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Showing posts with label xbla. Show all posts
Showing posts with label xbla. Show all posts

Monday, 16 July 2012

Game Review: Skullgirls


I’ve always played fighting games for the spectacle, even if not just for it. Skullgirls is high on spectacle, setting standards for the quality of 2D graphics and animation. Every move and attack is making good on the promises games like Blaz Blue made but never fulfilled. This 1920s inspired dystopia presents its own twist on the anime style visuals we've come to know and comes with an overly sexualized female cast... offencive and welcomed at the same time.

Gameplay in Skullgirls is solid, if not new. Reverge Labs re-engineered what they knew worked into a game that blends some of the most successful mechanics in previous 2D fighters. The result is very satisfying and allows for layers of complexity that will have both the inexperienced and the hardcore with things to learn and play around with.



Being a cross-bred child of several fighting successes from the past, it's hard not to define Skullgirls by comparison. What you're getting into is a game with a lot of attack variety, speedy land and air movement as well as team mechanics that extend character abilities or compensate for their weaknesses. I'd likely compare it to a restrained version of Guilty Gear with optional team battles and bigger move arsenals.




It'd be a mistake to think this is an entirely derivative experience. The tutorials in the game, for instance, are the best I’ve seen in the genre. They succeed because of their great pacing and because they allow players to learn foundational fighting game concepts that have never been directly addressed by a game before. Not all areas are covered but even then the game is way ahead of the competition and comes across as both accessible and complex.


Are there downsides? Sure. There are some parts of the game that are just not there: things like move lists, in-depth training mode options and a bigger roster. The content and quality well surpasses the price tag and patches are in the works to fix some of the most glaring omissions.


Even with the limitations of rapidly shrinking budgets, post launch support has been stellar. The folks at Reverge Labs interact with the fanbase and involve them on decisions about upcoming patches. This is a product that you feel good supporting, not only because of its quality but also because of the people behind it.

Final Thoughts

Skullgirls is the intersection of craftsmanship and some of the most notorious minds in the fighting game scene. It’s a blast to play and watch for players new and old. Most importantly, it has managed to carve something new out of refining and improving upon what came before. If you are at all intrigued, you should buy this. I meant now.



Developer: Reverge Labs
Publisher: Autumn Games/Konami
Platform/s: PSN, Steam, XBLA
Release Date: 10 April 2012
Players: 1-2
Price: 1200 MS points (XBLA) £11.99/$15 PSN


By Federico Machado

Thursday, 12 July 2012

Game Review: Limbo



When I first started to play Limbo I wasn't sure what to expect. Reputed to be one of the best and most commercially successful indie games of all time, it had a lot to live up to. Vaguely aware of the game's art style due to stills on gaming websites, I loaded it up, but was completely unprepared for the game that came up before me. Because what stills of the game and reviews fail to encapsulate, is how much of the appeal and experience of Limbo lies in the atmosphere created by the animation and sound (or lack thereof). On the surface, Limbo is standard platformer, pretty much as simple as they come. There is nothing in the way of story within the game itself; Playdead only gave the game the tagline: Unsure of his sister’s fate, a boy enters the unknown. But it is this simplicity and ambiguity wherein lies the genius of Limbo.

On starting a new game the screen transitions from black to a dark forest in which the boy lies. The graphics are in greyscale, images in the forefront and background are out of focus, only the playable area is sharp. The screen flickers like an old black and white movie but nothing happens. I waited for my player to move, or for some indication that the game had begun, but until I pressed one of the arrow keys, the boy remained flat on his back. Upon hitting the key, the boy's eyes light up and he slowly got to his feet before waiting again for my command. This was the first indication that Limbo was not the usual spoon feeding game, that would offer instructions and hints in order to help the player solve a puzzle. The game required the player from the first instance to be proactive and learn how to control the boy themselves.




The boy's first challenge is climbing off of a tree trunk. It is completely simple, requiring only that he drops or jumps down close to the edge so he lands safely on the sloping ground below. From the top of the tree trunk it is impossible to see the ground and requires the boy to make a leap of faith. If the boy takes a running jump off of the trunk he will fall to his death, teaching the player early on in the game that being overly confident and taking action without thinking will get them nowhere. The player continues with care and trepidation, adding to the tense atmosphere instilled by the soundtrack.


