Category: Reviews

  • Indie Spotlight: Clobbr (iOS)

    FUCK THE CLOBBINGGGG
    Clobbr’s cute animations and design certainly portray a simple and easy to play game, but there’s a lot of challenge and kick behind this beastly game.

    With Clobbr’s imminent release on Apple’s App Store, I managed to get a review copy from Czarcade, as I felt this lovely mobile game from a fellow indie studio would definitely be worth a look. The trailer looked quirky, and the screenshots certainly looked great in the time I’ve been following Czarcade on Twitter, so I had to jump head first into Clobbr, and bathe in this fellow indie’s beautifully polished game.

    As you start Clobbr, you’re introduced to your three main protagonists that will stay with you throughout the duration of the main 5 worlds. These are Clobbr (the blue gentleman at the top of the screen), the three mice, and the orange kitty. The main characters have a Tom & Jerry vibe going on, with each level pitting them in a similar situation: the kitty never learning from it’s mistakes, and Clobbr himself coming to the rescue of the poor defenceless mice. These simple characters are your back story as to why Clobbr needs to continue solving the puzzles, which is a well thought out and lovely trio of personalities that ensure you aren’t bored by just solving mazes on every level, giving personality to an otherwise simple representation of a puzzle game.

    FUCK THE TIMERRRRR
    Levels get quite difficult with the introduction of new items that allow your boulder to travel farther, adding a new challenge to an already cluttered and healthily hard game, especially with only 20 seconds on the clock.

    The game mechanics are pretty simple, with each level consisting of a different maze that must be moved around to provide a rock a chance to knock the cat out. The maze consists of different blocks, some of these are straightforward, like the arrows which just make the boulder go in the diffraction they face, where as others really change the dynamic of the mechanics, with mousetraps propelling the boulder to the end of the stage. It’s definitely a game that stays true to itself, with simple mechanics that get progressively harder as you make your way through the 100 levels on offer.

    Each level must be completed within 20 seconds, which adds a nice sense of urgency to everything you’re doing, making some levels extremely difficult as you trace exactly where your boulder will go along the path you have created for it. If you complete the level sooner and find it easy, you can always click the log at the top of the screen to get Clobbr to start the boulder moving sooner. This’ll give you additional points, which may not be worth much right now (there are no leaderboards at this time), but could become appealing in future updates (imagine trying to beat all your friends scores in a fashion not far from Cut The Rope, it’d be pretty addictive). The 20 second time limit also helps the game become a perfect travelling companion, meaning that no matter where you’re playing on your phone or tablet (the bus, taxi, train, waiting at the doctors etc.) you won’t go long between levels so you aren’t distracted for hours on end.

    FUCK THE KITTTYYYYY
    I found trampolines some of the hardest objects to predict, having to look two spaces below meant planning a lot farther ahead in the limited time I was given. The job you feel when actually seeing your plan play out and hitting the Kitty is a feeling I haven’t experienced from another game in a long time.

    The music is cute and catchy, so much so that I caught a few members of my family humming it around the house whilst they went about their day. Unfortunately, many users may play all their games on silent, which’ll be a shame for the hard work of Nathan, who has put together a good track. But for those of you who do play their games with the sound effects on, you’ll be in for a treat, everything about Clobbr makes cute feedback, from the spring noise of using a trampoline, to the smashing of the rocks, you’ll enjoy all the sound effects and music Clobbr has to offer.

    Back at University, I done an intensive research course on immersion in Video Games, showing the different types of immersion a player can achieve in different genres of games, and which games are suited to each environment. Clobbr encapsulates my thesis on short, competitive immersion more so than any game I’ve played in recent memory, with small, addictive levels keeping you hooked for hours in commutes, it’s certainly a mobile game worth playing. From start to finish, Clobbr will offer you hours of entertainment, ensuring that wherever you are, you can always pick up and play without too much effort. For those of you that love puzzle games, and get addicted to simple, short levels similar to angry birds, Clobbr is for you.

    4/5

    Clobbr will be released on iOS on the 23rd of January, and can already be purchased on the Android App Store for £1.19.

  • First thoughts: New Super Mario Bros 2 (3DS)

    I’ve only played NSMB2 for about 2 hours, and it hasn’t exactly rubbed me off the right way. See, Super Mario 3D Land was fantastic, I played it so much and didn’t wanna stop until I had collected everything. I played through the game twice, both as Mario and Luigi, got every star coin, and made sure I touched the top of every flag, all to unlock a super secret level; that’s how much I loved that game. I felt the short levels were perfect for our mobile age where people don’t have the time to concentrate for hours on end on one level. It felt right, and each level was uniquely designed to ensure a different experience.

