gamrReview gamrReview - Gaming Reviews, Previews and Articles http://www.gamrreview.com gamrReview http://www.gammreview.com/img/logo.png http://www.gamrreview.com <![CDATA[Deponia - Review]]> http://www.gamrreview.com/review/89217/deponia/ Rufus is the most unlikeable video game protagonist that I have ever found awesome.  He’s a lazy screw-up who gets along by mooching off his ex-girlfriend, he refuses to get a job or do anything meaningful with his time, and he’s crass and rude even in the most inappropriate of circumstances.  Ordinarily, a character like this would disgust me.

But he’s so dang funny!  Where else are you going to find a guy who tricks his ex-girlfriend into teaching a trained parrot derogatory phrases about himself, then uses said parrot to prank call the police so he can sneak into the station and take needed supplies?

Rufus’ objective in Deponia is to find a way off the titular planet, which is essentially a gigantic junkyard.  He wants to escape his proletarian lifestyle by going to Elysium, the bourgeois neighbouring planet, so that people will finally recognize him for the wonderful gift to humanity he is.  To this end, he is constantly designing new contraptions to assist himself.  A scenario at the start of the game seamlessly blends the story with the point-and-click gameplay, with the player collecting tools to build a pulley system that will latch onto a passing ship and carry him aboard.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Deponia - Review
]]>
http://www.gamrreview.com/pics/deponia-197852_condensed.jpg Mon, 03 Sep 2012 20:37:00 1346704620
<![CDATA[Kingdom Hearts 3D: Dream Drop Distance - Review]]> http://www.gamrreview.com/review/89169/kingdom-hearts-3d-dream-drop-distance/ Well, it’s about time.  It's been six years since Kingdom Hearts 2, and in that time we’ve seen a prequel, a side-story, and… whatever the heck Re:Coded was.  After all this time, we’ve finally got a direct sequel to the second game.  We’re back in control of Sora and Riku, beating up the forces of darkness with our keyblades and saving the girl (okay, I made that last one up).  While not quite Kingdom Hearts 3, Kingdom Hearts 3D: Dream Drop Distance is certainly a fine entry in this long-running series. 

One of the strongest points is the story.  The game picks up shortly after the events of KH2 and Re:Coded, with our heroes attempting the Mark of Mastery exam, which, if they succeed, will make them true Keyblade Masters.  To pass, they must each travel to seven worlds and save the Square and Disney characters therein from the darkness of new enemies called Dream Eaters.  Simple enough, right?  This review is spoiler-free, but suffice it to say that things get a heckuvalot more complicated by the end.  Unresolved plot points from each previous game are referenced frequently, and the final world throws a veritable nerdgasm of plot twists and exposition your way.  The ending is a clear setup for Kingdom Hearts 3, but a lot of loose ends still get wrapped up and it’s nice to know just how the plots from the previous five games will be working together to finish things up.  Be warned, though: this game is full to the brim with KH jargon.  You unlock periodic summaries of previous games as you play, but if you don’t know what a Nobody is, the difference between a Keyblade and a X-blade (also pronounced ‘key’), or who gave their heart to whom, then you’re going to be completely lost here.  Newcomers should play some of the other games first, particularly the first two numbered entries and Birth By Sleep.

You don’t need to have played anything, though, to appreciate the action-packed fighting system.  At the most basic level, Kingdom Hearts 3D uses the series’ trademark real-time Action-RPG combat system, so you’ll be spending a lot of time bashing bad guys with your Keyblade using the A button, and using magic and other flashy commands with X.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Kingdom Hearts 3D: Dream Drop Distance - Review
]]>
http://www.gamrreview.com/pics/kingdom-hearts-3d-dream-drop-distance-418234_condensed.jpg Mon, 06 Aug 2012 03:05:19 1344222319
<![CDATA[The Dark Eye: Chains of Satinav - Review]]> http://www.gamrreview.com/review/89122/the-dark-eye-chains-of-satinav/ Would you sacrifice one life to save millions?

It’s a question that haunts young Geron throughout The Dark Eye: Chains of Satinav.  Thirteen years ago, an evil Seer prophesied that Geron would bring about the end of the world.  He was promptly burned at the stake.  After that, the only thing worrying the Kingdom of Andergast was its ongoing war against its neighbor, Nostria.  The game begins innocently enough, when Geron, being a bird-catcher and having won an audience with the king in a contest, is instructed by the king to clear some ravens out of his guest bedroom so that a visit with a Nostrian monarch can run smoothly.

However, it soon becomes clear that these ravens are not what they appear, with their mere presence enough to make a man go mad.  They soon infect the land by the thousands and, convinced the Seer has returned, Geron’s teacher, Gwinnling, sends him to fetch a fairy from the forest who is the key to undoing the curse.  When he returns with the fairy, Nuri, however, she is greeted less than openly.  See, Gwinnling neglected to tell Geron that the way she could halt the curse is by… well, not being alive anymore.  Being a young man of honor, Geron won’t stand for this.  He rescues Nuri from an angry mob and sets out to find the Fairy Scholar, the only one who may know enough about magic to break the curse without murder.

