February 2010

Chime

February 7, 2010

Chime, the first release from the OneBigGame charity game initiative, is a rhythm puzzler that, at first glance, seems like a blend of Tetris and Lumines. While that’s not far off, it has a personality of its own, and the hypnotic soundtrack makes for one of the more immersive games in recent memory. Developer Zoe Mode has made it clear that they want the game judged on its merits, and not given a pass for being a “charity game.” I’m happy to oblige, so we’ll save that talk for last.  

The game consists of placing 5-block shapes in differently-shaped areas, trying to make “quads,” squares or rectangles that are at least 3×3. Once they’re created, you have a short time to make them larger by placing blocks next to them, and larger shapes get you more points.  Another important factor is “coverage.” Once a shape is formed and complete, it will disappear, leaving an area of the grid that is shaded in but can be played on. The objective is to cover the entire play area with the shaded color, allowing for more bonus points and a second board to start working on.

This would be interesting enough, but the kicker in the game is the musical integration. The tracks for each level are built up as each block on the board is covered up, so as you play, the composition evolves and gets more complex, in different ways as you try different strategies. Philip Glass, Moby and others donated tracks to the game, and all 5 of the levels are entrancing in a different way. 

For a $5 game, Chime has the requisite amount of replay value. Online leaderboards keep the competition going, and the achievements encourage different styles of play that keep you busy for a little while.  Ultimately, though, this game is going to be played mostly after you’ve done all that, and it’s a little musical toy of sorts at that point.  

Okay, so it’s a cool, visually stunning little $5 game, and it’s at least one twelfth as good as a big retail title, so you should buy it.  Now that we’ve established that, we can mention the charity thing.

The OneBigGame initiative donates all the developer’s cut to Starlight Children’s Foundation and Save the Children. The dev’s share starts at 60% and goes up from there, so it’s not a small amount of the purchase. (We do wish that Microsoft would participate in the initiative and donate their share, but we doubt that will happen.) 

Help children stay alive. Help yourself stay entertained. And do it all for the cost of a latte. Seriously, I don’t know what else to say.

The Vandal Hearts remake is a long time coming. The last game in the series was a PSX title, and even this revival has been in the works for years. It’s unfortunate that it has such anticipation, because it’s a $15 download title and it feels like it. 

Vandal Hearts: Flames of Judgment takes the formula from the PlayStation original and…well, does nothing to it. As with any tactical title, you take a ragtag group of youngsters, train ’em up with weapons and magic, and take on numerous hordes of mostly-unnamed baddies. You have your weak back-line spellcasters to protect and your front-line tank characters to keep healed and blocking pathways.

This, of course, leads to the main problem with this release: there have been many improvements to the formula over the last decade, and this didn’t get any of them.  Characters are generic fighters; they have strengths, to be sure, but for the most part anyone can do any task if you want them to. This would make for an interesting dynamic if you could shape characters’ stats and make them useful at different things, but the stats are on rails for the most part. The menus aren’t streamlined, making it take a few more button presses to do anything. (If you don’t think this is a big deal, try dealing with it for hours on end and get back to me.)  

Here’s the thing, though: Vandal Hearts isn’t that bad.  These things make for a tedious experience, but those of you that are fans of the series will be glad to have it back, and those with more patience can enjoy the combat just fine.

As with any download title, the sound is repetitive and a bit grating, but at this point, you should have a go-to alternative playlist.  This stuff is expected.  Developer Hijinx Studios did splurge for voice acting, though, and it’s actually not that bad.  As for the visuals, VH went with an Avatar-inspired CG look to keep file sizes small.  It might be a bit awkward for some, but it’s an easy thing to get past, and it’s certainly distinctive in the genre.

Those of us that are fans of the tactical RPG genre are used to having to overlook flaws to get to good core gameplay.  This is another one of those, but…hey, it’s another one!  Did I mention we like games?  You might want to hold off for a sale or something, but it deserves a spot somewhere near the bottom of your watchlist.

