Monday, September 24, 2012

LittleBigPlanet Vita


Two handheld platformers in one month? What's going on?? With Nintendo's flagship character recently jumping back into the handheld scene with New Super Mario Bros. 2, it's only natural that Sony would not only want a platformer that can stand up to the moustached one, but also a game that would make gamers say "I need a Vita, NOW".
So how does Sackboy's on-the-go outing stand up to the classic might of the mushroom kingdom? Is it worth a buy? Read on and find out!

STORY
LittleBigPlanet Vita builds upon the improved story features of the 2nd console game. Sackboy is transported to the world of Carnivalia, where a mysterious and malevolent force known only as the Puppeteer is sucking all of the Happiness and Joy from the world. Using his minions, the creepy Hollows, he tears parts of the world apart as revenge for the world booing his performances.

It's actually kind of an enthralling story, with the mystery surrounding the Puppeteer being one of the driving forces for wanting to continue the story. The character's are entertaining, particularly the Wannabe action star Shawn Brawn and the redneck daredevil, The Unbelievable Otis.

PRESENTATION
Despite being on a much smaller screen than it's console counterparts, LBPV is near indistinguishable from it's older siblings (visually, at least). The same craftwork visual style applies here, and the graphics are surprisingly smooth and detailed. The worlds all have their own unique vibe and interesting visual flair; from the action-movie inspired Jackpot City, to the junkyard themepark.

Keeping with the unique visual styles, the main characters (the creator curators) are all interesting and fun to interact with. The uber macho combination of Popeye and Snake Plisken that is Shawn Brawn, the insane sentient crash test dummy known as The Unbelievable Otis, the overzealous ringmaster Colonel Flounder; these are all interesting characters that I truly enjoyed spending time with.

The music, as ever, is varied, and perfectly suits each level it's on. The action movie score of the Jackpot City levels, the generic rock guitar in the junkyard rollercoasters and the circus music style of La Marionetta; they all add to the personality of this game.
Add to that, the pitch perfect voice acting that really sell the characters and the world itself.

I have no issues with the presentation in this game. Sure, alot of people may call it childish... But I think this is a breath of fresh air, in a gaming landscape filled with greyish brown shooters and by-the-books RPGs.

GAMEPLAY
Now this is where LittleBigPlanet Vita really sets itself apart from the rest of it's franchise. It's mainly because of it's change in platform, but before I get to that, I'm going to cover the basics.

The platforming feels as good as ever. If the floaty jumping put you off previous games, then it won't change your mind here. That said, I still find it easy enough to make precision jumps. The swinging and speed attack elements do their bit to keep you on your toes, while the puzzle sections keep your mind sharp without being frustration.

Now, with the move to Vita, LBP gains some new mechanics. While features introduced in LBP2, such as the creatinator and the grabinator, are still prevalent, alot of the game's focus is on the magic of "Touch".
Using the system's front and rear touch pads, blocks can be pushed in the background and foreground, respectively. They also allow you to move certain blocks, and pull mechanisms to use them as catapults. The uses are so varied and so well implemented that it never feels like the mechanic was JUST shoehorned in there. It works well, and doesn't detract from the main experience.

Other features, such as tilt, play into manipulating certain objects (swings) or vehicles (like a rolling ball).

So the core mechanics work as well as the older brothers of the LBP family, while also introducing system specific mechanics that aren't just shoehorned in. They make sense in the context of the game, and they're actually fun to use.

But, as I said earlier, if the floaty platforming mechanics are enough to turn you off the LittleBigPlanet games, then this will be no different.

REPLAYABILITY
Much like the previous LBP titles, there is potentially unlimited replay value here. Not only are there a multitude of costumes, stickers and decorations to unlock, but there are also the huge amounts of Player Created Content that will soon flood the servers. And if that doesn't do it for you, then there's the diverse, easy to use, difficult to master, level creation kit. The world is your sandbox. It's up to you to make it fun.

OVERVIEW
LittleBigPlanet Vita may just be the DEFINITIVE version of LittleBigPlanet, if only because it has the tightest controls out of the main games. On top of that, it inventively uses the unique ways to play without detracting from the main experience. The game oozes with personality, much like it's predecessors, and this game is honestly pure fun in the palm of your hand.
While he may not have the world renown of the Mario Bros, Sackboy is carving a name for himself in the Platforming arena, and I for one welcome the innovative, creative, personality driven games that continue being made around this lovable sack person.

In short, if you love LBP, and you don't have a Vita, it's time to get one, I think. If you have a Vita, LBPV is a must have for any self respecting game catalogue.

The next review will be Borderlands 2. Will it succeed where it's first installation failed in my eyes? We'll find out. See you next time!

