January 2011

Lost in Shadow

January 21, 2011

Lost in Shadow is perhaps the most literal interpretation of the phrase “2D platformer” since the Paper Mario series, as most of the action takes place in the background. You play as the shadow of a young boy that has been mystically ripped from its host body and thrown to the base of a mysterious tower. Your task is to ascend said tower, but since shadows are stuck on one plane that might prove difficult. Fortunately the tower is filled with enough light to cast a wide variety of shadows on which you can climb, jump, and otherwise treat as if they were real objects — even if those shadows are arranged somewhat differently than the structures that cast them in the real world. 

It is the discrepancy between the real world and the shadows that gives Lost in Shadow most of its trademark gameplay. The boy’s shadow is accompanied by a fairy-like Spangle that you can point at and charge with light certain locations using the Wii Remote. Once charged, you can shift or rotate that object, which changes the shape of the shadows it casts and opening up new opportunities for exploration. Other areas of the tower have sources of light that can be shifted right/left or up/down and dramatically change the shadowy landscape accordingly. There is also one final way to interact with the real world, but you’ll have to climb the tower to find out about that.

Sadly, other than the light-based tricks the action in Lost in Shadow is mostly pedestrian plaftforming, along with some rudimentary combat. Early on in your travels you will come across a rusty sword and equip yourself with its shadow (which causes the real object to vanish for some mystical reason). This sword will come in handy when you begin encountering the various shadow monsters that inhabit the tower. Monsters with red eyes can be dispatched via your simple blade skills, but ones with blue eyes must be eliminated by luring them into the various spikes, arrows, buzz saws, or other traps that also litter the layout for no good reason (especially in the “residential district”) other than “platformer logic”. Defeating enemies will allow you to regain some lost health (measured in grams and increased by collecting the ninety “memories” that are scattered throughout the levels) and earn experience; gaining levels doesn’t do anything for you except allow you to hit harder, but that will be enough once you start running into tougher enemies.

The tower is broken up into several areas, usually about ten floors each. Individual floors (or sometimes groups of about three) serve as individual levels; the game automatically saves your progress whenever you move from one level to another, as well as when you enter/leave a “shadow corridor” — very light-trick intensive areas, often featuring the ability to rotate your view at specific locations in order to significantly alter the layout — or die due to running out of weight. The game keeps a running count of how many times you’ve perished, so obsessive completionists might find themselves resetting a lot to avoid the “suck counter”; you’re going to have to start from the last save either way, which can be incredibly annoying for particularly tricky areas (especially early on when you don’t have a lot of weight). Fortunately, falling into a shadowless pit isn’t an instant death; you merely lose a portion of your weight and restart back near where you fell.

The boy’s shadow is fairly agile, with its most redeeming feature being the ability to cling to ledges and pull itself up (it certainly doesn’t weigh much…), although the control to do so (push up on the nunchuk’s control stick) can be awkward at times. The only other control issue I experienced was the fact that the B button functions for both attacking and interacting with various structures, which will occasionally cause some confusion but not usually much actual trouble. By far the most difficult part of Lost in Shadow outside of its puzzles is simply playing. It takes some adjusting to train yourself to watch the 2D background and not the 3D foreground; it’s a little like learning how to view a Magic Eye puzzle, since you have to train yourself to look past your usual focus point.

Lost in Shadow will keep you thinking, and at times will frustrate you with particularly tricky jumps or other obstacles. It’s not a significantly long adventure, as a non-obsessive run-through on normal difficulty (easy and hard are also available) took me around 15 hours (acquiring 70 of 90 memories). It will seem longer than that, however, as the game has an odd structure that keeps moving the goal posts every time you think you’ve reached the conclusion. I counted at least four times where I thought the game was over but then something new was thrown at me; had I not been aware of some impending backtracking (and it will be obvious to any experienced gamer that pays attention) that count would have been five times. There is also probably a special ending for those who track down all 90 memories, but I couldn’t be bothered. Still, the game has some neat tricks and has an Ico-like visual charm. Ultimately, however, it’s hardly an essential addition to the average Wii owner’s library. If you do decide to get lost in Lost in Shadow, you should be able to find it for an MSRP bargain $40 at most retailers.

 

Our Managing Editor, Graham Russell, snapped some pics at the 3DS Event up in NYC this week. Hit the jump to check out the pictures. READ MORE

Ghost Mania

January 20, 2011

Ghost Mania is a tile-dropping puzzle game that, while presenting a somewhat novel concept, drops the ball in all areas of execution and enjoyment. 

In Ghost Mania, you’ll play as Tim or Becky, two ghost guardians who failed in their jobs and let loose a whole bunch of ghosts. These ghosts are now trapped in ghost blocks that you must use to clear the Tetris-like board of blocks. This is as far as the story goes, which is good because it’s already a fairly ridiculous plot device even at this early stage of development.

