October 2009

One of the mass-market games that you can pick up at any random store’s “game aisle” is the classic Mattel/Parker Brothers definition game Balderdash. While Balderdash is a great game that has withstood the test of decades, there are few issues with the emphasis on reading, writing, and even etymology that keep it out of the reach of some potential players. French designer Jean-Louis Roubira has taken the basic Balderdash model and removed all of the reading and literal elements, replacing it with more universal images and imagination in the form of Dixit.  

At the start of the game, every player receives six numbered voting tokens and is dealt six oversized cards, each containing a dream-like image painted by Marie Cardouat. Each round, one player is the “storyteller”, who chooses one of the cards in his hand and puts forth a description of it; this description can be pretty much anything, form one word to one sentence, or even a little music or sound effect. Each other player selects a card from their hand based on that description and puts it face-down in the middle of the table; the Storyteller then collects all of the cards and randomly displays them face-up, using his numbered tokens to distinguish each one. Each other player then secretly votes on which one of the cards belongs to the Storyteller (unlike Balderdash and other games, you cannot vote for your own entry).

Scoring is usually straightforward; each player who correctly identifies the Storyteller’s card earns three points, as does the Storyteller. Additionally, any votes that go to other cards earn that card’s owner a point. However, there are a pair of wrinkles; if everybody or nobody correctly identifies the Storyteller’s card, then everyone but the Storyteller scores two points and the Storyteller gets nothing (in the event of nobody guessing correctly the points for votes are still awarded as normal). This is to ensure that the clue given by the Storyteller is neither too obvious nor too obscure. There is a possibility of inside references and other personal obscurities being used by players who are familiar with each other, but it is a minor problem in the grand scheme of things, especially as the number of players increases (to the maximum of six, although there’s no reason to prevent more from playing as teams).

 At the end of the round, each player draws a new card to replace the one used and the next player around the table becomes the new Storyteller. Play continues in this manner until the deck has been exhausted, at which point the highest score wins. The box itself serves as a scoring track, with rabbit-shaped meeples running around a path of stones surrounding the storage space for the cards; while probably unnecessary (and a much larger box than this game would otherwise require), it helps to add to the whimsical nature of the game and can be somewhat forgiven.

What makes Dixit truly fun, aside from the exceptionally surreal artwork, is the creativity factor. There are countless ways to describe the 80+ images contained in the game, whereas 80ish words only have so many potential (plausible) definitions. Dixit can be enjoyed by anyone with an imagination (recommended for ages 8 and up) with language skills not really being much of an obstacle. 

 

Fighting games don’t feel the same at home as they did in arcades. When I was in high school there would be a line of kids behind the Street Fighter 2 machine in the mall arcade just waiting to take on the winner of the previous match. The PS3 and Xbox 360 have made large strides in emulating that feeling through the PSN and XBL services. Now the experience is changing again with fighters on handhelds. It used to be that to play multiplayer you needed $0.50. Then you needed a pricy home console, two controllers, and a copy of the game. Now you need a handheld console, a copy of the game, and a friend within ad hoc wireless range with the same setup. It seems to me that we’re trading ease of use for no real benefit in this genre as fighters really shine when playing with human opponents more than computer-controlled ones.

SoulCalibur: Broken Destiny does its best to create an enjoyable experience despite being on the PSP. The fighting mechanics are just as deep as SoulCalibur IV’s were on the PS3 and 360. You can still grab, combo, and juggle opponents in the air, and the characters all control smoothly with either the directional pad or the analog nub. Physics from the console versions have been faithfully recreated on the PSP, and Broken Destiny is a visual wonder to behold. If anybody out there still thinks that the PSP is nothing more than a portable PS2 then this is the game to show them. Where Broken Destiny differs from its big brothers is in platform-exclusive characters. While the PS3 and 360 come with Darth Vader and Yoda respectively Broken Destiny players will be able to beat the tar out of people as God of War’s Kratos.

