June 2010

Dead Nation, a PSN-exclusive title, has you fighting waves of zombies. An interesting concept, no? Just so original.

All sarcasm aside, it’s pretty fun. READ MORE

Nintendo’s been known to put together games that are completely out of left field, and this year, it’s Kirby’s Epic Yarn. It’s a Kirby game, but it doesn’t play at all like a Kirby game. READ MORE

Very few developers go back to an already finished series to make a new game, especially after rebooting said series to take it into an entirely new direction. 2008’s Prince of Persia was a love or hate kind of game, but it did sell well enough to warrant a sequel. What do we get instead? Prince of Persia: The Forgotten Sands, a game that returns us to the Sands of Time “trilogy” once again. Although this game is technically a movie tie-in, it is not based on the Sands of Time film. It is, however, an enjoyable game that has plenty of fun moments, but does not live up to that original trilogy. 

The presentation in Forgotten Sands is solid, bringing us back to the time when the Prince and his world were not cel-shaded. The opening cutscene is gorgeous, but from there we basically get rather standard graphics some with neat effects. The Prince himself has had a re-design, and he looks…ugly, to say the very least. Sound design is good, and the voice acting definitely lives up to the standards you would expect from the series. The game’s presentation may be lacking compared to some modern games, but that does not make it bad by any means. 

The story manages to do a decent enough job filling the gap between 2003’s Sands of Time and 2004’s Warrior Within. At the very least, you will get a good enough idea of why the Prince became such a huge Godsmack fan. It’s nothing amazing, but it is definitely very reminiscent of Sands of Time; they even re-cast Yuri Lowenthal as the Prince, which goes to show the team cared about bringing the player back into that series. The Prince’s dialogue is as witty and enjoyable as it was in Sands of Time.

The gameplay is both excellent, meeting the standard of what you would expect from a Prince of Persia title, and sometimes rather monotonous. The platforming and puzzle solving sections are excellent, and the developers continue to find a way to make running along walls and avoiding traps new and exciting every time. The combat, on the other hand, is pretty simplistic and not terribly fun. It’s not bad, but considering how much combat there is in the game, it could have been a lot better.

In terms of the platforming, the Prince gets a couple of new powers as well as the classic rewinding time mechanic from the previous games. One new power you get is the ability to freeze water. It seems silly, but this new power is actually really cool and it allows for plenty of neat gameplay changes in the platforming. 

They do have to allow for some incredibly convenient things to happen in the environment for this power to be truly effective. Yes, there happens to be drains pouring out water at equal distance from each other. And yes, using these streams of water leads the Prince to exactly where he needs to go next. I know it was necessary, and it’s really hard to question anything in this series at this point when the main mechanic is about reversing time, but it does leave me scratching my head. 

The puzzle solving elements are all well done, and while the majority of them are not particularly challenging, they do use the Prince’s skills and powers in very unique ways every time. The platforming and puzzles are the reason you would play a Prince of Persia game, although the series has never been known for its compelling combat. Forgotten Sands is no exception, and despite a decent variety of enemies, you won’t be particularly enthralled by the waves of enemies you will find yourself facing off against.

There are new powers related to combat as well, four to be precise. A stone armor power that makes you invincible for a certain period of time, a whirlwind power that knocks all of your enemies down, and fire and ice powers that add…well, fire and ice to your attacks. The fire and ice powers are rather useless, but the whirlwind can be handy when surrounded, and the stone power is always useful. 

It’s a shame that, aside from the stone armor, you rarely find yourself using the others. That particular power just makes the game too easy, since you become invincible for a limited amount of time. You also gain experience from defeating enemies, so you can increase your health and your abilities using a rather limited skill tree system. You will never find yourself upgrading any of your powers except for the stone armor, and even that really never needs upgrading. And with constant checkpoints, you’ll be hard pressed to find any real challenge in the game, even on the highest difficulty setting. 

As always, Ubisoft Montreal has nailed the controls perfectly. You are given many different gameplay mechanics to mess around with this time around, and later on you will find yourself relying on many of them at once. This all works wonderfully together, with a control scheme that will feel very familiar to those who have played previous games in the series. The camera, on the other hand, seems to have a mind of its own at times, especially during combat. 

One last downer this game presents: the numerous technical hiccups and glitches, some of which will cause you to die inexplicably (even during cutscenes) or just cause the Prince to get caught in walls or the ground. These problems do indicate a clear lack of polish that would have done this game well if it was not inevitably rushed out to be released in time for the movie. 

If you can look past the middling combat, some questionable gameplay additions, and various technical issues, The Forgotten Sands is an enjoyable entry in the Prince of Persia series that will please fans of the Sands of Time trilogy. This is a title that is at least worth a rental for those looking to spend once last weekend with the Sands of Time series.  