    GOLD GOLD EVERYWHERE!!!!!

    So far on NSMB2 I just really haven’t felt any inkling of love for it. I would say this is my own fault with how busy my life’s become recently, but NSMB2 feels different. Mario jumps differently, making him feel light and not as responsive as he was in 3D Land, each level is  wayyyyy longer then anything from 3D land, and overall I just feel frustrated playing it. The intro (if Mario games could be said to have an intro) is so short and stupid that it puts nothing into context. Not once does it mention the million coins, or why you have to get them, it’s just there from the start, a little counter in the bottom right totaling all the coins you have ever got. Peach get’s stollen and that’s about it, typical Mario always saving the day.

    Time will tell as to whether this is a good game. For now I’m giving it the benefit of the doubt as I feel I am probably comparing this too much to it’s predecessor, but I won’t be surprised if by the end of the game I’m left severely disappointed.

  • First thoughts: Modnation Racers PSVita

    Before buying Modnation racers on sale for £11.99 from the PSN store, I had low expectations, to say it’s another Mario Kart clone is an understatement. So far my expectations have been met, making Modnation Racers one of the most underwhelming purchases of my year so far.

    One of my biggest gripes has to be the way the menu is navigated. It’s all so inconsistent. Some menu buttons have to be pressed with the X button, whilst being navigated using the D-Pad, whilst over menu items HAVE to be touched. It makes for an annoying experience, and one I hope never gets repeated on any other game.

    The graphics certainly look more polished than some other racers out there.

    The game started up with no help or indication of what to do. You could navigate the menu screen, scrolling left and right to choose a specific option, (make a car, make a modnation racer, spend tokens, championship race etc.) but there was no help, nothing to say “welcome, lets do a few things to get you started. Over here we have the car garage where you can store all your vehicles…..” It made for an annoying start from the offset.

    Gameplay is clunky at the best of times, and that really isn’t an understatement. Framerate often drops way below the smooth 60fps in usually gets, meaning choppiness is to be expected throughout each and every race. Load times are also horrendous, my PC boots up faster than this game. It all makes for a bad experience. This all deters from the fact Sony have actually made a nice Mario Kart clone, albeit no where near as good, but hey things need time right?

    I shall write a full review soon, but so far I wouldn’t recommend buying Modnation Racers unless you really want something to play on your lonely Vita. I’m so far half way through the championship, and will write up a full review once I’ve played each of the game modes and finished the championship.

  • Torchlight XBLA Review

    Torchlight fills a void that I’ve wanted to close lately: an urge to play Diablo 3 without having to pay the £44.99 my store is asking for. I bought it a while back when it was 400 MSP (Now retailing at 1200MSP or £9.99 without being in sale), and I must say it’s worth every penny. I’m 14 hours in and one of the last achievements I need to get is to get my fame at the highest I can (from what I’m aware, level 33 is the highest), and yet I feel I still could play this game plenty more, which is saying a lot for such a cheap title. I’ve played games a lot less and paid up to 4 times as much, which makes me truly value how much of a step in the right direction Torchlight was for XBLA games.

    The game starts off with a lone wonderer (a character of your choosing) coming across the town of Torchlight, where supposedly there has been many monster attacks recently. You are given control of your character and can then explore the town. At this point in the game there really is no need; you have next to no money and there’s nothing to fight until you reach the other side. Upon helping a man being attacked near a cave, you proceed inside, going down floor by floor until the story is finished (the cave is technically endless, the game finishes around 33). I say story, but what I technically mean is a narrative to justify trekking through the cave. It doesn’t work, but is at least something to work towards.

    The three Torchlight Classes to choose from
    Here are the three characters you should get used to looking at

    Torchlight comes with the traditional three classes: Destroyer (Melee expert), Alchemist (Magic expert) and Vanquisher (Ranged expert). Each class is best suited to certain weapons, magic and armour. Within each class there are different abilities to unlock, allowing for a player to still chose a magic route even if they’ve chosen the Melee class (albeit the magic would be more catered to attack magic rather than defensive). This gives a lot more freedom than most games allow, showing that the gameplay really can be taken advantage of by any player style.

