Showing posts with label game reviews. Show all posts
Showing posts with label game reviews. Show all posts

Thursday, January 31, 2013

Full Review: Classic Hack-and-Slash Action Returns in 'Code of Princess' for Nintendo 3DS

Like video did to radio, 3D killed the 2D star. As someone who inflicted blisters on top of blisters on my thumbs while playing games like “Gunstar Heroes” and “Double Dragon” in my youth, I lamented the passing of this beloved gaming medium. Once in a while, though, a game comes along that resurrects my love for old-school fare. The latest is “Code of Princess,” a 3DS game first released in American shores last October and now just recently became available for download on the Nintendo eShop.

In this game’s campaign, you start out as the brave and somewhat airheaded Solange, a powerful and brave warrior princess with heavily armored, uh, hands. Along the way, she’s joined by one of the biggest collections of anime-inspired misfits, including a lovestruck samurai, a musclebound animal lover and a warrior nun whose philosophy is more in line with “two eyes for an eye.” These misfits are only topped by the ensemble of enemy goofballs that populate the Distron army’s ranks -- made even more interesting by the excellent localization job for the English version. It's "deus ex magnifica," if I say so myself.

Now some folks have made the mistake of looking at this as an RPG with beat-em-up mechanics, which could potentially lead to disappointment. Instead, it’s actually the other way around -- Code of Princess is primarily a combo-heavy beat-em-up with RPG mechanics, just like Guardian Heroes. And as a beat-em-up, this game is actually quite good. In fact, I consider this a more worthy followup to Guardian Heroes than the latter’s sequel Advance Guardian Heroes, particularly in terms of the fun factor. Like Guardian Heroes, you can jump in between the foreground and background. Even Solange’s diving fire sword move looks like a straight-out tribute to Han from the original Guardian Heroes. Speaking of moves, this game heavily relies on combos as well, allowing players to chain regular moves and specials. Eventually, you’ll be able to deftly launch and juggle enemies, then launch them again. A lock on and burst mechanic also allows you to deal even more damage when stacked together, though it likely won’t compare to the damage you’ll do to your thumbs once you get your combos down pat.





Stat allocation via level up also adds another, uh, level of strategy and fun to the game. Throw in the fact that you can unlock more than 50 characters and its quite possible to get plenty of replay value from Code of Princess. Admittedly, the game can get repetitive even with all the different characters -- an issue pretty much for classic beat-em-up games in general. Like those titles of old, maintaining interest in this game is all about experimenting and pulling off tough combos as well as playing with other people either via online or co-op. This brings up another issue -- the fact that the online lobbies seem to be  dead at this point. You’ll basically have to rustle up some non-imaginary friends if you want to play co-op or versus modes.

Even with its issues, however, Code of Princess is a great representation of a classic genre that has fallen by the wayside with the advent of 3D action games and first-person shooters. I remember chuckling when I finally started feeling that long-lost yet familiar sensation of blisters forming on my thumbs as I made my way to the final boss fight after playing the game all the way through from the very first stage. All of a sudden, memories of Double Dragon, Streets of Rage and Gunstar Heroes started flooding in my head. That’s when I knew I that I was taking part in some old-school fun. This game certainly isn’t for everyone but if you like classic action games, then you’ll want to give this a look.

Friday, January 25, 2013

Level 5, Studio Ghibli Create JRPG Magic with 'Ni No Kuni: Wrath of the White Witch'


All-star collaborations aren’t always a sure thing. Case in point: Check out the unpalatable, sub-500 sausage being churned out by the “all-star” cast of my beloved Los Angeles Lakers. Yuck.

Once in a while, though, the meeting of talented forces produces something that does justice to the sum of its parts. This certainly holds true for “Ni No Kuni: Wrath of the White Witch” -- the wonderful, lovable offspring sired by Japanese RPG heavyweight Level 5 with Japanese animation giant Studio Ghibli. Featuring a tale centered on young wizard Oliver, Ni No Kuni takes all the wonderful flavors from both its creators and melds them into a perfectly blended seasoning. There’s the same charming and inspired art and story style seen in memorable Studio Ghibli works such as “Spirited Away.” Then there’s Level 5’s well-designed RPG mechanics and solid game design. This game essentially melds real-time action with JRPG menus while also throwing in a Pokemon-style mechanic that allows players to capture and use monsters in the field. 


Add a presentation that feels like you’re playing a Studio Ghibli cartoon -- as well as the option to use  the original Japanese dialogue -- and the result is easily one of the best JRPGs released to date. The fact that lead hero Oliver isn’t an “emo” JRPG jerk is an added plus. If you loved Dragon Quest VIII, the Tales series or just JRPGs in general, you owe it to yourself to check this gem out.

Sunday, January 20, 2013

Review: Stylish Action Returns in 'DmC: Devil May Cry'


It’s been said that it’s better to deal with the devil you know than the devil you don’t. Apparently, it’s a saying that carries a lot of weight for fans of the “Devil May Cry” series.

Following Capcom’s announcement that it was handing off the reins to U.K. developer Ninja Theory for the latest entry in its beloved franchise, many unhappy fans took to the Interwebs to prove that humans may cry, too. The fact that main character Dante in “DMC: Devil May Cry” looked more like a young Morrissey than his traditional, white-haired self made this particular half-devil even more like a stranger to the aforementioned upset fans.
Despite its different look, however, it doesn’t take long to realize that this game, spiritually, is cut from the same cloth as its predecessors. It’s a realization that becomes obvious the moment you first try racking up style points by chaining ground- and air-based combos with your sword and dual guns.

Yep, this sure feels like the same devil that I know. The game even pays homage to the series’ irreverent humor right off the bat, courtesy of an “interesting” slow-mo wardrobe equip and misplaced wig. Stylish, baby!
Ninja Theory does try its hand on a more fleshed-out story, which likely will be hit-or-miss based on one’s fan preferences. Given its nice graphic style, solid combat — including use of demonic or angelic triggers — and good challenge, however, this is one devilish game worth signing a pact with for action fans.


Original RGJ review: http://on.rgj.com/12auWA5

Tuesday, January 8, 2013

Review: 'Earth Defense Force 2017' is Kinda Sorta Like Vanilla Ice Yo


Experts agree that too much cheese is bad for you. If only cheese didn’t … taste … so … good. Mmmm.

