Archive for the ‘Game Reviews and Previews’ Category

Bayonetta game review: dated and frustrating game

Wednesday, February 3rd, 2010

While the game Bayonetta is easily Devil May Cry creator Hideki Kameya’s best game in many respects, it also reflects some of the most dated and frustrating aspects of the genre that he helped create.

It would be easier to write Bayonetta off if it weren’t so brilliant at times. When the combat works, it really works. The combo system and character movement bear much more resemblance to the nuanced control of Ninja Gaiden than Devil May Cry, which is a good thing, and the dodge button/Witch Time mechanic add a host of new offensive options absent in any other game in the genre.

Even without Witch Time, most encounters in the game are very well designed. Success is extraordinarily gratifying in a way it only is in these kinds of games, and that reward will likely keep those who master Bayonetta’s nuances coming back for more. Combos are easy to vary up (though occasionally a little over-complicated), and enemies are balanced and fun to fight—usually.

It’s where the encounter design is more punitive and less fair that the game becomes frustrating and a real trial of one’s endurance. One type of enemy in particular personifies this dichotomy, the Graces and Glorys. For most of the game, these enemies pose the greatest challenge you’ll find: They’re fast, do a huge amount of damage and will loop you into combos that are incredibly difficult to break. They require some of the most precise dodge timing in the game to invoke Witch Time, but it’s that challenge that makes them enjoyable. Until, that is, they reappear as Gracious and Glorious, shinier versions that deal more damage, have more elaborate combos and against whom Witch Time cannot be engaged.

Too often in the latter half of the game, combat scenarios become something to be endured, rather than enjoyed. It also becomes increasingly difficult to determine what is or isn’t an attack with several later enemy types, adding to the confusion and frustration. Where previously battles would be won through a combination of tight reflexes and well thought out strategy, later confrontations increasingly depend on luck and grinding continues into a level, hoping each checkpoint has put you a little further than you were before.

Bayonetta’s presentation veers wildly from beautifully insane to frustratingly obtuse. The creature and world design are distinctive and interesting, and I was always excited to see each new enemy type introduced. Bayonetta’s climax moves are also a lot of fun to watch, and become more and more ludicrous over the course of the game. The graphics and effects generally get the job done, with great animation, but some rough spots here and there, with a fairly constant frame rate.

However, the cutscenes are painful. Swinging from pseudo-philosophical analyses of Heaven and Hell to dolly and crane shots of cleavage and asses, it is perhaps the most objectifying and demeaning imagery in a mainstream game this generation. Whether that’s an insurmountable problem is a personal decision, but it bears mentioning.

Bayonetta is so interested in demanding you look at how stylish and “sexy” it is that it doesn’t notice when the gameplay suffers for it. This is yet another issue that becomes more pronounced as the game goes on. At first, the camera is largely solid, if a little finicky. Later, though, in its attempts to present an epic view of the scenes the developers wish to set, it’s easy to get lost amidst all the chaos, whether it’s because Bayonetta is a tiny character on a huge backdrop or because the screen-filling mini-bosses or end-stage bosses literally block all view of her entirely. This leaves the player to desperately pound out combos blindly, hoping that the damage won’t be too severe.

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Chime Review: Creative and Fun Game

Tuesday, February 2nd, 2010

Game Chime stands on its own as a creative new puzzler that mostly succeeds, makes a positive social statement and happens to be a great value.

Chime’s conceit seems simpler than it is: You’re presented with a game board that can range from an obstacle-free rectangular board with rounded corners and grin-shaped barriers erected in the center. A “beat line” moves from left to right across the board while a basic skeleton of a piece of music plays. As you place your pieces on the board, you create “coverage,” represented by transparent shading over the board, by clearing “quads” of blocks, which must be at least 3×3 in dimension. The bigger the quad, the more points you get, and the more quads you clear, the bigger your multiplier gets. Any sections of a piece left behind when a quad is cleared can only be hit by the beat line so many times before they’re destroyed, which resets your multiplier.

If that sounds complicated, it is. Thankfully, while it’s unfortunate that the game fails to properly explain many of rule nuances, a few rounds should get you up to speed.

Chime’s real magic comes from its music generator. Somewhat similar to Lumines, the beat line triggers music samples when it crosses an occupied grid space, and these samples layer depending on the coverage, quads and blocks present, leading to some really impressive developing song structures created by huge names in dance music, including Moby. The game’s music and visuals create something really special that managed to capture the attention of pretty much everyone who walked by while I was reviewing it, which shouldn’t be surprising. Chime was created by UK developers Zoe Mode, creators of the SingStar and Eyetoy: Play titles on the Playstation 2 (as well as You’re In The Movies on Xbox 360).

While there are only five boards, there are different ways to play and different goals to achieve. There are rewards for high multipliers and repeated board clearances (where you get 100% coverage of a board multiple times in one sitting), but doing both at the same time is difficult. It’s the difficult-to-master concept applied quite addictively, and don’t be surprised if you spend much more time than you thought you would in one sitting.