Single player, as is the case with all fighting games, is only really there for when you can’t find real people to fight with. That is makes up the lion’s share of available and easily playable game modes here is disappointing. Gauntlet mode tells a story that I won’t ruin for you in case you care about the SoulCalibur narrative, but know that the story segments are interspersed between short challenges that just aren’t fun. Arcade and Training modes also make a return. Arcade mode is serviceable, but – again – it feels like what you pick when you can’t beat up on a friend. Training Mode is good for learning movesets and combos though. You’ll outgrow it, but it sets out to make you better at the game and it is successful at it.

SoulCalibur: Broken Destiny also suffers from an annoying save-related issue. It occasionally refuses to acknowledge save files on my memory stick. I only have one (and no on-board memory) so I can’t rule out “faulty memory stick,” but it works for everything else, and it is really annoying to have Broken Destiny complain that no memory stick is inserted when I know it’s there and full of save files.

SoulCalibur: Broken Destiny is a solid fighting game with one big thing going against it – multiplayer options. I know that my PSP can connect to the Internet, and I know that portable games can have online multiplayer (Mario Kart DS springs to mind) so who at NamcoBandai didn’t manage to connect those two dots? As it stands SoulCalibur fans probably own a console version of SoulCalibur IV, and if your friend is close enough to play PSP games via ad hoc wireless you’d may as well just sit in front of the big TV and play that way.

Pros: Gorgeous visuals, great mechanics
Cons: Ad hoc wireless multiplayer only
Plays Like: SoulCalibur IV
ESRB: T for mild language, partial nudity, suggestive themes, and violence

The Ghostbusters is a staple of any good 80s movie collection and is one of the more recognizable pop culture brands. This makes it all the more confusing as to why a title with such potential would have a difficult a time as this title did making it to market. After getting canned, and then revived and finally landing on Atari’s lap, we are blessed with what could be the quintessential Ghostbusters game. It lives up to the hype.

I originally picked up Ghostbusters: The Video Game for the Xbox 360 and after playing through a few levels I switched over to the Wii version for the unique control scheme and different art style. Both versions carried an identical story, but they felt like very different games.

As the newest member of the Ghostbusters team, it is your job to be the Experimental Equipment Technician. This is a fancy way of saying you’ll be carrying the untested and experimental equipment that has been developed in the Ghostbusters lab. You’ll have the option of playing through the game as a male or female character.

Once you get through the tutorial that explains how to play the game, you’ll start your first real mission. Controls are similar to the recent Metroid Prime title released for the Wii that utilizes the Wii Remote to look around and the nunchuck to control movement. This can get a little tiring, but ultimately works well for this game. B and A control primary and secondary weapon fire while the D Pad allows you to equip and change the active piece of equipment you are using. The nunchuck also handles locking on to an enemy and deploying ghost traps for capturing those pesky ghosts.

Each mission can be played alone or cooperatively. As you play through the levels you’ll have certain objectives that progress the story. The game is rather linear in that regard and doesn’t have a lot of open exploration at any given time. You’ll go room to room eliminating various spooks and ghosts and capturing them with your traps. As you progress, you’ll acquire new equipment from Boson Darts to the Stasis Stream. Usually, you’ll be awarded these upgrades as you need to utilize them in the game.

The concept of hunting ghosts and trapping them is a simple one, but in practice it can be quite challenging. Ghosts have an energy meter that must be depleted before they can be wrangled and ultimately trapped. This is accomplished using whatever equipment you currently have available to you be it the Blast Stream, Boson Darts, or something else. Once the ghost is worn down, you’ll use the Blast Stream to grab hold of the ghost. Slam arrows will appear indicating which direction you need to flick the remote in order to slam the ghost into a wall or floor. When a 4 way slam arrow appears, you can slam in any direction and deploy a trap to finally capture your ghost. It is definitely tougher than it sounds.

As you play, you’ll make use of the classic PKE Meter to track down ghosts that may be hiding and to scan ghosts for Tobin’s Guide. You’ll also notice a spot on your HUD that indicates the total damage you’ve caused to your current venue.

