February 2007

Fun yet elementary. This is about as decent a description of Mastiff’s Falcom-developed action adventure Gurumin: A Monstrous Adventure for the PSP as any you’re going to get. It’s an entertaining, yet largely sterile adventure that retraces the steps of countless games that came before it. Yet, sometimes the mold is not in need of being broken, and as is the case with Gurumin, a game can readily play within established boundaries and still be quite enjoyable. While not quite up to the standards of let’s say Daxter, Gurumin is nonetheless a welcome addition to the PSP’s slowly growing identity.

Gurumin tells the story of Parin, a little girl whose archaeologist parents sent her to live with her grandfather while they embarked on a dig abroad. Sadly, upon arrival in the quiet mining town of Tiese, Parin quickly discovers that she is the only child around, leaving her largely alone in the strange new place. Before long, however, Parin notices a dog barking at a small girl in the streets, though oddly nobody else in town seems to take notice. Parin and the little girl, Pino, become fast friends, though it turns out that indeed none of the other people in town can see her. As it would have it, Pino turns out to be a monster child from a neighboring dimension that is invisible to adults, and it isn’t long before she takes Parin to her world to meet her strange yet accommodating friends in Monster Village.

However, soon after stepping foot in the dimension, the village is attacked by a group of powder blue creatures known as phantoms who capture many of the town’s peaceful monsters and cover the world in an evil mist. To save her new friends, Parin takes up the village’s legendary artifact, a mysterious yet powerful drill once used by a human long ago to defeat an ancient dragon, and with it she takes to the task of finding her friends as well as various other stolen items. As monsters and items are uncovered, Monster Village is slowly rebuilt over the course of the game’s 10 or so hour adventure which, while perhaps overly cute, is nonetheless fairly entertaining.

Even with a mythological drill on a stick, combating the game’s various enemies can prove to be somewhat trying, especially for a twelve year old girl. Gurumin’s enemies come in all shapes and sizes, and the particularly tough ones – phantoms – often come protected with an assortment of equipment to help tilt the balance in their favor. Thankfully, however, Parin’s drill is uniquely suited for stripping these bits of metal off opponents, and even better, these bits of discarded junk can then be gathered up and used to upgrade Parin’s equipment in Tiese to help tip the odds back in her favor. Sort of cosmic balance, I suppose.

In addition, Parin herself has a few tricks up her oversized sleeves to help throw back opponents. She can charge her drill in order to dig through opponents and obstacles, and she can do a guard dash in order to move quickly out of the way and avoid damage. In addition, as more attacks connect, the drill’s level slowly increases up to three levels, with each offering more potent attacks and new abilities as well. For instance, when maxed out, the drill can project a laser for long distance attacks, an invaluable asset when facing multiple phantoms at once. In addition, taking damage lowers the drill’s level a bit, so there is an added incentive to play defensively as well.

For a game as, for lack of a better term, simplistic as Gurumin, the game is surprising in its depth and emphasis on replayablity. There are a number of secrets to be found that, while completely optional, are certain to make the game more appealing to those players looking to get more out of the game than just the main quest. Everything from unlockable items and costumes for Parin to numerous collectibles and mini-games are waiting for the dyed-in-the-wool completionist.

While all of this is good fun, as with the lion’s share of PSP titles, Gurumin’s most significant shortcomings lie not with the game, but rather with the handheld itself. Besides the inordinate amount of loading that can and does crop up from time to time, the game’s controls are also a bit nonsensical, forcing you to perform rolling D-Pad and button combinations ala Street Fighter II in order to pull off Parin’s various techniques. It can be done, but it’s an activity for which the console is certainly not ideal.

However, altogether Gurumin is a welcome surprise for the PSP, and one that owners of Sony’s sleek handheld should well consider picking up, if even just for a rental. The game is short, but offers enough extra content to keep players coming back should they fancy an extended stay. The game is fun, whimsical, and while perhaps a bit child-like in its presentation, is still accessible to most anyone with a penchant for anime-inspired action.

An update to the [url=http://www.nintendo.co.jp/wii/features/virtual_console.html]Wii’s Japanese website[/url] indicates that the region’s Wii owners will soon have access to a pair of new consoles for the Virtual Console, with the NeoGeo and the MSX platforms being added to the system’s catalog in the spring and summer respectivly. While no NeoGeo titles have been announced as of yet, MSX releases Eggy and Aleste will be launched for 800 Wii points each.

In addition, the Japanese market will also see a number of high profile Virtual Console releases in the immediate future as well, including the highly regarded Legend of Zelda: Ocarina of Time on February 27, as well as other notable titles such as Excitebike and Act Raiser in March.

