Showing posts with label Wii. Show all posts
Showing posts with label Wii. Show all posts

Thursday, July 16, 2009

GERARDAMO is writing a review?

Well... No.

I was all set to do a review of BlazBlue: Calamity Trigger this week, but in a 20cc-esque turn of events, not only was that not available from my GameQ on GameFly, the first 11 games on my list weren't available. So was next? Animal Crossing: City Folk. No, I don't remember how it got there, but it was anyway. Well, GERARDAMO, why can't you just return it and get another game? I was all set to do that, but I give any game I get the benefit of the doubt and play it anyway. It has now been 5 days and I'm still playing it. How very disappointing. In fact, I would probably do a review of it if it wasn't from last year, but alas, it is. For sake of getting a review up, I'll write a quick 2 sentences.

GERARDAMO Reviews - Animal Crossing: City Folk (Nintendo Wii)

Animal Crossing: City Folk is the Wii's version of Animal Crossing for the Gamecube. Does that sound like weird wording, let me explain it better. Animal Crossing: City Folk is the exact Animal Crossing that you played on the Gamecube, and also the same exact game that you played on the DS. The furniture is the same, the neighbors are the same, everything is the same.

Originality: 0/50
Innovation: 0/50

Overall, Animal Crossing: City Folk scores a 0/100

Okay, joke review aside, this is indeed the same game that I saved my allowance for months for way back when I was in middle school. I'm not entirely sure why I haven't returned it yet. But if I ever do, I should have a review up for BlazBlue sometime soon. For now, I have to get back to mailing my neighbors the garbage that I found fishing.

Friday, July 10, 2009

Sometimes, Actual Walking Can Be A Bit Overwhelming

Have you ever had the thought, "It's a beautiful day outside! I'd love to go out walking, but that's just too gosh darn difficult!" I know I have! Lucky for you, Konami is here to save you from the trouble that is going outside and walking with their latest project, Walk It Out!

Okay, seriously, time to end the Splenda-sweet sarcasm. Walk It Out is Konami's latest adventure into "exergaming." Using a Wii Balance board, you can get all the excitement of real walking without leaving the house! You can also use the Hottest Party/Mario Mix (I mean... Mario Mix? What's that. It never happened. Continue reading.) dance pad, and if even THAT seems too daunting, you can go ahead and use your Wii-mote and nunchuk. Now, it seems to be at least PART rhythm game. You have to walk in time to what is promised to be over 100 songs. So, maybe if DDR seems too difficult as well, this two direction version might be more appealing? Still not interested? Yeah, good luck with this. Maybe Liz, the personal trainer will get you more motivated to walk in place.


If nothing else, that trailer is pretty hilarious. As far as I know, there is no release date set yet. I hope we can all manage to hold back our excitement to walk in place until this comes out.

Thursday, January 29, 2009

20cc reviews: Spider-Man: Web of Shadows

Yes yes I know, I'm going backwards. If anyone out there has an idea of a new game for me to review, let me know. I guess really it would have made more sense chronologically to review this one last week, but I wrote last week's review before I realize that WoS came out in October, probably because I just played it. I get it, I'm supposed to be reviewing new games, but don't worry, I plan to have opinions on F.E.A.R. 2, InFamous, and the Watchmen movie soon after they're released. Specifically, they better all be awesome or I'm gonna be pissed.


Back to the game at hand. The Spider-Man games have always been one of my guilty pleasures. I really don't want to like them, but they're just so much fun. It seems to me that as I've gotten older, the games too have changed to fit my tastes. I've played and enjoyed the N64 port of the 2000 Spider-Man game, the 2002 Gamecube version, Spider-Man 2 on the Xbox and on DS, and Spider-Man 3 on PC. Granted, the latter two were less than satisfactory, but putting that aside, Spider-Man: Web of Shadows is a well worthy addition to the series.


In my mind, what's made these games so fun since back in Spider-Man 2 is the addition of physics, and the introduction of a sandbox style environment. The ability to leap from the roof of the Empire State Building, plummet through the air, and catch yourself with a web line seconds before you splat on the pavement added a whole new level of enjoyability. Suddenly, it wasn't just about beating the levels. Just getting around was fun.


WoS is another improvement on this model, in that it's no longer based on the film series. The plot is actually fairly interesting, in a decidedly comic book kind of way. I won't go too far into it, but following the return of Venom, the Symbiotes try to take over New York, and Spider-Man is once again infected with the symbiotic black suit. Your job is to stop the invasion, the only way Spider-Man knows: by punching stuff.