Speaking of cheesy dairy goodness, that’s exactly what you’re going to get when playing “Earth Defense Force 2017” for the PlayStation Vita. A re-release of the original home console game in portable form, EDF 2017 displays all the camp and lack of polish of a typical B-movie in videogame form. Cheesy voice acting? Check. Production values that ooze classic Godzilla quality? Check. A story that’s just about as deep as a mountain peak? Checkity-check-check. And yet, while you might have to work up the urge to play this game, it’s hard to put the darn thing down once you start. Maybe it’s the fast-paced, run-and-gun gameplay and overabundance of loot. Perhaps it’s the oh-so-bad-it’s-good dialogue. Maybe it’s the hilarity of how buildings crumble like sandcastles while your character shoots rockets in a goofy, pretzel-like posture while running sideways. Regardless, explaining the appeal of this game is like explaining why you like listening to “Ice, Ice Baby” by Vanilla Ice.

Granted, the game has plenty of issues. Monsters and items can get stuck in solid objects. Gameplay also can be mind-numbingly repetitive. Then, there’s the $40 price tag. Get a local or online co-op session going, though, and watch the time go by. The addition of the Pale Wing soldier also helps freshen things up. Like durian, this one’s definitely an acquired taste that pays off for its target demographic.

Wednesday, October 10, 2012

Spartan Reviews: 'Dishonored' Takes Off White Gloves, Slaps Your Creativity and Challenges It

Reviews in 300 words or less...


It’s been said that life is all about the choices we make. Take the time I decided to high-kick a tree branch at Great America and fell on my butt. In public. Boy, do I wish I could take that back.

Choices also happen to be at the core of Dishonored, a game about a former royal bodyguard turned assassin after being framed for murder. Although divided into chapters, each stage in Dishonored pretty much acts like open world. From the routes you take in the plague-infested city of Dunwall to your decisions on whether to kill or spare practically every character you run into, choosing your own path is baked into the game’s DNA. Want to sneak around and finish the game without killing a single soul? With a little creativity, you can actually do that even with your assassination targets. Want to unleash a Kill Bill murder spree? You can do that, too, albeit at the expense of making the rat plague worse. In fact, hand Dishonored to two people and you’re guaranteed to see different approaches to the game. In one stage, I entered my destination by climbing up to a second-floor window after sneaking around and rendering enemies unconscious. My cousin, meanwhile, mowed everyone down and entered through the front door. Don’t be surprised if you save and reload often to test all sorts of possibilities. 

The only caveat is that this game may not be action-packed enough for folks who prefer a more Michael Bay type of experience. Still, given its overwhelming sense of freedom combined with cool assassin skills and a distinct Victorian steampunk art style, Dishonored is easily one of 2012’s best games.

Recommended if you like: Deus Ex: Human Revolution

Cost: $60, PC, PS3, Xbox 360
Official Dishonored website

Monday, October 8, 2012

Spartan Reviews: NBA 2K13 Dishes Out Good Basketball

Reviews in 300 words or less...



Back when wearing John Stockton shorts didn’t get you locked up in fashion jail, I fancied myself as a promising basketball player. Then my little brother had a growth spurt so I decided to drop the ball and pick up embroidery. Actually, I was only kidding about that last part
though needlework certainly sounded more appealing than being endlessly boxed out by your suddenly ogre-sized sibling.

These days, I live my hoops dream vicariously through video games. As far as virtual basketball goes, the NBA 2K series is the alpha dog. With NBA 2K11 and 2K12 easily counting among the best sports games ever, NBA 2K13 had some huge size 22 shoes to fill. The good news is that gameplay-wise, NBA 2K13 continues the tradition. The game introduces some new wrinkles including JAY Z tunes, mapping new ball handling controls to the right stick and shots requiring additional button input. There’s also a plethora of offensive moves to master, which further add to the game’s realism and polish. In fact, there’s so much to do that newcomers will likely be overwhelmed, especially with the absence of a tutorial mode. There’s also a career mode that allows you to create a player and guide him from pre-draft greenhorn to stellar baller. I decided to create “JLicious Hidalgo” a player who is 100 percent just like me -- except taller, more athletic and just a smidgen better looking.  

Admittedly, the lack of past “Jordan/NBA Greatest” challenges is a bummer. Overall, though, NBA 2K13 is on the money.

Cost: $20-$60; PSP, PS3, Wii, Xbox 360, PC
2K Sports NBA 2K13

Wednesday, September 12, 2012

Spartan Reviews: Tekken Tag Tournament 2 Doubles the Mayhem

Reviews in 300 words or less...


The King of the Iron Fist Tournament returns with double the action once again in Tekken Tag Tournament 2.

Like the first Tag Tournament, this game tries to spice up the traditional Tekken recipe by throwing in some two-on-two tag team action. The mechanic adds an extra level of strategy to the game, including tag attacks and life bar management. Fail to tag in a partner with full health when your other fighter goes down, for example, and you will lose the match. Tag in a partner at the wrong time and you could see the poor sap eat a combo on the way in and lose chunks of health.

Folks who like eye candy will love how well this game looks. The graphics actually are beautiful and tack-sharp, even on my ridiculously large 83-inch TV (yes, I know). The fighting itself also is fluid and fast. Button mashers might get far against scrubs, but the folks who master the timing for attack chains, bounces and juggles are the ones who still rule the day. You’ll need those skills, too, as the last boss in this game can be King-of-Fighters cheap (though a bit susceptible to the Law family’s somersault kick). Otherwise, you can test your might online, though just how smoothly that goes depends on the quality of your connection (or your opponent's). 

Offline admittedly could use more extras though the Training Lab mode with Combot and the cheesily "Excellent!" Lee can be fun. Ultimately, your enjoyment of this game largely hinges on whether or not you still enjoy fighting games. If your answer is yes, then you'll be happy to know that Tekken Tag Tournament 2 is an excellent, polished 3D fighter that’s even more enjoyable with a group of friends in your living room. "Excellent!"

Recommended if you like: Virtua Fighter, Dead or Alive

Cost: $60: PS3, Xbox 360
Official Tekken site

Tuesday, May 24, 2011

Spartan Review: Trouble Witches Bewitchingly Old-School

 
I love “shmups.”

No, I didn’t just try sneaking in some deviant, juvenile word past my editors. “Shmup” is how gamers in the know call “shoot-em-ups,” classic games where you pilot a ship or character and shoot enemies while moving sideways or vertically.

“Shmup” is also used by gamers to demonstrate their cool inside knowledge. That or shift precious brainpower resources from speech faculties to whatever part of the brain lets them dodge the insane amount of bullets shot by enemies in shmup games.

