What Is Techno Again?

Where fiction collides.

Posts Tagged ‘PlayStation 3’

Published: Tuesday, December 21st, 2010

PSN Review: Scott Pilgrim vs. the World

Scott Pilgrim is a nerd’s dream-come-true. The adaptation of Bryan Lee O’Malley’s beloved comic book series tosses a little manga, romance, and 8-bit video game love into a hurricane of evil exes, setting an indie music scene against a Canadian backdrop. Scott Pilgrim vs. the World: The Game isn’t a thoughtless retreading of the movie or comics. If anything, it plays to the tune of both while composing its own melody: a side-scrolling, one-to-four player beat-em-up with the bells and whistles of an RPG.

The environments might mimic that old school style, with countless homages to classic games strewn visibly throughout, but the game’s energy and creativity paints a new world over top. Broken down into sections, levels usher in loads of enemies, smashable and throwable objects, and secrets—from subspace highways to convenient shops, for when you need a quick pick-me-up. Bosses definitely rank as the highlight of each area, and you’ll throw down with them in charming ways, but that doesn’t mean enemies are forgettable or even easily bypassed. Each type attacks with a signature pattern and blocks or counters with his own defensive strategy.

Players can choose between Scott Pilgrim, Ramona Flowers, Kim Pine, and Stephen Stills as they plow through all seven of Ramona’s old flames. Food and drinks can be taken as snacks, rescuing players from total health depletion in a pinch (gut points are life-savers, too), and other purchasable items raise stats even when the max level (16) has been reached. These RPG elements do sprinkle on extra charm, but moreso they hinder gameplay, forcing players to labor through the early levels with few moves and weak stats.

There’s a lot of replay value in Scott Pilgrim, with unlockable modes and co-op action, but beating the game the first time around is a headache-inducer. Multiplayer is infested with glitches, and there’s one glaring, fundamental oversight: Unless you completely finish a level, checkpoints won’t stick around for good. That often means pointlessly working through half a level, only to restart from the beginning (with more lives and a better chance) after you die.

From fights to shopping sprees, Scott Pilgrim doesn’t play fair. You’ll have to guess at the benefit of each espresso, meal, or hipster tee, as details aren’t available until after you buy. Don’t bother paying off Scott’s late rental fees, either, unless you have additional cash to burn—the massive debt returns after you exit the vendor. If the developers were aiming to design a game that could be plucked from an early console era, then they achieved their goal. The only problem? They forgot about all the bad mechanics, bugs, and frustrating gameplay that made those games painful to bear. 9/10

Also available on Xbox Live Arcade.

Published: Thursday, November 4th, 2010

Atlus Announces The Cursed Crusade

Today Atlus predicted that this coming summer, the Old World will burn—that is, their new action-adventure quest The Cursed Crusade will land on the PlayStation 3, Xbox 360, and PC in conjunction with developer Kylotonn Entertainment.

Promising two player co-op (online and local) gameplay, The Cursed Crusade is set at the close of 12th century medieval Europe and follows two damned warriors in a fight for their souls. Throughout the game, Denz and Esteban are afflicted by the Templar’s Curse, which pulls them ever closer to hell and burns “their humanity away as it engulfs the space around them in demonic flame.”

According to Aram Jabbari, Manager of PR and Sales at Atlus, the game’s historically accurate locations will be contrasted with the characters’ supernatural struggle, making for a unique experience:

“The game’s main characters are not heroes; they’re just men, susceptible to temptation, easily made to feel doubt and despair.”

Thoughts? To me, this sounds like a dark fantasy twist on Assassin’s Creed.

Visit the brand new website thecursedcrusade.com for a teaser trailer featuring gameplay footage.

Published: Tuesday, November 2nd, 2010

Demo: Majin and the Forsaken Kingdom

Game Republic’s new action-adventure title arrives in stores on the 23rd, but based on demo impressions, you might want to do a little digging before you make the purchase.

