task in itself. Health packs are also scarce, so it can be important to dodge enemies instead of fighting them head on.

Dead Money‘s environment also has other factors that raise its challenge. There is a toxic red fog that covers much of the area, and the Courier loses health rapidly if caught in it. The explosive collar is also a nuisance since its signal causes interference with the various radios and speakers scattered around the environment. If he gets too close to one of them, the collar will explode, killing him and the other three captives. Throw in a handful of new enemies — including the incredibly annoying ghost people — and this can become quite the frustrating save-and-reload experience.

Fallout: New Vegas: Dead Money

What makes Dead Money worth playing is its story. There’s quite a bit of substance in terms of plot, and the characters are especially entertaining. The three captives are an amusing bunch. There’s a super mutant with a split personality — “Dog” and “God” frequently bicker with themselves –, a radioactive ghoul named Dean Domino that used to be lounge singer at the casino, and a mute scribe named Christine that lost her voice in one of the most horrific ways possible. It’s a lot of fun getting to know these characters, and each one has their own quest in which the Courier spends a great deal of time with them.

The expanion lasts anywhere from 6-8 hours, so there is a good amount of juice. It’s just a shame that the great storyline and entertaining characters are diminished by the punishing, repetitive gameplay.

5/10

Video Game Review: Oddworld: Stranger’s Wrath HD [PS Vita]

Oddworld: Stranger's Wrath HD [PS Vita]

Oddworld: Stranger’s Wrath HD
System: PS Vita (HD version also on PS3 and PC)
Genre: First-person/third-person action-adventure
Publisher: Electronic Arts
Developer: Just Add Water
Release Date: December 18, 2012

Oddworld: Stranger’s Wrath HD is an upscaled version of the 2005 Xbox title of the same name. In this, you play as The Stranger, a Clint Eastwood-esque bounty hunter — complete with poncho! — who is looking to raise some cash for a life-saving surgery. In order to get this money, he visits various towns to accept bounty contracts, most of which have high payoffs for bringing back the bounties alive (though they pay well for dead captures, too).

Gameplay consists of both first-person and third-person shooting, and the transition between the two is seamless. Instead of using the L2/R2 buttons (which don’t exist on the Vita), a simple double tap of the front touch screen will move between the two views. The third-person view is critical for advancing between areas, as the Stranger will plop down on all fours and run extremely fast. Switching to the first-person view opens up the gun-play, with standard controls like many other shooters.

Oddworld: Stranger's Wrath HD [PS Vita, 2012]

As this is an Oddworld title, weapons are anything but conventional. The Stranger’s main weapon, the crossbow, can use several different types of ammo, all of which are actually live creatures. Boombats, zap flies and stunkz are just a few of the different types of critters that can be hunted and captured as live ammo, and each one has its own unique characteristic. Some work as rockets, some work as cannon balls, and others are used to stun and knock enemies down. As such, there are enough options to suit multiple styles of play, though most will likely find two or three types that they will want to use exclusively.

The game takes place in a relatively large world full of weird little anthropomorphic characters. Many of the towns are inhabited with chicken-like creatures — their ridiculous voice acting never ceases to amuse me — and they will give you helpful hints if you get stuck. In fact, it’s near impossible to get lost, as pushing the square button will prompt the Stranger to remark on what he’s “gotsta” do next. Another handy Stranger function is the ability to beat his chest in order to heal himself (this is done by pressing the triangle button rapidly). He’s quite a handy little character, and he makes a good central protagonist.

Oddworld: Stranger's Wrath HD [PS Vita, 2012]

Most of the game revolves around finding and acquiring bounties, but just as this becomes repetitious, the story goes in a completely different direction and introduces an all-new set of allies and foes. This is a refreshing twist, even if the final act relies more heavily on shooting than ever before.

For $15, Stranger’s Wrath HD offers a lot of bang for its buck. The campaign can last anywhere from 15-20 hours, and it’s a fun ride throughout. The game is incredibly well-suited for the Vita as well, as it is easy to pick up and play in short bursts, and the HD graphics look pretty damn slick on the OLED screen. If not for the dated CGI cut-scenes, this would blend in perfectly as a brand-new title.