There are three single-player game modes, Arcade, Puzzle and Endless for you to choose from, though the gameplay in Arcade and Endless is exactly the same. In those modes, you are tasked with dropping pairs of blocks into the board. Only special ghost blocks will allow you to clear a matching colored set of blocks though, so placement is, theoretically, a strategic endeavor. Unfortunately, there’s no rhyme or reason to the appearance of ghost blocks, leaving you with no recourse at times to get rid of a massive set of blocks. Most of the time, when you lose it feels more as if it is the game’s fault, which isn’t a pleasant way to end a game. Puzzle mode is slightly better at this, simply because of its format. You are given a set of blocks on the board that you must clear in a set amount of tile drops. While this starts out easy enough, the difficulty is extremely uneven, and there’s not really any way to clear most of the puzzles other than by trying different solutions over and over again until one works. There are 30 stages to play through in both Arcade and Puzzle mode, though it’s almost a chore to sit through that many stages.

Ghost Mania also includes a multiplayer mode, though it has the exact same problems as the single player game. Unfortunately, this leads to a lack of competitive motivation, which is usually the driving force of multiplayer in puzzle games. It’s kind of a shame that the gameplay isn’t enjoyable, as the graphics and sound seem fairly good for a WiiWare title.

In the end, Ghost Mania is a 500-point title, so if you love puzzle games, it’s probably worth your money. Otherwise I’d recommend skipping it and waiting for a better puzzle game to come out.

Pros: Puzzle mode is all right for a short time; graphics and sound are good for a WiiWare title

Cons: Gameplay just isn’t fun for periods over 30 minutes; difficulty is uneven in puzzle mode

 

Today Nintendo is holding a press conference to finally share with us the pertinent details of the 3DS’s launch and possibly more.

This post will be updated throughout the day as more information comes out.

All new information is after the break. READ MORE

Sony Online’s Magic: The Gathering: Tactics, an online multiplayer game with collectible spells based on Wizards of the Coast’s popular card game, launches today. We spoke with the game’s executive producer, Mark Tuttle, about the game, its development, and plans for the future. 

Snackbar Games: The Magic license is inherently tied to its mechanics. What was your philosophy about what you could mess with and what needed to stay as close as possible to the card game?

Mark Tuttle: It’s been a fascinating process. This game has changed many times over the 18-month cycle of development we’ve had here. I think where we started is that there are a couple of things that has to be in this game. We have to treat the iconics like the iconics. Everything has to feel right. Serra Angel has to feel like Serra Angel. Lightning Bolt has to feel like Lightning Bolt. That was rule number one. It has to feel like Magic

From that point on it had to look great, it had to sound great. We needed to create the world that Magic: The Gathering takes and really offer the player; we had to bring these characters to life. We needed great sound effects and great character animation, and great models, and really good gameplay too. 

Lastly, the thing I was firm about was combos. I wanted to make sure that spells and figures could be combined together. That’s really what the Magic player likes to do. They like to look at a table full of cards in front of them and say okay, how I can take 40, 50, and 60 of these and create something. 

Then we talked to a lot of players talked to a lot of people in the company and we asked for inspiration. What do you like in a tactics game? What’s important to you? What’s a trump we can throw out? I think what we have is the biggest compliment we’ve got from players that has played this as they walk away saying: You know it’s a great tactics game, but it feels like Magic. If someone says that, then I feel we’ve won.

SBG: There’s a large in-person Magic community. Are there plans to get these people involved some way, with promotions or something?

MT: You know, it’s not out of the question. We’re not trying to move Magic players from the paper product into the digital product or anything like that. We want to introduce it to Magic players and tactics players, players who are just younger players that are starting to find the gaming they like to play. Any way that we can reach out to any of those groups, we’re certainly willing to do so. 

I think that if somebody plays a game and they like a game, they will tell their friends about it. “Hey, I found this really great game. Here’s where you can play it too.”

SBG: You’re starting out in the Dominaria setting. What are your plans for future expansion? Are you trying to update in parallel to the card game, theme-wise? Or are you trying to go in your own direction?

MT: It’s funny, but we get that question a lot. And it kind of surprises us. You know, not really. We’ve got 17 years of Magic: The Gathering to catch up on. So there’s no specific plans of really tying into, at least on a whole set basis, to what they’re doing in the paper card game. You know, we’re a licensee of the Magic brand, so I don’t know that that would necessarily happen, but I can also not say that that would never happen. For right now there’s no plans to do so. 

We’ll have a review of Magic: The Gathering: Tactics soon. In the meantime, you can download and try it for yourself by heading over to the official site.