Sunday, September 16, 2012

Transformers: Fall of Cybertron


You may remember that I reviewed War of Cybertron when it came out, and I remember it quite fondly as the only truly great transformers game. Two years have passed, and High Moon Studios are back to follow up their pre-cartoon game with a sequel. Which is also pre-cartoon. Will High Moon strike the same sweet spot? Will they surpass the previous awesomeness of War for Cybertron? Or will it disappoint on all points?

STORY
Following on for WFC, Fall of Cyberton begins at the end of the campaign, as the Autobots and Decepticons each try to flee their Dying homeworld of Cybertron. After some stunning battles, it flashes back to six days prior, where the War for Cybertron is in it's final days.
The campaign plays out the Autobot's and Decepticon's plans to escape their home, in order to find a way to save it, and dominate it, respectively.

The story is just as interesting, if not more so, than its predecessor, as it jumps between multiple characters and factions. One mission will have you playing as the Autobot Leader, Optimus Prime, as he scrambles to hold back a wave of Decepticons, or as the Decepticon "Combaticon" Vortex, as he attempts to sabotage an Autobot convoy. It adds a nice amount of variety, instead of just giving you control of only a couple of characters (or multiple characters who don't vary much at all).

I will say, however, that the game (however interesting) is quite short. A little under 8 hours. It's not quite "Homefront" bad, but it sure ain't "Darksiders 2".

PRESENTATION
Like the previous game, Transformers: Fall of Cybertron looks great. Unlike War for Cybertron, however, there's a lot more variety in the visuals. From the dark void of space, to the red, dusty visuals of the Rusted Ruined Autobot City, each level has it's very own feel, which I appreciated alot after the samey metal corridors of the last game.

The music is largely forgettable, but serves it's purpose well enough, helping the combat scenes feel suitably epic. The voice acting on the other hand is spot on. Peter Cullen reprises his role as Optimus, as Fred Tatasciore does with Ratchet and Megatron. And in a move that fanboys will love, I'm sure, Gregg Berger voices Grimlock for the first time in twenty five years. Also lending their talents are video-game mainstays Nolan North and Steven Blum.

GAMEPLAY
While much of the gameplay remains the same between the War and the Fall, there are some differences that I feel benefit the sequel. For example, each new chapter features a different Transformer. This allows for unique gameplay in each section, whether that be Optimus' ability to call down airstrikes and control Metroplex, Grimlock's Dinobot form, Starscream's sabotage abilities or Swindle's grappling hook.

Much like with the story, this keeps things varied and fresh, and it definitely made me want to keep playing to see who or what came next.
There are a couple of cool variations on the multi-character feature. Swapping between characters/chapters is almost seamless in certain chapters (like changing from Starscream to Grimlock [play it and see what I mean]) and the finale features so many different Transformers and transitions that it really stands out in my mind.

Overall, the shooting feels quite a lot smoother, but it's sad to see that no Transformers have a signature weapon. Weapons are free to switch out, but it makes me feel like the gunplay aspect of each character is NOT unique.
Vehicle sections, on the other hand, feel alot more smooth and deliberate, as certain situations just call for you to transform and get the hell out ASAP.

Minor problems still persist, there isn't a huge variety of enemies. There's a few more than in War, but still not many. And there's no boss fights! Trypticon was fantastic in War for Cybertron. The end fight is close, but still not fantastic as far as boss fights go.

REPLAYABILITY
Unlike the first game, there are no collectibles here (as far as I could tell), so unless you're replaying the campaign for the sake of it (which I will be), you'll find most of the replay value in the multiplayer. Which is OK, because the online game is some of the most fun I've had with an internet connection .
Normally, I wouldn't go on about multiplayer, but Transformers: Fall of Cybertron has some of the best I've seen in years. Tight controls, fun vehicle(ish) combat, great customisation, excellent battlefield traversal and just enough emphasis on class tactics. Each class is a viable option to compete, and they're all fun to play.
Good stuff, really.
It also has the obligatory horde mode, but if you've seen one, you've seen them all.

OVERVIEW
I enjoyed War for Cybertron two years ago. And now, with the long awaited release of it's sequel, I can honestly say Transformers: Fall of Cybertron is the superior game. The main improvements all have to do with variety, whether that be of the scenery, the characters or the actual gameplay itself. The story is interesting, the voice acting is great, and the gameplay (for the most part) is improved in subtle ways. Transformers fans should get this game, as should fans of a good shooter.

Next week, I review... I don't know. Perhaps Borderlands 2? Or LBPVita if it's out.
Anyway, see you next time!

Sunday, September 9, 2012

New Super Mario Bros. 2

Hooray, it's time for my first 3DS review! While not my first 3DS game, this IS the first 3DS game I've had to review soon after it came out. Woohoo relevancy! So yes, I've played New Super Mario Bros and New Super Mario Bros. Wii, and still, the title "New Super Mario Bros" anything seems like a misnomer. But whatever, semantics aside, it's time for the review!

