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Showing posts with label Bargain Bin. Show all posts
Showing posts with label Bargain Bin. Show all posts

Wednesday, 19 May 2010

"Bargain Bin" Review- Mini Ninjas [PS3]

Publisher: Eidos Interactive
Developer: IO Interactive
Released: 11th September 2009
Other Formats: Xbox 360, PC, Wii, DS

Mini Ninjas is a 3D action adventure game with enough charm and brilliance, along with a batch of childish toilet humour to facilitate an all round enjoyable flick. A strange choice of direction then for IO Interactive, the developer behind the Hitman series and the masochistic Kane & Lynch: Dead Men, but one which ultimately pays off.

An opening animation sets the plot of the game running- the narrator informing us that the once tranquil kingdom in which the game is set has seen an evil warlord once again disrupting the balance of nature, causing storms, floods and the like. It's up to the remaining two ninja and, you guessed it, you as the player, to restore balance once again and bring peace back to the people. The generic story does little for older players but gives simplicity to actions for younger gamers, which is the intended audience of the title. The incredibly simple aesthetic of the game, from its smooth 3D modelling, hand-drawn backdrops and Eastern décor delivering a beautiful setting, whilst the individual character models of the 6 ninja all give warmth and personality to the overall experience.

Starting out as Hiro (one of six eventual unlockable ninjas that can be interchanged on the fly with a push of 'L1'), a quick tutorial giving credence to the basics of game play stands in the way before you can leave. Attacks amount to two “attack” buttons ('Square' and 'Triangle') whilst 'L2' initiates a block; a hold of 'Triangle' meanwhile, allowing the execution of a “special” move- each individual to the character (Hiro, for example, can slow time down to allow the player to 'paint' targets to attack, resulting in a flurry of swipes and quick removal of all in his way. The use of which are governed by the number of red energy spheres in your grasp (a total of up to 3), which can be picked up from fallen enemies. Hiro is also inclined to use “Kuji magic” (which results in the “kuji” level depleting), a batch of separate spells that can be found within the world to unlock their use; including, amongst others, the 'Lightning storm', 'Tornado' and 'Spirit form'- which can turn Hiro into any of the animals within his immediate area. The careful use of the magic gives variety to what first seems a set of incredibly simple game mechanics. The different ninja also having separate and unique set of skills- Hiro is especially good for sneaking and stealth whereas the larger Futo may be used for his strength against particularly nasty foes.

The fluidity of game play along with the quick menu switches between the different ninja is the game's key draw, providing simplicity while also allowing more keen gamers to get sufficient depth from the number of different options in possession to them. Saying which, however, the endless drones of enemies that are greeted wave upon wave through progression in each area does get tiresome after some time, even with the number of different enemy types on show (from the simple swordsmen to the archers and guardsman). Saying that, the way in which each section of the game is designed in a distinct style (such as water, ice, wind) which, in itself corresponds to the end boss of that particular section somewhat alleviates this mundanity with a refreshing palette change before the design grows truly stale. The child-friendly hint system, the “advice from God's” mechanic, provides the player with a reminder of their current objective and arrow to point the way with the tap of 'up' on the D-pad- the use of which available at any time and most probably needed by many players since the linear structure of levels is often halted with exploration of the open areas for any of the many collectibles that can be found within the game. The main collectible “Kuji statues” scattered to and fro over the map whilst ingredients to make any of the potions (through the 'Select' menu) that restore the magic meter, health meter or replenishing red spheres, also ought to be picked up. Health is governed by a bar represented in terms of 'hearts', which are also divided further into smaller hearts. The health bar can be extremely quick in depleting if not timing dodges and parries successfully enough, so clever consumption of potions at critical moments and picking the health-restoring apples is key to getting to the next checkpoint within the level before your hero falls to his knees in loss.

In the end, it's easy to recommend Mini Ninjas to young and older gamers alike. As I've mentioned, the game's initial simplicity can be opened to an underlying depth that is often lacking in other games for its intended audience. Whilst some aspects of the game are severely misjudged (the boss battles are way too simple and short, the use of the dodgy Six-axis control), the overall appearance, levelling system and tongue-in-cheek experience is worthy of a play. IO Interactive may be returning to more hardcore territory with the return to the Kane & Lynch franchise but judging on this performance, I certainly wouldn't mind them returning to the casual market in the future.


