March 09, 2012 by Greg Noe
I was disappointed in Uncharted: Drake’s Fortune, I’ll just put that out there right away. The game received near universal acclaim upon release (it scores an 88 on Metacritic), but I’ve heard rumblings in the recent years that the game has problems. This isn’t uncommon, Uncharted 2: Among Thieves was released two years later to even higher scores (96 average!), so people discover things to gripe about as time passes. But I haven’t played any other Uncharteds, though the game is over four years old, maybe I’ve just soured on it in other ways.
Released in 2007 and quickly labeled as the year old PlayStation 3’s best game, Drake’s Fortune kicks off the Uncharted series that has gone on to sell millions of copies on both the PS3 and PSP, and is headlining the recent Vita launch. It stars Nathan Drake as the supposed ancestor to real treasure hunter Francis Drake, and combines cover-system firefights with Assassin’s Creed-like climbing.
I recently published my first hour review on Uncharted, along with the complete video of its opening. If you watch it, you should definitely be able to see why I was so excited to keep playing: it has action, intrigue, and witty writing, along with a cast you can’t help but love. But problems eventually plague all aspects of the game, let’s get into them.
Read moreMarch 05, 2012 by Greg Noe
Sequels to your favorite games of all time don't come out very often, and the results are often mixed. Chrono Cross had me giddy for a while until eventual disappointment set in, Super Mario World 2: Yoshi's Island was incredible and I love it more than the original, and Mass Effect 2 was a supreme success, a better game in almost every way than the first, but I still love Mass Effect more.
So here we are with Mass Effect 3. The first hour to the first two games were both great, each setting the tone and pace for the rest of their respective title. I'm excited to see where Mass Effect 3 will take us, was the demo from a few weeks back the opening, or does Bioware have something else in store? I don't think I've been this excited to play a game since, well, Mass Effect 2 came out. Heck, the last time I paid full price for a game was Mass Effect 2.
So let's just get right to it. I'm excited, honored, and extremely biased to present the first hour of Mass Effect 3.
Read moreMarch 05, 2012 by Nate
Thanks to the indie uprising, we have a heightened visibility for games that might have gone unnoticed just five years ago. A garage developer's labor of love can now share front page headlines with the AAA behemoths of the industry. Many fine media outlets even make a special effort to cover these smaller productions. Indie games have become the punk rockers of the industry, offering a lean alternative to overproduced AAA formulas, often with rebellious verve and spunk that resonates with us ninety-nine percenters (and at a price we ninety-nine percenters can afford).
But even in this new era, where the little guys yield as many pageviews as their big budget competition, an indie game needs to have some innovative hook or bombastic message in order to rise to the top. I can think of no other reason why Fluidity, a brilliant puzzle platformer with Metroidvania elements, has gone largely unnoticed. (Except that the game is marooned on Wii's invisible WiiWare digital distribution service, that is.)
It makes sense, though, doesn't it? So many indie darlings that went big had some kind of divergent aura about them. Limbo and Braid made their names with artsy themes and visuals that you just don't see in big money productions. The cheery brutality of Super Meat Boy, Magicka, and Castle Crashers upgraded them from mere mechanical joys to acclaimed game experiences. Fluidity, on the other hand, lifts its style and mood from airline safety manuals, of all things.
Read moreMarch 02, 2012 by Greg Noe
I’m honestly not sure if there’s ever been a decent Indiana Jones video game, I’ve played a few including the recent LEGO release and the ancient point and click adventures, but as an active observer of the industry, I’ve never seen any of the games rise to the top. Whoever owns the rights to the series couldn’t even release a Kingdom of the Crystal Skull game to coincide with the film’s release. Imagine climbing into a refrigerator to survive a nuclear blast. It’d be exhilarating.
But even if Indy never sold successfully off the silver screen, the Uncharted series has been doing great, not to mention the numerous accolades bestowed upon it by the press. Now that I finally own a PlayStation 3, catching up with its best games is easy, if not time consuming. After finishing Heavy Rain, Uncharted: Drake’s Fortune seemed like the next logical step.
And like Heavy Rain, I recorded the entire first hour of Uncharted and uploaded it to YouTube. So follow along if you’d like, or find an interesting minute and skip to that in the video. And I promise you, the first hour of Uncharted is chock full of interesting minutes. I've also broken up the video into chapters if you just want to see specific adventures.
Read moreFebruary 29, 2012 by Greg Noe
I find soccer boring. It has its exciting moments, but those usually happen when I’m getting a snack. On the other hand, I’ve thoroughly enjoyed lots of soccer video games over the years, starting with Nintendo World Cup for the NES and peaking with the insane Sega Soccer Slam on the GameCube. There’s just something so simplistic and fun about kicking a ball into a goal, especially when that ball is on fire.
So truthfully, I like arcade soccer, the kind of stuff displayed in the movie Shaolin Soccer. But when I discovered I was four games behind on Kairosoft’s Android releases, I decided to start with the soccer simulator: Pocket League Story.
In the same vein as Game Dev Story and Grand Prix Story, Pocket League Story has you guiding a soccer team from the dirt pile in your backyard to the top of the world. There are lots of numbers and tons of crunching, but most refreshing, every soccer game plays out in front of your eyes. If you thought watching your cars race in Grand Prix Story got me excited, well, you should have seen me when my first 11 versus 11 match played out. Here’s my review of Pocket League Story.