And so the real adventure begins.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - The Dark Eye: Chains of Satinav - Review
]]>
http://www.gamrreview.com/pics/the-dark-eye-chains-of-satinav-639214_condensed.jpg Fri, 06 Jul 2012 22:14:28 1341612868
<![CDATA[Bang Bang Racing (XBLA) - Review]]> http://www.gamrreview.com/review/89117/bang-bang-racing-xbla/ Bang Bang Racing is like a ham sandwich on plain bread.  It tastes fine.  You’re no longer hungry.  It’s not bad, per se.  It just wasn’t a triple-decker from your local deli, either.

At its core, the game does what it says on the box (or… um… the download screen?).  Your playtime will be spent trying to beat other cars to the finish line, attempting to smash them into oblivion as you do so.  It’s an arcade-style racer, so you’ve got nitro you can use to get speed boosts.  You’ll also have to manage your health bar, as trashed cars are slower and cannot boost as long.

Basic stuff, right?  Hard to mess up?  Well, the core racing gameplay is enjoyable (if one-trick), but the experience is hampered by a force that has felled many greater games before it — the camera.  Whether you set it to ‘fixed’ or ‘follow’, it always gives you a birds-eye view of the action, making it difficult to navigate the track.  What’s the most important thing when playing a racing game?  Being able to see the track in front of you.  Instead, the camera is zoomed in so close that you just barely have enough time to react when a U-turn pops up, which means you and the rails will be spending a lot of time getting acquainted.


This issue is made worse by the fact that, when you start out, you only have one car unlocked.  You have to earn the others by winning races, time trials, or the Elimination mode where the driver in last place is destroyed every ten seconds.  It wouldn’t be such a big problem, except for the fact that the car you get at the beginning can’t take corners to save its life.  It's annoying trying to win a race with something that has the turn radius of a one-legged horse; a problem which could have been alleviated if more than one car was available at the start.

Even in multiplayer, you can only use the cars you’ve unlocked in the single-player modes, meaning you’ll be stuck using the same car if you fire up split-screen when you first turn the game on.  There is no online play.  While there are laughs to be had by speeding around and crashing into your friends, the halved or quartered screen exacerbates the camera problems by letting you see even less of the track.


The single player mode does little to make up for the failings of the multiplayer.  You’ve got what looks like a large variety of content.  However, the challenges constantly repeat, with little variation.  You just won a race at the Kingdom of Bahrain?  Good.  Now do the same thing backwards.  It’s tedious, yet necessary if you want to unlock all the vehicles.

On the bright side, the presentation is pretty.  The cars are cartoony and toy-like, evoking a sense of childlike joy at bashing them together.  The level variety is diverse, ranging from speedways to deserts to tropical paradises, and you feel a sense of intense speed as you fire up your Nitro.  The music is energetic and suits the fast-paced nature of the races.  The biggest achievement here, though, is that there is almost no such thing as a loading time.  Press one button after finishing part of a circuit, and the next level will be loaded instantly.

So, like that plain ol’ ham sandwich, Bang Bang Racing sates the appetite but doesn’t really please the palette.  The core gameplay is fine, but it could have used a little something extra, and it’s more of a holdover until you can find something more satisfying.

This review is based on a digital copy of Bang Bang Racing for XBLA provided by the publishers.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Bang Bang Racing (XBLA) - Review
]]>
http://www.gamrreview.com/pics/bang-bang-racing-xbla-310836_condensed.jpg Sat, 30 Jun 2012 15:53:00 1341071580
<![CDATA[Burning Through Runes of Magic Chapter V: Fires of Shadowforge - Preview]]> http://www.gamrreview.com/preview/89111/burning-through-runes-of-magic-chapter-v-fires-of-shadowforge/ The Shadowforge Dwarves are not happy.  That’s the general message I get from my demo of Fires of Shadowforge, the fifth chapter of Frogster Interactive Pictures’ MMO, Runes of Magic.  After all, they were tricked by a dark wizard a few centuries ago into letting him turn them into stone.  Now that scientists have discovered and revived them, they must begrudgingly find their place in a society where the other races mistrust them at best and hate them at worst.  The player must guide their mystery-shrouded character back to the light.

Dwarves begin the game in a new starting area — the wasteland in which their stone bodies were found.  For our demo, we ran around the area casting spells and bashing ‘filthy cave rats’ and ‘blind abyss spiders,’ and of course nabbing loot.  There was also a new low-level instance that we didn’t get to see, which will be mandatory when playing as a dwarf and will show how their story connects to the Runes of Magic world at large.

Some of the most important additions to the game are the two new classes available exclusively to dwarves.  First, the Champion class wields a gigantic axe or hammer and has the ability to transform into a Rune Robot.  A trailer shows him fighting a tiger that is twice his size, and yet he easily fends it off with some mighty swipes and devastating dark magic.  Transforming into the giant, crystalline Rune Robot pretty much seals its fate.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Burning Through Runes of Magic Chapter V: Fires of Shadowforge - Preview
]]>
http://www.gamrreview.com/pics/burning-through-runes-of-magic-chapter-v-fires-of-shadowforge-702191_condensed.jpg Thu, 21 Jun 2012 16:23:38 1340295818
<![CDATA[Playing Catch with Sports Connection - Preview]]> http://www.gamrreview.com/preview/89101/playing-catch-with-sports-connection/ Ever been playing Wii Sports Baseball and thought, ‘Hey, why the heck aren’t I in control of the fielding?’  Well, then, you may want to keep an eye on Ubisoft’s Sports Connection for the Wii U.  Is it a home run?  I pitched in at Ubisoft’s E3 booth to help find out.

