<![CDATA[Kotaku: review]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: review]]> http://kotaku.com/tag/review http://kotaku.com/tag/review <![CDATA[N.O.V.A. Micro-Review: Say “Halo” to iPhone's New Shooter]]> Following their hit military-themed FPS iPhone app Modern Combat: Sandstorm, Gameloft reloads and sets its sites on an all new threat-aliens!-in sci-fi fragger N.O.V.A.

As with their aforementioned Call of Duty clone, Gameloft's latest shooter borrows from the best; while it's unlikely we'll see Master Chief's shiny green armor splash across the iPhone's slick display anytime soon, N.O.V.A. offers the next best thing.

Loved
Hand-held Halo: Give any of N.O.V.A.'s screenshots even a passing glance, and it's immediately obvious where the developers gleaned their inspiration. From its Brute-like baddies to a sidearm that'd look right at home in Master Chief's holster, this one's busting with Halo call-outs. Dig a bit deeper and you'll discover Warthog-wannabe vehicles and an intel-reporting cyber-hottie that shares more than a passing resemblance with a certain blue-beamed babe from Bungie's franchise. Whether you see these similarities as respectful tributes or blatant ripoffs, you'll be hard pressed to deny their appeal; coupled with amazing audio, visuals, animations and effects-weapon reloads are a highlight-they complement one of the platform's most polished and engrossing experiences.

Lock, Load, Touch: Supporting N.O.V.A.'s excellent presentation are rock solid controls that keep things simple, satisfying, and super intuitive. A responsive virtual pad moves your character, while finger-swiping the screen controls the camera and your cross hairs. Additionally, a well balanced aim-assist ensures you'll plug plenty of alien menaces between the eyes without ever feeling like the game's doing it for you. Tossing grenades, using stasis power (Maybe the devs played some Dead Space, too?), and jumping also feel natural and never frustrating. While the Wii still struggles to find the FPS sweet spot with its unconventional controls, it seems the iPhone has already mastered this challenge.

Hated
Head-shot to Originality: From it's generic name, which stands for Near Orbit Vanguard Alliance, to its forgettable sci-fi story, N.O.V.A. feels a bit uninspired. Objectives, such as activating computer terminals and clearing rooms of bad guys before proceeding, are things we've been doing for years. And, despite their stunning visuals, the levels continuously sting with deja vu as you trek across catwalks and ride elevators in familiar-feeling space stations. Although its production values are top notch and its gameplay engaging, N.O.V.A. sometimes feels like it fell off the "sc-fi shooter" assembly line.

While N.O.V.A. benefits by cribbing from some of the best console shooters, it also sticks too closely to many of the genre's growing-stale conventions. Still, its excellent gameplay and polished presentation easily make it the premier FPS on the platform, and even a worthy competitor to the PSP's and DS's best shooters. A 13-chapter solo campaign-complete with three difficulty settings-and 4-player Wi-Fi and local multi-player also make it a steal at around seven space bucks.

N.O.V.A. was developed and published by Gameloft for iPhone on December 17th. Retails for $6.99. A code to download the game was provided by the publisher for reviewing purposes. Completed the game's campaign on medium, difficulty and participated in several multi-player matches over Wi-Fi.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5436603&view=rss&microfeed=true
<![CDATA[Avatar: The Game Micro-Review: Palm-size Pandora]]> As expected, James Cameron's latest blockbuster brings with it a tie-in title for every platform but the George Foreman Grill.

The latest lands the Pandorian-plundering humans on the iPhone, pitting them against your playable Na'vi avatar in a story set years before the film's narrative.

After coming away from the 360 version feeling as though I'd completed a pretty, but below average third-person shooter, I wasn't expecting much from this iPhone app. To my surprise, though, this version, buoyed by varied gameplay and mostly solid platforming action, gives its console cousins a run for their Unobtanium.

Loved
No Typical Tie-in: If you've played any number of film-based iPhone apps, you know many merely serve as one-note marketing tools, light on gameplay, big on movie hype. Avatar forgoes this in favor of a full-on console quality experience. Coming in at about eight hours, the campaign features a variety of gameplay scenarios, missions, power-ups, boss battles, and story-driving objectives. From battling mechs and piloting Banshees, to platforming through Pandora and rail-grinding down tree trunks, there's lots to do in this miniature paradise. Additionally, light RPG and puzzling elements nicely complement the experience, as does a pop-off-the-screen visual presentation. The combat consists mostly of leaning on the attack button, but this lack of depth is easily outweighed by a carefully paced experience that's always giving you something new to do.

Prince of Pandora: One of my biggest complaints about the console versions was that their Na'vi's acrobatic abilities seemed stunted given their athleticism and familiarity with their surroundings. This is a non-issue on the iPhone, as your big blue packs the sort of platforming prowess that'd turn the heads of the Persian Prince and Laura Croft. You'll spend as much time climbing, jumping, shimmying, rail-grinding, and swinging than you will running and gunning. The inventive level designs, complete with moving platforms, vines, and climbable cliffs, demand your acrobatic skills be as strong as your aim.

Hated
Nose-diving Na'vi: As much as I enjoyed the focus on acrobatics over ass-kicking, this aspect also yielded the title's biggest flaw. Even the most polished platformers suffer from the occasional frustrating moment when you can't stick a jump due to a bad camera angle, finicky controls, or inaccurate depth perception, so it's no surprise an iPhone app, with its tiny display, fixed camera, and touch pad, gives way to multiple death dives. These moments by no means ruin the overall experience, but I can think of at least a half dozen times when fun was eclipsed by frustration due to a platforming roadblock. And, given the pricey platform, you can't curb your occasional aggravation by chucking it-as you might a less pricey controller-across the room. The saving grace is frequent checkpoints, allowing you to fall to your death multiple times without ever having to replay long stretches.

Following Avatar's average console entry and other movie tie-in's lackluster debuts on the iPhone, I was pleasantly surprised by this app's brimming campaign, complemented by varied gameplay and a refreshing focus on platforming over combat. Despite a few frustrations, it works well as both a companion to the film and a standalone interactive experience, making it the best film-tied title to hit the App Store yet.

Avatar: The Game was developed and published by Gameloft iPhone on December 14th. Retails for $9.99. A code to download the game was provided by the publisher for reviewing purposes. Completed the game's campaign.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5435727&view=rss&microfeed=true
<![CDATA[Need For Speed: SHIFT Micro-Review: Changing Gears]]> Following a reboot of the long-running arcade racing series on consoles, EA Mobile shows the iPhone Need For Speed's more serious side.

After years of cop chases, arcadey controls, and Maggie Q, the NFS franchise took a more Forza-like path for its latest console iteration. The much needed overhaul was a hit with critics, and now SHIFT effectively duplicates that same success on Apple's gaming gadget.

Loved
Role-playing Racer:Like its console counterparts, SHIFT's iPhone debut forgoes the free-wheeling approach that established the franchise, in favor of a racer that plays much more like an RPG. Through a robust career mode, heavy-foot gamers unlock points and stars for performing a variety of tasks. These fall into "precision" and "aggression" categories, and level you up without necessarily requiring you to win races. As you gain levels, you'll unlock new events, earn cash to upgrade and buy vehicles, and pad out your profile with Achievement-like badges. The super addictive format sets you on a path that quickly becomes as engaging as any just-one-more-level RPG experience.

Power Steering: As a gamer yet to embrace accelerometer controls as a superior alternative to traditional navigation, I was nervous about SHIFT stubbornly forcing them on players. Thankfully, my concerns were washed away like roadkill in a rain storm, as SHIFT controls like a dream. Simply tilt the device left and right to steer, give it an aggressive twitch to drift, and touch anywhere on the screen to brake. Additionally, a variety of assists can be turned on to ensure even sim-haters and rookie racers reach the finish line.

Visual HorsepowerSHIFT steals the cup from Asphalt 5 as the prettiest racer on the platform. From the detail-drenched real-world rides to the beautifully rendered globe-spanning locales, SHIFT sports a late PS2 era-like presentation. Even cooler are immersion-amping effects that'll spike your adrenaline and have you checking if your seat belt's buckled; nitro-fueled flames, smoke-spitting tires, and scenery that whips by at 150+ MPHs all do an amazing job of selling a real sense of speed and control. I've played plenty of console racers that don't do this good a job of immersing you in the pedal-to-the-metal moment.

Given that SHIFT's multi-player options look pretty limited next to the brimming career mode, I was tempted to add a "Hated" bullet highlighting this shortcoming. However, the lengthy solo experience is so solid and so polished, it's easy to overlook-and even appreciate-the developers obvious dedication to the single-player experience.

Need For Speed: SHIFT was developed by IronMonkey Studios and published by EA for iPhone on December 18th. Retails for $9.99. A code to download the game was provided by the publisher for reviewing purposes. Completed the game's career mode and participated in multi-player modes.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5433276&view=rss&microfeed=true
<![CDATA[Style Savvy Review: Dressing Miss Michael]]> Join Kotaku's tallest, broadest, and hairiest regular contributor as I explore the world of retail fashion design with Nintendo's Style Savvy for the Nintendo DS.

Style Savvy is a game marketed at girls that's all about fashion - putting together outfits, running your own boutique, and maybe even making waves on the runway scene. The game was developed by syn Sophia, the developer formerly known as AKI Corporation. As you may or may not know, AKI Corporation was responsible for developing some of the best professional wrestling video games of the late 90's / early 2000's, including WWF No Mercy, the first two Def Jam games, and the Japan-only Virtual Pro-Wrestling series. And now they've created Style Savvy, which tickles me to no end.

Now that I've gotten the irony out of the way, let's talk Style Savvy. Is it strong enough for a man, yet made for a woman?

Pull up a chair and let Miss Michael tell you all about it.

Loved
So Much To Do: I spent the first hour or so of Style Savvy helping customers pick out clothing while working as a clerk at an established fashion outlet. Soon things began to open up, and I found myself ordering new items from suppliers, customizing my outfits, and dressing store mannequins. Then the hair salon opens up. Suddenly I can change my hairstyle, makeup, and even take pictures to share with friends. Once you have your own boutique (which happens ridiculously fast), you'll have so much to do you'll find yourself sitting in Starbucks for several hours while your friends watch you, shaking their heads sadly. They just don't understand how much the fashion show means to you.

A Learning Experience: There's a lot to learn in Style Savvy, particularly for the less style savvy among us. Right off the bat you learn the basics of good customer service, paying attention to what your customers are looking and suggesting outfits accordingly. You learn how to maintain stock at a retail outlet; the difference between running a store with a few select styles and keeping a highly diversified but hard to navigate inventory; and how to manage your money. Do you blow all of your cash on a fancy new hairstyle and makeup, or do you make sure you have enough cardigans in stock for your demanding clientele? After several hours of play you'll also find yourself assimilating fashion terms you might have no business actually knowing, like boho-chic, or camisole.

The World's Biggest Closet: 10,000 fashions across 16 different brands equals nearly countless clothing combinations in which to dress yourself, your mannequins, and your customers. Shoes, jackets, sweaters, pumps, sunglasses, jewelry - it's all for sale, and every time you make a new item purchase for your store you get the same item delivered to your personal wardrobe as well. The game uses the Nintendo DS clock to determine what sort of fashions pop up at what times, meaning it's the sort of title you'll want to return to on a regular basis. I mean, if you're into that sort of thing.

Online Shopping: The shopping fun doesn't stop at your own Nintendo DS. Style Savvy players can connect to the internet to shop at other players' stores or set up an online branch of their very own. It's an excellent way for you to share your creations with the rest of the world, and the promise of new clothing available periodically through the DSi download service sweetens the game's online options even further.

