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Review: Xenoblade Chronicles

There is an ongoing debate in the gaming community.  Many seem to think the Japanese-style role-playing  genre is dead.  They say the Western-style has taken over for better or worse.  To those non-believers I say this: JRPGs live on.  Nintendo and Monolithsoft have created a masterpiece in Xenoblade Chronicles for the fading Wii console.  Everything in this game shines.  The story, the cast of characters, the gameplay, everything comes together in a package that is well worth the price of admission.  Final Fantasy can learn a thing or two from this game.  Just make sure you have a lot of time to spare.  Once Xenoblade Chronicles hooks you, it takes you on a long ride that doesn’t slow down until the credits roll.

Being on the Wii may give some people pause.  The graphics aren’t high definition, but this is a perfect example of why graphics don’t make the game. The views are still stunning and the character models detailed enough.  The gameplay is fluid, only slowing down if there is a great deal of action during a battle.  Xenoblade allows you to use either the wiimote and nuchuku or the classic controller.  I tried both and preferred the classic controller myself.  I also found it amazing they were able to cram such a huge game onto one disc.

Not many games I’ve played recently have provided a reason for me to care a lot about the cast of characters.  Xenoblade’s cast definitely scratches that itch.  Yeah, there are some bad jokes, and the characters can be overly dramatic, but I was legitimately emotionally involved.  The voice acting was on point. There was genuine personality given to each of the characters.   One character sounded a lot like Ricky Gervais , which made his bad jokes even funnier.

Xenoblade Chronicles also has one of the better stories I’ve experienced in a while.  It begins with a battle between the Mechonis and the Bionis, two giant beings looking to destroy one another.  They injure each other to the point that they stop moving.  It is revealed that these giants are actually home to different beings.  The Mechonis is home to the Mechons, which are machine-like in nature.  The Bionis houses the Homs, or humans, the Noppon, and others.  There is a great war between the Mechons and Homs.  A year later, we meet the main character, Shulk.  After a great loss, Shulk and his best friend, Reyn start off on a quest for revenge that turns out to be something much bigger than they ever imagined.

Aside from the main story, there are literally hundreds of side-quests you can undertake.  These can range from simple fetch quests and monster hunting quests, to rebuilding an entire colony.  Xenoblade has the traditional gain experience and level up system with a twist.  Practically everything you do earns you experience, from completing quests to just finding landmarks, you’ll gain experience, ability points (AP), and skill points (SP).  These AP and SP can be used to enhance each character and allow for some customization depending on your play style.  There is also an Affinity system that tracks how much the relationships between characters grow, which in turn provides you with added skills and perks.  Characters can even collect and craft gems to enhance their gear.

There are no random encounters, which is a god-send.  Enemies roam the field of play.  Some may attack you if they see or hear you, others will only attack if provoked.  The battle system is fast-paced.  You have three characters fighting at a time.  You directly control one character, most times it’s Shulk.  The character uses regular attacks automatically.  You can choose to use different acquired skills, which will have to recharge after use.  These have different affects , such as causing status ailments, knocking an enemy over, etc.  The system is easy enough to grasp, but difficult to master.  One thing I did learn the hard way is that level-grinding can be necessary at times, especially toward the end of the game.

The only complaints I have about Xenoblade Chronicles are skin deep.  Sometimes the action can get really frantic where one wrong button press could cause a 20 minute boss battle to end in disaster.  There is a pop-up menu which allows access to the options, quests,etc.  If you don’t exit out of this menu , it stays up and can lead to you unintentionally going to a menu when you mean to talk to someone or battle an enemy.  Oh, and the name of the sword Shulk uses (which also plays a big part in the story), the Monado, is a stupid name for a weapon.  With awesome sword names like Masamune and Excalibur, Monado just seems weak.

I loved Xenoblade Chronicles.  It was a refreshing take on the JRPG.  I hope gaming companies see how well this game works and take notes.  I also hope that gamers don’t discount this game because it is on the Wii.  We need games like this to balance out the endless stream of shooters and sports titles.  With  great characters, well-designed gameplay, a thoughtfully touching story, Xenoblade Chronicles provides over 100 hours of awesomess that should not be missed.

Pros:

-Well thought-out story

-Touching cast of characters

-Fast-paced, tight, and balanced gameplay

-Tons to do.  The game can last over 100 hours and there is a New Game + available upon completion

 

Cons:

-Why didn’t this game come out sooner?  The Wii could have used more games like this

 

Score:  5/5

1

Review: TNT Racers

No blue shells here, just balanced pickups like big car mode

Note: The Playstation Network version was played for review. TNT Racers is also available on Xbox Live Marketplace and the Wii Shop.

I stopped caring about casual racers that put an emphasis on in-game items when I realized that those games are made with quirky chaos in mind instead of refined and balanced fun. Developer Keen Games’ TNT Racers comes close to balancing both of these sides of the scale to make something special.

Rather than have players race from a traditional behind-the-car perspective, all four players in any given race view the game from the same overhead camera. TNT Racers makes this design choice significant by having anyone who falls behind out of the camera view eliminated from the race. This keeps the rounds in any given game mode short and hectic, and also encourages the racers at the head of the pack to cut tight corners around the track to move the camera that extra inch ahead. This is a big relief for players of other racing games where a few mistakes can lead to several minutes of being out-lapped in last place before the next race.

Cutting tight corners with precision, or even driving with precision at all, becomes a bit of a frustrating challenge later on in the game. Without any sort of drift function, the snappy handling can’t keep up with the turbo-speed single-player challenges, and neither can it keep up with multiplayer matches of the same speed. This leads to a lot of lost races because of accidental and all too easy collisions with the levels’ many walls, ramps, and obstacles. This can be remedied with a good deal of patient practice with subtle movements of the analog stick, but it’s a weak solution to such an obvious shortcoming of the controls.

Shadow Mode gives eliminated players a chance to grief racers

Being eliminated from a race doesn’t leave players behind. Eliminated racers take on the role of “shadows,” who are free to drive straight through other players and take their items in order to humiliate them. Ground shaking mallets, slowing tractor beams, and mini whirlwinds are uniquely available to shadow players, and are fun to use without being completely unavoidable and frustrating for the players still racing for the first place.

In fact, all of the items in TNT Racers are balanced and are handed out according to how far you are in the lead. Even the heat-seeking missiles of the game can be avoided with some deft driving, while landmines can be removed with weapons fire and any item can be avoided with a shield pickup. Only being able to hold one item at a time makes for a lot of quick decisions of whether to hold on to that repair kit instead of trying your luck at getting a steam engine to fog up the paths of players and projectiles behind you.