Three basic mechanics are at play in Sport’s Connection’s baseball game: pitching, batting, and fielding.  The player controlling pitching and fielding uses the GamePad, while the batter uses the familiar method of swinging around the Wii Remote.  As pitcher, you’ve got a first-person view on the touchscreen, and you aim and arc the shot by drawing a line on the touchscreen.  Be careful to end it inside an onscreen box, or it’ll be a ‘ball’ for the other team.

As mentioned, the batting controls are similar to those in Wii Sports, but they’re more refined here due to the MotionPlus controls.  I felt my actions were much better represented here, and any strikes or fouls were completely due to my own inaccuracy.  In this situation, you can bet that hitting a home run felt pretty damn sweet.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Playing Catch with Sports Connection - Preview
]]>
http://www.gamrreview.com/pics/playing-catch-with-sports-connection-035276_condensed.jpg Fri, 15 Jun 2012 23:52:45 1339804365
<![CDATA[Skylanders Giants: Playing with Portals - Preview]]> http://www.gamrreview.com/preview/89098/skylanders-giants-playing-with-portals/ What an ingenious marketing scheme Skylanders: Spyro’s Adventure was. Make a kid-friendly action game where you recruit characters not by finding them in-game, but by buying them in-store. Put one of the many available figures on the portal of power, and BAM! Toy Story turns into reality as you see your action figure come to life on the big screen. Kids were mesmerized, and they badgered their parents into spending untold millions on additional accessories on top of the original game purchase.

Now, where do we go next? Declare the idea a success and move on to an original project? Hah, no. This is Activision we’re talking about — it’s sequel time, and it probably will be for the next five years, too. Luckily, from what I played at their E3 booth, Skylanders Giants is still shaping up to be a quality way to spend some time with your kids.

Having made such a large time and cash investment in the original, the first question that will be on a lot of minds is if the two games will be cross-compatible. To a degree, yes. The new Giant toys will not be usable in the first Skylanders. However, all characters released for last year’s game are compatible with this year’s edition, and all of their hard-earned levels and stats will be well intact. The level cap has been raised from 10 to 15, so even if you maxed anyone out in the first game, that character will have plenty to do here.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Skylanders Giants: Playing with Portals - Preview
]]>
http://www.gamrreview.com/pics/skylanders-giants-is-playing-with-portals-625798_condensed.jpg Fri, 15 Jun 2012 15:34:00 1339774440
<![CDATA[The Dark Eye: Chains of Satinav is... Well, Dark - Preview]]> http://www.gamrreview.com/preview/89097/the-dark-eye-chains-of-satinav-is-well-dark/ Daedalic Entertainment Communication Head Hauke Schweer wasn’t kidding when he told me that their upcoming game is “quite unusual for us.”  After all, for a studio best-known for lighthearted fare like Harvey’s New Eyes, the sinister themes of The Dark Eye: Chains of Satinav are a departure indeed.

It all starts with our main character, Geron.  Thirteen years ago, before being burned at the stake, a seer prophesied that the lad would bring about the end of the world.  Now the seer has seemingly returned to fulfill his promise, and the birds of the Kingdom of Andergast has become violent and started attacking everyone they see.  Now Geron must go on a quest to change his fate.

The first thing that struck me upon seeing the game in action is its striking graphic-novel art style.  For a sprite-based game, the animation is exquisite, and it certainly looks like a comic book come to life.  As Mr. Schweer loaded up a section of the first chapter, the vibrant Autumn marketplace scene was spellbinding.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - The Dark Eye: Chains of Satinav is... Well, Dark - Preview
]]>
http://www.gamrreview.com/pics/the-dark-eye-chains-of-satinav-is-well-dark-380413_condensed.jpg Thu, 14 Jun 2012 21:04:55 1339707895
<![CDATA[Mario Tennis Open - Review]]> http://www.gamrreview.com/review/89066/mario-tennis-open/ I’m glad I got to write gamrReview’s critique of Mario Tennis Open.  That’s because the game brings to light one of the issues I have with the way game reviews are widely perceived.  Lately, many readers view an eight out of ten as the lowest score whereby a game can be considered ‘good.’  I don’t like this trend.  Were I in the business of writing reviews when they were first released, I would have given some of my favourite games of all time sixes and sevens, or lower.  Gauntlet Legends on N64?  Extremely fun multiplayer, punishing grind in single-player — 6.5.  Breakdown on the original Xbox?  Involving story and innovative first-person fistfighting, but horrible aiming controls and dumb enemies — 7.0.  Marvel Nemesis: Rise of the Imperfects for last-generation consoles?  Fast-paced superhero-on-superhero carnage marred by glitches and dull single-player — 5.0.  Those are three of my favourite games, bar none.  Eight is great, nine is sublime, and 10 is a unicorn that gamrReview has so far failed to wrangle up for one of our reviews.  However, a score in the sixes still means that the game’s redeeming features overshadow any issues.  So, keep in mind that the 6.5 I’ve awarded Mario Tennis Open means that, while it doesn’t stand up to the very best the industry has to offer, I do, truly, like the game.