There are two major innovations in this latest installment. First, the ability to switch between the red and black suits on a whim. Second, the renovation of the combat system to account for Spider-Man's trademark acrobatic style. These two combined allows for particularly asinine players, like myself, to switch to the overtly destructive black suit and wreck havoc among the unsuspecting city goers. The combat is remarkably simple, and, if you wanted, you could beat the game with only one attack button. This button allows the player to web zip at an enemy, tackle them, and vault off of their head. However, a punch button, suit specific attack button, and special attacks allow you to vary your fighting style, and can also be used to modify the web vault attacks.


There isn't much else to say about the mechanics of the game. As for the story, if you're a comic book fan, you'll probably like it. Otherwise, you probably won't. Several times throughout the game, I suddenly became aware that I had chained attacks through the past twelve enemies using nothing but the Y button and a little timing. Then I realized that I didn't care, because it was still really damn fun.


Unfortunately, as I remember was the case with Spider-Man 2, WoS is plagued by glitches. The web zip sound occasionally disappeared, and on one occasion, all of the game's sounds suddenly vanished for about a minute. On another occasion I jumped into the river and died, but instead of getting a game over screen, I sat and watched Spider-Man drowning in the river until I restarted the Xbox. The most annoying glitches were that occasionally, the targeting system had problems, and the citizens often failed to react to me appropriately. These two facts combined made it very difficult to save the assigned number of civilians from [gang wars/super soldiers/symbiotic monsters]. That's probably okay though, since I didn't tend to bother with those missions. On another note, the realism is slightly broken in that the web lines don't necessarily always attack to buildings like they did in 2 and 3. However, the camera is usually clever enough to keep you from seeing that.


That's about all there is to say. I may be wrong about that, but I'm certainly out of ideas. The game's great, if it's the kind of thing you're into. I'm aware this isn't the greatest piece of writing I've ever produced, but I'm pretty tired. I may add to this later. Until then, have fun.


Here's a video. This guy is pretty bad, and there isn't much action, but it does a pretty good job of demonstrating the look and feel of the game, including the destructible building facades, and the often irritatingly cheesey dialogue.


Tuesday, January 20, 2009

23 reviews: World of Goo

Normally I would save reviews for these larger and more well known (and not completely free) games for later, but, seeing how they just released the soundtrack for free i thought i should stay on the ball and link to the soundtrack as well as review the game. Anyway I hope everyone watches the inauguration today and I hope you enjoy my second review!

Name: World of Goo
Author: 2D boy
Version: Final
Platform: Windows, Mac, and Wii (via WiiWare) (Linux coming soon)
Price: $20, free demo
Players: 1 on PC, up to 4 on Wii
Website: http://2dboy.com/games.php
Video: http://www.dailymotion.com/video/k10vs5hKabZJgMNNRc

An engineer's dream, that's simple enough to be picked up by anyone. 2D boy presents his first game, a real time physics/engineering game with interesting puzzles and an amazing art style. When I first saw this game, as Tower of Goo (http://www.fun-motion.com/physics-games/tower-of-goo/ ) I was impressed by the design and how fun it was. The game has taken leaps and bounds since that (although it did keep a side game that is somewhat similar to that game). Although it kept the same basic game play the art is much more beautiful, the puzzles are much more challenging and the game has tons more personality.

In WoG you play as, well, it's not exactly clear, but your job is to manipulate goo balls that stick to each other to create structures to get to the pipe at the end of the puzzle. Originally you start out only using the black goo, which has no special properties; they just stick to each other when put together and stays there, and moves around when free. Eventually you get many different types of goo which you have to use in order to solve each puzzle.

The puzzles always have the same end goal; get as much goo (sometimes of a specific type) to the pipe as possible; the way of doing this, though, varies dramatically throughout the game. Although most puzzles require you to build some sort of budge or tower you have to use the right goo in the right situation. The puzzles are varied enough to keep you interested, and challenging enough to keep you engaged. The challenge level of this game can waste a lot of your time, but it's not anymore challenging then it should be, so it is highly advised for both avid games and casual gamers with some time to play, be prepared to actually think about each puzzle though.

The art style in this game is amazing. I absolutely love the intentionally imperfect yet still awesome, unique art style. The music for the game fits well, with tracks long enough and ambient enough not to get on your nerves, even if you are stuck on a puzzle for a prolonged period of time. Each song has a unique personality to go with the just as unique level. Speaking of the sound track 2D boy is offering it for absolutely free at: http://kylegabler.com/WorldOfGooSoundtrack/ and it is defiantly good enough to download and listen to even if you haven't played the game, and if you have played it it's a great way to invoke those friendly memories.