Mmm, Unlockables: It's beginning to become an obsession with me. Show me a set of items with placeholders for the things that belong there but aren't there yet, and I will spend hours doing everything possible to fill those spaces. It doesn't matter if it's magical coins, machine guns, or in this case, hair and makeup styles.

Hated
Not Quite Creating Your Own Fashions: Perhaps this is a guy thing, which I somehow doubt, but when I think of creating my own fashions, I think actually designing clothing for the giant-headed women who come to my store to wear. Instead, Style Savvy is all about putting together a look out of what you have available. There is no design aspect. You are an outfit coordinator. This is not what I expected.

Very Girl-Centric: Right from the start, Style Savvy assumes you are female. Your character is female, even if you name her Michael. I've spent the better part of 15 hours being referred to as Miss Michael, and I might be developing some sort of complex. I know, I know - the game is targeted at young girls. Still, I shouldn't have to be called Miss Michael, no matter how adorable my little pink-haired avatar might be.

I shouldn't even have to say it - I wasn't exactly all that serious about Style Savvy when the rest of the staff decided to volunteer me for the review. I expected to get a few laughs out of the game and maybe get negative bragging rights with my fellow members of the press at the next big industry event I attended. "Oh yeah? Well I had to review Style Savvy," I would say, and we'd laugh and laugh. I had it all planned out in my head. And then I started enjoying the game.

What can I say? On a certain level, Style Savvy really clicked with me. It has several elements that I really enjoy in my games. There's the collectability aspect, the avatar customization, inventory management, and a fair amount of logic involved in making sure your customer is pleased with the ensemble you put together for them. Change the scenery a bit and you've got the formula for the sort of role-playing game I'd spend hours lost in. Sure, I've started critiquing my friends' outfits, and I've been saying things like "retro chic" far more often than anyone really should as of late, but isn't that the sort of immersion and involvement we seek in our more traditional games?

If a burly, bearded, six foot, six inches tall man spending countless hours coordinating outfits for virtual women is wrong, then my friends were all right and I should probably not press the point any further.

Style Savvy was developed by syn Sophia and published by Nintendo for the DS on November 2nd. Retails for $34.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played the game for approximately 20 hours, earning my own boutique and making little Miss Michael the talk of the town. Named my store "Mangina" in protest.

Confused by our reviews? Read our review FAQ.

NOTE: Throughout the month of December, Kotaku will review some of the games that we missed earlier in the year. We're catching up.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5432690&view=rss&microfeed=true
<![CDATA[The Sims 3: World Adventures Review: A Form Of Manifest Destiny]]> Expansions are to The Sims series as pimples are to puberty: they're going to happen, so embrace them and try to avoid nasty pit scars. It's just part of growing up.

The Sims 3: World Adventures opens up three new remote locations your Sim can visit: China, France and Egypt. The purpose of visiting the exotic locations is to give your Sims the chance to complete adventures inside local tombs and temples. The gameplay in these sections is very much like old school point-and-click adventures where your Sim needs to explore nooks and crannies to find keys, treasure and secret locks to hidden doors. Completing these expeditions nets your Sim Visa Points so they can stay longer in foreign countries and eventually purchase vacation homes.

In addition to the gameplay, however, World Adventures also augments the Sims experience with a bunch of new skills, traits and Lifetime Rewards to update your ho-hum Riverside or Sunset Valley gameplay in the core game. But is it an adventure worth taking?

Loved
Adventuring: Taking your Sim into a temple or a tomb for some exploration turns out to be a pretty intimate and oftentimes hilarious experience. In tombs, Sims encounter all kinds of danger that they don't normally back at home — like mummies that can infect them with a fatal curse or traps that can burn them alive. This makes you anxious for your Sim in a way that encourages bonding — I totally reloaded a game once when my Tenzing Norgay got charred in an Egyptian pyramid puzzle. Aside from that aspect of gameplay, the Sims themselves entertain you with their own feelings on the adventures. If you've got a Sim with a good set of traits (Adventuring, Bravery, etc.), getting through the winding passages and around dangerous traps is a healthy challenge that sometimes really makes you think like a puzzle game. Sending a Sim in with bad traits, though (Cowardice, Loser, etc.), while frustrating for treasure-hunting definitely yields laughs when your Sim flees from a mummy.

New Skills: World Adventures adds Photography, Martial Arts and Nectar Making to the Sim skill set. I spent most of my time on Photography and Martial Arts — making Tenzing Norgay something of a photojournalist monk in the process. The Photography skill gives Sims access to different types of camera (crappy, decent and awesome) and lets them take pictures from the first person perspective pretty much anywhere in the game. Depending on the subject of the photo (and you can tell what you're capturing via little labels in first-person mode), your Sim can score major money by taking pictures of foreign landmarks. Martial Arts, meanwhile, is exactly what it sounds like. Your Sim can learn Sim Fu and compete against other Sims in karate tournaments or just sit around and meditate until they float in the air. Lastly, Nectar-Making builds off your Sims' gardening skills by letting you combine various fruits to create original nectars that you can sell for mad bank.

Elements of Multiculturalism: The native Sims in China, France and Egypt actually look like Chinese, French and Arab people. This alone is a big step for The Sims in terms of multiculturalism, but there's also a lot of little things about local Sims you start to notice that keep up the foreign facade. For example, every location has a set of songs that people sing to themselves in the markets or at their homes. There are also local books and recipes your Sim can pick up (like Dim Sum and Frogs Legs) to read or make at home. My all time favorite little touch, though, is still the part where children with at least one Asian parent eat with chopsticks. So cute!

Hated
It's A Little Bit Broken: There is a major gameplay bug I encountered that should never have made it to retail. Sometimes when sending your Sim abroad (and usually when they've got a child or a teenager Sim with them), the game makes your family vanish. Like, completely disappear both from the foreign location you were sending them to and from the home location. In my case, I sent Tenzing and his teenage son to China while his wife was laid up at home with twin girls. Mid-load into China, the game suddenly deposited the camera view into China — only there was no family there and no Sim in the control bar to keep track of. I could do thing — not even edit the town. So I quit out and went back to Sunset Valley expecting to find them there, but the same thing happened. The wife and babies were gone and in the family viewer, there was only a placeholder graphic of a dotted outline where the Norgays should have been. I was able to fix the problem after consulting a fan forum, but it wasn't a simple solution (having to move around backup files and save files) and I lost data.

Loss of Continuity: A big selling point of The Sims 3 was the persistent environment. Sims around your Sim grew old and died and the world moved within the same time frame. World Adventures wrecks the continuity by making China, France and Egypt into stagnant environments. It's like time stops when you go abroad and your Sim doesn't age and life back at home freezes until you come back. On the one hand, this is convenient when you want to dodge an age transition without just turning aging off. However, on the other hand, it also creates weird situations.

Take for example my French mistress's "abortion." I had invited her from France to stay with Tenzing and then Tried for Baby. She got pregnant and when the morning sickness started, she ended her vacation and went home early. I followed her to France the very next day, expecting to visit my pregnant mistress. However, when I got there, she was no longer pregnant and there wasn't a baby anywhere. I contacted the developer to make sure I hadn't encountered a bug and they told me that because infants and toddlers simply can't exist in the foreign environments (for all kinds of development issues), the child should have been "aged up" automatically to childhood when the mistress went back to France. What I should have seen was a child Sim in the mistress's household with her last name that the game would still recognize as Tenzing's kid and "the fiction" would be that a significant amount of time has passed between the time my mistress left Sunset Valley and the time Tenzing arrived in France. This kind of continuity is not only confusing, but also kind of against the persistent environment The Sims 3 is popular for.

The Sims 3: World Adventures is an experience that deserves the title "expansion." It adds a lot to the core experience of the game, it offers an alternative style of gameplay and it's pulled off in a way that blends pretty well with the game (with the exception of the hiccups mentioned above).

If you're a Sims fan, though, you've probably already guessed this having played the game for the last month solid. But if you're not really a Sims fan, or you were one of the skeptics who were holding back because the rampant expansions of the Sims 2 tired you out, don't hold back. There's a whole wide world out there for your Sim to explore (three of them, in fact) and you won't want to miss it.

The Sims 3: World Adventures was developed and published by EA for the PC. The game released November 17 for $40 USD. A copy of the game was given to Kotaku by the publisher for reviewing purposes. Created Tenzing Norgay as a young adult and raised his Visa level to at least eight days' worth of travel in each country. Maxed out the Photography and Martial Arts skills.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5431410&view=rss&microfeed=true
<![CDATA[Machinarium Review: Beautiful Robots]]> In case you haven't noticed, we're playing catch-up here at Kotaku. Reviewing some games that were missed in the run-in to the holiday season. Which is great, because it means I get a chance to talk about Machinarium.

Or, as I like to call it, the one game of 2009 that I managed to sneak into my honeymoon.

Machinarium is an adventure game where you play as a robot who must work his way through a robot world by solving a series of puzzles. If you've heard the name before, it's because we've spoken of the game before, so hit up our archives for some trailers and concept art to get you up to speed.

Loved
Charm Your Shiny Metal Ass Off - The thing that first draws you to Machinarium, and perhaps leaves the most lasting impression, is the game's visual design. Part kid's storybook, part Robo Story. There's really nothing else like it out there, and it makes a pleasant change from your standard 3D-infused adventure title.

DirectEveryone - Machinarium runs in Flash. It's entirely 2D. Meaning it runs on practically everything, from Macs to ageing desktops to the lamest of netbooks.

Tap Your Shiny Metal Feet - As a puzzle/adventure game, Machinarium will leave you stumped at times, simply staring at the screen, doing nothing. Thankfully, this down-time is rarely a chore, as the game has an amazing soundtrack, courtesy of Tomas Dvorak. Ambient background music, chirpier stuff, it's all great.

Robots Should Be Seen, Not Heard - Visually, Machinarium is a unique world. One that could easily have been compromised by sub-par voice talent. So Amanita Design smartly avoid this altogether, with the game containing not a single line of dialogue. Everything, from conversation to tutorials, takes place via animated thought bubbles, a cute solution to a problem that plagues many small-budget titles.

FAQ - Machinarium can be tough. Luckily, there's an incredibly elegant solution built into the game, in the form of a two-pronged hint system that gives you enough of a push in the right direction without totally spoiling the fun.

Hated
Echo, Echo, Echo - While for the most part the "emptiness" of the world (for example, no dialogue) is part of its charm, there are moments - particularly when the game gets tough - that it simply feels empty.

Click Click Bloody Click - Machinarium's hit detection could do with some work. The point at which the game recognises where you're trying to aim is a little off, meaning you'll need to wiggle the mouse around sometimes to get the game to recognise where you're going.

The adventure game isn't dead. And it doesn't have to be cartoony and episodic to be relevant, either. It can, as is the case with Machinarium, simply be a beautiful game world, into which puzzles breathe life.

Best part? Being Christmas time, Machinarium is currently on sale for $10, which will nab you a copy of not just this wonderful game, but another of the developer's games, Samorost2, as well. It's probably the bargain of the year.

Machinarium was developed by Amanita Design, and published for the PC and Mac. Released on October 16, 2009, retails for $19.99. Completed game on both PC and Mac, and loved every second of it.

Confused by our reviews? Read our review FAQ.

NOTE: Throughout the month of December, Kotaku will review some of the games that we missed earlier in the year. We're catching up.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5431903&view=rss&microfeed=true
<![CDATA[Jurassic: The Hunted Review: Punch a Velociraptor in the Face]]> In their "other" recently released first-person shooter, Jurassic: The Hunted, Activision forgoes over-used antagonists such as aliens, zombies, demons, and Nazis, and puts dinosaurs back where they belong-right in our cross hairs!

