February 2009

R-Type Dimensions

February 18, 2009

R-Type Dimensions comes with an “infinite lives” mode for a reason – because games were harder in the late 80s, and no genre exemplifies that quarter-eating mentality that carried over to console releases better than R-Type. You are tasked with saving the Earth from the evil Bydo Empire using only one small ship and what few shmup skills you still have from 15 years ago. Matters are complicated by the Bydo having literal swarms of enemies that take multiple hits to kill. They’re also all really good at aiming shots at your poor little ship.

R-Type Dimensions, like R-Types (PSX) and R-Type DX (GB) before it, combines R-Type and R-Type II to satisfy your frustration needs. SouthEnd added a couple of neat features to R-Type Dimensions that bring it nicely into the HD era and make it more accessible to today’s audience. First, the graphics – although gorgeous and richly detailed for the time – have been made over, and the ability to switch between classic graphics and HD graphics on the fly just by pressing the Y button. It’s a neat little feature that really makes the upgrades stand out. Second, R-Type Dimensions features “Infinite Mode” where you have unlimited lives and your score is based on the number of ships lost. In this mode there are no checkpoints – you’ll pick up right where you left off which can be both a blessing and a curse during boss fights as you’ll have a hard time picking up new power-ups.

HD graphics and wuss (read: me) mode aside, R-Type Dimensions is a true remake. Enemies are in the same places, they have the same attacks, bosses follow the same patterns, and if you just mastered R-Type three days ago then you’ll breeze right through the updated game since R-Type Dimensions is a shot-for-shot remake of R-Type and R-Type II. The only thing that SouthEnd has done wrong with this conversion is a problem with console games as a whole so it’s hard to fault them for it – non-customizable controls. It doesn’t matter if the developer thinks A should be shoot and B should be rapid fire. If, for whatever crackpot reason I come up with, I would like those button assignments reversed then I should be able to reverse them.

The last sticking point is price, and this is a symptom of a larger problem with the XBLA service. A year ago R-Type Dimensions would have sold for 800 points, and I’m just not seeing the requisite upgrade to warrant a perceived 50% price increase. Microsoft used to have it right, XBLA is an impulse buy outlet, and $10 is about my ceiling for impulse buys. If I’m going to pay $15 or $20 for a downloadable game it had better be as large and polished as Insomniac’s Ratchet & Clank Future: Quest for Booty. No matter how polished it is, a port of a 20 year old game just isn’t worth $15. R-Type is just as fun now as it was when I first played it though, and price can’t change that.

Plays Like: R-Type, R-Type II, R-Types, R-Type DX

ESRB: E for mild fantasy violence – there’s shooting without gore, and you’re fighting to save the world

Pros: Exact layout you remember, great graphical update, infinite mode is great for those of us who are rusty

Cons: too expensive, non-customizable controls

 

 

 

Crayon Physics Deluxe

February 18, 2009

If Crayon Physics Deluxe were a sport, it would be figure skating. Pulling off a triple-lutz in sequin tights to the beat of the Footloose theme has a similar mix of technical challenge and artistic flourish. Many games let you show off a sense of style while you play, but few require such an injection of personal flair to make the game work like Crayon Physics does. The game’s style-as-substance concept is both its greatest strength and its biggest weakness. 

Winner of 2008’s Independent Games Festival grand prize, Crayon Physics is a 2D toolbox puzzle game like The Incredible Machine, Lemmings or Xbox Live Arcade’s Eets: Chowdown. Where those other games give you a limited number of components to solve puzzles, in Crayon Physics you have just one: surprise, surprise, it’s a crayon. The trick is you can use it to draw whatever shapes you want. Your creations will interact with each other and the environment according to in-game physics and help you complete the goal of moving a red ball to touch a yellow star. 

Drop a square so it grazes the side of the ball and you can propel it forward. Draw a line between two ledges to act as a ramp. Balance the ball on a lever, then drop a giant rectangle on the other side to produce a crude catapult. Eventually, you learn some other techniques that let you swing shapes around on pins and build pulleys or springs out of string. 

