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Xbox 360 Archive

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XBLA 360 Review: Defenders of Ardania

Often in tower defense games, I’ve felt unfulfilled. As fun as they might be, my nature is one of attack. Sitting back and waiting as the enemy pounds away at me seems like something I should be doing while my flanking assault readies itself to launch deep into the enemy rear. Defenders of Ardania remedies this situation by allowing you to, while assaulting by the enemy horde, to fight back, launching troops at the enemy base and returning pummel with pummel.

Conceptual, the game is has all the fundamentals of any tower defense game. Build up your grid from a variety of towers, with upgrades and a wide variety of towers to choose from. You’ll need a good mix, too, because enemies will attack from both the ground and the air. A nice feature allows you to build your towers a certain distance from currently emplaced towers. This means you can continually expand out your defense grid (at least until you reach the tower limit, which is sadly is a mere 10). Once you’ve built your grid, you can take the fight to the enemy, launching waves of troops in whatever mix you wish. They gain experience as they fight (successfully or not), eventually allowing you to construct hero units of great strength.

Fear my Eagle King.

All of that is well and good, and functions well, but something is missing. Defenders of Ardania, once you actually start playing, is rather dull.  Every match, I’m able to build an impenetrable mass of towers, which, since the AI doesn’t deem attacking them to be useful, I never have to rebuild them. This leaves me with only soldiers to build.  You can launch them in masses, and they march in a straight line to the enemy base. You can vary the mix, I suppose, and alter their routes, but you have no control over them.  The entire game (save for the brief moments when you’re actually building things) is spent watching soldiers from each side march in a straight line to their deaths.

Some of the more interesting matches (and certainly the most compelling fights from the campaign) involve up to four separate players. Deciding against whom to send your troops, or which way your defenses should point adds some strategic layer to the game. The campaign itself is a bit of a slog. Each mission opens with an un-skippable cutscene that consists of text and voiceovers. These dialogues (since there’s no actual video) are long, badly voiced, and poorly written and the fact that there’s no way to fast forward through them makes them incredibly grating. I do like the between-mission narrator, who is hilarious and has a lot of personality. He numbs me to the pain I’m about to feel when I start the mission.

Defenders of Ardania has some interesting ideas. It’s just not very fun. If you’re looking for a different twist on tower defense, you might want to give the game a look. But for those looking for a deeper experience would be better off elsewhere.

 

At the top you'll see the dialogue you come to dread.

Pros

  • Taking the offense in tower defense
  • Unique 3 or 4 player matches

Cons

  • Tedious
  • Lacks strategic depth (especially in two player matches)
  • Voice acting and writing is an atrocity

2 / 5

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Review: Birds of Steel

Designing a flying game for consoles that pushes the genre forward is getting harder to do. On one hand, you have Ace Combat, which took the genre into an action packed, cinematic experience and Air Conflicts: Secret Wars  delivered a unique story set during World War II. Gaijin Entertainment moves the group into a more free and user-friendly area with custom missions, dynamic campaigns and the biggest selection of airplanes on consoles. This is the Gran Turismo/Forza Motorsports of aerial combat games.

The whole presentation of Birds of Steel far exceeds anything I imagined. The graphics (both for the airplanes and the environments) are some of the best I have seen when it comes to a game of this kind. Realistically modeled airplanes (and there are over 100, mind you) offer various specs, individual plane bios and even some limited-but-nifty customization options. Some planes have various skins, but any plane can be customized with various decals. Remember pictures showing those hot women spreads across the nose of airplanes? Yes, that is an option.

It’s hard to describe the feeling of flying over Hawaii in an F2A-3 fighter plane, patrolling the Pacific Ocean for Japanese planes. The water has a beautifully realistic aesthetic to it, and the way the sun peeks through the clouds is actually breathtaking. I lost count of how many times I zoned out in sheer awe at the beauty. Coupled with the sound of the engine whirring while I led my four-man crew across the ocean, I can’t think of another game in the genre that looks and sounds this good.

There are two types of earnings in Birds of Steel; one is XP which levels up your pilot and unlocks more planes. The other is currency which will allow you to purchase any unlocked airplane. The hangar is separated into countries and then split into trees to show the progression of planes you can get. It usually starts with a fighter on one side and a bomber on the other, branching down to progressively better planes. XP is earned in every mission, but money to purchase planes is only earned in a few different modes, mainly Dyanmic Campaigns and online play.

The Historical Campaigns don’t yield money, which is a shame because it’s a great mode to play through. Every mission is set up with real footage from World War II and a narrator preparing you with what had happened prior to whatever series of missions you are about to partake in. After the tutorial campaign, you have two selections to pick from; an American campaign and Japanese campaign. Whether you have the required plane unlocked or not, you can partake in every mission. The footage is great for history buffs and well presented, but not earning money made me not want to spend too much time in this mode in one sitting.

Dynamic Campaigns allow you to manipulate certain factors and fight through a series of user-selected missions, such as Air Patrol, Bomb Carrier or Head-to-Head Combat. With the variety of settings, and the ever-evolving war you are fighting, it makes for some interesting sittings. You can’t save a Dynamic Campaign, though, which is another small knock against the game.

If competitive flying is your thing, Birds of Steel delivers. Unlike some of the other flying games I have played and reviewed, there are people actually playing online and it’s not hard to get into a room. Hopping into a quick match is easy, but you can also browse available rooms (which shows the handling model used if you only play a certain way). Online modes are a great way to earn both XP and cash for planes.

There’s a few different physics models in the game, so no matter what your experience level with flying is, you can get into the action. Simplified physics give novice pilots that feeling of control, while realistic physics make flying drastically more difficult.

