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 xbox. Show all posts
Showing posts with label xbox. Show all posts

Tuesday, 10 July 2012

Game Review: Serious Sam HD: The Second Encounter

A welcome less-'Serious' & over the top shooter in the age of gritty realism: 




In "The First Encounter" Sam "Serious" Stone had to battle his way through vast hordes of enemies to prevent alien races from taking over the universe. As this is a direct continuation the story follows the same path however so does the gameplay.

Largely "The Second Encounter" is exactly like the first in the series just with a new environment and a couple of extra weapons and enemies so going into the game thinking there will be a whole lot more will leave you disappointed. I however was expecting exactly what I got and it definitely was not a bad thing.

The game starts with Sam crash landing in South America, conveniently close to the object he is now trying to obtain. The player is stripped of all weaponry collected in the first game which makes sense seeing as there will be players who start with this game and it is the beginning of a new part of the story. What didn't make sense to me was how the game reintroduced about half the arsenal within the first couple of stages along with three new weapons. 
Although the armoury felt more complete with a chainsaw, flame-thrower and sniper rifle to use, the pacing that the game used for their distribution felt rushed.

As ever Serious Sam does not hold back and throws everything it can at you right from the off however within the opening minutes you'll be facing enemies which weren't introduced until much later in the first game. This may be the reasoning behind including so many weapons in the very early stages of the game but it may be a little overwhelming to newcomers. With those two points out the way, alongside the old enemies are an array of new ones including chainsaw pumpkin men, alien soldiers and winged demons. This new cast of cretins adds a small but welcome variety to the enemy ranks waiting to get blown to pieces.




There are three scenarios throughout the game, South America, Persia and Medieval. Each has a unique look and different level layouts which is a lovely contrast to playing through a mostly yellow coloured campaign in the shape of Egypt from the first game.

An annoying feature is that you lose all collected weaponry at the beginning of each scenario, not just the first one. And each time you are quickly re-introduced to the lovely collection you had to leave behind. Again, it makes little sense to me.

In terms of core gameplay, it is largely the same as the first game but with different level structures. Puzzles are still no more complex than "find button, push button, kill an army equivalent to the population of the Earth and continue" but the game uses them well. The boss encounters are a lot more exciting than simply fighting another horde of enemies as this time three main bosses are included, one for the end of each scenario. Although they largely follow the same structure in terms of how to kill them, it felt good to have a finale style battle.

In terms of multiplayer, "The Second Encounter" includes a co-op mode and a death-match mode, which return from the first game, as well as a new survival mode. I managed to play all three this time around, if only for a short while however, I did gain an opinion on all three.

The cooperative model is the one people have hyped up for me. It allows for up to 16 players to battle side by side through the games campaign missions with unlimited re-spawns and what I visualised as full-on carnage. Sadly, I was disappointed. I paired up with around 5 others and played through a level midway through the game however with the firepower of 6 people it was ridiculously easy, let alone 16. I can see how people may find a thrill to having that many people play at one time against a mass onslaught however winning isn't fun if it's too easy and there is practically no way to lose.

There is a version of the co-op campaign which limits the team to three lives per level which means players actually have to be careful. This provides a much more tense and fun experience in my opinion.

The deathmatch mode was fun from what I played however I got booted from every game for playing the game as it's meant to be played; get kills, don't die. That aside, the arenas were nicely designed and the "Quake" style of play worked well.
There are several other game modes however deathmatch was the only one with players.


The last mode, survival, was the most fun I had outside the solo campaign. It is very similar to Horde mode from the Gears series or the Firefight mode from the Halo series however instead of multiple waves there is one never-ending one with timed enemy spawns. It was great fun to play, shooting everything in sight until you simply couldn't hold them back anymore. After you die, your time of death is logged and counts as your score. This provides a contrast to the L4D survival in which team time is awarded.

Overall I enjoyed the multiplayer aspects of the game but I personally feel a greater sense of achievement if I beat something really difficult on my own and when there is a way to lose.
I can imagine playing all of the different modes would be fantastic if playing with people you know as it always adds a greater element of fun than playing with or against random people.