It is difficult to underestimate how eerie a game without sound can be. The sound of footsteps, the rustle of trees, the crack of bones:  this is Limbo's soundtrack, at least in the earlier stages of the game. The distinct absence of sound in the initial stages, makes the louder sounds in the later levels all the more significant. The violent snap of the animal traps sent me flying about a foot in the air and shocked my system with adrenaline.



By now, the reader has probably sensed a strong sense of fear from this reviewer. This is due to the fact that (bear in mind I am a massive fan of the survival horror genre) Limbo is the most terrifying game I have ever played. The boy stumbles across dead bodies in cages, floating in pools of water and littered on the ground.  Seeing the spider creep silently behind you as you run away is far more affecting than any overproduced megaboss with frantic music of a Triple A title along the lines of the Legend of Zelda, Metroid and selected bosses of the Metal Gear series. The other boy figures who attack the player with dart guns and swinging traps make the outdoor area feel like Lord of the Flies without the cheery beginning, giving the game very sinister overtones.

The boy never gains any skills or power-ups, in this way the gameplay is very pure. Like other popular indie title Super Meat Boy, the difficulty of the game increases as new mechanics are introduced in each level. The boy must learn to time jumps, destroy body-possessing brain slugs and use anti-gravity switches in order to progress.  There are stages in which the whole level move and rotates (once in semi-darkness) which require great concentration on the players part, other levels which require different switches to be pressed quickly in order for the boy to reach the next level. The gameplay is innovative and the controls easy to use, with only two buttons: jump and action. Taking everything back to basics  allows Limbo to offer something original and atmospheric. The game doesn't last very long, you will finish it in a couple of hours, but if you are looking for something a little bit different and whole lot of dark I urge you to give Limbo a look.


Developer: Playdead
Publisher: Microsoft Studios, Playdead
Platforms: XBLA, PSN, Windows, Mac OSX, Linux
Release Date: 21st July 2010
Players: 1
Price: £6.99





By Emma-Lee Davidson

Tuesday, 3 July 2012

Game Review: Trials Evolution

 One of XBLA's most popular series is back...



The Xbox Live Arcade network has been getting some pretty good titles these days. It's nice to see developers being able to come up with some really fantastic games that we don't need to wait yonks for, (though not in all cases- Fez, 5 years?!) and for a reasonable price that doesn't burn a hole in your wallet like the price of your standard retail disc. Of course, as with any games platform, there are still plenty of flops in the Xbox Live Arcade library, but I think the recent gems that have shone through the grime of half-assed productions and sea of paper thin Indie games is a sweet treasure to behold. If I were a pirate, as in a sea pirate, I'd tell you that X(BLA) marks the spot for some incredibly entertaining, original and modestly priced games!




One such game that sparkles brightly in the newest additions to the XBLA platform is Trials Evolution. If you ever played its predecessor, Trials HD, I can tell you Trials Evolution quite simply has everything great about that game and more. Much, much more! The premise, for those unfamiliar, is simple: You ride a motorcycle in a series of different maps and have to make your way from start to finish as quickly as possible in one piece. The physics engine is the most crucial element to this, as you find yourself carefully balancing and tweaking your rider's position in order to traverse the many objects that will be in your path. Starting off with something as simple as a set of barrels and escalating up to near-vertical ramps and jumps between platforms that Mario would have a difficult job handling. It's a hard game. Oh yes. In similar vein to Super Meat Boy, it'll take some real skill to get through some of the more difficult levels and will most likely have you cursing wildly and pulling your hair out, but it's so awesomely addictive that it'll have you coming back for more every time. And when you do win, it feels great.








The single player mode starts you off with a tutorial telling you the basics and shoves you off from there, giving plenty of unique and exciting maps for you to better your technique in, before bumping up the difficulty and giving you a few new tips on overcoming the more challenging levels. At these milestones in your career, you'll also unlock new bikes that will let you go faster and be more agile than before, allowing for fast and frantic action speeding through the levels and also the careful precision required to beat the wonderfully crafted areas. You can also use these new bikes to play with online against other riders and beat your times in previous levels. There a 4 medals for each level. Bronze, Silver, Gold and Platinum, though the fourth is only an option when you complete most of the career. The better the medals you get, the quicker you can unlock new levels and experience grinding new joys and difficulties. The leaderboards are really a great part of the element that are brought up practically everywhere in the game, rather than just some option to look at off in the menus. Every level has the score board show your friend's best times, adding the element of competition that makes this game work so well.