This refined chaos makes multiplayer a ton of fun to play, and the game provides four-player on and offline play with bots. Unfortunately, I was only able to play a few online matches as there was only one room open during the weekend after the game’s release. Granted, that match was full of rowdy players intent on turbo speed matches, where everyone would end up laughing at the smoking wreck of whoever was lucky enough to survive long enough to get first place. I doubt those online lobbies will ever fill up again, but it speaks to how fun the game can be if you grabbed three other buddies around the television.

There’s also the ’30s soundtrack, but that’s best left  turned off. At first, it’s a funny juxtaposition to the psuedo-micro machines racing around a track and shooting candy at each other, but it gets tiring and abrasive after about half an hour.

Pros:

  • Balanced and creative array of items.
  • Simple controls and smart game design keep things approachable and bite sized.
  • Endearingly cute artistic design of vehicles and tracks.
  • Multiplayer is incredibly fun, but…

Cons:

  • No-one is playing multiplayer online.
  • Music gets irritating fast.
  • An e-brake would’ve made the quickly paced “turbo” matches more approachable.

4/5

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Vagary.TV’s 2011 Game of the Year Awards

You don’t need to listen to some of the podcast deliberations on the site to realize that 2011 has been one of the finest years for gaming in a long while. The year had downloadable titles like Bastion sit next to or above high profile retail games like Portal 2 and surprises like Rayman: Origins and Saint’s Row: The Third. The seldom appreciated and often dust ridden Wii was graced with the latest Nintendo dungeon adventure of Zelda: Skyward Sword.

With all of those games in mind, we locked ourselves in a Google Document and threw emails at each other until we came up with a list of Vagary.TV’s games of the year. Enjoy.

 

The Don Parsons Award for Best Flying Game: Ace Combat Assault Horizon

Don comes down from his mountain to review flight games. In his spare time, he reviews flight games

By: Don Parsons

2011 was a stellar year for flight combat game enthusiasts (see: Me). From the great story-telling of Air Conflicts: Secret Wars to the fantastic plane modeling and dog-fighting of Jane’s Advanced Strike Fighters, there was one that really stood out. Ace Combat: Assault Horizon exceeded all expectations, and not only delivered some great combat in the skies, but also gave us an epic and cinematic story. As if that wasn’t enough, it actually had people playing the game online. Both other games had online modes but, sadly, not a soul could be found playing them. Assault Horizon blew me away with its presentation and deserves to be called the Flying Game of the Year.

 

Best Xbox 360 Exclusive: Gears of War 3

Marcus' du-rag finally comes off. 'Nuff said.

By: Chris Scott

No other series, sans Halo, means as much to the Xbox brand as Gears of War. Knowing that, developer Epic Games had a lot of weight on its shoulders for the finale of the Gears saga to begin with, and Microsoft’s first party lineup of games in 2011 was oddly devoid of many big name games.

Fortunately for both Epic and Microsoft, Gears of War 3 not only delivers on the expectations for the series, it handily exceeds them. The single player campaign, which is also playable in four player co-op, is the best in the series and actually delivers some emotional characterizations to characters many people thought had none. Horde mode was drastically remodeled and delivers one of the best co-op experiences this year and is complimented by Beast mode, an incredibly fun reversal of the Horde formula. The competitive multiplayer is deeper, more balanced, and more fun that it has ever been. Additionally, the game controls better than ever, the new weapons are a ton of fun, and it’s more visually improved and diverse than any Gears game to date. Everything about Gears 3 feels incredibly polished. No game offered the complete package that Gears of War 3 did but, most importantly, it was a hell of a lot of fun to play.

 

Best Playstation 3 Exclusive: Uncharted 3 Drake’s Deception

Drenched in hopelessness and vulnerability without a drop to drink

By: Kyle Baron

Uncharted 3 had plot holes and some contrived sequences that existed in service of gameplay, but none of that even entered my mind when I was playing it. Nathan Drake’s latest and possibly last venture on home consoles is a technical marvel that has you travelling across the world through acrid tombs, under the glaring suns of deserts, and through the often exploding and crumbling action set pieces of ocean liners and ancient castles.

Beneath all of that, Uncharted 3 tells a subtle yet pervasive story of Nathan as a man who is always close to what he wants while he’s about to lose everything else in the process. In and out of all of the gunfights, we see that his love for adventure and treasure is threatening to take the ones he loves away from him; it might be a narrow escape by a friend or the love of his life mumbling about her wedding ring, but that underlying battle is what stuck with me until the end of the game. Uncharted 3 beat out Infamous 2 for this award by one measly vote, and that really speaks to the level of emotion that both games subtly meter out with great effect.

Sure, the Playstation Network outage was an absolute mess, but Playstation 3′s had a great year for great exclusives.

Runner Up: Infamous 2

 

Best Shooter of the Year: Battlefield 3

It's best to just vault over single player into the rest of the game, really.

By: Don Parsons

The battlefield for modern shooters was rough in 2011. There were two camps split down the middle, with a small margin enjoying both Call of Duty: Modern Warfare 3 and Battlefield 3. After our staff voting, there was clearly one winner: Battlefield 3. While not a bad thing at all, most people feel like Modern Warfare 3 is just “more Call of Duty,” whereas Battlefield 3 took what made Battlefield: Bad Company 2 great and expanded it.

Everything that makes the Battlefield series great is here. The Conquest and Rush game modes, developer DICE-designed maps [that are always amazing], squad-based teamwork, and epic vehicular combat are all great. There’s also been a few changes that are just grand enough to stand out and make this feel like a step forward instead of the “same old thing.” The biggest of those changes is to the weapon progression system, which has kept me personally invested for dozens of hours. Smaller things like jets and being able to go prone also enhance this beautiful collective package.

Runners Up: Gears of War 3 and Call of Duty: Modern Warfare 3

Game of the Year:  The Elder Scrolls V Skyrim

Not all of our staff were psyched about Skyrim being our game of the year

By: Tony Odett

Over the past few years, I’ve developed what I like to call “video game restraint.” When I was younger, time seemed to disappear when I put a game in my console. I’d forget to eat and sleep. I’d think about the game I was obsessively playing while at work that day, while of course trying to function on the three hours of sleep I had gotten because I had needed to beat just one more level, complete one more quest, or take one more city.  But then I became an adult with a wife, kids, and a big boy job. My gaming obsession was curtailed, and those feelings of addiction were forever lost. Even Mass Effect 2, which I thought was the best game I had ever played, found itself chopped into two hour increments, and never played past 1:00 a.m. I was until complete control.

Until Skyrim.

