gamrReview gamrReview - Gaming Reviews, Previews and Articles http://www.gamrreview.com gamrReview http://www.gammreview.com/img/logo.png http://www.gamrreview.com <![CDATA[The Why and Where-to-Now of the Xbox One - Article]]> http://www.gamrreview.com/article/90157/the-why-and-where-to-now-of-the-xbox-one/ A storm was brewing under Microsoft for a while before they revealed the Xbox One, and with the reveal, that storm was let loose in a torrent of anger and confusion. When we finally got some straight answers from Microsoft, the bad news was confirmed: The Xbox One will not allow us to play games if it cannot connect to Xbox Live at least once every 24 hours, and we will no longer be able to decide for ourselves what should happen to the games we've bought. But that's only one side of the story. The other side goes like this...

xbox-one-why-priceSo much anger and confusion...

We live in increasingly digital world. Steam, iTunes, Origin, Google Play, and Windows Store are just some of the digital storefronts which will gladly sell us digital-only games with next to no rights for re-selling those games, getting your money back for an unsatisfactory purchase, or sharing your games with your peers. And we have all been gobbling it up to the point where this way of selling games has become a truly massive success. So massive in fact that EA's own Peter Moore expects the revenue from EA's digital sales to outdo that of their retail sales within a few years. With digital sales growing while retail sales are slumping, it's clear that consumers are increasingly taking to games that don't come in a box. Combined with the higher profit margins this gives developers and publishers, it's clear that digital game sales will play an increasingly important part of the industry going forward.

However, Microsoft knows that a digital-only route for consoles isn't viable yet (not to mention that some consumers, on the whole, still prefer buying their games physically). With retail games shipping on blu-ray discs, games can potentially take up to 50 GB of space, which is way too much in a world of small bandwidth caps and an average bandwidth of 2.9 MB/s (more detailed stats here). But rather than build a system that is rooted in the ways of yore, Microsoft has taken a hybrid approach that is prepared for the growth of digital. All your games are therefore now treated as digitally managed ones, it's just a matter of whether the game data was retrieved from a server or a disc.

xbox-one-why-tubesYour games are on the other end.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - The Why and Where-to-Now of the Xbox One - Article
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http://www.gamrreview.com/pics/the-why-and-where-to-now-of-the-xbox-one-824618_condensed.jpg Tue, 11 Jun 2013 20:21:57 1370982117
<![CDATA[Going to a Game Jam - Article]]> http://www.gamrreview.com/article/89730/going-to-a-game-jam/ Game jams are events where people turn up for a weekend and make games together and, depending on your jam, maybe take home a prize (if you create something special). So in this day and age, where indie developers are the new black, it's no surprise that game jams are becoming ever more popular. But game jams aren't just for aspiring indie developers; they're for everyone who is, or wants to be, a part of the industry. So when the Nordic Game Jam opened its doors in Copenhagen for the 8th time a few weeks ago, I decided to join in. Here's how it went.

NGJ13PosterThe official Nordic Game Jam 2013 poster

At the time of writing, the Nordic Game Jam is the biggest single game jam in the world (a title which it competes with the Toronto Game Jam for each year), with the 2013 edition reaching 470 attendees. That's a lot of creative power. And with a typical team consisting of four people, that's also a lot of games created in one weekend. But while there was no shortage of ideas and manpower, it was clear from the games that made it to the finals that the experienced teams had an edge. Some of the most impressive games to come out of the jam include 3:15 AMStalagflight, and Buddy Builder, and the curious reader can run through all the games here.

To find out more about the what and why of game jams, I spoke to Jesper Taxbøl, one of the key volunteers running the Nordic Game Jam. Jesper has worked in the video game industry for five years, has been to the Nordic Game Jam every year since it began in 2006, and has volunteered for it since 2008. He believes there are several aspects that make game jams attractive propositions. Some of these everyone can appreciate. For example, jams are meant for experimentation and fun; it's an environment that doesn't frown upon failure. Jams are here to allow you to grab a beer with a few peers, take some crazy idea, and run with it. Even if it doesn't become a good game, you're (hopefully) all the wiser for it, and also had some fun along the way.

SpaceshipWithAMace-NGJ13Winner of the grand prize: Spaceship With A Mace

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Going to a Game Jam - Article
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<![CDATA[Kinect Party (X360) - Review]]> http://www.gamrreview.com/review/89663/kinect-party-x360/ You may remember Double Fine Happy Action Theater, which I reviewed about a year ago and found to be an odd game that revelled in its experiments and originality. There was certainly room for improvement, though, and to this end Double Fine have released a sequel: Kinect Party. And they've done so in a way that makes the old game completely redundant.

Kinect Party is a free game that comes with a handful of minigames. These minigames aren't worth much on their own; they're rather simple and shallow. The concept here is that you are taken through these minigames, playing each one in turn for no more than a few minutes. You can choose to play individual games for longer, but the game rotation is important for keeping things interesting. So how do you add more games to keep repetition from setting in? Well if you already own Double Fine Happy Action Theater then all of the minigames from it will already have been added to Kinect Party, boosting the total amount of minigames to 21, but you'll still want something new. Fortunately an additional 14 minigames are up for sale, which brings the overall total to 35.