On a system starved for shooting games, Oddworld: Stranger’s Wrath HD stands tall. There certainly isn’t anything else like it on the Vita.

8/10

Video Game Review: Dead Space 3 [Xbox 360]

Dead Space 3 [Xbox 360]

Dead Space 3
System: Xbox 360 (also on PS3 and PC)
Genre: Third-person shooter
Publisher: Electronic Arts
Developer: Visceral Games
Release Date: February 5, 2013

Despite the emphasis placed on horror in the first Dead Space, the series’ gradual transition to full-blown action gameplay seemed inevitable. After all, in the eyes of corporate big-wigs, gamers don’t want to be scared; they want to blow shit up and dismember aliens, right? As such, even though we all knew Dead Space 3 would focus on action, the change is still startling, and unfortunately disappointing as well.

Set three years after the Sprawl incident of Dead Space 2, the game once again places you in the role of Isaac Clarke, the engineer who has now become quite handy with a gun (and chatty, at that). Isaac is dragged out of his self-made isolation in his rather disgusting apartment on the moon, and he is forced on a mission to help find his ex-girlfriend and her missing team. Once again, he encounters an endless amount of Necromorphs along the way, with the added bonus of also having to fight off Marker-crazed Unitologists (essentially cult soldiers).

Dead Space 3 [Xbox 360]

The plot is basically more of the same from the Dead Space series, but the game does go in an interesting new direction when Isaac arrives on the snowy planet of Tau Volantis. Being able to play in blizzard-like conditions is a nice change of pace, even if these moments are often interrupted with forays into the familiar dark, gloomy interior settings.

Being able to play on an ice planet is fun, but it can’t mask the fact that the campaign is lacking in any major “wow” moments. The first two games were full of such moments — who could ever forget the introduction of the Necromorphs in DS1, or the eye scene in DS2 (not to mention many others)? After finishing DS3, I have had a hard time remembering much of anything. In fact, by about the 2/3 mark during the campaign, the gameplay grew monotonous to the point of me just wanting it to be over with.

The campaign is longer than before — it took me nearly 15 hours to finish it single player with all optional missions completed — but there is little diversity to keep things fresh. This is a major issue, though it is helped somewhat by the addition of a brand new co-op mode.

Dead Space 3 [Xbox 360]

Now, games can be dropped in and out of using the online co-op feature. In this, one player is Isaac, and the other is John Carver, an EarthGov Sergeant. They have separate personalities, and there are a handful of co-op exclusive side missions that can explore these differences more in-depth. Being able to play with a friend makes it a little easier to overlook the shortcomings found in the campaign, though it is somewhat infuriating that part of the content is exclusive to co-op.

There has been quite a bit of controversy regarding another new feature in Dead Space 3 — its weapon crafting system. Instead of only being able to acquire a dozen or so weapons, you now have the ability to make your own guns based on different parts you find throughout the environment. There are a ton of possibilities, and if you put in the necessary time, you can make some pretty badass weapons.

Dead Space 3 [Xbox 360]

The controversy for this feature comes in the form of microtransactions. Basically, EA has given the option for impatient/lazy gamers to spend real money to acquire the materials needed to craft certain weapons. I had no problems whatsoever finding the elements and parts I needed during the course of the campaign, so this feature does not bother me in the slightest. In fact, I don’t see what all the fuss is about. This isn’t something that is forced onto gamers — it’s entirely up to them if they want to dish out any extra cash to change their gameplay experience. Of all the common complaints with DS3, this is the one I don’t get.

And yes, Dead Space 3 does have its fair share of problems, but it is still a competent third-person action game. Fans of the horror aspects of the series will no doubt be disappointed by the reliance on action, but those especially interested in the Dead Space canon will likely still enjoy this. At the very least, the game warrants multiple playthroughs, so there is a good amount of replay value, and it can be fun to kick back with a friend. It’s just a shame that the series has already gone so far away from what made the first two games so great.