The real crux of a game, the thing that really matters, the most important factor for anyone isn’t storyline or graphics. It’s not even gameplay. No, the most important quality a game has, deep down, is how playing it makes you feel. Skyrim makes me feel like a kid again. It takes me back to a place in my life I had thought gone forever, where time melts away and I am lost in a new, amazing world.  Skyrim has moved me from jaded disillusionment to utter gaming joy. With deep lore, an addicting leveling system, loads of quests, and the deepest, most populating gaming world I’ve ever seen, I give you Skyrim, Vagary’s 2011 Game of the Year

Runner up: Super Mario 3D Land

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Review: NCIS

My fault, I'm misleading you.. not a shooter..

Note: This game was reviewed on the Playstation 3. It is also available on the X360 and Wii consoles.

It’s not uncommon for other forms of media to find their way into the gaming industry. Comics, movies and yes, even TV shows have become a staple in gaming and whether you like it or not it’s here to stay. With NCIS, you become one of the team members that is responsible for bringing Navy criminals to justice.

The game contains four episodes, all of which closely imitate the TV show it portrays. A short scene will open the episode, followed by a representation of the NCIS intro done using the in-game engine. Nope, no live-action splice work here. Afterwards, you wind up at a crime scene. This is one of four parts to the game.

You investigate the scene looking for clues to what happened and gathering evidence. Moving your character is done with an on-screen cursor rather than controlling with the analog stick. This makes sense if you factor in the Move controls. Gathering evidence is done by taking pictures, which (like everything else) involves a short mini-game style action. In this case, moving the camera, then zooming in and releasing the trigger at a certain point. It would get tedious, but the crime scenes are short and spaced out enough that it wasn’t too much of a problem.

After you find all the evidence, you will move on to the next part of the episode. We’ll swing by the lab in this case. Abby is quite a character, as she is in the show. NCIS (the game) does a great job with the writing, and while the voice acting matches the show as well, but it can get repetitive and isn’t spliced together to flow naturally; small pauses that shouldn’t be there are one instance of a sound issue I had.

Everyone's favorite goth is still awesome in the game

In the lab, again, you’ll partake in a series of puzzle-like mini-games dealing with the collected evidence – things such as matching chemical spikes, fingerprint patterns, and lines along a bullet. Once you’ve analyzed everything, which sometimes consists of moving back and forth between lab benches to re-analyze evidence,in a different area, you’ll usually find your way to the Deduction board. In short, the Deduction Board is where you match up and explain pieces of evidence.

If a dead body is involved, you’ll head to the autopsy room with Ducky. This works the same as a crime scene, finding highlighted parts and taking pictures to later analyze in the lab. In the event of any sort of electrical evidence being involved, you’ll take control of McGee. These little mini-events are more reflex-based, things like pressing a highlighted number, memorizing a sequence, or following a car on GPS by keeping the recticle over the moving car. The data is then at your fingertips to pick the relevant piece[s], and most likely take it to the Deduction Board.

Interviews are simple affair; simply press X when prompted to hear more. Some interviews have you using evidence against the person, in which case you pick the appropriate piece of evidence. You only have so many chances, otherwise you have to restart the interview. Luckily, you just have to watch it unfold, and don’t have to present evidence again.

Each episode is fomulaic in presentation: Opening, crime scene, McGee, Abbey, either interview or Ducky, crime scene, McGee, Abbey, and then on to catching the criminal. It only varies so much, but the pattern is obvious as you start playing the second episode. Without spoiling things, I did enjoy the plots to the episodes and they did a good job of feeling like the show. Each had a slow beginning but once things start to become clear, there was a definite “ah, I see” factor. Once you progress through the episodes, it gets better because you start to see how they correlate with one another, which really made me enjoy the final episode that much more. This is really the main redeeming factor to the game, and of course, mainly appeals to fans of the show or crime dramas in general.

If matching bullets is this easy, sign me up for a hefty pay raise!

I shouldn’t even mention the graphics because it seems to be customary for TV show/movie games to be lacking in the graphics department. It seems they rely too much on the liscense usage itself, and try to whip something together to appease the market. I personally didn’t mind the below-average graphics. The characters looked like who they were supposed to look like, so I didn’t care much that the textures looked almost ancient in comparison to the contemporary masterpieces in graphics.

The biggest downside to the NCIS game isn’t the graphics. It’s not the poorly spliced together sound. It’s  not even the simplistic nature of the game. Replay value in NCIS is non-existant. After I finished the game, there was absolutely no reason to go back and play the game again. And, being only four to six hours long, that’s a serious issue. Sure, I enjoyed the plots, but the path is so linear and there is nothing else to achieve by playing it again, not even trophies. I got the platinum trophy just playing the game. I love that fact, but there should have been a few more episodes in order for me to be okay with getting every trophy in a single playthrough. Nothing was even hidden, every trophy is gained just by playing. Nothing out of the ordinary needs to be done, and the replay value alone affected the score more than anything.

Fans of NCIS or other crime shows should at least look into this game. Again, had it not been for the short length and lack of replayability, I would have a much easier time recommending this title to people, even at $40 US. After five hours of gameplay and cleaning up every trophy, this game sadly won’t see my console again. The episodes are good, and follow the show’s flow with funny writing from time to time as well, so fans of the series are at least in for an interactive treat if nothing else.

Pros:

  • true-to-the-show storytelling and pacing
  • great plots across the episodes, with tie-ins later on
  • Platinum trophy in one playthrough

Cons:

  • no replay value
  • short, only four episodes
  • simplistic events

Score: 2/5

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Review: Legend of Zelda: Skyward Sword

After five years, at the end of the system’s life cycle, a Zelda game developed for the Wii has finally arrived.  No matter the result, Legend of Zelda: Skyward Sword had an uphill battle to prove it was worth the wait.  Anything short of greatness was bound to disappoint.  I had lots of fun in my 50-hour playtime, but I never felt like I was playing the next big thing or something truly special, which is a rarity for a Zelda title.  There are flashes of greatness in Skyward Sword, but they are weighed down by vast stretches of dull, formulaic design and repetition.  Charles Dickens said it best: “It was the best of times, it was the worst of times.”

The story is typical Zelda fare.  This time, legend tells of a world where bad guys emerged from the earth and took over the land.  People took refuge in the clouds, and that’s where we find Link, a teenager living in the town of Skyloft, studying at the Knight Academy.  After a long introduction that features high school drama, a bully subplot, and a bird race, Link takes his classmate and lifelong friend, Zelda, for a ride on a giant bird.  Just as he is about to get some action, a tornado sweeps her away.  Once again, Link must save Zelda and the world.

The story is simple, but it has more charm than ever, and the characters have even more expression in their faces than the purely cel-shaded Wind Waker.  The relationship between Link and Zelda is also deeper and filled with more history and romance than at any point in the series’ history, and it lends meaning and urgency to the adventure.  That said, it takes too long to get going, and it adds to one of the largest problems with the game, which is a ridiculous amount of dull, filler content.  And while the ending is certainly beautiful, it doesn’t have the payoff fans have always wanted, which is odd, because the beginning sets up the payoff that doesn’t happen.