Although it has flaws, "Serious Sam HD: The Second Encounter" was ab enjoyable experience. I'd have to recommend it over "The First Encounter" as it's practically the same game with simply more stuff added. The new enemies, weapons, power-ups and some truly wonderful secrets compliment the new campaigns to provide an intense, full-on old school fps.
For those who played the originals, you already know what the games are like, however, if you didn't get a chance to play it back in the day (like myself), give this remake a go. You may be pleasantly surprised.



Developer: Croteam
Publisher: Devolver Digital & CDV Software Entertainment 
Platforms: Steam (reviewed) & Xbox 360 Arcade
Genre: FPS
Release Date: 28 April 2010
Price: £6.99 / 1200 MS Points




-Tom Seed

Game Review: Lollipop Chainsaw

Attractive girls can kill zombies too...


Lollipop Chainsaw has been surrounded by controversy. It has been accused from many corners of objectifying women, perpetuating stereotypes and being downright crude. But what all of the publicity has tended to leave in the dark is - it's a pretty average game. The opening cinematic plays out like a nineties chick flick along the same lines as Clueless and heroine Juliet is equally as vapid as the film's Cher. The melange of the undead and high school drama isn't exactly original but provides the foundation for a story which is at times genuinely witty and entertaining, despite its self-conscious ridiculousness.


Juliet Starling is a chainsaw-wielding, cheer leading, scantily clad, blonde bombshell, whose ditsy dialogue often invokes eye-rolling and the occasional chuckle. As she fights her way across her hometown she is accompanied by boyfriend, who thanks to an unfortunate zombie-biting incident at the beginning of the game, is now a decapitated but animate head.

Comic book style animation and stills combined with a cel-shaded colourful approach provide Chainsaw with a fresh, endearing look which combines perfectly with the light-hearted comedy which is at the heart of the game. It is a shame that so much of the animation is dedicated to Juliet in compromising positions; never a cut scene goes by without an up skirt shot, which is ironic given that an achievement is awarded for managing this in-game. Unfortunately, this does not even scratch the surface of the misogynistic behaviour that Juliet is subjected too. She is frequently called a 'whore' or 'bitch' and one of her classmates tells her he will 'totally masturbate to you tonight'.



The controls are your basic hack and slash. Juliet has a pom-pom stunning attack as well as her basic chainsaw move. I often found the controls to be sluggish and at times even unresponsive. The combo moves are simple button combinations but only a couple seem to hit consistently. After gaining enough meter Juliet can unleash her super mode which allows her to take out zombies in one hit while 'Hey Mickey' plays in the background - CAUTION: you will know most of the words by the end of the game if you don't already. Juliet gains other super moves throughout the rest of the game, involved propelling Nick out of a cannon and gaining a super blaster projectile weapon which is probably the most accurate weapon. Juliet does a dance after racking up some combo kills which leaves her vulnerable to attack, which can be very irritating and damaging if she is in the middle of a group of zombies.


There is little in the way of original features on offer in Chainsaw. Some of the stages have some quirky features, such as the hallucinogenic farm area which allows you to plough through a field of zombies on a combine harvester and the Funland stage which features Pacman and Pong influenced levels.

If the tiny outfits, misogynist comments and dodgy controls haven't put you off yet, it is purely because of the humour. While Juliet's remarks often fall flat ('you're like a kitten, a kitten that doesn't speak Japanese') her boyfriend's banter is what keeps the comedy in the game. With gems such as 'This is so much fun, I almost forgot all my friends are dead!'. However, the main problem with Chainsaw, is that the line between satire and filth is constantly blurred. What begins as an ironic poke at American culture quickly becomes an excuse to objectify Juliet in every way possible, leaving an uncomfortable aftertaste. Some of the worst moments include Juliet revealing her aged Sensei taught her how to pole dance and gave her some 'sweet lap dancing moves'.

While the controls are temperamental and the behaviour towards Juliet outrageous, Lollipop Chainsaw offers some entertainment. Juliet is far from an engaging protagonist but Nick and family go a little way in making up for that. If you can look past the often distasteful but sometimes witty jokes and see the game for what it is - a bit of fun - Lollipop Chainsaw is a reasonable way to spend a couple of hours and empty your head.




