January 2005

[floatleft]http://www.snackbar-games.com/images/reviews/kotor2/cover.jpg[/floatleft]It is hard to contemplate culture without [i]Star Wars[/i]. The movies have given birth to fans spanning two generations and have made countless nerds contemplate life on a galaxy far, far away. With its fan base so massive, the logical step was to take [i]Star Wars[/i] into the world of video games. [i]Star Wars[/i] video games in the past have been polar as far as the quality of games go. Many games rely heavy on the franchise to pull in numbers; however, last year a gem was born. Bioware created the critically acclaimed [i]Knights of the Old Republic[/i], and the game has earned countless awards. Strangely enough, the ever-busy Bioware handed over development of the sequel to Obsidian Entertainment. The roleplaying veteran staff of Obsidian Entertainment took the ball and ran with it, creating another fantastic roleplaying game set in the [i]Star Wars[/i] universe.

[heading]”Roll-play”[/heading]

The gameplay has remained almost identical to the original, with the dice system dictating the gameplay. The gameplay system is similar to [i]Dungeons and Dragons[/i]. The system is fairly simple to understand if you are not familiar with [i]DnD[/i]. As you build your character, select your stats, or acquire new feats, a description is given for each as to what exactly it does to better help you out.

[floatright]http://www.snackbar-games.com/images/reviews/kotor2/ss10_thumb.jpg[/floatright]The fighting is done in a turn-based manner, though not like you would find in most roleplaying games. The fighting is instigated, and the rolls for each character are done behind the scenes and acted out by the characters. The results are pseudo-real-time enactments. You can pause the action and give each of your three characters a queue listing of actions to perform. You can switch targets and assign scripts for your AI counterparts. It does take a while to get used to, but once you have it down you will find a simple yet deep fighting system.

[heading]A Star Wars through and through[/heading]

Purists, rejoice! The storyline is based on the [i]Star Wars[/i] Expanded Universe. If you are a [i]Star Wars[/i] scholar, you will find many references to established history and storylines of the Sith. These details and references to the Expanded Universe make [i]Knights of the Old Republic II[/i] so much more than a game, but part of an established [i]Star Wars[/i] lore-so much so that [i]Star Wars[/i] has officially adopted the storyline of the original game and characters into the Expanded Universe itself. The sequel is sure to follow the same path.

You play an exiled Jedi, and you lead your character on a quest to find out more about his past, and the dealings with the mysterious Sith. The beauty is that depending on how you play the game, your character will change and grow accordingly. You do this by your actions in the game, as well as your dialogue choices. New is the ability to influence your party members and have them shift alignment as well. You can build up your party members or drag them to the dark side along with yourself. Multiple endings and alignment-based cut scenes and conversations all add to replay ability. Choose every decision wisely because their results truly make a difference in the game.

[floatleft]http://www.snackbar-games.com/images/reviews/kotor2/ss01_thumb.jpg[/floatleft][heading]Post production hit and miss[/heading]

You have to make a game look like a big-budget blockbuster nowadays, and [i]Knights of the Old Republic[/i] shines with its post-production details. The voice acting is even better this time around. A few new animations and more NPCs bolster what Bioware had originally done. However (a big however), the bugs resurface themselves. The bugs in [i]Knights of the Old Republic II[/i] cause your game to crash, freeze, or freeze then crash. Three times in two playthroughs did I get the full black screen, which neither freezes nor crashes your game, but is nonetheless annoying. I was not too bothered by dialogue circles, but I have a friend who constantly complains about them. The game also is one of the slowest games I have ever played on the Xbox. The slowdown in the game is constant and also frustrating when many enemies are on the screen at the same time. Moving through your character menu lags, adding to a frustrating list of “bugs” that plagues [i]Knights of the Old Republic II[/i].

[heading]Luke was a wuss[/heading]

What? He was. Just thought I would throw that in here.

[heading]Second chapter is closed[/heading]

[i]Knights of the Old Republic II[/i] has been my favorite game so far of 2004. The bugs are terrible, and had I not been such a big [i]Star Wars[/i] fan then I am sure they would have gotten to me all the more. If this game gets polished, then little would stand in its way to be one of the better games ever made. This game plays more to a philosophy viewpoint of what the Force actually is. I absolutely fell in love with the duality of choices, consequences, and everything that the storyline brings to light that I have not thought about before in relation to [i]Star Wars[/i] lore. The fact that you play your character to your desire is appealing, but to see your character struggle with past decisions and future decisions you make as you play the game are brilliant. If nothing else, it is the struggle between what really is good and what really is bad in this game that captivates. No longer is the light side the knight in shining armor, and that, ladies and gentlemen, is reason enough to get this game and keep it in your Xbox library. [i]Star Wars[/i] fans, rejoice.

GBA Covers RULE!!

January 10, 2005

Hey guys, just wanted to thank all of you supporting our new GBA covers feature. I think Cone and our neighbor from CAG did an outstanding job. Please continue to support our site, and also please consider giving to those who were victims of the horrible tragedy in Southeast Asia.