KinectParty-ElectrifyingIt's a special kind of science!

The game is set up as a TV experience; you're a channel surfer and each minigame is a channel of its own. Regardless of whether you own Double Fine Happy Action Theater or not, you can buy additional channels for 80 Microsoft points a piece. Owners of Double Fint Happy Action Theater can buy all of the channels they don't have for a flat 400 points, while those who don't own it can buy all of the channels for a total of 800 points. I bemoaned the pricing when I originally reviewed Double Fine Happy Action Theater, and this is definitely a turn for the better. But Kinect Party also brings with it other improvements that make the offer a bit more tempting. For example, it's now easy to take pictures of what you're doing and share the craziness with your friends on Facebook. There's also a photo editor for those who are so inclined to play around with their pictures, but it's rather rudimentary. The voice commands are also a nice addition, making it easier to navigate the channels than before.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Kinect Party (X360) - Review
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http://www.gamrreview.com/pics/kinect-party-x360-395050_condensed.jpg Mon, 14 Jan 2013 15:36:54 1358177814
<![CDATA[Preparing the Next Generation of Developers - Article]]> http://www.gamrreview.com/article/89633/preparing-the-next-generation-of-developers/ In Denmark we have an educational offer for people who want to work in the video game industry: a semester at the National Academy of Digital Interactive Entertainment (also known as DADIU). DADIU brings together students from different disciplines, including programming, audio, game design, and others, and lets us create games that are beyond what we could ever do without a firm place in the industry. And while DADIU is a fairly new establishment, it has already fostered award winning games like Blackwell (or Blackwell’s Asylum) and Back to Bed. For any student who wants to get into the game industry, then, DADIU is an enticing prospect, which is also why I was very excited to take part in it here in the fall of 2012. But it wasn't quite what I expected.

I was a programmer on team one, the team behind Horizon. The team consisted of 16 people from all around the country. None of us had next to any experience in the game industry. To make things easier for us, the team included roles like the game director - who was responsible for the vision of the game - and the project manager - who was responsible for managing the team. We started the semester in September with a focus on teambuilding and learning about each other's disciplines to improve our communication. Then, after a few weeks, we were put through our first test: a five day production to create a small game. As it turned out, we still had a lot to learn.

DADIU 2012 games
To play the 2012 DADIU games, visit this website.

Because we all came from different educational institutions, October saw our teams being split up and sent out to fulfil various requirements made by our educators at home. But when November came around, we were brought together again and our leading team members had come up with a concept that we could get to work on immediately. This was our big DADIU game - a six week production where we had a chance to show what we could do, and maybe even impress a future employer or two.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Preparing the Next Generation of Developers - Article
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<![CDATA[Kickstarters to Watch - June Edition - Article]]> http://www.gamrreview.com/article/89116/kickstarters-to-watch-june-edition/ Crowdfunding is stabilizing its reputation as a great way for indie developers to reach out to the community and find support, but success is in no way guaranteed. But developers are putting a lot of effort into their campaigns, and, once again, reporting on the progress of the projects highlighted previously is a happy affair.

Of the eight games highlighted in the May edition, six have successfully reached their targets, while SKYJACKER had its campaign relaunched and has until July 23rd to reach its target. Legend of the Time Star did not reach its target though.

Kickstarter June - Skyjacker
"Goooo SKYJACKER!"

Hopefully the success can be kept up, and developers are keen to bring their ideas to fruition, so all that's needed is for us to keep the support coming. Which is why it's important to remember that Kickstarter isn't the only site where developers can try to gather support, and why we're highlighting a game on Indiegogo in this edition.

If you're unfamiliar with the process of these crowdfunding sites you can read on, but otherwise you can safely skip to the games.

”Is my support needed?”

You might be cautious about supporting projects, and that's not without reason. You have no guarantees that your investment is going to result in a game you will enjoy, after all. But in reality, it's not much different from buying a game as you normally would. There are no guarantees there either, and many of the projects allow you to receive a copy of the game as a reward if your pledge is large enough.

But how do you know there will be a finished product? Again, there's no guarantee that a project you pledge money to will succeed, but most developers will know what kind of funds they need to finish their game or will be able to snag additional funding from other sources. There's a target sum of money they want the community to meet, but if the target isn't met, no supporter will be charged anything. In other words, your money isn't going anywhere if the developer can't actually secure enough funds to finish their project.

But what about when that target has been met? Is there any point in funding projects beyond their target? Absolutely! The target that is set for the project is a minimum target; the amount that needs to be reached in order for the developer to keep the promises that have been made with that target in mind. But every project that has managed to go over has provided additional value to the community, by making the game bigger or developing it for more platforms, for example. So your money isn't wasted just because the target has already been met.

Meet the projects

And here come the games, starting with a game listed on Indiegogo:

Coma: A Mind Adventure (Windows, Mac)

Pledge required to receive the game: $10
Funding ends: July 16th

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Kickstarters to Watch - June Edition - Article
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<![CDATA[Datura (PS3) - Review]]> http://www.gamrreview.com/review/88971/datura-ps3/ What's going on? Where am I? Who's that? What am I supposed to do? What's that? How do I do that? What the hell is that?! Datura is a game of many questions, not quite as many answers, and even fewer satisfying ones. Plastic Studios' latest effort is here to take you on a strange journey, but will you want to join in?