Developer: Kurukowa Games/Grasshopper Manufacture
Publisher: Warner Bros. Home Entertainment Inc.
Platforms: PS3 & Xbox 360
Genre: Hack & Slash/Horror
Release Date: 15 June 2012
Price: £29.99/$59.99

By Emma-Lee Davidson

Friday, 6 July 2012

Game News: Dragon Ball Z Budokai HD Collection & DBZ: Kinect Hit Q4 2012

DBZ Fans are set to shout and scream this Winter... Because it makes you stronger:




A Dragon Ball Z Budokai HD Collection consisting of two PS2 fighting games from the overly popular anime franchise was announced by Namco Bandai earlier today.


Dragon Ball Z Budokai HD, will include HD remasters of DBZ: Budokai and DBZ: Budokai 3. The latter remains to date, the highest-rated Dragon Ball game on Metacritic. Oddly and inexplicably Budokai 2 seems to have been left out of the collection.



The HD collection will be joining Dragon Ball Z: Kinect (Xbox exclusive) for a Q4 2012 release as It is set to be released in North America on 9th October 2012 and in Europe on 12th October for Xbox 360 and PS3. A new trailer was released alongside the announcement:



Dragon Ball Z began airing as long as 23 years ago in Japan and has seen dozens of video game releases since.

- Ben Carron




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

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

Saturday, 30 June 2012

Game Review: Serious Sam HD TFE

Serious Sam HD Review


Developer: Croteam
Publisher: Devolver Digital & CDV Software Entertainment 
Platforms: Steam (reviewed) & Xbox 360
Genre: FPS
Release Date: 24 November 2009
Price: £6.99


In today's market it is fairly unusual to find a first person shooter which doesn't try to overload the player with a "meaningful" story line, a more realistic experience or numerous customization options for practically anything the player can think of. "Serious Sam HD: The First Encounter" is an exception which takes the player back to a time where the rule was "shoot everything you see, no exceptions" and although this doesn't take much thought it provides a fun and oddly refreshing experience. "The First Encounter" is set in Egypt with the plot revolving around collecting elements in order to travel back in time, a truly flawless storyline! Though the game may be lacking in the narrative department it makes up for it with the intense, non-stop gameplay which requires the player to stay focused if they want to stay alive.




Staying alive provides a challenge with the game launching wave after wave of enemy forces at every turn. Enemies consist of horse-like skeleton creatures, soldiers with saw blades for heads, giant walking robotic brains with laser cannons, scorpions with machine guns and headless kamikaze soldiers, who comically scream as they charge towards you, and this is only naming a few.

Sam is however well equipped to take on the variety of ludicrous enemies with an equally varied arsenal including shotguns, machine guns, lasers, canons and rocket launchers. Though there is about sixteen weapons in the game I found myself sticking to about four, with the others becoming more and more redundant as the game progressed. A lack of ammunition wasn't a problem for me however I can see it causing issues on the harder difficulties in the game.

The game, however simple it may be, is most definitely not easy. The continuous bombardment from every direction requires quick reflexes so the player doesn't get overloaded by enemies who can deal fairly large chunks of damage at a time. Trying to deal with enemies as soon as they spawn is the best plan of attack however they spawn so frequently that the player can often be overrun. On a couple of occasions I found myself being literally thrown around by countless charging bull type enemies leading to my inevitable death.




"The First Encounter" seems to have a fairly even difficulty curve by which I mean it starts by sending multiple enemies at you and ends by throwing everything including the kitchen sink. However this onslaught or enemies can be tackles in a group of up to 16 players in co-operative play and although I didn't get to try this feature due to no-one being online, I can imagine it being amazingly good fun.

The game takes most elements back to root level with health and armour packs dotted around each level as opposed to health regeneration found in most fps games today. Level layouts are largely liner with any tasks simply requiring the player to push buttons or find a key in order to progress. The fast paced "shoot on sight" gameplay takes centre stage however it does run the risk or feeling largely repetitive. Impatient gamers shouldn't be put of by this though as the game is one that you can simply dive in and out of at will.

By the midway stage in the game the player will have seen practically ever enemy the game has to offer which does get boring, creating the feeling that you're merely fighting clones. Waves of enemies can become tiring when locked in a room or arena to do battle with the same enemy for minutes on end. However this is a HD remake much can be forgiven.

The visuals in the game are impressive, especially when you look back to the original, which has not aged well, it shows what a good job the developers have done. Everything now looks bright, crisp and colourful which is exactly what you want from a HD remake.

