First Hour

Nate's reviews and writings

2012 Games Roundup - Nate

Blog Post

January 28, 2013 by Nate

kid Icarus Uprising Banner

In 2012, I finally tried every single game in my backlog. All the dregs from Steam sales and Humble Bundles, all those free 3DS Virtual Console "ambassador" games, even all the junk in Sonic's Ultimate Genesis Collection. Then I built my first gaming PC and bought even more. As you can imagine, I played a lot of games in 2012. Just as I did in 2011 and 2010.

Because we all love lists, here's mine: all the games I played in 2012.

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Wii Truths Day 5: Game Spotlights

Blog Post

November 16, 2012 by Nate

wii Console_0The Wii was a special console for me. Its lifespan coincided with a leisure sweetspot in my own life that afforded intoxicating levels of videogame opportunity. I played a lot of Wii games and tracked all the Wii developments, be they exciting or mundane, major or minor, captivating or frustrating. I found plenty of fun on my PS3, and I suffered the exclusivity of many X360 hits, but I don’t regret spending the majority of my gaming prime with Nintendo’s bold experiment.

Although many will say the Wii died long before 2012 (and not without merit), the system’s successor is a week away from taking the baton, signaling the official end of Wii’s journey. With that in mind, I thought it would be appropriate to take a week and remember just what Nintendo’s “Revolution” was all about. Each day this week, we’ll take a closer look at one aspect of the Wii’s legacy, framed by a number of Wii Truths that have dawned on me as I look back on the generation.

Wii Truths Week ends today, with the spotlight hovering over a handful of specific games that I found notable for some reason or another. Some of the games getting the spotlight are personal favorites, but this definitely isn’t a top ten list. After all, sometimes the most remarkable games are the failures that serve as cautionary examples.

And the truth is...

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Wii Truths Day 4: Digital Distribution

Blog Post

November 15, 2012 by Nate

wii Console_0The Wii was a special console for me. Its lifespan coincided with a leisure sweetspot in my own life that afforded intoxicating levels of videogame opportunity. I played a lot of Wii games and tracked all the Wii developments, be they exciting or mundane, major or minor, captivating or frustrating. I found plenty of fun on my PS3, and I suffered the exclusivity of many X360 hits, but I don’t regret spending the majority of my gaming prime with Nintendo’s bold experiment.

Although many will say the Wii died long before 2012 (and not without merit), the system’s successor is a week away from taking the baton, signaling the official end of Wii’s journey. With that in mind, I thought it would be appropriate to take a week and remember just what Nintendo’s “Revolution” was all about. Each day this week, we’ll take a closer look at one aspect of the Wii’s legacy, framed by a number of Wii Truths that have dawned on me as I look back on the generation.

Day four continues our software examination, now with a focus on Nintendo’s first major foray into digital distribution. Nintendo never mass-advertised Wii's online capabilities: neither the Virtual Console library of classic games nor WiiWare’s original software lineup received much attention. The marketing message was motion and Mario; lots of Wii owners still have no idea that their system can pluck videogames right from the ether.

But the truth is...

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Wii Truths Day 3: Software Trends

Blog Post

November 14, 2012 by Nate

wii Console_0The Wii was a special console for me. Its lifespan coincided with a leisure sweetspot in my own life that afforded intoxicating levels of videogame opportunity. I played a lot of Wii games and tracked all the Wii developments, be they exciting or mundane, major or minor, captivating or frustrating. I found plenty of fun on my PS3, and I suffered the exclusivity of many X360 hits, but I don’t regret spending the majority of my gaming prime with Nintendo’s bold experiment.

Although many will say the Wii died long before 2012 (and not without merit), the system’s successor is a week away from taking the baton, signaling the official end of Wii’s journey. With that in mind, I thought it would be appropriate to take a week and remember just what Nintendo’s “Revolution” was all about. Each day this week, we’ll take a closer look at one aspect of the Wii’s legacy, framed by a number of Wii Truths that have dawned on me as I look back on the generation.

The first two days of Wii Truths Week focused on the hardware; from now on, it’s all about the software. Day three begins that trend with a broad look at the Wii’s library, examining how Wii’s unique market position influenced the software that developers made for it. Following Wii Sports’ example, a lot of developers decided that Wii was best suited for collections of short, simple experiences. The plethora of minigame compilations became the butt of jokes shared among the core gaming crowd.

But the truth is...

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Wii Truths Day 2: System Features

Blog Post

November 13, 2012 by Nate

wii Console_0The Wii was a special console for me. Its lifespan coincided with a leisure sweetspot in my own life that afforded intoxicating levels of videogame opportunity. I played a lot of Wii games and tracked all the Wii developments, be they exciting or mundane, major or minor, captivating or frustrating. I found plenty of fun on my PS3, and I suffered the exclusivity of many X360 hits, but I don’t regret spending the majority of my gaming prime with Nintendo’s bold experiment.

Although many will say the Wii died long before 2012 (and not without merit), the system’s successor is a week away from taking the baton, signaling the official end of Wii’s journey. With that in mind, I thought it would be appropriate to take a week and remember just what Nintendo’s “Revolution” was all about. Each day this week, we’ll take a closer look at one aspect of the Wii’s legacy, framed by a number of Wii Truths that have dawned on me as I look back on the generation.

Yesterday we checked the facts of the little white wonder’s disruptive controller; we take a look at the rest of the system’s features on day two. Wii was no stranger to big ideas, despite its modest guts. And it always dared to take on new challenges, seeming to find gold mine after gold mine with Wii Sports, Mario Kart Wii, Wii Fit, and more.

But the truth is...

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Wii Truths Day 1: Motion Controls

Blog Post

November 12, 2012 by Nate

wii Console_0The Wii was a special console for me. Its lifespan coincided with a leisure sweetspot in my own life that afforded intoxicating levels of videogame opportunity. I played a lot of Wii games and tracked all the Wii developments, be they exciting or mundane, major or minor, captivating or frustrating. I found plenty of fun on my PS3, and I suffered the exclusivity of many X360 hits, but I don’t regret spending the majority of my gaming prime with Nintendo’s bold experiment.

Although many will say the Wii died long before 2012 (and not without merit), the system’s successor is a week away from taking the baton, signaling the official end of Wii’s journey. With that in mind, I thought it would be appropriate to take a week and remember just what Nintendo’s “Revolution” was all about. Each day this week, we’ll take a closer look at one aspect of the Wii’s legacy, framed by a number of Wii Truths that have dawned on me as I look back on the generation.

First up, the Wii’s major selling point: its motion controls. The entire Wii marketing blitz revolved around the system’s intuitive, kinetic play style. Thanks to Nintendo’s expanded market view, which even made Wii a hit in retirement communities, the system flew off shelves faster than it could be stocked for the first year of its life. It was all thanks to an inviting white remote that effortlessly transformed into a tennis racquet, a bowling ball, and a golf club.

But the truth is...

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Retro City Rampage

Full Review

November 5, 2012 by Nate

Retro City Rampage CoverWhen I rented the Harvey Birdman: Attorney at Law video game a few years ago, I learned that some comedy has a minimum speed limit. I loved the rapid surrealist gags in the Adult Swim cartoon, but fifteen minutes was all I could take of the same humor decelerated to account for player input. What worked at twenty jokes per minute just didn’t translate to a relaxed visual novel speed.

Retro City Rampage has taught me that the funny/fast correlation works both ways. What was shaping up to be a parade of lazy puns and toothless parodies is acceptable entertainment when marched at a sprinter’s pace. It’s all in the delivery.

And Rampage delivers ‘80s nostalgia in spades. From head to toe, the game is decked out in pop culture knockoffs. You’ll accept missions from Principal Belding, find Game Genie codes, and change your appearance in a Michael Jackson facelift shop...with slight alterations that abide by intellectual property laws, of course.

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Retro City Rampage

First Hour Review

October 15, 2012 by Nate

Retro City Rampage CoverLadies and gentlemen, we are experiencing a full-blown Easter Egg epidemic. In just the last month, Dishonored re-enacted a scene from PC classic Thief: The Dark Project. The newest World of Warcraft expansion contains homages to everything from Battletoads to Harvest Moon to Star Fox.

There are even veritable egg trails: Torchlight II pays homage to Borderlands 2 which references Dark Souls. If this trend continues, it won’t be long until we have a Six Degrees of Kevin Bacon on our hands, counting references back to either “Cake is a lie” or “Arrow in the knee.”

And Retro City Rampage isn’t helping matters. Released last week on PlayStation Network and Steam (and coming soon for XBLA and WiiWare), this Grand Theft Auto “demake” touches on dozens of classic NES-era videogames, if not hundreds. The launch trailer alone portends a never-ending assault of sly winks, like a pirate blinking War and Peace in morse code.

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Rayman Jungle Run

Full Review

October 8, 2012 by Nate

Rayman Jungle run CoverAfter playing Rayman Origins earlier this year, I was eager for more Rayman run-and-jump. Not long afterwards, Rayman Legends details started leaking out at E3, and the salivating began. Unfortunately for me, Legends looks to be a Wii U exclusive, and I'll probably have to miss out on Wii U at launch.

So I'll probably have to wait a while for the next big Rayman platforming adventure. But Rayman Jungle Run on my Android phone is a decent consolation prize.

In brief, it's the aesthetics and mechanics of Rayman Origins applied to Canabalt-style auto-running. Rayman charges through gorgeous hand-drawn environments, racing towards the goal and collecting Lums in thirty second stages. Its smartphone-simple design means Jungle Run sacrifices some of the creativity, variety, and exploration of Origins, but it's got a few advantages of its own.

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The Last Story

Full Review

September 28, 2012 by Nate

Last Story CoverThere’s a narrow alley tucked into a corner of the industrial castle town, hidden behind the bustling Arena Square. Armorsmiths and swordcrafts crowd the path, talking shop and hawking wares to passersby in a gaunt corridor of tiny workrooms. In the alley’s only empty corner, a lean brute presses an elderly shopkeep against the grimy concrete and slyly demands a cut of profit.

It’s a place foul with sweat and industry. It swelters with forge and struggle. A stroll from end to end offers a glimpse of the desperation that is life for these lower class tradesman. They fight for survival, crammed into a corner of the last thriving city on the last prospering island in a rotting world.

The locals call this slum strip Artisan’s Way. It has an effortless narrative density that's so refreshing to see in a JRPG. The Last Story could have been about this place. It’s not. The Last Story is about a vampiric meteor that shoots giant lasers.

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The Last Story

First Hour Review

September 10, 2012 by Nate

Last Story CoverOperation Rainfall strikes again.

The fan campaign that convinced Nintendo of America to actually publish a hardcore Wii game this year can now celebrate its second victory. Another high profile Wii game found its way to the USA last month, though leery NOA decided to pass the risk of publishing to Xseed Games this time around.

The Last Story is the latest game from director Hironobu Sakaguchi and composer Nobuo Uematsu, the duo that made Final Fantasy an institution (and vice versa). It’s hard to believe a publisher would refuse to localize a game with those two names attached, but Nintendo’s no stranger to unbelievable decisions.

I'd been waiting for this game to hit the USA for over two years. Then I had to wait even longer when my copy was put on backorder for a month after it finally launched. Here’s hoping it was worthwhile.

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Mole Mania

Full Review

September 7, 2012 by Nate

Mole Mania CoverLast month, I realized that I haven’t taken my 3DS outside all year. Nearly every weekday of 2011, the little black system was in my pocket and transmitting StreetPass data any time I left the house.

Not this year. Kid Icarus Uprising is just about impossible to play on the go. I finished New Super Mario Bros. 2 in a weekend, enjoyable as it was. And the StreetPass novelty died after I went months without an exchange. It just wasn’t a worthwhile use of pocket space.

But then something unexpected happened: a little-known Game Boy game put the 3DS back in my pocket.

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New Super Mario Bros. 2

First Hour Review

August 27, 2012 by Nate

new Super Mario Bros 2 CoverThe announcement of a new Mario title tends to carry some buzz. Gaming’s mascot has led enough revolutions that every new game seems to emanate with potential energy.

But the fanfare was light when two new Mario platformers were revealed at this year’s E3. Old Jumpman may be a victim of overexposure: assuming New Super Mario Bros. U launches alongside the Wii U this holiday season, that will make five Mario platformers released in three years. The five previous Mario platformers stretched from 2007 all the way back to 1992.

You’ll never hear me complain about too many Mario games. I loved NSMB Wii’s hilarious multiplayer, adored Galaxy 2’s imaginative splendor, and even enjoyed 3D Land’s muted creativity. But all I expect from New Super Mario Bros. 2 is the same old unassuming excellence that has come to define the word “New” on Mario’s box.

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Penny Arcade's On The Rain-Slick Precipice of Darkness 3

Full Review

August 8, 2012 by Nate

Penny Arcade Rain Slick 3 CoverA few weeks ago, I acquired Breath of Death VII: The Beginning, Cthulhu Saves the World, and all three episodes of Penny Arcade Adventures for eight bucks on Steam. It seemed like a steal at the time: five brief RPG comedies for less than I spend on my daily commute.

I dropped Breath and Cthulhu after a few hours. Zeboyd’s nutty tributes to ‘80s JRPGs had their moments, but not enough to excuse dull battles, random encounters, and big empty dungeons.

The first two Penny Arcade games weren’t much better. My disgust for their fetch quest campaign structure smothered my fondness for the Mario RPG-style battles.

So when I saw that Penny Arcade’s Whatever 3 was the result of a Zeboyd/Penny Arcade team-up, I braced myself for some whole new amalgam of repulsive game elements. It turned out to be a roundly enjoyable seven-hour adventure, one that almost excuses the twelve hours I slogged through the other four games in the bundle. Almost.

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Wizorb

Full Review

July 25, 2012 by Nate

Wizorb CoverBreakout and Arkanoid and similar paddle games never resonated with me. Maybe because their Atari heyday ended before I started playing games, or maybe because I disliked the loose shot control. Whatever the case, the genre’s most polished and inspired entries still manage only a passing fancy.

So I’m flummoxed by my lingering affinity for Wizorb, a three-dollar, three-hour curiosity. I completed the brief game in a weekend fling and have no real desire to revisit it, yet it’s still on my mind. I do relish the lively lo-fi style and RPG window dressing, but the game is still a pretty standard brick breaker at its core.

I’m not terribly impressed by this new appstore era, this flood of amateur developments selling for less than a vending machine lunch and rarely lasting as long. But Wizorb is one of the few $3 games that’s more filling than its price tag and play time imply. A few thoughtful little gameplay functions that address the genre’s weaknesses are what make it shine among its Breakout-clone peers and its bottom-dollar indie competition both.

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Amazing Alex

Full Review

July 20, 2012 by Nate

Amazing Alex CoverI was never any good at The Incredible Machine. It was one of a handful of games available in my elementary school's computer lab, and it was the only one that stumped me every time. I knew the Oregon Trail like the back of my hand, and my SimCity could withstand any disaster, but the motors and pulleys and cheese-seeking mice never quite registered for me.

So it was with some hesitation that I downloaded Amazing Alex, the next game by the Angry Birds folks. It has all the friendly colors and streamlining of Rovio's money-printing slingshot game, but Incredible Machine's spirit clearly lives within. And I didn't think I had the Rube Goldberg skills to finish it.

But I did. I finished all 112 stages and collected the three stars in each. And it was the most fun I've had with my smartphone yet.

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F-Zero GX

First Hour Review

July 4, 2012 by Nate

f Zero gx CoverThe original Super Smash Bros. was a crash course on the Nintendo properties that I ignored in the early nineties. I learned that the orange robot from Metroid was actually a woman in a suit. I learned that the green elf guy wasn’t actually named Zelda.

I also discovered that Nintendo made a futuristic racing game called F-Zero. Although the Falcon Punch was the coolest thing in the world, I still couldn’t be persuaded to try out an F-Zero game. Cruis’n USA and Wipeout convinced me that racing games weren’t my thing.

Racers still aren’t my game of choice, but a bargain bin find has led me to give the F-Zero series the old college try. It’s been almost ten years since the earth-shattering Nintendo/Sega tagteam effort gave birth to GX, and though Nintendo has buried the underperforming series beneath Wii-branded successes, a small but passionate fanbase still thrives. Is an hour with the game enough to place me in their ranks?

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Contra 4

Full Review

July 2, 2012 by Nate

Contra 4 CoverCasual observers must be baffled when they watch someone play through tough old-school games. They see the tense hands, the parched eyes, the tight scowl; they must wonder, why would anyone subject themselves to this? Is it a determination to succeed, or a desire to suffer?

Sometimes, even the player doesn’t know. When the deaths start piling up, frustration can obscure the distinction between a worthy challenge and a cheap wringer. For some, it doesn’t matter: if the game can be beaten, they will beat it.

I once had that unshakable tenacity, but I won’t put up with cheap traps anymore. I’m learning how to spot the dirty tricks that games use to torture players. And Contra 4 is a hell of a teacher.

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A Boy and His Blob

First Hour Review

June 29, 2012 by Nate

a boy and his Blob CoverI’ve been on a bit of a Wii fix lately. Perhaps all the Wii U buzz inspired me to check out B-List Wii games that initially flew under my radar. Whatever the cause, my little white waggle box had a busy month, thanks to Lost in Shadow, Link’s Crossbow Training, and FlingSmash.

Up next, A Boy and His Blob. This 2D puzzle platformer is a modern take on the original Trouble on Blobolonia, one of many quirky NES games I remember seeing at the rental store as a kid. But I took home Super Mario Bros. 3 every single time.

In a way, picking up the new Boy and His Blob feels like atonement for Young Nate’s disinterest in anything without “Mario” in the title. But I also wanted it because it looks adorable. Seriously, you feed the blob a jellybean and it happily forms into a ladder. I probably had an imaginary friend just like that when I was six and couldn’t reach a tree branch.

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FlingSmash

First Hour Review

June 25, 2012 by Nate

Flingsmash CoverI had a craving for some motion gaming the other day. Skyward Sword’s mixed bag of waggle came and went six months ago, and the surprisingly smart Wii Play Motion ran its course last summer. It was time to try something new.

The list of Wii MotionPlus games on Wikipedia almost drove the craving away. Three years after the Wii remote finally got its necessary upgrade, a mere thirty-odd games support the device. Most have the unmistakeable stink of shovelware.

The only one that caught my eye was FlingSmash, a sidescroller where you smack a spherical character into bricks and junk. High concept, it’s not. But it seems like a good excuse to excitedly wave my arms around like a toddler with a bubble wand and a sugar high.