Remember when dinosaurs were cool? You know, when Jurassic Park ruled the box office, Dino Crisis wasn't set on a spaceship, and Turok wasn't totally lame? Recent reboots, such as 2008's return of the mohawked dino-hunter on consoles and, more recently, Will Ferrel's big screen remake of Land of the Lost, have failed to reignite interest in the beasts that so swiftly sent our jaws to the floor when they first rumbled across the silver screen in Spielberg's 1993 blockbuster. Finally, Jurassic: The Hunted puts the extinct monsters back in the pop culture spotlight, allowing them to once again sink their razor-sharp claws and drool-drenched choppers into willing fans.

While this budget title lacks much of the polish, production value, and creative vision that defines most current-gen shooters, there's no denying the dumb, B-movie-fueled fun you'll have picking off prehistoric beasties in this way under-the-radar release.

Loved
Dino-mite!:Let's not beat around the bush; shooting dinosaurs in the face is fun, and Jurassic: The Hunted delivers this experience in spades. Whether you're turning a cluster of acid-spitting foes into fleshy confetti with a well-placed grenade, shotgunning a killing blow before a velociraptor can tear your throat out, or hoofin' it from a screen-swallowing boss baddie, taking on Jurassic's beasts is a blast. Additionally, a familiar but fun-to-use arsenal-complete with cool reloading animations and punchy sound effects-nicely complement your killing spree. A quick-time button-mashing attack even allows you to punch the scaly menaces in the head-yes, please!

Dinosaurs Have Hearts:...And brains, and other vital organs you can blow up. We've seen the slo-mo, bullet-time, John Woo-meets-Matrix thing a dozen times, but Jurassic's take is one of the more inventive that's come along in awhile. When in slow motion, dubbed "adrenaline burst", you'll see enemies' vital organs light up like Tiger Wood's cell phone on a Friday night. So, for a limited time, these beasties' big pumping hearts and tiny pea brains are easy targets. It's a fun mechanic that makes two very familiar game tropes-slo-mo mode and weak points-feel somewhat fresh again.

Straightforward Fun:Aside from allowing us to fire hot lead into the bright, shiny hearts and brains of our enemies, Jurassic brings nothing new to the genre. That's mostly okay, though, as the comfort-food formula more than serves the purpose here. Red barrels explode, conveniently-placed crates brim with ammo, and enemies run towards your reticule. Similarly, the controls are ripped right from the FPS play book; shoot, jump, crouch, sprint, and grenade-toss pretty much cover it. The gameplay is simple, solid, and never gets in the way of the game's goal of allowing the player to stack dino corpses like cord wood.

Hated
Linear Lost World:While Jurassic's gameplay actually benefits from a no-frills approach, the level layouts suffer from it. Many shooters successfully hide their linearity with set pieces and the inherent nature of claustrophobic interiors, but Jurassic's vast jungle setting is anything but. It's not easy setting players loose in an organic environment, where man made obstacles are few and far between, and keeping them on a set path. By the end of the first hour, you'll begin to wonder how many more rocky outcroppings and creatively positioned tree trunks Jurassic will place in your path to ensure you remain on the straight and narrow. Linear shooters are nothing new, but Jurassic's environment's struggle to keep the restricted paths believable.

Fake Plastic Trees:Sullying the level design even further is environments that look as though they were pulled from a Hollywood studio's back lot. Trekking through the very green, very static jungle is more evocative of Disney World's Jungle Cruise ride than a mysterious lost world inhabited by dinosaurs. We've seen technology progress so much in other jungle-set titles that it really sticks out when individual blades of grass don't realistically react to the wind, or when bullets don't tear through foliage. As fun as it is blasting through packs of dinos, you're pulled from the experience a bit by the feeling that you're battling them in the produce section of your local supermarket.

If you're tired of peering down the barrel at yet another zombie horde, Jurassic's prehistoric giants might be just what the paleontologist ordered. Despite lacking the graphical polish and creative design of its contemporaries, it still packs plenty of satisfying, straightforward action, complemented by a good selection of weapons, frantic firefights and, of course, dead dinos.

An entertaining single-player romp, supported by silly B-movie style, and a solid live-as-long-as-you-can local Survivor mode, make Jurassic a worthwhile budget purchase or Gamefly rental. It doesn't quite recapture the magic of the dino-crazed 90s, but as a potential sleeper-hit it could pave the way for a T-Rex renaissance.

Jurassic: The Hunted was developed by Cauldron and published by Activision for Wii, PlayStation 3, Xbox 360 and PlayStation 2 on November 3rd. Retails for $29.99 to $39.99. A copy of the game was provided by the publisher for reviewing purposes. Completed the game's campaign on Xbox 360 and played Survivor mode.

Confused by our reviews? Read our review FAQ. Confused by our reviews? Read our review FAQ.

NOTE: Throughout the month of December, Kotaku will review some of the games that we missed earlier in the year. We're catching up.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5431703&view=rss&microfeed=true
<![CDATA[2009 In Review: The Controversies]]> Looking back on 2009's many kerfuffles and foofaraws, it may not have been the most contentious year the gaming industry has ever seen. But it certainly was among the most entertaining.

Kicking off Kotaku's review of 2009 are the headlines that generated the most heat, if not light, from the preceding year. The conflicts fracture along familiar faultlines - legal claims; violence and in-game content; marketing and etc. And by no means is this an exhaustive list. There were plenty of other decisions, indecisions, gaffes, gambits and shrewd calls made by the games industry - a dynamic capitalist enterprise, of course - and we invite you to continue the discussion of them in our comments.

Knuckleheaded
EA's press promo for Godfather II backfires when the brass knuckles it sends (including a pair to Crecente) turn out to be illegal in many of the states to which they are shipped (including Colorado). It's also illegal to ship them in California, where EA is based. EA asks for all of the knuckles back. Godfather II then backfires when the game sucks.

One Fallujah the Cuckoo's Nest
Konami tiptoed up to the "too soon?" line by announcing "Six Days in Fallujah," a combat FPS based on the deadly 2006 American operation to pacify the region in Iraq. Then developer Atomic Games took a flying leap over the line by mentioning it had consulted with insurgents on the game's initial design. By the end of the month, Konami dropped the project like it was a hot, nuclear-waste infused pop-tart. Atomic continued to insist the project was alive, while shopping it to other publishers. But by the end of the year, Atomic president Peter Tamte seemed to have gotten further with his idea for a "family-friendly" game about Marines pacifying Beirut, instead. That one is scheduled for a January 2010 release. Apparently, in video games, it's all about location, location, location. [Thanks to commenter ashleyillman001 for reminding us of this one.]

Our Legal Team Goes to 11
Activision's lawyers file a face-melting suit against studio Double Fine over Brütal Legend, whose publishing shifted over from Activision to Electronic Arts earlier in the year. Activision seeks to halt the game's release on grounds that Double Fine missed a key deadline when it was accountable to Activision. EA, not sued, still tells Activision STFU, and that they're just jealous in the manner of "a husband abandoning his family and then suing after his wife meets a better looking guy." Double Fine countersues, alleging Activision was trying to kill off Brütal Legend, seeing it as a threat to Guitar Hero. Ultimately, the two sides settle out of court, and Brütal Legend makes its declared release day.

Turn Out the Lights, the LAN Party's Over
StarCraft is a longtime staple of LAN parties, but that tradition will end with StarCraft II. In late June, Blizzard tells Kotaku that the title will not support local area network gaming, and will instead steer players over to "our upgraded Battle.net service." One of the reasons given is that it cuts down on piracy. Predictably, Starcraft enthusiasts head to the Batpoles to draft a petition. Instead of making fist-shaking demands and threatening boycotts, what comes out is more of a polite "please?" The effort has gathered 244,510 signatures to date. But at Blizzcon, executive v.p. of game design Rob Pardo tells Fahey that "Only from the press," is Blizzard still taking flak for the decision. "Everyone else has accepted it."

Edgy Edged Edginess over Edge
Tim Langdell had a terrible reputation within the games industry prior to this year, but his pissing contest with Mobigame over the word "Edge" represents a coming out party. Langdell, excoriated for his aggressive defense of the trademark "Edge," which he registered years ago, has Mobigame's acclaimed title for the iPhone removed from the iTunes App Store in May. The controversy and terrible publicity result in Langdell's resignation from the board of the International Game Developers Association, and ultimately Electronic Arts suing to cancel Langdell's trademarks, over a dispute regarding 2008's Mirror's Edge. Mobigame's game resurfaces as "Mobigame by Edge" later in the year.

Who Sold Out Whom?
At E3 2009, Valve's announcement of Left 4 Dead 2 ignites feelings of betrayal and marginalization in some who bought the original Left 4 Dead barely seven months before. Immediately a boycott group forms on the Steam forums, vowing not to buy or play the new game. Some 10,000 people join it in the first few days. Stern criticisms include: "The fiddle-based horde music is extremely disliked, though the differently orchestrated music is otherwise welcome." In September, Valve shrewdly co-opts the boycott's leadership, flying two of its organizers to Valve HQ to get some hands-on time with Left 4 Dead 2. Both immediately sing its praises. On launch day in November, most in the boycott stick to their guns, but many cave in and play anyway.

Dante's Fiasco(es)
The Dante's Inferno marketing team was apparently on a rampage to execute the most boneheaded campaign of any title in 2009. After sending a bunch of fake religious zealots to E3 to protest the game there, pissing off real religious zealots with the stereotype, they cook up the "Sin to Win" whopper of Comic-Con. Basically, Comic-Con goers were encouraged to "commit acts of lust" by having their photos taken with booth babes, then submit the photos for judgment and a chance to win a "sinful night with two hot girls," plus other amenities. Outrage catches on, and the Dante's Inferno team apologizes. A real booth babe rips them a new one, and a gay man wins a runner-up prize for submitting his picture with a "booth bear."

Made from Scratch
It's a story that combines 2009's trendiest douche moves - lawsuits, and layoffs. In April, Activision is sued by publisher Genius Products and peripheral maker Numark Industries over its acquisition of 7 Studios, conveniently and coincidentally developing a rival game to Activision's own DJ Hero. A court in L.A. orders Activision to give over all the code from the competing title - Scratch: The Ultimate DJ. The two sides settle on a cash-for-code prisoner exchange, and Scratch is rebooked for an early 2010 release. DJ Hero, despite reasonably good reviews and a full-bore marketing campaign, disappoints in sales, which doesn't look good for Scratch next year. Finally, once 7 Studios is no longer useful to this corporate psychodrama, Activision lays off half of its workforce.

Sambo No Amigo
Scribblenauts, the wildly creative DS hit developed by 5th Cell, encounters an unintentional problem with racial sensitivity when writing the word "sambo" creates a watermelon on the screen. In the minor video games market known as the United States, both are overtly racist images with a history going back decades. 5th Cell points out the game is developed for multiple countries and languages, and that the watermelon summoned is in fact a "fig-leafed gourd," by which it is apparently known as "sambo" in Spanish. The game's publisher, Warner Bros. Interactive issues a more comprehensive apology, expressing deep regret for the word's inclusion. Internet tough-guy commenters who don't see what the trouble is with the word "sambo" are invited to say it around their black friends. None has any.

Shut Your Hole
Courtney Love, wife of self-martyred pop star Kurt Cobain, announces via Twitter she's gonna "sue the shit out of Activision," over its insensitive use of her hubby's likeness in Guitar Hero 5 - which includes his avatar singing songs not performed by Nirvana, which means in someone else's voice. Activision's response is all, "Um, RTFA," and points to the contract she in fact signed granting the use of Cobain's likeness as a "fully playable character." Jon Bon Jovi backs Love, saying he nothankyou.jpg'd Activision's offer of an appearance in the same game. Then Gwen Stefani, not one to be out-dramaqueened, and her band No Doubt file a lawsuit similar to Love's. Activision returns fire, suing No Doubt for failure to perform due diligence and breach of contract. Congratulations, everyone now looks bad.