At its core, the game does what it says on the box, putting you in the shoes (or, in some cases, snappy neckties) of a character from the Mario universe for another round of tennis.  However, the big hook this time around is the ability to play as your Mii, which is certainly the route I went with for most of my playtime.  I’ve got to say, the game gets points for being the first Mii game I’ve seen that actually lets you move them around manually, so kudos for that.

As far as the actual tennis matches go, it’s an entertaining formula that mixes the traditional sport with the strategy of a game of rock-paper-scissors.  You’ve got different buttons (physical or virtual) for different kinds of swings, and you’ll want to try to stay a step ahead of your opponent by serving and returning in an unpredictable manner.  Holding the button slightly longer charges your swing at the risk of potentially letting the ball bounce past you.  The additional strategy comes into play with the small, colored circles that occasionally appear on your side of the court.  If you hit the ball from inside the circle with the swing that corresponds to that color, you’ll execute a move that is very difficult to retaliate against.  When you’re on the receiving end of one of these Chance Shots, you’ll have to return the ball with the opposite shot type from the one your opponent used, or you will be momentarily made dizzy and left open for another assault.  There is a definite learning curve, as it takes a while to learn which colors correspond to which shot type, but it does make for some intense, fast-paced matches.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Mario Tennis Open - Review
]]>
http://www.gamrreview.com/pics/mario-tennis-open-250982_condensed.jpg Sun, 10 Jun 2012 20:47:26 1339361246
<![CDATA[Boost Your Ego with Just Dance 4 - Preview]]> http://www.gamrreview.com/preview/89073/boost-your-ego-with-just-dance-4/ It’s a problem we face every year as E3 winds itself down on the last day.  All the big stuff’s covered.  You’ve taken care of all the staples and the big surprises, but you don’t want your last game of the show to be Super Licensed Migraine 3D.  No, you want to go out on an epic note.

On Thursday, I had five minutes left of my Nintendo booth tour before I had to catch my 3:30 flight to my hometown of Canadia (eh?). We’d covered Pikmin, Beyond, Resident Evil, Assassin’s Creed, and most of the other stuff our readership is salivating for.  I had time for exactly one more game demo.  What’s that on my right? Project P-100.  Looks cool, but darn if Matt Ashbaugh wasn’t already playing it.  Look over my shoulder—Ninja Gaiden 3?  Nah, not hardcore enough.  Turning around as I considered my options, I saw it: Just Dance 4.

Now this is a real man’s game.

And why is that?  This game gives us men the control we so desperately crave.  Two beautiful women dared me to command their every action and rate their ‘performance’.  Without further ado, we put on some music and got busy.  As with previous Just Dance titles, players holding Wii Remotes must follow the dance moves shown onscreen in order to get the highest score possible.  This time, though, control was in my hand.  With a Wii U GamePad in my hand and Moves Like Jagger blaring, I got to work giving my orders.  Every few seconds, four dance moves would appear on the touchscreen, and I’d have to pick one for my puppets to perform.  Watching them try to keep up and outdo one another for the sake of my pleasure was great for my ego.  Once in a while, the game asked me choose who had been doing the best until then, and gave that dancer bonus points.  Sorry, ‘Happy’, you may have been perky, but ‘Jazzy’ never once said ‘I am not doing that move!’

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Boost Your Ego with Just Dance 4 - Preview
]]>
http://www.gamrreview.com/pics/boost-your-ego-with-just-dance-4-327904_condensed.jpg Sun, 10 Jun 2012 19:44:38 1339357478
<![CDATA[Don't Get Bitten in Zombi U's Multiplayer Mode - Preview]]> http://www.gamrreview.com/preview/89062/dont-get-bitten-in-zombi-us-multiplayer-mode/ Man, it’s a strange day in LA when you’re looking forward to a Nintendo console more for its third-party content than the games coming from the legendary development studio itself.  Nintendo showed off a handful of first-party Wii U titles at E3 this year.  However, I’d have to say that Ubisoft is providing the best case for buying the new console.  They have announced a whopping eight launch games for the fledgling platform, but the one that caught my eye the most was definitely the survival horror title, Zombi U.  Alex already shared his thoughts on the single-player campaign, but I got a chance to check out the game’s interesting multiplayer mode.

The asymmetrical multiplayer game is a new take on capture-the-flag.  The map I played on seemed to be an abandoned parking lot.  One player, using a Wii U Pro controller or Wii Remote, plays a standard first-person shooter on the TV.  Their goal is to take flags scattered at various points throughout the map by standing close to them for a period of time.  The problem?  The other player, on the GamePad tablet, is playing RTS-style, sending zombies to both kill him and take flags of their own.  This player, who is supposedly a sadistic game master, has an overhead view and can spawn one of the four zombie types anywhere that is outside of the survivor’s line of sight. 

The basic zombie pretty much just stands around until the survivor runs near him, but groups of them can quickly overwhelm your opponent, who dies in one hit unless he has a hypodermic needle with which to jab in the neck.  Other units include a tank-style one that chases the survivor and can take a lot of punishment, and a speedy guy that is good for surprise attacks and is difficult to avoid, among others.  To keep the game from getting unbalanced, only ten zombies can be in the game at once, and stronger ones take more from your stash of resources to summon.