Datura - Doorway

If you're going to play Datura with a Dualshock, the answer is a resounding “no”. If you do a little research on Datura, you'll see that the game is apparently playable with the Dualshock, but that's not really true. The controls are generally bad using the Dualshock, but certain sections of the game are completely broken, to the point where progressing is down to dumb luck. As such, this review will be based on the Move controls. To Dualshock-only users - you've been warned. I'll get back to the Move controls, but let's start with what Datura is really about: morals.

The story in Datura revolves around you. You find yourself in a dark forest. It's a mysterious place, and you're thrown into several stories outside of the forest where you must make a moral choice. The choices you make are then reflected in the game's atmosphere and determines the grimness of your experience. Very few aspects of the story are actually explained though, and the game simply expects you to suspend all disbelief and go along with it. The experience can actually be intriguing enough to warrant the required suspension of disbelief, but the game has a tendency to throw frustrations at you, ruining whatever immersion you might have achieved.

Datura - Tower

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Datura (PS3) - Review
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<![CDATA[Kickstarters to Watch - May Edition - Article]]> http://www.gamrreview.com/article/88965/kickstarters-to-watch-may-edition/ Kickstarter became a new way for developers to get support for the projects they wanted to make when Double Fine blew things wide open back in February. Many speculated whether the support Double Fine gathered would translate into a sustainable trend, and though no project has managed quite the same level of success, the community continues to show broad and unwavering support.

Kickstarters May - Republique

This is also why I am happy to report that, barring one, all of the games from last month's article have met their goals and were successfully funded (the exception being Police Warfare). Police Warfare had its campaign cancelled after a few days with the message that: "...this is by no means the end of Police Warfare. News will be coming", which could mean they found a publisher or other means of funding, though that's purely speculation at this point.

But the old makes way for the new, which is why I have a new list of interesting projects worth your attention and, just maybe, your support. First, a brief description of the Kickstarter process for those who don't know much about it:

”Is my support needed?”

You might be cautious about supporting projects, and that's not without reason. You have no guarantees that your investment is going to result in a game you will enjoy, after all. But in reality, it's not much different from buying a game as you normally would. There are no guarantees there either, and many of these projects allow you to receive a copy of the game as a reward if your pledge is large enough.

But how do you know there will be a finished product? Again, there's no guarantee that a project you pledge money to will succeed, but most developers will know what kind of budget they'll need to finish their game, or will be able to snag additional funding from other sources. There's a target sum of money they want the community to meet, but if the target isn't met, no supporter will be charged anything. In other words, your money isn't going anywhere if the developer can't actually secure enough funds to get their project off the ground.

But what about when that target has been met? Is there any point in funding projects beyond their target? Absolutely! The target that is set for the project is a minimum target; the target that needs to be reached in order for the developer to keep the promises that have been made with that target in mind. But every project that has managed to go over has provided additional value to the community, by making the game bigger or developing it for more platforms, for example. So your money isn't wasted just because the target has already been met.

Meet the projects

Now it's time to meet the highlights of this month. Read on!

SKYJACKER (Windows, Mac)

Pledge required to receive the game: $15
Funding ends: May 31st

Kickstarters May - Skyjacker

Skyjacker is a space combat game where you play as a pirate. The game has you undertaking missions to loot and destroy other spacefarers, which lets you increase your rank and strength. 

What makes Skyjacker stand out is its focus on components. You're given great freedom in customizing your ship to best suit each mission, all the way down to changing flight styles (from traditional flight to much more dynamic styles as well). The opposing ships can also be damaged in several ways, giving the player different ways of dispatching them. The game features multiplayer - both cooperative and competitive.

Haunts: The Manse Macabre (Windows, Mac, Linux)

Pledge required to receive the game: $5 (every $5 gets you an extra copy of the game)
Funding ends: July 6th

Kickstarters May - Haunts

Haunts is a turn based haunted house game with both single player and multiplayer. The single player campaign allows you to explore the macabre history of the mansion, while the multiplayer puts one player in control of the denizens of the mansion while the other player controls the intruders. The intruders choose an objective they need to accomplish inside the mansion (recover some artifact, cleanse the house, etc.) and the denizens have to defend the mansion, but without knowing what the intruders are trying to accomplish. All of the choices made by the players aren't revealed until they physically show up within the game, and there's a lot of focus on this ”hide and seek”-like mechanic.

Xenonauts (Windows)

Pledge required to receive the game: $20
Funding ends: June 10th

Kickstarters May - Xenonauts

Xenonauts is an old-school strategy game that's channeling the spirit of X-Com. It has both real-time aerial combat and turn-based ground combat, with missions and environments generating dynamically depending on the events that occur in the world. 

Xenonauts is unique, partially because it will be released regardless of the success of the Kickstarter campaign, but also because everyone is offered full access to the latest development build of the game. This means you can try the game before you decide to pledge any money to it. Kickstarter funding will help flesh out the final release; without Kickstarter funding the final game will be more bare-boned.