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Link's Crossbow Training

First Hour Review

June 18, 2012 by Nate

Links Crossbow Training CoverRemember when Nintendo gave Link a gun? I did when I found this baby at the media exchange shop. I wish I could say I just scored a Zelda game for a dollar, but there’s actually no “Legend of Zelda” in Link's Crossbow Training, so that would be incorrect. Also, it was two dollars.

It seems blasphemous to send Link on an adventure without his trusty sword and shield, but is it outrageous that I’m kind of excited about the idea? Zooming the Wii remote’s infrared pointer around is my favorite aspect of playing Wii games, and my best memories of Twilight Princess involved loosing arrows at goblins from horseback. Seriously, if this game lets me shoot Ganon in the face with some crossbow bolts, I may have to give it a perfect score.

I guess that seems unlikely, as any confrontation with the ultimate evil is unlikely to happen during crossbow “training.” I’ll probably just shoot targets and maybe a goblin or two. But maybe someday I’ll get my sequel, my Link’s Crossbow Conquest...

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Lost in Shadow

First Hour Review

June 4, 2012 by Nate

Lost in Shadow CoverHudson Soft. Now there’s a name that you don’t see on game boxes much anymore. The company that used to pump out Bomberman and Mario Party titles wasn’t much of a player this generation, were they?

And it seems we’ll never see the old honey bee logo on another boxart ever again: as of March 1 this year, Hudson Soft is officially dead. The last of its assets have been absorbed into Konami, which will probably put the Bomberman brand to good use and seal Hudson’s other, less milkable properties in the vault.

That makes Lost in Shadow Hudson’s swan song. The company developed and published the  shadow-based puzzle platformer and released it in January 2011 in North America. Like most Hudson games, it found modest critical praise at launch and was quickly forgotten. With Hudson’s recent demise, I guess that makes this as good a time as any to try out the company’s last contribution to gaming.

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Art Style: PiCTOBiTS

Full Review

May 18, 2012 by Nate

art Style Pictobits CoverMy Club Nintendo coins are finally going to good use, now that I can exchange them for games instead of cheap memorabilia. Fluidity was well worth zero dollars. And last month, I checked out Art Style: Cubello and found an interesting puzzle/lightgun hybrid.

Another month, another Art Style game to grab from the Club. Pictobits (called Picopict in other territories) is my fourth from the series, all of them quite different from one another. Of the four, Pictobits is the closest to a traditional puzzle game, falling blocks and all. As someone who tends to burn out quickly on those competitive block-movers, I kept my expectations low.

But Pictobits surprised me. It gets frantic, no doubt, but the bite-size challenges and uncommon variety pulled me over the speedbumps in the difficulty curve. The retro Nintendo style didn't hurt, either.

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Rayman Origins

Full Review

May 14, 2012 by Nate

Rayman Origins CoverI never quite bought into the whole Achievements deal this generation. It's nice to have a (rather arbitrary) tally of "gamerness" on record, and I do like to occasionally check my friends' progress. But the achievements themselves tend to make a goal out of lengthy tedium, a checklist asking the player to kill X enemies using Y weapon, in a way that mimics the worst parts of grind-dependent MMOs. It's far from the creative metagame that I'd hoped would evolve through the generation.

As a result, my PSN trophy list accounted for 65 games long but lacked a platinum trophy. I had ambitions to 100% my very first PS3 game, Uncharted 2, until I saw that the majority of the trophies were based on finding "treasures" in the game, essentially an overgrown pixel hunt. I don't regret giving up that chase shortly after it began, and it kind of soured me on trophies in general. Still, there has always been this nagging feeling that, having played so many PS3 games, I should get one platinum trophy before the next generation arrives. Some people aspire to run one marathon in their lives. I figured I should have one pointless digital knickknack.

Now I have one. It's a bit underwhelming, actually. Maybe that's because it only took about fifteen hours of game time to achieve. Or maybe it's because Rayman Origins is fun enough that, even if the game lacked trophies, I would have finished all the requirements anyway.

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Rayman Origins

First Hour Review

May 7, 2012 by Nate

Rayman Origins CoverI had never played a Rayman game before last year, when I tried Rayman 3D. A port of the most renowned Rayman game, it didn't exactly endear the limbless whatsit to me. So when Rayman Origins was released six months ago, I was too busy scampering through Super Mario 3D Land to care.

Thus, I was busy gazing into a 3D mushroom kingdom when Origins earned rave reviews. The acclaim seemed fruitless, as Rayman Origins found slow initial sales and an early price slash. Still, the game made enough cash that a sequel is (almost certainly) on the way.

I had intended to check out Rayman Origins since it was showered with critical adulation, but it was the sequel leak (and heavy discounting) that pushed me into finally buying the game. I'm pretty keen at picking apart platformers in just a few minutes of play, so my first impressions of the game all but cemented my new outlook on Rayman.

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Kid Icarus: Uprising

Full Review

May 2, 2012 by Nate

kid Icarus Uprising Cover

In Super Smash Bros, Director Masahiro Sakurai stripped the fighting game genre of its finger-tangling combos and built a new style from the core sensation he enjoyed the most: the dynamic "ad lib" nature of the fights. It was arguably the Nintendo 64's best game. In Kirby Air Ride, Sakurai boiled down the racing game to drifting and acceleration, then layered that core with Kirby flair and garish extras. It wasn't exactly the next Smash Bros.

Now, Sakurai's "disassembly and reassembly" approach takes on the shooter in Kid Icarus: Uprising. The father of Kirby and Smash Bros has transformed a quirky NES action platformer into half corridor shooter and half third-person shooter. It's no Smash success, but it's far from Air Ride's mediocre curiosity as well.

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Tales of Graces f

Full Review

April 13, 2012 by Nate

Tales of Graces f CoverIt was four minutes into Tales of Graces f that I met the amnesiac with the impossible purple pigtails. She didn't know who she was, or where she came from, or anything really. She was a deadly martial artist, but nearly walked right off a cliff. Later she asked the meaning of the word "friend." I threw up in my mouth a little and realized that Graces f would be a tale quickly forgotten. In hindsight, I guess the cover art should have served as warning.

But if the whole game boiled down to waiting for the kid in the Elvis getup to realize that the king is possessed by a demon, I wouldn't have played it for almost ninety hours. Yes, a lot of time is wasted running errands through copy-paste corridors while the characters say how they feel and explain magical jargon. But then you run into a giant spider, and the kids' anime story melts away for a few seconds of glorious battle.

I'll even say that Tales of Graces f has my favorite RPG combat, taking the crown from predecessor Tales of Symphonia. Graces f layers new abilities and limitations onto Symphonia's melee-and-magic arena skirmishes, and the end result is a more dynamic structure that makes earlier games in the series look like button mashing. It's also complicated as hell.

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Art Style: CUBELLO

Full Review

April 4, 2012 by Nate

art Style Cubello CoverIt's understandable that a hardware manufacturer like Nintendo would condemn app gaming. The company makes its fortune on dedicated video game machines and the traditional $30+ software pricing; the $1 mobile alternative is a serious threat to the viability of that strategy, especially in the handheld market. You won't see the House of Mario endorsing Angry Birds and its ilk any time soon (until it comes to 3DS, anyway).

It's a shame that a Nintendo-branded smartphone is so unlikely, because gaming's biggest name already has a series perfectly suited for the bite-size mobile market. The little known Art Style franchise on WiiWare and DSiWare emphasizes "elegant design, polished graphics, and pick-up-and-play controls." Having played the gravity-manipulating Orbient on WiiWare and cardboard-factory simulator Boxlife on DSiWare, I can definitely see the Art Style brand as a viable and profitable iPhone series.

Last month I picked up Cubello, one of the earlier Art Style games on WiiWare, from the Club Nintendo rewards program. It looks like the offspring of Tetrisphere and a Rubik's Cube got caught in a light gun game. I like it better than either of those things, though.

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Kid Icarus: Uprising

Half-Hour Handheld

March 26, 2012 by Nate

kid Icarus Uprising CoverEarlier this month, I played through the original Kid Icarus for the first time. It's a golden-age Nintendo oddity with a novel mishmash of action and RPG (novel in 1986, anyway) that provides more frustration than fun. It's okay, I guess.

But through the years, enough fans yearned for a revival of Kid Icarus that an online petition could always be found on any sizable video game forum. Unfortunately for these die-hards, Nintendo never gives its fans exactly what they want: it instead creates something new that resembles fan demands. Besides, Kid Icarus was a strange game. The only aspect of it I could see living on was the oddball Cupid Versus Eggplants theme.

Apparently Nintendo saw that too, because the new Kid Icarus: Uprising celebrates its strange heritage in a game style closer to Star Fox than a return to the original's platforming-action formula. Lifetime Kid Icarus fans are no doubt disappointed, but I couldn't be happier: the rail-shooting half of Uprising bears a strong resemblance to my 2010 Game of the Year, Sin & Punishment Star Successor, and the on-foot arena melees look no less enjoyable. Could Kid Icarus: Uprising be the 3DS's first worthy purchase of 2012?

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Tales of Graces f

First Hour Review

March 16, 2012 by Nate

Tales of Graces f CoverThe long-awaited localization of two high profile JRPGs has delighted the dwindling Wii fanbase. After years of holding out, Nintendo was finally convinced to bring potential hits Xenoblade Chronicles and The Last Story to the new world by distribution partners GameStop and XSEED, respectively. The orchestrators of last year's Operation Rainfall fan campaign deserve a pat on the back (though I was doing it before it was cool).

But another Wii JRPG topped my personal wishlist, then and now: Tales of Graces. The Tales series' claim to fame is its thrilling real-time battles, and Tales of Graces looked like the next evolution of that combat system. Months turned into years as I waited for a localization announcement, eventually accepting the improbability of my playing the game.

Fortunately, Namco Bandai's love for milking the Tales series eventually prevailed; late last year, the PlayStation 3 port of Tales of Graces was confirmed for release here in North America. I've built up some expectations, no doubt aggravated by the years of waiting. For me, these first sixty minutes of Tales of Graces F weigh more heavily than a JRPG intro should. Does it crack under the pressure?

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Fluidity

Full Review

March 5, 2012 by Nate

Fluidity CoverThanks 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.

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Rhythm Heaven Fever

Full Review

February 27, 2012 by Nate

Rhythm Heaven Fever CoverRhythm 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.

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de Blob [Video]

First Hour Review

February 22, 2012 by Nate

de Blob CoverTim 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.

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Rhythm Heaven Fever [Video]

First Hour Review

February 15, 2012 by Nate

Rhythm Heaven Fever CoverIt irks me that so many gamers believe the only worthwhile rhythm games are played with guitar peripherals. I love a good Rock Band party as much as the next Keith Moon wannabe, but there are too many wonderful music-based experiments in puzzle games and platformers and RPGs and shooters to cloister yourself in a pile of plastic instruments.

One such experiment was Rhythm Heaven, a strange blend of WarioWare and J-Pop that was one of my favorite Nintendo DS experiences. It didn't have a double platinum soundtrack or intense finger dexterity challenges, but the bubblegum ditties and cute-wacky scenarios got my head bobbing and my hummer humming as few games can.

Fortunately, Rhythm Heaven found enough of a worldwide fanbase to justify the next release, Rhythm Heaven Fever for the Wii. It trades the touch-screen taps and slides for a traditional two button setup, but the bright cartoon eye candy looks even sharper this time around. Budget priced at $30, Rhythm Heaven Fever could be worth a look if you didn't bury your Wii after Skyward Sword.

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Fluidity [Video]

First Hour Review

January 30, 2012 by Nate

Fluidity CoverI don't know why I've bothered registering my games with Club Nintendo these past five years. So many surveys and registration codes, and what have I received in return? A couple calendars, an LCD relic, and a set of collectors' pins. It's downright sad next to the free eReader that Sony sent me.

But times have changed, and this is the new, modern Nintendo! The bold new Nintendo of 2012 not only releases limited-availability demos and supports paid DLC, it actually puts up some worthwhile prizes for Club Nintendo members. Specifically, Club Nintendo now offers a small selection of downloadable games in exchange for the coins that you earn by registering Nintendo products. First party games only, but hey, baby steps.

Fluidity, a WiiWare title of some renown (called Hydroventure in Europe), was one of the games available in December for a fair 150 coins (it's no longer there, but you can only get it on the Wii Shop Channel for $12). The game received positive press and has whiffs of Metroidvania and fluid dynamics puzzles, so that sounds like a winner to me. I've played an hour: am I happy with the coins I spent, or should I have gone for the Mario Folder and Bookmark Set instead? I'd be the coolest kid in homeroom with those folders...

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Dead Nation [Video]

First Hour Review

January 23, 2012 by Nate

Dead Nation CoverDon't look now, but it's been nine months since reams of personal info and credit card numbers were stolen in the the Great PlayStation Network Hacking. Seeing as how I don't have any suspicious charges to my credit card, I think I can breathe easy. And hey, I got a couple of free games out of Sony's negligence!

One of the games I received in exchange for the breach of my security was Dead Nation, yet another zombie game with "Dead" in the title. I think we're all a little tired of the undead scene, but I don't see this "fad" fizzling out for a long while. So let's not whine too much and enjoy the good that comes of it before we can move on to the next craze (cowboys, maybe?).

A twin-stick shooter with online co-op and flashlights-in-the-dark scares, Dead Nation might be a nice change of pace from the neon insanity of Geometry Wars and other giants of the genre. An hour of blasting reanimated corpses into bloody gobs later, I'm ready to say that the game is good. How good? This good.

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2011 Games Roundup - Nate

Blog Post

January 9, 2012 by Nate

Batman Arkham City CoverIn 2010, I played 73 games. That's a lot of games. Probably too many games. I was pretty sure I would never play that many games ever again.

In 2011, I played 84 games. That's more games that I played in 2010, the year in which I played too many games, probably.

In this edition of my annual gaming inventory, I'll note how many hours I spent with each game, what progress I made, and whether or not I'll come back to the game in the future. I post this knowing that someday, years from now, it will be used in an intervention regarding my time management skills and/or life priorities. I'll be too busy playing Ultimate Angry Birds vs. Capcom to listen to my concerned friends and loved ones, though.

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Super Mario 3D Land

Full Review

January 3, 2012 by Nate

Super Mario 3d Land CoverUpon starting Super Mario 3D Land, I was placing internal bets on whether the game would be filed with the 2D or the 3D Mario experiences. Miyamoto and the team say they combined the approachability of 2D Mario with the freedom of the third dimension, but one of the two styles must win out, right?

Exactly fourteen hours of playtime later, the answer still eludes me. There's bits of Super Mario Galaxy and pieces of New Super Mario Bros in the game, and it leans heavily towards the former. What's keeping me from committing 3D Land to the 2D Mario pile is all the Sonic Adventure mucking things up.

Despite the disappointment, elation, and outright disdain that those three names likely bring up, they ultimately mean little for the actual quality of the game. It would be difficult to argue that Super Mario 3D Land is anything other than the Nintendo 3DS' most compelling purchase to date. But it's also the first Mario title in several years that I can't just rave about.

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The Legend of Zelda: Skyward Sword

Full Review

December 23, 2011 by Nate

Legend of Zelda Skyward Sword CoverThe lasting impression from my recent introduction to the original Legend of Zelda was its unstructured progression. With only a ghost of a narrative driving the action and few barriers to limit wanderlust, the course of my trip through Hyrule was almost entirely up to me. Having played Ocarina of Time before any other Zelda game, I was surprised to see just how hands-off the original was.

In contrast, last month's Skyward Sword may be the most linear Zelda experience yet. The newest quest sees Link flying from one compact landmass to the next with hardly any room for side trips. The vast sky of islands is sparser than Wind Waker's nearly endless ocean, and even the surface world below is but three masses of land separated by impenetrable mountain ranges and deserts and forests. This is a Zelda where the path to the next waypoint is often the only path.

Every game in the series since the eighties original has trended towards structure and direction as story progression and ability acquisition gained a greater share of the Zelda spirit. Aesthetic similarities and recurring tropes aside, The Legend of Zelda and Skyward Sword could be mistaken for two wholly separate franchises. For better or worse, Skyward Sword feels like the end state of a slow evolution that Nintendo has been cooking for twenty-five years.

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Frankencontroller: The Perfect Pad

Blog Post

December 16, 2011 by Nate

nes ControllerI considered trading down my DS Lite for a DS Phat because I preferred the clicky buttons of the latter. I refuse to play fighting games with a 360 pad (and only tolerate doing so with a PlayStation controller). I spent hours fiddling with bluetooth options and buggy amateur programs just so I could play Super Meat Boy on my MacBook with a Wii remote.

Controllers matter to me. A lot.

Though some are preferable to others, no controller is quite perfect. But that's only because nobody asked ME how to design the perfect controller! Instead of waiting around to be contacted by some very smart hardware developer, I figured I might as well lay out a near-perfect pad by stealing the best bits and buttons from controllers past.

I give you: The Frankencontroller.

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Goodbye GameFly

Blog Post

December 9, 2011 by Nate

Gamefly LogoFive hundred dollars is a good chunk of cash. That's a few car payments. It's a cool TV on Black Friday. It may be enough Taco Bell to last a lifetime (shortened by all that Taco Bell). It's also what I paid on video game rentals in the last two and a half years.

"Wow," you shriek, "$500 is a lot of money to rent games!" You're right, Obvious Banshee, and that's why I'm dropping my GameFly subscription (temporarily, at least). I've got other expenses to consider, other pastimes to enjoy, and a backlog of neglected games to play, so I think I'll give my wallet a break and go without.

But whether or not I ever re-up with the service, I got my money's worth in my 30 month GameFly period. It can actually be a frugal choice for the eclectic video game enthusiast.

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Shinobi

Half-Hour Handheld

November 30, 2011 by Nate

Shinobi 3ds CoverNintendo takes a lot of crap for its reluctance to provide even rudimentary online features, and rightfully so. But I have to admit, I'm a big fan of the Virtual Console service on Wii and 3DS. The convenience of having Super Mario Bros 3, Super Mario World, and Super Mario 64 all in the same tiny system was too much for me to ignore: I happily bought them all even while their systems and cartridges were mere feet away from my TV.

It's more rewarding, though, to discover classics that I missed out on as a kid. One such game was Shinobi III: Return of the Ninja Master. Though I owned a Genesis as a kid, all I ever played were Sonic games. Cutting through the excellent ninja sidescroller via the Wii's emulation service, I felt as though I'd rectified a childhood oversight.