Which brings us to the charming, little shmup, “Trouble Witches Neo.” A cross between Cotton and Deathsmiles, “Trouble Witches” puts you in control of a squad of barely competent witches (and some non-witches) tasked with saving the world from an evil menace. Yeah, it sounds cliched. But if you like wacky anime plotlines, then you’ll love this game.

Just be warned that “Trouble Witches” falls under the infamous “bullet hell” category of shmups. That means your screen will be filled with a gajillion bullets for you — or a companion — to dodge. Fortunately, you have a shield that slows time and turns bullets to coins if you dispatch their source. If you don’t, well, then you’ve got that many more bullets headed for your likely soon-to-be-dead witch once your shield runs out.

The game also has power-ups you can purchase and a Boss Mode. English voice acting is comically bad but you can switch to the Japanese track if you like.

I heartily recommend “Trouble Witches” to shmup fans.

Recommended if you like: Cotton, Deathsmiles 

Cost: $10, Xbox Live Arcade
SNK-Playmore USA   

*This review originally ran in the Reno Gazette-Journal's Sunday Tech page.

Friday, May 20, 2011

New Shooter Just On 'Brink' of Goodness



In an industry flooded by shooters, it’s always nice to see a game that tries to be different.
 
“Brink” certainly strives to break the mold and deserves praise for that. But while the concept behind it sounds quite neat, the execution has some rough edges that leave the game just on the brink of total gaming goodness.
 
At the risk of sounding like an “It’s not you, it’s me” speech, lets enumerate the positives first. 

Character customization is definitely a strong point, providing plenty of options to edit your character. People who like options besides running and gunning will like the extra classes like medic, spy and operative. There’s also heavy emphasis on group cooperation, a boon if you’re a team player like me. The ability to pick sides in a civil war also adds extra variety.
 
On the down side, campaign mode is short and lacking in story, a bummer for campaign fans especially given the interesting setup for the game’s civil war. The AI also can be maddeningly inconsistent. Imbalances in mission design can heavily favor one team over another. Class-based load outs could use more diversity a la Team Fortress. “Brink” also lacks team death match and other classic shooter modes, relying primarily on “8 vs. 8” team objective missions.
 
Overall, “Brink” is a game loaded with potential but just falls short of hitting the sweet spot. It certainly has its high points and some gamers will, undoubtedly, love this game. But I recommend “dating” it first before committing to it, just in case.

Recommended if you like: Team Fortresss
 
Cost: $59.99; PS3, Xbox 360, PC
Official Brink Site

*This review originally appeared in the Reno Gazette-Journal Sunday Tech page.
 

Monday, May 16, 2011

'Lego Pirates' Connects With Families, Lego Fans


The Lego video game franchise gets another block in its ever growing Lego pile as Lego Pirates of the Carribean swings into most video game platforms.

Swashbuckling is the name of the game this time around as swordplay replaces the wizardry from the last Lego video game installment (i.e. Lego Harry Potter). Lego Pirates reaps the benefits from being the latest installment in the series, showing a nice amount of polish in the gameplay. Neat features include a treasure-finding ability via Jack Sparrow’s compass plus the ability to switch more quickly to your character of choice via a character wheel. Cut scenes should earn laughs from the kiddies. Jack also eerily sounds like Jack, despite being limited to the typical Lego grunting sounds.

Like past Lego games, though, platforming can still be frustrating at times. It’s still easy to fall off ledges and miss jumps, robbing you of some of your precious booty. While the retention of coop play is nice, the lack of online coop is a bummer, especially if you happen to be a certain cool, video-gaming uncle who happens to have a niece who just adores the Lego video game franchise but lives hundreds of miles away.

Even with the new Pirates angle, the Lego game franchise might be getting repetitive for some players. But if you still can’t get enough of Lego gaming then you’ll love Lego Pirates. Families looking for a fun game both young and old can enjoy will especially like this one.

Cost: $29.99-$49.99; PS3, Xbox 360, PC, Wii, DS, 3DS, PSP

*This review originally appeared in the Reno Gazette-Journal Sunday Tech page.

Friday, October 29, 2010

Spartan Review: Costume Quest a Wonderful Treat


I’m a sucker for cute-looking games. Add cute costumes, hilarious writing and old-school RPG-style gameplay and well, you already had me at “cute.”

Which brings us to Double Fine’s latest pimple-worthy game, Costume Quest. Why pimple-worthy you ask? Well, let’s just say I tend to get pimples when I stay up late. And up late I was recently cause I couldn't put this darn game down. Curse you, Double Fine!

Anywho, Costume Quest has you assuming the role of one of two siblings who decide to go trick or treating together during Halloween. Unfortunately, one of them gets kidnapped by IQ-challenged monsters who mistake the hapless sibling for a giant, talking piece of candy. Fortunately, your costumes grant you incredible powers against monsters, helping immensely in your quest to save your sibling and avoid getting grounded.

To make life easier, you can enlist allies in your quest while collecting new costume designs and materials to expand your monster-bashing wardrobe. You can also use the candy you’ve collected to buy helpful skill stamps from aspiring little entreprenuer Sadie to boost your strength, counter enemy attacks and stun enemies. Action is turn-based and relies heavily on timed button presses to boost your attacks and guard enemy attacks.

Dialogue scrolls a bit too fast to read in the beginning and there was also one time when my game froze while I was robot skating in my blue bot costume. But its simple and solid gameplay, along with its hilarious dialogue make Costume Quest a real yummy treat.

Cost: $15 download, PS3 and Xbox 360

http://www.costumequestgame.com

This review also appears at the Reno Gazette-Journal Sunday Tech page on Oct. 31, 2010.

Friday, July 24, 2009

Review: Little King's Story for the Wii

LIVING IN AMERICA
Reviews of games released in the U.S.


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Little King lets you entertain your delusions of grandeur in quirky fashion

LITTLE KING’S STORY
System: Nintendo Wii
Genre: Real-time strategy (well, sort of)
From: XSEED
Price: $49.99

I’m a big fan of unique and quirky video games. Not only do they add a fresh twist to the gaming landscape, they also showcase creativity in what often can be a me-too, copycat industry. Which brings us to the latest quirky game to catch my fancy: Little King’s Story for the Nintendo Wii. A cross between Pikmin and the Pied Piper of Hamlin, Little King chronicles the adventures of a young boy who stumbles upon a magic crown that gives him the power to command people. Oh, the things I’d do with a power like that. Like ordering Bill O’Reilly and Keith Olbermann into the same locked room with one of those one-way observation mirrors. That should be fun.