Of all the great things about this game, one feature of Ghostbusters The Video Game sealed the deal for me and that was the fact that the original actors performed the voices. It absolutely made the game for me and took it from being another generic adventure game to feeling like an interactive version of the movie. Another feature unique to the Wii version aside from the control scheme was the art style. The Wii version didn’t follow the other versions of the game with a realistic visual style and instead adopted the style from the Ghostbusters animated series and it really looked great.

In the end, Ghostbusters The Video Game really is an interactive version of the classic Ghostbusters world complete with humor and for this version of the game, very interactive ghost hunting. I loved everything about this game and my only issue would be that maybe it’s a little too easy to delete a profile, as my 5 yr old did on one occasion. Normally I recommend the 360 version when games are available cross platform, but I definitely think the Wii version is head and shoulders above any other version of this title.

Plays like: Metroid Prime 3
ESRB: E10+ for Fantasy Violence and Comic Mischief
Pros: A blast to play; Original actors for voice work
Cons: Too easy to delete profiles

Katamari Forever

October 15, 2009

Katamari Damacy snuck onto the gaming scene as a huge sleeper hit and many questioned the longevity of a game that was completely based around rolling up objects into a giant ball. Katamari Forever is the 5th title in the Katamari franchise to hit North America, and the game is still very similar to its original incarnation. So is it still worth the full price?

Katamari Forever is currently a Playstation 3 exclusive with no releases planned for other consoles. It features everyone’s favorite King of All Cosmos, the Prince, and a whole bevy of additional Cousins that are fully playable. When the King of All Cosmos gets hit in the head and develops a case of amnesia, the cousins build a robotic version named RoboKing to fill in for him. RoboKing goes on a rampage and destroys all the stars in the sky so it’s up to The Prince and Cousins and roll up and create new stars for the sky.

Katamari Forever contains 34 levels that are a mix of new levels and some seen in previous versions of the game. Older levels take place in the mind of King of All Cosmos while the new ones take place in the present. Older levels feature a black and white color scheme with the goal of returning color to the world as you grow your katamari. New levels feature the classic goal of building stars. In addition to building stars, some levels have additional goals that you must satisfy to appease RoboKing. At the conclusion of each level, your katamari is rated on a scale of 0-100 with 100 being a perfect star. Failure to get a high enough score results in your star being destroyed and you failing the level completely.

Some new gameplay additions to Katamari Forever are the Prince Hop and the King Shock. The Prince Hop actually allows the Prince and his katamari to leap into the area to reach higher areas. Previous versions of the game forced you to find ramps or other ways to reach higher sections of the game. King Shock allows you to rapidly grow your katamari by sucking any nearby object that you are large enough to roll up onto your katamari like a magnet. These 2 new features are definitely integral parts to successfully completing some of the RoboKing goals. I had a little difficulty triggering the Prince Hop right when I wanted to and sometimes gave up when I couldn’t make the Prince actually hop despite flicking the controller. Luckily you can also press R2 to trigger this action.

With the basic gameplay being so similar, is Katamari Forever worth paying full price for yet another Katamari game? After playing through it for quite a few hours, I can safely say that I would have no problem paying full price for this title, especially given the $50 pricetag. I don’t expect everyone will share similar sentiments, but it was definitely a title the entire family had fun playing and watching as we passed the controller around. Some levels were a little difficult for the kids, but they still had fun playing. Katamari Forever is a classic Katamari game with a few new features and a whole lot of levels and it provides a fun experience for the whole family. It’s a niche title for sure, but one that will definitely appease fans of previous Katamari titles.

Plays Like: Previous Katamari titles
Pros: New features like Prince Hop; Lots of levels
Cons: It’s the same game you’ve played before
ESRB: E for Everyone – Alcohol and Tobacco Reference, Comic Mischief, Mild Fantasy Violence, Mild Language

After many months of hard work, I am proud to welcome you to the NEW Snackbar Games. For those of you that have been with us from the very beginning, this is the 4th design of Snackbar Games. READ MORE