7/10

Video Game Review: NBA 2K13 [Xbox 360]

NBA 2K13 [Xbox 360]

NBA 2K13
System: Xbox 360 (also on PS3, PC, Wii, Wii U, PSP, iOS, and Android)
Genre: Sports (Basketball)
Publisher: 2K Sports
Developer: Visual Concepts
Release Date: October 2, 2012

I have a confession to make: I’m a basketball junkie. I love the sport, and if I were to let myself go, I could easily watch/play basketball all day, every day. This love of the game extends to 2K Sports’ NBA 2K series, and I have to force myself *not* to buy the game every year simply because I know I will play nothing else for quite some time. In the last entry I played, NBA 2K11, I became hooked on the Association mode, even going so far as to play all 82 games of the first season (8 minute quarters) and then a good chunk of the next. For me, nothing beats taking over a struggling team (in my case, my hometown Detroit Pistons) and restoring them to their glory days.

Because I get hooked on sports games too easily, I avoided purchasing NBA 2K13 for as long as possible. It wasn’t until a recent Xbox Live sale that I couldn’t resist any longer — how could I pass up the latest basketball game for just $30?

NBA 2K13 [Xbox 360]

The first and most noticeable difference with 2K13 is that Jay-Z’s fingerprints are all over the game, at least in terms of presentation. The soundtrack is comprised mostly of Hov and his buddies (i.e. Kanye West and Coldplay), and his name is plastered all over the menus. It seems like a marketing ploy, but I have no complaints with it.

NBA 2K13 also introduces a new concept that shakes the core gameplay at its roots: Virtual Currency (VC). This is similar to a conventional XP system, as every game you play, no matter the mode, will earn you VC based on your performance. This currency can in turn be used to purchase upgrades for whatever mode you like. It comes especially handy in the RPG-like MyPlayer mode since VC is used to upgrade personal attributes (i.e. 3-point shooting, rebounding, etc.).

The fact that this system is tied together throughout every mode encourages you to try out every aspect of the game. This worked out wonderfully for me, as I have been putting most of my playing time into MyPlayer, a mode I have neglected in the past.

The great thing about MyPlayer mode is that it is basically a sports RPG. You create a player the way you see fit, then take control of him through his entire NBA career while earning upgrades along the way. Upset about your playing time? Feel free to complain to your general manager. Want to go to a different team entirely? Talk to your boss again and let him know — you may very well get your wish. This mode is completely immersive, as not only are there ties to social media (complete with a faux Twitter timeline), but after every game you partake in a brief, one question press conference.

NBA 2K13 [Xbox 360]

Being able to answer questions however you want is a nice touch, even if the dialogue is sometimes laughable. Sometimes my character would take on a completely different tone in his response other than what I intended, not unlike the notoriously off-kilter dialogue in LA Noire. The conversations with the GM are often ridiculous, too, leading to some unintentional hilarity.

Pretty much every other major mode is back as well, including the improved Association, which now allows you to start a season on that very day (i.e. right now) rather than just defaulting to the beginning of the year. There is one new mode that stands out — MyTeam, which is basically 2K’s answer to EA’s Ultimate Team mode.

In MyTeam, you build a team from the ground up by purchasing packs of cards. Each pack gives you a random set of players, jerseys, skills, coaches and playbooks. These are in turn used to improve your team, and you can buy/sell individual cards using VC in order to do so. It’s a fun little mode, even though it doesn’t feel as polished as that found in FIFA 13.

NBA 2K13 [Xbox 360]

With so many modes and ways to play, there is never a shortage of options in NBA 2K13. Unfortunately, there are a number of bugs that mar certain aspects of the game. For one, no matter how many times I tried, I could not join an Online Association. The fact that this is an issue five months after the game’s release is inexcusable. I also ran into frequent lag during online games, occasionally losing a connection entirely. I know this isn’t a problem on my end either.