Thursday, 29 April 2010

"Bargain Bin" Review- Brutal Legend [PS3]

Publisher: EA
Developer: Double Fine Productions
Released: 16th October 2009
Other Formats: Xbox 360

Bioshock's final boss fight, Mass Effect 2's mining, Far Cry 2's re-spawning enemies. What do they have in common? They are all great games let down by tiny aspects of design that hinder the overall experience. But where a boss fight at the end of a truly atmospheric, hugely accomplished title can be seen as a little misstep on what is considered one of the greatest games of the generation, it is a little harder to forgive Brutal Legend's use of its real-time strategy hybrid 'Stage Battles', time and time again. In fact, it acts as a significant portion of the game. But more on this later...

From Tim Schafer, of Grim Fandango and Monkey Island fame, Brutal Legend is first and foremost, an action-adventure game with an infusion of RTS-style mechanics. Schafer's hand lends itself to the writing, creative direction and design of the game, which uses its heavy metal inspiration to deliver a story of roadie Eddie Riggs, voiced by Jack Black, who has been sent to an unnamed fantasy world of rock to overthrow the evil forces at work.

The world, first and foremost, is fantastically crafted. Taking its inspiration from heavy metal, this is a world where awesome solos are used as literal face-melting attacks and guitar's are used as overpowered weaponry. The open-world is filled with landmarks such as 'Devil Thorns', locations such as the 'Dry Ice Mines' and 'Bladehenge' and populated by fantastical beasts of rock. It's refreshing to see a game's design so involved in a singular vision, the heavy metal inspiration is everywhere, from the character models to the superbly integrated soundtrack and the art style of bone, stone and metal. It even lends itself to the combat, a mix of axe and guitar combos and special moves. Solos, a necessity to perform such actions as summoning your customisable hot rod or perform special attacks, can be activated with a click of the right trigger and the completion of a short rhythm-action inspired guitar riff.

The plot unfolds through a series of linear levels that are activated within the main open-world. The story is well written and well presented, delivering a unique assortment of characters, a unique sense of humour and, thanks to the profanity selection, gives plenty of blood, gore and strong language. In addition to Jack Black's over-exuberant tones, Tim Curry, Kyle Gass and Ozzy Osbourne also lend a hand to voice duties. The latter's appearance is also used as the 'Guardian of Metal'- a provider of all upgrades within the game which keeps things feeling fresh and powerful throughout. Mission types are positively varied and well sustained whilst secondary objectives are somewhat more restricted. I'd be tempted to avoid these altogether were it not for the award of 'fire tributes' which are the currency lent to upgradeable items and combos.

Moving on to the aforementioned RTS-hybrid 'stage battles', which act as stop-gaps between important events within the narrative. A sort of replacement of the boss battle, as it were. The concept is to attack the enemies' stage whilst protecting your own, all with the help of several unit types. The three basic; 'head bangers', 'razor girls' and 'thunder hogs', accompanied with more specialised squads such as the 'roadies' which are used to destroy towers. Afforded the luxury of flying during these sections, tactics amount to little more than taking over 'fan geysers' which essentially provide you with fans/resources to build unit types and upgrade items, and then marching your troops to the enemies stage in a full blown attack. To tell you the 'stage battles' don't quite work would be an understatement. Frankly, their existence within the game breaks any pace that the story had going and delivers frustration and difficulty in ordering squads in equal measure. Not to say it doesn't get easier to get to grips with, because it does, but it would have been nice to have seen a more whole-hearted RTS design or just remove it altogether. Having to mix combat with RTS management is difficult and unappealing. The whole design choice that means commands are only applicable to those within an immediate vicinity or “voice distance” away from Eddie means that tactics, even if you have any, are frustratingly difficult to fulfil since units on the other side of the map need to be flown to, meaning your strategy is probably already dead on its feet before you give the proper orders! The use of stronger 'double-team' moves with any of the squad types is helpful in delivering stronger attacks, however, the 'stage battle' experience, ultimately, is a strange design choice, and means the game suffers because of it.

