March 2008

2007’s blockbuster movie Transformers brought with it the requisite tie-in games. Unlike many titles, though, the movie has a premise that seems ideal for a title: giant robot battles. What’s more, the development was put into the hands of Vicarious Visions, a company with a solid track record on the DS.

With all this in mind, Transformers is just what you would expect. The game progresses much like a Grand Theft Auto-style open world game, with various missions that can be taken on if you like or driven away from if you don’t. Most of the battles can be fought one of two ways: by moving, strafing and shooting, or up close with well-placed punches. The shooting doesn’t really have a separate aim, and is controlled by facing in different directions. This would feel a bit awkward, but the game locks on enough to make it bearable. Punches are fairly simplistic as well; there’s not a sense that enemy hits can be avoided, and there’s a certain amount of damage that always seems to be sustained this way. It’s also possible to try a combination of the two, but striking a balance can be difficult, as retreating leaves the player vulnerable to hits. Missions can involve simply taking out a few robots, escorting people to safety (or taking them out, depending on the version) or going bot to bot with some of the more famous characters from the movie. There are also times where the player must transform into a car and drive to another mission, and this shares that GTA-like feel.

The graphics are very similar to the DS version of Spiderman 3. That title had an impressive 3D engine, and Vicarious Visions’ continued use of it was not a bad decision. The open-world style doesn’t work well without a decent-sized world, and for a DS game Transformers is handled well. The players and enemies obviously took most of the work, as the environments leave something to be desired. The real star here is the voice acting. It is consistent, engaging and helpful without being repetitive or grating.

There are very few differences between Transformers: Autobots and Transformers: Decepticons. Each tells a different side of the same story, and the gameplay is basically identical. There are no special skills exclusive to one side’s protagonist, and only one segment takes place in an area unreachable in the other title.

The main problem with the title is its unbearable brevity. It takes much more to make a game worth a purchase for five to seven hours of gameplay, and there’s just not that special something. Ultimately, Transformers is worth a look, but rent it or be ready to trade it in.

2007’s blockbuster movie Transformers brought with it the requisite tie-in games. Unlike many titles, though, the movie has a premise that seems ideal for a title: giant robot battles. What’s more, the development was put into the hands of Vicarious Visions, a company with a solid track record on the DS.

With all this in mind, Transformers is just what you would expect. The game progresses much like a Grand Theft Auto-style open world game, with various missions that can be taken on if you like or driven away from if you don’t. Most of the battles can be fought one of two ways: by moving, strafing and shooting, or up close with well-placed punches. The shooting doesn’t really have a separate aim, and is controlled by facing in different directions. This would feel a bit awkward, but the game locks on enough to make it bearable. Punches are fairly simplistic as well; there’s not a sense that enemy hits can be avoided, and there’s a certain amount of damage that always seems to be sustained this way. It’s also possible to try a combination of the two, but striking a balance can be difficult, as retreating leaves the player vulnerable to hits. Missions can involve simply taking out a few robots, escorting people to safety (or taking them out, depending on the version) or going bot to bot with some of the more famous characters from the movie. There are also times where the player must transform into a car and drive to another mission, and this shares that GTA-like feel.

The graphics are very similar to the DS version of Spiderman 3. That title had an impressive 3D engine, and Vicarious Visions’ continued use of it was not a bad decision. The open-world style doesn’t work well without a decent-sized world, and for a DS game Transformers is handled well. The players and enemies obviously took most of the work, as the environments leave something to be desired. The real star here is the voice acting. It is consistent, engaging and helpful without being repetitive or grating.

There are very few differences between Transformers: Autobots and Transformers: Decepticons. Each tells a different side of the same story, and the gameplay is basically identical. There are no special skills exclusive to one side’s protagonist, and only one segment takes place in an area unreachable in the other title.

The main problem with the title is its unbearable brevity. It takes much more to make a game worth a purchase for five to seven hours of gameplay, and there’s just not that special something. Ultimately, Transformers is worth a look, but rent it or be ready to trade it in.

Audiosurf

March 10, 2008

Combine a rhythm game like Guitar Hero with the Puzzle League-inspired idea of matching three same colored blocks to clear a line, and you’ll get Audiosurf. Add to the mix the ability to listen to your own music, which the game then translates into an audio track for you to “ride” along on as you match colors, and you get a game with infinite variety and replayability.