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Anywho, using the loyalty of your initially unemployed subjects — combined with the strategy of your Don Quixote-like, power-hungry advisor Howser — your goal in Little King is to expand your run-down, rat-infested shack of a kingdom by conquering neighboring territories. You do this by turning your slacking subjects into hard-working citizens such as farmers, soldiers, carpenters and lumberjacks. Once you turn your peeps into more productive members of society, you can take them out to the field and have them follow every order your little kingly heart desires. This can range from digging treasure and harvesting produce for funding your conquests to ganging up on monsters and enemy targets that impede your kingdom’s expansion. This is the heart of Little King as having a good mix of subjects and skills is the key to not just defeating big bosses but finding hidden stuff and unlocking areas so you can progress further.


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Commands are done using a real-time system; you move a cursor toward your intended target, then let loose your loyal subjects like lemming-piranhas. Seeing your cute little henchmen clumsily amble toward their target or hastily retreat to your side never gets old for yours truly — and yes, I’m that easily amused. After all, I’m the same guy who thinks that naming my king “Burger” is a stroke of comedy genius. (Hearing my character called King Burger never gets old, either. Ah, the pleasures of being easily pleased.) Let’s just say that if the sight of little guys climbing and clinging desperately to big bosses while smacking the big lugs around is something that amuses you, then you’ll be thoroughly amused by this game.


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As you progress through the game, not only do you enlarge your territory, you also expand the type of subjects you can have. You can unlock a host of new job types — including a class that allows you to, um, recycle chickens in the field (PETA would be so not pleased). You can also upgrade older classes into more powerful or efficient versions of themselves. In addition to natural growth through expansion, you can increase your population by targeting subjects who have fallen in love and using your trusty targeting cursor to send them to church. This allows them to get married and bear a child to add to your list of obedient subjects. It’s certainly the little touches like this, including the mannerisms of your tiny king and his followers, that help make Little King’s story shine. Little King is also chockful of hilarious moments, including funny comments from the game's characters. You’ll be called a slacker, a midget and the ruler of a poor excuse for a kingdom — and those are just from your own subjects. (You may be able to command them, but that doesn’t necessarily mean you can force them to like you, especially in the beginning of the game.) With subjects like these...



The game is without its drawbacks. One of the gripes I have about this game is the missed opportunity to use the Wiimote for more accurate targeting. Oftentimes, Wii games end up tacking imprecise waggle controls to a game as their way of adding Wiimote support. This not only makes the game less fun to play, it’s also one of the quickest ways for flailing gamers to pull a freaking muscle. Little King, thankfully, doesn’t resort to waggle but its decision to use traditional controls for aiming makes it a pain to move your cursor sometimes. An option to aim with the Wiimote pointer would’ve been much better. Filing your troops up stairs can also be a pain at times because some have a tendency to fall off and get stuck at the lower levels. It’s like herding cats. Gathering and selecting troops can be an annoying exercise as well, as is having to backtrack repeatedly — especially as your territory gets bigger. Admittedly, a lot of these issues get resolved as you progress through the game and gain access to certain contraptions and abilities.


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Overall, whatever gripes I have are minor and don’t significantly detract from what is an excellent and well-polished game. Little King is one of those rare releases that has a lot of heart, something that’s also enhanced by a classic art style that harkens back anyone’s childhood. Don’t let the classic kiddie art style and easygoing pace fool you, though. The ending for this Teen-rated game might be a bit too heavy for the kiddies. The existential climax actually gave me flashbacks of my psychology classes in college and broke my heart, to be honest. But it’s to Little King’s credit that it actually made me care that much to have my heart broken in the first place. It truly is a bittersweet pleasure. I command you to play it. SHINGENMOCHI

FINAL VERDICT: Highly recommended.

Recommended if you like: Pikmin

*** This review originally appeared in the Reno Gazette-Journal, where it was selected as a Quick Pick in the Friday Calendar's A-List section. (I'm posting it on my personal site as backup.)

Thursday, March 19, 2009

Review: We Ski & Snowboard

LIVING IN AMERICA
Reviews of games released in the U.S.
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'Boarders enter the fray in sequel to family-friendly skiing game
***
Note: This game review originally ran in the Reno Gazette-Journal newspaper and Web site, and I am posting it here on my personal site as backup.
We Ski & Snowboard
System: Nintendo Wii
Developer: Namco Bandai
Price: $39.99
Duuude.
Snowboarders get to join the snowy action this time around in We Ski & Snowboard, the sequel to last year’s family friendly We Ski on the Nintendo Wii.
For the uninitiated, We Ski featured an open sandbox-type atmosphere that allowed players to navigate a virtual ski resort with Japanese-style cutesy characters or even their own virtual Mii lookalikes. Up to four players can also ski simultaneously via split screen, with each player free to wander off to any part of the resort regardless of where the other players may be.
Now as someone with certain young relatives who love cute stuff and also love seeing their Miis in action, let’s just say I sank a ton of time on We Ski. A LOT of time. We did all the racing events; found all the missing or hidden items, animals and people; found a certain hidden abominable creature -- we even did all the food deliveries for virtual skiers who can’t be bothered to pick up their own virtual food. Fortunately, being able to dress my character in such haute couture fashion as a penguin suit and that yellow Bruce Lee outfit from “Game of Death” made it all worth it.