One of the minor problems I had was with bombing, and the bomb target indicator. I generally fly with the camera above-and-behind (Note: third-airplane instead of third-person just didn’t sound right..) the plane, and the color of the target recticle blended in too much with the environments. The light grey color was too hard to work with, even when changing camera views.

Birds of Steel accomplishes so much in one budget title ($40 USD is far too generous) that it’s hard not to recommend to even the most-casual fans of the genre. With more planes than most games combined and a surreal, authentic aesthetic, Birds of Steel soars above its competition and raises the bar for future air-combat games.

Note: This review is based on gameplay on the Playstation 3 console with material provided by the publisher. Birds of Steel is also available on the Xbox 360.

Pros:

  • Dynamic Campaigns keep things fresh
  • wonderfully-presented Historical Campaigns with real footage
  • more planes than you can shake a stick at
  • budget priced!

Cons:

  • bombing recticle hard to work with
  • no money earned in Historical Campaign
  • you can’t save in the middle of a Dynamic Campaign

Score: 4/5

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Kids Corner Xbox 360 Review: Kinect Star Wars

There are few franchises that generate more passion than Star Wars. That passion has enabled the series to become successful over multiple mediums, with the series, rooted in film, having toys, books, comics, clothing apparel, television cartoons, radio dramas and of course video games. Of course that passion also has the unwanted effect of laying expectations for these endeavors and for a very vocal contingent of fans to speak out when those expectations are not met. Kinect Star Wars probably will not meet the expectations of most of those fans, unless they are six years old, or me.

Adult Review

Kinect Star Wars has a few modes of play but the primary one is a character action game, complete with a familiar storyline, where players are tasked with performing simplistic platforming actions, and battling in close quarter situations using the motion control features of the Kinect. Due to the limitations of the device, the game is a fairly straightforward on-rails experience, reminiscent of light gun games like Time Crisis, but with a melee focus instead of ranged combat. Everything is very much timing based and enemies will give very distinct tells to how they plan to attack making combat for experienced gamers a cinch, when it works.

The Kinect device works best with overly exaggerated movements but sword fighting is a subtle art and trying to reconcile the two can be somewhat frustrating. Combined with some nasty input lag, battles against more complex opponents can be somewhat tedious. However, despite being very simplistic and occasionally frustrating, there is something inherently satisfying about performing the familiar Jedi motions and getting a tangible result on the screen.

There is also something exhilarating about jumping on a speeder bike with Yoda on your back and driving at high speeds through the forests of Kashyyk. Sure I would have preferred it to be on Endor, with Princess Leia holding on as I chased down stormtroopers but even so, the sequence made me feel like a five year old again.

In addition to Destiny of the Jedi, there are a few other modes of play that may or may not make one cringe. While stuff like podracing and lightsaber dueling will more than likely get passes for being “true” Star Wars activities, the ire of many a fan will be unfairly directed at Rancor Rampage and Galactic Dancing. Sure they may seem like stupid modes to have in a Star Wars game but they are also full of stupid fun. Picking up troopers and swallowing them whole is a ton of fun, as is dancing with Han, Lando and Leia to “popular” songs reworked with Star Wars themed lyrics. Come on, who does not want to do the “Trash Compactor” move

Gaming as an art form is expanding and moving forward. Kinect Star Wars does not do anything to push the genre forward but just like in film, music and literature, gaming needs products that are just for fun and bring a smile to the player’s face. Kinect Star Wars does this. Yes, the game has problems but its ability to tangibly deliver on my inner five year old’s desire to be a Jedi and ride a speeder bike, while also providing a bucketful of laughs is all that I needed out of this game. Hopefully other gamers will be able to remember that feeling and jump in their Falcon with a Wookie at their side too.

3 / 5

Kid’s Review

My six year old son loves Star Wars, so he eagerly jumped at the opportunity to help out with this Kids Corner review. I popped the disc in the tray and away he went. When playing other games, I need to navigate the menus for him and give him guidance on how to play, however Kinect Star Wars was designed in such a way that he was easily able to coordinate the menus with no problems. While there are certainly criticisms that can be levied at the Kinect and Kinect Star Wars in particular, interfacing is not one of them.

The majority of his play time was spent in the campaign mode as he enjoyed adventuring as a Padawan. While I found the character action portion to be rudimentary and on rails, he found it to be engaging and challenging, and as a result, he has played the game enraptured for hours on end.  In fact while talking to him about his experience I found out that he was confronting battles in a completely different way than I was. Where I would take enemies head on, memorizing attack patterns and timing my attacks accordingly, my son would utilize the environment allowing The Force to do much of the hard work for him. His favorite aspect of the entire game was being able to use his innate Force abilities.

As much as he enjoyed the campaign mode, the rest of the game was a bit hit or miss with him. He found the podracing to be fun but too hard for him to actually do well at it. Rancor Rampage on the other hand was something he really liked. He was even persuaded to allow his older sister to play with him and the two wreaked havoc as a pair of snarling rancors. The dancing was something he showed very little interest in and while he enjoyed the dueling mode, he seemed to find it a bit more challenging than he would have liked.

The campaign and Rancor Rampage are enough to make him happy for quite some time and there are few things that are as amusing to watch as a very passionate six year old Star Wars fan living out his dreams.

4 / 5

Microsoft came out in front of Kinect Star Wars making claims that the game was not for all gamers. I understand the sentiment but then again there are hardly any games that are for all gamers. Kinect Star Wars is for people who are looking for a game to play on their Kinect. It is also for fans of the series that do not mind that it sometimes pokes fun of itself and are just looking to have a good time, acting like a fool in front of their television. And most importantly, it is for six year old boys (and girls) that have not yet become the bitter sarlacc pits that many Star Wars fans have become.