It's hard not to be ultimately disappointed by Brutal Legend. From a team of this calibre, it's clear for all to see the effort and singularity in vision that is afforded to the game. This, in a market full of FPS-clones and casual titles, is great to see. But then, were it not for the strange mix of real-time strategy into the core of the game, it might be easier to rate amongst the very best this generation has to offer. As it is, the game is easy to recommend, especially for heavy metal fans, just don't go expecting the game that it could have been.


Monday, 26 April 2010

"Bargain Bin" Review- Lego Batman: The Videogame [Xbox 360]

Publisher: Warner Bros. Interactive Entertainment
Developer: Traveller's Tales
Released: 10th October 2008
Other Formats: PC/MAC, PS3, PS2, DS, Wii, PSP

Lego Batman: The Videogame is the third in the 'Lego' series of games by developer 'Traveller's Tales', arriving after the much loved Star Wars and Indiana Jones tie-ins. At its core, the Lego Batman, like previous Lego games, is hugely simple in design, blending environmental destructibility (collectible Lego pieces), 'button-bashing' combat, puzzles and witty cut scenes. Not to be mistaken, the simplicity is no bad thing. There is something so charming and fun with the way the game is crafted, from the childish portrayal of superheroes to the forgiving nature of the game play. It's not going to challenge you, that's just not the point. What it does provide is rewarding mechanics and a fantastic experience for young and old to play through (integrated co-op provides an ideal platform to get newcomers into gaming!)

Featuring both 'hero' and 'villain' story modes, Lego Batman features 30 levels in all (15 for either storyline). These are connected through a central hub which can be played through also. A huge cast of characters are playable, though only two within each level, with a simple tap of the 'Y' button interchanging between the two. 'Batman' and 'Robin' act as the two playable characters within the hero campaign whilst a miss-match of various villainous rebels are used within the villain campaign, from the ever-popular 'Joker' to 'Catwoman' and 'The Penguin'. It's great to see the number of characters on show- especially since each character provides their own interaction to the world via a special ability of some kind. These generally form the basis for the number of puzzles throughout the game. For example, the Joker's use of hand buzzer can interact with electronic machinery which can open doors to new areas. This often means that even the most simplistic of puzzles require some thinking other than simply re-building smashed Lego bricks to construct levers and such-like to progress (these forming the basis of the remainder of the puzzle mechanics). 'Batman' and 'Robin', in place of special abilities, can walk through ports that swap their costumes. These act in very much the same way, giving a certain ability to make progress in the level. One example of this the way in which Batman can glide over extended gaps using his 'Glide suit'. The way that the whole ability system works is really enjoyable, giving characters individuality in regards to game style and providing a complex enough system for puzzle solving.

Playing through the levels, you may also notice objects and such that are interactable but not with the characters/abilities you currently have at your disposal. This is where the 'free-play' game mode is introduced- upon completion of a level, you will be given the opportunity to 'free-play'- meaning you can play through the level again with any unlocked character, vehicle or suit to gain access to previous locked items. This Metroid-esque mechanic offers further rewards upon replayabilty and provides ample opportunity for further play-throughs.

Looking toward the elements of the game that don't quite work, it's very difficult to forgive how simplistic the combat game design really is. Whilst not a 'button-basher' game, you will spend most of the play-time repeatedly levelling the 'X' attack button in the developer's understandable need to cater to its audience. This is all well and good in its context, however, it'd still be nice to see them throw in several more combative options or super powers that add to the game for more hardcore tastes, yet don't detach the game from its casual core. It is a Batman game after all and many will find the repetitiveness, endless waves of enemies and rigid mission structure somewhat hard to get through when so many games are doing things different. The use of vehicular levels are too few and far between to offer much variety to proceedings and are somewhat stale anyway, with a quick run through of the level a basic certainty.

All-in-all, for what it is, Lego Batman: The Videogame is successful. There is something to be said for its ease to pick-up and play and the co-op only helps in this regard for some really simple, yet fun and enjoyable gaming. The Lego game design is, as ever, rewarding and graciously charming to behold whilst the Batman license means the game is a joy to play through. For under a tenner, you can't go wrong.