February 2008

Atari Classics Evolved

February 8, 2008

Retro compilations are rarely a good thing, and Atari Classics Evolved is no exception. Included are Centipede and Millipede, Pong, Super Breakout, Asteroids, Asteroids Deluxe, Missile Command, Lunar Lander, Battlezone, Tempest, and Warlords. Of the entire package one full game and one sub-game are worth playing – Tempest (and Tempest Evolved) and Pong‘s first-person Air Hockey mode. Everything else in the package is either horribly broken, horribly ugly, or both.

Some games just aren’t appropriate for some platforms. Fighting games were a poor fit for the GameCube, anything requiring more than three buttons is a bad fit for the Wii, and Atari’s old arcade games are a bad fit for the PSP. Why? Because in order to play many of them the PSP must be turned 90 degrees putting the directional pad at the bottom, the buttons at the top, and the shoulder buttons to the left of the screen. How are you supposed to hold the PSP, hit the buttons properly, have a good time, and not be hugely uncomfortable? If your game isn’t comfortable to play it doesn’t matter that it’s a classic.

Many of the games, due to being originally released on the Atari 2600, were designed with the antique console’s paddle controller in mind. Games like Pong and Super Breakout just don’t feel right without the physically turned knob as a control mechanism. These ports, aside from Tempest, are lazy, uninspired, and not worth your time. The evolved editions, again aside from Tempest, fare little better. Gone are the classic graphics and sound you remember from your youth, and in there place are half-hearted three-dimensional clones and bass-heavy club-inspired music. The whole thing stinks of the recent Tony Hawk-esque Guitar Hero III brand of extreme video games. Centipede isn’t supposed to look and sound like a trance club.

There is some good here. Tempest is as fun as ever – in both classic and evolved modes. The music still stinks, but Tempest should have been updated graphically years ago. If you like shmups, have never played Tempest, and don’t have a Live-enabled 360 then Atari Classics Evolved may be worth a rental for Tempest alone. Pong, at least the air hockey mode, is also fun and worth playing if you’re saddled with this compilation. It’s nothing complicated, but Pong as played from the first-person perspective is interesting and a fun new take on the game.

Atari Classics Evolved isn’t worth your time – even at the budget price of $20. It’s a quick port of quick ports to Microsoft’s Xbox Live Arcade, the orientation of the PSP makes many of the games uncomfortable to play, and you can get the only part of this collection worth buying on XBLA for $5.

Guitar Hero 3

February 8, 2008

Since its release last year, Nintendo has been finding new and interesting ways to use the Wii console and its innovative remote system. The Wii’s first music rhythm game, Guitar Hero III, is no different in this respect.

This offering from Red Octane and Activision requires the use of a specialized guitar controller, like its predecessors in the Guitar Hero series. However, unlike its PS2, PS3 and Xbox 360 brethren, the Wii’s version requires the use of the Wii-mote, which plugs into the guitar controller body. The feature is awesome in that it gives players the advantage of a wireless controller without the drawback of the controller eating up batteries. Also, the Wii-mote is set slightly in, so there’s little risk of hitting the Wii-mote buttons while furiously hitting the strum bar. Another cool feature is that missed notes come out from the Wii-mote’s speakers, giving the player a slightly more immersive experience.

Another great advantage is the guitar controller’s ability to be broken down into two major parts, making it able to fit in a suitcase or large backpack. This is a handy feature when you inevitably take this to grandma’s house for the holidays or on a trip. Another nice feature is interchangeable faceplates, allowing you to personalize your guitar controller with something other than stickers.

The game hasn’t changed much from its predecessors. There are still the five-colored approaching circles. You still press the fret buttons and strum bar in time to the circles. You still use start power to max out your score. You still rock out to an awesome set list featuring Kiss, Metallica, Guns N’ Roses, The Scorpions, Santana, and Pat Benatar.