STORY
Assuming you've played one of the New Super Mario Bros games (or any Mario game, really) this should be old news to you. Bowser's kids (the Koopalings) decide to kidnap Princess Peach, and being two of the only capable beings in the Mushroom Kingdom, Mario and Luigi set off to rescue the damsel.

Sound familiar? I know that people complaining about the lack of innovation in Mario games (or Nintendo games in general) is not a new thing, but a little bit of change wouldn't go amiss. I mean, while pretty much a different game, didn't people enjoy the original Super Mario Bros 2? Obviously they did, because it got remade for the GBA. Why not add some of those features into the New Super series? Sure, it's not necessarily innovation, but it's different from the Bowser kidnaps Peach story.

Aside from the bare basics of the game, there really is no story here. It's terribly disappointing.

PRESENTATION
As with the others in the "New" series, the graphics are pleasing, and the 3D update to the old sidescrollers is still a good look. Despite that, I'm yet to see any real new environments or visual themes in the game. If it wasn't in the original Mario Bros. series, then chances are it came from somewhere in the "New" Franchise.

Similarly, the music isn't anything new. Super Mario #D land had some cool audio ideas, but NSMB2 just uses the familiar old tunes. Sound effects are pretty much ripped from your childhood. The A Capella style for the music is charming, but tends to get old fast.

For the most part, the 3D effects don't detract from the game, but they don't add much to it. They just blur the background, giving you a sense of distance. I will say, however, that during the final boss, the 3D effects look pretty sweet.

GAMEPLAY
Here's where things get a little new, but I'll get to that in a moment. For the most part, NSMB2 plays just like the Mario platformers of recent times. You'll run, jump, ground-pound, wall jump and collect power ups to reach the flagpole or boss battle at the end of each level.

The raccoon tail makes a return via the superleaf, allowing you to take a run-up and fly, as well as series staples: the fire flower and the invincibility star. There is a new power-up however. The Golden Flower allows Mario to transform whatever he shoots into gold coins. And here-in lies the biggest new "feature" in the game.

New Super Mario Bros 2 is the first Mario Bros game I've ever played that had an actual focus on collecting your everyday golden coins. I mean, they've always been there to give you a life per 100 coins, but have you ever gone out of your way to get coins?
No. You haven't. Unless you really needed a life.

NSMB2, however, spurs you on your money grubbing adventure by having a persistent coin counter. Every coin you collect over the course of the game comes here, and the overall goal of the game (Past beating bowser and his kids) is to get one million coins. It certainly makes coin collecting seem alot more important, and new features like the Golden Flower or golden ring (which makes enemies produce coins) give you opportunities to fill your wallet.

But what do you get at the end of it all? Honestly, without wanting to spoil it, your reward seems hardly worth it (though I'll leave that up to you guys to determine).
At the end of the day, you probably aren't here for the coins. Though you can't count on Mario for interesting stories or innovation, you can always count on the fat little Italian for solid platforming action.

REPLAYABILITY
Like any Mario outing, the gameplay is fun enough for you to come back just on the gameplay's merits. That said, there are still plenty of star coins to collect, as well as secret worlds to visit. And if that's not enough, theres always the million gold coin challenge. Replay value is quite high here.

OVERVIEW
Like many recent Mario games, Nintendo has decided to rely on the past again for a few quick bucks. Mario games will always sell, if only because the gameplay is always fun. In saying that, however, the game just doesn't seem to have a soul of it's own. It's only new features seem to concern the collection of money, which I guess could be saying a thing or two about Nintendo at this stage.

What I'm trying to say is that New Super Mario Bros. 2 is fun. It plays well. But if you've played the other 2 "New" games, or even any of the older titles, then you've already played this game. If you want something fresh, this is not the game for you.

Next time, we take a look at Transformers: Fall of Cybertron.
See ya!

Tuesday, September 4, 2012

Darksiders 2

Running a bit late on this review and I apologize, but there is a reason for this. Darksiders 2 is a BIG game. Most sources say its about 20 hours, but it's not quite that long. Factor in personal commitments (you know, work and stuff), and that leaves me with less time than I'd like to get into a game of this size. BUT, all that said, I have completed it, and I can safely say I'm ready for this review.

STORY
If you played the first Darksiders, you should be ready to pick up and play Darksiders 2. If not, here's what you need to know. As the forces of heaven and hell collide on earth, War (the horseman of the apocalypse), rides in to fulfil his responsibilities. However, the last of the Apocalyptic Seals was not broken, and the Horseman's interference is blamed for causing the end war too soon. The events of Darksiders take place roughly 100 years after the accidental apocalypse, after War has been held captive by the Charred Council (keepers of order in the universe).