Pros

  • Tangibly realizes the dreams of our six year old selves
  • Highly entertaining for the young’uns
  • Does not take itself seriously

Cons

  • Noticeable input lag
  • Actual gameplay is overly simplistic for anyone over the age of six

3 / 5

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Review: Resident Evil: Operation Raccoon City

Have you ever wondered what really happened back in Raccoon City during the initial outbreak of the T-Virus? Have you ever been curious how a more shooter-centric Resident Evil title would feel? Capcom delivers on both fronts with Resident Evil: Operation Raccoon City, developed by Slant Six Games. This is not your typical Resident Evil title, but that was how Capcom wanted it: The developer’s goal was a “squad-based shooter set during the early Resident Evil games”.

Operation Raccoon City takes place during the timeframe of Resident Evils 2 & 3. You control a small group of mercenaries sent into Raccoon City by Umbrella Security Services (USS) to help clean up the evidence linking the disaster to Umbrella. Spanning seven missions, you’ll battle your share of zombies, soldiers, Lickers, Hunters and even a few Tyrants as you go about doing the bidding of the USS. You will also see some familiar faces from past Resident Evil games (I won’t spoil those if you don’t know).

Each character fits snugly into a generic class; Assault, Medic, Recon, Surveillance, Scientist and Demolition. I liked the characters’ designs, but their abilities (outside of the passive abilities) all seemed irrelevant during the campaign. Each character has two passive abilities and three active abilities, as well as a starting gun loadout. Experience earned in the game is per user, not character, so you can buy guns and abilities no matter what character you use and one gun purchase is all that is required to use it with everyone. While the abilities can be upgraded, weapons cannot which was a letdown to me.

During the campaign, only a few active abilities were of any use. You could tell they were designed for multiplayer, but even during the multiplayer I rarely used them. While a good idea, and I’m sure some people would argue their usage, I have more success without them. Still, The Medic’s “cure infection” is a winning ability, and Surveillance’s “items on radar” ability made getting collectables easier when trying to get an S rank on missions.

The plot was an interesting “behind the scenes”  look at the early Resident Evil games, so if you like the series’ canon, you shouldn’t be disappointed. On the opposite side of things, the campaign is rather short. Leaving the replayability argument alone for the time being, completing the game in five hours was rather disappointing in regards to the story. If you are into trophies, this is a positive thing as the trophies encourage multiple playthroughs. One side of me wanted to see more of what happened back in Raccoon City, but the other was ready to be finished with the campaign and not look back.

The whole campaign is drop-in co-op, so at any time you can invite a friend and if they leave, you just keep on playing by yourself. However, if you get disconnected and your game turns into an “offline” game, you can’t invite anyone in until the game is over. Your squad is a four-person team, so if someone bails in the middle of a mission, the AI will jump in and fill the role.

If someone dies, reviving them can be a tricky process. See, when upon death you drop your gun so that someone else can pick it up (I assume mostly to please at Versus crowd). Me and my wife played through the campaign and when either of us would die, it quickly became a cursing contest of me yelling to hurry and revive me and her yelling at me that she was trying (oh, and the game does not support split-screen; this was done on two PS3′s with two copies of the game), or vice-versa. The whole time, you are walking around in a circle trying to find the revive prompt. Instead, you keep picking up and swapping guns. While it should be said this was not always the case, it is very noticable when you are pinned down by snipers and trying to revive a teammate.

Playing solo, you are accompanied by three AI players. Anyone that remembers Resident Evil 5 (I know, I know, I swore not to compare this to a prior Resident Evil game, my apologies) surely remember the bad AI you were forced to play with in singleplayer. Take that, and multiply it by three. Sure, they help shoot enemies at times, but like most games with AI partners, when you actually want their help, they are standing off to the side not doing anything. Oh, and that First Aid Spray you need? Sorry, your partner got to it first. Unlike Resident Evil 5, you can’t manage their (small) inventory of items, either.

Before I jump into the fun part of Operation Raccoon City, let me say the enemies in the campaign are complete bullet sponges. You can unload a round of bullets from an assault rifle into an enemy and they just keep firing. Zombies are a little quicker to kill, thankfully, as they are what you will see the most of. Humans in the game take an obscene amount of firepower to kill, and even headshots don’t kill people in a realistic fashion.

Luckily, Operation Raccoon City features a well-designed cover mechanic. Walk up to a wall, box or any other obvious piece of cover and you snap to cover. It’s very easy to use, and works wonders for the style of shooter it tries to be.

Versus mode comes in a few different variants, all played in two teams of four. While that number seems small, you are also on the field with various zombie types, including some of the specialty B.O.W.’s (Lickers, Hunters, etc.). The maps are rather large, so if your sole goal is to find other players and run through the hordes of zombies, you won’t be given much fun in that regard. It was a lot of fun mowing down zombies, racking up kills and eventually finding my way to a person and killing them. Versus mode is geared towards a more tactical audience and I’ve come across some pretty tricky squads, but the majority of people playing (on PS3 at least) are going solo.

Survivors mode, my favorite, has your team pitted against the other team in what seems like a deathmatch. The more you die, though, the longer it takes to respawn. After so much time passes, a helicopter lands on on the map and you are then tasked with getting to it. The catch is, there are only four seats and if your math is as good as mine, eight people on the field fighting over four seats causes just a little chaos.