As the franchise ages, it finds itself in an awkward, mid-life crisis transitional phase, struggling to maintain relevance without losing its identity.  Change too much, and it’s not Zelda; stick too closely to the formula, and it doesn’t feel special, despite the wait or general  quality of the final product.  Skyward Sword features lots of tweaks to the formula, but it still adheres a bit too much to the path paved by modern Zelda titles, particularly Wind Waker and Twilight Princess.  There are strokes of brilliance, but they fight against repetition, outdated hardware, deliberate pacing, instances of lazy design, and the series’ biggest innovation, a new control input.

Skyward Sword is designed exclusively for MotionPlus, the enhanced motion control technology for the Wii.  It generally works, but it’s not how I’d prefer to play, and it doesn’t prove its necessity.  Both combat and puzzles are built around the advanced motion controls, and while they inspire innovation, especially in combat, all of it could have been accomplished with a standard, dual-analog controller.  Boss keys are now puzzle pieces that have to be rotated into place, and while there is a certain novelty and immersion to rotating your Wii remote to do that, it could just as easily be done with an analog stick.

Same goes for the combat.  Sword combat requires slashing in specific directions, which adds a layer of complexity to a series that has mostly relied on pressing an attack button to tackle enemies, but this added depth could have also been achieved by mapping sword combat to a right analog stick.  Motion controls are integral to the design, but they never prove there isn’t a way of working around them with a more traditional controller.  There should have been an option to play with the classic controller for those of us who would prefer it that way.

Worse, the motion controls aren’t 100 percent accurate, and they don’t provide the fidelity of standard controller inputs.  MotionPlus has a tendency to get wonky and lose your positioning.  It’s nice to free yourself from pointing at the sensor bar, but that comes at a price.  You can hit down on the directional pad to re-center the pointer, which works for situations where you have to aim, but that doesn’t help you when you’re in the heat of battle, and the Wii remote misreads a vertical slice as horizontal.  The game is generally more difficult than most previous modern Zeldas, and there are moments in battle where it tries to prove the necessity of MotionPlus.  You might get frustrated, like I did, and waggle your way through these battles, which negates the supposed precision required to endure them.

And certain motion control choices never feel right or natural.  Shaking the Wii remote and nunchuck to perform a spin move eventually becomes second nature.  It’s quicker but less comfortable than simply holding down the attack button and letting go.  Performing a roll, which has always been a big part of modern Zeldas, now feels extremely awkward and unintuitive.  You have to hold down the sprint button and shake the nunchuck to roll, and it never feels right, to the point where I avoided performing the maneuver.  Bottom line: the motion controls work, and they inspired some interesting choices, but they’re not perfect and certainly not necessary.  The same exact game could have been released, relying exclusively on a standard controller, losing nothing in the process, and gaining fidelity and familiarity.

But despite my nitpicks and preference for a standard controller, motion controls never make or break the experience. You’ll get used to them, and they’ll fade into the background, allowing you to focus on the core game, where the biggest disappointment lies.  It’s ironic that a game supposedly reliant on innovative motion controls would often feel like it’s just going through the motions.

A lot of the Skyward Sword’s problems could be summed up by a quest that occurs late in the game.  You see, before you can enter the final temple, you’re forced to find three dragons who can teach you three parts of a song that open the temple.  One of the dragons wants you to prove your worthiness, so you must swim around an area you’ve explored many times already and collect musical notes.  Swimming around and searching for these notes is painfully tedious and feels like it was added just to extend the length of the game.  Something more compelling could have taken its place, such as another temple.  Or anything.  Too often it feels like Link is in a fetch quest inside of a fetch quest inside of a fetch quest.  You’re forced to wade through oceans of boring content to get to the fun stuff.

Half of the game is too slow and padded with too much filler. There are roughly four hours of story and tutorial before you’ll reach the first temple.  Remember Twilight Princess?  I loved it but never replayed it due to the dragged out beginning, and Skyward Sword has even longer start.  Unfortunately, it’s not even confined to the early moments.  I clocked almost seven hours of filler fetch quests between the third and fourth temple, and probably just as much time between the sixth and final temple.

Zelda feels like it has fallen into a creative rut, in which you must fetch a certain number of items before you can enter a temple.  In Skyward Sword, you do this with different “dowsing abilities,” in which you hold out your sword (Wii remote) in first person perspective and look around, essentially using it as a metal detector.  Collect the items, collect more items, and then go get some tears (similar to Twilight Princess) and finally you can enter the temple.

The tear fetch quests are more exciting than in Twilight Princess, because if an enemy so much as touches you, the tear collection is lost and you have to start over, so there is a constant sense of urgency to the Spirit Realm sections.  I appreciate earning the right to enter temples, but the journey could feature more interesting ways of doing so. There are a few moments later in the game where pointing your sword to find random pieces of junk gives way to more compelling fetch quests, such as sailing to find sea charts (in a segment that feels crafted for Wind Waker fans) and switching between the past and the present, altering entire areas and stretching mind-bending puzzles between time.

The dull, formulaic nature of the fetch quests is amplified by repetition.  There are only three main areas—forest, desert, and mountain—which are visited over and over.  To be fair, these areas sometimes change when you revisit them, but you’re still doing mundane tasks such as swimming for musical notes or escorting a robot carrying a basin of water all the way up a mountain you’ve already traversed before.  You’re also forced to fight the main villain in the game three times, which sucks because the battles with him rely on motion controls, and they are easily the worst boss fights in the game.  The other boss fights are epic and lots of fun, which makes fighting the main villain three times worse, because it feels like he’s taking away from potentially cooler battles.

All of this repetition and fetch questing is spread across a streamlined, barren overworld.  Floating in the sky above the main areas is a town and a bunch of rocks with nothing interesting on them.  Imagine Wind Waker shrunken down to a fraction of its size with absolutely nothing in it, and you’re on the right track.  If you long for the dense, populated world of Majora’s Mask, or the giant map of Link to the Past, play those games, because Skyward Sword lacks any of those things.  There are side quests (most of which I didn’t play), including a very clever, funny one about a girl and a monster early on, but they mostly seem to originate in the main town of Skyloft.  There are treasure chests scattered about the rocks in the sky, but they remain locked until you strike Goddess Cubes hidden throughout the main areas.  The best thing that can be said of Skyward Sword’s overworld is at least it doesn’t take long to travel between the main areas.