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Which brings us to We Ski & Snowboard -- which I shall now shorten to WSS to save my sanity, not to mention my wrist from carpal tunnel syndrome.
The biggest change in WSS happens to be the most obvious one: the addition of snowboards. Having been quite used to the skiing controls from the first game, I was a bit concerned about having to learn a new skill set. But the snowboarding controls are just as intuitive, so it didn’t take that long to pick them up. Once again, you can use the Wii Fit’s Balance Board to control your board or skis. But just like the first game, use of the Balance Board is still limited to one player so all other players will just have to make do with the Wiimote and Nunchuck combo.
Besides adding variety and a certain touch of rebel cool to the game, the biggest plus with the addition of snowboards is added replayability. One common complaint about the first game is that it’s easy to lose interest once you’ve finished all the events and unlocked all the costumes (then again, after playing any game that long, it’s easy to lose interest in just about anything). But the addition of a trick park with rails, boxes and half-pipes really helps to hold interest in the game, especially once you learn to pull off the commands needed for some snowy trickeration. In fact, I had one young cousin keep visiting the trick park over and over ... and over some more during an extended playing session without really touching the other courses. He didn't even switch to using skis once.
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The ability to do replays of your runs on the slopes -- including as a group -- is also a fun feature. And if you're smiling after reading that, well, I don't mean those kinds of runs (those are never fun, even as a group). The game still supports four players and allows everyone to go their separate ways (speaking of separate ways, check out this music video featuring Steve Perry and the boys of Journey. With the exception of the virtual instruments at the beginning, this video has nothing to do with this game or the Wii. But it sure is as funny as heck.)
The ability to independently go off is also great if you're playing with one of those folks with a limited attention span who just likes to wander off. You know, the kind of person who makes you look like an idiot in the mall because you're talking to them and it turns out they wandered off somewhere so now people think you're talking loudly to yourself? Wanna go to the trick park but your friend wants to find out-of-bounds trails? Well, you can both do your own thing, so there's no need for drama. Do keep in mind that everyone still has to stop if one player talks to an event character and also have to magically assemble together if an event is triggered. That could certainly be annoying to others if done without warning.
Multiplayer fun also doesn't extend to online so if you want to play with someone, they better be right next to you. That's fine for folks with real friends but not so great for those who only have MySpace friends. Otherwise, you can have the computer control a virtual buddy who can ski/snowboard with you if you're, sniff, feeling lonely. Folks who just love to subject themselves to Nintendo's "Friend Code" system can still do so by trying to send their WSS photos to friends. And yes, they have to be real friends.
With WSS having two mountains compared to just one from the first game, there’s a lot more to explore this time around. WSS offers one traditional mountain park via the Jamboree Snow Resort coupled with the Howard Beale of slopes known as Mount Angrio. All I can say is watch out for steep drops and avalanches with the latter. Players also still have the option of hitting the slopes during the day or night for some added variety.
Because the game retains the open sandbox structure of the first, all courses are accessible from the get-go and can be explored to your heart’s content. Some out-of-bounds courses are hidden but don’t need to be unlocked -- just found. If you feel your life is meaningless without any goals, the game still allows you to unlock gear by completing events such as races, people searches, and, yes, good old food delivery. As in the previous game, your food still can’t survive you tripping on your face but mysteriously makes it in one piece after a perfectly done corkscrew or Rodeo 540. Then again, I can’t snowboard worth a lick in real life but I’m the bomb in this game so methinks reality is vastly overrated. One fun game that's new to WSS and should be fun for both the young and young at heart is tag. Just make sure to tell the kiddies that chasing down folks down a snowy mountain by bumping into them is a no-no in real life. Hopefully, that'll get the lawyers off my back.
One noticeable change with events is that most of the characters you need to talk to to trigger them are now huddled in one place. That means the need to scour the mountainside to find them has now been thankfully reduced.
Speaking of events, WSS obviously tries to strike the same balance its predecessor did between making it accessible to young players while not making it so easy that more seasoned players won’t find it a challenge. But as with any compromise, you always end up with something that falls somewhere in between. Some events in WSS will be too be too hard for younger players. Veteran gamers, on the other hand, may still find the events too easy overall.
Although the stages are new, the character sprites and some of the gear also appear recycled from the previous game. Given that WSS is priced more like a regular game than its predecesor, one would expect a completely new offering as opposed to an expansion. On the plus side, costumes now don’t have to be unlocked for each character and are available to everyone once unlocked by one character.
Bottom line: Overall, WSS is a nice addition to the Wii library. Self-described “hardcore” gamers who thumb their noses at cutesy graphics and more “casual” fare may want to look elsewhere. But for more well-rounded folks who want a fun slope sim that offers enough challenges while also being fun for the whole family, We Ski & Snowboard delivers. If you fall into the latter category, then I give WSS two skis up -- or is that two snowboards up? SHINGENMOCHI
Final verdict: RECOMMENDED

Resident Evil 5: The final autopsy, er, review

 
LIVING IN AMERICA
Reviews of games released in the U.S.
Note: This game review originally ran in the Reno Gazette-Journal newspaper and Web site, and I am posting it here as backup. Resident Evil 5 was also picked as part of our Friday A-List recommendations.
Resident Evil 5
System: Xbox 360, Playstation 3
Developer: Capcom
Price: $59.99, $89.99 for Collector’s Edition
* Also available as a pack-in game for the Xbox 360 Resident Evil 5 Elite Limited Edition ($399)
Evil’s afoot for a fifth time as the latest incarnation of the Resident Evil survival/horror franchise takes its bloody act to Africa by way of the Playstation 3 and Xbox 360.
As the first true Resident Evil game to hit this current console generation’s “beefier” systems (at least as far as technical specs go ) Resident Evil 5 has been much anticipated. The fact that Resident Evil 4 for the Gamecube was widely lauded, particularly for the way it rebooted the series’ control system, only stoked the anticipation for RE5 even more. Then there was the whole online debate about whether the game had potential racist overtones or not, which just kicked up this game’s profile to a whole new level. There certainly was no way that RE5 was going to sneak up zombie-like on anybody.
So the question now is: Was RE5 worth the wait? Let’s try to dissect this beast and see what we’ve got.

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THE SETUP
Resident Evil 5 has players taking control of one of the series’ original heroes, Chris Redfield, as he finds himself knee-deep yet again in the latest mess to arise from the mutation-inducing viruses pioneered by the former Umbrella Corp. For the uninitiated, bans on stem cell research were definitely not a concern for these guys.
With the latest nasty virus getting in the hands of terrorists, Redfield is sent to Africa by the Bioterrorism Security Assessment Alliance to find out what’s going on. For this mission, Redfield must work with a new partner, an African woman named Sheva Alomar, to unravel the mystery behind this case. At the same time, Redfield also has to work out some lingering personal issues, which I won’t be touching on here as I wouldn’t want to spoil the fun for those who have yet to play the game. Let’s just say it’s not a problem that can be solved by buying a Bowflex.

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OOH, SHINY
Looks aren’t everything. But if they were, then this game is definitely a keeper. RE5 serves up the best-looking game in the series to date, featuring crisp details and textures that hold up even when viewed on a 63-inch high-definition TV.
There are some noticeable stylistic differences from the game’s predecessors. For one, this game seems a lot more, um, shiny. It’s not quite Tekken shiny (or for you movie buffs, “Nacho Libre” Ramses shiny). If I were to use a photography analogy, I’d say RE 4 had a more subdued, matte finish to it while RE5 has a high-contrast, glossy paper look, with the daylight scenes also featuring bumped-up saturation. The inclusion of settings with harsh daylight seems like a departure from the traditional visual formula of RE. But the high contrast and saturation adds a gritty look to daylight scenes that I think goes well with the RE theme.
Use of sound was also quite good and retains the general feel of the series. You know you’re playing RE the first time you hear an infected human call attention to your location and the music changes. That’s when you start looking at windows, doors and what-have-you because you know those monsters are gonna be barging in soon.
Voice acting is a bit of a mixed bag, though, ranging from excellent to comical, or maybe cartoonish would be more accurate. Rat fink character Irving, for example, sounds overly rat-finkish. It's seriously hard to keep a serious face during what should be serious scenes when the bad guy sounds like Curly from the Three Stooges. Seriously.