Retro revivals are all the rage, and Shinobi's getting in on the action on 3DS. The new game is a prequel, simply called "Shinobi" in accordance with the entertainment industry's efforts to confound posterity by recycling the same titles over and over again. Judging from the low poly character models, I actually suspect Shinobi 3DS actually began development on Nintendo's last generation DS and was hastily upgraded. But hey, it's not the visuals that matter to me, it's the tough-but-fair sidescrolling action. Let's see if that's still intact.

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The Legend of Zelda: Skyward Sword [Video]

First Hour Review

November 21, 2011 by Nate

Legend of Zelda Skyward Sword CoverWith so many Legend of Zelda re-releases in 2011, I've had several excuses to reacquaint myself with the series for the last six months. I awakened Link for the first time, replayed bits of the first Zelda game I ever experienced, tried out a solo retrofit of the franchise's multiplayer experiment, and even charted my way through the legend that begot legends. For me, 2011 has been the year of Zelda.

Through this trip back through time, I've reevaluated my regard for Nintendo's beloved adventure franchise, and just in time for the newest iteration. Skyward Sword, at a glance, looks like just another Zelda, which is enough for most fans but insufficient for me. On top of that, the game boasts a distinct watercolor style, a sky/land dichotomy, and what appears to be an origin story for many of the franchise's trademark elements.

What has me excited is the motion-controlled combat. I loved the MotionPlus combat in Red Steel 2, and Skyward Sword uses the gyroscope add-on to provide needed nuance to Zelda's normally dull swordplay. Comparisons to Punch Out's puzzle-like duels have me salivating all the more.

Unfortunately, I didn't get to experience much of that in Skyward Sword's opening sixty. That's disheartening enough, but Skyward Sword doesn't stop at mere disappointment...the game outright insults me. Take a look:

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Super Mario 3D Land

Half-Hour Handheld

November 16, 2011 by Nate

Super Mario 3d Land CoverNintendo likes to think that the Mario series is a good gateway into this hobby. To its credit, the original Super Mario Bros alone is responsible for millions of current video game enthusiasts (myself included). Even today, I've witnessed the welcoming effect that games like New Super Mario Bros and casual-friendly spinoffs like Mario Party have on those who rarely touch games.

There's one segment of Mario's work that is an exception, far out of beginners' reach: Super Mario 64 and its successors in the same 3D platforming vein are not for newbies. I thought otherwise before I observed a friend floundering through the opening stage of Super Mario Galaxy for nearly an hour, steaming with frustration all the way. He can wind his way around a Mario Kart course. He outwitted GLaDOS at his own slow, careful pace. He even made admirable progress in Ninja Gaiden Sigma (on easy mode, yes, but Ninja Gaiden all the same). And yet, Mario's least-demanding 3D outing was far too much for him.

Nintendo sees this and offers Super Mario 3D Land. Borrowing aesthetics and rules from the NES games that birthed millions of today's gamers, the first Mario game for Nintendo's 3DS aims to nosedive the barrier of entry. That's a tall task in and of itself, but I'm more concerned that all this catering to beginners will diminish the things I love about 3D Mario: 64's complex and joyful movements, Sunshine's sprawling, layered environments, and Galaxy's inventive scenarios. Novices can work their way up to 3D Mario like I did, so don't deprive me of the next Super Mario 64 for their sake! What can I say? I'm selfish.

But Nintendo has earned my faith when it comes to Mario, so I start the game wary but eager.

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Kirby's Return to Dream Land

Full Review

November 2, 2011 by Nate

Kirbys Return Dream Land CoverFor the longest time, all I wanted from Nintendo was a new Kirby game with awesome copy abilities like in Kirby Super Star. No franchise has a track record like Kirby when it comes to spinoffs and experiments, but the SNES classic that boasted "8 games in one" is the series' greatest feat. For over a decade, my wish went unfulfilled.

But hey, we finally got one, appropriately dubbed Kirby's Return to Dream Land! It's exactly what I wanted: the twenty standard copy abilities are the series' best, with strong debuts and enhanced returns counted among Kirby's repertoire. It's amazing how many tricks you have up your sleeve with just a D-pad and a single button.

You have to be careful what you wish for, though. When dealing with a genie or blowing out your birthday candles, always make sure to choose your words deliberately and plan for stipulations and potential fallouts. Otherwise, you might end up with Kirby's Return to Dream Land, a game with tons of cool attacks and not much worth attacking.

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2011-2012 NHL Regular Season and 2012 Stanley Cup Playoffs

Sports Pre-enactment

October 24, 2011 by Nate

nhl 12 CoverLast November, I ran the first annual FirstHour.net NHL season and playoff predictions using EA Sports' NHL 11. I think the only prediction that could even be stretched as "correct" was that Alex Ovechkin would have the worst offensive season of his career (though even my NHL 11 sim did not predict he would finish with a paltry 32 goals). And although the Atlanta Thrashers didn't win the Stanley Cup in 2011, something pretty important did happen to that franchise during the playoffs...

Well, here we are again. A new NHL season, a new NHL game. This year, we'll see if the official FirstHour.net predictions are more accurate using the new NHL 12. Don't worry about our track record: this is the year, people. Put all your money where we say to. And disregard that some of these predictions are already impossible.

End of Playoffs update: Well, that does it for NHL hockey this summer. Congrats to the Los Angeles Kings on their first Stanley Cup victory. We certainly didn’t predict that. We didn’t predict a lot of things that happened this year, but we improved on last year’s airball. This post has been updated with the verdict on each of our predictions.

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Batman: Arkham City [Video]

First Hour Review

October 21, 2011 by Nate

Batman Arkham City CoverEverybody wants to be Batman. He was born with more money than most third world countries. His car sips gasoline and pisses fire. He could win the World's Strongest Man competition and the Jeopardy Tournament of Champions simultaneously. He knocks boots with Catwoman at night and brags to Superman in the morning. Whatever you aspire to be, Batman is it.

So it's surprising that no developer ever attempted the complete Batman experience until 2009's Batman: Arkham Asylum. Okay, maybe Batman isn't quite "complete" without Batmobile or Bruce Wayne, but the game offered a taste of the hunter/fighter/thinker dynamic that makes Batman so Batmanly. Two years later, Rocksteady Games is back on the prowl with Batman: Arkham City, because when was the last time a hit video game didn't get a sequel? The new game promises an increase in scope parallel with its subtitle: the play area has expanded from the asylum to a full borough within greater Gotham City where evildoers and thugs (and maybe also the mentally ill that legitimately need help?) have been corralled and quarantined.

But enough prep, it's time to bust faces. Watch some snippets of footage from early in the story and pretend you're Batman. It's okay, we all still do it from time to time.

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Memorable Ideas from Forgettable Games: Load Screen Time Wasters

Blog Post

October 10, 2011 by Nate

Bionic Commando Xbox 360 CoverI'm trying to find the right word to describe the Bionic Commando reboot. Like so many modern pop culture reboots, the desecration of the source material is surely blasphemy. It took a beloved NES classic with an unabashed nerdy charisma and '80s action movie lunacy and reskinned it with lifeless grit, detestable characters, and the kinds of military-political entanglements and absurd plot gimmicks that shouldn't be allowed to escape the feature length cutscenes of Metal Gear Solid. It also exhibited a few genuinely terrible design decisions, like invisible, death-dispensing fallout zones. I'm not sure how nobody questioned the merit of sudden, explosive cancer as a hazard in a video game, but it makes me wonder if Capcom and James Bond villains hire from the same temp agencies.

And yet, despite its many, many, many downsides, the game actually managed to be fun at times. If nothing else -- and that's not really an "if" -- the NES original's joy of mobility remained intact. There was tingling grace and invulnerability in swinging around the bombed-out Ascension City. It was enough to persuade me to finish the game's story mode, all the way through the atrocious final hour that actually made me yearn for the one-screen "Congraturation!" endings of the coin-op age.

"Forgettable" is a pretty good descriptor for Bionic Commando 2009. Marking the game as "god awful" and calling it a day would be a disservice to those ecstatic moments of suspension between swing and freefall. But this is one of Capcom's western-focused HD experiments that won't be the subject of any "PS3 games that need a PS4 update" blog posts, that's for sure.

But hey, the game sure did one thing right: load screens!

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Rage [Video]

First Hour Review

October 7, 2011 by Nate

Rage CoverI've never played a game developed by id Software. Not Doom, not Quake, not Wolfenstein, not nothing. I didn't play PC games much back when id was more prolific, and I had a prejudice against overly gory shooters. To me, they prioritized shock value over sound game mechanics, kind of like Mortal Kombat. Considering their lasting appeal, that was probably not my most sound judgment.

In my defense, id Software hasn't given me much to work with lately. The developer has only just this week released Rage, its first major game since 2004's Doom 3. Rage had been building up a lot of good press since its announcement back in 2007, earning plenty of "most anticipated" awards from major media outlets (yes, there are awards for such things). All the praise was a bit perplexing to me, though: by all appearances, Rage seems like yet another competent first person shooter with some car combat on the side.

But hey, now I can say I've played an id Software game (or at least an hour of it). Check out an early mission video below to see a short sample of Rage's early goings.

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Kirby Mass Attack

Full Review

September 26, 2011 by Nate

Kirby Mass Attack CoverLike the titular pink puff, the Kirby series has worn many hats in its nineteen years. Almost every 2D action-platformer has been partnered with an experimental pinball sim or an arcade racer or some amazing miniature golf mutation. As much as I enjoy each iteration of the main Dream Land style, the spinoffs are what really intrigue me, even when they fail. Sure, Kirby Tilt 'n Tumble may be unplayable with the Game Boy Color's dark screen and restrictive viewing angle, but it broke ground for motion controls six years before Wii Sports taught us to waggle.

It's a good season for Kirby fans, as we get a bit of both sides in under two months. Kirby's Return to Dream Land in October looks like the long-awaited Super Star successor, and September sees Kirby get multiplied in Kirby Mass Attack. Revisiting the stylus-centrism of Canvas Curse, Mass Attack tasks players with flicking, dragging, and leading up to ten Kirbys at a time through a puzzle platforming adventure. It's not the most eye-opening Kirby spinoff -- the concept is essentially a pared-down Pikmin -- but it makes the most of a middling concept.

Kirby Canvas Curse was widely dubbed the Nintendo DS's first worthy purchase. Kirby Mass Attack may be its last.

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MotoHeroz [Video]

First Hour Review

September 19, 2011 by Nate

Motoheroz CoverAlthough it's common to see a physics engine mentioned in the opening credits of current generation titles, games that are driven by calculated friction, momentum, and the like are still so rare. Trials HD is one of the few I've experienced that uses complex physics as a gameplay core, rather than merely governing how crates jump and limp bodies flail after an explosion. Tellingly, Trials HD is also among the generation's most unique games, a blend of platformer, simulation, and racer that make it impossible to define with current genre labels and difficult for new players to grasp.

Developer RedLynx appears to preserve that essence and curtail the frustration in MotoHeroz, a WiiWare title that replaces Trials HD's injury-prone dirtbike rider with durable, tumbling buggies. Trials's garage skatepark courses are also traded for platformer-adventure mainstays like forests, snowfields, and deserts. Strip away the Wii-appropriate aesthetics, however, and the game seems to be a kinder Trials romp, very much the approachable but deep physics showcase of its Xbox 360 and PC cousins.

I spent an hour bounding through the Story Adventure and climbing the leaderboards in some daily online challenges. Check out some of the footage pulled from that sixty minutes.

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The Legend of Zelda

Full Review

September 12, 2011 by Nate

Legend of Zelda CoverAchievement Unlocked: Review a game older than you.

Zelda may be the most beloved video game franchise, but I've never counted myself among series super-fans. Since cutting my teeth on the series with Ocarina of Time, I've merely enjoyed all but a handful of games in the series. Don't get me wrong, they're all great, but I wouldn't put any in my top ten.

That said, I like checking out each title and comparing it with the rest of its ilk. Other than the experimental black sheep Zelda II: Adventure of Link, the first Legend of Zelda may be the series' most divisive game. Fans can't seem to agree whether the game's old school difficulty and unguided progression make it dated or just different. Lacking an in-game overworld map and never funneling players away from difficult areas, the NES original certainly requires more of its players than any Zelda since.

Nintendo recently launched its 3DS Ambassador program, giving the system's early adopters ten free NES games. I had been meaning to check out several of the ambassador titles, but none more so than The Legend of Zelda. Fifteen hours and a princess rescue later, I'm ready to weigh in on the Dated vs. Different debate.

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Let's talk about paid demos

Blog Post

August 29, 2011 by Nate

Mega man Legends 3 PrototypeMega Man hasn't appeared in a game since March 2010's Mega Man 10. He's not scheduled to show his face again any time soon. That's so weird. The franchise has been the face of slapdash sequel profitability for two decades, so it's strange that we've gone a year and a half without any original Mega Man releases and may not see another any time soon.

As recently as three months ago, two Mega Man games were in development. Both were announced last year. Both were canned this summer. While one of those two aborted games was on course for Xbox Live Arcade obscurity, the other was anything but ordinary. Niche series revivals, long-removed sequels, fan involvement, executive politics...the Mega Man Legends 3 Project opened plenty of worm cans in the nine months before its abortion.

One can, in particular, piqued my curiosity: the paid demo. And I think it might have the most regrettable casualty in the game's cancellation. Before you groan, hear me out.

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Street Fighter III: Third Strike Online Edition - Video

First Hour Review

August 26, 2011 by Nate

Street Fighter Third Strike Online CoverI have a soft spot for fighting games. Even though my multiplayer game time has dwindled to almost nothing, I relish the chopsocky action too much to quit entirely. My interest has further grown alongside the genre's worldwide revival, sparked by 2009's Street Fighter IV, which produces more and more games that exhibit extravagant martial arts action with tournament balance. This pleases me.

Not content to milk just Street Fighter IV year after year, Capcom's digging deeper into its past to re-release what many consider its finest fighter, Street Fighter III: Third Strike. The fan favorite finds its way onto Xbox Live Arcade and PlayStation Network as Street Fighter III: Third Strike Online Edition, adorned with bells and whistles that appear to go beyond what fans would expect from a modern port. SF3:TSOE boasts visual filters, remixed music, concept art, detailed tutorials, expert trials, Youtube match uploads, and even renowned GGPO netcode that promises smooth and customizable online performance.

I have played Third Strike a few times in days long past. I remember some of the game-specific basics, like parrying, but am unfamiliar with most characters. I'll see what the trials can teach me about the game's mechanics beyond parrying. Next, I'll see what trials are available for Dudley, a boxer I recognize from Super Street Fighter IV but have never used in Third Strike. Finally, I'll check out Arcade mode and see what the game has to offer as a singleplayer experience.

Check out five minutes of parries, Corkscrew Blows, and everything else that makes up gentlemanly fighting.

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Kyotokei - Video

First Hour Review

August 15, 2011 by Nate

Kyotokei CoverLast year, when I checked out 3D Dot Game Heroes, I admitted my leniency regarding game copycats. Where some saw a sly attempt to cash in on the Zelda brand, I only saw a new adventure game in the same mold. The game's tone, both parody and homage, further erased any chance of disdain.

I'm having a tougher time excusing Kyotokei, a WiiWare game that came out last week. My five minute experience with Ikaruga is enough to tell me that Kyotokei is clearly a copycat game, stealing the novel color-coded bullet hell stylings of the cult classic shmup. And unlike 3D Dot Game Heroes, I'm not getting a tributary or tongue-in-cheek vibe from Kyotokei. Instead, the game mimics the Touhou craze, which replaces the classic shmup players and enemies (spaceships and mechs and whatnot) with cute little girls for whatever reason. I guess that's not a big deal: Hello Kitty Chess is still chess, right?

Mechanical and aesthetic burglaries aside, the game looks like it might be fun. And Wii could certainly use some decent software in a time where an above-par movie-licensed game is gunning for Game of the Year. I decided to throw $5 at Kyotokei and see if I could get my money's worth out of this downloadable doppelganger.

I played for an hour. Check out this video of the first stage. Try not to blink.

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Captain America: Super Soldier and Captain America: Super Soldier

Full Review

August 5, 2011 by Nate

Captain America Super Soldier artAww yeah, it's a SHOVELWARE SHOWDOWN!

In the last two weeks, I started Captain America: Super Soldier for both the PS3 and Wii. At hour's end, I decided to keep playing each game, but with the expectation that I wouldn't actually finish either. As it turns out, I stuck with both through the credits. And I didn't do it solely for masochism's sake: movie license hex be damned, neither version of Captain America is mere shovelware. They won't be gunning for any Game of the Year awards, but they are games worth playing for the right price.

Okay, so they're not bad. But which version of Captain America: Super Soldier is the not baddest? The choice isn't as simple as HD versus SD, like in many Wii port afterthoughts: the parallels are there, but these are two very different games. In classic head-to-head style, check out how each of the versions stacks up against each other in their major elements.

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Captain America Wii - Video

First Hour Review

August 3, 2011 by Nate

Captain America wii CoverLast week, I checked out Captain America: Super Soldier for the PS3, a decision based equally on hope and whatever horrible curiosity entices people to play movie-licensed games. It was like approaching a derailed train full of puppies: you can't look away from what's sure to be a disaster, but also there's a chance everything turned out okay, and wouldn't that just be wonderful?

Well, here we are again. Another game called Captain America: Super Soldier has been released for Wii. It has the same name and is capitalizing on the same blockbuster movie, but it's a very different game by a very different studio. The PS3 and 360 versions were handled by Next Level Games, a developer that quietly created some of my favorite gems of the generation (in addition to a few duds, apparently). In contrast, the Wii version was in the hands of High Voltage Software, a studio that hyped its first big project to high heaven before the final product would be condemned to gaming purgatory. Since then, the company has released an immediately forgotten sequel and made some noise about what will surely be vaporware in due time.

That said, I can't help but admire the ambition and genuine enthusiasm High Voltage Software brought to trade shows, even if it didn't translate into a worthwhile package in The Conduit. HVS also seems to be one of the few developers that actually took Wii development seriously at some point, so I suppose it's qualified to bring Captain America to Nintendo's neglected little box. My expectations are about as low as you can get, but I'm curious enough to give the game a try anyway.

And hey, video! Watch a superdeformed Captain America throw his mighty shield, solve some mighty puzzles, and even throw a mighty Shoryuken.