Tsunami Donations

January 10, 2005

I have been kind of quiet concerning recent world disasters and we have decided that we are going to do a donation drive for the Tsunami victims. 100% of the money we collect will go to the relief efforts. I don’t care if we get $5 or $50,000, the point is that we are going to help. We will have a banner running for the next 3 or 4 weeks with a progress bar outlining the donation total. For now if you want to donate just use the Paypal button over on the right. We are starting with $10.

Lumines (Import)

January 10, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/luminesimport/cover.jpg[/floatleft]One. Two. Three. Four. One. Two. Three. Four. [i]Lumines'[/i] beat will hum within you as you play, a living entity in your hands, pulsing away. In the tradition of [i]Rez[/i], [i]Lumines'[/i] music is archetypal to the entire experience, making each new level another joy to hear and play. You’ll scramble frantically, your brow furrowing, as the beat changes from an eased pop ballad to a thumping industrial tone, or to a frenetic techno fizz that jumps out at you from nowhere. Just when you think you’ve pinned a song down, it’s changed, and you’ve got another aural demon to exorcise.

The actual point of Lumines is to make chains of four-by-four blocks. With each cross of the screen-wide line (which moves at a speed dictated by the song), the connected blocks will disappear. With a one-square block (with a smaller square within it), you are able to eliminate any connected blocks of the same color in one swoop, causing a meltdown onscreen and making your character jump for joy. At first, this is a deeply demoralizing and pain-filled experience-[i]Lumines[/i] is tough, unforgiving, and at first, utterly confusing.

[floatright]http://www.snackbar-games.com/images/reviews/luminesimport/ss03_thumb.jpg[/floatright]With a multitude of block games asking us to make lines, the need to make squares is a sudden, frightening change. Instantly, you are thrown into a world where your previous experiences do not matter-this is [i]Lumines[/i], get in line. Once you have attuned yourself to the world and realize what you are doing, affixing blocks becomes a slow process. Eventually, realizing the beat of the track, one is able to realize just what sort of speed of drops they are dealing with, and move accordingly.

And what wonderful, beautiful music you will make. Each combo and deletion of blocks makes a symphonic clash, each shift of the four-by-fours a blip or a bang in the song. From the haunting Depeche-Modian anthem of “Urbanization,” to the relaxing, spacey “Shinin,'” [i]Lumines[/i] engages the musical power of the PSP, willing the users to equip themselves with headphones. While the speakers are apt enough to deal with the task in a quiet room, on a journey you will want to hear the beat. You will need to hear it. Otherwise, you’ll fall behind, and on challenge mode that just won’t do.

You see, [i]Lumines[/i] is tough-as in over-cooked-steak-meets-rubber-tree tough. The challenge mode has no function for continuing, thus the constantly changing music demands a shift in the player’s style to which most will have trouble adjusting. Each playthrough of challenge will require seeing every track through to the end to reach and unlock the next. Yet, suffering a defeat at [i]Lumines'[/i] hands is not painful-it is sometimes the case of a joyous overwhelming feeling of understanding. You realize what you did wrong. You apply it next time and become better and better with each play. You adapt. Against the computer opponents, you will learn their individual styles that compliment the music and then use it against them. This is a game of skill, patience, and dedication that pays off in satisfaction.

[floatleft]http://www.snackbar-games.com/images/reviews/luminesimport/ss05_thumb.jpg[/floatleft][i]Lumines[/i] is a genuinely beautiful game. Though the graphical elements are definitely not the forte of the game, they are smooth, trailing, hypnotic waves of color that serve to play out the puzzle action and complement the musical side. The simplicity of them may fool the less cerebral into thinking that this is a child’s game, but no child will tackle this. Some adults will find it a bamboozling, frightening game that throws them into a corner and beats them without mercy. Others will, like a cornered wolf, recoil and attack the game tooth and nail, learning what they need to learn and dedicating hours to the sheer beauty of it.

Whether or not [i]Lumines[/i] receives a European or American release, it is a necessary title for you to own. Had it been released on the PS2, it would be somewhat as effective; however, the portable nature allows the user to become absorbed within the rainbow of colors and sounds that make up the game. With headphones and a quiet room, this will only become better. The difficulty means that it will take many hours to master and unlock the many tracks, but some players may be put off by the seemingly insane difficulty curve. Your first few tries will be staggering failures of your gaming ability, as you try and make lines disappear without victory.

But you will learn. You will learn, because within every defeat, there will be a glimmer of hope. A glimmer of slow, burning addiction and love for one of the most enjoyable, memorable games to come for many years. While [i]Rez[/i] felt slightly distant, even pointless at times, [i]Lumines[/i] burns with a purpose that threatens to set lesser titles alight in its presence. This is not only an excellent launch title, but an excellent title in itself.

Rumble Roses

January 10, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/rumbleroses/cover.jpg[/floatleft][i]Rumble Roses[/i] is a simple, yet fun, all-female wrestling game. It doesn’t take a genius to realize that the game is aimed at a male audience, but it has the perfect attitude for a game of this sort. It makes no attempt to conceal the exploitative nature of the game, yet never actively enters the kind of creepy realm that you see in similar games. There is no tacked-on dating sim or gift-buying system here-just a fun and fairly goofy wrestling game.