A MATTER OF CONTROL
One of the key additions to RE5 is the addition of a second player to help hold your hand — in this case, Redfield’s partner Sheva. Your partner is always with you and is controlled either by the computer or a human player. On one side, it makes RE5 less of a lonely affair, which can be either good or bad, depending on what you want to experience from the game. On the other side, having a second human player helping you out certainly makes the game more fun, provided that your human partner is not, for the lack of a better word, an idiot. The computer AI also does surprisingly well when controlling Sheva. I’ve played my share of games where you have a computer controlled partner who’s AI is more artificial than intelligent, which is never fun. But Sheva holds her own pretty well and doesn’t need to too much babysitting.
Having someone watch your back especially helps when it comes to the biggest problem with the game — it’s cumbersome control system. Accurately targeting an enemy can take way too much time, especially for those used to playing the Wii version of RE4, which allowed you to target by aiming the Wiimote. Also, unless you’re already facing the direction you want to run toward, dodging enemies is like watching your character — who’s in physically great shape, mind you — having a brain fart-induced seizure. That’s because faced with the threat of impending death literally inches right in front of you, your only choices are to either sloooowly back away a la Slowpoke Rodriguez or to turn and THEN run away. The inability to just quickly dodge or do a quick side roll pretty much means massive damage or instant death if you ever find one of the monsters directly in your face. In fact, the great majority of my dates with the “You Are Dead” screen in this game happened after I ended up around kissing distance with an enemy for some reason or another (e.g. reloading, trying to save my surrounded partner, my own stupidity...) and couldn’t turn and run in time. Lord knows how many times I would’ve pulled my hair because of this if I wasn’t so worried about losing my valuable locks when I get old.

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IN THE MOOD
Mood is a key part of any Resident Evil game and the same holds true for RE5, albeit somewhat differently. Although the older Resident Evil games actually scared me via both surprises and my own active imagination, I noticed that I did not feel the same kind of dread when playing RE5. Maybe it’s the added daylight in some stages. Perhaps I’ve just gotten used to the genre. Needless to say, I could play this game at night with the room darkened with no problems whatsoever. Oddly enough, the only exception didn't even involve monsters. Instead, it was the stage that required me to guide my character through waters that were infested by alligators (well, that or crocodiles). As someone with a very active imagination, knowing there’s something out there but not knowing exactly where that something is always scares the living you-know-what out of me. Other than that, no problems with my bladder whatsoever.
Then again, being less scary isn’t necessarily a bad thing. Although the mood in RE5 certainly retains certain aspects of the series, it also has its own atmosphere, which makes it stand out in its own way. As someone who has seen shanty towns and even commuted through one daily while studying overseas, the first chapter in the game struck me on a personal level. The details in the first few stages of the game even reminded me of experiences I’ve forgotten through the years and made me think hard about social issues that may be uncomfortable but really have to be thought about nonetheless. These issues include poverty, human rights and the tendency of some in power to either ignore, exploit or marginalize those in the lower part of society’s ladder. In that regard, any game that makes you think should be commended, provided that’s the true goal as opposed to exploiting a powerful scene for some cheap thrill.
Since we’re here, I might as well offer my two cents on the racism question as well. Based on my experience with this game and its predecessor, which had the hero fighting mutated humans in Spain, I don’t think RE5 is racist. Granted, I’ve seen my fair share of games by, say, Japanese developers that abound with racial stereotypes and sexist overtones. In fact, you could make a case for characters in another popular Capcom game, Street Fighter 2, being predominantly based on racial and ethnic stereotypes.
In the case of RE5, the notion of having a main character who is white shooting up mutated citizens who are predominantly black may sound potentially problematic. But having actually played the game and viewed it in the proper context — it is set in Africa, after all — I don’t think the game is racist in that sense.

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Not that the game doesn’t have its issues. In fact, if anything made me raise my eyebrows, it was the sprinkling of some Caucasian zombies in the shanty town, which was apparently done after the racism debate came to the fore. Yes, Africa has white people as well. But some of the additions seemed forced, especially one shanty town resident you try to save who also happens to be a hot, blonde woman in a sexy dress (she eventually turns into a monster so you end up having to do the exact opposite of saving someone as far as she’s concerned). And since no context was given, I have no idea where that all came from, much less what the developers were thinking when they came up with the idea of plopping that character in that particular scene. I guess someone thought sexy blonde women have a monopoly on the damsel-in-distress role in video games or something.
In one more housekeeping note, I also noticed some loooong loading issues with the game while trying to load a save file. Since I got this game with one of the brand-spanking new, Jasper chip-equipped, blood-red Resident Evil Xbox 360 Elites, I assume it isn’t because I have a dying system on its last legs. So I looked it up on the Interwebs and lo and behold, other people were having loading and disc reading issues as well. Fortunately, I had more than enough memory to install the game to my hard disk, which fixed the problem. I haven’t played the game on the PS3, though, so I’m not sure if that version has loading issues as well.

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THIS BODY AIN’T QUITE DEAD YET
After conducting my own checkup on RE5, I have concluded that despite some health issues, the latest entry into the series is in good shape overall.
Yes, certain parts show signs of aging and the control system also has signs of nerve damage. But the game is still in good condition for its age and can still outperform some of the young upstarts out there. On production values alone, it's safe to say that the newest RE5 still knows hot to put on a good show.
Fans of the series will find something soothingly familiar in RE5, along with a few new tricks that spice up this old dog, so to speak. I also think most newcomers will find RE5 a worthwhile and satisfying gaming experience. Just don’t expect to be able to duck and roll your way out of trouble. And keep your hands off your hair when things get ugly. It’s a valuable and irreplaceable resource, after all. SHINGENMOCHI
FINAL VERDICT: Recommended