The other three modes, Team Deathmatch (just as it sounds only with zombies), Heroes (protect your Heroes and kill the opposing Heroes; when you die, you respawn as a regular soldier) and Biohazard (a G-Virus sample spawns and both teams fight to bring it back to their base), were all a lot of fun, but Survivors created the most dynamic outcomes and allowed people who weren’t so good at the killing part get a bonus for surviving.

It’s worth noting that (as I mentioned) I played through the entire campaign with my wife, someone who could not get into Resident Evil 5 with me and enjoys shooters but isn’t great at them. Operation Raccoon City was easy for her to jump into, and I was asked almost nightly if we were going to play. So the game can appeal to people unfamiliar with the series, or even the action-shooter genre. Above all, this is a multiplayer experience. We probably had more fun the second time through trying to get S+ ranks on all the missions. We were trying harder, skipping the story segments and generally rushing through while actually coordinating so we both got a high rank.

Contrary to what the negative press reaction might lead you to think, Resident Evil: Operation Raccoon City delivered some good times. While I don’t feel it lived up to expectations, there is still some fun to be had. Outside of a few gripes, I really enjoyed my time with the game, and will continue playing multiplayer for the next few months. The camera, a large step forward in the series, is definitely something Resident Evil 6 needs to look at when designing the next real Resident Evil. All in all, people not looking to mingle and get their competitive game-on should steer clear. But if you are after some zombies to kill and have a buddy or two, Operation Raccoon City may just be up your alley.

Note: This review is based on gameplay on the Playstation 3 console purchased by the reviewer. The game is also available on the X360.

Pros:

  • Best camera in series so far
  • The canon is interesting for fans of the franchise
  • Surviors multiplayer mode madness!
  • Great cover system

Cons:

  • Revive mechanic is a pain to work with
  • Enemies take far too many bullets to kill
  • Terrible AI (both enemy and partner)

Score: 3/5

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XBLA Review: Sine Mora

As someone who favors the atmosphere/story-driven side of gaming over the score-chasing one, my experience with Shoot-‘Em-Ups (Schmups among friends) is limited. The odd flash title or bonus minigame aside, I hadn’t penetrated the world of diabolical bullet patterns and gradually improving laser cannons and honestly, had little drive to do so. Sine Mora’s fascinating story concept and alluring art design overcame my biases, but even with the quality of these elements very high, the game is a slightly dubious value proposition to non-Schmup-enthusiasts.

The premise is creative to say the least. Set in a dieselpunk universe where one race has almost driven another extinct, it cycles perspective, place and time with every level and handles topics as high-concept as genocide and time-travel. Furthering the peculiarity, characters are depicted as hungarian-speaking anthropomorphized animals. I say “depicted” because the bison-man’s son is a cat-man and the characters’ animal species is never addressed, seemingly irrelevant to the aforementioned ethnical struggles.

The story can be hard to follow due to foggy narrative, but is strong nonetheless. Chapters are introduced by voiced text-vignettes containing a 40/60 split of relevant plot info and anecdotal nuggets of exposition. These are beautifully written and infallibly compelling, but as the sole form of story delivery besides ingame chatter, they leave much to the player’s guessing. This is arguably a merit, as it creates a strong sense of mystique and wonder about what is essentially a rather basic plotline – an effect somewhat offset by the literal encyclopedia unlocked at the campaign’s completion. Still, the story is certainly memorable, and easily one of the game’s strong suits.

Even distilled down to pure Schmup-gameplay, Sine Mora is decidedly solid and entertaining: The screen scrolls automatically while the player pilots a ship on a 2D plane of movement, ducking seas of projectiles and firing back at a gallery of airships, tanks, boats, insects, giant larvae, robo-spiders and laser-cannons disguised as observatories.

Besides an upgradeable standard gun, you have at your disposal a character-specific, limited-ammo special attack and the F.E.A.R-style ability to temporarily slow down time, governed by a bar refillable with pickups. The primary gameplay twist is the replacement of the health bar with an arcade-racing-style timer: Each hit from an enemy slices off precious seconds and each enemy killed regains them. While this health system won’t reinvent your Shoot-’em-up tactics, it secures a marked sense of urgency and tension that would otherwise disappear when your ship is a fully pimped-out death-machine. The game’s difficulty level is well above-average, too. Beating the campaign requires discipline, conscious strategy and many retries, and despite intermittently cheap trial-and-error design, this means a fulfilling sense of fair victory at every level’s end.

As worthy as the raw gameplay is, Sine Mora is more defined by its sharp art style and music: The colorful backgrounds show a beautiful world stuck between Sci-Fi and early 20th century while the electronic soundtrack pumps out tunes simultaneously gloomy and uplifting. The presentation’s high standard may not surprise with the famed Grasshopper Manufacture studio behind it, but the game’s art is a far cry from that of No More Heroes or Killer7. Combined with the aforementioned narrative, the visuals and music give Sine Mora a nuanced feel distinct from most videogames.

Besides the campaign, which – even with my iffy skill level – takes a mere three hours to complete, there’s a few score-focused bonus modes. If you want to wring out every ounce of depth from the gameplay, they’re perfect. An academic understanding of the mechanics is needed here, and luckily, they stand up to the scrutiny and stir up a sense of conquest far stronger than anything in the campaign at every improved highscore. To the less hardcore, they’re worth a spin to try out custom combinations of characters and ships, but little more.

Sine Mora is an interesting game by the merits of its story, music and visuals, but hardly interesting enough to warrant a $15 purchase for a measly two hours. Snooty Braid-loving types like myself should wait for a sale or price drop. In the meantime, Shoot-’Em-Up veterans can saturate the leaderboards with impossible-to-reach scores.