Chime is a lot of fun, but it’s not without issues, which range from design choices to odd technical hiccups. While each board presents its own unique challenge and music, the latter stages feel as if novelty was chosen over gameplay. They’re just not as fun to play as the earlier levels. More importantly, the basic design of games like Tetris and Lumines lends to basic levels of predictability; every piece in Tetris is composed of four blocks, and every piece in Lumines is a square of four blocks. Perhaps it’s the even number that leads to an easier-to-grasp strategy, but there are so many types of pieces in Chime that it’s difficult to really anticipate effective ways to use all of them, and the problem of “trash pieces” seems particularly present.

Then there’s the strange technical issue that pops up at times when quads are dissolving as the beat line crosses near them, which can occasionally lead to a sort of hiccup in the board that essentially freezes it, momentarily throwing the music out of sync.

Then there’s the minimalist interface that nonetheless seems to find its way in front of exactly what you’re trying to see at the most inopportune times possible, and achievement notifications that can obscure important parts of the board. The last issue is obviously something that won’t present itself often, but it was supremely annoying when it did, and it’s indicative of a lack of polish mechanically that can be found throughout the experience. (Ed’s Note: This review is based on a “review build” of Chime, and these issues may be fixed in the final release.)

Ultimately though, at 400 points (or about $5 USD), Chime is easy to recommend. It manages to take inspiration from known quantities in the puzzle and rhythm genres to create something that feels distinctive and, more importantly, is a lot of fun. That the bulk of your money is going to charity is a feel-good bonus for a game that deserves your time regardless.

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Tatsunoko vs. Capcom Review: Simply yet Engaging Fighting Game

Monday, February 1st, 2010

The Nintendo Wii’s Tatsunoko vs. Capcom: Ultimate All-Stars represents a simple yet highly attractive fighting game despite a cast of wacky characters few video game players might recognize.

The game features around 25 fighters from Capcom’s games library and the Japanese animation company Tatsunoko. Street Fighter staples Ryu and Chun Li as well as Dead Rising’s Frank West headline the Capcom side, while the Tatsunoko roster stars interesting characters such as Tekkaman and members of the Science Ninja Team (cartoon aficionados might know them as G-Force from the Battle of the Planets series).

As with most of the vs. Capcom titles, Tatsunoko focuses on tag-team fighting. Players select two characters and guide them through the game’s main Arcade mode, Time Trial challenges, or Survival Mode. Players can also battle human opponents online using Nintendo Wi-Fi.

What makes Tatsunoko different is its ability to deliver a pretty deep fighting game that takes advantage of the Wii’s simpler control options. Using the Wii remote, held horizontally, players only need the directional pad and three buttons to excel. The “1″ and “2″ buttons unleash attacks and special powers when combined with specific D-pad motions. The B trigger is the partner button, which players use for help attacks or to tag in a teammate.

While this layout is very basic, there are a few shortcomings. D-pads are awful for executing quick half-circle or quarter-circle motions used for the special attacks. Partner moves feel awkward because of the placement of the trigger. Also, for fighting veterans, it’s tougher to vary attacks by strength or quick recovery.

The Classic Controller, however, offers the more comfortable thumbstick and three attack buttons. There’s also a dash button that doubles as an additional attack input for Hyper Combos, super-charged strikes that deliver massive damage.

Regardless of control scheme, Tatsunoko’s simplicity was refreshing in a genre with challenging learning curves. However, fighting veterans can still appreciate the level of skill and timing required to master each brawler. The roster is pretty diverse, offering a pretty strong mix of strategies from ranged combat to speedier tactics. The frenetic combat is complemented by colorful, cartoon-like graphics that make explosive attacks pop off the screen.

Tatsunoko vs. Capcom not only serves as a solid introduction into the world of one of Japan’s most notable animation houses, but its accessibility is an excellent first step for video game players eager to experiment in the fighting genre.

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Darksiders review: a great and interesting game

Sunday, January 31st, 2010

Who played the game: Darksiders? Darksiders is great for being a game for game’s sake. It doesn’t feel like a movie waiting to happen or an adaptation of one that has already been made. It doesn’t feel like a comic book come to life, though it was written by a well-known comic-book artist. No, it simply feels like a story meant to be played, with awesome fighting and puzzle solving components, complemented by a fun set of weapons and tools that let you traverse the game world in varied and interesting ways. Darksiders doesn’t do anything plenty of games before it haven’t done, but it puts so many of those great borrowed elements into its game experience in such a neatly designed way that it feels like you’re doing all of these things for the first time. It may be derivative, but Darksiders even does that better than most games of its kind.

What Darksider does really well is stay interesting. As you progress through the post-apocalyptic world, trying to make sense of the impenetrable story involving angels, demons, wars between Heaven and Hell and a bunch of other stuff regarding the Seventh Seal and the Four Horsemen of the Apocalypse (don’t bother trying, at the end it all sort of gets explained, but it’s still confusing), the game continues to add more gameplay elements in the form of new pieces of equipment that let you do new things and get to new places. It’s a bit Zelda-like in overall design, because of the way logic plays in to the level design and increasing capabilities of your character, but the combat is God of War with a dash of Ninja Gaiden.

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