Whenever you do this, it actually has a chance to intimidate opponents, which will send Shen into a frenzy and have a chance to scare off enemies. Which, obviously, makes sense, since there's no better deterrent to fight than seeing someone toss your buddy onto a meat hook.
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Thursday, 31 May 2012
Sleeping Dogs – 8 reasons it might be the most awesome game of 2012
Yosumin!
If there was one thing you could say about Yosumin!, one thing that was incontrovertible, it'd be that it's addictive. Regardless of the simplistic and repetitive gameplay, it's just one of those games that keeps you hooked with a "one more go" factor, hours after you've grown tired of its click, drag and repeat mechanic. The best puzzle games are daringly simplistic though, so does Yosumin! have the hidden depths of a Peggle or a Plants vs Zombies?
Well, no, not really (you'd probably already guessed that was coming). While we've played it now for this review, we seriously doubt we'll ever go back to it on our own time. Contrast that with a game like Peggle, where we've done all of the extra challenges (well, most) and it becomes clear that there's just not enough about Yosumin! to make it a stayer.
The premise of the game is irrelevant, so we won't bother talking about it. What you do is have a 9x9 grid filled with different colored icons. The object is to create squares and rectangles with the same color icons (or certain special ones) at each corner. Each stage gives you a certain task to complete, like match X number of reds, greens and yellows. Special icons, if included in your shape, boost your time, shuffle the icons about, and so on. If you create four shapes with the same colour icons, that color is completely removed from the board temporarily.
Square Enix have tried to add various elements to the game to keep it interesting, such as an endless mode or various treats that provide bonuses when selected. The problem is it just lacks replay factor. Granted, the first time might have you playing for hours, but once you've become too frustrated with it, you'll most likely never bother with it again. This casual game is cheap and cheerful, plus there's a free demo, but Yosumin! might not be worth it in the long run.
Jun 24, 2009
Wednesday, 30 May 2012
X-Blades
Ayumi is a petulant manga-style treasure hunter, exploring third-person hack-'n'-slash ruins. We'll spare you the details of the pretty, jumbled cutscenes which entirely fail to explain what's going on, because this is about as generic an action game as you could imagine; the story is only there to string together a series of temples and ruins in which you hit lots of things with a sword or some bullets. Because Ayumi has gun blades! Swords that are guns!
You pick up 'souls', which are really experience points. These can be spent on new skills – which are spells – and health and rage packs. Rage being mana. We see through your semantics, X-Blades. Repetitively, each location locks its exit until you've cleared all the baddies. And to a degree, that's fine. You hammer away with the main attack, fire bullets to take down flying creatures and unleash your powers for heftier damage. The trouble is you do just this, with little variation in challenge, again and again.
It's also buggy. One tiresome sequence requires that you perform a forward dive, a move Ayumi is only prepared to pull off at random. The environments are clippy, and the lock-on targeting would rather pick a distant invisible creature on the other side of a solid wall than the 14 currently trying to rip off your face.
But X-Blades' greatest crime is to be dull. The explosions and spells look lovely, but the game itself is drudgery. Ayumi's abilities constantly grow, but are never applied in a novel way. When each new level feels about as interesting as doing the washing up, you may as well do that instead.
Apr 29, 2009
NCAA Football 13 preview
An added dimension is the inclusion of several hours of video featuring each winner's story, interspersed at various points throughout the season. During your campaign to capture the Heisman, you'll hear them talk about different things that impacted them during their college careers, adding an element of story and emotion to a mode that could otherwise feel much more mechanical.
The list of players is interesting, ranging from recent winners like Robert Griffin III, Matt Leinart, and Mark Ingram, but also reaches back to players like Tim Brown, Herschel Walker, and Jim Plunkett. Others include Doug Flutie, Andre Ware, Charlie Ward, Carson Palmer, and Eddie George; the variety of players and styles should provide plenty of interesting moments. We're definitely excited about this one.
Cripes! Five Atari games you'll actually want to play
Quick question: What was the last Atari game you cared about? Need a reminder? Maybe you enjoyed Test Drive Unlimited, or Ace Combat 6. Or perhaps you played Grand Prix Challenge on PS2. But, more likely, you won't be able to remember anything Atari-related since the 5200 (if you were even born then). It feels like the company has been dead in the water for a good few years now – but they're hoping that's about to change. If Atari's recent press event in London told us one thing, it's that they mean business.
With ex-Sony man Phil Harrison on board and fingers in practically every gaming pie (thanks to distribution deals with publishers the world over), and a brand that everyone recognises, Atari has the foundations in place to become great once again. But, most shockingly, it's actually got some great games to back it up. Here are five games Atari were showing off that we reckon you're going to want to play.