Multiplayer is also rather good. Online, you can play supercross, trials or hardcore trials events with friends or strangers. Supercross is a racing mode that has up to four players on the screen at once in a frenetic battle to the chequered flag at the end. Trials is basically the single player mode, but still racing against other people, though it's just their ghosts. And hardcore trials is the same as the latter, though with the most difficult levels of the game playable. And they certainly are difficult. You can rank up in multiplayer also, but after you unlock Hardcore Trials, it's mostly just a number to represent your skill/time put into playing online.


Remember the golden days of building your own dream park in Tony Hawk's games? Well, Trials Evolution has its very own Track Editor. Though, when I say track editor, what I really mean is an absolutely mind blowing construction kit that lets you use the same tools as the developers to make your own levels. I haven't seen anything quite so advanced that's directly integrated in the game and allows for such incredible maps to be made except maybe the Elder Scrolls Development kits. It allows for anyone to try their hand at making some really great stuff, which has already been showcased online.




Track Central allows you to download other people's tracks made in the editor and try to get your own high score on it. Some of the maps we've seen on it already are pretty spectacular and we're still only a short time away from the game's release. It's even possible to make games that don't even have you doing trials at all. The developers themselves have shown how versatile the kit is by showing levels that mimic games such as Angry Birds or Marble Blast. There's even some first person scenarios where you have to find objects, or shoot targets.  The community has already caught onto making some really good trials and skill games along these lines and the results have been nothing short of fantastic so far. The editor adds a huge amount of longevity to the game, with new maps coming out every day. It's certainly a strong excuse in buying the game alone.


Trials Evolution is a fantastic game that, if you have the patience to play is absolutely worth playing. For the great addictive gameplay, the fun multiplayer and leaderboards competition and the stunning map editor and the hundreds of creations it has spawned. It's time to get some high scores.


- Andy Robison

Tuesday, 10 April 2012

Game Review - Sine Mora: It's About Time (groan)




  • Publisher: Microsoft Studios
  • Developer: Digital Reality/Grasshopper Manufacture
  • Platforms: Xbox 360 (XBLA)
  • Genres: Shooter
  • Players: 1
  • Release Date: March 21, 2012
  • Price:  1200 MSP ($15 USD)



The Shoot-em-up (Shmup) is something of a living relic – a little like pinball, it was king of the arcades until more powerful hardware came around, allowing developers to come up with new and exciting ways play. Despite “bigger and better” experiences becoming commonplace, there are a small group of holdouts that covet these games, much like the fighting game and pinball communities. There is a pureness to these games, one that mercilessly punishes anything but practised and skilled play, and providing little more than bragging rights to a high score. The games are absurdly short, brutally unforgiving and generally underwhelming on a technical level when considering the horsepower available on modern hardware. Over the years, traditional shooting games have become a true niche in gaming; while it never truly died, releases have been slow and sporadic – especially where wholly new IPs are concerned. Sine Mora is both wholly new and rigidly true to its genre roots, but the result is something of a mixed bag.

I’ll get something out of the way immediately: If you’ve read any article on any Shmup released in the last 15 years, you will have inevitably seen something to the effect of “this is not the game to attract newcomers to the genre”.  It has proved challenging for developers to keep their core audience satisfied while drawing in new players. This is perhaps Sine Mora’s one great triumph: This IS the game to attract newcomers to the genre. And while this is something to be lauded, I don’t see their minds changing, nor do I see them coming back. Frankly, I think a lot of this has to do with the priorities of the average gamer and conventions in the industry, but this is a Sine Mora review, not an editorial piece, so we’ll stick to the good, the bad and the very, very ugly.