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Captain America: Super Soldier - Video

First Hour Review

July 27, 2011 by Nate

Captain America Super Soldier CoverI think I like Captain America because he's sort of the underdog. In a universe of telekinetic superbeings and indestructible immortals, Cap's basically just a buff dude with a shield with a penchant for punching Hitler. I like to think he's Marvel's Batman, the mere man who needs only his natural resourcefulness (and a liberal dose of super-steroids) to be a star player in the superhuman leagues.

Apparently, Next Level Games sees a similar link between Bruce Wayne and Steve Rogers. Charged with developing the game that would tie into Captain America: The First Avenger, the developer appears to have taken some inspiration from Batman: Arkham Asylum. Among other details, Captain America's context sensitive combat style especially reminds me of the dark knight's award-winning game.

Despite favorable previews and some excellent games in the developer's back library, I haven't forgotten that Captain America: Super Soldier is a game with a movie license. Stunted development time, split effort across all systems, and NLG's inexperience with HD consoles kept my expectations low going into the first hour.

The following is a video sample of some early goings in the CA:SS story mode. See Cap fight, decode, and get his gymnastics on.

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Infamous and The Beast

Blog Post

July 13, 2011 by Nate

Infamous 2 Cover(WARNING: This post discusses significant plot points of Infamous and Infamous 2 in detail. You are now at the gates of Spoiler City. Turn back if you intend to play the game with a blank slate someday.)

One of the cornerstones of horror is mystery. People fear the unknown, enough so that they will fill in the blanks with their own personal hellspawn when presented with a few creepy clues. Things that go bump in the night don't need to bare glistening fangs or a bloody hook to terrify us: they just have to bump.

This connection is easily exploited to make a good scare even better. It sounds crazy that so many left theaters spooked after the Blair Witch Project, considering the titular monster was never shown, yet that's exactly why the movie was a hit. Cloverfield saw that success and adapted it to trailers and TV spots, depicting a Godzilla-level monster attack from the view of those unable to see the monster directly. Video games are catching on as well, with many praising Amnesia: The Dark Descent for providing scares when nothing's there.

Infamous 2 isn't a horror game, but it makes excellent use of this deprivation technique to ramp up the suspense. The story's core is Cole MacGrath's quest to prepare for the destined arrival of The Beast, a being of such power and wrath that only at his fullest potential could the hero hope to stop it. Throughout the game, chilling reminders of this impending cataclysm are ever present, casting a shadow of despair that even overcasts Cole's considerable predicaments in the here and now. And when the Beast finally arrives, revealing itself at last to the wearied but hardened superman, the suspense is replaced with a dread so thick that it suffocates the player in a way no game ever has before.

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Uncharted 3 Beta Impressions and Video

Blog Post

July 6, 2011 by Nate

Uncharted 3 BetalogoI held out on the HD console era for almost four years. Through late 2009, I was happy owning only a Wii, with its quirky library and dependable first-party franchises. Sure, modern online features and the robust third-party support made the HD twins appealing, but I abstained admirably. Uncharted 2: Among Thieves was the game that finally forced my hand.

I don't know why, but I had to have it. Whether it was the tone, the hype, or merely the timing, something about Uncharted 2 commanded me to buy a PS3. Weeks before the game launched, Naughty Dog held a public multiplayer beta; I bought the newly slimmed PS3 and jumped in. I had a great time in the trial, bought the full game, loved the singleplayer, and the rest is history.

Two years is the standard wait for a sequel anymore, and in 2011, we have Uncharted 3: Drake's Deception to look forward to. Once again, the developer has opened a multiplayer beta to the public, this time nearly six months before launch. Naughty Dog has said their goal is to make Uncharted 3 THE multiplayer game for PS3. Based on my time with the beta thus far, its candidacy can't be denied.

As I did for the Killzone 3 beta, I will outline the Uncharted 3 multiplayer beta's game mechanics and feature set. I've also included clips from a few matches I played on the beta's second day (day one was a mess of empty matches and game crashes, later fixed through a title update).

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Musings on L.A. Noire, and gray areas in game design

Full Review

June 29, 2011 by Nate

la Noire CoverOne of the fun attributes of film noir is that, while often filmed in a stark black and white style, the characters and situations aren't so easily sorted. Good guys can keep bad habits, damsels in distress can turn femme fatale, and the line between cop and crook gets muddy. Black and white is the look, but gray is the tone.

L.A. Noire, Rockstar's latest critical smash, pays tribute to film noir's unclear nature not only in style but also in its design. A vast open world is the stage for a linear story. Modern gunfights and street races play nice with adventure game relics and intuition simulation that should prove to be the game's lasting legacy. And, given the task, I'd place L.A. Noire somewhere in the spectrum between pretty good and almost great.

But to be honest, that's not really what this piece turned out to be. It's not quite a review, but not really just a critique, either. Want a review? Here: "L.A. Noire isn't a bad game by any standard, but it's more an interesting experiment than it is a great experience." I'll even throw a number at you. "7." Bam, reviewed.

With that addressed, the following is a look at a few of the ways L.A. Noire straddles many seemingly opposite design elements. Sometimes this leads to nagging issues, others to surprise delights. But more often than not, it's hard to say either way.

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Wii Play Motion - Video

First Hour Review

June 22, 2011 by Nate

wii Play Motion Cover"Gathering dust" has become the meme of regretful Wii owners everywhere. I can't even count the number of times I've seen these words used to complain about the dearth of worthwhile Wii games. As someone who has found plenty of variety and quality in Gamecube 1.1's software lineup, I've let out innumerable deep sighs in response.

And yet, I must admit that my Wii has sat silent for over six months now. After a year that I wouldn't hesitate to call the system's very best, even the most forgiving Nintendo fanboys couldn't deny that Wii has been a ghost town in 2011.

But all that changes now, as I just picked up the brand new Wii Play Motion! Yes, I think it's safe to say that the 2011 Wii drought is officially over. Because if anything can get hardcore gamers excited about Wii again, it's a minigame collection bundled with a controller!

All sarcasm aside, Wii Play Motion's various motion-centric minigames were created by several different studios, tasked with outdoing each other in finding a fun and unique use of the bundled-in Wii Remote+'s capabilities. Featuring such contributors as Prope (Yuji Naka's new studio) and Good-Feel (the minds behind the excellent Wario Land: Shake It and Kirby's Epic Yarn), it at least has an interesting pedigree. Or a collection of interesting pedigrees, I guess.

So I synced my pretty new Wii Remote+ and popped in the disc. In just over an hour, I tried out every singleplayer minigame in the collection (as far as I know). And lucky you, I recorded video of all of them! Hopefully each video will give you an idea of how the player interacts with the minigame and what kind of depth it may offer.

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Infamous 2 - Video

First Hour Review

June 15, 2011 by Nate

Infamous 2 CoverI vividly recall some trials and frustrations in my time with the original inFAMOUS (not the least of which was that horrible spelling which will henceforth be abandoned), but overall I really enjoyed the game. As much as the sticky platforming, messy mission design, and transparent morality system bothered me, I ultimately had a great time surfing on power lines, tossing electric grenades, and guiding a concentrated lightning storm down alleys of soon-to-be-corpses. It was inevitable that the game would get a sequel due to its ending (and the sad, predictable nature of this industry), and I really hoped that Sucker Punch would iron out a few of the teeth-grating problems I had with the original.

Lo and behold, it's one month and two years later, and there's another Infamous game. Boasting a locale with more colors than gray, melee combat that's not completely worthless, and the promise of acquiring more elemental powers, Infamous 2 certainly seems like the kind of sequel that boasts incremental improvements over the original and hasn't yet worn out the franchise's welcome. Pretty typical of a "2," really.

I find it amusing that the game arrived in my mailbox last Monday, the same day that Sony featured a trailer from the game in its E3 conference. Shortly after their presentation, I had my first taste of Infamous 2. I grabbed three clips from my first hour: arrival at the new sandbox city of New Marais, the first new power tutorial, and an early choice between good and evil sidequests.

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Tom Clancy's Ghost Recon: Shadow Wars

Full Review

June 8, 2011 by Nate

Ghost Recon Shadow Wars CoverVery few titles available at a system's launch are ever worth the price of admission. Thing is, they don't have to be: early adopters don't have any other choices, and they certainly aren't taking home that shiny new box with nothing to play. If a launch window game isn't a glitchy, feature-stripped port of a last-gen game, then it may just be the best of the bunch.

Ubisoft in particular doesn't have a great track record when it comes to launch games. They were the first third party to reveal their Wii hand with the ambitious and roundly disappointing Red Steel, threw straight up shovelware at the DS, and didn't exactly set any precedents at the dawn of the HD era, either. For the 3DS, Ubi's launch day contributions took the forms of Rayman 3D, Asphalt 3D, Combat of Giants: Dinosaurs 3D, and Ghost Recon: Shadow Wars.

It doesn't surprise me, then, that Ghost Recon: Shadow Wars is a technical mess. The visuals wouldn't turn heads on PSP, slowdown is common, and everything just feels rough around the edges. Oh, and then the game freezes every now and then. Sometimes you'll get the black screen of death, other times the audio will stop and the display will just fade out. In the time I was playing, Shadow Wars crashed on me a grand total of ten times.

What surprises me is that, despite these glaring technical issues, I will still recommend the game to 3DS early adopters.

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Bit.Trip Runner

Full Review

June 1, 2011 by Nate

bit Trip Runner CoverThe era of digital distribution has been good to many smaller developers. One needs to look no further than the Minecraft success story to see just how fruitful the budget game market can be.

Even on Nintendo's meager WiiWare service, some have found the opportunity to shine. Gaijin Games, a small studio founded by a former LucasArts employee, has found acclaim with its Bit.Trip series. With six games in the series released within two years, each Bit.Trip title is built on the same foundation of rhythm and psychedelic retro aesthetics but offers a different gameplay hook. Beat, the first title, is like the love child of Pong and a laser show. Core is more like a tricky Guitar Hero with a D-pad. Void is an avoid-and-collect using the nunchuk's control stick. Fate is a rail shooter utilizing the Wii remote's pointer. And Flux, the final chapter in the Bit.Trip saga, returns to an experience similar to the choreographed Pong performance that birthed the series in Beat.

I recently acquired Bit.Trip Runner, the fourth game released (and the third I've played, after Void and Beat). It happens to be the one that generates the most buzz in the gaming community. Runner certainly sounded appealing to me when I was introduced to it as a "rhythm-based platformer." My experience with the game, however, came somewhat short of my high hopes.

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L.A. Noire - Video

First Hour Review

May 20, 2011 by Nate

la Noire CoverI like to think I'm open-minded, but it's undeniable that I'm leery of open-world games. The genre's tendency to prioritize quantity over quality often produces sandboxes full of activities and environments that are rough around the edges (if not outright broken). That's not to say that the entire package can't overcome the inadequacy of its individual elements, but the apparent lack of focus often leads me to suspect that developers sometimes take the kitchen-sink route to distract players from a game's inability to evolve, improve, or even replicate proven game mechanics.

It's this perceived deficiency, whether imagined or real, that has distanced me from THE sandbox developer's games. I had a decent time ramming criminals off the road in Grand Theft Auto III's vigilante missions, and Red Dead Redemption's gorgeous frontier can be fun to gallop through, but I've mostly ignored Rockstar's standard-setting sandboxes. While Web of Shadows and InFamous at least throw some fancy superpowers into the mix, there's not a whole lot more to Grand Theft Auto and Red Dead Redemption than driving and shooting, one or both of which are available (and often superior) in a thousand other games.

So it certainly was a surprise for me when I caught my first trailer for L.A. Noire -- a project that Rockstar has been cooking up for many years now -- and saw a concept that appears not only focused, but novel and ambitious as well. The game's use of facial capture animation produces some of the most realistic character visuals the medium has ever seen, and the trailers would have you believe that it's not just for show: players will have to intuit characters' body language and act on hunches in order to get to the bottom of each case. The feeling I'm getting is less Grand Theft Maltese Falcon and more Phoenix Wright: Cynical Detective. I'm skeptical that it will quite live up to what I have in mind, but I'm more than willing to let it try.

The following video is a taste of L.A. Noire's third case, which should give you an idea of a detective's duty and how to do it with all the bumbling inadequacy of Inspector Jacques Clouseau.

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Crysis 2 - Video

First Hour Review

May 16, 2011 by Nate

Crysis 2 CoverPC game development is hard. Unlike consoles and their mass-manufactured conformity, every PC has a different set of guts, so there comes a time when the development team needs to test their code through dozens of Frankenstein computer setups to make sure the game actually works on an acceptable percentage of PCs on the market.

Crytek had a fairly genius solution to this annoyance: they made a game that no computer assembled in the present day would be powerful enough to process, and figured that the future would solve their problems for them. It was called Crysis; Crytek's prophecy was fulfilled when NASA aborted the space program in order to refocus its priorities towards creating a machine capable of playing this game [citation needed].

For whatever reason, Crytek abandoned this strategy with the game's sequel. Crysis 2 was created to be played not only on PCs assembled on Earth and before the year 2018, but on current consoles as well. I played a bit of Crysis 2 and got a sense of what the distant future will be like when consumer machinery finally catches up to the original Crysis' requirements.

I recorded the first hour of the game in glorious 480p and trimmed the downscaled footage to give you a taste of the game's opening sixty. A busted monument, superpower lessons, robot spiders, and choke-slams await.

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Suikoden

First Hour Review

May 11, 2011 by Nate

Suikoden CoverI tend to be conscious of the games I buy. When I plunk the cash onto the counter, I've usually made the decision to do so months in advance. I've read some previews, watched plenty of gameplay clips, and probably played a demo (if available). This is normal for people to do when they're about to shell out $60 and tax, but I tend to do my research even when the game can be bought for a Hamilton. What can I say? I'm kind of stingy. Chicks love a pennypincher.

I indulged in a blind-buy some time ago, when a game called Suikoden went on sale from the infallible PlayStation Network for a scant three dollars. I guess I can't really call it a "blind" purchase, considering I'd heard of the series, knew it was some sort of JRPG, and recalled some praise for it throughout the years. Still, this was a small triumph for my freewheeling, devil-may-care side. The side that grins mischievously as a tossed beer can ends up in the trash rather than the recycling bin. The side that saunters across the street with reckless abandon when the orange hand in the crosswalk orders me to halt.

I've finally worked up the courage to start playing this recklessly-bought game. Will it turn out to be as thrilling as the initial purchase, or will I pledge to never blind-buy again?

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Red Steel 2 - Video

Blog Post

May 2, 2011 by Nate

red Steel 2 CoverA few days ago, it dawned on me that I've been contributing to The First Hour for a year now. A whole year, no fake! Just remembering last week can be a trying experience for me, so thinking back twelve months is like trying to visualize the guts of a black hole.

To assist my trip down memory lane, I decided to play a bit of Red Steel 2, the first game I reviewed. I gave it a pretty glowing writeup at the time, and it ended up as the runner-up for my Game of the Year 2010 across all systems. The game isn't without its foibles, but it delivered the hardcore shooty-swordy experience that the target render for the original game fooled many into believing possible at the Wii's launch in 2006. That was enough for me to excuse most of its shortcomings.

To commemorate this one-year anniversary, I decided to capture a bit of video from Red Steel 2 to share. Originally, I planned on making a montage of the dozens of cool abilities, finishing moves, and cinematics that made the experience so fun for me, but then I stumbled across one six-minute mission around the game's midpoint that makes for a good standalone exhibition. It also cut way down on the video editing workload for me, which was admittedly the primary factor for the change of plans. Still, I think it turned out just fine.

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Nintendo 3DS: One month later

Blog Post

April 25, 2011 by Nate

3ds Cosmo BlackMy first encounter with a 3DS was less than perfect. I had the privilege of playing Pilotwings Resort for about fifteen minutes in the midst of a particularly loud and busy Best Buy. The stereoscopic 3D was hardly noticeable, though it may have been because the system was locked into the cabinet a few feet below my face. And Pilotwings was...well, Pilotwings. A fine game, but hardly the one I'd choose to impress somebody.

What was impressive, however, was the strength and duration of the resulting headache. The drive home was almost unbearable, with temples flaring to the beat of my heart and some eye strain to boot. I went to bed and nursed a hangover-level headache for about three hours.

Maybe I'm just a glutton for punishment, but I decided to buy a 3DS anyway. It's hard to believe that the system's already been on the market for a month, but here we are. I've found plenty to love with Nintendo's DS successor but have some concerns as well.

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Rayman 3D

Half-Hour Handheld

April 20, 2011 by Nate

Rayman 3d CoverPlatformers may be my favorite genre. Maybe I'm a product of the era I grew up in, when so many developers tried to beat Super Mario Bros. at its own game. Most failed, but that didn't stop me from enjoying the multitude of games that celebrated the uncomplicated joy of running and jumping skillfully across tricky terrain.

That said, the move from sprites to polygons did not treat the platformer kindly. So many of the colorful characters that were born in two dimensions were simply confounded by a third axis. I can only think of a handful of 3D platformers I've really enjoyed, and almost all of them begin with the words "Super Mario." To be fair, my standards are very high, and my definition of "platformer" is quite narrow as well.

And I've missed out on more than a few fondly-remembered 3D platformers, one of which is Rayman 2: The Great Escape. Originally released for the Nintendo 64 and Dreamcast, Rayman's first sequel (and first step into 3D) has become a cult classic of sorts. It's at least popular enough for Ubisoft to revive the game for the 3DS, just as it had seven years ago for the launch of the original Nintendo DS. Actually, according to Wikipedia, this game has been ported from the Nintendo 64 to Nintendo DS, Nintendo 3DS, PlayStation, PlayStation 2, Dreamcast, iPod Touch, and PC, in sum.

So how does Rayman 2 hold up after ten years and two ports to a picky platforming purist like me? And do the 3DS' stereoscopic visuals add a significant difference to the experience, as Nintendo claimed they could?

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Roxio Game Capture

Hardware Review

April 15, 2011 by Nate

Roxio Game Capture CoverVideo editing isn't easy. It's not cheap. And it's rarely fun. Such is the extent of my knowledge on the subject, after some attempts to transfer old home movies from VHS onto DVDs.

But video editing is an integral part of video game marketing and communications. Publishers concoct trailers from snippets of gameplay (and CG), news outlets provide their readership with video previews, and even gamers themselves show their stuff on YouTube. Whatever the purpose, a way to capture, clip, and combine footage is required.