A Lack of Dedication
In October, Infinity Ward community manager Robert Bowling goes on a podcast with hardcore Modern Warfare fans and announces the creation of the matchmaking service IWNet. You then hear the gears turning in the podcast hosts' heads: But ... that ... means the end of ... dedicated servers ... right? Right. Immediately, petitions and boycotts are announced, gathering some 20,000 signatures in the first day. Infinity Ward sticks to its claim that IWNet will be an improvement. By launch day, the boycott is effectively over.

Video About Gamers' Insensitivity Not Acceptable
Philadelphia Phillies pitcher - and noted Modern Warfare enthusiast - Cole Hamels (pictured) reminds us that "grenades are for pussies," in a faux-public service announcement brought to you by "Fight Against Grenade Spam." That, of course, makes the acronym FAGS and all, or at least partial, hell breaks loose. Infinity Ward, the producer of the video, is upbraided not so much for a veiled homophobic slur, but for a clip that portrays the game's community as dominated by uber-macho, insult-spewing assclowns. Infinity Ward removes the video the next day.

No Russian Was Harmed in the Making
Leaked gameplay footage of Modern Warfare 2 shows that players will - in the guise of an undercover mission - join terrorists as they invade an airport, kill and commit atrocities against civilians. Activision immediately points out the mission is skippable, both before it begins and at any point during it, and is "designed to evoke the atrocities of terrorism." The game, already classified for sale in Australia, is the subject of brief demands to have it reclassified and effectively banned, but they go nowhere. The sequence is removed from versions sold in Russia, and modified in the Japanese and German versions so that players shooting any civilians are given a "game over" screen. The Japanese version courts additional controversy when the mistranslation of "Remember, no Russian," - instructions to the terrorists not to speak in that language - comes out as "Kill ‘em, the Russians." In the United States, Totilo goes on MSNBC to plead for national calm and mainstream outrage fails to materialize.Modern Warfare 2 goes on to sell more than 4.7 million copies in the North America and the U.K. - on the day of its release.


Frumps on the Barbie
Australia's lack of an R18+ classification for video games comes back to the fore when Left 4 Dead 2 is refused classification by the nation's Review Board. Valve's reaction is, in order, to be "pretty bummed," then to appeal the refused classification and then finally publish a spitefully power-sanitized version just for Australia, which might as well have been titled Imagine: Zombiez.

Frumps on the Barbie II or: Australians vs. Predator
Luke attempts to set us all straight on what is and what ain't banning in Australia. But the country's image, that it's a nation of pantywaists tenderly sensitive to depictions of certain manly acts - such as decapitations - persists. And it seems to be having a cumulative effect. Aliens vs. Predator, at first banned - oops, I mean, refused classification - is reconsidered and then, amazingly, classified MA15+ making it good for sale. Then the government asks for public input on changes to the country's game ratings system. Finally Luke, waking up today and reading this last paragraph, bludgeons me to death with a didgeridoo, over the Internet, the end.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5431573&view=rss&microfeed=true
<![CDATA[Avatar Movie Review: The Blue Future Of Video Games]]> In one of the most roundabout and expensive methods in history, James Cameron's new movie, Avatar, proposes that those of us who have honed our video game skills in the 21st century could become the world-saving diplomats of the 22nd.

Avatar is the $300-million (or so) new movie from the director of Terminator and Titanic, a futuristic amalgamation of Cameron classic Aliens and Kevin Costner white-man-joins-the-Native-Americans movie Dance With Wolves. It is an American movie transparently critical of the United States of America, one that is simple in both good ways and bad. It is beautiful in ways only good, and, yes, in that roundabout way, it says something about the future of video games.

The movie occurs midway through the 22nd century, as wheelchair-bound grunt Jake Sully (Sam Worthington) assumes the mission of his deceased brother, shipping out across the universe to the planet Pandora, where a private corporation has enlisted both scientists and a private military to help them obtain a nearly priceless element unironically called Unobtainium. The military forces, led by the scarred and scowling Colonel Miles Quaritch (Stephen Lang) itch to clear the planet's best site for mining by blasting away the natvies who live on top of it. These natives are the tall, skinny, blue-skinned cat-like Na'vi, who live in the massive tree on that site and are the visual signature of the film. The scientists, led by Dr. Grace Augustine (Sigourney Weaver) utilize Avatar technology, enabling Augustine, Sully and others to transport their consciousnesses into artificially-created Na'vi bodies and walk among the natives in the hopes of establishing either an economic trade or peaceful motivation for the Na'vi to move.

Early in the film, Sully, in his Na'vi body, is separated from his colleagues, lost to the wild and rescued by a Na'vi chief's daughter, Neytiri (Zoe Saldana). What follows is a film about Sully's education of life amid the Na'vi, the battles that erupt between humans and natives and a crossroads decision about who is right and with which sides the key players will align.

Loved
A Beautiful Place: Whether you watch Avatar in digital 3D, as I did, on IMAX or even in the plain old-school way, this is a movie of tropical-vacation beauty. It is an escape, on this planet Pandora, to an imaginative ecology of many-legged horses, helicopter bugs, hammerhead elephants and a variety of magical plant life that is so lovely that the setting alone has motivated me to try the Avatar console game, a game for which no demonstration of gameplay nor review had motivated me to play. If a video game can be my own transport back to this world, I will suffer through the reported mediocrity to see those plants and animals again. This is a dream world and the ultimate Al Gore planet, a combination of a lush green paradise and Internet-like network of natural electricity, a place to which I am eager to return.

A Beautiful People: The Na'vi have been created with the reverence many North Americans now have for those tribes that lived between the Atlantic and Pacific before our ancestors and forefathers squeezed them into reservations. (Speaking of which, see our sister site, Io9, for an excellent exploration of the "white guilt" in effect here.) They are also digital marvels, an impossibly lithe but visually believable band of hunters and shamans whose every tradition, from wrangling their versions of horses and hawks to climbing their floating mountains is a thrill to watch. Neytiri indoctrinates Sully into many of the aspects of Na'vi culture, nearly all of them a delight to witness.

A Video-Game Simple Hero: James Cameron, ever the romantic and skeptic of corporate power, presents in Avatar a love story intermingled with a morally clear struggle between those who would spoil a paradise and those who would not. It's seldom unclear who it is we should be rooting for, even though it is doubly awkward, watching this movie in the U.S., to realize early that the bad guys are not just the humans but those types of humans who would both violently shove native peoples from their lands but invoke a "shock and awe" military campaign in the interest of securing access to a foreign land's natural resources.

Some of that narrative simplicity is due for valid criticism, but what works well is the blankness of some of Avatar's characters, particularly Sully himself. Avatar, more successfully than any other film I can recall, embraces the simplicity that characterizes many video games, which infrequently portray emotional depth among its protagonists. Games, I believe, do this as a means of transporting a player more smoothly into their worlds. In games as in Avatar, the lead character often feels less like a real being than like a vessel, even compared to a usually more believably fleshed-out supporting cast. The lead role is left more blank, so we might more easily see ourselves in it. So is the case in this movie, on multiple levels. If Sully's Na'vi body is the personality-less form through which he can vicariously experience the Na'vi's world, then his blank personality — he is, like a game character, defined more by his options for mobility (as a human only in a wheelchair, in his case) than his personality — allows him to be a vessel through which a movie viewer can vicariously experience his world. He is, as a movie lead, as blank as a gaming hero, which serves the mission of transporting consciousness into a foreign avatar well in this film, as it does in so many games, from BioShock to Zelda.

War With Mech Warriors: When it's not being an extraordinary documentary for an exotic environment that does not exist, Avatar is a war film. It's a high-tech, special-effects battle between Na'vi and the machinery of future human war. The battles are incredible, full of natives, animals, planes, space marines and walking mech suits controlled, too, like video games, in this case with their cockpit drivers using gesture control to make their mech fire a gun or throw a punch. The battles are exhilarating, though hopefully you don't mind rooting for human death at the hands of the natives.

The 3D:I'm not sure I was cognizant of it all the time, but watching the movie in 3D appeared to add depth to Avatar's already extraordinary visuals. This movie, as alluded to above, can feel like a vivid nature documentary and the 3D allows one to further the illusion that we're in there. It never felt gimmicky, as the movie doesn't waste much time trying to pretend to throw things out from the screen into your face.

Hated
Transparently Political: Avatar makes Titanic look subtle. Cameron's last film was a romance, a disaster movie but also an allegory for the triumph of American self-realized ingenuity over the inherited privilege of old Europe. This movie is a guilty fantasy of Native American resistance against American occupation of the continental U.S. That's tolerable, as is the light overlay of climate politics that admits that distant Earth, where war has been waged in oil-rich Venezuela and Nigeria, is now devoid of green. But it strains patience to listen to Avatar's private American military commander promise a "shock and awe" campaign as he vows to "fight terror with terror." Stopping short of naming Saddam Hussein, the anti-science, bad-guy human commander declares that "our only security is a pre-emptive attack." I get it. But George W. Bush is not president anymore, and the equivalency of the war in Iraq with terrorism is the kind of blunt politics that I wish the makers of good science fiction would relegate to less sophisticated artists.

Rushed Story:Avatar treads much ground in introducing the viewer to so many places and cultural aspects of the Na'vi people. It skips an explanation for most of its science and relies on a sci-fi approach to YouTube to explain some of its plot and characters. That's fine, but it leads to so much that is unexplained that the movie feels hatcheted and crammed into an acceptable theatrical viewing time in advance of what I expect would be much longer director's cut. I'm not sure added exposition will improve the movie, though I do hope it plugs a logic hole that opens up two-thirds of the way into the film, when an event occurs that strains belief and that, unless they have a better explanation for it, probably should have spelled the doom for our hero characters right then and there.

Avatar is the fantasy of a new world and a revised way America could have or still can affect the old world upon which we live. It's also a light exploration of the possibilities of gaming, of being in another body and using its form to affect others. At times, in Avatar, doing that by getting in the seat of a mechanical warrior suit, is only a means to the destructive end, a successor to today's joystick-controlled Predator missiles and other tools of remote high-tech war.

But also in Avatar there is the promise that virtually inhabiting other bodies could bring us new cultural insights, could empower us beyond our physical limitations and could enlighten us to a new way of being. These are ideas that are more ancient than video games, more spiritual than a PlayStation, but they are ideas that we gamers have at our fingertips almost every day. Our future could be blue like this, in the happiest of ways. Avatar, the movie, represents a preview of that transformational and transportive possible future.

Avatar was written and directed by James Cameron and released by 20th Century Fox on December 18 in the U.S.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5431246&view=rss&microfeed=true
<![CDATA[Saitek Aviator Flight Stick Review: Do A Barrel Roll!]]> Saitek's PC flight stick heritage merges with Mad Catz's console peripheral expertise to create the Saitek Aviator Flight Stick, containing all the controls you need to get your arcade flight games off the ground in style.

The Aviator combines two controllers into one, placing the throttle controls traditionally placed on a separate unit for flight controllers right on the base of the stick, giving players relatively easy access to all the buttons, sliders, and toggles they need to succeed in games like Ace Combat 6, Tom Clancy's H.A.W.X., and the Blazing Angels series.

One of the first fruits of the union between Saitek and Mad Catz, does Saitek's console debut soar, or does Mad Catz keep it grounded?

Loved
Sturdy As She Goes: I've been purchasing Saitek peripherals for quite some time now, and have generally been impressed with their construction and overall feel of their products. The Aviator does not disappoint. The controller is deceptively light, but very sturdy, making it just as easy to play with it sitting in your lap as it is with the controller resting on a flat surface.