Is that it?

Absolutely not, the crowd sourcing scene is buzzing with activity, and the games presented here only show a few of the projects worthy of attention. If you're hungry for more, below is a list of games that can help settle your stomach, but there are many more where they came from, so visiting kickstarter.com (and other crowd sourcing sites for that matter) is the best way to get the full picture.

I hope you found a project you want to support.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Kickstarters to Watch - May Edition - Article
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http://www.gamrreview.com/pics/kickstarters-to-watch-may-edition-542716_condensed.jpg Tue, 15 May 2012 12:23:00 1337084580
<![CDATA[I Am Alive - Review]]> http://www.gamrreview.com/review/88950/i-am-alive/ When I Am Alive was first revealed four years ago, we were promised a game that would revolve around survival after a natural disaster. That was the vision the developers at Darkworks had, but they left the project in 2010. I Am Alive was then handed to Ubisoft Shanghai, who decided to rebuild the game with a slightly different vision, resulting in a game with a solid foundation and fascinating ideas.

But first, let's back up a bit, and start by looking at what I Am Alive is actually about. The world has been devastated by a cataclysmic event that wreaked havoc on humanity, and survivors are struggling to get by in the aftermath. The game takes place roughly a year after this event, as our protagonist is finally returning home to look for his wife and daughter.

I Am Alive - looking down

The main story is pretty decent and it's told in a fashion which leaves many parts untold. It's a risky way of doing storytelling, but Ubisoft Shanghai pulls it off nicely; it gives the story some good depth while still keeping focus on the present. There are some cliffhangers, but it's not really clear if the story actually builds towards a sequel or if they're simply a part of the storytelling being used. The upside to this storytelling is that it engages the player in a way that makes everything all the more believable. You don't know everything and you can't fix everything; all you can do is to try and make the best of it, starting by trying to find your family. And that's the same for every character you meet; everyone is powerless to do anything about the devastation, it's just a matter of dealing with the situation as best as they can.

I Am Alive - NPC

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - I Am Alive - Review
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http://www.gamrreview.com/pics/i-am-alive-967180_condensed.jpg Wed, 02 May 2012 03:08:00 1335928080
<![CDATA[Kickstarters to Watch - Article]]> http://www.gamrreview.com/article/88930/kickstarters-to-watch/ Seeing as how crowd funding has become the talk of the town since Double Fine created their monstrously popular Kickstarter project, it's no wonder other developers have been trying to get the community excited about their own projects. And some have succeeded as well, with projects like Wasteland 2 and TAKEDOWN.

But new projects keep popping up, and the community involvement in crowd funding keeps on growing. But before we dive into looking at projects, I'm sure there are some who would like to know more about the way all this works.

kickstart_wasteland2_artWasteland 2 - Made possible by the community
 

”Is my support needed?”

You might be cautious about supporting projects, and that's not without reason. You have no guarantees that your investment is going to result in a game you will enjoy, after all. But in reality, it's not much different from buying a game as you normally would. There are no guarantees there either, and many crowd funded projects allow you to receive a copy of the game as a reward if your investment is large enough.

But how do you know there will be a finished product? Again, there's no guarantee that a project you pledge money to will succeed, but most developers will know what kind of money they need to finish their game or will be able to snag additional funding from other sources. There's a target they want the community to meet, but if that target isn't met, then no money will exchange hands. In other words, your money isn't going anywhere if the developer can't actually secure enough funds to finish their project.

But what about when that target has been met? Is there any point in funding projects beyond their target? Absolutely! The target that is set for the project is a minimum target; the target that needs to be reached in order for the developer to keep the promises that have been made for that target. But every project that has gone over that target has provided additional value to the community, by making the game bigger or developing it for more platforms, for example. So your money isn't wasted just because the target has already been met.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Kickstarters to Watch - Article
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http://www.gamrreview.com/pics/kickstarters-to-watch-376805_condensed.jpg Tue, 17 Apr 2012 13:47:00 1334670420
<![CDATA[What Kinect Offers the Core - Article]]> http://www.gamrreview.com/article/88891/what-kinect-offers-the-core/ Motion controls have been a divisive subject for gamers ever since the launch of the Wii. Since then, Kinect has only fuelled that fire. And while the Wii has since proven its worth to fans, Microsoft has been struggling to create convincing arguments for core gamers to like Kinect. This article is aimed at showing that Kinect can not only be a good home for core games, but it can enhance aspects of them too.

Let's first define who a core gamer is in this context. Roughly speaking, they are people who wish to play games with a level of depth that allows for a personalized experience, whether through skill or choice. Examples of such games could be a game that allows a skilled player to play better than a less skilled player, or a game that allows the player to personalize their experience through the choices they make.

 
Skill and choice in the flesh

But that isn't something that can't be done with Kinect, so why are many core gamers sceptic about it? Based on my observations, many of the reasons for this are based around two big misconceptions about what Kinect can, will, and should do, and I want to clear those up before we move on.

Misconception #1: Kinect is an attempt to replace physical controllers.