Usually when a game catches my eye, taking the time to investigate some details about it can spare me a headache in the future—and sixty bucks. Majin and the Forsaken Kingdom (PlayStation 3, Xbox 360) is one such game.

The premise involves a thief who recruits the ancient powers of the mythical Majin, a bumbling giant with a small grassy patch growing on his backside. Players enlist the creature’s help in restoring order and light to a kingdom overrun by inky monsters and evil guardians. Through commands, Majin can interact with the environment and charge enemies, but to execute a winning blow in battle, the two heroes must cooperate through special combination moves.

The concept sounds good on paper, and a combat system rooted in friendship seems to promise quality attention to both gameplay and story elements. With such a tempting offer, it’s easy to overlook what will perhaps become the game’s biggest, most fundamental flaw. The Majin isn’t an intelligent being, and he speaks with the eloquence of a caveman.

This grievous mistake knocks Majin and the Forsaken Kingdom straight off my Christmas wishlist, but more painful than watching two dumbed down characters interact is the number of ways the game stumbles in the demo: my first means of understanding the game.

Due to his large size, Majin bumps into your character frequently, disrupting whatever attack the player was on the verge of unleashing. But the most aggravating part of the demo occurs when Tepeu, without Majin’s assistance, must sneak around the upper level of a room, temporarily incapacitating the guards that stand between him and a certain lever. Enemy eyes glow purple when they’re oblivious, yellow when they suspect Tepeu is near, and red when they spot the thief. More than once this mechanic glitched on me because the situation was so contextually sensitive. When the game instructed me to stay “out of sight” by crouching, I did so, only to discover that what counted as “out of sight” was a matter of opinion. Most of my time was spent either in wait or in a trial-and-error struggle for permissible hiding spots. The swirling black shadows hovering over set areas suggested that maybe these were the so-called “out of sight” locations I should be seeking, but when that idea backfired, I was once again left to my best guess.

Majin and the Forsaken Kingdom has potential in terms of personality: Majin actually crashes to the ground when he falls, kicking up dust, and tiny animals such as mice scamper around and offer up advice—they just do it in the most annoying voices imaginable. By the end of the demo, I was groaning at the childish dance Majin and Tepeu engaged in after defeating a more formidable opponent. The verdict? Disappointing in almost every respect.

Published: Friday, October 22nd, 2010

Tips for the Thievious Raccoonus

It’s been awhile, but I’ve finally written another video game feature for the good folks at Spawn Kill. Anyone else excited for the HD Sly Cooper collection?

Published: Monday, October 18th, 2010

PS3 Review: Prince of Persia: The Forgotten Sands

Ubisoft backtracks to a prettier prince with the prequel to Warrior Within. The sands make a comeback, along with a female sidekick, a common move for the Prince of Persia series. As the Prince and his brother Malik break an ancient seal, they release King Solomon’s sacred army, a misnomer. These skeletal and armor-plated fiends operate under an evil spell that threatens to cover the world with a sandstorm. With the help of a magical Djinn named Razia, the Prince wields the elements of water, wind, fire, and ice as his only hope against the power-hungry Ratash.

The Forgotten Sands sits more comfortably among earlier PoP games like Sands of Time than the recent experimental ones, such as the cel-shaded remake that, as gorgeous to view as it was, made a lot of players grumpy (who wouldn’t be after that cakewalk and story ending?). This run-around takes a step down in graphics, but it does construct a stable balance between traversing obstacle courses of spikes and whirly gigs and engaging in combat. Players can rewind time as usual, but what makes this edition unique is how it challenges gamers to mix environmental and water manipulation and aerial boosts on command. Thanks to Razia, the Prince can solidify water and interact with it like he would a wall or beam. Timing is key, camera clues are vital, and specialized aerial jumps and area restoration add an extra edge to the gameplay. A few instances will leave players exasperated with buggy missteps, but for the most part, the Prince follows orders (nudge, nudge).