The story telling is great, it meshes seamlessly with the music and art style, it just goes well with the whole feel of the game. The game is split up into different chapters, each with slightly varied styles and feels, this provides a great way to add a little cut scene at the end of each to move along the story as well as providing the player with a sense of accomplishment. Other then the cut scenes (which are short and sparse, nothing more then whats required to tell the story), level design, and music, the story is told through signs posted in each level which give you hints on how to complete the puzzle, tidbits to unravel the story, and a little humor, all of which are signed by "the sign maker". The plot has many twists and turns to keep you engaged, so I wont ruin any of the story, as well as a lot of meta comedy to keep you smiling.

World of Goo is intuitive, fun, unique, and extremely enjoyable. I highly advise this game for anyone who wants to face some serious puzzles (each one with an "OCD" challenge for, well, the OCD people who just NEED to finish the whole game, or anyone looking for more difficulty), which can be solved multiple different ways , or just looking for a fun game with a great design and story where you get to make some cool stuff. Defiantly at least download the demo (available off the site) and give the first chapter a spin, it should be enough to have you fall in love with the game, and it is well worth the $20. Let's hope that 2D boy continues on their path of greatness, because this is definitely one of the best indie games of 2008.

Friday, January 16, 2009

GERARDAMO on: Sonic Unleashed

Wait, what? GERARDAMO does reviews on new games? Damn right I do, I just seldom play them. Now, I realize that this game has been out for a small while now, but most of the other reviews I've seen for this game simply write this game off as another Sonic game, and therefore bad. Well, it is a bad game, probably because it is a new Sonic game. But, where all of these other reviews couldn't find anything decent in this game, there were parts of Sonic Unleashed where I couldn't help but turn into a grinning doofus from the plain, simple fun the game offered. Well... For the 1/3 of the game that was fun anyway.

The game is split into 3 different parts: daytime levels, nighttime levels, and looking around for the levels. The daytime levels are reminiscent of the Sega Genesis trilogy, but it also innovates on that classic game play by... well... Being new. There are also 3D sections that play like the Sonic Adventure series, just a lot faster. Sometimes it can be too fast. Your little blue blur will be running along, and suddenly, he'll disappear, and a few seconds later, you'll have realized you fell in a hole, but it will have been too late. Minus 1 life. Speaking of lives, I've noticed that many people are complaining about the life system, calling the game out for using a trail-and-error system. I say, isn't this what games used to do anyway? Have gamers really gotten so bad at games that don't involve shooting down squads of terrorists and dropping the fag-bomb over Xbox LIVE that they resort to throwing hissy fits when a game is too hard and punishes you by making you start over because you just plain fucking suck? That's just sad. Yes, it's frustrating when you die, but learn from that mistake and TRY GETTING PAST THE OBSTACLE SOME OTHER WAY. Anyway, yeah. 2D part is very fun. The transitions between 2D and 3D are fantastic, and there are times when they will be combined, feeling very reminiscent of NiGHTS into dreams... (Which is quite possibly Sega's greatest game ever.) 

Unfortunately, some moron on Sonic Team decided that Sonic needed to take a break from all that running... A loooooooong break. So, they decided that Sonic should turn into a werewolf, a stretchy werewolf, a stretchy werewolf in a bad beat 'em up platformer. Well, it's not that bad. If it weren't in a Sonic game, it probably would have went over very well. It has a rather deep combat system to prevent the monotony that comes from most beat 'em ups with the regular "PRESS A OVER AND OVER AND OVER AND OVER AND HE DEAD NOW YAY" gameplay. But... It's Sonic. For one thing, he's a hedgehog, not a werewolf. For another, nobody wants to play a slow Sonic game... Nobody. Get it right, Sega. 

So, that's another 1/3 of the game. Wait, Gerard, that's only 2/3, you suck at math. No I don't. The other 1/3 simply consists of trying to find the damn level you want to play. This is not enjoyable at all. I don't want to get rewarded for playing a game simply by getting to actually play it. It can take upwards of half an hour to actually find the level you're supposed to play, and because of that, I could only stomach about 4 hours of this game before I quit. You go around trying to find some towns person to talk to, and they might tell you where the level  is, or they might just try to sell you a hot dog, or ice cream, or mushrooms, which would probably be a good investment and make this part of the game stomachable

So, when the majority of gameplay in a game is bad, yes, it's a bad game. It's sad, because the part that Sega got right is fun. Really fun. Really really really really really fucking fun. Sega did take a step in the right direction, and I have high hopes for the next Sonic game they might be releasing (When's the last time that happened?) After all, they did develop an entirely new engine for this game, I doubt they would use it for one game. Hopefully, Sega will learn from these mistakes. They're so close to fixing a problem that they shouldn't have had in the first place, but as an avid Sega fanboy, I'm not going to give up on Sonic. No, Sonic 2006 is still a terrible game that I'll never, EVER play, but it looks like Sega is starting to finally get things right. It's just a shame that if they had just shortened Sonic Unleashed and removed all of the shit that didn't belong in it, it would have been a perfect game.