There are also some truly bizarre gameplay glitches that pop up from time to time. The most prevalent — and annoying — for me was the sudden loss of the score overlay. This happened in every mode I played, and it seemed to be triggered by pushing “X” through the cutscenes/replays. Not being able to view the game score, let alone how much time is left on the clock, is a huge disadvantage. I cannot fathom how this bug hasn’t been fixed yet.

NBA 2K13 [Xbox 360]

The fact that these glitches are still present is frustrating, but there’s no denying that there is still a fantastic basketball experience underneath. The audio/visual presentation is still second to none, and the commentary from Kevin Harlan, Clark Kellog and Steve Kerr is the best out of any sports game, period.

Even with the lack of competition from EA Sports, NBA 2K13 is still delivering the goods year after year. This is another must play for basketball fans, even if it could have been cleaned up a bit.

8.5/10

Video Game Review: Urban Trial Freestyle [PS Vita]

Urban Trial Freestyle [PS Vita]

Urban Trial Freestyle
System: PS Vita (also on PS3 and 3DS)
Genre: Platform/Racing
Publisher: Tate Multimedia
Developer: Tate Interactive
Price: $9.99 ($7.99 with PS+)
Release Date: February 19, 2013

When Urban Trial Freestyle was announced a few months ago, it was pretty clear that it was meant to be Sony’s answer to the Xbox-exclusive Trials series. The screenshots and later gameplay footage looked identical to Red Lynx’s popular downloadable games, and in case we weren’t sure, the word “Trial” was even included in its name. Now that it’s released, it’s official: Urban Trial Freestyle is essentially a poor man’s Trials HD/Evolution.

Urban Trial Freestyle [PS Vita]

The same core gameplay is in place — you take control of a nameless dude on a motorcycle, with the goal being to make it to the end of a course as fast as possible. There are 20 tracks in total, making for 40 levels since each is played twice. Aside from the standard “trials” where the clock keeps ticking even after you crash your bike, some levels throw in a handful of mini-games. These include hitting a jump as high as possible, riding fast through a speed zone, and aiming precisely for the target of a bullseye. The better you do, the more points you get.

These mini-games are noted in advance by large billboards that show the current record (either worldwide or your personal one, depending on your preference) as well as a picture of the record-holder. These billboards add a new dimension to the competitive nature of the game, as it’s fun to see just who exactly you’re up against. Since the game is still brand new, I was able to set records with relative ease in the later levels. If you see an orange cat, that’s me.

Urban Trial Freestyle [PS Vita]

In an interesting twist, each level also includes $5000 worth of money scattered around. Some money bags are near unmissable, but others require some backtracking and/or slick maneuvering to acquire. This in-game cash can be used to upgrade your bike (of which there is only one), or to customize your character (again, only one). Since it’s not hard to accrue cash, it’s possible to have your ride decked out pretty early.

And that’s pretty much it as far as gameplay differences go. The in-game physics are finely tuned, though the lack of analog gas/brake triggers doesn’t allow for the most precise of movement. Courses are generally well-designed, if mostly bland in appearance. The same could be said for the graphics and sound departments — perfectly acceptable, but not particularly memorable.

Urban Trial Freestyle [PS Vita]

Urban Trial Freestyle is not a bad game by any means, but it could have been so much more. The difficulty is marginal at best, and the campaign can be completed in just a few hours. It will take longer to go through and acquire five stars on every track, as well as gain all of the cash bags, but I suspect most won’t have the motivation to do so. This is in direct contrast to the Trials games, which featured some truly challenging (and well-made) tracks near the end, while also including an impressive array of community-created content. UTF could just really use *more* content.

Still, for $9.99 (or $7.99 with Playstation Plus), this isn’t a bad deal. The short levels (all of which last less than two minutes) are perfect for portable gaming, and overall this is a decent substitute for the Trials experience.

6.5/10

 
Note: Although this is also on PS3, this is not a cross-buy title. If you want to play both, it will cost roughly $25. The PS3 version is said to have improved graphics and more detailed levels.