Pros: Amazing platforming sections; solid controls; very clever puzzles; new powers add a lot to the gameplay

Cons: Combat is too simplistic; some new abilities are useless; wonky camera; odd technical issues and glitches

 

In Stefan Feld’s Notre Dame, published by Rio Grande Games, each player represents an influential Parisian noble looking to rise to the top of the social ladder by gaining prestige. Each player begins with three gold coins and four influence markers, plus nine action cards and their “trusted friend” pawn. Ten additional influence cubes per player are also included in a general supply for future use.   

The titular cathedral sits in the middle of the modular game board, assembled from 3-5 identical boroughs (one per player, with two players using two “dummy” districts in the four-player configuration) radiating outward like a flower. Within each borough are seven districts, five markets, a carriage, and a harbor. The four outer markets each contain one of four message tokens, distributed randomly at setup. Finally, each player places their black “rat cube” on the plague track located in their borough’s harbor.

The game consists of three periods of three rounds each (or nine total rounds). At the start of each round, three personality cards are revealed: two from the six-card brown deck that will be recycled each period, and one from the gray deck that will be gone through only once per game. The personalities in the gray deck are divided according to period so their abilities are more appropriate for their respective stages of the game. Each cards has from zero to three rat icons on the bottom, which indicates how far each player’s plague track will advance at the end of the round (more on that later).

Once the personalities for the round are known, each player randomly draws three of his action cards and selects one, then passing the other two to the player on his left. Each player then selects one of these two cards and passes the final card to the player on his left once more. Only two actions are taken each round, so the third card is hidden behind the second when it is played so players aren’t completely sure which actions have appeared in the period. At the end of each period all of the action cards are returned to their owners to begin the process again.

Each of the action cards represents one of the districts in the players’ boroughs, plus two additional cards. Most of the boroughs’ actions allow a player to place one of the influence cubes from his personal supply (or from a different district if he has none in his supply) on to it for a reward that scales with the number of influence markers on it. The first time one of these cards is used, the player receives the bonus at 1x (one coin, one cube from the general supply, one prestige point); each subsequent time the reward increases accordingly (two cubes = two coins/cubes/points, three cubes = three, etc.). The carriage house works along similar lines, with the number of market-to-market moves being indicated by the amount of influence on the district; however, only one message can be collected with each activation, and players must accumulate a message of each player’s color before they can collect a second one of that color (and must accumulate two of each before a third; if there are no more messages of a given color then they must complete their set as best as possible before moving on). The hospital district will reduce the number of rats gained at the end of the round by the amount of influence on it, in addition to moving the plague track one space each time a cube is placed on it. The park district also moves the plague track back one space whenever a cube is placed on it, but every two cubes on it also bestows an extra prestige point every time a player earns any, which can be quite powerful over the course of the game. The hotel district earns one coin, cube, or space on the plague track whenever a cube is placed on it; once the district has accumulated at least four cubes the player earns two of those rewards, but the hotel is still usually a last-resort option barring other strategic desciions. The only card not tied to a district is the “trusted friend” card, which acts as a free-roaming influence cube that can be placed anywhere within the borough (and must move off his current district when played in subsequent rounds). Finally, each player also has a Notre Dame card; playing this card allows the player to pay from one to three coins to earn 1, 3, or 6 prestige points and place one cube on Notre Dame. At the end of the period, the number of points available from Notre Dame (which varies according to the number of players) is divided by the number of cubes on it (rounded down) and each player scores that many points for each cube he has there.

Once each player has performed two actions, they may hire one of the three personalities for the round by spending a gold coin, then increase (or decrease, if their hospital and/or personality’s ability bring the rat total below zero) their plague track accordingly. If a player’s plague track would ever pass 9, they suffer a loss of two prestige points and must sacrifice an influence marker from whichever of his districts contains the most (or of his choice amongst tied districts) to the general supply. It’s also worth remembering that the plague track remains maxed out in this situation, so it is very likely that the player will suffer this penalty again unless he gets the situation under control.

By far the most defining strategic feature of Notre Dame is the mini-drafting of the actions each round. You can’t really go into a session with a pre-planned strategy in mind, as the cards you need to execute it might not come up in time or be passed to you, so you have to remain flexible and be able to find the best avenue to victory presented to you. Not knowing which personalities will appear each round (except for the final round of each period, if you’re paying attention) is a factor in this as well. The prestige points earned by each player is kept hidden (sadly, the tokens provided aren’t one-sided like the ones in Small World; usually player hide their stack under spare coins or messages, trading up for higher-values as necessary), creating the possibility for a surprise winner. A typical session of Notre Dame surprisingly plays put in under an hour, usually around 45 minutes, but it will make a lasting impression on the group in that brief time. 

 

Here are 2 more batches of photos from the E3 2010 floor taken by our very own Graham Russell. READ MORE