Five Great TV Dramas To Watch This Summer

Here Emma D picks five of her favourite TV Dramas that she recommends you check out

Bittersweet Mondays: Weekly Webcomic

Confab presents the brand new Bittersweet Comics debut with the first of a weekly web-comic series.

Game Review: Serious Sam: The Second Encounter HD

Sam returns in a remake of the 2002 classic sequel, how does it stand up?

The Sexism of Horror Video Games

The history of sexism in video games is almost as old as games themselves, Emma D discusses the underlying sexism of the horror genre

Film Review: The Amazing Spider-Man

Spidey's latest outing hits the cinemas, does this reboot make a name for itself or is it just another cheap Hollywood cash-in?

Volunteer: A Career for the Unemployed

With high rates of unemployment across the globe, Charlotte explains why now is a great time for the jobless to volunteer!

Overrated: The Legend of Zelda Skyward Sword

Claimed by many critics as 'The Best Zelda Ever!'. Long time Zelda fan Emma D argues why it didn't live up to the hype.

Showing posts with label wii. Show all posts
Showing posts with label wii. Show all posts

Tuesday, 3 July 2012

Overrated: The Legend of Zelda: Skyward Sword



As a long time Zelda fan, last November I eagerly awaited the release of The Legend of Zelda: Skyward Sword, unconvinced by the graphics in the screenshots which had been released but with an open mind; I had already been pleasantly surprised by Windwaker's cel-shading despite being initially sceptical. As it turned out, the less than spectacular visuals were one of the more minor objections I had to the game when I came to play it in full. It must be said now that Skyward Sword seems to have had a 'marmite' effect on the vast majority of Zelda fans. Many, perhaps even most, have hailed it as the best in the series, and the game has been met with gushing critical reviews; it scored 93 out of 100 on Metacritic and 10/10 on IGN which labelled it a 'masterpiece'. Some fans have accused it of not 'feeling' like a Zelda game but that it is still 'amazing' (Zelda Universe forums). I have to admit to being slightly baffled at the response to the game after having played it.

The controls have split the opinions of many reviewers. Zelda Universe begins by describing them as 'one of the mixed parts of the game', going on to state that they 'aren't completely horrible but 'just unpolished'. IGN on the other hand, claims that they are 'the purest, most perfect realisation of Nintendo's ambitious goals for motion-controlled gaming. I found myself somewhere in between these two positions. While I found that the controls were innovative and exciting, there were various times when the Nunchuk was unresponsive or had a delayed reaction (particularly during the last fight). The bow, as in Twilight Princess, was remarkably accurate but where the real difference was apparent was in the sword. The Wii Motion Plus allowed Nintendo to finally cash the cheque they wrote with Twilight Princess, creating truly responsive and realistic swordplay.


I don't want to spend too much time talking about the positives of the game (of which there are many) as there are plenty of reviews showing nothing but these positives turning a blind eye to the faults, which to my mind are glaring and numerous. The first of these I would like to address is the graphics. I understand that there were many complaints that the Wii struggled with Twilight Princess's realistic style and so to circumvent these issues Skyward Sword adopted the impressionistic style. As I already mentioned I had seen screenshots of the game prior to playing my own copy and was relatively unimpressed. Official Nintendo Magazine swooned at the sight of them but I just found them to look unclean. When I saw them upon first playing the game I was utterly disappointed. It is by far the most colourful of the games and in the larger areas, where things are far off in the distance it looks much better. However, as I first looked around Link's room, I was in disbelief at what to me just translated as a lack of detail, rather than the artsy, abstract effect that Nintendo seemed to have been aiming for.



After exiting the building there was the usual annoying tutorial to learn the controls, for which I can forgive the developers, despite wistfully looking back at Majora's Mask and its distinct, welcome lack of it. It is here the story begins.
Skyward Sword sets a new, important benchmark for Nintendo. Modern video games have made significant strides in how they present stories to audiences, and it seems as though Nintendo has finally taken notice. At times they are downright captivating with their picturesque settings and powerful drama. The game lacks voice acting as always, but characters' emotions shine through regardless, and the framing of scenes is incredible- (IGN.com)