Pros:

  • Beautiful visuals
  • Beautiful music
  • Wonderfully original, surprisingly dark storyline and setting
  • Tight gameplay

Cons:

  • Short
  • Trial-and-error design
  • Overpriced, especially as a single-use experience.

3 out of 5

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Review: Tiger Woods PGA Tour 13

Note: This review is based on gameplay on the Playstation 3 console with material received by the publisher. The game is also available on the X360.

Golf games strike a certain chord with me. I’m not sure why but I don’t really question it. I’ve been playing Tiger Woods games for about ten years now. I don’t actually golf, nor have I even swung a golf club. But the Tiger Woods games have always made me feel like I could walk onto the green and make things happen. This year is no different, and lots of wonderful tweaks and additions make Tiger Woods PGA Tour 13 a considerable leap forward in the series.

The Career mode starts you off as an amateur and lets you pick between a few tournaments to enter. This was my favorite portion of the game, as I watched my likeness rise in fame. The “Create A Golfer” seemed a little lacking in options, however, the character models look beautiful. There were many times I just put the controller down while at the tee and watched the wind rustle my clothes while birds chirped in the background.

I would have liked more hair options during character creation, but the other facial properties are widely customizable. As you progress through your career and complete various sponsor challenges, you’ll unlock more clothes to outfit yourself. I will say, that green jacket is awfully snazzy after winning the Masters tournament.

New to PGA Tour 13 are pins. These boost various stats, or give you more XP/coins/status points. You start with a few, which can spoil you greatly in the beginning, and getting more requires you to spend in-game currency (coins). Each pin only has so many uses, but can be refilled and “leveled up” by obtaining a duplicate pin, which grants a greater bonus. The catch is that you can only pick up to three pins to bring onto the course with you. While it seems like a rather small addition, it is very helpful at the start of your golfing career.

One of the more interesting ways to use your hard-earned coins is to purchase a round of golf on the DLC courses. Each course has a “Course Mastery”, a list of objectives to accomplish as you play through the course (ie. 50 Career Birdies). If you completely master one of the DLC courses, you earn the right to play it anytime you want. This neat little feature needs to continue (and make its way into other games), and gives you a reason to spend some coins on a few rounds at TPC San Antonio.

The actual swing-mechanics in the game have been overhauled this year, too. Focusing on your tempo, you take the left stick back then forward — a common gesture in the series — in a rythmic fashion. The dynamics of this change with your timing, so you can manipulate your distance by swinging faster to drive the ball a little further. This new system, coupled with the Swing Meter (the visual representation of your swing power), give a more realistic approach to the genre and allow a more authentic representation to the sport.

Golf fanatics get a treat as they can play through “Tiger’s Legacy”, a point-by-point retelling of Tiger Woods’ golf career. You start as “Toddler Tiger”, with a short story about the era you are about to play. It’s an amusing way to bring a real story into the franchise, and a welcome addition to the features PGA Tour 13 brings to the table.

The online receives an overhaul and is taking steps into a more social experience with Country Clubs. You can create a club, or join a club, but can only be a part of one club at a time. The idea is genuine, and presents itself well. You (and your club mates) earn status points as you play the game, which contribute to your country club. So you are always contributing to your club’s rank. If your club happens to have quite a few members, you can even participate in club tournaments, or you can pair up with a club mate and challenge another club. It’s a well-conceived feature that develops the online play into more of a community atmosphere.

Move controls return to the game, and while I enjoyed driving the ball with it, putting was a catastrophe. I’ve played putt-putt. I’m actually pretty decent at it. So I figured putting would have been similar. But I felt it was very inconsistent and failed to add any sort of value to the experience (outside of frustrating). I am willing to admit this could have been me and my Move arrangement, which works well for most Move-enabled titles.

At times, when putting, I could slowly tap the ball and it would chip the ball over the hole. Other times it would do the complete opposite and tap the ball two feet. Driving the ball on the fairway, on the other hand, was a treat. After a few bad swings to get a feel for things, you get the point very quickly.

The enhancements to this years Tiger Woods game offer a fresh experience and continue to build onto the franchise. Instead of updating the graphics, and adding one or two new changes, PGA Tour 13 updates nearly every aspect of the game: overhauled online community, the ability to get DLC courses without actually paying for them, in-game currency with items to buy, and more. The only disappointing part about Tiger Woods PGA Tour 13 was putting with the Move. And that doesn’t even apply to everyone.

Pros:

  • New community feature, Country Clubs
  • You can earn the ability to play on DLC courses without buying them
  • Layers of difficulty for everyone (new people can use the Caddie to help direct their shots)

Cons:

  • Putting with the Move feels inconsistent

Score: 4/5

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PS3: Shoot Many Robots

Shoot Many Robots is my favorite painful pleasure this year and will probably be the reason I destroy both my monitor and controller sometime in the near future. This game is both completely wonderful and utterly frustrating in the same breath, but it’s nothing that video gaming’s ‘old guard’ hasn’t seen before.

Developer Demiurge wants to take you on a plunge into a dystopian future where robots have run amok, causing a robot apocalypse or ‘robotcalypse.’ You take on the role of P. Walter Tugnut, a beer swilling, nut tugging son of a gun with a penchant for robo-pistol whippery as you go out to, well, Shoot Many Robots.

This game feels a lot like old school side scrolling shooters Metal Slug, Contra, and even Ghosts n Goblins, but it also adds in the ability to fully customize your character with custom load outs like a lot of the more modern shooter genre games. You also level up your character which adds to the damage you do and your overall health.