Smooth And Responsive: The aviator performed admirably in both Ace Combat 6 for the Xbox 360 and the PC version of Tom Clancy's H.A.W.X.. After a brief adjustment period I found myself flying more naturally than I ever had with an Xbox 360 controller, banking and rolling with a twist of the stick. Flying games just feel more natural with a stick, and the Aviator does the trick nicely. I should also note here that the installation on my Windows 7 PC was a breeze. I didn't have to install drivers or fiddle with settings; simply plugged the stick in and it reacted like as if the PC were an Xbox 360.

Hated
Two Thingsism: The Saitek Aviator is one thing trying to do the work of two things, and as well as it handles the basic functions of the games I played with it, it doesn't come close to the experience of having a separate joystick and throttle control at your disposal. Moving the stick around with one hand wrapped around the base of the joystick simply feels off, and you wind up throttling blind because your hand on the stick obscures your view. There's also a problem if you have to consistently push one of the face buttons during battle, as there is no way you can grip the stick, access the throttle, and press the buttons at the same time. It works well enough, but it could never replace a two-handed setup.

More than anything, whether or not you should pick up the Saitek Aviator depends on your experience with flight controllers. If you've never experienced the joy of a dual stick/throttle setup and are simply looking for a reasonably inexpensive way to add a little more realism to your arcade flight sim experience, then the Aviator could very well be the controller for you. On the other hand, if your flight sim tastes run more on the simulation side or you've gotten used to a controller like the Hori flight stick that shipped in the Ace Combat 6 premium bundle, you'll most likely find Saitek's single-stick offering fails to achieve liftoff.

The Saitek Aviator Flight Stick was manufactured and released by Saitek / Mad Catz in January 2009. Retails for $49.99 (MSRP, seen for as low as $29.99 online). Manufacturer provided an Xbox 360/PC unit for purposes of review. Played several hours of both Ace Combat 6 for the Xbox 360 and Tom Clancy's H.A.W.X. for the PC using the controller.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5429956&view=rss&microfeed=true
<![CDATA[Dragon's Lair Micro-Review: Small Scenes from the Mind's Eye]]> When it landed in 1983, Dragon's Lair was truly unlike anything ever seen in an arcade. The gorgeous cartoon visuals not only justified an unthinkable 50-cent spend back then, they became the most memorable of pre-crash arcade classics.

With Dragon's Lair's port to the iPhone and iPod Touch, EA Mobile and Digital Leisure are banking that the game's nostalgia and its basic simplicity have found the perfect medium - an impulse buy on a mobile platform. But does Dragon's Lair still feel the same on the small screen?

Loved
Bona Fide Dragon's Lair: This is a scene for scene port of the 1983 classic, which started the short-lived but much beloved craze of laserdisc games. You can dial up your nostalgia however you want it. Arcade mode will present you the game and will randomize its scenes the same way you played them in the cabinet 25 years ago. "Home mode" includes additional scenes that were cut from the arcade version, allows you to immediately replay levels you fail, and will be most familiar to those who played ports of this on the PC or Mac in the past. You can give yourself three, five or unlimited lives in both modes, the latter being most useful if you're trying to finally make it all the way through. Just know that you will not record a high score with unlimited lives unless you actually do finish the game. Finally, the correct-move beep can be enabled, both as a gameplay assist, and also to complete the full arcade experience.

Hated
The Move Guide: You have a movement assist feature in this game that will light up the correct direction (or sword button) to press to advance the scene, if you just want to see the game all the way through. On some levels, the sequence of moves you must make is faster than what the guide can display. The level with the black knight on the electrified floor is a perfect example, and very frustrating to die repeatedly when you think you're doing what you're told. But when the guide does work, you're just watching the controls, and not the scenes as they play out, which are the point of the game in the first place. You can't enable or disable the guide mid-game, in case you run into a tough spot and need help for just one section. Even playing without the guide, Dragon's Lair was and always will be a very difficult game of pinpoint reactions with a small window of opportunity to execute them. Unlike its cousin Space Ace, which was a breeze to play on the iPhone, Dragon's Lair's trial-and-error process includes finding not only the correct move, but the correct millisecond to make it - even when you think you know when to do it. For example, I remembered that making it past the swinging "socker-boppers" was pegged to pressing forward when they both lined up - Dirk's grunting was a second cue. But the screen is small and the speaker can be blocked by how you hold the device, making picking up such things very difficult. The game still works, but you're going to die a ton of times before you get the hang of how to move through a level, even if you know the correct moves or have them presented to you by the guide.

The Pause that Doesn't Refresh: You'd better really want to finish Dragon's Lair because you will be playing it all the way through in one shot if you're trying to beat it. Which, once you get the hang of this game, won't take long. But getting the hang of it will. If you pause anywhere in the middle of a level, you return to the beginning of that level. OK, fine, I can plan my bathroom breaks accordingly. What I forgot to do was put the phone in airplane mode, because any incoming call ends the game where you are and reboots it. Incoming text? You're back to the title screen. Whether because no effort was made, or it was a limitation with no workaround, players have no way to preserve their state in this game.

If it's your first encounter with Dragon's Lair, this version is not ideal. Find a playable DVD or PC port instead. If it were any other game, honestly, I would have given up. But I just had to see Dirk get all bug-eyed and shriek "Wow!" the first time he spies Daphne, who really knows how to sex up the protips. ("To slay the Dragon, use the magic sword...!" she purrs.)

Then again, I don't know a soul who ever beat Dragon's Lair in the arcade, and my friends and I fired stacks of quarters down it, often without ever successfully passing a level. So I have been conditioned to the abuse and have paid lots more than $4.99 for it. If Dragon's Lair has a problem, aside from the pause/interruption issue, it's one very common to iPhone/iPod Touch games, and I've complained about it relentlessly. You must obscure what you're looking at to control the action. And it's on a small enough screen to begin with. So it's telling that I got through a lot of these levels with no recollection of what it looked like doing so, and that's half the fun - and point - of the vintage laserdisc games.

Dragon's Lair was developed by Digital Leisure and published by Electronic Arts for the iPhone and Ipod Touch on Dec. 7. Retails for $4.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played all game types; completed Home mode. Died, like, a billion times, though.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5428516&view=rss&microfeed=true
<![CDATA[Rogue Warrior Review: Wasted Warrior]]> Following a traditionally content-crammed October and November, another year creeps to a close with few higher profile releases hitting in its last few weeks. Don't tell that to Bethesda Softworks, though, as it infiltrates the holidays with the under-the-radar stealth shooter Rogue Warrior.

Though the house that rebooted the Fallout franchise is best known for blasting mutated baddies with Fat Boys and, more recently, their blades-and-bullets-fueled WET, they—with the aid of developer Rebellion— have also been quietly working on a title closer to Tom Clancy territory than post-apocalyptic or pulp-film worlds. Loosely based on the life of real-deal Navy SEAL Richard Marcinko, Rogue Warrior was originally being developed by Zombie Studios until Bethesda turned the reins over to Rebellion, who reworked everything from the story and setting, to the tech and gameplay.

The final product offers a messy mix of cool concepts and unfulfilled potential that'll likely only appeal to Marcinko's most faithful following or shooter fans whose trigger fingers are still itching even after spending countless hours on Modern Warfare 2's front lines.

Loved
Non-fiction Fisher: Richard "Demo Dick" Marcinko is the real world's answer to Sam Fisher; from heading a SEAL Counter-Terrorist Team to forming Red Cell, a government-appointed unit tasked with testing the Navy's vulnerability to terror attacks, this guy makes Jack Bauer look about as bad-ass as a yellow neckerchief-sporting Cub Scout. Rogue Warrior does a decent job of capitalizing on its non-fiction hero, setting its story in an engaging Cold War-era campaign that sees him infiltrating North Korea and the U.S.S.R. in search of weapons of mass destruction. Additionally, Marcinko's character model, complete with grizzled facade, salt-and-pepper beard, and a pony tail evocative of Steven Seagal's memorable '80s mane, is a dead ringer for the real Demo Dick. Amping the authenticity further is voice work provided by Mickey Rourke, fueled almost entirely by F-bombs. From his repeated use of "Happy 4th of July mother-f*cker." to the unfortunate-image-conjuring "This is a total goat-f*ck.", the foul language is absolutely ridiculous. However, given Marcinko's involvement in the project, I can only assume these over-the-top obscenities accurately represent a real part of the man's personality. Additionally, complementing the salty dialog is the occasional clever gem such as "President Reagan sends his regards." uttered by Marcinko as he tosses a Russki off a bridge, effectively immersing players in the era.

Non-stealthy Stealth Kills: One of the title's few signature features is its "Kill Moves", brutal cinematic finishers yielding lots of blood and often the use of a large serrated blade. They're meant to be stealth moves, but being sneaky hardly factors into their use, as you can just charge up to a baddie, jam on the attack button, and enjoy the neck-snapping, jugular-slicing, kidney-stabbing animations. Sure, you could argue the mechanic is broken given how forgiving it is, but I'll be damned if I didn't have a good time pulling off these creative kills without ever triggering the type of too-sensitive stealth mechanics that often sully the genre.

He Shoots, He Scores: As an FPS fan and an admitted Achievement/Trophy-chasing whore, I appreciate Rogue Warrior's shooter-centric point boosters. No cryptic "secret" score-amping goals, here; just straightforward tasks such as nailing a specific amount of head-shots, using every weapon in your arsenal, taking out a cluster of bad guys with a single grenade, and completing an entire mission with only your sidearm. Not terribly creative, but satisfying in a way that'll get trigger-pulling gamers to slightly alter their usual style and even replay some missions to achieve these score-ratcheting tasks.

Hated
Empty Promise: Despite a cool concept, driven by Demo Dick, the Cold War vibe, and brutal finishing kills, Bethesda and Rebellion have sunk this promising property's potential in shoddy design. From its dumb-ass AI and lazy level design, to its wonky cover system and all-over-the-place hit detection, the title feels unpolished in its best moments and just plain broken during its worst. Marcinko's path is peppered with as many bugs as bad guys, yielding multiple immersion-breaking moments that ultimately leave the game doling out frustration and fun in equal doses.

Wait, It's Over?!: Rogue Warrior's blink-and-you'll-miss-it campaign makes Modern Warfare 2's brief solo run seem like a 40-hour epic. This could be partially forgiven had its single-player campaign boasted the same blinding polish as Infinity Ward's aforementioned juggernaut. But with 3-4 hours of lackluster quality, this one feels more like a budget title or retail-wannabe DLC like Watchmen: The End is Nigh or The Warriors: Street Brawl, not a game boasting a $60 asking price.

Multi-player without the "Multi": Rogue Warrior's online arena is like a ghost town that's been deserted even by its resident specters; after several attempts, I wasn't able to find a single opponent to unleash my guns and grenades on. Of course, given the dearth of modes, unpolished mechanics, and stiff competition from the season's superior online offerings, it's little surprise Demo Dick will be spending the holidays alone.

With Sam Fisher and Solid Snake taking the season off, I was hoping Marcinko could fill the stealth-killer void. While his history and forehead-attracting hunting knife pack more than enough potential to support a solid new franchise, his debut vehicle falls way short.

A decent yarn, some cool kills, and a genuinely interesting protagonist are no match for a product that feels unfinished and unpolished. If you're a fan of the man behind the game, or simply can't resist the call of gun-clutching hands and a cross hair centered on your HD display, you'll see the potential in this property and even have some fun stylishly dropping bad guys and F-bombs, while padding your Gamerscore. But even with that limited appeal in mind, I'd recommend not treading in Marcinko's boots until Rogue Warrior begins lining the bottom of bargain bins... which it may be doing already.