Friday, November 7, 2008

Review: Eternal Sonata for the PS3

LIVING IN AMERICA
Reviews of games released in the U.S.
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Fans looking for a solid Japanese-style RPG will find Eternal Sonata to be music to their ears
***
Note: This game review originally ran in the Reno Gazette-Journal newspaper and Web site, and I am posting it here on my personal site as backup. Since I picked Eternal Sonata as part of our Friday A-List recommendations for the paper, I am also including the short A-List review below, followed by the full review.
A-LIST REVIEW: Things are even better the second time around with the release of Eternal Sonata on the Playstation 3. Folks who missed the Japanese-style RPG on the Xbox 360 get another chance to enjoy this wonderfully crafted game, which features a unique storyline revolving around a dream by Frederic Chopin. Yes, that Chopin. Who would’ve thought the piano virtuoso could lay the smack down on monsters and an assortment of evildoers?
Eye candy lovers who want to justify their high-definition TV’s will appreciate the game’s tack-sharp, HD visuals. The music is also excellent as to be expected from a game influenced by Chopin’s works.
The battle system features a nice blend of turn-based and live-action controls that keeps players involved and also levels up as you progress through the game. Unlock the final battle system level and get ready to unload a day’s worth of stress by chaining your characters’ super attacks on hapless enemies as you entertain delusions of grandeur.
Notable options include multi-player battling and using the original Japanese dialogue. PS3 extras include bonus characters, dungeons, quests and outfits.
Eternal Sonata’s world isn’t as expansive as say, a Final Fantasy, but the intimate feel works quite well. Although the story serves up some RPG clichés such as friendship and war, it also does a good job in tackling serious themes such as discrimination and the fragility of human mortality. It’ll make you wanna hug the person right next to you. In short, I highly recommend this game.
AND NOW, ON TO THE FULL REVIEW...
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You've got to hand it to Japanese game developers. I admit, the Japanese role-playing game genre has done its fair share of recycling the same old formulas. But they also have a knack of coming up with some pretty crazy concepts. Case in point: Who would have ever thought of creating an RPG centered around famed pianist Frederic Chopin?
The thought of a piano virtuoso battling all sorts of monsters while smacking them with his conductor's baton sounds cooky to say the least. But somehow, some way, Eternal Sonata makes it work. And work well it does.
I never had the chance to play the original Xbox 360 version that first came out last year. I've always meant to. But then Namco Bandai announced they were releasing a Playstation 3 version with extra features so I decided to wait instead.
The good news is that Eternal Sonata holds up very well even today. Graphically, the game looks clean and crisp even on my 63-inch high-definition TV, which has a knack of exposing the graphical warts and deficiencies of games due to its ginormous size. Eternal Sonata definitely takes full advantage of the widescreen display, particulary in the design of open areas that feature expansive views and deep chasms. Extra details like floating dandelions in half bloom at a lush meadow also give the game that added touch that shows how much effort designers put in the environments. Coupled with its excellent production values, the game looks like a dream, which is quite fitting because it's based on, well, Chopin's dream. And the music is top notch, as to be expected from a game inspired by Chopin's works.
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The battle system is also quite entertaining, offering a mix of turn-based and real-time action. Characters still wait their turn like traditional RPGs. But once their turn is up, you control them in real time. When attacking, you have the option of using regular attacks and more powerful super attacks depending on how much time you have left on an action bar. You also can use super attacks right off the bat but it's generally better to preceed them with normal combos in order to deal the most damage. To make things more interesting, your battle level also "levels up" as you progress through the game. It starts out pretty simple but eventually allows you to chain attacks between characters once you reach Battle Level 5 at the end of the game. Unlock Battle Level 6 via a secret dungeon and you'll find yourself linking up to six super attacks or Harmony Chains, which helps signficantly against the more beefy enemies and bosses. You also have the option of blocking attacks and doing counters in real time -- the former being quite important if you don't want the games tougher and speedier bosses to wipe the floor with you. At the very least, the live action component keeps players involved -- generally a good thing since RPG battle systems tend to be repetitive in nature as well designed as they may be. The addition of Light and Dark properties for enemies and your characters' own attacks during battle also adds an extra bit of "strategery" to the game. Some heavy-hitting enemies, for example, turn into soft wimps when lured into dark areas and vice-versa. Your characters supers also change depending on whether theyr'e in light or shadow -- chiaroscuro as my art teacher used to say. Then there's the ability to have two human players join in the action, a good way to pass the time when you've got extra bodies around.
Speaking of battles, I applaud the fact that the game doesn't feature random encounters. Instead, the game features visible enemies and you have the option of avoiding them if you so choose (I wouldn't do that too much, though, lest you don't gather enough experience). The best thing about no random encounters is that it encourages exploration, making it more enjoyable to hunt for item chests and what have you as opposed to turning it into a major chore. I do wish that the game added an option to save anywhere. I understand that save points can help with pacing but they seem like an archaic concept at this point.

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Of course, a large part of any Japanese-style RPG's success lies in its characters and story. Creating original and compelling characters is always tough since pretty much every type of character has already been done. The game's got your balanced swordsman, your bow-and-arrow warrior, healer, hand-to-hand expert, speedy characters, lumbering characters, etc. (though the Chopin character can certainly be considered unique). Then again, some folks play RPGs because they want to see your lumbering swordsman and your bowman (or bowgirl in this case), so that's not necessarily a bad thing. Character personalities also run the gamut of Japanese anime-style personalities so don't expect anything revolutionary on that end. Still, I found the characters quite likeable and I grew an affinity for the cast as I kept playing. The fact that the playable cast has a whopping 12 total members(theoriginal 10 plus two bonus ones) also helps keeps things fresh. I give Namco Bandai bonus points as well for including the option to play with the original Japanese voices on, which is always appreciated ~ "da be".
Storywise, Eternal Sonata starts out quite powerfully with its theme of discrimination and also death. The discrimination issue certainly remains a key theme in these times, given some of the labeling and fear-mongering you still see in the world today. And the question of what someone should do when they don't have much time to live will always strike a chord with anyone who has experienced the death of a loved one. Admittedly, the game falls back into typical RPG themes like good vs. evil, a kind ruler vs. a megalomaniac, etc. along the way. But I also give it extra originality points for weaving in Chopin's story and details about the composer's life as well. Compared to the more ambitious and grand "Wagner-like" worlds of say, a Final Fantasy, Eternal Sonata has a more intimate feel, kind of like Chopin's piano compositions. And you know what? That's not a bad thing either. If you're looking for a quality Japanese-style RPG, I encourage you to give Eternal Sonata a play. SHINGENMOCHI
FINAL VERDICT: Highly recommended