It was alright. I felt a bit like Mario getting to the castle discovering a bunch of Toads instead of Princess Peach every time Zelda ran off. It has been said that the character development displayed in this game is the best the series has seen so far, which I can only meet with a guffaw. It is true that there is some great character development on display, the problem is that it is limited to one character. Groose is the only Skyloftian who goes through any gradable transformation in the game. He is one of Nintendo's success stories, driving much of the humour in the game and moving from a completely unlikeable jerk to a character you are rooting for. There is a change in the Zelda character of Skyward Sword but I don't think you could go as far as to call it character development. She could be likened to Midna in Twilight Princess in that she seems to go from one extreme to another in a binary fashion. Skyward Zelda is a bit pushy (literally...) and annoying until she gets swept away and as if a switch has been pressed she becomes saintly. The rest of the characters are rather like the island folk in Windwaker. They will say a few different things if you talk to them, but nothing to make you feel as if what you do affects what is going on in any tangible way. In fact, that is only true of some of the Windwaker characters, you can actually matchmake and improve the shop in Windwaker through character interaction, as well as steering Mila away from a life of crime. Both Windwaker and Twilight Princess come much closer to reaching the benchmark set in 2000 by Majora's Mask in terms of character development than Skyward Sword ever does.




Probably the most irritating and 'un-Zelda like' aspect of the game for me was the map. I wouldn't accuse the game in general of being un-Zelda like at all, as it falls back on some old standards of the series (which I will discuss later). The map however was incredibly off-putting. You have the Sky area which consists of Skyloft, the Lumpy Pumpkin and the Thunderhead. Everything else is random rocks, making the flying part of the game feel like a bit of a waste of time. If there had been a couple more settlements or more to do in the sky I think the game would have benefited greatly. The surface world comprises of these three areas that are totally inaccessible from each other while on land. In other words, every time you want to go between areas, you have to go back to the sky world and then fly to the other area. The disjointed nature of the landscape made me feel like I was playing Eternal Sonata rather than a Zelda game. It is suspected that it was the criticism of Twilight Princess as big and empty that led Nintendo to adopt this kind of map, however, I think that the setting of the former felt more realistic and more suited to the adventure genre.


Much had been made of Skyward Sword's attempts to move away from the standard two-part, dungeon to dungeon format of the series prior to the game's release. It is fair to say that it achieved this to some extent. The usual pre-dungeon quests are much lengthier than in any of the previous console Zelda games and correspondingly the dungeons themselves are much shorter. The standard enemies such as Bokoblins and Deku Babas have become much more sophisticated and combat with them is now strategy based. However, when it comes to boss battles many of the old Zelda tactics rear their heads, the most obvious example being Tentalus, whose eye could have been replaced with an 'arrow goes here' sign and it couldn't have been more obvious. Each item you find in a dungeon is, as always in Zelda, used in that dungeon in order to progress. Many of the same weapons appear; it wouldn't be Zelda without the sword, bow and bombs. The bombs do get a bit of an upgrade though, you may roll them across the ground like a bowling ball to varying degrees of success. The bomb-wielding aspect of the controls caused a few hair-pulling, swearing tirades during one boss fight. One fantastic addition, however, is the beetle, which allowed me to check out all corners of the room before deciding what my next move would be.


Overall, Skyward Sword is not a bad game. It can be entertaining in places and has a couple of genius pieces of composition which lend the game personality that its characters often fail to deliver. Had I played it without the expectation that always accompanies a Zelda game I may have been pleasantly surprised. Compared with other hallmarks of the series, however, I feel it fails to match up to their high standards. Although it is visually more colourful than any of the other games, it is less colourful where it really counts and so for me, does not deserve a lot of the high praise it has been awarded from most corners.


- Emma-Lee Davidson

Monday, 2 July 2012

Game Feature: Zelda Marathon Charity Fundraiser

Gamers raise over $10,000 for children's charity




The Gametoaid Zelda gaming marathon fundraiser finally came to a close Sunday evening/Monday Morning, a staggering 86 hours after its Thursday debut. 


The group of students in Adelaide, Australia hosted and streamed their live Zelda video-game marathon over the weekend. The group raised a GametoAid record-high $10,750 for Child’s Play charity from nearly 500 donations worldwide. 

We first started GameToAid in late 2010. Inspired by groups like ExtraLives.org, we thought it'd be fun to do our own marathon and raise money for a great cause. In every marathon we've run since then, we strive to improve the quality of the stream and make it more smooth and entertaining. I've wanted to do a Zelda marathon for a while, and we finally got around to doing one this time! - -Toby Zerner, GameToAid 


Team Beedle and Team Tingle, named after characters from the game series, played competitively over the course of the marathon, aiming to be the team to finish each title first. Both teams' game screens were streamed live on Twitch TV to viewers across the world. 