Wednesday, January 14, 2009

20cc reviews: Call of Duty: World at War

CoD5 came out a little under the radar. Granted, when I say under the radar, I mean to say that I didn't notice it was coming out until shortly before its release, and I can't claim to be a careful follower of gaming news beyond that which is on Wikipedia. I should probably work on that, but it's not the point I'm trying to make.


Back in '07, I saw ads for CoD4 in theaters and was vaguely interested. That was about the end of it though. I played it at Dan's and mostly enjoyed the fact that the reload animation changes when the magazine is empty—something every game should be able to do now.


About a year later, Caleb brought CoD5 to my attention, and we shared high hopes, because of the cooperative campaign mode, and because the game was going to be set back in World War II which, while horrendously overused, is several leaps more interesting and realistic than the present day formula of “Terrorist steal nukes. America save world. We best nation in world. Yay America.” This is not to say that CoD4 was a bad game. On the other hand, I hoped that such a game could be followed by a truly stellar WWII shooter, something that's rather hard to find. Unfortunately, it was not to be.


When I recently got my hands on a copy of CoD5, I found it plagued with most of the expected problems, and a few others. The game was touted to be a “realistic” shooter, one that would accurately depict the conditions of the Pacific Campaign, and war in general. The game starts off with our beloved protagonist tied in a hut with another American, being interrogated by a Japanese soldier and his commander. We watch as the officer pushes a cigarette into the other prisoner's eye and leaves. The soldier then draws his knife and slits the American's throat, turns on the protagonist and is suddenly stabbed in the back by the typically well timed rescue operation.


And that's about all the horror you get.


I'll admit that I haven't beaten the whole game, but unless the last two levels suddenly turn into a burned-face, screaming-children gore fest, I feel that the supposed point of the game was missed. I have never been shot, but I imagine it would be rather unpleasant, and yet the injured soldiers in this game lie silently on the ground and, irritatingly, aim perfectly with their “last stand” pistol. In the real world, when a person is lit on fire, they scream and writhe and their skin melts off and they dehydrate. In CoD5 they die, very quickly and apparently painlessly.


That's okay, right? It would be pretty interesting to have a game that really made me feel the horror of war, but would it be fun? Maybe not. It certainly would have been a good game, if that was the only problem.


The next warning sign came after the second Japanese ambush. This brought two things to mind. The first was, don't these soldiers know how to fire a gun, or just charge at you with the bayonet? In my experience, it was mostly the latter. My second thought was, why are my allies so thick? Haven't they been fighting the Japanese for months? How many times are they going to walk into a clearing, see apparently uninjured soldiers lying on the ground (in Japanese uniforms) and think, “My, we haven't had any soldiers here. These men must have dropped dead of their own accord. It certainly won't be ANOTHER ambush.”


(Spoiler alert: IT'S ALWAYS ANOTHER AMBUSH.)


There were two things that really ruined the American campaign for me, however. First, the commanding officer is voiced by Kiefer Sutherland, whose reputation in my eyes has been forever ruined by 24. This is more a matter of personal opinion. However, around the third American level, I found myself carrying a heavy, belt-fed machine gun. I was firing it accurately without anyone feeding the belt, without bracing the gun, while standing, and moving.


At this point I could no longer hope for anything redeeming from this campaign. But the Russian campaign, that'll be fun. Alas. The stunning brilliance of the German infantry is showcased in the first level, when you take up a sniping position in the middle of the street, and kill one of two guards standing a short distance away. His partner responds with nothing but mild surprise when he sees his friend's head explode, and of course can't think to take cover before he himself is killed. You do this three times. It's okay though, because planes were flying overhead. It's a very clever technique. The planes cover the sound of the gun firing, and apparently also eliminate the muzzle flash.


I won't drag this out too much longer, but suffice it to say that the rest of the campaign is plagued by clichéd dialogue, two dimensional, poorly written characters, and a magical regenerating tank armed with both a cannon and flamethrower. Apparently the Soviets weren't broke after all.


My final complaint, less of a major issue and more just a demonstration of messing with something that doesn't need to be messed with. When playing in cooperative mode, the game doesn't use the full screen. Each player's screen is letterboxed and moved off into a corner of the screen. Apparently the game wasn't good enough on its own, so the makers had to stylize the screen itself. This wasn't so much an issue with me. My 65 inch screen made even a smaller than average playing area workable, but most people don't have 65 inch screens. This leads me to ask the good people at Treyarch, WHAT IN GOD'S NAME WERE YOU THINKING?


I recently reread a review in a certain unnamed gaming magazine that said the only thing that could be found to criticize about CoD5 is multiplayer that “Isn't quite as good as Four.” I'm inclined to wonder if we played the same game.