November 2008

Ninjatown

November 10, 2008

A new DS game that is based on a line of toys and comics for young children would expectedly be akin to shovelware, a husk of a game that is nothing more than marketing assistance funded by its purchasers as much as its purveyors. Ninjatown is not that game. Instead, Ninjatown resulted in a simple strategy game that uniquely builds on solid tower defense fundamentals and injects it with humor and replayability.

Ninjatown is loyal to the world upon which it is based; ever-present demons live in a nearby forest, frequently conflicting in various ways with Ninjatown and its many ninjas. These demons launch an unprecedented assault and it is up to Ol’ Master Ninja to defend the different secrets and pieces of Ninjatown from the onslaught.

The demons march in a line down the streets and you must prevent them from either walking off the screen or attacking your object of defense. Gameplay is almost completely stylus based; the menus and layout of the map are arranged perfectly so that they rarely interfere with execution of your strategy. The “towers” in Ninjatown are not towers in the traditional sense but huts manned by two ninja units with their own stats. Tower defense games are not common and Ninjatown’s mechanics here are unique, so some more elaboration is necessary.

Only half of the 8 types of huts are ranged; the majority of defense will actually be performed by ninjas who use melee attacks, which is one of the game’s unique mechanics. The ninjas have their own hit points, and if they go down to zero the ninjas return to the hut, shutting it down temporarily. Melee ninjas also stop engaged enemies in their tracks, but only if they can catch them.

With some demons being slow, heavily-armored and heavy-hitting, while others are highly quick and hard to catch but easy to take down. Air units are still a problem, but the costs involved for ranged units sacrifices your power on melee units, so the challenge isn’t even a dichotomy or trichotomy, but rather some intricate rock-paper-scissors mechanics you might see in an RTS.

Lastly, there are special items and abilities that you can use to gain a significant advantage or last-minute save.

The story is cute and fun, managing to slip a clever mix of Japanese and American-styled humor revolving around the adult world amongst the cutesy themes. There are 36 levels, each with a grade you can receive, and 8 multiplayer levels–multiplayer is similar to singleplayer, only the player who holds the waves off first is the victor.

Ninjatown is accessible to both beginners and advanced players, simple and complex, and with 10-15 minute levels is compatible with both short and long-term play sessions. From the DS’s rich buffet, Ninjatown is a light, unique, and flavorful dessert.

ESRB: E. Super cute and simple graphics

Plays like: a tower defense game with unique elements. While simple, there isn’t anything quite like Ninjatown

Pros: Humorous, appeals to a broad range of players while alienating few, unique elements; when failing, you manage to always barely lose, and it leaves you hungry for more

Cons: Some may not like the complete reliance on the stylus, somewhat challenging, very date graphics and noise

Warriors Orochi 2

November 10, 2008

Warriors Orochi 2 is the newest hack and slash title from KOEI with a simple premise: combine playable characters from previous Dynasty Warriors and Samurai Warriors titles.

Game play in Warriors Orochi 2 is similar to previous Warriors titles with available modes including Story mode, Free mode, Survival mode, VS mode, and Dream mode. Story mode is largely unchanged as you select which storyline you’d like to play and then select the officers that make up your party. You play each scenario in the storyline unlocking additional playable officers as you progress through the storyline. Each scenario has 4 levels of difficulty to accommodate gamers of varying skill levels. Each storyline contains 8 scenarios of increasingly difficulty. Free mode is similar to Story mode only you are able to play any unlocked scenario with any unlocked officer. Survival mode is similar to what you’d expect the Warriors series to be if it were a fighting game. You select a trio of officers and face off against random sets of officers of increasing difficulty. Score is kept based on the number of consecutive rounds you win. VS mode is a series of 2 player games that include cooperative play, king of the hill, and a steeplechase race. Dream mode is similar to Free mode in that it places your 3 officers into a scenario, but the scenario is derived from the unique theme of the 3 officers.

One major change that appears in Warriors Orochi 2 is that instead of selecting individual officers to play through each scenario, you select 3 officers and have the ability to dynamically switch between them during the battle. This allows you to build a balanced party of officers as opposed to focusing on the individual strength of a single officer. While you are using one officer, the remaining 2 regenerate their health and musou meter.  You can also launched a chained musou attack by pulling the trigger to switch characters after starting a musou attack with one officer.