The live stream view on Gametoaid.org 

One of the charity marathon's biggest strengths was the high-level interaction with the community. Viewers were able to vote in polls, submit fan art and communicate via the stream's built-in chat service. The group always had a constant view over the chat and regularly responded to questions and comments from the community as well as taking suggestions. There were also contests held where donated prizes were raffled off at random to donors.


Toby Zerner from GameToAid said he was thrilled with the success of the marathon and the level of activity in chat. 
"Everyone in the chat room was extremely encouraging and enthusiastic and it was a truly awesome experience to be a part of." - Toby

GameToAid also implemented a unique donation dependent feature called 'Chance Time' which occurred for every $100 in donations. The 'Chance Time' was a custom made roulette of actions that would randomly select: an individual or group of people involved, an activity and a subject/object. Chance Time resulted in many different occurrences from special challenges like playing blindfolded or result in a team having to act out a famous internet meme. Particular highlights included Team Beedle running around the block, everyone singing about doughnuts, one member eating Vegemite on Weetabix and everyone dancing and singing to Rick Astley's 'Never Gonna Give You Up'.



The final poll on the GametoAid site asked viewers which of the six The Legend of Zelda titles that the group had fought through from start to finish was their favourite to watch. Majora's Mask narrowly beat the marathon finale, Windwaker by just two votes. Had the poll been put up after Team Beedle finished The Windwaker, the results may have differed. Windwaker would have surely earned a few more votes after Team Beedle's player beat the final boss in the game, while blindfolded which also resulted in a few hundred dollars more in donations rolled in and an explosion of enthusiastic cheers in the chat room.



Blindfolded Windwaker final boss battle


IMustConfab's very own Michael Johnson also acted as one of the moderators for live stream's chat. He commented on the marathon's success:


It was so much fun watching the guys play through six different Zelda games plus acting like dorks at the same time. So many laughs and smiles were had from George Rage Quitting to Toby beating Wind Waker blind folded! It's such an amazing thing for them to do for charity and I can't thank them enough. Also this was probably one of the easiest marathons to mod as 99% of the time all the chat members were great. Everyone who donated should be proud of themselves for supporting charity and breaking the previous GametoAid donation record. - Michael (Slurmee)

GametoAid's fan art section was incredibly popular throughout the marathon and resulted in over 500 images over a dozen pages of submitted content from fans, which ranged from hand-drawn pictures to Zelda related internet memes. All fan art submissions were displayed live on the stream for viewers to see shortly after they were approved by GameToAid.





This fundraiser serves as a nice reminder that gaming does, in fact, have its benefits to humanity and is perhaps not as bad for us as many media corporations have made it out to be. It also shows how charitable some people can be, with an average donation amount of $22.36 (£14)
GameToAid expects to hold another gaming charity marathon later in 2012 and encourage interested fans to subscribe to hear about any future updates on their website.


- Ben Carron


Sunday, 1 July 2012

Game Review: The Amazing Spider-Man

The Amazing Spider Man Review

Developer: Beenox
Publisher: Activision
Platforms: Xbox 360 (reviewed), PlayStation 3, Wii, 3DS, DS, Android & iOS
Genre: Action/Adventure
Release Date: 29/06/2012
RRP: £39.99/$59.99





I’m going to get this out of the way straight away. I am a massive Spidey fan. This undoubtedly makes me biased in this review but, let’s be honest, if you aren’t a fan of the character then you are not likely to give this game even a second glance.

The Amazing Spider-Man is a movie tie-in game, but it has its own original story. Set only a short time after the events of the film, the plot sees Spidey accidentally become the cause of the release of a virus that threatens to turn all of Manhattan into human/animal hybrids, like the Lizard. Let’s be clear, the first hour gives away the majority of what happens in the film. This isn’t a big deal if you know the comics fairly well, but if The Amazing Spider-Man is your introduction to the Webhead, prepare to be spoilt on the fates of a number of characters. The plot is decent enough, it’s nothing special, but gets the job done (some “twists” are extremely easy to see coming) and provides you with plenty of situations to kick some ass. The game is an excellent length. Completing everything except the collectibles gave me a total game time of around 11 hours, which is surprisingly long for a movie tie-in.

The film’s cast did not lend their voices to their respective roles, but their stand-ins do an excellent job. Each actor is solid, and the writing does each character justice, with Spidey happily getting some excellent one liners.