On the survivor’s side, there’s a standard toolset.  The weapons on offer were a pistol, a shotgun, and a crossbow, and a weak shove attack could be used to push encroachers back.  You can also pick up a turret and place it at a strategic location.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Don't Get Bitten in Zombi U's Multiplayer Mode - Preview
]]>
http://www.gamrreview.com/pics/dont-get-bitten-in-zombi-us-multiplayer-mode-031975_condensed.jpg Sat, 09 Jun 2012 22:14:00 1339280040
<![CDATA[Go To Space Heaven With Deponia - Preview]]> http://www.gamrreview.com/preview/89063/go-to-space-heaven-with-deponia/ If you lived on a planet that was essentially a giant junkyard, you’d probably want to leave just as badly as Rufus, the main character of Daedalic Entertainment’s comedic point-and-click adventure, Deponia.  Especially if the name of your destination was Elysium (which is Greek for 'afterlife' or 'heaven').

I was lucky enough to get some private eyes-on time with the game, courtesy of Daedalic Communication Head Hauke Schweer.  It was apparent from the outset that realism isn’t a huge priority here.  The game began underground in a dark cavern, where a gangly midget told Rufus it was time for the tutorial.  To this, the character mused, “Wasn’t the game supposed to have started already?”  Despite the little guy’s protestations, Mr. Schweer skipped the tutorial in the interests of time, choosing the ‘I don’t need no stinking tutorials’ option.

As mentioned, the plot of the game revolves around Rufus trying to leave Deponia, and the gameplay centers around enacting his constantly-failing plans to that end.  When the real game started, Rufus was in his extremely messy home, which he until recently shared with his ex-girlfriend, Goal.  The first order of business was to find some supplies—a toothbrush, four socks, some provisions, and a bolt cutter.  Rufus wasn’t quite sure why he put ‘bolt cutter’ on the list, but what the heck, right?

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Go To Space Heaven With Deponia - Preview
]]>
http://www.gamrreview.com/pics/go-to-space-heaven-with-deponia-539193_condensed.jpg Sat, 09 Jun 2012 20:46:00 1339274760
<![CDATA[It's Morphing Time With Power Rangers Samurai Kinect - Preview]]> http://www.gamrreview.com/preview/89054/its-morphing-time-with-power-rangers-samurai-kinect/ I expected many things to happen at E3.  Living out my childhood dream of becoming the red ranger was not one of them.  As you can probably imagine from the title alone, Power Rangers Kinect is certainly not shaping up to be a triple-A game.  Heck, it’s not even shaping up to be a single-A game.  Even so, if you can suspend your disbelief and overlook the fact that the Kinect often has great trouble reading your motions, it’s easy to pretend you’ve jumped into the Power Rangers universe and have an exciting time.

Three game modes were on offer, which naturally meant that I played three game modes.  The first, Ranger Battle, let me select a ranger and go to town on a bunch of Moogers.  Swiping horizontally or vertically with my right hand swung his huge sword, while I could theoretically punch with the left.  ‘Theoretically,’ because I could not successfully perform this action even once, and it was the same deal with kicking.  Luckily, the sword was more than enough to get through everything.  Awkwardly, movement is accomplished by attacking — performing an attack makes you walk toward the nearest enemy.  This made it difficult when trying to attack the one behind it that was gearing up to strike.  Eventually, I got to a boss that required a fair bit of strategy and dexterity to beat.  In a manner reminiscent of Punch-Out, I had to lean left or right, jump, or duck in order to avoid swings of his tail before I was allowed to hit him with a combo.  To finish him off, I had to hold my arms in a certain position to perform a special attack, but it took at least five minutes to do this properly; the rep even admitted that I was doing it right and the Kinect simply was not reading it how it should have.  The second gametype played similarly to that fight, but put me, first-person, in the cockpit of the MegaZord.

The third gametype was a little different — Ranger Training.  Ever wanted to play Simon Says with the Power Rangers?  Well, first off, go see a therapist.  Second, meh.  At the beginning, one ranger performed an action (like a punch with the right fist) which I had to then copy.  Each successive step increased the number of moves I had to do without messing up.  Does Kinect really need another game where you simply follow the movements of an onscreen character?

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - It's Morphing Time With Power Rangers Samurai Kinect - Preview
]]>
http://www.gamrreview.com/pics/its-morphing-time-with-power-rangers-samurai-kinect-476303_condensed.jpg Sat, 09 Jun 2012 15:47:00 1339256820
<![CDATA[Serve Virtual Cupcakes in Wii Fit U - Preview]]> http://www.gamrreview.com/preview/89049/serve-virtual-cupcakes-in-wii-fit-u/ Before we start, say the name of this game slowly.  Wii Fit U.  Wii.  Fit.  U.  We fit you.  Sounds more like a tailor than a serious fitness game.  Alas, based on my hands-on time, the latest entry in the fitness craze didn't fit me.