Sine Mora was co-developed by European studio Digital Reality and Japanese outfit Grasshopper Manufacture. While the Japanese have a long and storied pedigree in the genre, European developers haven’t fared so well (as a quick bit of trivia, “Euroshmup” is arguably a sub-genre in and of itself, and not one that carries much favour among shooting game stalwarts). With Grasshopper handling the art direction and sound design, Digital Reality took care of the rest. Yes, that makes Sine Mora a Euroshmup, but a reasonably well-executed Euroshmup and certainly one that manages to be the exception, not the rule. Sine Mora has tight controls, well-paced game play, solid shooting mechanics and some fun game play gimmicks.

One classy gunbird


It’s also a stunner. Grasshopper has outdone itself here, with a fun (if overused) Steampunk aesthetic and consistent art direction that elevates the experience and enhances the remarkable-for-the-genre storytelling (more on that in a bit). This game is flat-out gorgeous, with highly dynamic landscapes, interesting enemy and boss designs and fantastic animations, all running at a perfectly consistent 60FPS.

It sounds great, too. Yes, the gunfire and effects all have the impact one would expect, but the soundtrack (composed by Akira Yamaoka of Silent Hill fame) – like the graphical presentation, lends so much to the game’s atmosphere and dark subject matter that it frankly sets a new standard for immersion in an otherwise flat (pun intended) genre. There is a tragic fragility in the game’s score that mirrors the unfolding tale and provides a stark counterpoint to the mania unfolding on screen.

The audio and visual designs come together brilliantly to underscore the real draw for those unfamiliar with the genre, something that is sure to surprise shooting game veterans: Sine Mora has a remarkable story and universe. Without spoiling anything, Sine Mora spins a yarn of revenge, sacrifice and moral ambiguity. At its heart, it is a tale of revenge, of a father hell bent on avenging his son’s death no matter the cost. Language is heady, a melancholy prose from multiple viewpoints that serves to add method to the onscreen madness. Told in postmodern fashion, the game’s story mode is presented in disparate chunks, fleshing out each pilot’s plight in chronologically shuffled sequences that only start to homogenise as you near the game’s final showdown.

Voiced entirely in Digital Realms’ native Hungarian (another design choice that further immerses you in Sine Mora’s universe), each stage opens with a block of text, translating the passionately acted monologues of our pilot “heroes”. Opting to rest on the strength of the world they created, Sine Mora’s story is never explicitly divulged, opting instead for snippets of personal motivation and hints at the way-of-the-world, as they know it. This lends an air of mystery to the goings on and, while it can admittedly come off as confusing or cryptic, there is a surprising amount of depth presented here, providing just enough information and intricacy to allow our imaginations to fill the gaps. It’s the kind of minimalist writing that fosters debate among fans and, ultimately, the kind that makes you seethe for a sequel. Upon completion of the main campaign, you are treated to extras that help flesh out the canon, including alternative story paths and even a second “true” ending. There is an impressive maturity in the game’s storytelling, sparse though it may be, and is a remarkable achievement for (or in spite of) the genre.

So for newcomers to the genre, in short, this is a game you must try. Unlike most shmups, this is a game you will be able to see to the end without too much trial-and-error. And between the game’s spectacular visual appeal, compelling story and highly polished game play, this should be considered a top class XBLA release alongside platform sweethearts like Shadow Complex, Braid and Super Meat Boy.

One of many boss encounters. The stage bosses are a real highlight.


For shooter veterans, however, the recommendation changes somewhat. Is Sine Mora still worth an investment? Absolutely, yes. But there’s a caveat, and not a small one. For those of us who pride themselves on one-credit master runs, the game disappoints. Upon completion of the game’s story, arcade mode becomes available (and with it, an impressive array of ships, pilots and payloads). While this is a great (if expected) addition to the package, the game falters here due to the steep increase in difficulty. The game level in arcade mode is hard or harder, which is sure to scare off rookies (why normal or easy aren’t available here seems like a complete misstep), and the game’s core gimmick, time, falls victim to another game play mechanic that wasn’t an issue in the campaign: Random powerups.
See, Sine Mora uses a timer – ever counting down to zero (and your death) – in place of extra lives or a health bar. So long as you have time, you can’t be destroyed. Killing enemies and parts of bosses grants you additional time, while taking damage strips you of huge chunks of the game’s precious commodity. In theory, it’s an excellent system with a classic risk vs. reward dynamic. In reality, it’s woefully unbalanced. In Sine Mora’s campaign (incidentally, only playable in easy or normal difficulties), the time mechanic is so lenient, it rarely forces the player to do much more than avoid getting hit too often. In arcade mode however, the timer is significantly reduced, forcing the player to shoot with as much aggression as accuracy and you better hope you don’t take more than a single hit or it’s lights out.