And yet, sprinkled within all these disappointments, there are reminders of why we love Zelda, including some of the best temples in the series.  Ancient Cistern is easily my favorite water temple.  Sandship, which takes place on an ancient pirate ship, is about as far as the series has ever strayed from a traditional temple while still retaining the basic elements of a Zelda temple.  Sandship’s boss battle isn’t confined to a single room but instead unfolds across the entire level as you rush to escape the sinking ship.  It’s reminiscent of the opening boss fight in God of War II.  And I won’t spoil the final temple, but it’s massive, filled with head-scratching moments, and utterly unique and ingenious.  Each of these temples stretches the idea of what a Zelda dungeon can be to its creative limits without abandoning the basic temple structure entirely.

The level design truly soars to new heights within these three amazing temples, and it’s aided by deviously clever, fresh new puzzles and items along the way.  You will rarely push a block and never light a torch.  There are also a couple new items, my favorite being a flying beetle that allows you to scout areas, hit far away switches, pick up items, and drop bombs.  The best part about the items in general—and this is one of the best things about the game—is that they aren’t used in one temple or area and then discarded.  You have to consistently keep all of them in mind and ponder which one to use in each new room.  If anything from Skyward Sword sticks and becomes a franchise staple, I hope it’s this design choice that always keeps all items relevant.

It’s odd that a new yet unnecessary control input forced Nintendo to look at Zelda items and puzzles in a fresh light, but the result proves Zelda doesn’t have to be in a creative rut.  The well isn’t dry, and Zelda hasn’t painted itself into a corner; if anything, as much as Skyward Sword often sticks to a well-tread formula, it also promises that the future is bright and potentially full of surprises and tricks up its sleeve.

Minor tweaks, such as a stamina meter and light RPG elements, are less compelling but also welcomed.  If you hold down the ‘A’ button, Link runs, and the stamina meter quickly depletes.  Allow it to drain completely, and Link is slow and useless until it refills.  Running is great for quick escapes during battle, and the stamina meter adds a platforming element to running up hills or through quicksand.  There is also a shop in Skyloft where you can upgrade shields and items if you find the right hidden collectibles scattered throughout the game.  Even smaller, nearly inconsequential changes include shields breaking over time and compasses being consolidated into dungeon maps.  I’d like to see the stamina bar return, and if the series wants to stay fresh and exciting, I’d love to see it fully embrace its RPG side with a deeper leveling and upgrade system.  That would result in the series maturing and spreading its wings on a fundamental level more than motion controls ever could.

Of course, it goes without saying that the visuals and music are outstanding.  The art style falls somewhere between the cartoony look of Wind Waker and somewhat more realistic style of Twilight Princess and most other 3D Zeldas.  I’d actually prefer if it looked more like Wind Waker than a washed out, impressionistic pastel compromise.  The music is as beautiful as ever, if not always as memorable.  And would it surprise you at all if I told you there still isn’t voice acting?  Of course not.  You knew that going in.

Because for all the bold, daring, ingenious changes and improvements and superior level design, the bulk of Skyward Sword is dull, deliberate, and frankly, boring.  Too much of it is comprised of filler content and safe choices.  I had more fun with nearly every previous Zelda, especially entries such as A Link to the Past, Majora’s Mask, and Wind Waker.  And like nearly every Zelda game, it has been praised by critics and fans as the second coming.  That kind of fanboyism encourages Nintendo to avoid taking big risks and truly shaking up the franchise.  If anything Zelda is praised without question, Skyward Sword is the best we’ll ever get going forward.

But who am I kidding?  Nintendo doesn’t listen.  The company marches to the beat of its own drummer.  Always has and probably always will.  This independent, pioneering spirit birthed the Gameboy, Super Nintendo, and the Nintendo 64, as well as my favorite, most underrated console, the Gamecube.  It also brought us the Super Scope and Virtual Boy.  It provided Nintendo’s greatest paradoxical success in the Wii, a system that broke sales records and kept the company alive but also ended up being the company’s worst system from a software, longevity, and fan support standpoint.  Nintendo seems to operate in a vacuum that simultaneously inspires bold creativity, bad choices, and adherence to the past.  In that sense, Skyward Sword is a fitting epitaph for the Wii, but hopefully not for Nintendo.

 

PROS:

+ Three amazing temples

+ More difficult than most Zelda games

+ Fresh puzzles and items

+ Utilizes all items consistently throughout

+ Stamina bar and RPG elements

+ Story is deeper and more cinematic than most Zelda games

 

CONS:

- Filler, fetch quests, and repetitive design (including lack of boss variety)

- Bland, barren, streamlined overworld

- No standard controller option

 

RATING: 3 out 5 stars

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Review: Cabela’s Big Game Hunter 2012

Thanks to video games, you can be a pro athlete, a top marksman, a strategic advisor, and even an experienced hunter – all from the comfort of your own home. Some games do their best to offer an authentic and realistic feeling, and others take a more “arcade” and “fun” route; Activision’s Cabela’s Big Game Hunter 2012 is an odd mix of both of those that left me a little confused after I finished it. Don’t get me wrong, I really enjoyed playing the game, but it was far different than what I expected.

I expected beautiful environments, a nice assortment of weapons, upgrades to said weapons, and realistic animal behavior. I hoped for some sort of progression system – which I love – a realistic approach to equipment as far as weight and so forth, customizable gear, and smooth controls.

With two main modes, Story and Galleries, you have a few options to start with. Galleries is a group of events ranging from shooting certain animals in a certain order or a full out on-rails arcade style shooter. If you’re like me, though, and use an inverted look option in your games, you’ll be disappointed to know that you can only turn look inversion on in Story mode. This is a problem for both Galleries and Story mode, which I will touch on later. Galleries are fun, my favorite being Arcade. But, outside of a few trophies, getting a highscore and some stars (you can get up to three stars, which your total stars unlock new levels), this mode was mostly passable.

Like I said, most of what I expected from Story mode, however, was drastically different than I anticipated. Yes, the environments are beautiful. While it’s the same concept as most shooters these days with the “walk down corridor, stop, shoot, walk down corridor, veer off to find secret area, repeat” formula, it does a great job of looking and sounding authentic. Animals scurry around with realistic animations, and you can hear crickets (and in Texas, snakes) in the distance. Animals and grass also don’t get along apparently, because there are quite a few instances of grass going straight through and animal and poking through another side. It looks terrifying, too, might I add.

The game is split into days. Each area (areas being Texas, Alaska, Montana, etc.) presents three days, or stages. While loading, a narrator will tell the story from your hunter’s perspective. To be honest, I had no idea this was a persistant story until a third of the way through. I just thought I was doing different hunts. Everything follows suit as you try to prove your mettle against the other hunters. Not to spoil anything but tragedies happen, animals die, and scary animals attack you.

You can find side “hidden” areas, in which you usually take a picture of a specific animal (sometimes two), but the levels are very linear in design. It advertises “open environments”, and yes, you can pick between a few different stands for more points (usually further in distance), but in the grand scope of things, it is a pretty hall you are walking down.