Tekken 6: Bloodline Rebellion
What is it?
Tekken 6. Yes, the Tekken 6. You see, Atari has a distribution partnership with Namco Bandai which means Tekken 6 is in its European portfolio for 2009.
Why you'll want to play it:
Well, it's Tekken 6, isn't it? And while it may not be the most revolutionary fighting game ever made, it's still revered and loved by its legions of fans, most of whom have been around since the game's PSone days. It's also got weapons in it, though they're not as integral as they are in Soul Calibur IV. We even saw new character Alisa get out twin chainsaws and use them in her attacks. It's not gory, but a bit surreal. Definitely cool, though.
There's an expansive costume edit mode and the character models and their clothing are now separate 3D entities allowing a super-advanced flowing cloth. Now, if the hackers can just work out how to set the cloth opacity to zero…
When's it out?
Autumn 2009
Ghostbusters
What is it? The movie tie-in of one of our favourite films of all time – Ghostbusters. This was previously an Activision game, but they dropped it and Atari picked it up.
Why you'll want to play it:
It's a brilliant realisation of the Ghostbusters universe, complete with the majority of the original cast reprising their roles. It's got Slimer, the librarian and Mr Stay Puft in it. It's got fully destructible hotel dining rooms to exorcise. It's got libraries full of separate 3D books that you can throw around, before watching them become possessed and come after you in the shape of a human. Even the sound effects are lifted straight from the movie. Just look at our shaky-cam footage of the game and give us one good reason why you wouldn't want to play it.
http://www.gamesradar.com/cripes-five-atari-games-youll-actually-want-to-play/
When's it out?
June 2009
Obscure: The Aftermath
Obscure: The Aftermath is a survival-horror game aimed at people that love Hollywood screamers. The story involves a rowdy fraternity party that unleashes mutants on a college campus, and the to-do list calls for hacking up those creatures with hockey sticks, chainsaws, and other fun killing implements. Sounds sweet, right? NOT! The action is weak and the graphics are butt-ugly.
Atmospherically, the game does what it needs to do. The dorms are spooky at night, bloody creatures frequently crash through windows, and the rock-orchestra music evokes memories of classic Buffy the Vampire Slayer episodes. Since the setting is a college, the cheesy dialogue scenes are appropriately peppered with references to drinking, drug use, and promiscuous sex. Half the girls are running around with their thong underwear sticking up out of their jeans (showing their "whale tails").
Searching for keys, swapping between six characters to solve puzzles, and repeatedly tapping the attack button to chop at zombies is fine for a short while. However, the honeymoon ends once you realize you're going to be seeing the same carbon copy muties throughout the whole game.
Oh boy, it's that blobby zombie thing, AGAIN!
The CPU controlled helper also has a habit of getting in your way. Thankfully, you can alleviate that by handing someone else a second controller and making them control the tagalong.
When you aren't yelling at your CPU buddy to move, you'll be cursing the frequent password cracking minigames that grind the story to a halt while you unscramble letters to reveal words like "Mozart" and "Picasso."
Monday, 28 May 2012
Sacraboar
The key to streamlining a concept is knowing when to stop hacking at it. Sacraboar has stripped too much from the RTS template, to the detriment of its one-on-one capture the flag action.
Two opponents face off over a symmetrical map, each of their bases stocked with a castle (for troop spawning), a power station (they speed up construction) and a pig (your bacon flavored flag). In battle, there are just six types of troop to choose from. Men in armor, men with arrows, tanks on stilts, flying bats... Each has a specific role to play. Faster units, like the tribal hunters, are designed to capture a piggy. Tanks blow most stuff up, but they're countered by an EMP firing, ultro-tank. Bats hover overhead, spitting goo, but they're easily grounded by hatchet chucking infantry. Stupid bats.
It's a maze of micromanagement. You have to be intimately familiar with what each unit does, or you're going to get hammered. And that's where it all falls apart. The inept art design is the worst failing. Your troops are indistinct, and difficult to tell apart. More often than not, you'll be left exposed because you simply can't make out your targets in the melee.
A bucketload of competitive modes cover for Sacraboar's sparse central game; leagues, tournaments and handicap challenges are neat additions, but they highlight how lightweight the game is. Sacraboar may well find a comfortable pocket of support. It's laser-focused on delivering a tense, one-on-one game, but its rewards are blurred under no-frills packaging and a too-serious demeanor.
Jan 6, 2010
Rock Band Blitz preview - hands on without any plastic instruments
Following our promising sneak peek of Rock Band Blitz back at PAX East, we couldn't wait to get more hands-on time with the arcadey, fake guitar-free, rhythm-based title. At a recent pre-E3 preview, where Harmonix revealed a number of new features and songs for the forthcoming XBLA and PSN entry, we were able to do just that.