Every controller has its strengths and weaknesses. Traditional dual analogue controllers put a range of options at your finger tips, but it's not widely regarded as the best option for camera control in a first person shooter, for example. Kinect, on the other hand, is very good for mapping in-game actions to real world equivalents, but it's limited by the player's stamina and physical environments, for example. As such, Kinect is simply bound to different limitations than other controllers are. And for some games, those limitations are deal breakers, and it would never make sense to have that game on Kinect.

As an example, imagine an action game like God of War or Devil May Cry, where you must be ready to respond to enemy attacks in the blink of an eye. With a physical controller, pressing a button or pushing an analogue stick is quick and responsive, but on Kinect, going from an attacking motion to a defending motion will take too long considering the speed these games are playing at. Whether Kinect will stick around is one thing, but it won't be able to replace physical controllers as we know them even if it does.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - What Kinect Offers the Core - Article
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http://www.gamrreview.com/pics/what-kinect-offers-the-core-932384_condensed.jpg Tue, 20 Mar 2012 17:00:27 1332262827
<![CDATA[Journey - Review]]> http://www.gamrreview.com/review/88882/journey/ When the developers at thatgamecompany launched Flower in 2009, they made it clear to the world that video games could deliver more diverse emotional experiences than we'd seen up till then. They then packed themselves away to figure out what emotions to bring to the surface next, and here they are, three years later, with the release of Journey.

It quickly shows that Journey and Flower are of the same mold; they are both linear and short, but also compact and controlled to maximize the experience for the player. This recipe has been polished to a mirror shine in Journey however, to the point where it's almost surreal. So let's start with the worst bit first and work our way up through all the great bits, shall we? Okay, here goes.

Journey is short; so short that a single playthrough will last you around one and a half an hour. Combine that with the game's price tag and you'd be forgiven for thinking that you're not getting your money's worth. Thankfully though, Journey is the kind of game that should be replayed at least once, both because the story will make more sense, but also because you will be meeting new people to undertake your journey with, which helps vary each playthrough. But ultimately you can only play through the game so many times before you lose interest of course.
Alright, now that that's out of the way, let's get to the good stuff, starting with the gameplay. Journey is about keeping things simple and approachable, so the player is kept immersed, rather than brought out of the experience by frustration or complexity. For this purpose, Journey has been split into several small maps where the only goal is to get to the end. You'll encounter a few obstacles that need to be overcome, but they're never difficult to figure out. This may sound like a bad thing, but everything in Journey depends on the flow this gives, and the game absolutely makes the best of it, not least because it lets you share the experience with another player.

In fact, the cooperative play is one of the things that sets Journey apart from the pack. The game automatically pairs you up with another player, but you're not allowed to see who that player is or really communicate with them. Some may consider it a loss that they're not allowed to just play with their friends, but the fact that you're playing with strangers actually helps empower the experience. The feeling you get from finding someone in the same situation as you who can help you and vice versa makes it all more authentic.
And that feeling really is the very reason for Journey's existence. Everything in Journey is centered around finding someone to help you when you're in need and the bond you share by going through these trials together. Coop isn't here for you to have fun with a friend, it's here to let you share a journey with a stranger and thatgamecompany pulls it off. It's still fun to play together of course, parts of the game actively encourage playfulness, but that's just another reason why this works.

But the emotional response Journey can trigger isn't perfect, as, for me at least, Journey didn't quite manage to get me to the same emotional level as Flower did unfortunately. Perfection isn't unattainable however, as proven by the element of Journey we have yet to talk about: the presentation.
Journey presents itself humbly at first. You only get a feel for some of the visuals in the game, the soundtrack is subdued and the story is very low key. But as you get further into it, Journey will reveal its true capabilities, showcasing amazing visual design, fantastic soundtrack and intriguing story telling. The visuals are of the highest quality imaginable, with some rare drops in framerate being the only detrimental factor. Everything else about them simply screams beauty and authenticity, and the world of Journey will take your breath away on several occasions!

The soundtrack supports the visuals beautifully, making the experience all the more gripping and helps bring the highs and lows of your journey to life even better. To top it all off, the story is told in an incredibly minimalist way that leaves it up to the player to fill in the details in such a way that your experience becomes even more personal. The story is quite simple, but the way things start coming together makes for intriguing story telling, and you'll want to play through the game at least a second time just to fill in more details.

And that actually sums up the essence of Journey very well too; personal, simple and intriguing. It's probably the closest gaming has ever been to making two players feel like Frodo and Sam heading to Mordor, and though it's not perfect in every aspect, it can be an amazing experience.
This review is based on a digital copy of Journey purchased via PSN.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Journey - Review
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http://www.gamrreview.com/pics/review-journey-213692_condensed.jpg Sat, 17 Mar 2012 17:03:00 1332003780
<![CDATA[Alan Wake's American Nightmare (XBLA) - Review]]> http://www.gamrreview.com/review/88868/alan-wakes-american-nightmare-xbla/ Previously on Alan Wake: After a great struggle with the dark powers of Cauldron Lake, Alan managed to save his wife from the grasp of the darkness, but was trapped in the Dark Place in the process. Now, two years later, Alan manages to reach back into the real world, but his evil doppelganger, Mr. Scratch, will do everything to stop Alan from returning and reclaiming his life.