The developer, Beenox, knows him. This is their third title with the character and they have him down to pat. Movement through the open world of New York looks incredible. Spidey does flips, spins and performs suitably acrobatic dives while web swinging through the city. But it’s the addition of Web Rush that makes you truly Spider-Man. By pressing RB, the player can select a point and Spidey will automatically move to it. He will run along edges, catapult himself off flagpoles and bounce of the side of buildings to reach the point, all of which looks amazing. Each animation is smooth and elegant and the transitions between them are unnoticeable. This should be the defining mechanic for a Spider-Man game, and I for one will be extremely unhappy if it is removed in future titles.

Combat is almost as smooth as travel. The game borrows its combat system from the Arkham series of Batman games, with players having access to the X button for attacking, the Y button for a reversal when Spidey-Sense goes off, and the B button doubling as a Web Shot, and allowing you to perform a Signature Move when an enemy is stunned (which is essentially a finisher). It works well enough, with Spider-Man moving fairly fluidly between enemies, but sometimes suffers from its simplicity.

You can also choose to take out enemies from the shadows, with Stealth Takedowns from the roof. These can get a little tricky when the camera decides not to play ball with you however, and caused me to reveal myself to enemies multiple times. This problem is especially prevalent in the indoor sections of the game.





Unfortunately, there are a lot of indoor missions, with each main story mission taking place inside. Most of Shattered Dimensions, and all of Edge of Time (Beenox’s previous two Spider-Man titles), were set inside, so it’s clear that Beenox knows how to deal with a confined Spider-Man. It would just help if the camera worked a little better when you are on a roof.

When back outside in the city however, the camera works perfectly. It sticks closely to Spidey, the screen blurs as you fly past buildings, giving you a suitable sense of speed, and it is accurate enough to allow you to leap from point to point without worrying about where you are going to end up. This definitely helps for the collectibles, of which there are a lot of. This will be a tough game for completionists as there are 700 comic book pages scattered throughout the city. These pages become actual comic books that you can read in the menu, which is an excellent addition, giving you the first appearances of the game’s villains, as well as one more modern Lizard story. Besides these pages however, are a number of other collectibles to be found in each of the main missions (all of which are replayable). All in all, there are around 900 collectibles to be found, so if you’re an OCD collectathon gamer, you have a lot of work on your hands. By the end of my playthrough, I only had around half of the collectibles, and I was actually looking for them.

There are also a number of alternate costumes to be unlocked for fans of the character. Unfortunately, these are neither as numerous or as interesting as in Shattered Dimensions or Edge of Time, but it is still a nice touch. Each costume looks incredible however, and a huge amount of detail has been put in each one, as they get more and more tattered as you take damage. Coming out of a mission you found challenging looking like hell is an excellent touch.

The game can get a little repetitive. Side missions like transporting infected civilians to quarantine are filled with repeated dialogue and can get a little tedious. Car chases always end in an awesome way, but it’s still the same way. It’s repetitive, but still manages to end up being damn fun.

The Amazing Spider-Man is a game for Spider-Man fans. It’s filled with memorable moments (battles with Hunters can literally span the entire city) and subtle nods to potential future villains, and while there are a few flaws, screw ‘em, I’m Spider-Man.


- Paul Brown

Sunday, 25 March 2012

Game Review: Super Pokemon Rumble


Publisher: Nintendo
Developer: Ambrella
Platform: Nintendo 3DS
Genre: Action RPG
Players: 1
Release Date- October 2011 (USA), December 2011 (Europe)
Price- £19.99+/$29.99+

As a fan of the "main series" of Pokemon games, I tend to stay away from spin-offs. This is not because I believe they will be terrible games however I know they wont follow the same structure as the series that I know and love. Despite this thought process, I decided to delve into Super Pokemon Rumble, a sequel to the Wii ware title released in 2009.


In Super Pokemon Rumble the player controls clockwork Pokémon toys (brought to life by a magical key), battling through various different levels in a top down dungeon crawler-esque fashion. The game adopts a simplistic approach with each of the players Pokémon exploiting one or two attacks against waves of opposing Pokémon. Every toy in the game has a power level which relates the their strength in combat as well as having up to two moves they can use. The opposing Pokemon have a chance of remaining on the battlefield after being defeated for the player to collect. Doing so will grant the player use of that particular Pokémon complete with a randomly assigned move set which more often than not renders them useless.