The game is as hard or as easy as you want it to be. You race in a futuristic ship on a track which can vary from almost a straight line to literally turning the track upside down. For those who want a nice, slow ride, the game offers “Mono” mode, a gametype in which it’s your job to collect all the colored blocks as they appear on the track while avoiding the gray blocks. The colored blocks change in color according to the intensity of the music and it, along with the backgrounds, provide a vibrant atmosphere in which you may lose yourself. The main gametype is A

Collectible card games are a tried and true genre that have become essential in the world of table top and video games alike. Konami’s latest entry into the Yu-Gi-Oh franchise is no exception, as evidenced by Yu-Gi-Oh! GX The Beginning of Destiny.

This review will spare all the dirty details of the gameplay, being that the core mechanics of all recent Yu-Gi-Oh games have been the standard tabletop simulation of the game. Essentially, if you’ve played a previous game in the series or played the actual card game, you’ll be able to jump right into it without any trouble. For those who are new to the game, there is a nice tutorial mode that outlines the game’s rules in great detail.

The premise of the game is that the player takes on the role of a new student in Seto Kaiba’s Duel Academy. The flow of gameplay entails going to school each day, taking tests, and meeting the other students. Before you write it off, the length of time spent in “class” is brief, and the first week is basically used to give instructions on how to play the card game. This passage of time is similar to that of Yu-Gi-Oh! GX Duel Academy on the GBA, with monthly exams in which you prove your knowledge and skill of the card game to try and increase your academic standing.

The player’s character enters the school under the rank Slifer Red. From there, the aforementioned exams give you the chance to advance to Ra Yellow or Obelisk Blue, bettering your “rep” with the other characters. Outside of the card game, there’s a sort of RPG dynamic where you walk around on a map, talking with the different characters in the Academy. You can chat with them about their interests and try and make friends with them, so they’ll be more willing to duel. It doesn’t really seem to serve much purpose aside from giving the player others to interact with, but it’s a nice enough touch.

As the player progresses, the plot emerges, which is the premise of the show’s first season: the evil Shadow Riders emerge to try and take over the Duel Academy and resurrect their master Kagemaru and the three beasts of legend, Raviel the Lord of Phantasms, Hamon the Lord of Striking Thunder, and Uria the Lord of Searing Flame.

Even though it’s more of the same of the tabletop simulator, the card games themselves are spiced up with dialog and animations of the duelists showing their stuff, and some of the monsters even get some nice CG FMVs when they attack/draw/activate cards/etc. Outside of gameplay, one of the nice touches is that if a player connects a PSP running Yu-Gi-Oh! GX Tag Force 2, the game gives them a nice little starting bonus of 10000 DP on both games, which can be used in the in-game card shop to buy new cards, as well as giving three bonus cards.

There are a number of fundamental flaws with this game. The first is multiplayer. Where is it? The game case claims to be “1-2 Players,” but none of the in-game menus any kind of multiplayer options, nor is there any detail on it in the game’s very sparse manual. Some clarification on how to enable that would be nice.

The connectivity bonuses with Tag Force 2 are about all the game has to offer. Everything else aside, this game is nothing more than a port of Yu-Gi-Oh! GX Tag Force, the first game for the PSP. What’s more, the original Japanese version of the games had voice acting during the duels when the characters appear onscreen to make their moves. The absence of the original Japanese voices from the game isn’t so much a bother as is the fact that there were no English voices put in their place; so while the animations are fun to watch, they feel rather lackluster.

In summation, the dueling element of the game is pretty solid and emulates the tabletop game, as well as the show, quite nicely; but the game still feels far from complete. If you’re a hardcore fan of the series, it’s at least worth checking out if you skipped over Tag Force on the PSP. For everyone else, it’ll likely fall flat. For those who choose to check it out, get ready to “get your game on!”

Rez HD

March 10, 2008

When Rez HD was announced for the Xbox Live Arcade as an early 2008 release, Microsoft was answering the prayers of thousands of gamers who had been enjoying the little-known game on the Dreamcast and PlayStation 2 since late 2001. There were many outcries for a port on a current generation console, mostly for reasons involving a desire for an HD version of the game, as well as hearing the game in surround sound. Their cries were for good reason: the game looks great and sounds even better.

Rez is, at its core, a music game. At first glance, many would consider it an on-rails shooter similar to games like Panzer Dragoon or Star Fox. What separates Rez from those games is its fundamental relation to music. The game has its own soundtrack playing in the background, but every move you make and every enemy you kill makes a particular sound. The game literally makes it impossible for you to create a A