That's the premise of Alan Wake's American Nightmare, a game bringing with it a change of setting, pace, and philosophy to the series. The focus on storytelling and atmosphere has been eschewed in favor of a more action oriented experience, so much so that you can play through the game without getting much story at all. Fortunately, for fans of the original, the folks at Remedy haven't actually removed the story, they've simply hidden it a bit. Finding manuscript pages is now mandatory to make sense of just about any of what's going on, so Remedy has made sure there are plenty of them around; not to mention extra incentive for collecting them, as they unlock weapons going through the game. Both radios and TVs are back too and allow you to catch small glimpses of what's happening around you, though they are more important to fleshing out the story than they were in the original game. Finally, you can also converse with characters to learn some more about what's going on.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Alan Wake's American Nightmare (XBLA) - Review
]]> http://www.gamrreview.com/pics/review-alan-wakes-american-nightmare-349096_condensed.jpg Mon, 05 Mar 2012 15:03:00 1330959780 <![CDATA[Warp - Review]]> http://www.gamrreview.com/review/88852/warp/ With many games, the first element of player interaction is the "Press Start" screen. This is where players get their first impression of the game, and in Warp, if that impression is anything to go by, the developers at Trapdoor want you to think the game is pure terror; something made to take you through hell. Surprisingly, this impression may be just as true as it is false.



You don't need to get more than a few minutes into the game before you realise how wrong that first impression is. Once you're in, Warp is a charming, albeit bloody, adventure that presents itself with humor and well lit environments, far removed from any of the nightmares hinted at by the start screen.

You play as a small martian who's been captured and taken to an underwater facility to be experimented on. You quickly break free, but you're now stuck underwater without any way to escape the facility and faced with a bunch of armed guards between you and your only ally. The story is generally low key, but it works well at setting the scene and keeping the game moving forward. And while underwater testing facilities are nothing new, Warp pulls it off with excellent graphics, a good atmosphere and good use of water in gameplay, keeping the player immersed (ba-dum tsh) in the setting.

However, the game can often stall to load for a few seconds, which is unfortunately somewhat jarring, and takes away from the overall experience. And while the voice acting is pretty good, you'll start to hear the same lines repeated too often later on in the game, which also breaks the atmosphere. Trapdoor deserves some extra credit for the voice acting though. Despite having only three different voices in the game - one for guards, one for scientists and one for the commander of the facility - hearing the same voices doesn't get repetitive and actually works well. It serves a purpose in gameplay, too, because it helps distinguish between nearby character types.

The gameplay is imaginative. Our little martian is outfitted with various powers throughout the course of the game, with warping being the essential mechanic. It's a short ranged form of teleportation, that allows you to both cross doors and walls, and also destroy items and enemies by warping inside of them and blowing them up. The game has been built to make warping as useful as possible, and the pace with which you receive new powers to mix the gameplay up feels natural and gives a good sense of flow to your progression. The powers you gain later on feel imaginative too. Unfortunately, there is a problem.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Warp - Review
]]> http://www.gamrreview.com/pics/review-warp-761543_condensed.jpg Mon, 27 Feb 2012 14:44:00 1330353840 <![CDATA[Double Fine Happy Action Theater - Review]]> http://www.gamrreview.com/review/88830/double-fine-happy-action-theater/ Double Fine have been putting out some great games recently; their focus on small games have allowed more room for experimentation and originality than would otherwise be viable. The epitome of this strategy is undoubtedly Double Fine Happy Action Theater, a downloadable Kinect title that is brimming with experimentation, but not much else.

The content comes in the form of several mini games, each using the camera in Kinect for either augmented reality or putting the player into the world of the game. You can choose which of these mini games to play yourself or you can let the game rotate between them. It's a cute set-up, where the directed experience is chosen from the menu by letting the actual director of the theater take over the 'play'. But that's the only direction you'll find in the game; there's no story to guide your actions and no structure that requires you to unlock anything.

In fact, you're free to do as you please. The game tries to encourage experimentation by never giving instructions, and so it's completely up to you to discover not only the quirks of each mini game, but also how to have fun with them. Having fun with Double Fine Happy Action Theater isn't hard, but the game doesn't offer a lot of fun up front, as the player is expected to supply playfulness and imagination in order for the game to be at its best.

Each of the mini games has been crafted to inspire this though, so your inner child won't be far off once you start playing. You'll find yourself inside pudding, on the sea floor, running around in lava, and many other setups that are executed fairly well. In fact, the most impressive accomplishment of Double Fine Happy Action Theater might just be its augmented reality and the way it uses depth to make your living room a small playground. The graphics themselves work well enough, but aren't really impressive, and the same thing almost goes for the sound design (the exception being a catchy soundtrack for a few of the mini games that makes you feel like a young John Travolta).

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Double Fine Happy Action Theater - Review
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http://www.gamrreview.com/pics/review-double-fine-happy-action-theater-962060_condensed.jpg Wed, 15 Feb 2012 19:22:00 1329333720
<![CDATA[Haunt - Review]]> http://www.gamrreview.com/review/88746/haunt/ NanaOn-Sha is a development studio that doesn't put itself in the spotlight very often. It's a studio best known for creating PaRappa the Rapper, but otherwise hasn't made many noticeable games. So when NanaOn-Sha come along and create Haunt, a Kinect game at the top of the roster, it's easy to be taken by surprise.