The first thing that hits you about Harmonix's throwback to Frequency and Amplitude, well, aside from the fact it's not played with a plastic peripheral, is that it forces you to re-think everything you've learned in recent rhythm-based games. Instead of tasking players with nailing as many notes as possible, it encourages them to not play perfectly. Rather than measuring success by how many symbols are matched, it rates players' performance by how high they can rocket their score. Sure, posting big numbers still calls on some classic note-matching skills, but a variety of other factors play just as prominent a role in placing you atop the leaderboards.
Much like previous Rock Band games, Blitz features up to five note-filled tracks for guitar, bass, drums, voice, and keyboards. But because it's a single-player game, one person is responsible with managing all the instruments. It's at first tempting to fall into old habits, sticking to a single track and obsessively trying to tackle every note. However, while this method might have earned adoring fans in previous iterations, it yields only a paltry point total in Blitz.
After a few lackluster performances of Jessie's Girl, we started to master Rick Springfield's early 80's hit by frantically swapping between all tracks to top out their score multipliers. Each track only has two lanes of notes and the obvious strategy is sticking to the most densely populated areas. Cruising the drum track whenever Jessie's Girl approaches its infectious pre-chorus percussion section, for example, is a good place to start.
Of course, juggling tracks and notes is just a small part of the score-ratcheting equation. The best leaderboard squatters will also learn to master Blitz' Overdrive and note power-ups. The former is unleashed by the player once a corresponding meter is filled, while the latter is triggered by hitting rare purples notes. Harmonix had previously revealed Bandmate and Bottle Rocket, which allow the A.I. to tackle a track and clear faraway notes with a burst of fireworks, respectively. While these two were available during our demo, the developer also let the leash off a trio of new Overdrives. The self-explanatory "2X" doubles points when activated and "Shockwave" uses its namesake to consume all notes in its path. The most interesting one, though, was Jackpot; as its tempting name suggests, players can earn big points deploying it in a dense area, but missing a single note during its run returns those earnings to zero.
On top of these additions, our latest run at rock stardom also introduced us to Synchrony, Flame, and Runaway note power-ups. Synchrony allows seamless switching between tracks so streaks aren't broken, while Runaway notes take off, accrue points, and grant big bonuses when the player catches up with them. A bit of a cross between the Pinball and Blast point-boosters we saw at PAX East, Flame earns points for all notes it consumes and can be sustained with a bit of skill. Power-ups - some of which can be selected like load-outs prior to starting songs - generally send scores soaring even if used carelessly. However, mastering when and where to use them, as well as learning which ones complement each other best, is the key to squeezing the most points from them. For example, with some thoughtful tinkering - okay, Harmonix actually tipped us off - we discovered Bandmate power-ups keep Flame notes burning longer.
We also got to test a new control scheme. We still switched tracks with the 360 controller's triggers and deployed power-ups with the X button, but rather than using the D-pad and A button to play left and right notes, respectively, we did so with the analog sticks. Where we found the D-pad a bit clumsy for such a fast-paced experience, the sticks felt super-responsive.
Playing Rock Band Blitz - solo, on a gamepad, with headphones, for nearly an hour - yielded an addictive, arcadey experience that kept our thumbs busy and heads bobbing. We can't give the absorbing gameplay complete credit for that, though; as with all music games, Blitz is only as good as its track list. From Fall Out Boy to Foster the People, Blink 182 to Barenaked Ladies, Blitz boasts 25 songs, all of which are compatible with Rock Band 3. Even better, the series' existing library of 3600-plus tracks can be played in Blitz. Both a welcome evolution and nostalgic roots-revisiting entry in the genre, Blitz is shaping up to be the ultimate easy-to-learn-difficult-to-master music game.
Sunday, 27 May 2012
Dream Inn: Driftwood [FINAL]
Tearstone [FINAL]
Elizabeth Find MD Diagnosis Mystery: Season 2 [FINAL]
Youda Farmer 3: Seasons [FINAL]
Saturday, 26 May 2012
Chloe's Dream Resort
Friday, 25 May 2012
Jack of All Tribes [UPDATED FINAL]
Help Jack travel to the past and rule a primitive tribe in Jack of All Tribes, a fun Time Management game! Search for artifacts from the future that Jack needs to return to his own time. Free the tribe from the oppressive domination of the Dumbheads and fulfill Jack’s destiny. Introduce new technology to the tribe with help from the chief’s beautiful daughter and make your way home!
*Incredible gameplay
*Fantastic storyline
*Travel to the past!