    Combat is simple: you press the X button to use what weapon you currently have equipped, you then assign different spells/abilities to the buttons Y,B,RT,LT. At the start of the game you’ll find yourself only using the X button until you start levelling up and making use of the better abilities in the game. I found myself using only the abilities towards of the end of the game: having so many mana potions made this possible. Mana potions and Health potions are administered using the LB and RB buttons, making the process of healing extremely easy, no need to pause the game every few seconds. Weapons can be assigned in the menu, as well as all of the players spells.

    Player action in Torchlight
    Fighting up close in Torchlight: The camera can be zoomed in, but I wouldn’t recommend it

    Loot comes in all different shapes and sizes as you’d expect. Majority of it is junk, but you’ll occasionally come across a valuable piece that will last you a good portion of the game. Some pieces of loot will need to be identified before you can equip or use it, meaning that in theory a player will have to choose wisely what they identify, and what they don’t. This wasn’t a problem for me during my playthrough, as I had enough identify scrolls to identify most objects I came across. One thing I’d like to point out is the unique way Torchlight deals with junk items you find around the place. Once in the menu you can swap items you don’t want with your pet, enabling you to carry a lot more. If you really don’t want all this loot, and instead want to get the money, you can send your pet back to the town, which will gain you a profit whilst still going through the dungeons. This is a fantastic feature that allows you all the benefits of loot, with little of the drawbacks. A slight drawback of all this cash is what to spend it on: There’s nothing. I found that the only thing I spent my money on was the enchanting service, which in itself has drawbacks. (Every time you enchant an item there’s a greater chance the item will become disenchanted, which happens all too often.)

    A pet in Torchlight
    Pet’s become a great addition to the gameplay, taking loot and transforming is just the start of it

    Your pet is not only a bag for loot, it also becomes an invaluable ally in fighting; using spells just like the player and even transforming into a whole new creature when fed a fish. This makes for some very interesting gameplay situations, for example towards the end of the game my pet was just the normal wolf, and was completely underpowered, yet at the start I transformed him into a troll and he was completely overpowered. Players should heed my warning: use your pet to your advantage, doing so will make the game a lot more enjoyable, and a lot easier.

    Overall Torchlight is a fantastic game which could become a torch bearer for all XBLA games; it shows a standard of gameplay rarely seen on a downloadable game. Bear in mind that this game was made in 11 months, and you see how much of an accomplishment Torchlight is for Runic Games. There is a lot more I could say about Torchlight, but the main question is: Should you buy it? I think the answer for most gamers is a reassuring “yes”.

  • Asura’s Wrath: Lost Episode 2 DLC

    Asura’s Wrath Lost Episode 2 starts off straight away after the events of the first episode, with Ryu being defeated by Asura, Akuma appears wanting to push himself to the limits. The fight, as you can imagine, escalates to new levels of ridiculousness, but still feels tame compared to what the chapter 4 DLC brought forth to the table.

    Lost Episode 2 takes no time to get going, making sure that you could potentially play Lost Episode 1 and 2 straight after each other with no time being wasted with characters and plot points being set up. You’re here for one reason only: to take on Akuma.

    Gameplay is exactly the same as the last piece of DLC, you start fighting Akuma on a 2D plane as you would in street fighter, and as things escalate you start fighting in an arena style setting, like every other free moving part in the game. It’s a good combination, and one that certainly allows for some challenge and freedom when things start getting tough.

    Asura's special against Akuma
    Asura has a new set of special moves for this fight

    One thing that should be noted is the detail the developers have put into Asura’s move set; Asura now has new set of special moves, completely different from when you were facing Ryu, giving nice new animations and spectacle to an otherwise same experience. This also applies to the 3D environment fight scene, with new counters and special attacks giving more finesse to the whole episode.

    Once the DLC is finished, it takes on the same role as the last: allowing you to retry the fight sequence but with new challenges. I only had a chance to do one (To activate special 5 times in one fight), but they seem to be a lot harder than the last set. Definitely adds a lot of replay-ability to this episode.

    So in conclusion: you get more of the same at the same price. If you enjoyed the first lost episode then you should have no qualms with this one, just be warned: This is not the end of Asura’s Wrath.

  • Asura’s Wrath: Lost Episode 1 DLC

    As much as I loved Asura’s Wrath, I just couldn’t bring myself to love this new DLC add on, which isn’t necessarily a bad thing, I just personally wish I had more Asura’s Wrath to play is all, and this is far from what hardcore fans will be looking for.

