February 2005

Sprung

February 2, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/sprung/cover.jpg[/floatleft]The idea of a dating simulation is about as foreign of a concept as you can get with me. As a young adult, I was never much into the concept of dating or going out and actually meeting girls. I pretty much had my head in the clouds. When [i]Sprung[/i] arrived at my house, I kind of just stared at it for a little while, trying to figure out if I was indeed about to sit down and play a game simulating the wonderful world of dating and romance. The answer to that question turned out to be yes.

[floatright]http://www.snackbar-games.com/images/reviews/sprung/ss12_thumb.jpg[/floatright]To say that [i]Sprung[/i] is a dating simulation is a little off the mark. Creating a true dating simulation would be a very difficult thing to do. To account for the almost unlimited number of dumb things people say would take eons. Instead, [i]Sprung[/i] takes you on an adventure in the world of dating and romance. You have the option of embarking on this adventure as one of two playable characters, Brett or Becky. Your adventure begins as the two friends are on vacation at a beautiful ski resort and they are both out for love. Your romantic encounters cover a wide variety of locations at the resort including the ski lodge, a nightclub, and the ever-elusive hot tub.

Each of the characters has a different adventure upon which to embark. The adventure is broken up into a series of scenarios. Each scenario places you in a conversation with one of the game’s characters. It is your job to use the available responses to guide the conversation and achieve the desired outcome. The outcome will vary from scenario to scenario, and if you fail, you will restart the current scenario. The scenarios are highly entertaining, and the fact that the correct response is not always the one you would expect it to be kept me guessing and trying to figure out the character’s personalities. Some of the scenarios incorporate memory game elements into them, and screwing up on these parts became highly frustrating and almost ended my playing time with this one.

[floatleft]http://www.snackbar-games.com/images/reviews/sprung/ss06_thumb.jpg[/floatleft]The graphics in [i]Sprung[/i] are pretty low grade, and the sound didn’t really do it for me, but in a game that is focused almost entirely around text-based conversations it didn’t seem to matter.

As I think back on the concept of [i]Sprung[/i], I want to say that I didn’t like it. However, the fact remains that I was addicted to it and only stopped playing it when Dots stole the DS and beat it on her own. [i]Sprung[/i] and the dating sim genre will probably never catch on here in the U.S., but if you want a highly original game that will guide you through a series of enjoyable romantic adventures, then definitely give [i]Sprung[/i] a shot. With [i]Sprung[/i], it is all about the thrill of the hunt.

[author]Dots[/author] [b]Sprung – The Dots Edition[/b]

What do I have to add about [i]Sprung[/i]?

Cone got it all wrong. This isn’t a game about dating. It is a game made for women; a game that is all about analyzing situations and manipulating them to come out your way. The fact of the matter is that I beat the game in a few hours and Cone did not. Why? I am woman, watch me manipulate.

Phantom Brave

February 2, 2005

Tonight, all mushrooms die.

I might explain one day.

Dynasty Warriors (Import)

February 2, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/dynastywarriorspspimport/cover.jpg[/floatleft]Pose a serious question to yourself. You are in the middle of a critical battle. You survey the soldiers from afar and see hundreds of soldiers clashing blades, gnashing teeth, and killing each other. What would you expect the music to be that would sound out over said battle? A rousing orchestral theme? A thunderous drum beat? Or, alternatively, a rocking rock jam? KOEI, in their infinite wisdom, opted for the latter option, took out any sense of realism from feudal Japan, miniaturized it, and has mailed it to retailers across the Far East. Forget the epic and serious combat of [i]Shogun[/i] or the honorable, realistic fighting of [i]Bushido Blade[/i]-if [i]Dynasty Warriors[/i] was attempting to be a blade-for-blade, word-for-word account of anything other than how silly and fun a game can be, then it failed.

[floatright]http://www.snackbar-games.com/images/reviews/dynastywarriorspspimport/ss01_thumb.jpg[/floatright]You choose your combatant from one of the many clans, and then choose (a la the [i]Total War[/i] series) a place to attack. You are then transported to the battlefield, where you must deplete the ranks of the opposing army to steal their terrain. At first, this is a seemingly boring and pointless experience-apparently, the murder of 15 soldiers is enough to scare the first few armies into running away. The true hilarity of [i]Dynasty Warriors[/i] comes from the huge battles, taking their inspiration from Kurosawa battles, with the smallest dab of insanity.

At times, you will find 25 or 30 soldiers bearing down upon you and four of your closest allies. You will find that this is the equivalent to you being surrounded by blind mice with toothpicks, as you maniacally turn the analog stick, mashing the square button as you begin a celebration of calamity, cackling sadistically as you hear the generic “UUURGH!” of the opposing army’s men for the fiftieth time. Rather than attempting to create an authentic experience, KOEI has opted to take a page out of B.A. Baracus’ [i]Art of War[/i]. With your single soldier, you are able to rend armies asunder using simple slashing attacks on horseback or foot to ridiculous spinning feats that stab the silly out of anybody in the immediate vicinity.

Through your tour of war, you’ll gain experience, which affects your damage and HP. Sadly, that appears to be all it does-instead of allowing for a diversifying fighting ad skill system, KOEI has taken the series no further on the PSP and made what essentially is an unvaried, three-dimensional [i]Streets of Rage[/i].

[floatleft]http://www.snackbar-games.com/images/reviews/dynastywarriorspspimport/ss02_thumb.jpg[/floatleft]This is where the criticisms begin. While at times beautiful, and great for the PSP, some of the clipping harks back to the most awful of PS1 failures. How a company such as KOEI could completely fail to notice and deal with these problems is quite beyond me, and at times objects will appear out of nowhere the moment you walk into them. Not only this, but while your opponents easily block your attacks, you apparently lack the ability to do so yourself. To top it off, enemies can catapult you meters with a single strike at times-a strike you could have easily blocked. Mixed with the lack of a lock-on system, this destroys any hope of [i]Dynasty Warriors[/i] being a must-have game.

While good-looking and fun, this game is samey and shoddy at all the wrong times. It’s a crying shame that more effort wasn’t put in and that niggling errors summon dashed hopes upon us. Blast it all.

There are certain people within the industry who define its shape and direction with each and every breath. Some of these names you know by heart, so much so that the whisper of said name conjures up images and the aroma of nostalgia from experiences long past. Some names, however, you may not know. These are the industry veterans who are every bit as important to the video game industry, yet have managed to keep on the periphery of the limelight. One such individual is D.W. Bradley, a game designer who has been making RPGs for over 20 years, including 3 games in the legendary Wizardry series. He is the lead writer/designer/programmer/visionary on Dungeon Lords, and that’s why his name is on the box. We recently had a chance to speak with Mr. Bradley and the team at Heuristic Park regarding this upcoming Action RPG for the PC.

First off, Thank you for taking the time to speak with us regarding Dungeon Lords. I’m curious as to what kinds of demographics are you going for? On the Dungeon Lords site you say you’re aiming for A

Update

February 1, 2005

Thank the gaming gods for our writing staff, they do such a good job. This means I get to focus more on a few games, not to mention writing really isn’t my bag (baby).

I went ahead and dove right into some more Nippon Ichi, both La Pucelle Tactics and Phantom Brave at the same time. Both rule, no need to wait for my review go get them right now. I hope the tactical RPG genre catches on and we see more of them. It is a breath of fresh air to the FPS games out there.

Oh Halo 2 still sucks. Out.