December 2008

Dawn of the Dragon is the final installment of Spyro reboot, The Legend of Spyro. It is obvious that Dawn of the Dragon is the third in a series, and that hurts it a bit – especially since it is the first installment of the series on the current generation of consoles. On one hand it can be annoying to fans to rehash the stories of prequel games, but on the other it is immensely helpful in keeping newcomers from feeling overwhelmed if characters are at least introduced. Dawn of the Dragon really drops the ball here as players are expected to just know that Cynder (Spyro’s current sidekick) was the villain of the first game, Malefor is never properly introduced, and the player is never reminded why Hunter has come searching for Spyro. This is nothing that a quick trip to Wikipedia can’t solve, but the player shouldn’t need to leave the game world to find out about characters and their motivations.

The narrative is decent, and those that have played the first two games will get a satisfying end to the Legend of Spyro trilogy, but those that are new to the series will simply go through the motions and enjoy an above-average platformer with tight controls and interesting play mechanics. This time around Spyro and Cynder and tethered together, and the player controls both of them. Spyro is the stronger, but Cynder is faster, and each dragon has access to unique magical attacks useful for taking out specific enemies and solving simple environmental puzzles.

Dawn of the Dragon’s dual character mechanic lends itself well to local cooperative play. One player controls Spyro while the other controls Cynder, and playing with a friend makes the game much more enjoyable. The cooperative play’s only negative mark is that the action takes place on a single screen which prevents players from exploring different areas of the level. When considering Dawn of the Dragon’s tether mechanic and narrative the decision makes sense, but sometimes gameplay and fun need to take a small back seat to internal consistency – especially when such a concession would make the game more fun.

When played alone the second dragon will be AI-controlled and get caught on environmental geometry, lag behind, and be fairly ineffective in combat. The tether system, at least, means that the player never needs to go off looking for Cynder as the game will eventually drag her along for the ride. This is particularly useful since Spyro finally has the ability to fly in any direction at any time. It is unbelievable just how long it took for this feature to show up in a platforming game about flying creatures. Flying controls are fluid, responsive, and taking to the skies is easy to do on a whim. That’s quite a feat considering Dawn of the Dragon is the first Spyro title to include the ability to fly to and from anywhere.

Take away a little next-gen polish and the ability to fly at the drop of a hat, however, and it becomes apparent that Dawn of the Dragon is strikingly similar to its predecessors in that there is little enemy variety, the environmental puzzles are overly simplistic, and the camera is still too finicky for a 3D platform adventure. Gamers used to Zelda-style puzzles and combat will find no challenge here, but those that are already invested in the Legend of Spyro storyline will enjoy the little purple dragon’s final adventure.

Pros: satisfying story wrap-up, free-flying
Cons: subpar combat AI, too easy puzzles
ESRB: E10+ for Fantasy Violence – this platformer is appropriate for all ages
Plays Like: The Legend of Spyro, Crash Bandicoot

A Kingdom for Keflings launched alongside the Xbox 360’s dashboard update, NXE, which allows gamers to create an avatar. After picking out a set of glasses and donning a t-shirt with a monkey on it there’s really nothing left for the avatar concept to offer a gamer. This is where A Kingdom for Keflings comes in. Keflings is the first of what will surely be many titles that allow Xbox 360 gamers to play games as their avatar.

In a compelling amalgamation of Sim City, Warcraft, and Black and White, your task is to help some little people build a flourishing kingdom. Its beginnings will be humble with simple houses and a town square, but at game’s end the structures built will be composed of upwards of 20 components created by intricate strings of automated workers and manufacturing facilities. From wood, rocks, wool, and gems you will create timber, cut stone, cloth, platforms, simple and advanced towers, workbenches, gardens, and numerous other components necessary to build structures according to their blueprints and eventually bless the tiny Keflings with a magnificent Castle Keep.

A Kingdom for Keflings is a rare thing for video games – it’s relaxing. The game can be played at any pace, and there is no penalty for taking one’s time to make sure building are arranged just so and that the Keflings are gathering gems from the crop closest to the witch’s hut.

Quests are doled out by the kingdom’s mayor after you construct a town hall. While the ultimate goal is to create a Castle Keep for the Keflings the mayor supplies the player with helpful quests along the way. The reward is love which is the final component of a house or cottage, and building homes for Keflings is important because a small collection of homes means a reduced workforce, and a reduced workforce means that your avatar will be harvesting, toting, toting some more, and finally building components instead of assigning these tasks to Keflings and taking pride in an efficient assembly line operation.