You start with a shotgun and semi-long range rifle. You will gain access to a long range rifle, a bow, and a scoped pistol as you progress. You can earn money by shooting trophy game, which will allow you to upgrade your arsenal; to a small degree. By small degree, I mean a few stat-changing modifications like a better scope, a larger clip, etc. That is it. You don’t have to purchase ammo. You don’t have a variety of weapons to pick from. That is really the sad part about the Story mode, is that it focuses too much on the story, and it isn’t a free campaign like I had thought it would be.

At certain times, dangerous animals will attack. You summon time-slowing powers to take a killing shot, only to discover that the controls are backwards if you have the look inverted “for Story Mode only”. Every single time I was attacked, my first shot was in a corner of the screen. This is the fundamental flaw with having look inversion “for Story Mode only.”

After the story concludes, you can always go back to mop up trophies, or try out the new scoped pistol you will have unlocked. Unfortunately, there isn’t as much replay value as if they had cut the story out and replaced it with an open and rather loose career mode. The plot itself had a few points of interest but was overall bland and forgettable. I had fun playing and enjoyed the game while it lasted, but with sub-par voice acting and generic writing, I wouldn’t recommend it for the story; on the contrary the gameplay and environments can be quite a little treat.

With all the ideas of a grandiose hunting career smashed, I’m left with one last thing to say; the negativity in the previous paragraphs shouldn’t sway interested gamers away from the game. It is not a bad game by any standards and it just took a surprising left turn instead of a right turn. Again, I enjoyed surveying the environments. I really loved the random slow motion bullet trails as I hit my mark dead-on.

I felt accomplished, despite the hand-holding detective mode (hitting a button turns everything blue, and highlights wildlife, trails, etc) and “hold your breath” feature (hitting L1 slowed down time, and highlighted key target points such as the spine, neck, heart and lungs). Watching rabbits, foxes and boars randomly pass in front you broke any sort of realism as well. Not to mention crouching, you could sit right in front of a deer walking on it’s set-path, and it wouldn’t notice you. Scary realism, huh?

All-in-all, the biggest flaw in this game is advertising any sort of realism. If they pushed this as an arcade game, or anything other than realistic, you could not say too many bad things about it besides the fact that it was a short game.  The game is only $40, so it has that in its pocket as well. Don’t be ashamed to check the game out if you are into shooters and need a break from shooting people.

Pros:

  • Pretty scenery and rich sounds
  • still has a sense of accomplishment
Cons:
  • not realistic in the slightest
  • not enough weapons or upgrades
  • forgettable story
Score: 3*/5
Top Shot Elite:
Big Game Hunt 2012 comes with an optional bundle packaged with the Top Shot Elite peripheral. This is a plastic gun with a sensor bar. I played the game a little bit with it and found that the sensor is a pain to work with compared to the ease of the Playstation Move. I was standing at  the recommended distance and the Top Shot kept losing contact with the bar. The other reason I couldn’t use it for the whole game is the red film over the scope; I actually wanted to use the scope, which I found frustrating due to not being able to see. This is the first game I have played with the Top Shot so maybe it will grow on me with time. Keep checking back in future reviews .
 [Note: I'm looking to review Shadows of Katmai in the near future.]

 

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Review: Cabela’s Adventure Camp

Mini-game collections are abundant this time of year. With the holidays coming up, and motion controls of various forms coming into more and more households, it’s easy to see why. You’ve been treated to a carnival-themed collection, now behold Cabela’s take on mini-game action with Cabela’s Adventure Camp. Replacing hunting with various camping activities, you’ll compete for the top spot amongst either the AI or your friends.

After a brief introduction to camp and the festivities that are about to take place, you can get started with either a Free Play session or the Cabela’s Cup. Free Play lets you pick from the events, but some of them are locked and you have to play a different event first. Events are broken down into two main types; racing and shooting. There’s usually always more than one type of sub-catergory too. For example, there are two  of each race type, and four of the two shooting games each.

While they share the same name, Archery 1 and Archery 4 are very different, mind you. Archery 1 has you shooting at targets (some stationary, some mobile), while Archery 4 mixes it up with cardboard cutouts of deer. You can’t shoot the doe (teaching trophy hunting ethics early!), and wolves can appear and make the targets start moving.  Skeet shooting is clay shooting, with powerups (like shooting a green balloon that makes your crosshairs gigantic for a set amount of time). Both types of shooting control by pointing the Move wand at the screed as the crosshairs, but arrows have drop. Archery was more difficult because of that, and the fact that skeet shooting has a bigger crosshair.

Using a simple trigger pull for arrows seemed a little lacking in the creative department, especially since they were shooting for a camping experience. A modification to make the controls a little more realistic in the motions would have improved the feel of the game considerably. They added a “reload” motion, so you get the gist of drawing a new arrow, though.

Racing events range from kayaking through river rapids, avoiding boulders and trees in the river, to bicycling down a mountain path taking jumps. All racing events have you collecting coins, so you want to collect as many coins you can, and do it quickly because there is a hefty bonus for being fast. All racing events controlled with the wand pointed at the screen, and veering it from left to right while pressing the T button to gain speed. It wasn’t anything strenuous, but it worked, and the events were fun during their short duration.

The only other thing besides those two catagories is fishing. Fishing is tossing a line out (underhand for close, overhand for far), and catching fish; either of a certain color (Fishing 1), or by swapping baits for certain sizes (Fishing 2). It was one of the only event types I had a problem with the motion controls, as I couldn’t get the overhand throw right. I tried to avoid these events after failing multiple times. Perhaps it was just my Move setup (though every other game I played during that sitting worked fine).

You don’t gain much from Free Play, but can play mutiplayer. I only have one controller, so I couldn’t do the “grieving your opponent” that is a highlight on the back of the case. Also, while it says “hotseat” multiplayer (which tells me only one controller is needed), you can’t play by passing the controller, you have to have at least 2 controllers. Free Play is also a great place to earn the awesomely easy trophies.

Cabela’s Cup first has you selecting a character; though there is no importance outside of what you look like (I played as a girl, as there is a trophy for completing all events as a girl. A gold trophy. Remember, Girlz Rule!). The first of seven events is always Bear, Hunter, Ninja. Think Rock, Paper, Scissors. I won’t go into detail, but it seemed silly as you gained no points towards the cup, and didn’t loose anything either. But my seven-year old loved it, so he obviously got what I didn’t.

You can choose to pick the next five events, or have them chosen randomly. You get points and medals for the events based on your score, and a running score for the cup. Event seven is a whack-a-mole style game that takes cues from Simon Says. Four groundhogs take turn singing notes in a particular order, you have to follow the pattern. After this event ends, the cup is given to the winner, and a stylish postcard is written by the winners avatar. End.