Rogue Warrior was developed by Rebellion and published by Bethesda Softworks for the Xbox 360, PlayStation 3 and PC on December 1. Retails for $$59.99 USD on consoles, $49.99 USD on PC. A copy of the game was given to us by the publisher for reviewing purposes. Played single-player mode to completion on Xbox 360, attempted to test online multiplayer modes, but found no other warriors.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5428890&view=rss&microfeed=true
<![CDATA[Silent Hill: Shattered Memories Review: Daddy Issues]]> It is the tenth anniversary of Konami's Silent Hill series, a franchise that has focused more on the psychological side of horror than its peers. The latest, Silent Hill: Shattered Memories, delves further into the psyche than ever before.

Silent Hill: Shattered Memories tells a very different version of the first Silent Hill game, chronicling writer and father Harry Mason's horrific search for his missing daughter Cheryl. Having unfortunately lost her in the town of Silent Hill after a car crash, Harry takes to the streets, sewers and dilapidated haunts of the accursed town to recover her. In Shattered Memories, Harry is equipped with some new tricks, including a multi-functional cell phone that acts as his map, camera and a source for many of the clues that flesh out the re-imagining's story. Developers Climax Studios also have a new trick up their sleeves, the psychological profiling of the player throughout the game, offering a personalized experience during each playthrough.

And in Silent Hill: Shattered Memories, Harry is more lover than fighter. The game features none of the traditionally awkward combat for which the series is somewhat infamous, favoring frantic escapes over clunky confrontations. Including Cheryl, there are plenty of things missing from this Silent Hill. Will longtime fans miss the series' trademarks? Or is Shattered Memories a cool, refreshing update to a franchise in need of a new perspective?

Loved
A Retelling, Not A Remake: Shattered Memories is thankfully more than just a warmed over version of Silent Hill, tacking on Wii Remote controls and updated graphics. It is a very different account of the events following Cheryl Mason's disappearance. Trying to fit the game's storyline within the canon of the rest of the Silent Hill universe is an exercise in futility, an exercise that will likely cease at the game's conclusion. Climax Studios was smart not to offer an obvious, cleaned up rehash, giving the Silent Hill fan something to pick apart and appreciate as a side story to the series.

Profiling: Silent Hill: Shattered Memories is peppered with interactive intermissions in the form of therapy sessions with the unusual Dr. K, a psychologist who has the player perform a battery of tests. You know, the kind where there are no right answers. The player's responses to each test will substantially change the characters, the settings, and the flow of the adventure, even the screeching beasts that hunt Harry Mason in Silent Hill's otherworld. The options for changing one's Silent Hill experience and its endings are less cryptic than in previous games, making the story worth revisiting, worth experimenting with. While this Silent Hill may be the shortest of the bunch—my first playthrough lasted somewhere around six hours—it is designed with replays in mind, chances to change the world while having one's head examined. Oh, and did I mention that Shattered Memories spins one of the more interesting yarns of the series, capably delivered with smart symbolism? Because it does that too.

Silent Hill On Ice: As much as I enjoy the rusty, bloodstained, throbbing otherworld of Silent Hills past, it's well worn territory. Shattered Memories doesn't recycle those familiar nightmarish environments, instead choosing to establish its own alternate world, one claustrophobic and frozen. Granted, it's nowhere near as frightening or visually stunning, but Shattered Memories deserves credit for doing its own thing.

Smart Use Of Wii Controls: The Wii Remote acts as a pretty good flashlight, a fact not lost on most Wii developers, including Climax. Illuminating one's way around the town of Silent Hill is satisfying, as is the act of using the remote as your disembodied hand while searching for clues. With shooting and hand-to-hand combat abstracted from the Shattered Memories experience, the games simplified control scheme makes one appreciate not having to deal with previously awkward mechanics.

Hated
Running Down A Dream: As interesting as Silent Hill: Shattered Memories' chase scenes—Nightmares, the game calls them—would have been as a complement to more traditional monster encounters, the game unfortunately relies on them as the only action sequences you'll experience throughout the game. It's fairly repetitive, expectation setting stuff. Normally, you'll explore, find keys, hunt down messages, open doors, but when the town of Silent Hill freezes over, just... run! The Silent Hill series' combat has never been that much "fun," mind you, but replacing all of it with running toward blue markers and shaking off leathery demons with Wii Remote thrusts isn't any more enjoyable. Worse, the sense of tension elsewhere in the game is practically non-existent, thanks to the clear division between action moments and exploration moments.

Losing My Bearings: The game may feature solid use of Wii Remote controls, but the motion controlled camera-flashlight combo can be disorienting, especially when hopping down from ledges during Nightmares. The GPS-style map system on Harry's phone is less useful than any previous Silent Hill in-game map and painful to manipulate during portions of the game. Finally, one moment in the game drops the player into a nearly pure black abyss, an exasperating search for radio static.

Quality Assurance: A pair of bugs, one involving falling through the world and into blackness, the other turning Harry into a disembodied arm holding a cell phone, less than a complete human—making the game unplayable and forcing a reload—happened to me during my first playthrough. Not outlandishly frustrating, since the game lets the player save at any point on Harry's cell phone, but bothersome nonetheless. The game also experiences some slowdown when Harry opens doors, which is more frustrating, especially during panic-filled chase scenes.

Perhaps appropriately, Silent Hill: Shattered Memories left me torn. On the one hand, I was appreciative of Climax Studios' effort to bring something new to the series, blazing a potential new path for future Silent Hill adventures, where the same environments and aged mechanics needn't be revisited. And, better, Shattered Memories doles out a well-told, fairly blunt story, somewhat atypical for the series. Straightforward though the tale may be, sequences and allusions throughout that may seem like storytelling stumbles gel later on, giving the player something to ponder after the game's surprising conclusion.

But as with pretty much every Silent Hill game beyond Silent Hill 3, I was left somewhat disappointed. I personally enjoy the horrific creations that populate the rustier, bloodier underbelly of Silent Hill. And I like confounding, abstract puzzles. And I like bizarre boss fights, disturbing monster design, mood-setting music and hallucinogenic fear. Shattered Memories doesn't have any of that; the scares are few, the monsters nearly nonexistent and the Akira Yamaoka composed soundtrack... well, I barely remember any of it.

It may not appeal to the Silent Hill fan in me, one who's been regularly disappointed since 2003, but at least this re-imagining shatters expectations.

Silent Hill: Shattered Memories was developed by Climax Studios and published by Konami for the Wii on December 8. Retails for $49.99 USD. PlayStation 2 and PSP versions are due later for $29.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played game to completion on Wii. Experienced a second, different playthrough until about the halfway mark.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5427957&view=rss&microfeed=true
<![CDATA[PixelJunk Shooter Micro-Review: Just Add Water... Or Lava]]> Q-Games continues its series of deceptively simple PlayStation Network games with PixelJunk Shooter, where danger runs hot and salvation is just a glass of water away.

Okay, maybe not a glass. PixelJunk Shooter is a game about saving miners and scientists trapped beneath the surface of a strange planet, but it's also a game about using opposing forces of nature in order to make your way through a twisted series of underground caverns. You can douse lava with water to create land, ignite pockets of gas with molten rock to unleash destructive explosions; over the course of the game you'll discover new tools to help you harness the elements, all the while using your weapons to take out the various mysterious enemies lurking beneath the planet's crust.

Water and fire are two of nature's most destructive forces, and many have lost their lives trying to harness them. How'd Q-Games do?

Loved
Troubleshooting: PixelJunk Shooter is a puzzle game disguised as a shooter. While there are times when your main focus will be on firing your weapons at enemies to survive, the main focus of the game is using the elements against your environment and each other in order to save miners stranded deep underground. It's this clashing of elements, water and lava, that forms the foundation for the gameplay. Lava cools heats you up, water cools you down, and when the two meet, destructible earth is formed. As the game progresses the difficulty ramps and new tools are introduced, but the relationship between the two is always paramount. It's a simple concept brought to life, and it's a wonderful life.

Bring A Friend: PixelJunk Shooter is a game that begs to be played with a friend. In a world where one stray bullet can mean the difference between freeing a trapped miner and being engulfed by lava, adding an unpredictable human element to the mix can be entertaining, to say the least, and raises all sorts of new questions as you play. Do you take turns saving miners, or is this a competition? Who gets to wear the water suit and who wears the lava suit? Will the player wearing the lava suit bury the other in a cascade of deadly molten rock? Most likely, but all will be forgiven once you realize how helpful it is to have another set of guns during the game's rare but entertaining massive boss fights.

Hated
A Candle In The Wind: Ah, PixelJunk Shooter, you had only just begun when you ended. Three different worlds with five levels each split into multiple stages seems like a great deal, but it's over in a flash. All things considered, four hours for a $9.99 game isn't bad, and multiplayer extends the game's life considerably, but it feels as if there could have been so much more.

Like PixelJunk Eden, the third game in the PixelJunk series, Shooter takes a simple concept and creates a complex, entertaining gameplay experience from it. With Eden it was the pollination of plants, and with Shooter it's the relationship between two opposing elements. Like water and magma crashing together to create rock, Q-Games has married this natural relationship with puzzle and shooting mechanics to create something more enjoyably substantial than its parts.

PixelJunk Shooter was developed by Q-Games and published in North America by Sony Computer Entertainment America for the PlayStation Network. Retails for $9.99 USD. A download code for the game was given to us by the publisher for reviewing purposes. Played through the entire game solo and multiple levels in two player mode.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5428188&view=rss&microfeed=true
<![CDATA[Mad Catz Street Fighter IV Round 2 Arcade FightStick: Tournament Edition Review: My $150 Fireball]]> Friends don't let friends do foolhardy things, but sometimes an editor of a major gaming blog assigns his least Street-Fighter-savvy writer to review a Street Fighter arcade stick. That'd be me, the guy who allegedly can't throw a fireball.

Here's what I can be sure of. The Street Fighter IV Round 2 Tournament Edition FightStick is a fight stick for Street Fighter IV, one that you might be able to play at tournaments. Also: It's the second wave — or shall we say "round"? — of Mad Catz SFIV sticks. The change for round two? Black on the sides instead of white. A new image on the controller surface.

I pondered the stick and this thought popped into my head: "Nothing brings the arcade experience closer to home than the Street Fighter IV 'Round 2' Arcade FightStick: Tournament Edition. Featuring the same authentic Vewlix arcade configuration, robust build and genuine Sanwa Denshi Japanese style ball-handled joystick and 30mm Action Buttons embraced by gamers worldwide in the original range, the ‘Round 2' Arcade Fightstick Tournament Edition houses these premium components in a sleek, piano-black housing, featuring all new monochrome artwork taken directly from the game. The collectible packaging reflects the understated appearance of the Stick with approved artwork provided by Capcom and certain to be appreciated by fans of the franchise."

That's what the press release said, actually. On to my judgments:

Loved
Clicking To A Better Fireball: The MYTH that I can't throw a fireball comes from the pathetic video shot of me earlier this year playing Street Fighter II against rapper Soulja Boy Tell 'Em. We both played horribly and neither of us is seen throwing a fireball. I did throw some, I think, but the truth is that I haven't been able to throw them reliably since I had SFII on my Super Nintendo. The skill to throw one at will was lost to me until I tried the FightStick I'm reviewing here. At last, I understand why people shell out money for these things. Quarter-circle turns are so much easier with an actual arcade stick, as opposed to an Xbox 360 control stick or PlayStation 3 d-pad. I'm terrible with those controllers. The clicking feedback of winding an arcade stick from the 6 o'clock position to the 3 o'clock position was exactly what I needed. At home, with this stick, away from the cameras, I was throwing fireballs at will. It was like I went from being a doubles hitter to a homerun hitter, with the aid of a legal and metaphorical Mad Catz steroid. I was even able to throw Ryu's Shoryuken. I nailed the zigzag move to do it every time. To go from ineptitude on a 360 controller to perfect input execution on this FightStick was quite exciting.