The coolest thing about Shoot Many Robots is that it’s an online 4-player co-operative game, allowing you to throw three of your beer swilling compatriots into the trailer to take on the robot infested terrain together.

My advice is to get some friends in on the mix, because when I used the matchmaking feature I didn’t have much luck finding partners to blaze down the dusty trails with.

Shoot Many Robots is pretty basic; is it moving? Shoot it! Do you think it will move? You should probably shoot it! Sounds simple enough but make no mistake, this game is a steep climb.

This game starts out pretty easy but the difficulty shoots up significantly as you progress. I’ve got a character that’s level 42, quickly ascending to the 50 cap and though I’ve finished the game on normal, on hard I’m quickly grinding to a halt, I don’t even want to think about what this game will be like on insane. Shoot Many Robots was obviously made to accomodate people playing co-op to clear out hordes in later levels, but if you want to play this one solo you’re going to find the need to grind through old levels in order to be able to get the gear and experience you need to move on.

The gear is an awesome addition to this kind of game, it allows you to really tune your character to your preference. You can go in with all guns blazing or you can take a more defensive tact; this allows players to vary their team setup for the different situations they’ll encounter.

The grinding aspect of the game isn’t too bad though. Considering the source material for this kind of game, spending a few extra playthroughs on a couple of older levels isn’t quite as bad as being sent back to the start to play everything all over again. Grinding can also yield unlocks for new weapons and more ‘nuts’ (the game’s currency) to spend on new equipment.

Speaking of nuts, as you play the game you’ll find a meter in the top of the screen which fills as you kill enemies. It peaks at 5x and acts as a multiplier for the nuts you’ll pick up of of defeated enemies. In order to keep the meter from depleting and knocking you back down to lower multipliers, you have to continuously defeat enemies. This acts as incentive to keep moving forward and to take chances against more difficult enemies.

There’s a good amount of enemy variety. You’ll mostly see these tiny robots with chainsaw on their backs throughout the game, these generally come in large groups and attack you Zerg style. They’re easy to deal with one on one but they can easily swarm you as you progress, often pouring out of every opening in the scenery like a clown pulling handkerchiefs from its sleeve.

This can be grating at times, as the game simply wants to overwhelm you. Often time I found myself bouncing above scores of enemies shooting down. This can be quite frustrating, especially if you spend four minutes in a level jumping around like an idiot only to die. When the enemies become that thick you either outmaneuver them or you go back to earlier stages in a hope to grind to a level up or get newer more powerful gear. This really cuts into the flow of the game, but for an old school side scrolling shooter like this it’s nothing new. I’d just grab a water, come back and keep playing.

Other enemies will become more tricky and diabolical as you move through the game, requiring you to knock back their bullets with your melee attack or shoot their missiles out of the sky before they home in on you and obliterate your health bar. It can become downright enraging as you get to a point in the level where you’re fending off several shooting robots while swarms of chainsaw wielding bots carpet the ground beneath you, forcing you to constantly jump and shoot or use an ability for crowd control.

There are two special abilities that allow you to crowd control these zerging bots if you aren’t hitting them with your gun. You can equip a slide maneuver which allows you to damage and knock down foes who you collide with, or you can equip a slam which acts much like the ground pound in Mario games. Both are fairly effective but risky a lot of the time, and either really aren’t dedicated to your character as you have to equip items which allow you to use them.

One of my favorite parts of the game is the rocking guitar in the background that plays during your rampage. It goes from a somewhat light solo during the lighter battles to really heavy when you are in the thick of battle. It’s like whoever has the guitar suddenly gets a pang of inspiration whenever he sees blood drenched robots pouring in from every corner of the screen and it really suits the tone of this game well.

This game is pretty funny. The entire game is a riff on the idea of the robotcalypse idea. The in game text is drenched in humorous one liners including false statistics like boosts to patriotism for every flag bearing weapon you can buy. There are also references to the nuts sacks you collect and even the less-than-subtle toilet flush when you exit your inventory will draw a chuckle every so often. The gear will allow you to dress P. Walter Tugnut in any crazy way you want, you can make him a ballerina in a tutu and fairy wings or you can just have the Fruit Fucker” of Penny Arcade fame make sweet love to his balding head as you play. You’ll also get ridiculous items, like a cat carrier that shoots giant bombs, or a baby carrier which gives you, well, “plus one babies.”

It even fits the slightly cel-shaded look of the game which was an excellent choice for this downloadable title.

This game delivers a lot of content for its price tag. It asks 10 bucks for a game that I think has delivered a lot more than most downloadable titles I’ve seen recently at a higher price of admission. Even if you go in on nostalgia for those older games alone, there’s not much to regret taking the plunge on this game.

Note: The Playstation Network version of this game was played for review. Shoot Many Robots is also available on the Xbox Live Marketplace on Xbox 360

Pros

  • The price of admission isn’t too steep
  • A huge array of items to customize your character with
  • Online four player co-op

Cons

  • Can be very frustrating when the game decides to suddenly turn up the difficulty
  • Grinding becomes boring and monotonous
  • Calling beers ‘juice’ in the PS3 version. C’mon!!!

4/5

3

Review: Armored Core V


Welcome, Mercenary. You will pilot and outfit your very own Amored Core (referred to as an AC); a large mechanized fighting vehicle. You will be sent on various missions varying in difficulty. Diligent soldiers will be paid well, so the more you work the more money you have to upgrade your AC. Now go find some like-minded soldiers, join a team and good luck.

You can play Armored Core V by yourself, but you can tell that developer From Software had team work and social interaction in mind when they made their latest entry in the Armored Core series. You start by entering your pilot data and going through a brief tutorial so you can grasp the controls. Then, before getting into heavy combat, you finalize the process by either forming your own team or joining one. After this short bit of an introduction comes the overwelming part, menus.