I had been looking into cheap and easy ways to record game video from my TV screen when I came across the recently released (and aptly named) Roxio Game Capture. Requiring only component cables and a decent PC, the $99 device seemed to be a suitable reintroduction to the harsh world of video editing for me. The folks at Roxio were kind enough to provide The First Hour with one Game Capture (and the included Roxio VideoWave software). After tinkering for several hours, I've grabbed various vids from my TV screen, slapped together some clips in the editing suite, and remembered the headaches that accompany learning to patch together movies.

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Steel Diver

Half-Hour Handheld

March 31, 2011 by Nate

Steel Diver CoverAny time a creator of game technology sets a new standard, they want to show it off in a way that gets potential customers dreaming about what games they might be playing with it. The Final Fantasy VII tech demo for PS3 was meant to show off the graphical leap that Sony's Spiderman-fonted grill console could muster...and, of course, hype fans up for a remake that would never exist. Peter Molyneux's Milo was a proof of concept that Kinect could, theoretically, be an interaction simulator. With the game's cancellation, it looks like that will stay a theory for the time being. And who could forget Epic's "meat cube" demo for Unreal Engine 3, newly improved for Gears of War 2? And yet, here we are in 2011 with no cubes of messy meat to play with whatsoever.

Sometimes, what starts as a tech demo eventually becomes a retail product. Such is the case with Steel Diver, possibly the only submarine video game I know of. What is now a 3DS launch title was originally meant to show off the brand new use of the touch screen as a controller...six years ago, for the original Nintendo DS. It seems Nintendo decided to take that aged tech demo, update its visuals for the new hardware, and profit.

So here we are at the 3DS launch, with three first party retail titles from Nintendo. One appears to merely be a graphical update to the Nintendo DS' second best-selling game. Another seems to be made entirely of assets from Nintendo's ridiculously successful Wii Sports series. Could Steel Diver, a tech demo that was forgotten a generation ago, prove to be a niche hit lurking in the depths, or will it continue to torpedo into obscurity?

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Tom Clancy's Ghost Recon: Shadow Wars

Half-Hour Handheld

March 30, 2011 by Nate

Ghost Recon Shadow Wars CoverAs much as Nintendo frustrates me with their recent localization decisions, they have their triumphs as well. Releasing Sin & Punishment on the Virtual Console outside of Japan was a victory, effortless as it might have been. Rhythm Tengoku was a niche hit on the Game Boy Advance, but its DS follow-up had even Beyonce singing its praises. And when Nintendo finally brought its Famicom Wars and Fire Emblem strategy games to the west on the GBA, gamers outside of Japan suddenly had two new franchises to thank the Big N for.

And they're not the only ones: Julian Gollop, creator of the X-COM: UFO Defense series, is a big fan of Advance Wars and Fire Emblem. He said as much in a refreshingly candid interview about his newest game, Ghost Recon: Shadow Wars, a 3DS launch title that Gollop was inspired to create after experiencing Nintendo's strategy duo.

I've had only brief experiences with the strategy genre as it exists on PC, where Gollop's games mostly reside. And I've played maybe ten minutes of a Ghost Recon game. But I am a big fan of games like Advance Wars: Dual Strike and Fire Emblem: Path of Radiance. And though I'm eager to see what Nintendo has in store for those franchises in the future, I know what I'll be getting: more of the same. On the other hand, Gollop's take on turn-based tactics might introduce some fresh elements to the formula. Let's see if any of those show up within the game's first thirty minutes.

 

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Pilotwings Resort

Half-Hour Handheld

March 29, 2011 by Nate

Pilotwings Resort CoverThe island from Lost is its own character. It's mysterious, malevolent, and seemingly sentient. It's more than just a setting, interacting with each of the show's characters as much as any other person stranded there.

Nintendo wants WuHu Island to be like that. Well, sort of. Not the evil part, of course. Where the island from Lost is a place full of peril, pitfalls, and plotholes, WuHu Island is familiar, comfortable, and friendly. It is supposed to be like a favorite character, an entity that the player reminisces with every time they meet. That's why it's already shown up in three different casual Nintendo titles (Wii Fit, Wii Sports Resort, and Wii Fit Plus).

Make that four, as Nintendo brings Mii back to WuHu island, this time exclusively for airborne activities in Pilotwings Resort. Pilotwings is no stranger to acting as the "tech demo" launch title for new visual splendor; the original SNES game introduced the world to Mode 7 Mapping while its Nintendo 64 sequel showed off the new system's polygonal graphics from a birds' eye view.

This will be my second visit to WuHu Island, after the WiiMotion+ showcase that was Wii Sports Resort. There was a certain charm to staging the various activities around the island, full of recognizable landmarks and curiosities. However, it could just as easily be argued that this is all laziness on Nintendo's part, recycling assets they created years ago across a number of games. Will a half-hour at WuHu Island rekindle warm memories of jet skis and archery or has this vacation hotspot gone cold?

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Nintendo 3DS first impressions

Blog Post

March 28, 2011 by Nate

3ds Cosmo BlackWhen I first take home a new system, I like to get a feel for it before I play my first game. I check out the menus, play with the options, and poke around for Easter eggs. I imagine most people brought home their Gamecubes with the intention of checking out the newest Death Star visuals ASAP, but I had just as much fun wandering around the system's cube-shaped GUI for the first time. The 3DS is no different. Before I popped in one of the launch titles, I took some time to feel out every nook and cranny on Nintendo's newest portable system.

This is a special case for two reasons. The obvious quirk is the system's ability to display 3D visuals without the need for special eyewear. Am I going to get headaches? My personal history with 3D movies says I'll have some cranial pounding and eye discomfort for a few minutes, then an unhindered experience following the adjustment period. On the other hand, when I checked out a 3DS kiosk at Best Buy for about 15 minutes, I had a headache for the next two hours. I'm willing to bet the experience won't be as bad in the comfort my own home. I'm gambling $250 on it, to be exact.

The second consideration is the apparent multitude of unorthodox, playful features that are bundled in with the system. Early reports have noted that there are a number of built-in features and games involving the system's cameras, data transfer tools, and other special features; there are even augmented reality cards that you'll be able to fool around with right out of the box.

I've poked around the 3DS menus for about an hour before checking out my first game. Here's what I found.

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Retiring my Nintendo DS Lite

Blog Post

March 21, 2011 by Nate

ds DslwhiteThe Nintendo DS was the first game system that I followed from announcement to launch. It was way back early 2004 that Nintendo first hinted at a dual-screened handheld, then codenamed "Nitro." Considering that was the only information available, it's not surprising that many questioned Nintendo's strategy. Why two screens? Nintendo offered some hypothetical benefits, like extra camera angles for sports games, but their words were hardly convincing. Little did we know, it was Nintendo's first step into the "blue ocean" strategy that would lead the company to greener pastures.

And yet, the original DS launch in November 2004 came and went with little fanfare. I was aware of the date, but didn't even realized that it arrived until I walked through a Wal-Mart electronics section and saw the grey handheld on the shelves. I kept walking. I was Nintendo faithful, sure, but it was hard to get excited about a launch lineup headlined by something nearly a decade old. It wasn't until the impending release of Kirby Canvas Curse in the summer of 2005 that I decided to bite the bullet, trading in half of my Gamecube library to GameStop in order to pay off the Nintendo DS and one game.

While it's certainly worth praise in its own right, I think Canvas Curse deserves to be remembered as the flagship of the DS library; it was the first of a fleet of incredible games that would follow in its wake. A system redesign, dubbed the DS Lite, accompanied the platform's newfound software vigor. Reduced size, brighter screens, and an iPod aesthetic provided enough worth for many to upgrade (including me) and many more to buy in for the first time. The sleeker profile and beefier games are what truly began the success story of the best-selling handheld game system ever.

But even Nintendo's first detour in the generations-old graphical arms race would lead to a dead end eventually. With the launch of a successor, the 3DS, history tells us that the best we can hope for is a year or two of life support for what was once Nintendo's "third pillar." It was an incredible performance that none could have predicted, and I think the Nintendo DS deserves a hearty round of applause before its curtain call. I've decided to contribute to the celebration in that age-old tradition of blogging: the top ten list.

In no particular order, here are ten great games that exemplified some aspect of the Nintendo DS' legacy.

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Nelson Tethers: Puzzle Agent

Full Review

March 14, 2011 by Nate

Nelson Tethers Puzzle Agent CoverNintendo has made a killing packaging classic pen-and-paper activities into DS games. Picross,  Sudoku, Crosswords...but one of the major successes is the Professor Layton series. Developed by Level 5 and published by Nintendo outside of Japan, the franchise tasks players with solving puzzles and riddles in order to explore a storyline brimming with mystery. The puzzling travels of Professor Layton and his apprentice Luke are a hit with casuals and hardcore alike, selling over ten million units worldwide between the series' five titles.

Of the three titles available outside Japan, I've only played the first, Curious Village. It's certainly full of cranium-crunching riddles, but I wasn't as taken by the rest of the package as many were. Decent production values aside, there wasn't much that impressed me from the strange story of Layton, Luke, and the peculiar villagers. I'd almost wished the game was a more sterile package, like so many other brainy DS productions. Most would probably disagree, seeing the worth in framing these teasers within a narrative.

Enter Nelson Tethers: Puzzle Agent. I bought this budget PC title in -- what else? -- a Steam bundle during the holiday season. Nelson clearly took notes from one of the Professor's lectures, because Puzzle Agent's premise is very similar to Curious Village, having the player explore a mysterious little town by solving riddles for its puzzle-obsessed populace. But unlike Curious Village, I actually enjoyed the overall experience even more than the puzzles that pervade it.

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Prince of Persia: The Forgotten Sands

First Hour Review

March 7, 2011 by Nate

Prince of Persia Forgotten Sands CoverHollywood and video games have never had a healthy relationship. Ever since the Super Mario Bros movie ruined millions of childhoods, video game franchises of all kinds have received blasphemous silver screen adaptations. The latest mainstream abuse of a video game license comes from Prince of Persia: The Sands of Time. I'm not one to praise the narrative of most games, but I really enjoyed the bittersweet fable of the Prince and Farah that the 2002 hit presented. I've heard less favorable things about the movie, and I don't think I want to see how it ended up.

The existence of Prince of Persia: The Forgotten Sands is the result of one of the strangest cross-media cycles I've ever seen. The Forgotten Sands, a sequel to the Sands of Time video game, was released alongside the Sands of Time movie, an unrelated adaptation of the Sands of Time video game. Even stranger, Sands of Time already has a pair of sequels (Warrior Within, and The Two Thrones), but Forgotten Sands apparently precedes them. Even strangerer, the Wii version of Forgotten Sands is actually an alternate tale to the version of the game available for PS3, 360, and PC!

I'm still trying to wrap my head around all that. The plotline of the Sands Trilogy was already mind-bending enough with all the time travel going on, but now Hollywood's gone and made everything worse! Oh well. I guess the more pressing topic at hand is just how forgettable Forgotten Sands is on the Wii.

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Tales of Legendia

First Hour Review

March 2, 2011 by Nate

Tales of Legendia CoverAs you might expect from someone whose primary consoles went from Genesis to N64 and Gamecube, Japanese RPGs have never been my forte. Though I've played bits and pieces of many, I'm having a hard time thinking of a traditional JRPG cast in the menu-driven, Final Fantasy mold that I've started and finished all by myself. Chrono Trigger may be the only title that comes to mind.

Many of the RPGs from the land of the rising sun that I've completed are better described as Action RPGs (The World Ends With You, Mario & Luigi series). And if I had to name a favorite, it would probably be Tales of Symphonia. This Gamecube exclusive from Namco quickly enamored me with its excellent mix of real time combat and menu-based management. I don't think I'd ever had so much fun in a JRPG: the exciting dodges, blocks, and combos in brawls on the front lines were perfectly complemented by magic, item, and strategy commands for party members through the pause menu. It's the finest marriage of Action and RPG I've come across.

I've only played the two Symphonia-branded titles in the storied Tales series, so I decided it was time to pick up another. I remembered hearing about Tales of Legendia for the PS2 back when it hit shelves for the first time, so I figured I'd pick it up now that I'm in the mood for a fat, juicy adventure. Does it live up to its franchise name, or is this Tale not worth the time?

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Bionic Commando Rearmed 2

Full Review

February 25, 2011 by Nate

Bionic Commando Rearmed 2 CoverOne of my favorite activities in college was brainstorming ideas with my roommates. When bored, we would gather in the living room, get out the whiteboard, and come up with some imaginative business idea or a get-rich-quick scheme or an outline of a blockbuster screenplay. The ambitiousness of our outlandish dreams was matched only by our enthusiasm to start making them a reality.

Then, after disagreeing for a few hours about what the title should be for our Atlantis-set romantic comedy, we'd give up and play Smash Bros. For the record, though, I still think "Mermaid for Each Other" is just brilliant.

I get the feeling that Fatshark, the small Swedish developer given the reigns to Bionic Commando after its previous steward was dissolved, had similarly lofty goals and equally tragic work ethic for the series' first 2-D sequel. The result is Bionic Commando Rearmed 2, a sequel that I suspect was conceived with a drive to do it big but produced with a reluctance to do it at all.

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Mass Effect 2 (PS3)

Full Review

February 14, 2011 by Nate

Mass Effect 2 ps3 CoverSome games are just so damn popular and beloved that you can't ignore them, no matter how hard you try.

When Mass Effect invaded my world in 2007, I couldn't have cared less. Sure, it was from the same BioWare that produced the excellent Knights of the Old Republic, and seducing blue women sounded like a pretty good time, but it definitely wasn't enough to put a 360 in my life. I'd grown weary of shooters of all kinds since burning out on Halo 2, and with RPG elements mashed in, it only seemed less enticing. I even gave the game a try last year on a friend's machine and didn't make it off the Citadel before losing interest.

The hype hasn't fallen on deaf ears, though. The rave reviews, rave first hour reviews, GOTY awards, and FOX News scare tactic hilarity all kept me up at night, wondering if I was missing out. EA was intent on making me give the series another shot, as they recently completed a PS3 port of Mass Effect 2. Because one of the series' bullet points is importing player-dictated narrative choices from the first game into the second, Dark Horse Comics was called in to help create a short interactive comic that fills in PS3 owners on some of the events that they missed out on from Commander Shepard's first adventure, even allowing the player to make some of the more important decisions to impact their experience with the full sequel.

As it turns out, that comic is DLC, unlockable either by a code included in the game's box or for $15. I rented the game and didn't plan on shelling out fifteen bucks for a fifteen minute comic, so I ended up going into the sequel without much knowledge from the first game. From that starting point aboard the exploding Normandy to the final trip through the Omega 4 relay, I've experienced just about everything included on the PS3 disc of Mass Effect 2 -- as much as you can in one playthrough, anyway -- as Elmer Shepard, a Vanguard of equal parts paragon and renegade, lover and fighter, savior and failure. And sometimes he forgets to feed his fish, and they die.

Greg has already written about the Mass Effect series extensively, having played both games and plenty of extra content on the 360. With that in mind, I'll try (but likely fail) to keep this brief. If you need a primer or refresher for the series, check out one of his excellent writeups. An avid fan of the series, he does a much better job of explaining the core elements of Mass Effect than I could.

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Bionic Commando Rearmed 2

First Hour Review

February 7, 2011 by Nate

Bionic Commando Rearmed 2 CoverLooking back, Bionic Commando Rearmed may have been a more important game than most realize. It was one of the first blockbuster hits on both the Xbox Live Arcade and PlayStation Network digital distribution models, scoring critical praise unlike any other console downloadable before it. It also arguably opened the floodgates for the proliferation of retro-styled games and HD remakes: more and more publishers are digging up their buried treasure and giving it a spit-shine worthy of the HD era, and just as many are building new experiences from old foundations.

It goes without saying that the company that spawned hundreds of Mega Man games would return to a good thing, so I'm a little surprised it's taken over two years for Capcom to follow up the original retro re-do. Bionic Commando Rearmed 2 is not quite the talk of the town in the same way the groundbreaking original (erm, original remake) was, but I've been looking forward to it since it was announced at last year's Captivate event. I'm rarely one to complain about getting more of the same, especially when it's as distinguished and polished as BCR was.

Some will cry foul at "Rad" Spencer's newfound ability to jump (gasp!), but it hardly appears to be the game-changer than many feared. Capcom has even affirmed that the game can be completed without ever taking a hop. I think I'll put that claim to the test for some of this first hour.

PS3 owners beware: Bionic Commando Rearmed 2 employs a type of DRM that requires you to start the game while connected to PlayStation Network. Inconvenient for a game that is played almost entirely offline.

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Devil May Cry 3: Dante's Awakening

First Hour Review

January 28, 2011 by Nate

Devil may cry 3 CoverThe video game industry isn't as surprising as we'd like to think. Sequels rule the sales charts, and even new IPs tend to be paint jobs of proven gameplay schemes. It's easy to point the finger at developers and publishers, but let's take a look at a few of the bigger gambles that companies have taken with their properties.

Back in 2001, the first footage for the next Legend of Zelda caused some serious uproar when, rather than an updated Ocarina of Time fantasy setting, the new game went with a wholly cel-shaded, cartoony art style. Many had been won over by the charming new Link by the game's release, but I bet that just as many swore off Nintendo for good after this "kiddie" debacle. Later in 2001, those who had recently purchased Metal Gear Solid 2 were appalled to find the game had pulled a bait-and-switch, tossing the series' longtime protagonist Solid Snake aside within the first hour of the game for a never before seen pretty boy. The ensuing explosion of discontent was megaton in proportion.

Nintendo and Konami have had their share of death threats on message boards for these switcheroos, and now it seems Capcom's neck is on the chopping block. The long-rumored Devil May Cry 5 was finally made public at TGS 2010 as "DmC," and fans were shocked to see that it would reboot the series with a new, barely recognizable, adolescent punk version of cocky anti-hero protagonist Dante. Further, Capcom itself isn't even spearheading the development of the title, leaving Heavenly Sword developer Ninja Theory in charge. The response has been almost entirely negative.

Amidst all the noise on message boards and in video comments, I realized I hadn't spent any quality time with the old Dante myself, despite how much I enjoyed the modern Ninja Gaiden action games that are often compared to the Devil May Cry series. I borrowed a copy of the franchise's most acclaimed game, Devil May Cry 3 (which also happens to be the earliest in the series timeline) to serve as my official introduction to the outrageous half-demon. It's hard to empathize with the gamer rage that DMC fans feel at the moment, but will I change my tune after walking a mile in the old Dante's boots?