As far as features go, the game uses the Wii U GamePad to help you get fit in new ways.  The first of the two minigames I got to try out had me standing on the Balance Board while holding the GamePad like a tray in front of me.  Food was placed on the tray in-game (visible on the touchscreen), and I was tasked with physically running around a restaurant full of Miis to serve.  Tilting the pad turned my character, but it also tilted the tray, forcing a delicate (and literal) balancing act between keeping the food steady and avoiding obstacles while arriving at my destination in a timely manner.  It was difficult, but unfortunately this was due to the fact that turning your character and tilting the tray are accomplished the same way.  I have never seen a real-life waiter who tilted his tray to the right when he had to turn in that direction, and this caused me to drop more orders than I care to admit.  For my performance, I received one star out of five.  “Well,” the rep said, “it’s a good thing you’re a writer and not a waiter.”

Thanks, nonspecific Nintendo booth babe.  I needed that.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Serve Virtual Cupcakes in Wii Fit U - Preview
]]>
http://www.gamrreview.com/pics/serve-virtual-cupcakes-in-wii-fit-u-093813_condensed.jpg Sat, 09 Jun 2012 15:18:31 1339255111
<![CDATA[Harry Potter For Kinect Casts a Spell on Me - Preview]]> http://www.gamrreview.com/preview/89051/harry-potter-for-kinect-casts-a-spell-on-me/ When all these motion-control devices started infiltrating our game consoles, the first two things I thought of were ‘Star Wars’ and ‘Harry Potter’.  Well, the Kinect’s offering with regard to the former is best left forgotten, but how is The Boy Who Lived shaping up for his outing on the controller that’s not a controller?

I tried three of the several available activities in the game, each requiring different actions in order to be successful.  The first two centred around Quidditch, the franchise’s iconic broomstick-flying sport.  In one, I played as Harry, who plays the Seeker on his team and whose sole role is to catch the flying snitch and end the game.  Gameplay-wise, this translated to an on-rails game where Harry chased it automatically.  All I had to do was lean in different directions to move Harry, which allowed me to keep him on the speed-boosting golden path the Snitch left in its wake.  Once I caught up to it, the view shifted to first-person, and I had to move Harry’s hand so that it covered the Snitch for several seconds, thus winning the game.  According to the rep I had the fastest time of the day, but the real satisfying part was being able to physically punch rival Seeker Draco Malfoy in the face when he got too close.

Next, I played as the Keeper, which is basically Quidditch’s equivalent of a goalie.  This simple game had me contorting my body to swat away Quaffles tossed by the other team.  The first round was relatively simple, mostly sending only one of them at me at a time.  As the game progressed, I’d sometimes have to hold my left foot to the side while reaching up with my right hand in order to block a couple at once.  Matters were complicated further when they started sending Bludgers my way, which I had to avoid or I would take damage.  Still, the game never really approached ‘challenging,’ as I only got hit two or three times and didn’t let a single Quaffle get by me.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Harry Potter For Kinect Casts a Spell on Me - Preview
]]>
http://www.gamrreview.com/pics/harry-potter-for-kinect-casts-a-spell-on-me-205414_condensed.jpg Sat, 09 Jun 2012 13:51:05 1339249865
<![CDATA[Pikmin 3: Proof That HD And Colour Can Co-exist? - Preview]]> http://www.gamrreview.com/preview/89048/pikmin-3-proof-that-hd-and-colour-can-co-exist/ What’s happened in the gaming industry since 2004?  The rise of HD.  Two entire console generations.  Xbox Live.  A shift in focus from processing power to new ways of playing games.  The App Store.  Mario and Sonic making friends with each other.  And twelve separate Call of Duties.

What’s one thing we haven’t seen in the last eight years?  A new Pikmin.

A new entry in Nintendo’s quirky real-time strategy series was mentioned a few E3s ago by Nintendo’s  esteemed general manager of software development, Shigeru Miyamoto, though only when he was put under duress.  This past Tuesday, a considerably less-stressed Miyamoto-san walked on-stage at the Nokia Theatre for Nintendo’s yearly press conference, whimsically carting about ‘real’ versions of the diminuitive little flowery critters, and gleefully announced Pikmin 3 as a launch window title for the Wii U.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Pikmin 3: Proof That HD And Colour Can Co-exist? - Preview
]]>
http://www.gamrreview.com/pics/pikmin-3-proof-that-hd-and-colour-can-coexist-045240_condensed.jpg Sat, 09 Jun 2012 02:48:00 1339210080
<![CDATA[Batman on Wii U: Nintendo has finally entered B.A.T. mode - Preview]]> http://www.gamrreview.com/preview/89000/batman-on-wii-u-nintendo-has-finally-entered-bat-mode/ When I reviewed Batman: Arkham City last year, you may recall that I kind of liked it.  Now that the game is coming to the Wii U so much later, however, Rocksteady’s going to have to do a lot to convince me (and, I imagine, many others) why they should buy another copy of a game they likely already own.  With this in mind, Batman: Arkham City Armored Edition focuses on how the unique new GamePad tablet controller can improve our experience of playing the game.  I had a chance to check the game out at Warner Bros’ E3 booth today, and it is certainly shaping up to be the definitive version of the game.  Whether it’s definitive enough to drop full price on a second time, however, remains to be seen.