So what is Haunt? The setting is familiar and, at first glance, looks like just another haunted house attraction. But the haunted mansion of Benjamin Muldoon is a place of charm and wonder that offers fun for all ages, even if you've seen every haunted house imaginable. This is a game about fun first and foremost, not horror; only younger children will find it scary. The story begins with Benjamin himself trying to enlist your help. After an experiment gone wrong, he's literally stuck in his paintings; he can move between his collection, but never leave it. Naturally, he wants to be set free from his artistic prison, and by gathering four flasks of elixir from around the mansion you can help make that happen.

The story is quite simple, but charmingly executed, and is a perfect fit for this type of game. NanaOn-Sha also do an admirable job of immersing you in the game and the story. The developers utilise Kinect so that you're not just playing some random character who's trying to help Benjamin, it's actually you trying to help him. Hopefully more developers can pick up on using Kinect like this, as it makes the game just that little bit more special.

Benjamin Muldoon is voiced by Tim Schafer (of Double Fine Productions), and he does a great job of bringing the character to life. Additionally, the soundtrack is fairly muted, allowing for more environmental sounds to come through in true haunted house fashion. It's never scary, but it helps build an atmosphere where you're never sure what might be waiting for you around the corner, though you'll always want to find out.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Haunt - Review
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http://www.gamrreview.com/pics/review-haunt-507292_condensed.jpg Wed, 25 Jan 2012 01:17:00 1327454220
<![CDATA[Xotic - Review]]> http://www.gamrreview.com/review/88663/xotic/ Xotic is an odd game. Developed by WXP Games, Xotic seeks to deliver a first person shooter that strays from the norm, focusing on the player scoring points rather than just killing enemies. To further differentiate itself from the pack, Xotic takes place on a planet far away, where you're playing as a plant creature with a bug gun.

The story is quite basic: the planet has been taken over by a mysterious orb, which taints the planet and controls its inhabitants, and you have been created to stop the orb. And that's about it. You're told this at the beginning of the game, and not reminded of the story again until you've completed the last level. It feels a bit shoehorned into the game, but it sets up the scenario. Unfortunately, the rest of the presentation doesn't really fare much better. The graphics don't impress at all, and the art style doesn't do much to make the game stand out. The soundtrack does do a decent job of immersing you in the game, but it's not enough to rescue the presentation. On the whole, it feels a bit rushed and unfinished.

Xotic aims to bring you arcade-like point scoring in an FPS, which is great. Bulletstorm has already proved that points-based first person shooters can be a lot of fun, so games in that vein are more than welcome. Xotic's twist on the formula is that you score points by trying to chain together exploding orb plants. The plants are located in groups and detonating one will cause nearby plants explode as well, at which point you have a small window of opportunity to make more plants explode and continue the combo. An additional layer of strategy is added by the power-ups which the plants release. In theory, then, it's a sound concept, and Xotic proves that it can be fun too.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Xotic - Review
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http://www.gamrreview.com/pics/review-xotic-789103_condensed.jpg Sun, 01 Jan 2012 14:11:18 1325427078
<![CDATA[Where is my Heart? (PSP) - Review]]> http://www.gamrreview.com/review/88511/where-is-my-heart-psp/ You can easily find critics pointing their fingers at the gaming industry, bemoaning stalled innovation and the absence of creative risks. And the same critics will often point to indie developers as shining examples of developers who do bring innovation to their games. Regardless of whether that critique is justified, Where is my Heart? is indeed a shining example of the creative power you can find with indie developers. 

Where is my Heart?
comes to you courtesy of the creative minds at Die Gute Fabrik, and is based loosely around the events a team member experienced when he got lost in the woods with his parents once. And this premise really is at the core of the game, even though the game features next to no story at first glance. You're simply playing as a family of three monsters, trying to get home to the Heart Tree. But if you research the premise of the game a little, it will make more sense when you play it, and some of the hidden, underlying story elements will become more apparent. It's very subtle, but it works quite well.

But even if you don't pay attention to the light story, the presentation of the game still holds up very well. It has a very stylish retro look that suits it nicely. Combine that with a soundtrack that's used quite effectively, and you have a game with solid presentation that manages to work around the game's own limitations. The only slight blemish is that the soundtrack can become repetitive at times. The main gameplay mechanic is also an important part of the presentation. Where is my Heart? is trying to make you feel lost and disoriented by applying what the developer calls the Comic Panel effect. Basically, each level is a small, isolated stage where you have to solve a few puzzles and get all three monsters to the end. But visually, the game breaks up into small boxes, so you can only see a limited part of the level, and the boxes are mixed around.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Where is my Heart? (PSP) - Review
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http://www.gamrreview.com/pics/review-where-is-my-heart-874654_condensed.png Fri, 25 Nov 2011 17:48:00 1322243280
<![CDATA[Leedmees - Review]]> http://www.gamrreview.com/review/88424/leedmees/ Leedmees is a small Kinect game from Konami, and it's one in a growing line of Kinect titles you need to play. It's a unique, 1:1 motion control puzzle game that has you helping a bunch of small creatures from one point to another by carrying and guiding them around with your body.