Wednesday, August 29, 2007

Bioshock Is An Underwater Blast


BioShock
2K Boston
First-person shooter
Xbox 360, Windows
Four Stars **** (of 4)
BioShock is a great first-person shooter with satisfying combat that is set apart by doing two big things right: story and atmosphere.
The story involves an underwater city built in the 1950s by a proud industrialist named Andrew Ryan. Ryan believed that the fruits of a person's labor belonged solely to them, and that talents should not be bound by morality or society. Thus, he built Rapture, a place where the talented and the powerful could serve their own interests.
However, sequestering thousands of proud geniuses resulted in power struggles and genetic experiments that left many dead and the survivors slightly insane.
Your plane crashes into the Atlantic and you find your way to this decaying metropolis. Flooding little by little, the world you explore is beautifully detailed in twisted Art Deco. The graphics are gorgeous and really let you be sucked into the terrifying world. Everything is falling apart, and the not-quite-human denizens roam the shadows.
You set about helping the few sane persons left in Rapture and unraveling the mystery of its downfall. To do this though, you must survive."Plasmids" are genetic augmentations you can use on yourself and are BioShock's way of justifying magic in a shooter. Some let you light things on fire, while others help you hack machines more easily. Combat is very tactical, and requires you to mix your plasmids with the right kind of weapon and ammo to take on different foes. You can light them on fire only to shock them when they run to water or freeze them and shatter their body with conventional bullets. The many options make each battle feel like a sandbox of destruction and keep things fresh throughout the lengthy adventure.
To buy plasmids, you need Adam, a substance found on Little Sisters, little girls mutated so that they can harvest Adam from dead bodies. The moral crux of BioShock is the choice between killing the Little Sisters for maximum Adam and curing them for less Adam but other promised rewards. No violence is shown; the choice is made with a key press and then a short, surreal cutscene takes over. This moral dilemma reflects the self-serving choices made by Rapture's residents and also affects the plot. But before making your choice, you have to deal with the protective Big Daddies, hulking creatures in diving gear that are tough and deadly.
While death might come often when fighting them, it sends you to a Vita-Chamber which regenerates you and everything you carried. This certainly makes the game easier, but keeps the pace swift and the game from becoming frustrating. Even with death's limited consequences, if you try to explore every nook, the game can take 20 hours or more to complete.
BioShock ultimately is about sacrificing your humanity for personal power or redemption, and lofty themes aside, it's a tremendous amount of fun. When it was over, I took a deep breath, ate some dinner, and started over again.
Review by DAVID HEGLE of blog Power On

Thursday, July 19, 2007

REVIEW: Super Paper Mario Offers Familiar Experience With a Twist

MARIO GAME NO PAPER TIGER: Once in a while, a game comes along that shows so much heart, I find myself pleasantly surprised. Even more surprising is when that game is part of Nintendo’s Super Mario franchise, which, while usually offering superb game play, typically doesn’t feature the most inspired story writing.

Think about it: The stories in most Mario games are often cliches of cliches -- adventurous jaunts that feature rescuing a damsel in distress. Super Paper Mario for the Nintendo Wii breaks from that mold in a refreshing way, although it starts with, um, rescuing a damsel in distress. I know, I know, just bear with me here.

The story starts with the mysterious Count Bleck kidnapping Princess Peach and Bowser of all people, er, turtle dragons. He then forces them to go through one of the most hilarious weddings in video game history, which causes a giant dimension-eating black hole to form in the sky. Mario, who’s knocked out in the process, eventually wakes up in a town called Flipside. That’s where he learns about a mysterious prophecy foretelling of this dark time, along with the arrival of a certain hero who will save the day by collecting items known as “Pure Hearts” to fight the darkness.

From this point, Super Paper Mario reinvents the tired, old hero cliche via creative storytelling that heavily relies on humor. Whether it be poking fun at nerds, sensational news reporters or even its own self, there’s no shortage of moments that would get players chuckling and, at times, laughing out loud. Even the bad guys and bosses have a personality. It also helps that the game doesn't take itself too seriously.

Then again, I expected this game to be funny. What I didn’t expect was that it would actually make me nearly tear up at one point. The premise behind Super Paper Mario’s story revolves around a cute love story between two mysterious lovers told via little snippets between stages. Funny thing is, the love story angle, while certainly touching, isn’t even what made me nearly tear up. I kind of expected what was going to happen with that one. Nope, what made me nearly surrender my man card was a surprising plot twist during the search for one pure heart that involved a funny, if not a bit snooty supporting character who shall remain nameless. No need to spoil the fun for those who have yet to play the game.

As far as the game mechanics are concerned, you can expect the same solid game play that Mario adventures are known for. Fans of previous Paper Mario games might be disappointed by the removal of turn-based battling in favor of more traditional platforming. This change speeds up the pace a bit, which is either good or bad depending on your point of view. The biggest game play addition, though, is the ability to flip stages from 2D to 3D. This, pardon the pun, adds new dimension to the Paper Mario game play via hidden nooks and crannies and puzzle elements that force players to think differently. Overall, I think it’s done quite well.

In comparison, Wiimote gameplay additions are fairly minimal and can be even described as gimmicky. These include the ability to point at the screen for hints and info and also being able to shake the controller after Mario pounces on an enemy to boost your score. Other than that, you use the Wiimote like a regular, old-fashioned controller.

The game also retains that colorful, drawn “paper” look familiar to anyone who has played a Paper Mario game before. I think the style looks nice in a clean and simple sort of way. As with most games on the Wii -- which doesn’t support high-definition -- the biggest concern in terms of graphics is the resolution. The game should be fine and look wonderful on regular TV’s. I played mine on a 63-inch high-definition TV so the limits of the game’s 480p resolution are a bit noticeable. Still, the game certainly looks much better than PS2 games do on my big Samsung and also looks better than the lazy offerings some third-party publishers have churned out for the Wii.

As far as game play is concerned, the main adventure seems a bit on the easy side, especially if you know how to use your “Pixls” and secondary characters well (invincible umbrella shield for the win). With the exception of the annoying 8-3 stage, which took me about three tries, players good at solving puzzles and figuring enemy patterns should do well since the platforming aspect isn’t that particularly hard. The ability to play as Luigi, Peach and, my personal favorite, Bowser is also a welcome addition, which I haven’t enjoyed since Legend of the Seven Stars for the Super NES.

All in all, Super Paper Mario is a good way to tide over Mario fans until the release of Super Mario Galaxy. It may be a bit short for some people, especially those who breeze through the story and ignore the side quests. But with tight controls, fun boss battles and a surprisingly good story, any person who’ve enjoyed past Mario games should certainly pick it up.

Our reception: 4 cell phone bars out of 5.

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