The demo began in a nondescript hallway similar to many from the original game.  Controls felt instantly familiar thanks to the similarities between Wii U button placement and those of the 360 and PS3, so there was little learning curve.  What has changed here is that you no longer have to pause the game to access inventory, upgrade gadgets, or check the map.  A few simple taps of the touch-screen let you equip an item, buy a new move, or get your bearings without necessitating a pause in the game.  In a neat little touch, Batman starts fiddling with the batcomputer on his arm when you do this, furthering the illusion that you are the Dark Knight.

Moving through a door and running into some enemies, the basic combat remains unchanged.  Apparently my skill with the game was obvious, as the rep guiding me through the demo reacted with a ‘Well, you’ve obviously played this before!’  So you shouldn’t have any problem handling Batman in a fight if you’ve already played Arkham City.  That’s not to say there aren’t new elements to deal with, though, as dishing out enough pain lets you put Batman in BAT Mode, which briefly makes enemies glow bright orange and makes you twice as strong.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Batman on Wii U: Nintendo has finally entered B.A.T. mode - Preview
]]>
http://www.gamrreview.com/pics/e3-2012-hands-on-batman-arkham-city-armored-edition-wii-u-940851_condensed.jpg Fri, 08 Jun 2012 02:01:00 1339120860
<![CDATA[E3 2012: DmC Catches Our EyE - Preview]]> http://www.gamrreview.com/preview/89012/e3-2012-dmc-catches-our-eye/ It’s a good thing that our demoer told us that they designed DmC: Devil May Cry for newcomers to the franchise, or I would have had no idea what was going on.  Yes, I admit that I’ve never played a game in the franchise.  After the demo I just checked out, however, that may all change.

For those who don’t know, DmC: Devil May Cry is a reboot of the popular demon-slaying beat-em-up franchise.  In this world, the demons control the world’s finances, the police, and pretty much everything else.  Luckily, Dante is back, and he’s ready to kill.  In our behind-closed-doors demo, we were shown a mid-game level called The Devil’s Dalliance.  It took place in a nightclub owned by a delightful woman named Lilith.  A gruff guard outside told Dante he was not on the guest list.  At this, Dante uppercut him in the face, knocking him out, then caught the clipboard and pen, wrote ‘F**k you,’ on it, and said, “I am now.”

You know, no big deal.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - E3 2012: DmC Catches Our EyE - Preview
]]>
http://www.gamrreview.com/pics/e3-2012-dmc-catches-our-eye-902619_condensed.jpg Wed, 06 Jun 2012 14:12:13 1338991933
<![CDATA[Ubisoft Press Conference Wrap-Up - Article]]> http://www.gamrreview.com/article/88994/ubisoft-press-conference-wrap-up/
After a lackluster Microsoft conference and a by-the-numbers EA show, Ubisoft came out of nowhere to pull off one of the more impressive shows we’ve seen so far at this year’s E3.  Here’s a quick round-up of what they showed off.

JUST DANCE 4

Flo Rida and a bunch of sexy babes danced to what gamrReview contributor Alex St-Amour correctly dubbed “generic inoffensive rap.”  This new entry in the series will be launching this October for Xbox 360, PS3, Wii, and Wii U, with the latter receiving undisclosed exclusive content.

 

Far Cry 3:

Boobs.  Your character begins Far Cry 3 by groping them.  The jungle island setting is back, but show host Aisha Tyler warned us that Far Cry 3 is “…no day at the beach.”  Once finished getting his virtual hard-on, your character turns and gives a motivational speech to the rest of the tribe, who… apparently just like to watch.  Evidently, your character used to be a tortured victim of a man named Vos, and has now broken free and rallied the local natives against him.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Ubisoft Press Conference Wrap-Up - Article
]]>
http://www.gamrreview.com/pics/ubisoft-press-conference-wrap-up-716827_condensed.jpg Tue, 05 Jun 2012 13:33:41 1338903221
<![CDATA[Spirit Camera: The Cursed Memoir - Review]]> http://www.gamrreview.com/review/88951/spirit-camera-the-cursed-memoir/ I received this very strange package the other day. A small box about the size and shape of a Nintendo 3DS game case. An ominous, white hand seemed to reach right out of the front of it to grab me. Inside, I found what looked like a standard 3DS game cartridge. However, someone had also tucked in the case a tattered old book where the instruction manual would normally be. The worn-out, purple-tinged cover gave no clues as to its contents or owner. Slowly opening to the first page, I found a blank piece of lined paper, covered with ink blots — is this someone’s diary? My curiosity grew to intrigue when I found a photo of a man standing beside someone who had been ripped out of the picture, and my intrigue heightened to unease as I flipped through and saw a boy with his face scratched out, threateningly darkened rooms, and people who seemed to be performing macabre rituals.

I was dying to find out what it all meant, but unfortunately, I had classes to attend all day. For hours, I sat there, physically present at the lecture but mentally lost in the possibilities. I was anxious to get home, because somehow I knew that I alone could solve the mystery of that book. I stuck the cartridge into what I thought was my 3DS, but was quickly informed that, in actuality, I was holding the Camera Obscura — an occult camera that can reveal the ghosts hiding all around me. After adjusting a few settings, ghostly text asked me to take a picture of my face. A little apprehensive, I nonetheless soldiered on and took a snapshot. At this point, I was greeted with this little bit of sunshine: “Your face has been taken.”
 


Delightful.