Blending character sets from both Dynasty Warriors and Samurai Warriors, Warriors Orochi 2 boasts an impressive list of playable characters that will keep you striving for completion for months to come. There are storylines for the 3 main families in the Dynasty Warriors series as well all 3 Samurai Warriors titles and then there are an additional 2 storylines.

Warriors Orochi 2 is a hack and slash title, but it contains a very deep system of character and weapon upgrades that would impress most RPG fans. Characters level up through a standard system of experience points that are awarded for killing enemies during a scenario. Bonus XP is awarded for killing rival officers during a battle. In addition to XP, you are awarded Growth Points after successfully completing a scenario. Growth Points can be used to as XP for leveling up your officer or for upgrading your weapons via weapon fusion.

Each officer in Warriors Orochi 2 has 4 available base weapons. The first 3 weapons are collected by killing enemy officers. Officers will randomly drop weapons as they are killed. The weapons will contain random attributes that enhance the weapons abilities. Weapons can also be upgraded or fused. Upgrading requires the collection of treasure and adds minor enhancements to your weapon. Fusion allows you to spend Growth Points to merge features from 2 weapons into a single weapon that is more powerful. The 4th weapon for each officer is only earned by triggering a certain set of circumstances in a particular scenario. These final weapons are usually incredibly powerful and are worth the effort to unlock them.

Despite my love for the Warriors series, Warriors Orochi 2 is basically the same game that came before it with a few more bells and whistles. Its groundbreaking gameplay is no longer cutting edge and is becoming quite stale. KOEI needs to begin finding new ways to change the franchise up or risk driving away all but the most hardcore fans of the Warriors series.

ESRB:  T for typical PG-13 sword-related violence
Pros: Expansive roster; 3-officer party
Cons: Series is getting stale
Plays Like: Dynasty Warriors and Samurai Warriors

The Warcraft 3 mod Defense of the Ancients has attracted thousands of players and carved a niche in several professional game leagues; despite being only a mod, it has gone through hundreds of patches, several or even all of which have been influenced by player suggestion.

One of the big names in DotA’s development, Stephen “Guinsoo” Feak, moved on to participated in the formation of Riot Games, a new developer trying to carve out a niche, or even mainstream audience for this new, unnamed genre inspired by DotA and its imitators. League of Legends may be the first professionally developed game based-off a user-created genre. Combining elements of role-playing, real-time strategy, and tower-defense games has made DotA a huge success, and if the looks and feel of League of Legends have given us a good glimpse, 2009 may see the arrival of a new and unique cult hit.

Snackbar recently got the opportunity to talk with Riot Games about League of Legends, its roots in DotA, and its development progress.

Snackbar Games: So, League of Legends. When did you realize the acronym was LoL? You didn’t name it for the acronym, did you?

Riot Games: Oh, does LoL have a secondary meaning other than “League of Legends”? That’s news to us!

SB: What exactly is the history of Riot Games’ relationship with the Warcraft 3 mod “Defense of the Ancients”? How did everyone else get from there to here? Steven Feak’s story is well-known…

RG: We’re all DotA-Allstars players here at Riot Games. We love the game and we’ve been a part of the community for years. In fact, some of us met on the DotA-Allstars forums. We’re all bound by the same passion to make League of Legends as great of a product as possible and to form really deep relationships with the gamers who play our games. Check out our forums at leagueoflegends.com to see this in action – we mean it.

SB: So DotA players are obviously people who want to see how this turns out. What other kinds of players and bases do you think this will appeal to? Do you worry that DotA players are the only ones will be interested?
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This week on the DLC agenda the boys at Harmonix have brought us another full length feature album.  The Foo Fighter’s The Colour and the Shape album will be available in the Rock Band Music Store the week of November 11th, 2008.  Rock Band 2 already features “Everlong” from this album and will make room for the remaining tracks on the album to join it in the Music Store.

The Colour and the Shape album will be available for $19.99 (1600 Microsoft Points) or each track individually for $1.99 (160 Microsoft Points).  All of the tracks are masters and can be downloaded from the Music Store starting November 11th, 2008 on the Xbox LIVE Marketplace and on November 13th, 2008 on the PlayStation Network. READ MORE

User-created content is disappearing left, right, and center from Media Molecule’s do-it-yourself platformer, Little Big Planet and Activision’s Guitar Hero: World Tour. See if you can spot the pattern in these “moderated” (read: deleted) user creations. READ MORE