 
Serious Sam The First Encounter (2001)
Serious Sam HD: The First Encounter (2009)

As with the co-operative play, I was unable to play the deathmatch mode due to lack of online users so I can't really comment on it. I imagine it would be very like unreal tournament or quake online and if the opportunity arises I'll definitely give it a go.

As a newcomer to the series I would recommend "Serious Sam HD: The First Encounter". The old-school gameplay provides a solid adrenaline fuelled experience and though it is very simplistic and short in comparison to modern fps games it definitely holds its own. If you are looking for relentless action or simply just want to shoot things until they explode "Serious Sam" will deliver.


- Tom Seed

Friday, 13 April 2012

Game Review: The Pinball Arcade - As Good as it Gets






  • Publisher: FarSight Studios
  • Developer: Crave Entertainment
  • Platforms: Xbox 360 (XBLA, Reviewed), Playstation 3 (PSN), iOS, Android, Macintosh. Windows PC and Nintendo 3DS announced
  • Genres: Simulation
  • Players: 1-4
  • Release Date: April 4, 2012 (PSN/XBLA)
  • Price:  $10/800 MSP (PSN/XBLA)

By now, it’s probably safe to say that a good majority of the gaming population has never experienced the joys of a real arcade. Pinball tables have become scarce which is a particular shame since, even more so than most arcade cabinets, there’s really no way to truly recreate the physicality and connectedness of real pinball in a virtual environment. The Pinball Arcade from FarSight Studios comes damn close, reproducing in painstaking detail every nuance and quirk that exists on their real-life counterparts.

PS3 and 360 owners who are familiar with any of the four tables initially available with the game (selections from Bally, Williams, Stern and Gottlieb – Theatre of Magic, Tales of the Arabian Nights, Ripley’s Believe it or Not! and Black Hole, respectively) will immediately feel right at home, and should find that for the most part, the action and ball physics feel just about right. Everything from the table art and playfields to the sounds, soundtracks and the dot matrix displays are meticulously recreated and a blast to play. But I want to make this clear right away: The Pinball Arcade is as much for people who have never been lucky enough to experience a real table as it is for nostalgia seekers and enthusiasts.

Black Hole, with its reversed lower playfield
Video pinball isn’t anything new, of course. Notably Zen Studios have emerged as champions of the genre, with Zen Pinball and its upcoming sequel (PSN), and Pinball FX & FX2 (XBLA), touting realistic physics and ball control. Now, I’m lucky and I have access to a wealth of great tables locally – including one found in this collection, and I can say without hesitation that The Pinball Arcade plays more like the real thing than any other pinball simulation I’ve played to date. Whether I can say that someone will prefer it over Zen’s offerings isn’t for me to say and frankly, would be splitting hairs anyway; the real draw of the game is quite simply the allure of getting to play these masterpieces of pinball design, recreated here with impeccable accuracy. FarSight’s attention to detail and fine tuned game play is astonishing.

It’s not all perfect, mind you. The overall presentation of the game leaves a lot to be desired in its current state. Control options are limited, there is no support for multiple controllers and with the PS3 in particular there is no Sixaxis support for nudges, which feels like a major missed opportunity. Gameplay settings aren’t saved between sessions, a minor if perplexing omission. Getting a good view of the action is fairly good, with three angle settings, switchable between fixed- and follow-camera options, though more angles wouldn’t hurt. The view at the plunger in particular is far from ideal and cannot be changed, though FarSight have confirmed directly that this will be improved upon in the future. 

Ripley's Believe it or Not! Hands down the most complicated of the group
Also gone is the kitschy virtual arcade used for table selection last seen in FarSight’s previous effort, Pinball Hall of Fame: The Williams Collection but instead of a simple list format, tables are selected through a clumsy scrolling lineup. While this isn’t much of an issue at the moment, once DLC tables start rolling in (the developer is aiming for an average of one table per month), things are going to get clumsy very quickly. Thankfully, along with frequent content updates, FarSight have been forthcoming and committed to improving the user experience. As it stands, the out-of-game functionality is passable and really doesn’t detract from the excellent game play found within. 

Thankfully, the game does go to great lengths to ensure one can make sense of what's expected of a player, with each table including comprehensive rule sets, broken down into short, individual pages that point toward the goals as they’re explained. This helps a great deal where some of the more cryptic (or just plain expansive – the Ripley’s tutorial sports nearly 400 pages!) table goals are concerned, and will help you immensely if you plan to rack up the best scores and see how you fare on the leaderboards. They’ve even included short write-ups on the history of the tables, right down to scans of the promotional fliers that were sent to arcade owners back in the day.