It might sound like Lemmings for Kinect, but Leedmees is so much more. The presentation is your first clue to this - while there's little story here, Leedmees has a fantastic art style that mixes several different inspirations to create a look that works well to create both light and dark moods. The leedmees themselves are cute little creatures that fit well into the style of the game, and are easily distinguished from your character and other elements. You, meanwhile, play a person turned into a sort of stick figure (though nonetheless a stylized one). The soundtrack is decent, though perhaps a little repetitive towards the end.

The goal is to lead the leedmees towards the end point of each level. In order to pass a stage, and unlock more stages, you need a certain amount of leedmees to reach said goal. Your performance is graded - which positions you on leaderboards - and in order to get the top grade you need to collect stars scattered around each stage. It's a pretty simple premise, but the developers at Konami have made great use of it. The leedmees can walk across your body, so you'll be leading them across many different obstacles and through many different challenges. It takes a few stages before the game starts to get going, but once it does, it introduces new ideas and gameplay concepts quite often, most of which are very enjoyable to play through.

Most of the levels are characterized by chaotic fun. The feeling you get from carrying around a bunch of small creatures on your arms while you're trying to clear a bunch of obstacles is rare in gaming. This is mostly because you're put inside the game in a way few games have thus far attempted, let alone managed to achieve successfully. Getting your leedmees safely to their goal becomes something you actually start to care about, because the experience is so involving, and not just because the game tells you to do it.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Leedmees - Review
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http://www.gamrreview.com/pics/review-leedmees-384187_condensed.jpg Wed, 09 Nov 2011 02:05:44 1320804344
<![CDATA[Hole In The Wall - Review]]> http://www.gamrreview.com/review/88228/hole-in-the-wall/ Hole In The Wall is brought to you courtesy of Ludia. Ludia is a developer that specializes in creating games from TV shows, so them creating Hole In The Wall for Kinect is pretty much a no-brainer.

And there is merit to the idea as well. The TV show is about people trying to squeeze themselves through oddly shaped holes in walls that will push them into the water if they're unsuccessful. So, when I tell you that Hole In The Wall is a bad game, the question is: where did Ludia go wrong?

First the presentation. It's clearly trying to stay true to the American version of the TV show and manages to pick that up in its aesthetics, but it doesn't have any punch in it. The developers haven't managed to put any personality into the presentation, it's just your avatar in something that tries to resemble the TV show. The graphics are pretty average, lacking any kind of personality. The sound effects are taken from the TV show, but in a fairly limited fashion so it doesn't draw you into the experience. 

Okay, so the presentation doesn't do much good, but what about the meat of the game - the gameplay?

Unfortunately, there isn't much to get excited about here either. You have two modes to play, one called ”Quick Survival” where you have to survive past as many walls as possible, and one called ”Show” where you're competing in a few preliminary rounds in order to reach the final round, and with it a special challenge. Completing a final round in “Show” will then unlock a new theme of holes for you to try and clear. They don't present any real gameplay variation, more so just visual changes.

What isn't like the TV show, however, is that you have to fill out the hole for a certain amount of time before you can pass, and you will get points dependant on how long you take to get it done. From a game perspective it makes sense as a mechanic, but it also means you will get pushed into the water if you're not done before the wall hits you, regardless of whether you're actually clear of the wall or not. In essence, once you've passed one wall, you've seen all the game has to offer. In the ”Show” mode, you do get a special final round with a small additional challenge, but it really doesn't alter the game in any real way. This can be something like moving the wall faster towards you, or reducing the light so the hole isn't as easy to see.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - Hole In The Wall - Review
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http://www.gamrreview.com/pics/review-hole-in-the-wall-023975_condensed.jpg Tue, 18 Oct 2011 17:20:41 1318958441
<![CDATA[From Dust - Review]]> http://www.gamrreview.com/review/88028/from-dust/ It's been quite a few years since Éric Chahi, the man behind the cult hit Another World, made his last game. Now he's back with From Dust, and fans of his previous efforts have been excited to see if it would be something special as well. Fortunately, it is indeed something special.

From Dust is an unabashed God game. It thrives on its mythology and the way it draws the player into the mysteries of its world, all while the player tries to tame elemental forces and bring his tribe safely forward in their search for the promised land of their forefathers.

This makes it all the more surprising that the game is actually fairly light on story. The story exists, but you have to get much of the information from collectables that are either placed in the map or are rewarded to you for completing secondary objectives. 

This information also acts as your guide to various obstacles in the world, which is actually a bit of a shame. You basically get the mythological background for some creature, followed by a short list of what it does and doesn't do, which can put a dent in the immersion from time to time. Still, getting to know the world is definitely recommended if you like a good story.

This is an excerpt from the full story which was originally featured on gamrReview, read the full version here - From Dust - Review
]]> http://www.gamrreview.com/pics/review-from-dust-162920_condensed.jpg Mon, 26 Sep 2011 18:54:00 1317063240