    The price is certainly worth it, for £1.40 (160ms points) you get another episode (filed under the “lost chapters section”) which lasts about 5 minutes game time, and around 10-15 minutes total. It’s certainly an extra, not adding to the story in anyway, but giving you that little bit of extra time showing the extent of Asura’s Wrath (which seems to be endless)

    Asrua v Ryu
    This screenshot looks closer to Streetfighter than it feels in the actual game

    The gameplay is definitely weird. Fans of Streetfighter will immediately notice that although the fighting style is familiar, the controls certainly aren’t. You have 4 buttons to press to fight, X makes fireball projectiles, A jumps, B to attack and Y to use special when Ryu is knocked on the ground, all of these attacks require no control stick like traditional Street fighter games. It’s basically the open scenes of the game but with the controls confined to a 2D plane rather than 3D. It’s all really strange, and takes a while to get used to, but don’t expect a proper fighting game out of this DLC.

    The whole episode concludes with a cliffhanger for the next DLC (released next Tuesday) as is tradition with Asura’s Wrath, and will be priced the same. Replay-ability is ensured with “missions” placed on the menu screen when selecting this chapter once it’s been finished. These take place in the fight scene between Asura and Ryu, and require you to complete challenges such as: “KO within 40 seconds!” or “Get a perfect KO!”; Challenging, but not over-the-top hard. It’s certainly one way to make you work for that extra 15 gamerscore this DLC adds to the title.

    So in conclusion: Should you buy this DLC? Well chances are if you’re a massive fan of Asura’s Wrath like I am, you’ve already got it. If you’re on the fence though, well what have you got to lose? It’s cheap, and a little bit of fun. Certainly something to spend those left over points on.

  • Thoughts on Miyamoto’s comments of the Playstation Vita

    Upon reading Miyamoto’s thoughts on the Playstation Vita, a big bell of truth rang home: I have a £230 brick.

    Don’t get me wrong, I love my Vita, it has huge potential, and I can see it lasting many years without being changed (except when it’s released in white, I love my white gadgets) but in it’s current form it really is nothing more than an expensive brick. I mean take a look at this:

    Poor Poor sad Vita
    The sad truth of my PSVita, a pretty brick

    My Vita hasn’t moved an inch in 2 weeks. The last time it was touched was to plug it in as I saw it was dead. I had Rayman Origins, (which is a fantastic game by the way, the full console game in your hands), as well as Touch my Katamari, both of which were fantastic games, but both run their course and got old.

    I would gladly use my Vita as a portable emulator, playing all the PSOne classics like FFVIII, Crash Bandicoot and many more, but Sony have yet to release this feature. So it seems until Sony get their fingers out of their arse and actually do something, or some lone wolf online cracks the Vita, my £230 luxury item will continue to be what it does best: being a pretty brick.

    (P.s. If you think about it, that flat touch back really does allow the Vita to lay down without moving an inch. Genius!)

    All comments expressed in this article are based off the following: http://www.edge-online.com/news/miyamoto-vita-needs-games

  • SSX: First thoughts

    I was a massive fan of the original SSX, and loved SSX Tricky, so I was very keen to start SSX up for the first time in years. Upon being greeted with the title screen, it’s apparent EA are trying to give it a new style and branding, the intro made this all the more apparent. “SSX” stands for ‘Snowboarding, Surfing and Motocross’, a far cry from the ‘Super Snowcross’ from yesteryear, which is thrown in our face at every opportunity at the start of the game.This gives me the feeling that EA may start trying to push into other sports soon, something rather risky, but this is only my initial impression on what I’ve played so far.

    Training mission: Freefalling
    Shame the things you learn in the training freefall mission aren’t accessible from the start.

    I’ve played the game for over an hour now, and I must say, I really am not enjoying myself. Not once have I felt in control of the action, and feel constantly confused about what I’m meant to do next. The control scheme is similar to what I’m used to, albeit extremely tempermental, (Characters either turn too much or too little, which causes all kind of havoc on the new “deadly descent” courses.) I feel my biggest concern are that the courses just aren’t as enjoyable as they were in the PS2 era. Every level in the retro games felt tailored to anyones play style. I was always able to win races on Tricky from doing lots of tricks to get my Tricky meter full, then boost ahead from the unlimited boost. SSX on the other hand does not cater to my play style. I find myself constantly losing to AI because I’m concentrating too much on tricks, and even when I do get Tricky, the boost doesn’t last long. It seems races are just that: Racing, diverge too much from the race and you find yourself in a sticky situation.

    I may find myself getting better with time, but for now, until I bring myself to play more, I really do not like SSX.

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