Crayon Physics has dull, repetitive music, but the graphics are bright and humorous–a suitably minimalist art style that looks like the scribbles of some elementary school kids. The game’s interface is clean and simple. Hold the left mouse button to draw. Right-click to erase. The rest comes from your imagination, which is both a blessing and a burden. 

It’s very easy to blow through most of Crayon Physics’ more than 70 levels if your only goal is to “beat the game.” It’s also not very much fun that way. Most levels can be solved by drawing a big enough ramp or tunnel, using pins to keep them in place and then stubbornly wedging shapes behind the ball to inch it forward into the star. These inelegant solutions feel like cheating, even though technically they’re not. 

The game’s creator, Petri Perho, encourages players to find the simplest or most creative solutions to each level. An update in January made this more clear. In the new version, you can only achieve 100 percent completion on each level by satisfying four requirements. Reaching the star in any manner is one. A solution where you don’t draw pins is another and completing a level by drawing only one shape is the third. Striving for these latter two achievements provides a more focused challenge than the simplistic goal of having ball and star meet. They make Crayon Physics feel more like a real game than just an elaborate tech demo. 

The fourth requirement is to build a solution that’s ridiculously elaborate. Watch an example of the complicated ball-transportation apparatuses other players have recorded or download a user-made level and you get a sense of how deep Perho’s seemingly simple shapes-and-physics simulator can get. The question you have to ask yourself is: do I have the motivation and patience to build something like that? 

Games like Line Rider, Spore, Boom Blox and LittleBigPlanet have the same “construction set” philosophy, where the “game” that’s provided is also a set of creative tools. With its video editing capabilities, even Grand Theft Auto IV’s PC release is part of the trend. In the case of Crayon Physics, the base game isn’t as fun as the others. To really enjoy it, you’ll have to put in some time and creativity to build a solution worthy of sharing on YouTube. If that sounds like fun, then this game is for you. If not, you’ll be better off with something more structured. 

ESRB: Unrated—game’s content is just shapes, but with the ability to draw anything, user-generated content will no doubt contain a few, um, depictions of certain body parts

Plays Like: Line Rider, The Incredible Machine, LittleBigPlanet 

Pros: Really flexible drawing system, jolly art style, rewards imagination 

Cons: Dull music, requires a big investment to get the most out of it 

 

Nintendo has been hesitant to announce a U.S. release date for the DSi, the company’s upgraded handheld, because DS lite models have been selling at a brisk pace. Today, the Big N finally confirmed a U.S. release for the DSi, as well as a close release date: April 5.

So do you plan on picking up one? Let us know in the comments.

Need a primer on the camera-equipped device, or just a bit more information? The full press release is after the break. READ MORE

Nintendo announced a pair of titles for the Wii Shop Channel today. This week’s releases include a WiiWare title, Evasive Space, as well as a Virtual Console title for the NES, Life Force.

Evasive Space is an original title that has you take on the role of Konki the Stellar Guardian in an effort to thwart a band of space theives that are stealing the Constellation Stones and causing the universe to go dark. Life Force is a spin-off of the epic Gradius series that originally saw it’s release for the NES back in 1988.

Evasive Space will cost you 1000 Wii Points while Life Force is priced at only 500 points. Both titles are available now on the Wii Shop Channel.

Keep reading for more information on this week’s titles. READ MORE

Square Enix announced that large stakeholder Time Warner will conditionally support the Japanese publisher’s bid to buy U.K. publisher Eidos.

Last week, Square Enix surprised many by making an offer for Eidos estimated at approximately U.S. $120 million. Time Warner owns 20 percent of Eidos shares and would have to place a higher bid to take over the company itself. Square Enix said Time Warner can still change its position if another bid is made or if Time Warner decides to make its own bid.

Eidos shareholders will formally vote on the deal in March.

Eidos was founded in 1990, getting involved in videogames in 1995. Its stable of IP includes Tomb Raider, Hitman, Kane & Lynch, Thief, Commandos and the Legacy of Kain. It owns development studios in Canada, Denmark, Hungary and China as well as Crystal Dynamics in the U.S. and Beautiful Game Studios in the U.K.