At 800 points/$10 for the initial release and an expected 400 points/$5 for DLC (it’s expected that tables will be released as two-packs for consoles; other platforms have different pricing and availability), The Pinball Arcade is priced right in line with its direct competitor, somewhat impressive considering the licensing hell FarSight is likely to be faced with in securing the rights to the properties. It will be interesting to see whether they will be successful where other licenses are concerned; legendary tables like Addams Family, Twilight Zone and Indiana Jones, just to name a few, aren’t likely going to be easy to obtain. While I won’t hold my breath, the fact that Ripley’s Believe it or Not! is already present here is a very good sign (and having the rights to Stern Pinball is promising, being a company famous for their movie- and TV-themed tables). 

Even without any household names, pinball has a long and varied catalogue full of bizarre and memorable themes, easily standing on their own merits. Williams’ [Ye Olde] Medieval Madness (a personal and fan favourite) and The Machine: Bride of Pinbot, have already been announced as the first DLC tables for PSN and XBLA, with several titles named for future updates, including massive hits like Cirqus Voltaire, Funhouse, Attack from Mars and Creature from the Black Lagoon.

Welcome to the Theatre!
FarSight has gone out of its way to ensure as many people can play their game as possible, too. iPhone and iPad players have been enjoying the iOS version  since late 2011, Mac, Android, PSN and XBLA versions all released recently, and Windows and Nintendo 3DS versions are expected as well. Of particular note to PS3 and Vita owners, your $10 gets you BOTH versions of the game, and the Vita offers the ability to play in a vertical orientation for maximum screen real estate. This is a serious perk and should be considered your best option if you are having trouble deciding which platform to get it for. 

If you haven’t gathered already, the folks at FarSight are committed to making this the definitive video pinball experience. They’re working hard to ensure everyone can have a copy of the game, they’ve landed licenses for all four of the big manufacturers (and it has been confirmed that the Stern licence carries rights to tables from SEGA and Data East), have already secured some blockbuster titles and have committed to an aggressive release schedule with a timeline that spans years.  It’s a clear labour of love and we’re reaping the benefits. The downloadable domain is a natural environment for this kind of game and is a natural progression from FarSight's previous disc-based efforts with the Williams/Bally/Gottleib collections. And that’s all just icing on the cake that is the best real pinball simulation available.

Tales of the Arabian Nights - Perhaps the classiest table ever conceived.
If you don’t have access to a real machine... hell, even if you do, The Pinball Arcade is a worthwhile investment for any fan or curious newcomer. It already stands as the next best way to experience some truly classic tables and promises to keep it that way for the foreseeable future. Even if you have no nostalgia for these classics of a bygone era, if you’ve played a pinball video game and enjoyed it, you really can’t do better than The Pinball Arcade. 

It’s man vs. machine at its best, and even though the machine always eventually wins, you never really lose. Get flippin’!


- Ryan McLaren

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

Thursday, 29 March 2012

Weekly Gaming News 26/03/2012

  Welcome to the weekly gaming news. Another week has passed and Confab have everything you need to know from the week, gaming wise. Disney Epic Mickey 2 has been officially announced, brand new trailer for Littlebigplanet Karting and the release of the iPad 3. The most anticipated 3ds game Kid Icarus: Uprising released yesterday in Europe and Australians will be able to get their hands on Kid Icarus next Thursday.


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
Bastion sheet music now available for $0.00 through Supergiant
Notorious hacker Geohot arrested for marijuana possession 
GAME store closure letters go out to customers 
R18+ computer game category one step closer
Online Pass game included in latest EA server shutdowns
One BioShock Infinite level contains three times more dialogue than all of BioShock 1
Capcom on the hunt for Street Fighter X Tekken hackers 
Pre-order to get Far Cry 3: The Lost Expeditions Edition 
'Disney Epic Mickey 2: The Power of Two' coming to Wii, PS3, and Xbox 360
Politicians propose cigarette warning labels for games
Assassin's Creed 3 multiplayer comes from old studio, new lead designer
Assassins Creed 4 May Take Place Before Assassins Creed 3
Max Payne 3 'crews' carry over into Grand Theft Auto V multiplayer 
Epic Mickey 2 announcement trailer
Prey 2 cancelled
New Battlefield 3 Patch to Hit PS3 on March 27, PC & 360 TBA