Luxor HD [FINAL]
Land Grabbers [FINAL]
Midnight Mysteries 3: Devil on the Mississippi Collector's Edition [FINAL]
Hidden Object Studios: I'll Believe You [FINAL]
Thursday, 24 May 2012
The Cave preview - First look at Double Fine's OTHER adventure game
Meet the cast
There are seven playable characters in The Cave, each with their own motives and abilities. We had a chance to see some of them in action, and learned what they were capable of...
The Monk
Though we didn't get to witness him in-game, we were told that this stoic character is heading to the cave in search of his master.
The Adventurer
She's heading to the cave to search for her lost companions (and adventure, we're guessing, what with her being an adventurer and all).
The Scientist
This academic is apparently on the cusp of a scientific breakthrough, and the cave holds the key to unlocking it.
The Hillbilly
The hillbilly's special move lets him hold his breath underwater indefinitely, leading us to speculate that he's secretly a merhillbilly. Also, he's going to the cave in search of love, for whatever reason.
The Knight
His special ability is Guardian Angel, which lets him take absurd amounts of damage (falling from heights, being attacked by a dragon) without dying. Which is good, because his journey to the cave to find a special sword will have him doing a lot of both.
The Twins
The incredibly creepy twins are going to the cave to find their parents. We're guessing their parents ran away on account of their children being so spooky.
The Time Traveler
She's heading back in time to undo a wrongdoing from the past, because screw the space-time continuum. We don't know what her ability is, but in the video we saw, her running would alter and time-shift the world around her - we're guessing it has something to do with that.
The Kickstarted
And that's because the Cave is definitely a character in its own right. We got a LOST vibe when Ron Gilbert described it as a place that "People learn something about themselves; about who they might become." Seriously, if that doesn't sound like the LOST island, we don't know what does.
Once inside the cave, we saw what the gameplay actually looked like - and, truth be told, it was very different from what we expected. At face value, it appeared similar to a game like LittleBigPlanet – players can hop around, drag things, pick stuff up, and interact with different objects in the environment, just as they could in Media Molecule's platformer. Where it breaks off from others in that casual-platforming genre is in the ability to swap between characters to solve different puzzles, like having one hold open a door for another while the third stands on a switch. It's through this mechanic that The Cave meanders into the adventure genre (there's multiplayer, but it's strictly local and only when characters are on the screen at the same time, so it's use is extremely limited).
Swapping control of different characters is a major part of the gameplay, and vital to solving some of the puzzles. We saw two examples of The Cave utilizing adventure elements and changing between characters in order to progress the game. The first was fairly basic: the hillbilly needed to get through a door, but was blocked by a monster that would immediately jump in the way and slaughter him. He'd respawn, since the Cave actually wants them to succeed in order to "explore the dark spot in their soul [cue the LOST smoke monster noise]," but there was no easy way to get past the beast. Some exploration revealed a large, mechanical crane above a pit near the monster; after using a bucket of water on a hotdog vending machine (to boil the hotdogs, obviously) and ringing a bell nearby, the trio was able to work together to lure the monster, trap it in the spot, and defeat it with the crane.
The second puzzle was a bit more complex, and did a good job of showing off how the different characters play. While they all have the same basic abilities, each has their own story, and each has its own special ability. The knight, for example, is on a quest to find a powerful sword, which brings him (and the entire party) to a castle located within the cave. Here, he was met by a princess who possessed an amulet he wanted to obtain. In order to get her to fork it over, he decided the best course of action was to steal gold from a local dragon. The task was easier said than done when the dragon, like the monster we saw earlier, met any opponents with a quick attack and a quicker death.
To defeat him, he sent the scientist to the other side of the dragon's lair, where a large door could be opened with a key. The knight walked up to the dragon and used his Guardian Angel ability, which makes him temporarily invulnerable, and was able to distract the beast for long enough to allow the scientist to sneak in from behind to steal the gold. On the way out, she ignored the "Please close the door" sign and began to climb up platforms, heading towards the princess's room.
Along the way the screams of townspeople could be heard, amidst the roars of an angry, hungry dragon. "What idiot didn't close the door!" a voice yelled, and we burst into laughter. Double Fine's signature humor was prominent throughout the demo, and we found ourselves laughing again when the princess's quarters had already been invaded by the red dragon, who was just finishing up his feast when the scientist arrived. After he swallowed the princess whole, he coughed up the amulet and left... so, happy ending, right?
The Cave was unlike anything we've seen thus far from Double Fine, though that seems to be the norm from the company at this point. It certainly has a Maniac Mansion vibe - but it's married with modern-day sensibilities so nicely that it's accessible to rookie adventure gamers. We can't wait to see more, and to hopefully go hands-on with it before it releases for the XBLA, PSN, and PC in early 2013.