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2010 Games Roundup - Nate

Blog Post

January 20, 2011 by Nate

Greg made his 2010 games roundup a few weeks ago, so I figured I might as well follow suit. 2010 saw my most productive gaming year by a wide margin: I caught up with plenty of past hits and kept up with a lot of the newest releases as well. There's a list here for each, and you'd have to go pretty far down either to find a game I'd call "bad."

So, here they are: the 2010 games I played, the 2010 games I missed, and the old titles I caught up with. What a year it was. I doubt I'll ever get another like it, so I'm happy to recount all that it was in this post.

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Disney Epic Mickey

First Hour Review

January 19, 2011 by Nate

Disney Epic Mickey CoverMickey Mouse was never a big part of my early life. I guess that's to be expected: my grandfather remembers seeing Mickey Mouse cartoons when he was young, and a kids' cartoon character can only stay relevant for so long. I've never been into the whole corruption-of-childhood-icons thing, either. It always sort of struck me as puerile and cheap, like finding a genitalia-spacecraft dogfight penciled into the margins of a social studies textbook.

So when I first saw the Game Informer cover art for a dark take on Disney called Epic Mickey, I scoffed. I'd never imagined such a thing would exist, and I couldn't fathom it being worth a damn. I let out an unapproving sigh as I skimmed over the concept art in the magazine, featuring mechanical perversions of classic Disney characters. The designs themselves didn't bother me beyond their tired post-apocalyptic, steampunk styles, but the concept itself seemed like something a goth 7th grader might come up with after being dragged to Disney World by his family.

As it turns out, all of that imagery was just pre-production concept, used in the magazine to create as much hype as the shock value could muster. The final product has a safer appearance, one that most would say is more "tame." I think it's just less gimmicky. Further details would catch my interest as well, including the use of forgotten Disney properties to create an off-kilter gameworld (rather than just a dark one) and the moral freedom system that's supervised by a guy who excels at that sort of thing.

It's been a strange hype cycle, but Epic Mickey has finally arrived. For the first time, I'm actually anticipating a Mickey Mouse property. Is my newfound interest warranted, or should I have left it in the trash with that issue of Game Informer?

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Final Fantasy Crystal Chronicles: The Crystal Bearers

Full Review

January 12, 2011 by Nate

Final Fantasy Crystal Bearers Cover"Some of this game is fun...is that enough for me to keep playing?"

Ever had that feeling? Maybe you trudged through an RPG with a terrible battle system just because you liked a few of the characters. Perhaps you put up with a broken sports game just because the presentation was TV-true. Or maybe you played any of the open-world Spider-Man games recently, swinging joyously through the boxy Manhattan skyline, full of texture pop-in and framerate dips.

Final Fantasy Crystal Chronicles: The Crystal Bearers is kind of like that. Except where the fun elements of these previous examples are woven into the overall progression of the game, FFCCTCB never actually shines the spotlight on its best feature throughout the otherwise lackluster adventure, leaving it merely as a side attraction.

I was hoping the game would improve after its first hour, and it did...but was it too little, too late?

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Black

First Hour Review

December 24, 2010 by Nate

Black CoverWhen I think back to the first time I saw Sonic the Hedgehog running on the Genesis (which I wasn't yet familiar with), I recall marveling at how much better it looked than the Mario games I had at home. I remember the time my brother tried to explain Super Mario 64 to me, and how little I understood what he was saying until I finally witnessed it in action. When I brought home a Gamecube the morning it launched, I was impressed with the speed and fluidity of the Death Star trench run that began Rogue Leader, at least when compared to its predecessor on the N64. But the first time I saw Call of Duty 2 at Toys R Us on an HDTV screen, the only thought that ran through my mind was...

"Really? This is next-gen?"

Yes, the characters were constructed of more polygons. And the textures were clearer. And of course, the higher resolution made everything easier to see. But I just couldn't help but feel a little disappointed, seeing that the the game, and others in the 360 launch library, just didn't seem to bring any worthwhile improvements to the table. In fact, it wasn't until the first time I saw Lost Planet's smoking RPG trails, gorgeous boss monsters, and swarms of flying enemies that the feeling of a new generation really sank in.

On the other hand, many quality games are released at the end of a console's life cycle, once developers have a firmer grasp on the intricacies of the hardware. It is unfortunate that they're often overlooked for the next console's rushed launch titles, but that's reality. EA's Criterion studio, creators of the high-octane Burnout series, attempted to buck that trend with Black, a first-person shooter for the PS2 and Xbox that was marketed as a next-gen shooter for current-gen platforms.

The game certainly looked impressive the first time I saw a friend playing it, some five years ago. Does it still pack a punch, or will Black forever be lost between generations?

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Fun Freebies: Give Up, Robot and Give Up Robot 2

Blog Post

December 17, 2010 by Nate

Give up Robot twoIt's never been tougher to pin down just how much a game is worth. Vanquish will last you all of five hours for its $60 entry fee, but is it so much fun that you'll want to play it again and again? Conversely, Fallout New Vegas offers days' worth of content to explore, but is a buggy expansion pack really worth sixty Junior Bacon Cheeseburgers? And why shell out full price for this year's sports title when last year's model is nearly identical and can be bought for a song?

Thankfully, the whole discussion goes out the window when you can play the game for free. There are all kinds of browser games, smartphone apps, and free-to-play platforms out there that offer gaming goodness in exchange for nothing at all. There was a time when free Flash games were horrid experiences, not even worthy of killing time at work. But in the era of aggregate sites, app stores and user ratings, the fun freebies tend to rise to the top of the pile, where cubicle drones between TPS reports are more likely to find them.

I recently played through a few excellent little flash games at Adult Swim's website. Give Up, Robot and Give Up, Robot 2 gave me a few hours of die-and-retry platforming fun, and took nothing in return.

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Trauma Team

First Hour Review

December 10, 2010 by Nate

Trauma Team CoverClassifying video games into genres can be a tricky ordeal. For example, let's look at Fable. It's a role-playing game because it uses dynamic statistics as modifiers to its core mechanics, right? But one of the traditional indicators of an RPG video game is that it plays out with little regard to nuanced player input: its action is menu driven and often turn based. Fable's real-time combat, on the other hand, relies on player dexterity (as in an Action game) as much as it does the quantifications of the battle engine. So, in our propensity to create subgenres when things don't fit so neatly, we just call it an Action RPG. However, it's hard to be satisfied with this conclusion when one could replace every instance of "Fable" in this paragraph with "BioShock," "Mass Effect," or even "Star Ocean" and it would be no less true, even if all of these games feel completely different in once you get your hands on the controller.

Okay, so there's obviously a problem when so many games in the same genre are so dissimilar. But what about when a game comes along and has no precedent to compare to? Case in point, where the hell does the Trauma Center series belong?

Trauma Center: Under the Knife arrived on the scene in the Nintendo DS launch window, requiring players to perform lightspeed surgeries using a variety of medical instruments through the handheld's touch screen. Ignoring the dearth of surgery games (or even touch screen games) to use as precedent, Trauma Center was still very tough to define. Can we really use the catchall Simulation genre for a game where heart surgery lasts all of a minute and Space Invaders can be found in the patient's lungs? Is it part visual novel merely because operations are bookended and pervaded by character portraits and dialogue? Not content to let us try and figure it out after four games, Atlus' fifth title in the franchise, Trauma Team, complicates things further by providing six different scenarios to play through, each with its own exploration within (and sometimes a bit outside) the traditional Trauma Center structure.

Okay, so I don't really know what to call it. A more important concern, though, is whether or not it's fun. So how did my first hour go with this...whatever it is?

 

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WiiWare Demos! FINALLY!

Blog Post

December 1, 2010 by Nate

bit Trip Fate LogoIt's no secret that Nintendo is the underachiever in console features this generation, especially in the online space. While Xbox Live and PlayStation Network both started strong and have been continually updated with emerging content, Wii's only online feature at launch was the Virtual Console, and only the bare minimum has been added since then. Even now, Wii's online service looks downright antiquated next to what Sony and Microsoft provide. Perhaps that's why Nintendo tries its best to keep its meager online offerings a secret.

Case in point: game demos. Both PlayStation Network and Xbox Live offer hundreds of free, playable sneak peaks at retail and digitally distributed games. And Wii? Most of the time, that number is zero. Almost a year ago, to the day, an experimental batch of WiiWare demos were made available through the Wii Shop Channel. A few months later, they were no longer available.

A year after the experiment began, it seems Nintendo's going to start giving WiiWare the demo support it deserves...sort of. On Monday, November 22nd, Nintendo released a second batch of WiiWare demos and promised that more would be made available on Mondays. The following games are currently available: And Yet It Moves, BIT.TRIP FATE, Jett Rocket, ThruSpace, and Cave Story. If you have a Wii, you should download them all right now, though: they'll only be available for a limited time, assumedly replaced by new demos. Read on for my brief impressions of each, or head to the Wii Shop Channel and download them right now. You'll find them in the WiiWare section, under New Releases. Or you can find a Demos category when sorting by Genre.

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Sonic Colors

First Hour Review

November 23, 2010 by Nate

Sonic Colors CoverHi everybody. My name is Nate, and I'm a disgruntled Sonic fan.

I was five years old when my dad brought home a Sega Genesis with Sonic the Hedgehog 2. That game was like catnip to me: its lightning speed, vibrant colors, and catchy soundtrack were all I could think about through elementary school. The only reason I put down Sonic 2 for good was my migration to its sequel duo, Sonic 3 & Knuckles. Catnip was now crack: I was hooked for life. I loved the game then, but it wasn't until years later that I realized the genius of S3&K. The sprawling, interconnected stage designs were like races on the playground: your goal was to get from one end to the other, but you could do so in dozens of unique ways. I still play the game annually, and even after so many trips from the beach of Angel Island to the Death Egg in outer space, I can still find new secrets by experimenting with the physics and stage design in ways I hadn't thought of before.

Fast forward to the launch of the Dreamcast, when Sonic Adventure started a new era for for the blue blur. New playable characters, new gameplay modes, cutscenes and spoken dialogue...all in 3-D, of course. And while the addition of a dimension provided the potential for even more spacious stages, the final product was a far more restricted affair than its 2-D predecessors. Gone were the intermingling tunnels and paths, replaced by a string of land strips that were suspended over an endless chasm. I dug the thrilling dashes through those corridors for a while, but I now I only realize how many flaws I overlooked in those days when I replay Sonic Adventure, its sequel, and its successors.

It's been over a decade since the franchise changed course, and while Sega recently made an attempt to recapture the Genesis style, I just don't see the same brilliance in Sonic the Hedgehog 4 that made its prequels so timeless. On the other hand, 3-D Sonic's roller coaster runs have been tampered with throughout the years -- rarely for the better -- and the most recent experiment is Sonic Colors. It sure doesn't appear to be what I want from a Sonic game, but I'll admit that it looks like a huge improvement over the rest of the Adventure-spawn. I decided to give it a chance, something I swore I wouldn't do after Sonic's Arabian Nights-inspired adventure broke the camel's back. Was my change of heart warranted, or am I simply a glutton for punishment?

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2010-2011 NHL Regular Season and 2011 Stanley Cup Playoffs

Sports Pre-enactment

November 19, 2010 by Nate

nhl 11 CoverAs sports games trend towards delivering a true-to-life experience to players, the systems and stats behind the play system are becoming increasingly complex. The result, I've found, is a genre that is taking more control out of the player's hand and giving it to the CPU in order to keep a Cowboys/Steelers matchup in Madden from turning into an 79-3 blowout, a rather common outcome when I was playing NFL '95 on the Genesis. I can appreciate the effort to mimic the pro league norm, but I can't help but feel a bit cheated when I can do everything right in NBA Live and not go 82-0 on the season.

Oddly enough, this devotion to believability and authenticity has driven me away from the sports game genre in recent years, though I still take time to play EA's NHL series now and then. Still, I've found that I'm more interested in the peripheral modes and features than I am in the standard game options. Running simulations of season and playoff matches has become commonplace, and it is quite impressive to see just how believable the outcomes are, barring the last season sim I completed that resulted in the Columbus Blue Jackets winning the Stanley Cup with a 16-2 record in the playoffs. That's a little much to expect from a team that has only one winning season in its existence.

We're now almost a quarter of the way through the 2010-2011 NHL Season, and I've been waiting to run a simulation for the site since NHL 11 came out in September. Unfortunately for me, it took EA nearly two months to release a roster update that actually reflected accurate rosters for the season. Then it took them another week to fix it. Anyway, it's time to place some bets, people: here are your 100% guaranteed* results for the 2010-2011 NHL Season.

* results guaranteed to be incorrect

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GoldenEye 007

Half-Hour Handheld

November 12, 2010 by Nate

Goldeneye 007 ds CoverIf you pay attention to the development timeline, there are some clues you can pick out that may hint at a flawed final product. If the game changes platforms mid-way through development, that should send up a warning signal. If it does so more than once, that's probably an impending disappointment. If some lead developer leaves the team shortly before it's finished, that's another. And the developing company goes under before the game hits the shelves, that's something worth considering as well.

But the easiest way to spot a troubled game is by the dearth of information preceding its release. Goldeneye 007 for the Wii was heralded as the second coming of the N64 classic at this year's E3. On the other hand, its Nintendo DS counterpart was quietly announced alongside it at E3 and unceremoniously released on the same day last week. I made an extra effort to look for details of and screenshots from the Nintendo DS game, but had a very tough time finding anything of substance.

Curious, but with low expectations, I rented the spy-sized DS game card from GameFly. I mean, it's still Goldeneye, right? And the Wii version seems to have plenty of polish, so why shouldn't its DS counterpart? I've spent thirty minutes with the game. Is it an undercover success or a dirty little secret?

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GoldenEye 007

First Hour Review

November 8, 2010 by Nate

Goldeneye 007 wii CoverWhen I think of GoldenEye 007, I think of a screen split in two by a horizontal line through the center. I think of the Complex, a multiplayer map with plenty of hidden nooks and crannies, as well as one raised bunker room overlooking the map's main area. I think of the claustrophobic staircase that leads into that room. And I think of the countless times I climbed that staircase, RCP-90 at the ready, only to catch a glimpse of an enormous explosion before blood dripped down my half of the screen.

When I think of GoldenEye 007, I think of my brother hoarding the explosives, camping in that fortress of perfectly-placed remote mines, watching my screen until the perfect moment to strike, then pumping his fist and laughing when the blood started to spill. Every. Single. Time.

It was infuriating then, but I can't help but laugh looking back on those days. It seems Activision, the current owners of the 007 videogame license, want to cash in on our fond memories of the N64 phenomenon that introduced so many to the first-person shooter genre. The game-publishing juggernaut announced a Wii re-imagining of GoldenEye 007 at this year's E3 with plenty of hype in tow. Though it stars Daniel Craig and boasts a storyline more fit for modern times, the new GoldenEye appears to be taking many cues from the Pierce Brosnan-era video game, with updates to the gameplay that seem stripped right out of the latest Call of Duty titles.

There aren't a lot of games that can get people excited through name alone, but GoldenEye 007 definitely fits that bill. It's easy to forget, however, that the GoldenEye name has been mishandled before. I've briefly stepped into the gadget-laden shoes of this latest James Bond. How did this first mission go? This briefing is for your eyes only, 007.

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Killzone 3 Beta Impressions

Blog Post

November 5, 2010 by Nate

Killzone 3 CoverMy experience with the Killzone series is rather limited. A couple months ago, I reviewed the first hour of Killzone 2's campaign, noting that I might keep going. I did end up running through another hour or so, but it takes something special to keep me interested in an FPS campaign, and Killzone 2 didn't have much of the sort. And though I planned on giving multiplayer a try, I never got around to it.

So when The First Hour was given a code for the Killzone 3 multiplayer beta, I wasn't sure I was the man for the job. I've never really been drawn into the world of online play in shooters -- the exception being Uncharted 2, which I played regularly for a few months when it launched -- so I don't have many comparisons to use for my experiences with the Killzone 3 beta. Luckily, I've heard plenty of commentary regarding Killzone 3 versus other shooters over the in-game voice chat that I can relay. And, surprisingly, I witnessed no personal attacks or foul-mouthed adolescents...and only one instance of a microphone being left in front of a stereo playing nothing but Madonna hits from the 80s. I guess that's a fringe benefit of a semi-private beta.

I've spent about four hours on the battlefields of Helghan, and I think I have a good enough grasp on the Killzone 3 multiplayer beta to make a report. I tried briefly looking around news sites and message boards for a comprehensive outline of the beta's features but didn't find any. With that in mind, I think I've constructed a pretty detailed outline of what's going on in Killzone 3 at the moment (at least as of Halloween, anyway).

All in all, despite my indifference to the franchise and its genre before jumping in, and the brief re-introduction to dual-analog that saw many deaths and few kills in my first hour of play...I have to say, I'm enjoying the Killzone 3 experience a lot more than I thought I would thus far. Or, what little of it is available in the current beta, anyway. Hit the jump for all the details floating around in my head.

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Kirby's Epic Yarn

First Hour Review

October 25, 2010 by Nate

Kirbys Epic Yarn CoverThe word "epic" sees plenty of use these days. You'll find it on plenty of video game boxes, woven into a bullet point or two on the back between screenshots and numbers pulled from reviews. You'll see it in a few game company logos, as well. And sometimes, the word will flash in your mind when you play something otherwise indescribable.

It seems "epic" has truly made it big this year, finally being promoted from the back of the box to the title. Not only has the game formerly codenamed "Epic Mickey" been finalized as "Epic Mickey," but Nintendo announced and released their own titanic mega-game worthy of the term: Kirby's Epic Yarn.

Wait, seriously?

That's right, a series that has seen the words Squeak, Dream, and Tumble in its marquees is now Epic. And made of yarn. The title, of course, is a play on the word "yarn" used as a story and also the fact that everything in the game is made of fabric and knitting. But those same reviewers whose five-stars and upward-thumbs sit alongside the word on so many rear covers are giving a game that ironically uses it on the front the same treatment.

I played an hour (and then some more). Would Nintendo want to put my words on the back of the box?

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Castlevania: Lords of Shadow

First Hour Review

October 15, 2010 by Nate

Castlevania Lords of Shadow CoverIt's not uncommon for a game's narrative concept to change mid-way through development. Story is just one of many factors that go into a title's creation, after all, and is probably the most malleable. Alterations to the game mechanics from the original plan often crop up during the creation process, and the story is adapted to reflect them. Other times, a new intellectual property will be merged into a proven franchise in order to create instant brand recognition. Before it was a celebration of all things Nintendo, Super Smash Bros. was "Dragon King: The Fighting Game." Star Fox Adventures started out simply as "Dinosaur Planet."