The characters were designed purely for male entertainment and have themes based on such classic fetishes as the nurse, schoolteacher, schoolgirl, and…uhh…Mongolian chick? OK, maybe scratch the last one. Just like in real pro wrestling, characters can be face or heel wrestlers (that’s good guy and bad guy, respectively, for all the rest of you folks). Each persona has her own theme, giving you almost twice the characters. They even have an elaborate entrance sequence for each character.

Each character has a complete story you can go through in story mode, and a more basic alternate story mode once you complete that. The stories are not necessarily from the height of writing talent, but they are entertaining enough. Unfortunately, the exhibition mode (which is also the multiplayer mode) only allows you to unlock one version of each character at a time. You can take vows before each exhibition match. These are conditions, which if met during the match will move you closer towards face or heel status. It’s a neat system, but I would prefer it if there were some way to unlock both variations at the same time. The exhibition mode also keeps track of who is the current champion, and defeating the champion in a championship match gets the challenger the best, but this doesn’t do much beyond helping to unlock things.

[floatright]http://www.snackbar-games.com/images/reviews/rumbleroses/ss05_thumb.jpg[/floatright]There are only three match arenas, and there is very little difference between them. There is, however, an excellent mud match mode. The mud is a little watery, but this is the first attempt I have seen at creating realistic mud. The fact that it clings and flows off the characters so well is very impressive. The mud mode doesn’t play too different from a normal match, but it does look kind of neat if you want a little variety.

The controls to this game are pretty simple. Although they may seem a bit too simple for those used to fighting games, anyone who is familiar with a wrestling game should feel right at home. New players can actually jump in with minimal ramp-up time as well. Your character can attack with a strike or grapple, with the other two face buttons being used for running and general actions like leaving the ring or pinning. There are also super moves (more on that later) and a simple counter system based on hitting R1 and then either the grapple or strike button, respectively. This counter system basically gives the matches a large rock/paper/scissors strategy element, which can lead to a few rounds with excessive reversals, but is mostly very enjoyable and easy to pick up. The game is more heavily submission-based than any recent WWE game, and those are handled with a nice button-tapping system. Sadly, the manual doesn’t explain all the controls perfectly (mostly leaving out non-combat controls), and there is no training mode.

The game also has weapons, but they are somewhat poorly implemented. They are a pain to get a hold of and easy to lose. At least one of the items is a glove on a stick, which has a hilarious tickle attack. There’s really no other way to explain the tickle stick. It needs to be seen in action to really understand it.

Each character has a wide variety of hilariously elaborate throws and submission moves, as well as some more basic ones. Different grapple moves are chosen by holding the D-pad in different directions as you hit the grapple button. In addition to normal moves, you can fill up your super meter as you beat up your opponent, and each time you fill it you can store a super move. These are often crazy-looking grapple moves that pretty much guarantee a pin afterwards, or less frequently are powerful submission moves. If you use your super attack in a specific situation, you will execute a different super move, which will basically have the same effect, but it will usually look even more impressive. Of course, each character has an even better move, which requires a stored super move, and it requires you to fill your opponent’s “humiliation gauge.” These humiliation moves are always almost unbeatable submissions and are some of the most amusingly spectacular wrestling moves you will see in a game.

[floatleft]http://www.snackbar-games.com/images/reviews/rumbleroses/ss03_thumb.jpg[/floatleft]There’s plenty to unlock in the game, such as character galleries and the ability to use the second player colors and bathing suits at any time, but there are no special game modes beyond the mud match. The game could stand to use at least a few different match types and maybe more elaborate alternate costumes. Also, it makes no sense to me that you cannot unlock the face and heel versions of a character simultaneously for multiplayer. I hope in a sequel they put the face/heel and championship elements into a league mode, or something similar, so you can use any character you’ve unlocked in exhibition mode.

The biggest strengths and weaknesses this game faces are the inevitable comparisons to the current WWE games. I found that the slower pace of the game made it much easier for new players to learn and get into, but the lack of many gameplay modes may potentially hurt the long-term staying power of the game. Still, I haven’t been a huge fan of any of the recent WWE offerings as they tend to have a painfully high learning curve. This game looks a lot prettier than Raw vs. Smackdown (I mean graphics-wise, honestly!), and I don’t have a huge personal attachment to the WWE franchise.

Overall, the game is a nice, simple wrestling game with a well-done theme that’s just perfect for playing with the guys. It could use a better selection of game modes, and maybe the ability to unlock all the face and heel versions of the wrestlers at once, but that doesn’t stop it from being a nice party game. The single player will undoubtedly get a bit stale after you have beaten most of the story modes, but that really isn’t the main reason to have the game. I’m hoping we see a sequel that corrects some of the deficiencies of the game without hurting the simple underlying gameplay model or the fun theme too much. This game will stay in my rotation list until then.