Sonic goes episodic

February 4, 2010

Sega has finally revealed the game formerly known as Project Needlemouse to be Sonic the Hedgehog 4- a sequel to the Sega Genesis era Sonic titles. To the relief of many oft-ignored Sonic fans, it will be a 2-D platformer in the vein of the Genesis titles, with the story taking place after Sonic & Knuckles.

Additionally, Sega will add timed leaderboards to the game, allowing friends to compare their times and race each other in the game. It will also incorporate motion controls for the PS3 and Wii, though how it will do so has not been revealed yet

The game will be episodic, which means Sega has planned multiple entries in this ‘new’ style to be released in the next year or so. The first will be released this summer as a downloadable title via XBLA, PSN, and WiiWare.

Teaser trailer after the break.

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Bethesda announced today that the follow up to the critically acclaimed Fallout 3 will arrive this fall.

Along with this announcement, they released a teaser trailer that shows Sin City looking much as it does today, perhaps signalling that Las Vegas managed to escape the worst of the holocaust that visited the rest of the world.

It also suggested that the New California Republic will be a major faction in New Vegas, as the lone soldier in the video is seen holding a California state flag.

More information will likely be forthcoming, but for now, the trailer is posted after the break.
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The Sky Crawlers: Innocent Aces completely surprised me. I was expecting a somewhat decent flight action/simulator following the story of, or at least taking place in the same universe as the Sky Crawlers anime. What I get is an excellent flight combat game with engrossing gameplay and controls that suit the Wii perfectly. It has the right balance of arcade style combat and tactics. It’s hard to expect anything less from the same team behind the Ace Combat series. 

On a technical level, The Sky Crawlers is impressive. The planes themselves are incredibly well designed, and the game is just nice to look at. In terms of the voice acting, a good cast delivers each line with the same kind of emotion and exuberance you would come to expect from an anime, or an anime-based game no less. It’s all good, with some enjoyable (although slightly overplayed and sometimes overdramatic) music to round it all out.

If you enjoyed the story of the anime, or at least could appreciate it, expect to be disappointed here. This game doesn’t exactly follow the same story as much as just take place in what seems to be the same universe at around the same time. Its connection (or lack thereof) might be disappointing to some. But how does the story in the game fair? It’s pretty weak, and characters are introduced so frequently you find yourself not caring about any of them. It’s a shame, considering the story in the Ace Combat series is generally very good (if not a little farfetched).

Gameplay-wise, Sky Crawlers is a blast. If you’ve ever played any game like this, you’ll know what to expect. You have a set of missions to complete, a lot of which have different objectives that you are briefed on before the start of the mission. These objectives usually consist of taking down specific targets, escorting an ally or two (which isn’t as bad as you may think), and a few other surprises along the way. 

You get a wide range of planes and special weapons to select from, which continues to expand as you complete more missions. And at the end of each mission, you are debriefed and given a rank based on a few factors, including your time, how many enemies you took down, and your TMC. TMC stands for Tactical Maneuver Command and it is a neat feature that sets this game apart from the other flight games out there.

When you are in range of an enemy plane, you can press the A button on the remote to perform a TMC. This maneuvers your plane directly behind the enemy, which allows you to get quick take downs. There are three levels of a TMC, and the longer you stay in range of an enemy, the higher the level increases, and the higher your chance of getting a direct hit after performing the TMC increases. This is an interesting dynamic that keeps dogfights interesting and more intense than you may expect.

There are two main control options, both of which work incredibly well. You can play the game with the classic controller, which is fine, but you can also use the Wii remote and Nunchuk, which takes full advantage of the motion controls. With that control scheme, you move the Wiimote up and away from the TV to accelerate, and back down to decelerate. The Nunchuk is used for maneuvering your plane, and together they make a very easy to learn and truly enjoyable control scheme.

With excellent controls, incredibly fun missions, and a truly exceptional game with plenty of challenge, The Sky Crawlers: Innocent Aces is a success. And for its budget price, it is very hard to go wrong with this game if you are a fan of the genre. This may be the best project from the Ace Combat team to date. 

Pros: Excellent motion controls; all control options work well; incredibly fun and varied missions; plenty of planes and weapons to choose from; great voice cast; fun interaction between the characters

Cons: Weak story