Now, while this has been happening, what of the other 3 horsemen? As War strove to prove his innocence, his brother, Death, went about clearing War's name another way.
To exonerate his fellow horseman, Death seeks a way to restore humanity to the balance, thus reversing one of the most noticeable effects of the End War (humanity's extinction).

As epic as the story sounds, it seems to take a while to gain traction. While Death's goal remains the same over the duration, it barely get's mentioned after the first few conversations. Despite all his efforts aiding in his search for a way to restore humanity, Death seems to get sidetracked with other peoples problems, which is standard fare for video games, but those stories tend to take centre stage.
In particular, Death's main goal is overshadowed by the ever present Corruption, which hinders the Journey at every turn.

In all, while the game does flesh out the world a bit better, the main story is unfocused, as what would appear to be a minor plot point seems to take up most of (if not all) the story, while the overarching goal really only comes to the forefront around halfway through the quest.

PRESENTATION
The overall feel of Darksiders 2 seems to be, let's make it bigger and better. While Darksiders felt suitably epic at the time, Darksiders 2 blows it's predecessor out of the water. The environments are huge; instead of the Hub world that connected all of Darksiders' levels, Darksiders 2 is made up of 4 or so huge, open world maps. These act as the Hub world between dungeons, but it's so huge that it all feels like one big organic world. Sometimes, however, it feels a little too big. It's not as densely populated as it should be, giving the game a rather empty feel at points.

The game is accompanied by a suitably epic orchestral score, and the slashing and smashing sound effects of combat all add to the visceral feel that is essential to a game like this. And whenever you aren't killing something, you'll be treated to some suitably larger than life voice acting as Death deals with beings older than time itself. Death in particular is more likeable than War, if only for his highly sarcastic, narcissistic tone of voice and way of interacting with others.

GAMEPLAY
If you were of the impression that Darksiders ripped too much off from games like God of War, Zelda and Portal... Well, I have some bad news. Darksiders 2 is all that, and more. It's combat is highly reminiscent of God of War, it's just as fast paced and visceral as the game it's paying homage to. Where it falls short in this aspect is the depth of the combat. D2 does have some timing based combos, where shorter or longer pauses can affect how the combo plays out, but there just doesn't seem to be a whole lot of variety.
Luckily, D2 also borrows from games like Diablo and Borderlands, giving players access to copious amounts of loot with which to customize their Death. Being able to choose different weapon combos does provide a certain amount of variety that it would be sorely lacking otherwise.

The Zelda style exploration and back tracking returns, forcing players to utilize many skills and gadgets along their journey. The grappling hook style Deathgrip and Portal-gun-esque PhaseWalker are similar to features in the previous game, but new toys such as the Soul Splitter make some of the puzzle work quite interesting and refreshing, especially when certain gadgets are combined.

As I said before, the over world can feel somewhat underpopulated, and because it's so big, traversal can get annoying. On foot, it would take forever to get from point A to point B, but with Despair (Deaths Horse), things speed up a little. In the Dungeons, where Despair is unavailable, it's a different story. Death moves so slowly while walking, and there's no sprint button. I found myself dodge rolling forward to go a little faster!

With that in mind, Death isn't always slow. Unlike War, platform traversal with Death is swift and fun. Wall running, climbing, swinging and jumping all feel natural after a little moment of adjustment, but I still feel like something as simple as a double jump would have made the game flow a little smoother (if only in the beginning stages).

So with some features from God of War, Portal, Zelda, Diablo and Prince of Persia, there were alot of possible outcomes. Instead of being a schizophrenic mess, or shameless rip-off, Darksiders 2 becomes it's own game that utilizes it's gameplay elements well together. It may not be as good as the some of it's parts, but it is it's own unique game because of them.

REPLAYABILITY
As I said at the top of this review, Darksiders 2 is a long game (at least by today's standards). I completed the main questline in somewhere between 13 and 17 hours, but there are quite a few side quests to complete as well. In fact, four of the best boss fights in the game belong to one such questline.
On top of that, there's collectible book of the dead pages, as well as special artefacts and stones of power.

OVERVIEW
While many could say that Darksiders 2 is highly derivative of alot of other games, I'm of the camp that says, yes, it features mechanics prevalent in other games, but Darksiders 2 brings them together in such a way that it feels like it can stand on it's own two feet. Puzzle solving and platforming are played out quite well with the use of various gadgets, and the combat is fast and visceral and fun.

Problems like and empty overworld, controls that take some getting used to, a truly painful run speed and an unfocused story do take away from the experience, it's true. But after spending such a long time on this game (comparatively speaking) I can honestly say that I don't feel like I've wasted time here.

As always, thanks for reading to those who are, and next week it's either New Super Mario Bros. 2 or Transformers: Fall of Cybertron. See you next time!