However, there have been changes, which only improve the game. They have added a Battle Mode, where your Star Power is replaced by weapons that you use to “attack”? your opponent and throw him/her completely off. Some weapons are easy to deal with, like Broken String (hit the affected button to repair the string). Some are hideous, like the Lefty Flip (flips the frets on you). While it’s a fun addition, I don’t think it is necessary to include it in the Career Mode. Or, if they insisted, they should have included a battle on each set, allowing a wider berth of guitar legends to battle.

They didn’t seem to have enough room to make all the guitar legends unlockable. Making them selectable characters (after unlocking and then buying them in the shop) seems rather unnecessary, since most players don’t care about being Tom Morello or Slash. Other selections don’t seem to make sense either, like cutting out GH favorite Pandora to make room for Midori, a J-Rock guitarist that looks severely out of place in a decidedly non-Japanese band.

Another interesting tweak is adding a Co-op Career Mode, allowing you and a friend to join forces and tour together. You get five or six extra songs for completing this mode, but the set list is shorter and you don’t get to gang up on the handful of guitar legends that you face in the Single Career Mode. Since a separate controller isn’t available at the time of this review, I’ve been unable to check it out.

The sound is in mono instead of stereo, which makes the sounds seem a little “light”? on a surround sound system. (Editor’s Note: This is being addressed by Activision via new game discs or a patch) The music only comes to full volume when I activate Star Power. It’s an irritation, but it doesn’t affect the enjoyment of the game. I’m more affected by the fact that I can’t play “Devil Went Down to Georgia”? unless I want to battle Lou again in Career Mode.

I only have a few gripes about this game. Graphically the game is gorgeous, but the band members are still very generic-looking, including a male lead singer with the most epic chin I’ve ever seen. It would have been much better for each guitarist to have a band to complement it, especially if they are going to include such “out there”? choices as Midori and Lou. Also the cell-shaded cut-scenes between each set in Career Mode never includes the guitarist, just the band, which looks a little sad.

All in all, Activision took Harmonix’s ball and ran with it. With over 70 songs, both licensed and un-known, you will have no problem getting hours of enjoyment from this game and controller. The Battle Mode only increases its re-play value and makes the game’s Wi-Fi capabilities all the more appealing. If you own a Wii, this game is a must-have for your library.

In a genre of heavy, dark settings, the Advance Wars series has always been a pleasant aberration. The turn-based tactics games have always been strangely and endearingly uplifting. However, with this second installment on the DS, developer Intelligent Systems decided to scrap that formula for a new, grittier one.

The basic gameplay is still the same. Relatively generic military units are deployed on a grid of squares, and players rely on tactics and rock-paper-scissors-type pairings to win the day. The title plays much like its sibling Fire Emblem, but with a focus on winning individual battles rather than building characters over a campaign.

It is obvious that Nintendo wished to change directions after the last entry, Advance Wars: Dual Strike. Many players felt that the characters’ special abilities overpowered the game in that title, so Days of Ruin ditches the original cast for a new group of commanders with simpler, weaker abilities. Instead of powers being applied to all units, only those within a small radius of the CO’s unit have boosted statistics.

The real focus of Days of Ruin seems to be online play. As with all first-party online DS titles, it has a polished (if simplistic) way to get into battles, and the turn-based nature leads to no noticeable problems with lag.

As a result of this addition, though, it seems many other areas of the game were scaled back. The campaign is a bit shorter, and the popular War Room mode has been replaced by a slightly smaller series of training maps. Dual Strike‘s impressive roster of over 20 COs is replaced with one half its size.

All in all, Days of Ruin is a wonderful title for competitive players looking for a tougher challenge online, and a solid-if-unspectacular one for casual strategy players. Now that Intelligent Systems has established this new feel for the series, expect the next title to flesh it out and surpass the previous titles completely.

No More Heroes

February 7, 2008

Travis Touchdown is the world’s newest assassin. His weapon of choice is a “beam sword” (light saber), and in a change from the likes of AltaA

When experienced gamers see anime-style characters and a title that clearly denotes a main character and a sidekick, their brains usually leap to the conclusion of “cartoony mascot platformer” and then they frequently move on to the next box on the rack. In the case of Capcom’s Zack & Wiki: Quest for Barbaros’ Treasure (Z&W), they would not only be dead wrong, but also missing out on one of the Wii’s finest third-party offerings to date.