Not So Garish: Thrilled as I was to feel like I'd gained some instant Street Fighter skills by using the Round 2 FightStick, I was concerned that it didn't quite fit into my life. First of all, it probably doesn't fit because it is big, about the size of my fat housecat. I don't think a game controller of that size is compatible with my marriage, and, truth be told, I had to go buy a copy of SFIV to even review this stick (GameStop only had it used. Weird.) So maybe I'm not the ideal customer. But. If I decided I needed a stick, I'd get this one due to the fact that its yellow-orange Street Fighter logo is the only major splash of color on the mostly black shell. This thing is nice and subdued and doesn't quite look like I'm covering my lap in Street Fighter IV art when I use it — unless you look closely, in which cast that's exactly what I'm doing.

Hated
The Wire: I'm sure there's a good reason for this FightStick to need to be plugged into a game console rather than working wirelesses. Maybe it's cost or latency. Hey, there's probably a good reason why this arcade stick has a headphone jack and why my headphones plug doesn't fit into it. And who am I, the guy who couldn't beat Soulja Boy to complain? But in a world of wireless controllers, I want a wireless controller.

So let's say you're on the fence about whether to buy this Round 2 FightStick. I would ask you to consider how much space you have, how much money you have and how much throwing fireballs means to you. If you're answers were "a lot," "a lot" and "a lot," then you're a potential customer. Or, if you're like me and your answers are slightly different, at least bear in mind that if you ever need to have a Street Fighter showdown and you can name the equipment, request an arcade stick. Don't use a game controller. Oh, and play with your arms crossed. The skilled players do that, or so I've seen.

The Mad Catz Street Fighter IV Round 2 Arcade Fight Stick: Tournament Edition was manufactured by Mad Catz and was made available for the Xbox 360 and PlayStation 3 in the fall of 2009. Retails for $149.99 USD. An Xbox 360 edition of the stick was given to us by Mad Catz for reviewing purposes. Used it in Street Fighter IV matches and training sessions.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5427263&view=rss&microfeed=true
<![CDATA[Might & Magic: Clash of Heroes Review: Battling Clashing Colors]]> I don't care what any style magazine says — green only goes with orange when you're vomiting or when you're lining up elven archers for an attack in Might & Magic: Clash of Heroes.

Those of you familiar with the series Might & Magic are probably surprised to see it, one, on the Nintendo DS and, two, converted from a hardcore role-playing game to a puzzle RPG. So, for the sake of not causing the Might & Magic fans to die inside by calling this game by the same name and to introduce the game as something new and different from the series — we'll stick to calling it Clash of Heroes.

Clash of Heroes puts players in a generic fantasy plot involving elves, necromancers, wizards and a ton of other stock fantasy characters. The game is divided into chapters with the player taking the role of a different stock fantasy character in each chapter. On the world map, you move your cute little 2D sprite from node to node to talk to characters, open chests and get into battles with other cute 2D sprites. Battle consists of two armies lining up on both the lower and the upper screen. Players' armies are made up of color coded units with specific stats and magic powers. To "fight," you've got to line up units of the same color in a vertical line. To "defend," you arrange them in horizontal lines that then form walls. Battle gets more complicated as you get bigger units that require you to sacrifice smaller units of the same color to charge them up for attack and equipped items also become a huge factor in battle.

Loved
So Cute! Aside from 2D sprites, Clash of Heroes is terminally adorable. The writing and characterization of the stock fantasy characters is witty and amusing — which goes a long way toward spicing the plot up. The anime-style cut scenes and character dialogue images are also very pretty and depict some of the cutest moments in the story. I think the instance that actually made me coo aloud was one where a cute demon sprite watches a volcano explode enraptured. Then he's hit by debris and burns up into an equally cute skeleton that says "It was worth it!" before crumbling into dust.

Very Clever: At their best, the battles are truly challenging in a way that makes you feel good about yourself when you beat them. Most of the challenge comes from finding ways to stretch out your turn. Unless you've got a special item equipped, most of the time you can only get extra moves during your turn to shift around units by causing chains of units to link up. For example, you could spend one move plugging a green unit into a formation that completes both a horizontal line and a vertical one — and that becomes two extra moves that you can use that turn — which will give you a major edge on the enemy if you manage to activate a larger unit and set up walls all in one turn. Aside from these normal battles with enemies, there are also specific "puzzle battles" that are actually brain teasers worthy of Professor Layton: You have to destroy all of you opponent's units in one turn.

Hated
Unbalanced: The game suffers from fluctuating difficulty levels, weird distribution of special items and a frustrating game design choice. You notice this right away in chapter two when you have to start with a new character, Godric. For whatever reason, his boss fights seem tougher and the progression of fights in his level leave you battling people three levels higher than you almost constantly. Also, the items you find in his level are not nearly as useful as the items other characters have in other levels and most of them are geared toward defense instead of offense. Finally, unlike every other character you play in the game, Godric's special spell that charges up as he takes damage or deals damage is also defense only. This proves to be a poor design choice because it makes Godric feel like the weakest of the all the character even after you level him up all the way. Then, you get to chapter three with Fiona as a ghost and suddenly the game is a breeze because Fiona has offense magic and an item in her level that multiplies all her units' damage by 100%. Crazy!

Can Be Repetitive: Because the game forces you to start fresh with a new character every time, the gameplay starts to feel stale. You always get the same type of units to start and then you have a grind a bit before getting the bigger units that actually have special powers. Then, once you're comfortable, it's time for a boss battle and end-of-the-chapter sequence that starts you back at zero all over again. I thought this repetition might go away in the final levels when the characters reunite to take on the ultimate baddy — but nope! Even there, you start over again with another character and then have to suffer through a string of boss fights with characters that the game picks for you (so you can't not play as Godric — ugh).

There is some good game design in Might & Magic: Clash of Heroes and I can't stress enough how adorable it is. But I would have appreciate some extra gameplay balancing with respect to offensive/defensive spells and what kinds of items are in which levels. I'm happy to recommend it to hardcore strategy game freaks and everybody who's waiting around for the next Professor Layton. But I have a harder time recommending it to the easily frustrated, especially kids who might miss the sexual innuendo between the succubus and Godric's brother, Aidan.

As for Might & Magic fans, I'm sorry to tell you there's not much here that resembles the games you loved from times past. It's a completely different experience more akin to Puzzle Quest than to anything else. While we're on the subject, Puzzle Quest fans beware — you cannot change units horizontally a la Bejeweled and this will drive you totally nuts for the first two hours or so. After that, though, your color-recognition skills will come in handy.

Might & Magic: Clash of Heroes was developed by Capybara Games and published by Ubisoft for the Nintendo DS. Released December 1 for $29.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played all game types in both single and multiplayer modes and still think Fiona was better off as a ghost.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5427073&view=rss&microfeed=true
<![CDATA[Rock Band Wireless Wooden Fender Stratocaster Review: No Turning Back]]> Video game accessory Mad Catz teams up with guitar manufacturer Fender to create the Rock Band Wireless Wooden Fender Stratocaster, $300 worth of fake guitar that begs the question, "How serious are you about your music games?"

The Wireless Wooden Fender Stratocaster is a full-sized replica of Fender's famous guitar, with all of the necessary Rock Band bells and whistles thrown in. Instead of strings, pickups, and frets you get a strum bar and fret buttons, with the various dials and ports assigned to functions normally found in music games, like start and select. As an added plus, the wireless controller actually functions like one of Microsoft's own, requiring no additional dongle be hooked up in order to play. All of this, housed inside the body of one of the most iconic instruments in rock history.

It certainly sounds lovely, but is it $300 lovely?

Loved
How It Feels: This isn't a small wooden replica of a guitar. This is a real Fender Stratocaster body, crafted and assembled at a Fender manufacturing facility. It has all of the weight and beauty of a real Strat, with real metal bits and an authentic three-tone sunburst finish. It even comes with a real cloth guitar strap. It's a beautiful thing to behold, and even more satisfying to hold in your hands. It feels more like a real guitar than my real guitar does, though in all honesty my real guitar is a $99 piece of crap. The point here is that the Wooden Fender Stratocaster has the sort of look and feel that will ruin you for plastic guitar controllers for all time.

I should note that during my initial session with the guitar I dropped it, dislodging one of the fret buttons. It popped back on readily, however, and I noticed no degradation in the action. And no, it wasn't the orange one I never use anyway.

How It Plays: Along with having the satisfying weight on your shoulders and the feeling that you're holding an actual grown-up guitar, the action on the fret buttons of the wooden Stratocaster have a much smoother action than you generally find with its plastic counterparts. The strum bar has more of a click to it than I would like, but I found it extremely responsive, so I can't complain too much.

Hated
Everything Else Is Just Toys: Playing Rock Band with a full contingent now leaves me slightly embarrassed for the rest of my band. When you've got one guitarist with a full-sized wooden replica and the other on a tiny plastic piece of crap, not to mention a drummer playing what looks like My First Electronic Drum Kit, you begin to feel like one of the kids in those Sesame Street "One of these kids is not like the other" skits. It might not be an issue for everyone, but for me it tends to throw off the feeling of the endeavor somewhat.

The Rock Band Wireless Wooden Fender Stratocaster is hands-down the best guitar video game peripheral I've had the pleasure to play. Having said that, is this a controller I would go to the store and buy? Probably not. There are simply too many other things approaching that price point that I'd rather own, and up until I spent a good month playing with this wooden model, the plastic guitars worked just fine for me.

That's not to say you shouldn't pick one up. If the highlight of your week is getting together with your pals and burning through the latest Rock Band downloadable content, or you have a friend or relative that you never see without a plastic guitar controller in hand, then the Rock Band Wireless Wooden Fender Stratocaster might represent $300 well-spent. Just be warned - there ain't no going back.

The Rock Band Wireless Wooden Stratocaster was designed and manufactured by Mad Catz and Fender, and released in September for the Xbox 360. Retails for $299.99 USD, though retail prices may vary. A review unit of the controller was given to us by the manufacturer for reviewing purposes. Used the controller for two months in Rock Band, Lego Rock Band, Guitar Hero 5, and Band Hero.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5425955&view=rss&microfeed=true
<![CDATA[Demon's Souls Review: Souls Asylum]]> Dare to enter the kingdom of Boletaria and you may regret it, brave warrior. Demon's Souls is a harsh world, perverted by ancient evils and men gone mad at the loss of their souls. But what of your own sanity?

From Software's PlayStation 3 role-playing game sloughs off many of the conventions one typically associates with Japanese RPGs, putting players into a world unlike any other. The real-time action RPG features a heavy focus on hand-to-hand combat, not calculated menu choices. There are no party members to recruit, no love interests to pursue. There are only demon's to slay and souls to collect and a goal—defeat the Old One and free Boletaria from its colorless curse.

Demon's Souls is full of complex challenges and complex concepts, a game with no traditional save point system, no pause option and no coddling of the player who may have become accustomed to simpler, more forgiving fare. it is a hellish place of suffering, where men are routinely crushed by the powerful demonspawn that inhabit it.

So, why, then is Demon's Souls so rewarding, so refreshing and so engrossing? Here's why.

Loved
A New Brand Of Survival Horror: Fear is a constant in Demon's Souls, at least during your first unfamiliar adventure in the kingdom of Boletaria, as death can come to the player at any moment. These frequent deaths—which will become more frequent to the player not mindful of the world around them—are by design. Demon's Souls is meant to be studied, to be carefully considered and for its world to be absorbed. Its inhabitants are meant to be feared, so that the player can learn how to dispatch of them properly. You may die in Demon's Souls dozens, in not a hundred times or more. But you'll become the better player for it, mindful of your fear.