Read moreFebruary 27, 2012 by Nate
Rhythm Heaven Fever is a procession of adorable cartoon situations. A boy kicks away stray footballs that threaten to ruin his date. A quartet of baby seals tilt back-and-forth in marching-style unison. A tiny monkey taps a tambourine, its big brown eyes gleaming with joy as you repeat its patterns. The game's energetic sweetness is the antithesis of this console generation's characteristic gravelly machismo and brooding drama. It's pure joy.
And yet, it wracks my nerves like a Counter-Strike match. My palms sweat as I constrict the Wii remote in a boa's death grip. My heart races before I even select a song. Like a tiger crouched in the brush, I await the right moment to strike each note with parched eyes. Even with the peppy rhythms as a constant guide, relaxation is a shortcut to failure.
You can't get careless because the game demands total precision. Guitar Hero understands that you have five frets to manage and cuts you some slack if you're a split-second early on the downbeat. Rhythm Heaven Fever scrutinizes to your timing to the millisecond: near the end of the following video, the song approaches 180 beats per minute and splits each beat into 23 blocks; I am tasked with hitting only the center column. There is no room for error.
The smiles and rainbows are a front, as the cute chimps and happy cheerleaders of Rhythm Heaven Fever know exactly how well your internal metronome is running. And they are judging you. Harshly.
Read moreFebruary 24, 2012 by Greg Noe, Paul Abbamondi, Steve
When we were selecting games for our new Indie Impression column, variety was the most important factor. We've had a cartoony roguelike, fast-paced platformer, and a spelunking adventure, all relatively action oriented games in their own right, but it turns out, one of the most popular genres for indie developers is the point and click adventure. Thanks to tools such as Adventure Game Studio, even you can make your own Monkey Island.
The Blackwell Legacy is the first title in a series of point and click adventure games developed by Wadjet Eye Games. With the first three games recently included in an Indie Royale bundle, our growing backlog of unplayed games seemed to double in one day. So in an effort to possibly kill three birds with one stone, we decided to check out the first Blackwell game and see if this series is worth playing.
As usual, impressions are presented individually, with a variety of time put into the game. If you have a suggestion on an indie title to highlight, or are a developer yourself, leave a comment or shoot us an email.
Read moreFebruary 22, 2012 by Nate
Tim Schafer is funding a game through Kickstarter. That still blows my mind. It's been clear for some time that the existing publisher-developer model isn't ideal, and that the industry would move away from it in time, but I don't think anybody expected consumer-funding to hit the relative mainstream so soon. Of course, Schafer is one of the industry's few big names, and he specializes in an inexpensive, fan-favorite style that has been MIA for years. With that in mind, it's too early to say that the floodgates of fan-funding have been flung open. But maybe we can say that the publishers' dam has a nice new fracture in it.
THQ provides a great example of how a publisher's mismanagement can ruin a developer. Blue Tongue Entertainment was an Australian outfit that developed De Blob for Wii in 2008. The game had a modest budget and a modest advertising campaign; it was a modest success, selling just under a million copies on a console tailor-made for its target audience and lacking in competition at the time. Apparently the dollar signs blinded THQ to circumstances, and it funded a multiplatform sequel that, across four systems, didn't even meet half of the original's numbers. THQ is paying the price for such decisions, but Blue Tongue Entertainment felt the brunt of the blowback when the studio was dissolved and staff was cut.
So my De Blob first hour review and the blockbuster sales it will surely generate come far too late to save Blue Tongue Entertainment from THQ's misguided decisions. Better late than never, I suppose.
Read moreFebruary 20, 2012 by Greg Noe
I am willing to give every video game genre a try, including what Wikipedia describes Heavy Rain as an “interactive drama” and “psychological thriller.” To the traditional gamer, those probably rank right up with the dating sim and train simulators of the world. Why play an interactive drama when I could just watch a movie?
But this is a valid question that can be used to juxtapose any type of media. Movies are an excellent format at telling a story in about two hours, while many games take a two hour story and stretch it across 12 hours with bits of action padding the time. Heavy Rain was created from the ground up to challenge the idea that not only can a video game tell a compelling story, but that it can deliver the same emotional punches that a movie can too.
Released in February 2010 by French developer Quantic Dream, Heavy Rain tells the story of a father, a journalist, a detective, and an FBI profiler all tracking down an elusive serial killer who targets young boys. As one of the PlayStation 3 exclusives I’ve wanted to play the most, I was very excited to get my hands on the game after two years. You can see my first hour review here, or read on for spoiler-free thoughts on Heavy Rain.
Read moreFebruary 17, 2012 by Greg Noe, Nate, Steve
Cave Story was originally released all the way back in 2004, with development starting five years before that by a single guy, Daisuke Amaya. The side-scrolling adventure has gained momentum over the years, and is now recognized as being one of the original independent games that has spawned what is nearly a total upheavel of the video game industry. With the Humble Indie Bundle, Steam, Desura, and a slew of very talented developers, indie games are making huge waves, and sales.
While Cave Story is available on nearly every platform, it finally hit Steam a few months ago with the release of the fourth Humble Bundle. To note the higher resolution graphics and a new soundtrack, the game was re-titled Cave Story+, but there is an option to revert to the original look and sound.
We're very happy to present Cave Story+ as our third Indie Impression, following Super Meat Boy and Dungeons of Dredmor. Blackwell Legacy will be following in a few days.
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