Next, I was told to take a few pictures of objects in my environment to reveal their ghostly nature. I was seriously unnerved when I took a shot and saw the purple spectral energy pulsating out of my Master Chief bobblehead doll. That’s nothing, however, compared to when I was told to look behind me. I swivelled around on my office chair and, looking through the lens again, was taken aback to find that a ghost had taken up residence in my bedroom. Luckily, she’s of the Casper variety, and just wants to talk. It seems that her name is Maya, and she doesn’t remember how she got there — although she thinks she may have come from the diary. We agree that the book must have special powers, and that it’s time to investigate. Pointing the camera at the first page (the one with the blank paper), I see some words appear — ‘never escape’. What I see next almost makes me fall off my chair.

I see my own face, with eyes and mouth sewn shut.

If you don’t mind, I’d rather not relive the details of the next gruesome four hours of my life. Suffice it to say that it was now personal — Maya and I had to solve the mystery of the Diary of Faces and break the curse of a spirit called the Woman in Black, or else my face would be lost forever.

Ghost stories aside, I can think of only one word to describe Spirit Camera: The Cursed Memoir: fascinating. The game uses a combination of augmented reality, gyroscope technology, and a believable reason for why you can only see this reality through your camera in order to put you in a heightened state of unease. If you can suspend your disbelief, then this is not a video game. The diary is real. The ghosts are real. Your curse is real. It is the type of technology demo that makes me excited to see how new forms of interaction will be used to immerse us in games in the future.
 


It really is amazing, all of the things this game does to create atmosphere. The graphics are top-notch for the 3DS, and sound design is excellent, with bloodcurdling screams catching you off-guard just when you thought the coast was clear. When you point the camera at the appropriate pages, the effect is mesmerizing. Ghosts seem to rise out of your physical book, pictures rearrange themselves, and people who were looking away are suddenly staring at you and shouting like a depraved Harry Potter painting. Moving behind the book (or turning it around) turns the image appropriately, and the game admirably adjusts for any angle you view the diary from. At one point, you can see blood dripping onto the pages. Protip: aim the camera at the ceiling. Yikes.

It’s when it goes beyond the gimmicks and tries to be a game where Spirit Camera comes up a little short. Most of the time, chilling atmosphere aside, all you’re doing is talking to Maya, flipping through pages, and watching stuff happen. You rarely even need to really search through the book, either — you start at page 1 and, with few exceptions, move through page after page until the end. That’s not to say there’s no real gameplay — one inspired puzzle has you selecting the right photos via a character’s clues, while others involve you physically manipulating the book in creative ways. There are also periodic fights with ghosts that should play familiarly to fans of the Fatal Frame franchise that Spirit Camera belongs to.  As in older titles, you damage enemies by snapping pictures of them, with more damage awarded for keeping them in-frame longer or hitting them just before they attack. The difference here, of course, is that in order to find the ghosts, you have to physically look around your room by moving your 3DS.
 
 

The puzzles and fights are fun and make creative use of the system’s features, but the problem is they make up so little of the game. There are only six or seven enemy encounters in the entire game, and each takes only a couple of minutes. Likewise, there are just five or six sections that can really be called puzzles, and only one of them held me up for more than ten minutes. The rest of the time, you’re talking to Maya, watching stuff happen in the book, or walking around a spooky house in an on-rails pattern, able to look around by aiming the 3DS but unable to affect anything.

The only time I can really imagine any of the puzzles in this game being a problem for anyone is when the technology fails them. The aforementioned puzzle where the boy was hiding in a picture only took me longer than the others because the game simply wouldn’t recognize the photo I was taking a picture of. It turned out that my first guess was correct, but the minimal lighting in the dark room I was playing in meant the 3DS couldn’t properly ‘see’ the picture. In general, I got along just fine playing with the lights off and placing the book under a lamp, but issues like these popped up from time to time to jolt me out of the game. It’s antithetical to the idea of a horror game to have to keep the lights on, and this issue should have been ironed out.

There’s really not a lot on offer in this package once you complete the main storyline. You can play through the game again on a harder difficulty that provides more details about Maya, or battle any of the enemies again. Perhaps the most enjoyable extra feature is a standard ‘camera’ mode that has you taking pictures of friends’ faces, in 2D or 3D, and revealing the demons that possess them.
 

Honestly, it’s difficult to render a verdict on Spirit Camera: The Cursed Memoir. Actual, traditional gameplay only takes up maybe two hours of the story, and yet the fact that it’s actually you flipping through a real book, looking around your environment, and affecting what is happening onscreen more than justifies the decision to make this a game rather than a horror movie. True, I’d have loved for the book to be three times as long and filled with elegant Augmented Reality puzzles. However, what is here is a unique combination of intense atmosphere and innovative new forms of game interaction that must be played by anyone with even a passing interest in how new interface methods can change — in a positive way — the way we play.

Disclaimer: This review was written via touch-typing. The author would have loved to see his work with his own eyes, but his face was taken by the Diary of Faces. Play at your own risk.
This review is based on a copy of Spirit Camera: The Cursed Memoir for Nintendo 3DS, purchased at retail.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Spirit Camera: The Cursed Memoir - Review
]]>
http://www.gamrreview.com/pics/spirit-camera-the-cursed-memoir-482951_condensed.jpg Thu, 03 May 2012 07:58:22 1336031902