Unlike the "main series", the Pokémon collected cannot be levelled up or evolved meaning that the player must continuously obtain new, more powerful toys. Players will find themselves constantly switching Pokémon due to the power level of the toys increasing at a fairly steady pace. This sadly renders the less powerful, previously collected Pokémon fairly useless.
This feels like a broken mechanic. If I grew an attachment to a specific Pokémon whilst playing there would be no point using them after a couple of levels as they wouldn't be able to compete with the more powerful toys.
There is also an option to purchase moves for your Pokémon using in-game currency however doing so feels pointless as the player will find a stronger Pokémon on the very next level and will have practically wasted the coins.


On the contrary when you pick up a new Pokémon there is no guarantee that they will be of any use due to the large pool of useless moves. It feels like a kick in the teeth when you finally obtain a high power toy only to find that the moves the game has randomly assigned happen to be terrible.


The main issue that I had with this game, so much so that I almost didn't finish it, is the mind-numbing repetitiveness of the gameplay.
Each level consists of around 4-6 dungeons where the player battles through around 5 stages before entering a boss battle where you battle a big version of a Pokémon.
After these dungeons are complete the player must play a "Battle Royale" where they come up against an arena of Pokémon in a brawl like scenario.
Upon completion the player will start a new level where they must do the same thing with a slight variation on the Pokémon you battle.
This is the structure for every level in the game and it wears thin very quickly.

The only variation in terms of battles are two other game modes.
The first is "Team Battle" where the player selects two CPU-controlled Pokémon (from their own collection) to battle alongside them. It's the same formula as before however you now have two CPUs doing most of the work for you. In the later stages of the game you will gain the ability to combine 3 Pokémon together for a brief period of time to make them very slightly more powerful as a whole.
The second and in my eyes most pointless variation is a "Charge Battle". In this type of battle the player must mash a single button and rotate the nub stick to make their collection of Pokémon charge towards a group of onrushing enemy Pokémon. How well you are doing is indicated my an arrow at the top of the screen which gets longer depending on how hard you try to destroy your console. If the bar reaches over half way then your team will knock the opposing squad out of the way. This process is repeated three (or more) times before the player is faced with the boss of the "charge battle" but instead of having a more difficult task, the player is swiftly prompted to press a single button to win. It is literally a "Press A to win" scenario.

The story of the game revolves around life replenishing "glowdrops" which are being stolen from the fountains of various towns across this toy world however it is about as deep and predictable as you'd expect from a game as simplistic as this. Having said that Pokémon isn't know for it's story telling approach (not up until Black and White at least) so this isn't a huge issue in the game.




The game utilises the streetpass functionality by obtaining a trainer card and that specific players collection allowing you to battle them whenever you desire. There are also unlocks attached to the number of people who you have passed on the street, for example acquiring ten street passes unlocks a legendary on a particular stage.
A niggling issue I have with the street-pass interface is that the options/buttons appear on the touch screen. They're nice and big and look like they can be pressed but the developers seem to have forgotten to add touch screen functionality. It's a small thing but it's very annoying considering it feels like they've simply forgotten to put it in.

As far as I'm aware, after the game is completed the player can up the difficulty level for all the previous stages already played and a new part of the game with a much greater difficulty margin opens up. This does give the game a form of replay value after the game is complete however I found after the first two chapters of the game everything felt like a replay anyway.


Having played a demo of the Wii ware prequel (and enjoying it thoroughly ) I knew exactly the type of gameplay to expect on the 3DS version, however I hoped there would be a bit more to the game overall.
To me the main flaw with Super Pokemon Rumble is the repetitiveness. It goes for a very simplistic approach but ends up being too simple with not enough variety to keep the player engaged given the length of the game.

By no means would I say this is a terrible game, I'm happy that they've included all 5 generations of Pokémon but it leaves a lot to be desired. Though hardcore fans may find a soft spot for the game, personally I would advise people to play the Wii demo on repeat. It practically offers the same experience.


- Tom Seed

Thursday, 15 March 2012

Game News: Super Mario Galaxy 3 Unlikely


Fans of the highly acclaimed Super Mario Galaxy games are unlikely to see a third game in the series, says Nintendo.


Koichi Hayashida, the director of Super Mario Galaxy 2 claimed it's highly doubtful that there will be a sequel to Super Mario Galaxy 2. Hayashida states that the next big Mario game will most likely be an original concept, as most of the left over ideas from Super Mario Galaxy were used in its sequel.