Sony
I Am Alive PSN release date announced
Escape Plan is the most downloaded Vita game in the US
The Simpsons, Escape Plan top February PSN downloads


 Microsoft
Dragons Lair on XBLA to have Kinect support


Nintendo
Nintendo Failed To Win Any Awards At Tonight’s British Academy Video Games Awards
Metal Gear Solid Creator Talks About Making A Wii U Game
World Of Warcraft And Counter Strike Plus Others Coming To Wii U eShop?
Epic Mickey sequel for 3ds to be revealed next week 
Kid Icarus: Uprising - first 15 minutes 
Darksiders 2 Reconfirmed As A Wii U Launch Game
Disney Reveals The Cute Epic Mickey 2 Box-Art
Nintendo showoff new Padora's Tower trailer
GameStop No Longer Accepting GameCube Trade-ins From April 2nd 
Adventure Time Confirmed for DS
Assassin’s Creed 3 Wii U Details From Nintendo Power
The Wii Is The Lead Platform For Epic Mickey 2
Next Nintendo 3DS Firmware Update Detailed?


PC/MOBILE
Borderlands 2 PC-Exclusive Features Revealed
Skyrim Patch 1.5 beta available on steam
Hard Reset expansion will be free for pre-release Steam owners 

Baldur's Gate 3 is "our long-term goal", says Beamdog
Overhaul Games Considering Kickstarter Project to Fund Baldur's Gate 3 
Zynga buys Draw Something dev OMGPOP
Humble Bundle for Android #2 brings Canabalt to Android - (Direct Link)
Curiouser and Curiouser: EA-Published Game Appears on Steam
Baldur's Gate: Enhanced Edition confirmed for iPad

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Sony have released a trailer and some new details about their upcoming arcade racer LittleBigPlanet Karting.


United Front Games are developers behind this project, which seems logical as they developed the Modnation Racers series which was already seen as the LittleBigPlanet of racers. UFG have said they will be putting as much time and effort into this as they did with Modnation Racers.


See More.


- Michael Johnson

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Once again a bunch of Assassin's Creed screenshots have been leaked. This time on NeoGaf. Six beautiful screenshots showing off some of the great features in the upcoming Assassin's game were posted.


Check out the original post here.


- Michael Johnson


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Earlier this week Apple released their weekend launch sales figures for the "New iPad". The New iPad moved 3 million units over in the first 3 days, The strongest iPad launch to date.


- Michael Johnson

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 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.


- Tom Seed

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Date:
Game Title:       
Platforms:
20th March 2012Ys: The Oath in FelghanaSteam
21st March 2012Rayman 3 HDPSN/XBLA
21st March 2012Sine MoraXBLA
22nd March 2012WarpSteam
23rd March 2012Armored Core VPS3/360
23rd March 2012Kid Icarus: Uprising3DS
23rd March 2012Ninja Gaiden 3PS3/360
23rd March 2012PokéPark 2: Wonders BeyondWii
23rd March 2012Resident Evil: Operation Raccoon CityPS3/360/PC
23rd March 2012Total War: Shogun 2 - Fall Of The Samurai [Stand Alone Expansion]Steam
23rd March 2012Tropico 4: Modern TimesPC
23rd March 2012YesterdaySteam

Date:
Game Title:       
Platforms:
20th March 2012Ys: The Oath in FelghanaSteam
21st March 2012Rayman 3 HDPSN/XBLA
21st March 2012Sine MoraXBLA
22nd March 2012Armored Core VPS3/360
22nd March 2012BlazBlue: Continuum Shift II3DS
22nd March 2012Ninja Gaiden 3PS3/360
22nd March 2012Resident Evil: Operation Raccoon CityPS3/360/PC
22nd March 2012Total War: Shogun 2 - Fall Of The Samurai [Stand Alone Expansion]Steam
22nd March 2012WarpSteam
23rd March 2012YesterdaySteam

Sources: My Nintendo News - Games On Net - Joystiq - Inside Gaming - Eurogamer -


Image Source: Saiyajin Mui - Beesafree - KingAciD


- Michael Johnson

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