The events are fun and I personally enjoyed the whole game. I’d like more content, which is pretty much the only drawback. Yes, there are multiple variations of games, but I played through them all in a few hours. I loved the theme and the games, and I could see myself breaking this out for various get-togethers if I had more Move controllers. My son, seven, loved the opening  game and all of the racing games, and he was quite good at them, but he hated the archery. I must add, it was also fun cleaning up trophies in the game after I finished. So while Adventure Camp was fun, like real summer camp, it goes by a little too fast.

Pros:

  • fun games, fun theme
  • trophies make the replay value
Cons:
  • too short, not enough substance
Score: 3*/5

 

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Kids Corner Review: Skylanders: Spyro’s Adventure

With Christmas around the corner, creating a product that mixes both toys and video games the way Skylanders: Spyro’s Adventure does seems ingenious. I can tell you that I have never honestly liked any previous Spyro games, but this game really stands out, and not just because of the cool fact that you bring toys to life. The starter kit comes with a portal, three toys, the game and a sweet poster.

Adult Short Review

Skylanders: Spyro’s Adventure has a lot to offer for adults. Even with just the starter kit (what I used), you can get more enjoyment out of this game than most would think. You are an apprentice “Portal Master”, and are responsible for stopping the villain Kaos. The 20+ stages you play through seem short, until you look up at a clock a few levels later and notice two hours of your time is now gone.

I played solely with Spyro until the much later stages, and had no problems until the last few levels. As you play, you gain experience and gold; experience makes your Skylander stronger (with a level 10 cap) and money allows you to buy new skills to add to your repertoire. Using only one Skylander had the advantage of leveling it up quicker, but once you hit the final string of stages, the spike in difficulty will make you wish you had swapped out more.

Each Skylander has an assortment of moves, and though some are similar to other Skylanders’ moves, they still feel fresh. They all have a very powerful move which you find throughout the game in the form of Soul Gems. Given that each character is split up into one of eight categories, the levels feature different gates which can only be unlocked by a certain element. This is the grand marketing scheme to get you to buy other figures, because certain collectibles (story scrolls, hats, soul gems) can only be found behind these games. I’m not going to lie, it sure has me craving to buy a few other Skylanders just to go back and play again.

The story is delivered in cut-scenes, and if you die, you have to watch it again - you can’t skip it. This made later boss battles annoying, but on the plus side, they are very entertaining. Even from my perspective, I laughed quite a few times during my time with Skylanders: Spyro’s Adventure. Kaos, the main villain is particularly comedic during the boss battles every few stages.

The portal itself is powered by batteries, which worried me. However, during my run through the game, and even my sons playtime, it didn’t die, so it doesn’t drain the batteries very fast at all. It was very easy to sync up, as there is a USB key that you plug into the system, and then just turn the portal on via the button on the side. The figures and portal are made of plastic, and have great detail. As an adult, I would do nothing more than play the game with the figures, but they look cool enough that if I had somewhere to display them, I definitely would. I was also very concerned about how swapping characters would be, but it is very quick and seamless. You pick up the one you are playing off the portal, it pauses the game no matter where you are, then place the next character on, and it zaps you right back into action. Also, each character acts as a life, so when one dies on a stage, you can’t use that one again, you have to restart or change to a different character. That’s another perk to buying more as the final boss is a pain with just three.

Outside of the spike in difficulty at the end, I really enjoyed everything about the newest entry in the Spyro series, and I look forward to them continuing this concept. Hopefully, the old toys will carry over, especially since the characters themselves are multiplatform. So if you wanted to play at a friends house, you could use your own Skylander collection. This is a neat concept, and something adult gamers should look at for not just their kids, but themselves.

Score: 4*/5

Kid Impressions

Initially, my son loved this game while watching me play. Usually when I get a game, I sample it for awhile, and then let him play afterwards. I swear, he spent a good hour just examining the box (I’m sure you all remember doing that as a kid, right?) and toys. He had already picked out several figures he wanted to go buy, and each time I earned a new Soul Gem (which has the option of showing a video of that Skylander), he had the same “OMG I WANT THAT!” reaction.

When it finally came time for him to play, it didn’t take too long for him to get frustrated. He said he enjoyed the puzzles and playing around, but the combat got him irritated. I observed one of the specific instances, and a mage-type character was on a platform out of reach, and he was Hell-bent on detroying that enemy, but couldn’t for the life of him. I told him to move on, and he did, but I could tell he was upset. To be fair, my son gets easily upset at games and has a short temper with them.

He said he loved the characters and the toys. He had fun swapping them out, and since it is so easy, I never had to really coach him on it as he had seen me do it multiple times. He told me if he owned more of them, he wouldn’t play with them though (as in – outside of the video game setting), he wouldn’t want to ruin them and not be able to play the game anymore. THAT was a shock to hear, especially as I saw him admire the three starter figures we had for quite a while and knowing how much he loves playing with action figures.

While he didn’t get to the end of the game, he did figure out how to navigate the main hub, and even did one of the character challenges (he didn’t beat it, but he got to it). I asked him his final thoughts, and he said “it got kind of hard with the fighting, but I really like it, and want to keep playing.” Per the Disney Universe review, he knew the grading scale, and said it was a good game, so he gave it a 3.

Pros:

  • funny story
  • great level design that makes sure gameplay stays fresh
  • assortment of characters gives players plenty of choices and replayability
  • very innovative mixture of toys and games, and done well might I add

Cons:

  • difficulty spike at the end is a little excessive
  • limited character growth to 10 levels
  • can be pricey
  • no co-op

Score: 3*/5

 

Conclusion:

I realize I wrote more on the adult side, but upon playing through the game, I really think this game has more to offer the 10-30 crowd (me, not my son sadly). While some kids at his age (7) might be better at games, and might enjoy this more, I also only let my son play so much a week. As an adult that likes varying genre’s of games, I highly recommend this, especially if you have kids that could someday enjoy it.

[Note: I made the mistake of trying co-op without the second controller turned on by placing a second Skylander on the portal. Obviously, it didn't work, and I didn't look into it. Upon posting this review, Michael from ZTGD corrected me, so I pulled the review, and demo'ed it with my son before he went to bed. Thanks you again, sir.

Co-op is a great feature, and my son loved it a lot. You are "tied" together, so when you start to get too far apart, a line appears and won't let either of you continue until one person starts moving to the other to close the gap. This promotes coordination, and by the end of the night, me and Tristen were being more vocal about our teamwork. While we didn't get to play much of it, it really does add to the game play, and we will be playing more this weekend. I highly recommend it even more, as both parent and kid can enjoy the game together.]