While in theory, this should make for a consistently intense experience – constantly putting yourself in danger to eke out a scant few seconds with every kill sounds like a shooter’s dream, in reality it exposes the game’s powerup system as unbalanced at best, broken at worst. This isn’t generally an issue throughout the stages, as careful shooting and dodging will ensure you make it to the end, but the flaw becomes glaringly apparent the first time you reach a boss. Now, don’t get me wrong: Finding yourself at a boss with under ten seconds to doomsday is clearly a purposeful design choice. All the bosses have several destructible segments (which reward you with time when destroyed), so a lot of the strategy becomes what and when to shoot in order to be successful.

The fault lies in the game’s handling of powerups. While boost items are dropped frequently (every five or so regular enemies killed will drop an item – shields, weapon strength, bombs, slow-mo, etc.), what that item will be is completely random. Your primary weapons fire can be upgraded up to NINE times and there are no guarantees as to where or when you’ll find an upgrade. Now, consider this: You will reach most bosses in arcade mode with about 9-12 seconds left on the counter. At mid-strength and with careful dodging, you’ll be able to deal enough damage in a short enough window to earn extra time and room to breathe. With little to no weapon upgrades, however, you’ll be hard-pressed to take out a part of the boss in time, let alone the whole beast. This wouldn’t be a major issue if getting to the boss underpowered was an infrequent occurrence, but I’ll estimate that around 50% of the time I arrived at a stage boss sufficiently underpowered that the boss fight would be too difficult for my skill level, and about 25% of the time, underpowered enough to make victory impossible. Failing on my own terms is something to expect from the genre; trial and error is a genre staple, after all. But getting to the stage end knowing an attempt is futile is simply bad design.

In the end, it all comes down to value with Sine Mora. On the one hand, the game’s campaign mode is sufficiently compelling to recommend on its own merits. The story and writing are great, the art direction outclasses most AAA retail titles, and the game’s foundation is rock-solid. On the other hand, the game falters in the value department with an arcade mode that will prove far too difficult for most newcomers, and too unbalanced to make repeat practise and mastery a worthwhile endeavour for veterans. Considering a shooter’s main source of longevity comes from high score chasing, it seems tragic that Arcade mode isn’t offered on a lower difficulty, or at least with tweaks to balance out the more stringent time mechanic.

Epileptics beware


At about an hour front-to-back for the campaign, 1200 points will inevitably be too steep a ticket to entry for genre newcomers curious to see what the buzz is about. Conversely, I feel like most shooting veterans (save for the most skilled among us) will lack the patience to invest their time honing skills in the arcade mode – where most of us will spend the bulk of our time - on a mechanic so heavily dependent on luck. It’s a shame, as Sine Mora was a fairly high profile release for a new shooter property, and compelling enough that I think the online leaderboards would have been buzzing for months had there been a little more time spent balancing the powerups and an additional (easier) difficulty mode added for newcomers looking to get a taste of the thrill known as the one-credit-clear.

In the end, Sine Mora should absolutely be commended. It has taken the genre in an exciting new direction for storytelling, sets a high standard with tight controls and game play, impeccable art direction, and provides a wealth of extra modes and ships to toy with when you’re finished the campaign. But while the story mode will entertain newcomers to the genre, the bullish arcade mode will scare them away, and I don’t foresee a lot of shmuppers out there willing to look past the arcade mode’s balance issues to make it worthwhile mastering.

At 1200 points, it’s difficult for me to recommend this game to either camp – the longevity just won’t be there for most of us. If you’re a shooter junkie like me, this was a day-one, sight-unseen no-brainer in any case, but for just about everyone else, wait until it drops to 800 or 600 points and jump on it. It’s a spectacular title to be sure, but flawed enough to make even the most rabid shooter fans balk at the value herein. Sine Mora is a great achievement and should be played, but 800 points seems like the sweet spot for this one.


- Ryan McLaren

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