Armored Core V’s menu system serves its purpose. You have a map tab to start missions, a tab for the workshop to customize your mech, and a team tab to see team happenings. It feels a little clunky and I feel they could have been much more streamlined so that you aren’t switching tabs on a constant basis (and going to the wrong one). That said, it does work.

Customizing your AC probably consumed 1/3 of my playtime. This is probably the most overwhelming part about the game, especially to newcomers who aren’t familiar with the series. There are SO many options (over 500 to be exact) that your first hour with the game will probably be spent just sorting through them. Do you want a lightweight AC with rapid fire weapons? You can do it. Are you thinking about a mech with tank-treads instead of legs? You can do it. How about a reverse-jointed juggernaut with shoulder missiles, a battle rifle in one hand, and a standard rifle in the other? Yeah, that was mine.

The part that can consume you is the volume of choices you have. There are three weapon types and, while you have a variety of weapons (each doing their own damage type), the options you have for body parts is staggering. It gets difficult in later stages to clear the missions with a “generic” AC, which is what I did. Most body parts (head, body and arms) have choices between the three types, so you can mix things up to cover weaknesses in other areas, or just be strong against one type of damage.

If you decide to play the game “lone wolf”-style, that’s fine. But having friends makes everything better, right? In Armored Core V’s case, it does. I did not get much play time with the competitive modes, but you can duel another player or compete in a free-for-all type match. I spent a few nights looking for an open game, and no one was playing (on PS3, mind you). That’s not to say people are not playing the game on other platforms, though I can’t verify that.

Before starting a mission (Story or “order” mission), you can squad up with a friend or several people depending on the mission. You can also tackle those more-difficult missions with strangers, aka mercenaries. If you want to help someone else out, you can sit in a lobby as a registered mercenary and wait until you are hand-picked for a mission. Unlike the competitive side of things, plenty of people were available to pick from and everytime I registered as a mercenary, I was picked within 30 seconds.

Another interesting multiplayer component is Conquest. Not to be confused with the popular Battlefield mode, in Armored Core V you fight for territory. My experience with this was depressing, but that’s not to say it isn’t a compelling mode. My team simply never gained any territory and every battle I entered with them to gain some was a failure. In short, you go into battle and have a certain amount of time to destroy your objective.

I had a problem with losing my player data. I received the game the Thursday before release, put a lot of time into it and when I went to play online for the first time, my data couldn’t be found on the server. I’m almost positive this was a one-time instance that no one else will have happen to them, but it was infuriating having to start over when I had already completed nearly 30 order missions.

Armored Core V’s fast-paced action and multiplayer foundation create a great package for fans of the series. While it’s advertised as a more “tactical” approach to the series, I simply found it to be a fun shooter where you needed to hide behind buildings on occasion. If this is your first Armored Core game, be careful not to get buried in the sea of options.

Note: This game was reviewed on the Playstation 3 platform with material received from Namco. It is also available on the X360 platform.

Pros:

  • lots of action
  • the co-op offers team-play through both side missions and story missions, so you can always have a wingman
  • customizing your AC to fit your play style

Cons:

  • can be too much for beginners
  • no one was playing competitive modes
  • customizing your AC is very overwhelming

Score: 3/5

0

Review: Warp

Gore, cursing, and torture are juxtaposed by an adorable and sympathetic character

I’ve never felt so helpless and uncomfortable after hitting the start button in a puzzle-action game that I thought would bank on the cutesy wiles of its alien protagonist.

Seconds after I hit the button to start the game, I was given the first person perspective of an alien who barely survived a crash on earth. Scientists approach me hesitantly, with groans of pain gurgling forth as my eyes struggle to stay open. I pass out shortly afterwards, with intermittent spots of awareness as I’m wheeled into a science facility. I’m operated and experimented on, with pained groans croaking over top the sounds of the intrigued scientists and their scalpels.

When you escape from another humiliating experiment shortly afterward, the satisfaction of regaining your powers and teleporting into the soon-to-explode body of your first scientist couldn’t be more satisfying.

Warp, the first game from Canadian developer Trapdoor, sets the premise for the game’s puzzles and combat with moments like those mentioned above.

While trapped in the large underwater science facility, your goal of escape has you working together with a fellow alien captor against an unnamed and malicious military commander intent on killing you with security bots, guards, and a few other surprises.

The puzzles, whether environmental or combat related, quickly ramp up in difficulty

All of the above mentioned hazards, which quickly increase in variety and presence, kill you in one hit, so being a fast learner comes in handy. The game also gives you many instances where killing your assailants and former surgeons is entirely optional, allowing you to sneak past them entirely.

Unfortunately, the large amount of deaths that happen in Warp from carelessness or the innocent learning process of figuring out the mechanics lead to a lot of loading screens. These loading screens, which took about five to eight seconds each on the Playstation 3 version of the game, become incredibly annoying. This is a huge shame, as the checkpointing system in Warp is executed so intelligently, with each respawn area placed just before and after the increasingly difficult puzzles and combat scenarios.

Rather than wordlessly tacking on new enemies and obstacles, Warp keeps things logical; security camera footage of your exploits, along with intercom conversations and cutscenes, show the humans in the facility trying to research new technology to adapt to your increasing array of abilities. It’s all well done, with gruesome footage of your kills and some humorous, curse-filled chatter between the employees in the facility juxtaposing with your cute alien avatar and his mostly-innocent quest of self defense.