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Wii Review: Go Vacation

Clear your living room, and dig out your Wii’s and all the many peripherals, it’s time for a vacation! And by vacation, I mean a vacation to the luxurious Kawasaki Island and it’s four resorts. Equipped with your Wiimote, Nunchuk, wheel, Wiimotion+ and balance board, you will experience everything the island has to offer. Whether you want to spend your vacation romping around by yourself exploring or tagging along with friends and family, Namco’s Go Vacation aims to give you the best possible vacation for your money.

Now that I have sold you on the game, let’s break down what this latest mini-game collection has to offer. Let me make this perfectly clear, first off, I have played my fair share of mini-game compilations in my day. But it has been awhile, and I’m sure things have changed. Go Vacation starts you off by picking your Mii, and then dumping you into a happy-go-lucky resort. Your guide (sadly, not me) then explains how things work, and how the progression of the game will be.

Unlike most games of this type (and trust me, there are plenty), youhave free roam of the island. While that adds length and freedom to your experience, I found getting to the events more of a hassle than anything. Outside of the jetski, all other modes of transportation seemed either slow or hard to handle. The ATV, for example, had poor handling, and just plain walking was a slow, tedious task.

Being allowed to roam freely around, you can find treasure chests which give you equipment for your character, and even animals that will follow you around. I had a dog following me for a good portion of the first resort.

While you can play the events in whatever resort you are occupying in any order, the game utilizes a “Stamp” card. Your guide (which you will wish is me by the end of things) will suggest an event to do in order to keep the game moving. Getting so many stamps will unlock the next resort. And don’t worry, if you aren’t very good at volleyball either, you don’t need to actually win the event to get a stamp.

The events work the way they should, I never had any serious technical issues (outside of some typical “shakey pointer”, despite having steady hands). However, having to unplug and re-plug the nunchuck back in between certain events was something I didn’t care for. In a simplistic way, this would be remedied by having a more basic interface, or events that only use the same hardware. But with the amount of events offered, this is an excusable problem.

Again, I haven’t played a collection of mini-games in years, and Namco delivers a varied selection (from volley-ball to surfing, and even jet ski racing) of games, with a deeper sense of gameplay by simply offering you the ability to run around. If you need a new game to kick start your next Wii party (assuming people still do those), take a vacation with Namco’s Go Vacation.

Pros: 50 events, Mii character selection, makes use of all peripherals
Cons: too much freedom for a party game

Score: 3/5

1

Wii & PS3 Review – X-Men: Destiny

PS3 Review: By Don Parsons
I am going to say two things, and I want you to say the first thing that comes to mind. “Action-RPG” and “X-Men”. Now I’m going to read your mind and say your first thought was X-Men Legends, a legendary action-RPG featuring Marvel’s finest team. When X-Men: Legends came out, I was in heaven. Mixing some of my favorite gameplay elements (button mashing and RPG mechanics) with my favorite superheroes was a golden idea. They followed it up with X-Men: Legends 2, then switched to the Marvel Ultimate Alliance branding. So you can guess that when I heard Silicon Knights, developers of Too Human, was working on X-Men: Destiny, I got excited. But the contents of this game are anything but exciting.
To set the stage briefly, Professor X has died, the X-Men are in shambles and led by Cyclops, and the Brotherhood is fighting for mutant supremacy. It’s nothing revolutionary, but it’s hard to expect more. While the overall story arch is generic, the actual writing to the story is atrocious. You play as a new mutant. By new, I mean you play a character without a developed story, and they try to develop this character in the span of the game. What would normally take months, if not years of comic book writing to go from “I have powers, I’m scared!” to “I’m ready to take on the world!”, X-Men: Destiny accomplishes in less than an hour of storytelling. Each character has a different background, but the main story remains the same; fight the Purifiers.

While you can’t play AS an X-Men character, you can plug in X-Genes, which give you some of their perks. For example, you have a suit (mostly for aesthetics), and three X-Genes you can equip. Equipping Wolverines offense gene raises attack, and regenerates health. Some genes change your appearance, like Colossus’ gene. There are a whole slew of X-Genes and suits, but they are randomly generated, which means if you have to restore a checkpoint, and get a gene again, it will be different. Or it might even be a suit. It’s a frustrating mechanic to say the least.

The whole “plug and play supermutant” was really what ruined this game for me. I could live with the choppy framerate, or the bad graphics. But between the terrible writing and the X-gene concept, I couldn’t stand the 5-6 hours I spent playing this game. Here’s the kicker, though, I actually beat the game in that amount of time!

In the end, this has been my biggest let down of 2011. And how not only Activision, but Marvel, could sign off on this baffles me to no end. If it wasn’t for the button-mashing side of me, or the trophies I earned, I would have given this a 1 alongside Ryan.

Pros: trophies, button mashing for modern brawler fans

Cons: everything else

Score: 2 out of 5

Wii Review: by Ryan Kenward
Any time a comic book becomes a video game, there is almost always very bi-polar results.  The games are either pretty good, or pretty bad.  Unfortunately X-Men: Destiny on the Wii is the latter.  The concept, was somewhat promising if not a little tired.  You control a new character who has just discovered their mutation, you must decide if you will join the X-Men, or the brotherhood when things go awry after the death of Charles Xavier.  The over arching story is a very generic X-Men theme, the X-Men want there to be peace between mutants and non-mutants and the Brotherhood wants mutants to rule over the non-mutants.The game utilizes comic book like panels for cut scenes, unfortunately these feel more like a cop out than anything else as the majority of the character models come across fairly sloppy.  Simple things like moving mouths during dialog were tossed to the wind, the games feels like it was rushed through development.  This rushed look is noticeable everywhere, very generic stages, repeated objects although different colors (cars for instance, which by the way you can’t interact with), repeated enemies.  Destiny does not look or play like a game of this generation.The ability to create your own mutant could have been cool, if it were not so limited.  There are only a few powers to choose from when you begin (3 to be precise) and from there you can “collect” the powers of other mutants by finding X-genes randomly, though these generally are pretty lame.  Also having to chose between 1 of the 3 characters is also another strike, since these characters are clearly non-canon why not let us generate our own heroes? You will easily button mash your way through the game, which luckily will be a fairly quick run.  How about the controls?  Your only option is Wiimote and Nunchuck, though what would have been the best would have been the classic controller (or just any other options at all) – the game won’t let you play unless you have the nunchuck connected to your Wiimote.  Stacking bad controls on top of a game that looks like the Wii may have been an afterthought is bad juju.

For those out there that may blame the Wii for X-Men: Destiny’s bad looks, consider Super Mario Galaxy and Donkey Kong Country Returns.

Pros: Game is short.

Cons: Everything else.

1 out of 5.