The game quickly immerses players by introducing various fighting methods and enemy types. The selectable upgrade system, based on experience points gained in battle, enhances combat and allows for a better grip on health and magic (longer water and time control, more powerful elemental attacks, etc.). Over the course of the game, these upgrades feel as unnecessary as opponents are redundant. The Prince swings a mean sword, and it does the job right.

A little more dedication to the adventure could have saved players from occasional boredom. Scattered throughout the palace, the blue sarcophagi that award bonus XP act as the sole incentive for careful exploration. Forgotten Sands falls into fits of uninspired gameplay, only to pick up its pace and then lapse into a creative coma again. While the narrative blows over more like an bothersome breeze than a strong sandstorm, at least the vigorous final boss fight justifies the investment.

The Forgotten Sands isn’t altogether unwelcome, but it does little to earn a valuable place as a member of the Prince of Persia series. 7/10

Published: Saturday, August 14th, 2010

High in the Clouds: Bioshock Goes Infinite

More Bioshock, please! Check out the star-spangled news (with a teaser trailer and screens) at OneMetal.

Irrational Games promises to return the Bioshock series to red, white, and blue form with Bioshock Infinite. The sea is so three years ago. Come visit the city in the clouds.

2K Marin departed Bioshock from its original creative talent for the lesser praised sequel, but the company is graciously stepping aside for the third installment in the series, a property that Irrational Games has reclaimed. 2K president Christoph Hartmann recently announced, “We believe that Irrational Games will lend their meticulous attention to detail and unique storytelling expertise to make BioShock Infinite an incredible entertainment experience that will immerse new and diehard fans of BioShock alike.”

Published: Friday, June 18th, 2010

Somebody Call Walter Sullivan: Dexter Composer Moves In

Recently at E3, Silent Hill owner Konami debuted a trailer for a post-Akira Yamaoka title. The game, temporarily labeled “Silent Hill 8,” follows a convict Murphy Pendleton as he stumbles into the nightmarish town. Now, really. Who just “stumbles” into Silent Hill anymore? Play us a new tune, Alessa.

I guess that’s where composer Daniel Licht comes in; he’s got quite the reputation (Hellraiser, Children of the Corn, Dexter), but will his songs fit the series? The music sounds a bit too exotic for my tastes, and the gameplay looks like it meddles in the action-adventure genre (get that out of my survival horror!), but who knows. The thematic face lift could be just what the nurses ordered.

The game’s director does promise an “evolution of the franchise’s core combat.” What do you think? Too much Homecoming, too little James Sunderland, or just right, Mary?

Vatra Games is developing the 2011 title for the PlayStation 3, Xbox 360, and Windows.

[GameInformer]

Published: Thursday, March 11th, 2010

Reminiscing with a Couple of Grenades and Majinis: New Resident Evil 5 DLC Reviewed

Want more Resident Evil 5 content? Unless you plan on diving into co-op mode, I couldn’t possibly understand why, but hey, more power to you. Just don’t let the year that flew past us distract you from the game’s original flaws, because they stick to the two DLCs recently released.

Find out what “Lost in Nightmares” and “Desperate Escape” have to offer in this RadNerd review.

Hey, remember the days when Chris Redfield and his sassy BSAA partner, Sheva Alomar, crunched those mean ol’ Majinis side by side? I can still smell the blood rusting on the chainsaws, feel the Reapers using my guts as Play-Doh, and hear Sheva’s incessant nonsense about needing more ammo. Not to mention all the cheesy love and hugs (and, erm, Wesker drama) that hitched a ride with frustrating QTAs hogging the steering wheel. My brain can replay all that action as if it were yesterday … maybe because it practically was yesterday. Okay, a year does not equate to the concept known as “yesterday,” but Resident Evil 5 is managing against any non-masochistic odds to surf its fairly sized, “racist” wave of cheap tricks. I mean, did we all just forget how much the AI’s moronic antics bothered us or how much misery the final boss sequence caused us? Oohh, yes. Now the pain smacks you in the face.