A World In Need Of Mending: Beyond the need for self-preservation, Demon's Souls offers a heavy dose of gloom and doom through its well-realized, beautifully designed lands. From the prisons of the Tower Of Latria, closely guarded by Mind Flayers, to the depths of the Stonefang Tunnel, guarded by fire-spewing beasts, each of Demon's Souls five massive environments offers something new to be awed by, to be afraid of. And each of those five worlds come with their unique inhabitants, their own trappings, new rules for the player to observe and new denizens to dread. The one safe haven for the few unscathed humans, The Nexus, is a gorgeous elaborate structure. But it is soon dwarfed by the massive castles and major demons that the player will face.

Demon's Souls' world is both fantastic and realistic, never patronizing the player. For the most part, the player is free to visit any of its diverse lands in the order of their choosing, letting the player decide how to navigate the world. And thanks to Demon's Souls' fluctuating World and Character Tendency system, which changes Boleteria's populace and environments based on a number of factors, the game world offers plenty to do beyond the first play through. This is a world worth revisiting, death after death after death.

Major Demons: Depending on how you play Demon's Souls, whether your world ventures towards white or black, you'll face over a dozen impressive and diverse bosses. All of them are memorable in some way, from the quiet calm of facing the Old Hero, to the massive scale of tackling the Dragon God, to the shocking tension of facing the Penetrator or Flame Lurker. Or any of Demon's Souls spectacularly designed demons, for that matter. Some can simply be dispatched with hundreds of arrows from a hiding spot, but others will require ample dexterity, a calm demeanor and smart strategy. Some may invoke warm feelings of another PlayStation hallmark, Shadow of the Colossus, due to their impressive magnitude.

Simple Made Complex: Where other role-playing games throw complex upgrade paths and a flood of weapons, armor and items at the player to create the illusion of depth, Demon's Souls offers it genuinely. Strategic trade-offs must be made in your choices of what to equip, how to fight and where to engage your enemy in battle. Demon's Souls offers a simple base upon which to build its system—the ten starting character class templates—then lets the player decide how to progress from there. It's both freeing and rewarding.

Massively Multiplayer Loneliness: Demon's Souls features a rather unique online multiplayer component. Players will see, but not hear or touch, the echo of other Demon's Souls players, each fighting demons in their own instance of the world. Players can also read or leave messages for others, attempting to help strangers (and help themselves) during their adventure. Bloodstains left by fallen comrades in other instances can also be left behind, illustrating how other adventurers died, a warning to first-timers of what awaits them in the next step.

Demon's Souls does have a more traditional multiplayer component to it, letting players summon other warriors to their world as spirits, teaming up to tackle major demons. But other players can also invade your world in Black Phantom form, adding a player versus player gambling element to the experience. There is no voice chat, there is no lobby to join, which may seem like a drawback. But this implementation further entrenches the feeling in Demon's Souls players that the lonely existence of demon slaying is largely theirs alone to do.

The Soul Economy: Demon's Souls soul system adds a fascinating layer of strategy to the game. Souls, which you'll collect from fallen enemies and find scattered about Boletaria's land, serve as currency, experience and materials. You'll need them to upgrade your character and your weapons, resulting in an interesting trade-off. And should you die in one of Demon's Souls worlds, you'll lose your current soul stock—unless you find your own bloodstain—making the decision to soldier on or return to the Nexus for upgrades a constant struggle.

Torchlight: Demon's Souls is dark and it is best played in the dark. And while it might seem odd to highlight the game's lighting, it's expertly crafted. Not so much from a technical sense, but that the player must be mindful of the glowing souls, the deadly exploding Will o' Wisps, the torches, the glowing eyes that populate every dark room. There's much the player can glean from Demon's Souls lights as they cut through the blackness.

After Careful Consideration: This is a hard game. Cruel, punishing, unforgiving, relentless, sadistic... whatever you want to call it, Demon's Souls is a challenge. But you'll learn. You'll adapt. And if you're careful, attentive to the events occurring around you, you'll be fine. That Demon's Souls demands this, making the game feel more like pure horror than the traditional fun one expects of a video game, eventually spellbinding the player, is what makes the game so enjoyable.

Hated
My First Few Hours: This may make me sound like a wimp—and ultimately a crazed Demon's Souls zealot—but you need to know. Demon's Souls was, for me, torture for the first few hours. I didn't "get it." I didn't play games this way. I've played difficult action games, like Ninja Gaiden, Devil May Cry and Otogi, and enjoyed them. But Demon's Souls is different, requiring a unique mindset—and, in my case, some help from the Demon's Souls community. Eventually, pain gave way to pleasure as I learned to appreciate the game's strict rule set, ultimately becoming absorbed by the game. You may hate Demon's Souls from start to finish for its difficulty. But I'd wager you'll come to appreciate it as I did.

Faces, Fonts & Frame Rates: There are a handful of presentation issues holding back Demon's Souls, none of them game breaking, but worth mentioning. Despite Demon's Souls' overall beauty, it has some of the ugliest character faces I've seen. Character creation is a turn off, because most options look as monstrous as the demons themselves. The game's interface also has a few quirks, with no easy way to compare items from vendors with current equipment and an icon system for attributes that has its own unnecessary, confusing language. Finally, there are a few moments where Demon's Souls can't keep up with what's happening on screen. Nothing that impairs gameplay, but not pretty.

When I talk about Demon's Souls with some of my fellow players, I feel that we're in danger of sounding like a part of some cult—or, possibly worse, a group of addicts—as if we've gotten over the hurdle of viewing From Software's brilliant, visionary creation just for its sheer difficulty. And it is difficult. But it is also laden with a smart combat system, in which equipment and weapons matter greatly, for so many reasons. But having pushed past the fog of Demon's Souls, which meant spending well over 50 hours with the game, I'm happy to see it for what it is—one of the best PlayStation 3 games of the year and perhaps one of the smartest console role-playing games ever.

To be clear, however, Demon's Souls is not some orgiastic, blissful experience. It is not the type of game one may want to wind down with, less than "fun" in a normal video game sense. But it is a wholly engrossing, enjoyably solitary experience, if you've got the patience and the bravery to look into the fog and face what's inside.

Demon's Souls was developed by From Software and published by Atlus for the PlayStation 3 on October 7. Retails for $59.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played single-player game to completion, testing multiple classes, invading other's worlds and summoning them to my own.

Confused by our reviews? Read our review FAQ.

NOTE: Throughout the month of December, Kotaku will review some of the games that we missed earlier in the year. We're catching up.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5424389&view=rss&microfeed=true
<![CDATA[Tekken 6 PSP Review: One Is the Loneliest Number]]> Tekken: Dark Resurrection was not only the best fighter to ever hit the Playstation Portable, it is still considered one of the top games to hit Sony's portable.

The arrival of Tekken 6 on the PSP could only mean great things, right?

Loved
Graphics: The PSP version of Tekken 6 is a surprisingly attractive game. The portable version does cut a few corners, for instance there's no option to turn on blur, but overall it's a sharply detailed game.

Controls: With four face buttons and two shoulder buttons and a snappy directional pad, the PSP is a perfect match for the Tekken series. Each face button controls a limb of your fighter and the heavy reliance on single direction controls for special moves makes pulling off attacks on the PSP a breeze.

Responsiveness: There's no stutter, no lag here when playing the game. Controls and the fighters are smooth and responsive, making taking Tekken 6 on the go a joy.

No Filler: The PSP version of Tekken 6 doesn't include that annoying, seemingly never ending Scenario Campaign that bloated the console versions of the game. Everything you find in this version of the game you'll want to do.

Faster Load Times: My other chief complaint about the console version has also been fixed in the portable version. The load times, especially if you pre-load the game onto a Memory Stick, are lighting fast. I experienced almost no wait while working through the single-player story lines and arcade mode of the game.

Mappable Buttons: It may seem like a minor thing, a no brainer. But it's nice that the developers allow you to map all of the buttons on your PSP to whatever controls you want. That way you can make use of the shoulder buttons or ignore them. Your choice.

Hated
Stories: While cutting the scenario campaign from the portable version of Tekken 6 was the right move, it would have been nice if the team spent some of that extra time on beefing up the character's cartoon story lines.

No Online Multiplayer: Dark Resurrection's lack of true online multiplayer was, perhaps, forgivable, but why doesn't Tekken 6 have it? Worse still, while the ability to save and share ghosts of your fighting style with other players to use as AI is still in the game, that data can no longer be uploaded or downloaded online. All ghost data, as with multiplayer matches, can only be shared via a local connection.

No Replay: It's nice to be able to check out your finishing move after playing a difficult match in Tekken, and there are plenty of them. Unfortunately, the PSP version trimmed this feature from the game for some reason.

Tekken 6 is a fantastic game, one that improves the graphics and playability of the fighting franchise for the portable. What it tragically doesn't do is push the envelope in anyway to extend the reach of multiplayer gaming for the franchise. In fact, it actually cuts down on the ways the game can deliver more lasting fun.

While the game will be a must-have for fans of the franchise, it still disappoints on that key issue.

Tekken 6 was developed and published by Namco Bandai for the Playstation Portable on Nov. 24. Retails for $39.99 USD. A download code for the game was given to us by the publisher for reviewing purposes. Played multiple arcade, story, ghost and challenge matches.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5423078&view=rss&microfeed=true
<![CDATA[Call of Duty: World at War Zombies Review: Zombie Nazis!!!]]> Nacht Der Untoten was a surprisingly fun little addition added on to the end of the otherwise realistic and slightly unsettling Call of Duty: World At War.

In the console version of the online mini-game you and up to three others fight off a never-ending horde of Nazis. When it came time to try and bring World at War over to the iPhone, the developers made the right call: Zeroing in on the zombies rather than the World War II realism.

Let's see how they did.

Loved
Concept: The premise of Call of Duty: World at War Zombies seems a perfect match for the iPhone and iPod Touch. You are a Marine hiding out in a German barracks trying to stave off the ever-encroaching horde of ambling zombies. While the game may look like a traditional first-person shooter, the emphasis on resource management and guarding the boarded up windows creates a game vastly different than you'd expect to find in the genre.

In the iPhone game, as with the console game, you'll find yourself spending as much time running between windows to repair barricades as you do shooting zombies. This makes the game a more natural port to the iPhone than it would if it were a straight-up shooter.

Controls: While shooting zombies is an important part of the game, it's not the only thing you spend your time doing. That makes me OK with the developers' decision to essentially add auto-aim to the title. Sure, you can take the time to zoom in to snipe or even quickly adjust your aim as you walk, but if you start firing off shots with the crosshairs on a zombie it will lock on and let you keep firing. The game also has three control schemes, allowing you to use touch, digital dual analog sticks or tilt controls. My favorite is the dual sticks control.

Hated
Single Map: For $10, even with Wifi multiplayer for four, it would be nice if the game came with more than the single map. Sure you can play the hell out of it, and you will. But I'd like a bit more variety for so steep a price.

More maps are said to be coming for the game, including the zombie asylum, Verruckt, but you'll have to pay to get them.

Call of Duty: World at War Zombies is most favorite iPhone game at the moment, and I'm not the only one. The game has enjoyed three weeks at the top of our iPhone Charts list.

The combination of zombies, Nazis and, essentially, horde mode, is highly addictive and fun. Despite the pleasure I've gotten out of the game, the $10 price tag means you should maybe hold off a bit until the maps, and a likely price drop, hit.

Call of Duty: World at War Zombies developed by Ideaworks Game Sudio, and published by Activision for the iPod Touch and iPhone on Nov. 20. Retails for $9.99 USD. Code for the game was given to us by the publisher for reviewing purposes. Played multiple matches alone and with one to three others.

NOTE: Throughout the month of December, Kotaku will review some of the games that we missed earlier in the year. We're catching up.

Confused by our reviews? Read our review FAQ.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5422724&view=rss&microfeed=true