“When we worked on Galaxy 1 we came up with a mountain of ideas. Of course, the ideas that made it in to the final product were the ones at the very top. Those ideas that were most compelling or could be implemented most easily and effectively. The other ideas were a little bit rougher. Ideas we weren’t positive that’d be as effective, or might have been much more difficult to include.”
“When you think about trying to make a game like Galaxy 2 from that large group of ideas that we had already decided were on the rough side, that becomes a very difficult project. The only way that we got through the development of Mario Galaxy 2 was by coming up with entirely new ideas. I think of that as a very challenging project when I look back on it.”
“From that perspective, to say we’d make another game using the ideas left over from Galaxy 2, it’s very difficult for me to imagine. I feel like we really did research the field very well for possible ideas and we used everything that was reasonably easy to implement.” - Koichi Hayashida
Let's hope Nintendo will announce the next big Mario game this June at E3.

- Michael Johnson

Friday, 2 March 2012

Weekly Gaming News - 2/03/2012



Welcome to the weekly gaming news
Another week has passed and there has been gaming news flying up everywhere. Also in the mix here at Confab we have some Previews (Kingdom Hearts 3D Preview, Mass Effect 3 Multiplayer Preview and Bit Trip Saga and Complete Preview) and some Reviews (Edge Review and Rayman Origin Review) from our very own contributors!


Well I hope you enjoy reading the rest of this weeks news. Also if you have any ideas on things you'd like to see added to the weekly gaming news please feel free to leave a comment or : email me


MultiPlatform
Creator of Pinball Steve Kordek passed away at the age of 100
Bethesda working on next-gen console title?
Creators of 'Joustin Beaver' suing Justin Bieber
'DOOM 4 isn't cancelled according to Bethesda
Leaked Images of Doom 4 
Bioshock Infinite Release Date of October 16th 


Sony
Vita sells 600k+ units outside of Japan
 Sony to announce new Vita games on March 9
Binding of Isaac may get released on Sony platforms


 Microsoft
Fez (XBLA) finished and ready to be certified
 New white Xbox 360 slim with kinect


Nintendo
 New (unofficial) SNES game to be released in 2013
Nintendo reject Binding of Isaac for 3DS


PC
Double Fine Adventure Update
Somethings Up With The Baldur's Gate Website 
Jet Set Radio Confirmed for PC
Rayman Origin Demo Out Now On Steam

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The series director of Pokemon Junichi Masuda announced two brand new Pokémon games coming to the Nintendo DS on a Japanese morning TV show Pokémon Smash!
These two games are Pokemon Black and White 2.


Fans are shocked that Gamefreak (Developers of the Pokémon series) have made a direct sequel to Pokémon Black and White. This has never been done before, every Pokémon game so far has either been a new generation, a third title with slight differences or a remake. The only game to come close to being a sequel is the second generation (Silver and Gold). [SPOILER ALERT] Which had Kanto, the region from the first generation games, as an unlockable island after the Elite 4.


The decision to develop for the Nintendo DS instead of the 3DS is unexpected. This game would be a huge system seller but the userbase for the DS is already over 100 million compared to the 3DS' user base which has yet to reach 20 million globally. However Nintendo did confirm that the two titles would have DSi and 3DS exclusive features for fans playing on these systems.


Looks like fans will be trying to catch them all again soon, the games are set to release later in the year worldwide. 

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GAME is the UK's leading video game retailer and is owned by the parent company Game Group, who also own the second biggest video game retailer in the UK; Gamestation.
Back when the Playstation Vita was about to launch in late February, Game UK announced that they would not be stocking any Ubisoft PS Vita launch titles. (Rayman Origins and Michael Jackson: The Experience) Game later started stocking Ubisoft launch titles on Feb 28th
One week later Game UK announced that they are cancelling all pre-orders for Last Story, a highly anticipated RPG for the Nintendo Wii platform. They also said that they won't be stocking Mario Party 9 or any EA game released after SSX including the one of the most anticipated games of the year: Mass Effect 3.


This is a very strange thing to happen to one of the biggest gaming retailers in the UK. According to Eurogamer Game UK have lost credit insurance with many of their agencies. Meaning Game have to pay upfront for new stock and If game don't have the funds then they can't stock the title as they don't have the insurance to back them up should they not be able to sell all the new copies. Due to these recent announcements from Game Group,Their shares dropped down by 15% from 5.75p to 4.94p on 29th February 2012. 