Your abilities, also gained through some intelligent narrative moments and often at the expense of less fortunate experimental subjects, help you smartly adapt to your increasingly well equipped foes. Your basic and firstly given ability to teleport short distances is complemented with abilities like the phantom, which lets you use a specter of yourself to distract enemies and trick them into shooting each other or exposing their weak-points.

Unfortunately, the controls lack the precision to keep up with the often-unforgiving puzzles and combat/stealh scenarios, which leads to deaths (and loading screens) that feel undeserved and unnecessary. The directional pad and thumbstick are both used for movement, but the eight way direction on the pad is completely imprecise and the thumbstick doesn’t allow you to react quite as quickly as you’d like to.

Those control issues, compounded by rare stutters in frame rate and consistently lengthy load times, mar what is otherwise an overall worthwhile package. Several challenge rooms are included that give you an easy way to practice your abilities to perfection, and the rewards are kept meaningful as they help you upgrade your powers. I won’t spoil the ending, but the emotional impact and satisfying conclusion make all of those awful death-load-screens seem like less of a fault.

Note: The Playstation 3 version of Warp, available on the Playstation Network, was played for review. The game is also available on PC and on the Xbox Live Marketplace.

Pros:

  • Intelligently designed puzzles and enemies.
  • Interesting powers that match up with the increasing difficulty nicely
  • Overall change in variety of powers and obstacles works into the narrative
  • Sympathetic main character that’s developed without any real dialogue

Cons

  • Imprecise controls
  • Load screens between deaths are far too long
  • Rare stutters in frame rate

4/5

1

Review: SSX

Note: This review was done using the Xbox 360 version of the game. It is also available on Playstation 3.

A decade ago, extreme sports ruled the console gaming space. There were skateboarding games, BMX games, surfing games and of course snowboarding games. Out of all the snowboarding games that were released, none was as popular as SSX. However, all dynasties come to an end and the era of extreme sports quickly faded away, leaving only memories of snowboarding runs filled with high speeds and insane tricks. Aside from one mostly ignored title on the Nintendo WII, SSX has been a dormant franchise this generation.

Although there is no indication that the extreme sports bubble is inflating again, after all Tony Hawk games have been in the tank for years, Electronic Arts has deemed the series worthy of a revival and SSX has returned. Thankfully ditching the original concept of SSX becoming a weird hybrid of military action and snowboarding, SSX is mostly the game diehard fans of the series have been waiting years for. Mostly.

The foundation of SSX is built on a symbiotic relationship between speed and tricks. The more tricks you do, the faster you go. The faster you go, the more insane tricks you can perform.  This new SSX nails that relationship and with the new analog stick trick system, it has never been easier to do cool things right out of the gate. Doing cool tricks will grant players boost and stringing together combinations of tricks will render players Tricky, allowing them unlimited boost and even higher scores. Going Tricky early and sustaining it as long as possible are the keys to finishing at the top of the charts in races and trick events.

While races and trick events are the core of the game, SSX did not shed all the ideas that stemmed from the original hybrid design. What remains from the paramilitary snowboarding adventure snafu are the all new survival events, which play completely counter to the rest of the game. Survival events toss out high scores and fast times, requiring players to do only one thing, survive.

Survival can be as simple as taking one’s time going down the drop, avoiding trees and rocks, to utilizing specialized equipment like headlamps and oxygen tanks. While it is a unique curveball to the tried and true formula, survival drops tend to be frustrating instead of fun. Unfortunately, the single player World Tour mode is focused firmly on them as every level in World Tour mode is culminated with a survival run called a Deadly Descent.

While the World Tour’s focus on survival runs is disheartening, it fortunately is not the main draw of SSX. No, that honor belongs to the game’s multiplayer modes. Featuring asynchronous multiplayer, instead of direct head to head play, SSX’s Explore and Global Event modes allow for players to race against friends and strangers every time they attempt a drop. To be honest I was quite apprehensive about the multiplayer actually working, after all not actually being able to play friends head to head leaves a giant hole. However, ghost times and the inclusion of the Need For Speed Autolog inspired Ridernet give the game a more competitive draw than many actual head to head games and it can all be done on one’s own time.

Further accentuating that competitive aspect of the game is the in-game economy and character leveling system. Drawing some inspiration from Call of Duty, characters in SSX have load outs that can boost attributes. Using currency earned from drops, players can purchase better boards, suits, equipment and even one-time use mods, all of which can improve player attributes in speed, boost, tricks or up their survival chances. Because these upgrades are tiered based on level there is always a push to get better equipment so as to remain competitive with friends on Ridernet.

As much as some players may want to be competitive, their skills may just not cut it against the best of their friends (like mine). Thankfully, SSX has ways for those players to remain interactive with their friends while still rewarding them with currency to be used to purchase better equipment, which in turn might help make them more competitive. While racing, tricking and surviving are the key focuses, exploration is also rewarded. Geotags, as the game calls them are virtual icons that can be dropped in the world and left for friends, and strangers to search for. These tags earn experience for being placed and found, as well as for the length of time they are left unfound.

Considering the origins this particular game came from, SSX does not really have the right to be as good as it is. The game manages to reinvigorate the dormant series, making snowboarding fun and exciting once again. Aside from the mostly ill-advised survival drops, it stays true to its roots, all the while redefining what multiplayer can be.  SSX is a rare game that should not be missed by anyone, let alone fans of extreme sports that should already be playing it.

Pros

  • Simple yet fun control scheme
  • Multiplayer is innovative and fun
  • The leveling system and a strong competitive draw keep the game interesting

Cons

  • Survival drops are more frustrating than fun

5 / 5