In reality, Z&W is a point-and-click puzzler the likes of which the gaming world hasn’t seen for quite some time, with sharp, expression-rich cel-shaded graphics very reminiscent of Legend of Zelda: Wind Waker. Using the Wii Remote, you will direct Zack, a young upstart pirate working for the Sea Rabbits, and his magical mischievous morphing monkey companion Wiki through a series of two dozen stages. Along the way, you will have to outwit and elude Rose Rock goons (members of a rival pirate gang), cannibalistic Growlin’ Goblins, and restless pirate ghosts — not to mention fiendish traps and mind-bending puzzles. Some stages even feature puzzle-based “boss fights” that will tax you to your mental limits. Your reward for solving each stage is a piece of treasure coveted by the Legendary (albeit cursed) pirate Barbaros; he has promised to give you his legendary ship if you can reassemble his various pieces — your fondest wish come true!

As mentioned, the interface for Z&W is point-and-click at its core. Various items and contraptions will be highlighted as you direct the pointer over them, and almost all of them must be employed to succeed in the current task at hand. In addition to items you find on each stage, you can also create items from living creatures by shaking the Wii remote near them; this will cause Wiki to transform into a bell that will transform the creatures both to and from item form. Ringing the bell is also useful in other situations, such as collecting coins or exorcising guardian spirits. Thanks to the Wii remote, each item and contraption is used just like you would use it in real life: keys must be turned, saws pulled back and forth, umbrellas opened via their release button, etc.. You will have to master over one hundred items in order to solve all of the puzzles and collect all of the treasure.

Each obstacle you pass scores you an amount of HirameQ (HQ) points, a sort of measure of your intellectual ability; you earn less HQ if you fail at a given task or complete a step out of sequence, but not for taking a long time, so it’s advisable to think out your situation whenever possible. Some obstacles have multiple solutions possible. You can also pray to the Hint Fairy for advice by pressing the 1 button, although you will need to have purchased a Hint Idol from Granny in the Sea Rabbits’ Hideout first, and it will cost you HQ when you complete the stage. Running afoul of traps and enemies will result in a swift — and often hilarious — death for Zack; if you have a Platinum Ticket (also bought from Granny), the Hint Fairy can rewind time to before you screwed up and you can take another shot at it (at the cost of some HQ), otherwise it’s back to the beginning of the stage you go. Sometimes you will have erred in such a way that the stage becomes unsolvable; if you find yourself in such an unfortunate situation, the Hint Fairy will let you know (if you ask her). You can also restart the stage on your own at no penalty at any time.

Z&W features appropriate music for its various stages, which include a jungle, an ice zone, a volcano/fire zone, and a haunted castle among others. Sound effects bring every character, item, and contraption to life; while there is no voice acting, there are clips (in the original Japanese, “Zaku” in full effect) that accent emotions and give a little extra personality to the characters. Theoretically there is very little reading required in order to actually play the game, although the early game is filled with text explanations that will need to be relayed to anyone too young to read them. Fortunately, there is another in-game aid available for anyone who might not be able to handle the game on their own: a form of multiplayer in which up to three other Remotes can be used to point out and draw temporary lines on the screen. Only the 1P Remote can actually do anything, but this inspired decision can turn this puzzler into a group or family experience.

By the time your quest is over, you will have most likely logged over thirty hours playing Z&W; additional puzzles also show up in completed stages once you’ve beaten the main storyline for additional brain-teasing. Considering that a new copy of the title retails for a discounted $40, that’s a playtime-to-cost ratio rivaled only by epic RPGs. Unlike an RPG, however, you will be actively engaged just about every step of the way. The puzzles are always logical, although not necessarily obvious or intuitive every time. Sometimes the Wii remote’s gestures don’t respond quite like you want them to, but outside of that small problem there are few flaws to be found in this game. The Wii needs more third-party support of this superior caliber, and Zack and Wiki: Quest for Barbaros’ Treasure deserves a spot in every Wii owner’s library.