The complete list of Virtual Console games reported for a March release in Japan include:

NES:

Lode Runner
Yoshi no Tamago (Yoshi’s Cookie)
Warukyuure no Bouken
Excitebike
Donkey Kong Jr. Sansuu Ssobi (Donkey Kong Jr. Arithmetic Fun)

SNES:

Ganbare Goemon
Herakuresu no Eikou 3 (The Glory of Hercules’ 3)
Act Raiser

Genesis:

Tantoaaru
Sonic Speed
Dyna Brothers
Wonder Boy V
Virtua Fighter 2
Alex Kid
Alien Storm

And the bad press surrounding the PlayStation 3 continues to pile up. With the console’s launch just weeks away from it’s March 23 debut in PAL territories, including Europe, Middle East, Africa and Australasia, Sony has issued word that the region’s version of console will be significantly altered from what was released in North America and Japan.

Specifically, a Sony press release notes that the PAL PlayStation 3 will feature “a new combination of hardware and software emulation” that will allow for compatibility with “a broad range” of original PlayStation releases, but only “a limited range” of games for the PlayStation 2.

Really? Four months of waiting, and the hardware actually got worse? North American and Japanese PlayStation 3 owners have the ability to play nearly all games from past Sony consoles, 98 percent we’re told, and while an official list has not yet been released, Sony’s choice of words cannot strike much confidence in those who have been patiently waiting for the system’s delayed release.

Sony did reveal that some PS2 titles will be made usable by the console through “regular downloadable firmware updates,” so honestly I suppose the degree to which this news inspires the ire of PAL consumers will depend strongly on just how regular is regular.

Other notes from Sony on the console include information that “all storage media types is not guaranteed”, perhaps referring to a degree of incompatability with certain memory cards. The PAL PlayStation 3 will also not support output from the DTS-HD 7.1 channel, as this audio will instead be piped through a 5.1 or lower channel. Finally, Sony indicates that a device compatible with Linear PCM 7.1 Ch will be required to output 7.1 ch audio, supported by Dolby TrueHD or a similar format, from the HDMI OUT connector.

“PS3 is first and foremost a system that excels in playing games specifically designed to exploit the power and potential of the PS3 system,” commented SCEE president David Reeves. “Games designed for PS3 offer incredible graphics quality, stunning gameplay and massively improved audio and video fidelity that is simply not achievable with PS and PS2 games. Rather than concentrate on PS2 backwards compatibility, in the future, company resources will be increasingly focused on developing new games and entertainment features exclusively for PS3, truly taking advantage of this exciting technology.”

One of the features that was used to sell the press, and by association gamers at large, on the Xbox 360’s new and improved focus on Xbox Live prior to the console’s launch was the promise of online auction houses. J Allard and Peter Moore spoke of a future where a person, who might necessarily be a hardcore gamer, could still reap the benefits of the service by creating and selling content over Xbox Live. To date, more than a year after that speech at E3, this still has not happened.

According to [url=http://www.forzamotorsport.net]news from Microsoft today[/url], the closest we may expect to get, at least in the foreseeable future, is an online auction house to be implemented in the upcoming racer Forza Motorsport 2. The game’s developers at Turn 10 has created an in-game marketplace for players to show off their custom creations, as well as trade or even sell them on a global scale using in-game credits. This will let players complete their collection of the game’s 300+ cars, or grab a player’s unique creation.

In addition, Microsoft also took the opportunity today to confirm a new batch of manufacturers that will be represented in the game. In addition to the recently revealed Lamborghini, Porsche, Ferrari and Maserati, the game will also include cars from Aston Martin, Jaguar, Bentley, Lotus, TVR, Saab, Volvo, and McLaren. Forza Motorsport 2 is expected to ship to retail this May.

Eidos today announced a new game for the Nintendo DS, somewhat awkwardly titled Touch the Dead (the game is called Dead’n’Furious elsewhere in the zombie loving world). Described as a “fast-paced, first-person shooter that takes gamers on a daring journey through a world taken over by zombies,” this game, developed by Dream On Studios, is expected to ship this spring.

In Touch the Dead, gamers play as Rob Steiner (a.k.a. Prisoner #1809), a man who wakes up to find himself alone in a jail “teeming with zombies.” Apparently, the game will make heavy use of the touch screen, as players will be able to “touch screen to destroy anything – from inmates to prison staff.”

And for those too weak to fight the good fight alone, the game will also support Wi-Fi, allowing players to bring in reinforcements.

Touch the Dead is a game you just can’t put down,” commented Kevin Gill, senior marketing manager for Eidos North America, who also adds, “some games want to train your brain, we just want to eat it.”