Such is the case for the newest installment in the Castlevania series. Lords of Shadow was originally the title, not the subtitle, and had no real connection to Konami's classic series. It also went through a few of those oh-so-common story adaptations. It was originally pitched as a remake of the original Castlevania's tale of Simon Belmont, but eventually became the series reboot released last week. And a reboot is something many would say Castlevania sorely needed: five attempts at a 3D installment of the series ended with five instances of mediocrity, and it's obvious that some fresh perspective would help, here provided by relatively unknown developer MercurySteam.

The game found its way into my mailbox last week, courtesy of GameFly. I'm a noted Metroid-vania fanatic, though my time with Lament of Innocence a short while ago was largely underwhelming. Does the reboot take the polygonal half of the franchise a step in the right direction?

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Castlevania: Lament of Innocence

First Hour Review

October 6, 2010 by Nate

Castlevania Lament of Innocence CoverI'd never really paid much attention to the Castlevania series until Dawn of Sorrow was featured during the early days of the Nintendo DS. I was a bit hesitant to purchase the game, writing off the series' gothic style as that of a poor horror game. But in late 2005, I ventured into Castlevania for the first time and found its undead denizens too charming to slay just once. I've returned to see Lord Dracula and his wacky friends eight times since then, and enjoyed every visit.

Having played every modern "Metroidvania" since then (besides the recently-released Harmony of Despair, focused on online multiplayer), I realized I hadn't yet spent any time in a polygonal version of Drac's realm. The impending release of franchise reboot Lords of Shadow encouraged me to stop by the local game store and check the ten-and-under bin for anything Castlevania. The various entries on the Nintendo 64 and PlayStation 2 systems have received mixed reviews, but I'm willing to take a chance on a bargain title in one of my favorite franchises.

My excursion to GameStop ended with my wallet ten dollars lighter and a copy of Castlevania: Lament of Innocence added to my collection. I've spent sixty minutes in the demon castle. How did this latest visit fare?

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Final Fantasy Crystal Chronicles: The Crystal Bearers

First Hour Review

October 1, 2010 by Nate

Final Fantasy Crystal Bearers CoverIt's almost expected these days that a Final Fantasy game will be announced long before it ever hits store shelves. 2010's Final Fantasy XIII was first made public nearly four years before anybody outside of Japan got their hands on the final discs, and its companion titles revealed the same day aren't even locked for release yet. I know hype builds over time, but when a game passes the four year mark since announcement, I tend to forget about it completely.

Square Enix's teasing ways aren't exclusive to the main HD-platform Final Fantasy games either, as the absurdly-titled Final Fantasy Crystal Chronicles: The Crystal Bearers was let out of the bag a year before its HD cousins, but saw release only months prior. There were multiple rumors of cancellation, rumblings of drastic changes mid-development, and over two-thousand days between announcement and release, but FFCC:TCB did eventually see the light of day.

I remember the first teaser footage and a full trailer released some time later, which featured the protagonist in some pretty exciting situations and plenty of lighthearted flair. As time went on, I forgot about the title completely when it saw release last Christmas, but picked it up on the cheap a few seasons after its launch. Did all those years in the oven leave Crystal Bearers well-done or burnt to a crisp?

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Mega Man X8

First Hour Review

September 24, 2010 by Nate

Mega man x8 CoverThe second video game I ever played was Mega Man 2. Since then, I've finished twenty-eight games with "Mega Man" in the title, most of them multiple times. I was the sixth person in the United States to submit a game completion time to the leaderboards in Mega Man 9, the afternoon it was released. I was fifth in Mega Man 10. I beat Mega Man 9 without taking any damage, earning the "Mr. Perfect" in-game challenge title. I'd even go so far as to say Mega Man 9 was my favorite release in 2008, a year packed with great titles that don't look like they were made twenty years ago and forgotten in a time capsule somewhere.

I enjoy Mega Man, you guys. Like, kind of a lot.

Because I didn't have a PlayStation 2 until a few months ago, I missed out on two titles released exclusively on that system, Mega Man X7 and Mega Man X8. I recently came across the latter in the bargain bin of a local game shop, so I figured I'd give it a shot. The Mega Man X series had started to lose its way by the sixth game (my least favorite game in the series, oh no!) but I had heard good things about X8.

I was understandably excited to start a relatively new Mega Man game for the first time. So how did the first hour go?

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Metroid: Other M

Full Review

September 17, 2010 by Nate

Metroid Other m CoverMetroid has never been one of Nintendo's big money-makers, but that hasn't stopped the franchise from garnering some very devoted fans. It's not uncommon to see Super Metroid or Metroid Prime sitting atop the list of favorites from hardcore gamers, and for good reason. Super Metroid provided a sprawling, interlacing realm of disquieting alien dangers and secrets, and Metroid Prime translated that experience into 3D with incredible audio-visual design and some interesting world-building mechanics built right into the gameplay.

Though there's certainly a base blueprint from these two trailblazers, no two Metroid games feel exactly alike. Even so, I've found something to love in each and every one of them (except for the antiquated debut NES game, which admittedly I just played for the first time days before Other M's release). The tension of being hunted in Fusion, the sudden shifts in power at Zero Mission's final hour, the thousands of text logs scattered through the Prime series...as far as I'm concerned, it's all great stuff.

It's only natural that the formula would see some alterations and evolutions over a quarter of a century, and Metroid: Other M is the latest and most radical experiment to come out of Nintendo's R&D labs in quite some time. Featuring third-person 3D action gameplay and a heavy emphasis on cinematic storytelling, the curiously-subtitled Other M certainly feels very different from its predecessors. It seems to take after Metroid Fusion the most, with a bit of Metroid Prime in there as well, but Other M's additions and adaptations certainly make it feel distinct, for better or worse.

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Metroid: Other M

First Hour Review

September 6, 2010 by Nate

Metroid Other m CoverI was first introduced to Samus Aran through her appearance in the Super Smash Bros. fighting game in 1999. As Smash is a melee-centric brawl, I always imagined Samus as an agile and powerful close-combat fighter who happened to have an arm cannon as well. In 2002, I eventually played Super Metroid and Metroid Prime, and discovered that Samus, both in 2D and 3D, fought primarily with her many energy-based weapons. I certainly enjoyed each of the games, but still yearned to see the hulking heroine kick some ass in a more literal sense.

To everyone's surprise, Nintendo ended their E3 2009 presentation with a trailer of the next Metroid game. Created through a collaborative effort between Nintendo's internal studios and Team Ninja of Ninja Gaiden fame, this Metroid: Other M featured Samus Aran's return to third-person adventuring after many years spent behind the visor. Jaws were dropped, however, when the bounty-hunting babe began tossing her foes around like rag dolls, grabbing them in choke-holds, and firing charged beam shots right into their faces. Could this be the Metroid Gaiden I had been waiting for?

The months that led to Other M's release at the end of August tempered my expectations somewhat as new details were revealed, but I was still fairly excited when the game was shipped to my door earlier this week. Did my first romp with Other M leave me disappointed or eager to see more?

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Killzone 2

First Hour Review

September 1, 2010 by Nate

Killzone 2 CoverBack at E3 2005, Sony showed off two minutes of "in-engine footage" of a highly detailed military shooter. The visuals were unmatched by anything previously seen in a video game, and PlayStation fans went nuts. In the comings days, Sony eventually backpedaled from their initial claim and admitted that the footage wasn't pulled from any gameplay architecture, and was instead a target render "done to PS3 spec." In a matter of weeks, Killzone 2 went from the new standard of visuals to a fraud.

Sony knew there was some damage control to be done here, and a few years later, the same footage was shown with in-engine graphics. Amazingly, few could tell the difference between the CG target render and the real deal, and the hype train left the station for good. At its launch in early 2009, many media outlets were calling Killzone 2's graphics unparalleled.

My interest in the game had always been lukewarm, considering my waning affinity for military-style first person shooters. Several Call of Duty titles had already come and gone, and none had left a lasting impression upon completion. I hadn't played either of the two previous Killzone games -- who has? -- but I decided to give Killzone 2 a shot anyway. After all, I've got access to a pretty amazing HDTV and surround-sound system, so I might as well put them to use.

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DK: Jungle Climber

Half-Hour Handheld

August 26, 2010 by Nate

dk Jungle Climber CoverOne of the more common complaints you'll hear from Nintendo ex-fans is that the Big N hasn't made any new franchises in a very long time. For evidence, critics often point to Super Smash Bros. Brawl, the game that has become a showcase for iconic Nintendo characters past and present, and correctly note that none of the game's playable characters are from a franchise created after 2001's Pikmin. You'd think the one game that celebrates the whole history of Nintendo's creations would put some recent stars at the forefront, and yet there are none.

There's a point to be made there, but I don't think it's that Nintendo isn't creating new experiences. Nintendo has been delivering unique titles all along, but skinning them with familiar faces in an effort to grab the mass-market that buys based on brand name alone. It's a practice that probably went into full swing after the amazing success of Super Mario Kart, a racing game that could have been released with the image of any other combat-focused racer and nobody would have ever thought to liken it to the Super Mario series. Nintendo found a way to make the racing formula mesh with a beloved franchise and exploited the mustached plumber's image for instant brand recognition on a whole new product. It wasn't long before every Nintendo character became a pitchman: the ever-adaptable Kirby was a given, and other Mario-verse mascots like Yoshi and Wario weren't stretches either, but even seemingly untouchable characters like Samus and Link are now lending their images to genres that only vaguely fit into their traditional roles.

Enter DK: King of Swing on the Game Boy Advance in 2005. The game could be categorized as a platformer, but the focus on running and jumping had shifted to climbing and swinging, using the system's shoulder buttons. King of Swing received enough positive reviews and sales to spawn a sequel, DK: Jungle Climber, for the Nintendo DS in 2007. Like many hardcore gamers, this game launched well under my radar, but I recently gave the game a shot. Is the stigma of a spinoff warranted, or will I see something new underneath the same old monkey business?

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Scott Pilgrim vs. The World: The Game

First Hour Review

August 18, 2010 by Nate

Scott Pilgrim vs World Cover"No More Heroes: The Movie." That's how I've been introduced to a film that opened last Friday, Scott Pilgrim vs. The World, each and every time a friend first mentions it to me. I suppose it's a valid parallel: it stars a maladjusted young adult living on the fringe of suburban society fighting over-the-top duels through an organization in order to win official rights to a girl he already has some sway with, utilizing a presentation style that pays tribute to classic video game quirks. Whatever you liken it to, it's a unique movie worth seeing for any self-diagnosed gaming nostalgist, or anyone who wants to see a quirky romantic comedy that doesn't take itself seriously and manages to make Michael Cera actually seem kind of badass.

Prior to seeing the movie, I played a bit of Scott Pilgrim vs. The World: The Game, which was released on PlayStation Network last Tuesday and will be available on Xbox Live Arcade one week from today. In an interesting blend of media paying homage to each other, Scott Pilgrim: The Game borrows its name from its film counterpart, its artistic style from the comic series that was adapted into the movie, and its gameplay from the classic video games that infuse the culture of the comics and movie. Specifically, this is a River City Ransom clone if ever there was one, sharing that cult classic's brawler mechanics, RPG elements, and humorous tone.

Considering I wasn't too impressed with River City Ransom when I downloaded it off the Virtual Console, I had mixed feelings going into Scott Pilgrim vs. The World: The Game. I'm all for modern throwbacks to the era of chiptunes and sprites, but I've never been a big supporter of the RCR-style focus on stats. How did the trade-off fare in my first hour with the game?

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Sin & Punishment: Star Successor

First Hour Review

August 13, 2010 by Nate

sin and Punishment Star Successor CoverBack when I was a kid, I loved telling people about things that I enjoyed. I would explain, in excessive detail, how amazing whatever I had just witnessed was. I distinctly remember recounting the entirety of a particularly amazing Simpsons episode to a friend in grade school, to the point where he rolled his eyes and walked away in disbelief of my obsession. I understood that he couldn't appreciate the episode without watching it and that my overexcited babbling would do Leonard Nimoy's brilliant guest appearance no justice, but I couldn't stop myself. I find myself thinking back on old times like this one because, as I sit down to write first hour reviews for this site, I look at the massive walls of text that result from my sixty minutes with some very entertaining games and think about just how powerless those words are compared to the experience in my mind.

On that note, I've had to do some significant editing to this first hour review of Sin & Punishment: Star Successor. I knew I would enjoy the game after playing through its prequel a few weeks ago for the first time, but my enthusiastic ramblings from that first hour were anything but concise. I threw out a lot of what I had originally written, and it's still far longer than the average first hour review here. If you want the long and short of it up front, just imagine playing Star Fox 64 with one hand and House of the Dead with the other and you've got the jist of Star Successor. Only this version of Star Fox 64 is much more difficult, and this version of House of the Dead has dozens of things to shoot on the screen almost all the time.

I'll just go ahead and say it up front: Sin & Punishment: Star Successor is a serious contender for my game of the year. I do hope the text gives you an idea of how the game works and whether or not you should go out and buy it right this very minute, but one glance at the sheer length of this review should let you know just how much I enjoyed it.

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Bangai-O Spirits

Half-Hour Handheld

August 4, 2010 by Nate

Bangai o Spirits CoverIt seems I've been on a bit of a Treasure fix lately. Last month, I finally got around to playing Gunstar Heroes, the first Virtual Console game I bought back in 2006 and Treasure's very first game. The Genesis cult classic set the niche developer's tone by throwing unprecedented amounts of enemies and projectiles at the player from start to finish. A few weeks ago, I tried out the VC release of N64 import darling Sin & Punishment, which warmed the heart of this old Star Fox 64 veteran. I've also begun playing that game's recent Wii sequel, Sin & Punishment: Star Successor, and should have my thoughts on that title up soon.

But today's subject is Bangai-O Spirits, a critically-praised title that didn't sell very much (as expected), though chalk up one more sale for Treasure: the $8.75 price tag on Amazon was an offer I couldn't refuse. This 2008 DS title is a sequel of sorts to the Dreamcast's Bangai-O (and its lesser-known, Japanese-exclusive N64 counterpart). True to Treasure's modus operandi, Bangai-O Spirits challenges the player to battle through 150+ stages filled with overwhelming swarms of enemy missiles and bullets on-screen. The game also features two- to four-player wireless cooperative and competitive battles and a robust set of stage editing and sharing features.

Treasure is a company known for making difficult games, and Bangai-O is noted as one of the developer's tougher titles. There's no question I'll crash and burn in my first thirty minutes with Bangai-O Spirits, but will I emerge from the wreckage seething or satisfied?

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My JRPG Localization Wishlist

Blog Post

August 3, 2010 by Nate

Tales of Graces CoverFor years, Japan was the dominating force in the games industry. Ever since Nintendo blasted onto the scene in the eighties, it's always been my opinion that the developers in the land of the rising sun have had the edge on everyone else. The Atari age has long since given way to names like Nintendo, Sega, Sony, Capcom, Konami, Square, and so many others. If I made a list of my hundred favorite games, I'd be willing to bet that seventy or more of them come from Japan.

These days, however, the tide has shifted. The worldwide yearning for platformers and action games and traditional RPGs has been eclipsed by the first person shooter and sports game markets, two genres that Japanese developers are woefully unfamiliar with. Only the top games in each genre outside of Halo clones and Madden wannabes can make bank anymore, and developers are starting to play it safe with what they bring to the table. One genre affected by this trend is the JRPG, which has always had a focus in Japan, but also branched out to the world stage more often than not. These days, however, it seems Japan's favorite genre seems to be transforming more and more into Japan's shyest genre, rarely coming out to say hi to the rest of us.

In a rather shocking revelation, I've actually managed to find a hearty list of JRPGs that I pine for. I've never been the genre's biggest supporter, which doesn't surprise me in retrospect considering I never owned a SNES, Playstation, or Playstation 2 during their primes. However, I hereby pledge to buy any of the following games that come to America. I said the same thing about Tatsunoko vs. Capcom, thinking it would have no chance of arriving; I made good on my promise, bought TvC: Ultimate All Stars, and loved it. So it's on you now, localization teams. Make it happen.

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Sin & Punishment

Full Review

July 26, 2010 by Nate

sin and Punishment CoverEvery Monday morning since the Wii craze began in November 2006, the Wii Shop Channel has been updated with new downloadable titles to purchase. The Virtual Console, one of the Wii's few enticing tidbits to core gamers at launch, promised to make all our favorite classic games through the N64 era available on one piece of hardware. Things started out strong for the VC, which reached the 100-game milestone just over six months after launch. It seems Nintendo just couldn't keep that pace, however, as the first seven months of 2010 have seen less than twenty new retro titles. With obvious Nintendo classics like Star Fox, Yoshi's Island, Pilotwings 64, and Excitebike 64 still waiting to be let loose -- in addition to the many unseen third party games worth revisiting -- it seems far too early for the Virtual Console to receive less than one title a week.

The future of the Virtual Console was looking bright in 2007, however, when Nintendo decided to make the N64 import classic Sin & Punishment available outside of Asia for the first time. It seems Treasure always planned a western release, as all the voice acting was performed in English (with Japanese subtitles), even in the original Japanese cartridge. The rumor is that a dried-up N64 market in 2000 made the niche developer think twice. In a rare showing of extra effort on Nintendo's part, Sin & Punishment was the first of a small collection of games formerly exclusive to Japan to make it to the Americas. It probably didn't take that much effort, though, since the only translation required was in the main menu and tutorials. The original Japanese subtitles persist even in the localized version.

I'd always planned on putting down the $12 to try Sin & Punishment at some point, but I figured the recent release of Sin & Punishment: Star Successor for the Wii makes this as good a time as any. Might as well snag the N64 game for some context, right? I downloaded the game with the intent of completing a first hour review for our readers, but it seems there isn't a whole lot to talk about beyond that first sixty minutes, so this has been upgraded to full review status. Lucky you!

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Half-Life 2

Full Review

July 19, 2010 by Nate

Half Life 2 CoverIt's hard to find a gamer who doesn't have some experience with the Half-Life franchise. A champion of PC software when things started shifting heavily in the favor of consoles, the original Half-Life wowed critics with its pulse-pounding scripted sequences and seamless stitching of narrative and gameplay in first-person. The long-awaited full sequel, Half-Life 2, received just as many accolades, if not more, for its advances in artificial intelligence, character animation, and especially the robust physics engine powering the game's many objects.