This is not good news for Game, following their decision to close dozens of shops last year Game Group's future is not looking bright. 
Will we see Game UK go out of business anytime soon? Only time will tell.


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Ubisoft have released the box art for the latest upcoming title in the Assassin's Creed series: Assassin's Creed III


While not officially announced it would appear that the game's setting is based around the American Revolution period of history. Assassin's Creed III has been set a release date of October 30th 2012 for North America. The game is expected to arrive in Europe and Australia Late October or Early November.


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Date:
Game Title:       
Platforms:
29th February 2012PainKiller Recurring EvilSteam
1st March 2012VesselSteam
2nd March 2012Alan Wake (Retail Release)PC
2nd March 2012Jak and Daxter TrilogyPS3/PSN
2nd March 2012Mario Party 9Wii
2nd March 2012Mortal Kombat Komplete Edition PS3/360
2nd March 2012SSXPS3/360

Date:
Game Title:       
Platforms:
29th February 2012Jak and Daxter Trilogy (Digital Release)PSN
1st March 2012PainKiller Recurring EvilSteam
1st March 2012SSXPS3/360
2nd March 2012VesselSteam

Game Review: Rayman Origins

Rayman Origins Review

  • Publisher: Ubisoft
  • Developer: Ubisoft Montpellier
  • Platforms: 3DS, PS3, PC, PS Vita, Wii & Xbox 360
  • Genres: Platformer
  • Players: 1-4
  • Release Date: November 2012 (PS3, Xbox 360 & Wii)
  • Price:  £14.99+/$19.99+
You know, at times it’s a curious thing being a classic gamer. I get a little excited any time a game is announced that opts to nix the third dimension - it is, after all, a pretty uncommon event these days. I’ll admit to you that it doesn't generally matter what the game is, either; if it takes place on a 2D plane, it’s got my full attention. So while I fancy myself some kind of gaming purist (retro-whore is probably more accurate), in truth it’s a very rare game indeed that manages to blow me away completely. Rayman Origins is that game.




Now, Rayman Origins is a whole lot of things, but one thing it’s not is anything new. If you’ve played a 16-bit platformer, you’re going to feel right at home. You run, you jump (and shoot), and that’s it. You do this for 60-odd levels. Sounds like an exercise in repetition, but the genius of the design ensures your experience is anything but. The game plays like a mix of the best elements from Genesis classics Sonic the Hedgehog and Dynamite Headdy, a little bit of Super Mario Bros., and “the other SMB”, Super Meat Boy. I don’t intend to make it sound derivative, but rather emphasize the kind of pedigree we’re dealing with here.

Rayman can walk, run, punch in the four cardinal directions, shrink (altering attack properties), catch ledges, bounce, float, swing, run along walls or ceilings, swim, and even pilot a giant mosquito. By the latter half of the game, you’ll be utilizing all of his abilities to make it to 
the end of each stage. If that all sounds overwhelming, rest assured it couldn’t be simpler – the entire game is played with two face buttons (for jump and punch), with the right shoulder buttons dedicated to running, which keeps your thumb from working too hard. With a smooth difficulty curve, you’ll be mastering all of Rayman’s abilities in no time. And it’s a good thing too, because this game is no pushover.

Rayman Origins is a tough little platformer, but unlike the aforementioned Super Meat Boy, its goal is not to be a grueling test of skill and reaction time, but rather a game of options. Th
is is where the sheer brilliance of the level design really becomes apparent, as the layout of each and every stage can be tackled in a variety of ways. While it’s relatively easy to just blow through the game, if you want to master all of its challenges, be prepared to muster all of your platforming skill.


You have a number of basic goals beyond reaching the finish line: There are Lums to collect (the game’s version of coins or rings – if you’re looking to master the game, you’ll want to finish each stage with 350 Lums or more), secret cages to find and times speed runs to beat if you expect to see everything Rayman Origins offers. The time challenges (and special chase stages) in particular are sheer genius and truly showcase the meticulous attention to detail Rayman’s level designers brought to the table. These stages are all about momentum, route planning and precision jumps and attacks, and represent some of the finest platforming sequences I’ve ever experienced. Bring your A-game if you want to complete this one 100% - and trust me when I say your efforts aren’t in vain, as you’ll need to earn enough badges to access the ten treasure chase levels, which in turn will earn you the ten “Skull Teeth”. Collecting all the teeth unlocks the game’s true final level (and boss). The treasure chase and final stage (“Land of the Livid Dead”) are the highlights of Rayman Origins, so while they’re optional, please consider them mandatory. You won’t regret it.