A Kingdom for Keflings features online multiplayer in addition to the robust single player experience, but it is best played with a group of known friends as public games seem to deteriorate quickly when players act like adversaries instead of partners with a common task. Keflings is certainly worth playing online – just make sure that everybody knows you’re playing as a team. A Kingdom for Keflings is a unique offering on the XBLA service, and anybody with even a passing interest in strategy titles should download the demo and see just how satisfying it can be to program a game to effectively play itself.

Pros: Relaxing, satisfying supply chain creation
Cons: multiplayer can turn adversarial, ruining the experience
ESRB: E for Mild Cartoon Violence – guys get kicked, nothing worse than in
cartoons
Plays Like: Black & White

Leading game industry analysts are voicing displeasure with Electronic Arts’ underperforming holiday sales, blaming the company’s future-focused plans and criticizing its new direction.

“We are beginning to question management’s commitment to achieving [its] goals, and we think that prudent investors will take anything EA says or does with a grain of salt,” said Michael Pachter, an analyst at investment firm Wedbush Morgan Securities.

Pachter discouraged investors from buying EA stock by lowering his rating for the company from “Strong Buy” to “Buy.” In less than a year, EA’s stock price has fallen from a high of 60 on December 26, 2007 to today’s 16. Most of the decline has occurred since September when the stock price was still near 50.
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Some games receive a lot of attention. Whether it be forums, arguments with friends, or extensive coverage of how well the game innovates or changes the way games will be made in the future, certain games were on everyone’s lips.

Snackbar’s “most scrutinized games” aren’t anyone’s personal favorites, per se, but the games that have most affected the changing landscape of how games are made (many consistent themes arose this year) and the ones that spurred the most thought and discussion. READ MORE

The name “Season One” is revealing, as this collection of Sam & Max adventures has a lot in common with a box set of your favourite cartoon or sitcom. The humour is wacky, the cast is familiar and the episodes all play out in a roughly similar way. Like a rerun it’s comforting and enjoyable, even if it isn’t as deep or engaging as other titles.

If you’re unfamiliar with the series, here’s a quick primer. Sam & Max are freelance police officers (think Dick Tracy) who fight crime using sarcasm and cartoon violence, respectively. Their adventures began with the highly rated Hit The Road back in 1993, developed by LucasArts during their adventure game golden years. The market for the genre dried up soon after, and plans for a sequel were dropped to dismay of many. In 2005, Telltale Games, a company founded by ex-LucasArts employees, announced plans to revive the series in episodic format. Sam & Max: Season One collects the first six episodes of this new series ported from the PC.

While veteran fans will appreciate the return of long-running gags, each of the game’s episodes is an entirely self-contained adventure and no previous experience is required. Depending on your grasp of the game’s cartoon logic, it should take you under an hour to complete a particular case. The format works well, as it neatly excises two problems that plague most adventure games: large obscure inventories and tedious backtracking. Furthermore, it’s nice to be able to complete an entire story in one sitting.

The game features a simplified version of typical adventure game controls. The Wiimote functions as a competent mouse substitute, allowing you to move Sam around the environment and interact with objects and characters. While the puzzles are relatively straightforward for the genre, they do require some creative logic and lateral thinking. Fortunately, the wrong answer will never cause your game to end, so you’re free to experiment with clever solutions. The simplified mechanics make this an ideal game for genre newcomers and casual players.

Each episode follows a template: every mystery begins with Sam and Max in their apartment, fighting over who gets to answer the call from the Commissioner. Bosco the paranoid shopkeeper will always have a different disguise, and Sybil will always have found a new profession. The main street becomes so familiar that it’s possible to figure out which objects will require your attention just by observing the differences. The small variations are actually quite entertaining, and quickly establish a quirky regular cast.

While pointing with the Wiimote is rarely problematic, in all other respects Sam & Max has been ported rather poorly. There are fairly significant load times between screens, and the game stutters visibly when an event is triggered. This is especially noticeable during the occasional timing-based driving sequence, and makes them much more difficult as a result. It’s quite a disappointment too, as even older machines can handle the PC version’s system requirements.

Sam & Max: Season One is the gaming equivalent of a sitcom. It’s a light, fun way of spending half an hour with a wacky cast of characters, situations and locations. However, it won’t satisfy, compel or challenge you in the way that a game like Grim Fandango would. Even on the Wii, last year’s Zack & Wiki showed how the Wiimote could be used creatively in adventure games. Simply put: there are better options out there, including the cheaper and technically superior PC version.

Plays Like: A typical point-and-click adventure game

Pros: Humorous dialogue, fun characters and situations, puzzles have a good difficulty balance, strong jazz soundtrack

Cons: Stuttering graphics, moderate load times

ESRB: T for Teen. Cartoon Violence, Crude Humour, Mild Language, Use of Alcohol and Tobacco