And yet, it was only two weeks ago that I first experienced a game in Valve's flagship franchise myself. I've never been much of a PC gamer: I can count the number of games I've played on a computer monitor on one hand, and four of them begin with the words "Star Wars." I've had many consoles in my life, but rarely a PC with the power to play current games. I'm actually typing this on a Macbook right now, and as we all know, Macs just aren't for gamers.

That said, Valve has made an effort to bite into the Apple market with Mac versions of Steam and many of its own big games offered therein, just in time for the annual 4th of July sales on the incredible digital distribution service. And if Valve is willing to create a Mac version of Half-Life 2 and price it at an outrageously fair $3.39 just for me, then I guess I owe it to them to try the game that millions have gone headcrab-crazy for.

But for all its fame and glory, the bottom line is that Half-Life 2 is a six-year-old PC game in a genre I'm not terribly enthralled by. Did I hate it? Hit the jump, smash that caps lock key and ready your profane comments, PC fanboys, because I'm about to tear into your beloved Half-Life 2 like a shotgun into an antlion.

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Heavenly Sword

First Hour Review

July 13, 2010 by Nate

Heavenly Sword CoverThe Playstation 3 was a tough sell for Sony back in 2006. Nevermind the console's infamous $599.99 US price tag; it simply didn't have any must-have games in its launch window. Much like the PS2, the system's first year was mostly without a killer app. Even worse, adoption of the Blu-Ray format wasn't nearly as fevered as the PS2's prominently-featured DVD drive. It was once said that the best-selling game in the PS2's first year was The Matrix on DVD: people ignored the lack of games, they just wanted a DVD player, and PS2 provided a cheap solution, which the $600 PS3 was anything but.

Perhaps Sony's first true hope for a must-have game, Heavenly Sword was released in November 2007, a full year after the system launched. The game was marketed heavily, taking top slots in Sony's E3 presentations and making appearances on television months before it was to launch. When Heavenly Sword finally descended onto store shelves, reviews averaged out to a positive mark, though the range of praise spanned from "Perfection" to "disappointment."

As a bit of a 3D action game buff, I've always had my eye on Heavenly Sword, but I'm only just now playing it for the first time. I've got specific tastes in the genre: even God of War managed to disappoint me on some levels. Let's see if Heavenly Sword cuts it.

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Mario Strikers Charged

Full Review

July 5, 2010 by Nate

Mario Strikers Charged CoverProfessional athletes who excel at multiple sports are understandably rare. The ideal body proportions of an offensive lineman and a power forward are basically inverse. The abilities and skills required by a closing pitcher and a starting goaltender are worlds apart. And who could possibly have enough time to devote their training and competitive passion to two separate sports seasons that last six months or more each year? Ask a sports buff if any athletes have made an impact on two different sports, and they'll probably answer with Bo Jackson, Deion Sanders, and possibly Michael Jordan with a sneer.

Ask a gamer, however, and the only answer will be Mario. Ever since the platforming plumber took up golf in 1991's NES Open Tournament Golf, Mario's been blazing a trail across athletic endeavors that none could possibly match, serving up scorchers with his tennis racket in one hand and palming a basketball in the other. The Italian even competes under his own personal flag in both the Summer and the Winter Olympic Games. And next year, Mario will be adding Dodgeball to his list with the launch of Mario Sports Mix, which will also feature the gaming icon's return to Volleyball, Hockey, and Basketball. Even with his talents spread so thin, critics have mostly praised Mario's spinoff sports titles for their sufficient gameplay and charming Mushroom Kingdom aesthetic.

Somebody forgot to tell Next Level Games about that Mushroom Kingdom charm, however, as the Canadian developer decided to go a drastically different route for their take on Mario playing Soccer, Mario Strikers Charged. Sure, Mario and his assortment of friends with mustaches and crowns all show up, as do the requisite mushrooms, shells, and stars, but something seems to have deeply upset the usually benevolent bunch: smiles turn to scowls, frilly dresses are traded for form-fitting battle armor, and the good-natured teasing is replaced with some outright lewd gestures. The tone may have taken a turn for the drab, but there is still plenty of fun to be had with this bizarre Mario Sports title.

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God of War III

First Hour Review

June 28, 2010 by Nate

god of war 3 CoverHistory lesson #1: the ancient Greeks were crazy. Sure, they essentially laid the foundation for western society, but they also worshipped more gods than anybody could possibly remember, all of whom led lives with more dramatic twists and turns than a daytime soap opera. I doubt Days of Our Lives ever featured a giant man made of rock who married his sister and ate his kids, after all.

History lesson #2: in 2005, God of War tore its way into the still-beating hearts of PS2 owners with its brutal take on Greek mythology. The game introduced us to Kratos, Spartan servant of the gods and the kind of pitiless killer that most actual Spartans probably strived to be. God of War sold bajillions of copies, spawned equally-successful sequels on the PS2, PSP, and PS3, and even had its own terrible SpikeTV special for rabid fans to embarass themselves in front of the world. Not bad for fanfiction, is it?

History lesson #3: the action-packed start to God of War II is actually responsible for the creation of The First Hour. The game certainly started with a bang, thrusting the player into an intense situation right off the bat that dropped jaws to the floor. Does God of War III have the same inspirational power?

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E3 2010 Predictions Results

Editorial

June 21, 2010 by Nate

e3 LogoLike scampering down the stairs on Christmas morning, the excited search for a steady video feed before E3 conferences is filled with anticipation. The annual summer happening is one of the few times on the gaming industry's calendar when we can look forward to some surprise delights from the many publishers playing the role of Santa Claus in business suits. Simply put, it's the industry's biggest event in the year.

As such, the editors of The First Hour tried to guess what unexpected pleasures would manifest at the event. Some were sure bets, like Microsoft showing off Halo: Reach. Others were more risky, like F-Zero hitting the 3DS at launch. And some were planted firmly outside the realm of possibility, with Shenmue 3 topping that list as always.

When all was said and done, The First Hour hit a few out of the park...but mostly struck out.

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A Tale of Two Days - E3 2010 Press Conference Recap

Editorial

June 16, 2010 by Nate

e3 LogoThe question at the beginning of E3 always seems to be, "Who's going to win this year?" The gaming community eagerly watches the big press conferences for showstopping announcements and game demonstrations, looking to see which company will have the edge for the next twelve months. E3 2010 featured five big press conferences in its first two days: Microsoft, EA, and Ubisoft on Monday, and Nintendo and Sony on Tuesday. So much has happened in the past 48 hours that I think it's important to take a moment and recap each company's showing. I've definitely missed a few announcements and details in this quick-and-dirty summary, but I think I hit all the major points.

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Memorable Ideas from Forgettable Games - The Poker Race

Gaming Nostalgia

June 15, 2010 by Nate

Excitebots CoverSome games are unforgettable. After forking over our birthday money at K-Mart, we bounce all the way home in the backseat of the station wagon, wrestle the plastic wrap away from the box, gingerly place the game in the system, and steady our feverishly shaking hands with an anaconda grip on the controller. We don't let go for hours. And when the credits roll, we tear up a little, knowing we'll always cherish that first time through.

And then there are games that are largely forgotten weeks after release. Niche appeal, scathing reviews, or even just lack of hype can doom a game to obscurity and the Target bargain bin. But even these games deserve a second look...sometimes. Every once in a while, a kernel of brilliance can be found within these steaming piles of mediocrity. The purpose of this feature is to sift out some of these conceptual gems and put them under the microscope.

Today we'll deal out the Poker Races from ExciteBots: Trick Racing, and see how easy it can be to add layers of strategy to a game by simply cramming another game into it.

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The QTE cure: Singin' in the Heavy Rain

Blog Post

June 9, 2010 by Nate

Heavy Rain CoverQuick Time Events. Ever since God of War and Resident Evil 4 exploded onto the scene with button-prompt sequences of gore and horror, the industry has shown its sheep-like nature and incorporated these Gotcha! moments into games without thinking about how they make an interactive experience better. Many gamers have adjusted to the fact that every cutscene now has an awful series of play buttons throughout, but I personally would like to cram all the QTEs in the world into a space shuttle full of cobras and launch them directly into the sun if it meant I'd never have to see another one again.

That said, it's not impossible to come across decent use of QTEs. Indeed, before Resident Evil 4 set the standard at the advent of 2005, the mechanic was most prominently-used by the Dreamcast's crown jewel, Shenmue. In fact, it was Yu Suzuki, that game's director, who coined the term "Quick Time Event." Suzuki put the gimmick to good use throughout Shenmue, allowing protagonist Ryo Hazuki to do everything from tossing drunkards around in bar brawls to saving little girls from incoming soccer balls. One of the reasons the game is so beloved today is that it allowed the player to engage in such a wide variety of scenarios, many of which were supported with smartly-designed QTEs.

Good QTEs didn't end with Shenmue, however, even though sometimes it seems that's the case. Like God of War, other Playstation heavyweights have managed to use QTEs to enhance a game experience. I think it's only fair that we look at a few of those, as well as some alternatives to these timed button-prompts for cinematic flair in games.

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The QTE plague: What hath God of War wrought?

Blog Post

June 3, 2010 by Nate

Resident Evil 4 CoverQuick Time Events. So many games have used them to some extent in the last five years that just about every gamer has an opinion on them. Mine is that they are the worst gameplay gimmick to take the industry by storm in a long time, and I wouldn't mind seeing them all packed into a burlap sack filled with leeches and thrown into the depths of a volcano. They're tacky, they're unintuitive, and their attempts to engage players in cinematic animations backfire and break the sense of immersion one has with a game. And unfortunately for me, they're just about everywhere these days.

Two behemoths let loose in early 2005 can be thanked -- or blamed -- for the salvo of games that have featured QTEs in the last five years. The first, with a January 11 release date, was Resident Evil 4. The game was extremely well-received: it won many Game of the Year awards, offered a fresh take on the aging Resident Evil formula, and gave Gamecube owners a third-party exclusive worth bragging about. The other member of the gruesome twosome that brought us into the era of QTEs is known as God of War. Released just two months after Resident Evil 4, the game received just as many accolades and turned heads back to the PS2 as quickly as they'd been lost to the Gamecube's horror hit. Is it any wonder that the industry went in the direction it did when two such monumental successes as these both prominently featured a relatively unused gameplay gimmick?

Today we'll take a look at how the smart use of QTEs helped put these two games on the map, and watch a few examples of QTEs gone wrong. And trust me, there was a huge pool of resources for the latter.

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Super Mario Galaxy 2

First Hour Review

May 31, 2010 by Nate

Super Mario Galaxy 2 CoverFor all its talk of innovation this generation, Nintendo seems to be falling back on its old tricks like never before. Alongside its Wii Sports Resort and Wii Fit Plus, Nintendo announced two games at E3 2009 that surprised the videogame community: New Super Mario Bros Wii and Super Mario Galaxy 2.

What's that I hear you say? "Big deal! How are new Mario games a surprise?" Well, New Super Mario Bros. Wii is the first 2D Mario game to hit a console since Super Mario World, just under nineteen years ago. And Super Mario Galaxy 2 is the first direct sequel to a Mario game since Super Mario Bros. 3, just over twenty years ago. Nintendo may be feeding casual gamers with one hand, but it's got plenty of snacks for Mario lovers in the other.

New Super Mario Bros. Wii was set loose upon the world last November, and continues to sell like Wii-branded hotcakes well into this year. But Nintendo held Super Mario Galaxy 2 off until this summer, ensuring that they have a full three years to create bold new worlds for Mario to explore. Is the Galaxy worth revisiting, or was one trip to the cosmos enough?

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Memorable Ideas from Forgettable Games - The Level Slider

Gaming Nostalgia

May 27, 2010 by Nate

the World Ends With you CoverSome games are unforgettable. After forking over our birthday money at K-Mart, we bounce all the way home in the backseat of the station wagon, wrestle the plastic wrap away from the box, gingerly place the game in the system, and steady our feverishly shaking hands with an anaconda grip on the controller. We don't let go for hours. And when the credits roll, we tear up a little, knowing we'll always cherish that first time through.

And then there are games that are largely forgotten weeks after release. Niche appeal, scathing reviews, or even just lack of hype can doom a game to obscurity and the Target bargain bin. But even these games deserve a second look...sometimes. Every once in a while, a kernel of brilliance can be found within these steaming piles of mediocrity. The purpose of this feature is to sift out some of these conceptual gems and put them under the microscope.

Today's trip takes us all the way back to 2008, when a game called The World Ends With You dared to eschew every gaming convention it could think of, for better or worse. In the "better" column resides one particularly inspired idea, the Level Slider.

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3D Dot Game Heroes

First Hour Review

May 26, 2010 by Nate

3D Dot Game Heroes CoverRetro revivals are all the rage nowadays. In the era of the low-budget downloadable games market, everybody's digging into their past to give a classic a fresh coat of paint or create a sequel with old-school flare. The former provides a proven template onto which shiny new graphics can be applied, while the latter guarantees interest from lifelong fans who long to experience that same magic like it were new again.

3D Dot Game Heroes is a retro-styled installment in Nintendo's famed Legend of Zelda series, albeit one that was developed by a different company and published for a different company's hardware, and it would be slapped silly with copyright infringement lawsuits if the word "Zelda" appeared anywhere in it. From Software, known for its Armored Core series and the recent hit Demon's Souls, doesn't just take a page from Nintendo's book: the book gets Xeroxed from cover to cover. Almost everything in 3D Dot Game Heroes feels like it was stolen from The Legend of Zelda: A Link to the Past, from the plot to the controls to the stage designs to the items and everything in between.

We tend to view knockoffs as inferior, bitter, envious versions of the genuine article. Does 3D Dot Game Heroes lack the essence of its explosively-popular inspiration, or does it manage to work a little magic of its own?

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Aquaria

First Hour Review

May 19, 2010 by Nate

Aquaria CoverIt's rare that we get to combine our love for games with charitable donations, and unheard of that we can feel like a smart shopper while doing both. Such a concoction of impossibility was made real when the Humble Indie Bundle experiment went live on May 4, 2010. For a limited time, five acclaimed indie games (Aquaria, Gish, Lugaru HD, Penumbra Overture, and World of Goo) were offered as a bundle to gamers...at whatever price they were willing to give. For any price you name, you could have access to five games you may or may not love. A sixth game, Samorost 2, was even added to the bunch as extra incentive. You could even split your price between the developers and two partner charities, Electronic Frontier Foundation and Child's Play Charity, at whatever fractions you wanted. I gave $7.50 to the developers and $7.50 to the charities myself, contributing to the $1,270,000 in total donations contributed as of May 15. It's a great cause that also happens to be a great deal.

Having only previously played (or even heard of) the fantastic World of Goo, I decided to go alphabetically and spend an hour with Aquaria first. Aquaria was created by Bit Blot, an independent game company comprised of Alec Holowka and Derek Yu, in 2007. An indie games festival winner known for its atmosphere, Aquaria is an underwater 2D sidescroller with a focus on exploration and puzzle-solving, in the same vein as Metroid.

As I dive into Aquaria for the first time, I wonder if it's true what they say: is it really better down where it's wetter, under the sea?

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Memorable Ideas from Forgettable Games - The Checklist Grid

Gaming Nostalgia

May 13, 2010 by Nate

Kirby Air Ride CoverSome games are unforgettable. After forking over our birthday money at K-Mart, we bounce all the way home in the backseat of the station wagon, wrestle the plastic wrap away from the box, gingerly place the game in the system, and steady our feverishly shaking hands with an anaconda grip on the controller. We don't let go for hours. And when the credits roll, we tear up a little, knowing we'll always cherish that first time through.

And then there are games that are largely forgotten weeks after release. Niche appeal, scathing reviews, or even just lack of hype can doom a game to obscurity and the Target bargain bin. But even these games deserve a second look...sometimes. Every once in a while, a kernel of brilliance can be found within these steaming piles of mediocrity. The purpose of this feature is to sift out some of these conceptual gems and put them under the microscope.

Today we'll take a look at how the Checklist Grids in last generation's Kirby Air Ride add a special something to one of the current generation's biggest innovations: the Achievement.

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Picross 3D

Half-Hour Handheld

May 11, 2010 by Nate

Picross 3d CoverPicross 3D is the latest brain-teaser game for the Nintendo DS. If you're not familiar with the concept of Picross,it's a simple puzzle game: a grid of squares is presented, and numbersnext to the rows or columns indicate how many squares in that column orrow should be colored in. As squares are colored in, they clue theplayer in on what other squares should be colored in. The end result isa crude object, like a person or a clock. It's simple enough that itcould be done on graph paper, but Nintendo has made millions of dollarscollecting these puzzles and putting them in videogames, most recently Picross DS a few years ago.

Picross 3D takes the concept in threedimensions, giving the player a large cube or rectangular prism made upof blocks. Remove the right blocks and an object appears. The conceptis almost as simple in 3D as it is on graph paper, though it would benigh-impossible to do with physical objects. It's well-suited forvideogames, however, where virtual representations can easily becreated.

As someone who enjoys brain-teasers and puzzle games, I have a feeling I'll enjoy Picross3D as long as I'm sufficiently challenged. But this is one of thosenew-fangled "Casual games" that seem to be popping up everywherenowadays and trying to appeal to everybody, so it may be oversimplifiedor very slow to start. Let's find out.

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Red Steel 2

Full Review

May 7, 2010 by Nate

red Steel 2 CoverThe first third-party Wii game was revealed in the May 2006 issue ofGame Informer. It promised intuitive swordfighting controls andunmatched precision in gunplay, all in a stylish Yakuza setting. In thesix months between reveal and launch, Red Steel hype built tounattainable levels. Disappointment was inevitable. But even withtempered expectations, Red Steel is barely an average game, and thecase for motion controls in action games took a serious blow when itfailed to impress.

That said, the game rode the launch hype into some pretty decentsales, eventually crossing the million mark. A sequel was rumoredalmost as soon as the original appeared on store shelves. It took threeand a half years, but the sequel did eventually arrive in March 2010.Barring the focus on guns and swords, Red Steel 2 is nothing like theoriginal: the realistic visuals are switched out for a cel-shadedstyle, the Yakuza setting and characters are changed to anotherworldly-mix of Samurai and Western trappings, and the hopes dashedby waggle at launch are replaced with renewed fervor for precise motioncontrols, which are provided by the Wii Motion Plus controllerattachment that Red Steel 2 requires.

Even if you made the mistake of purchasing Red Steel back in 2006, don't make the mistake of ignoring Red Steel 2 now.

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