As if the rock-solid platforming weren’t enough, Rayman Origins masquerades as a shooter from time to time. One of the most pleasant surprises in the early game for me was when I first hopped onto my little mosquito buddy to jet over to the next island. Scrolli
ng shooters (Shmups) are my favourite kind of game so it was a real treat to see another homage to a marginalized (nigh extinct) genre that was once the king of the arcades. While the shooting stages don’t hold up to the best examples in the genre, they break up the action nicely and show, once again, just how brilliant the stage designers are; none of the shooting stages are particularly difficult, but memorization, aim and precision movements are going to be required if you expect to collect enough Lums to nab all the medals. The team responsible for the shooting sections clearly understand the appeal of these games and it shows when you aim for the best possible score by the level’s end.



Boss fights, while sparse (five platforming bosses, two shooting bosses), are all unique, challenging and utterly hilarious. I don’t want to ruin anything here so I’m going to keep things vague but if you've ever dreamt of fighting the horrors of acid reflux in a very literal sense, Rayman Origins has you covered.

As if this just wasn’t enough for Ubisoft and brainchild Michel Ancel, the entire game is playable with up to three other friends (offline only) at the same time. While it won’t be the preferred way to achieve your best times and scores, you’d be crazy to avoid the slap-tastic mayhem playing with friends offers. There are benefits to cooperating, as friends can help you obtain some of the difficult to reach jumbo coins found in each stage, but it’s so much fun slapping your friends around that you’ll be hard pressed to get anyone to settle down and coordinate. Of note, while this mechanic may appear to work much like the cooperative perks in games like Little Big Planet, co-op is not required to obtain all the goodies in the game. With about two-dozen characters to unlock (the vast majority simple re-skins of Rayman/Globox/Teensies), it’s generally very easy to keep track of who is whom on screen. Seriously, if playing with friends doesn’t put a huge goofy grin on your face, you may want to ensure you still have a heart.


What should be obvious to anyone who’s seen screenshots or footage of the game, Rayman Origins is absolutely gorgeous. The completely hand-drawn artwork, simultaneously stunning and bizarre, is executed with as much care as the level designs and represents some of the most consistent art direction I’ve ever seen in a video game. This is a game that proves graphics can indeed make a game better. There are layers upon layers of parallax scrolling, plane changes, an incredible colour palette and crisp, detailed definition between objects and obstacles, all running at a consistent 60 frames per second, with no frame drops or slowdown, even with four players on screen. The UbiArt Framework (the game’s engine) is a technical marvel and deserving of accolades in its own right. While currently proprietary, industry reports indicate Michel Ancel is pushing to make the technology open-source. If he succeeds, all of us will benefit. Seriously folks, unless the Wii is your only means of playing this game, I beg you to purchase this one on PS3 or Xbox 360. Playing the game in standard definition would be a borderline tragedy.

What no screenshot will show you is just another dimension of the game that deserves mention -if not an entirely separate article: The soundtrack. As bizarre and beautiful as the visuals, Rayman Origins’ audio experience is absolutely sublime. Peppered with adorable, helium-infused vocals, the score is a masterful blend of Country, Big Band, Jazz, Hawaiian and Rock, if they all met up at their local auditorium backed with a full symphony. It’s whimsical-but-epic, glorious-but-understated. It brings me to my only noteworthy gripe: There is no sound test option. A score this exceptional stands on its own and it’s a shame it isn’t possible to enjoy the individual tracks without having to fire up the game and hop into a given level. Of course, when the gameplay is this much fun, it’s hard to sell that as anything but a superficial niggle.

Rayman Origins is a bonafide masterpiece. A package so loaded with content and so immaculately presented that I can’t help but gush over its sheer magnificence. Gameplay and controls have been honed to a razor’s edge. The stages present incredible variety, both in terms of level design and scenery, as well as methods for gamers to tackle the challenges. Multiplayer, collectibles and unlockables offer fantastic replay value, and the visual and audio designers have managed to elevate an expertly crafted game into a sublime orgy of platforming bliss.

Buy it, play it, love it. Rayman Origins is not only one of the best games released in 2011, but is perhaps the finest example of the Platformer genre ever created. I’m not willing to label anything as perfect, but this is as close as it gets.


- Ryan McLaren

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