April 2011

Asphalt 3D

April 13, 2011

Though variety abounds in the racing genre, the main division in the genre comes down to this: some are more about racing, and some are more about the game. In the 3DS’ launch lineup, there’s one of each, and Asphalt 3D is for those who love the little rewards over a smooth ride.

First, though, let’s get through the bad stuff. Asphalt is clearly a port of an iOS game, and it doesn’t fit that comfortably on the new platform. The game uses 3D in the game itself and in car selection, but the rest is largely untouched, and those elements reuse as many assets as possible. Some things, be them menus or road textures or what have you, seem much lower quality than the system is capable of. The engine still has issues with slowdown, and the problem is compounded with every additional car on the screen. (Good thing you don’t start every race with everyone all there at once! Oh, wait. You do.) To add more problems, the game’s placement of the drift and jump information covers up the top center of the screen, which would be exactly the area you need to see in a racing game.

So Asphalt starts on a bad foundation. It takes the game equivalent of a low-rent apartment and covers the walls with tons of posters, going for fun over quality. The game feels like Burnout, with close calls, jumps and dangerous driving the order of the day. There are boost, repair and money icons scattered across the track to pick up. There are bonuses for finding shortcuts, jumping, dodging traffic and avoiding the cops. To top it off, each race has different primary and secondary objectives, and completing each helps you level up, increasing your rank and unlocking cars, parts and attribute-boosting sponsors. If that weren’t enough, there are over a dozen achievements This comes from the game’s origins in iOS development, where casual gaming principles dictate this type of constant gratification.  

Asphalt 3D supports local multiplayer for up to 6 players, as well as StreetPass functionality that allows players to exchange best times. It’s not the online play we hope for, but it’s still something. (And for those who read our Ridge Racer review, Asphalt‘s announcer is, if possible, more annoying, but since she speaks less often it’s really a wash.)

The game beneath is not great, and that’s going to turn many away, especially with the solid foundation of its competitor, Ridge Racer 3D. It is, however, not an entirely wasted effort for those who like their games to be as game-like as possible. 

In a release, Nintendo revealed its Q2 lineup, as well as a summary of third-party releases. The Legend of Zelda: Ocarina of Time 3D is clearly the anchor, releasing June 19. Rounding out first-party offerings are two Wii titles, Wii Play: Motion and Mystery Case Files: Dust to Dust, releasing June 13 and 27, respectively. Those hoping for a first-party release in April or May are out of luck, it seems.

The full Wii, DS and 3DS list for Q2 is after the break. READ MORE

Ar tonelico Qoga

April 12, 2011

Ar tonelico Qoga: Knell of Ar Ciel is exactly what nobody should want or need in a Japanese RPG. It is a step backwards in terms of equipment acquisition and random battles, the real-time combat is tedious, and it treats its female party members as sexual rewards rather than real characters.

RPG developers learned long ago that comparing equipment was useful to players. For some reason, though, Qoga does not feature a useful comparison tool. Other developers mastered this in the PS1 era or before. To miss such a necessity of the genre on a modern console is shocking and it makes the game a chore to play. After you’ve finally equipped your party, you see the only thing that Qoga does right has to do with exploration. The number of random battles in any given area is limited, and the game tells you when a random encounter might be coming up. Unfortunately, the estimator isn’t very accurate, and the maximum number of random encounters per area is so high that you will be done with the area before you’ve exhausted the random encounters that pop up every few steps.

Numerous random encounters wouldn’t be so bad if Qoga allowed for auto-play of unbalanced fights a la Earthbound, but every time a random fight pops up you have to take part in it. Your party is made of tissue paper, so you will spend a good amount of time in each fight tossing healing items at party members instead of playing the interesting part (i.e., fighting, casting magic, and devising strategies). Qoga‘s combat should be exciting and a breath of fresh air as compared to other RPGs. With music as a central focus of the magic and combat systems, the whole thing should feel like a more complex version of Patapon, but instead your time is spent slapping enemies for paltry amounts of damage while your caster’s song reaches its apex and unleashes a decent attack. At this point the whole process repeats and you get bored each time before the battle ends. 

Qoga‘s biggest misstep, though, is its treatment of its female characters. As you explore the world you will collect “talk topics” which can be used at inns to get to know your cohorts better. This sounds like a great idea. There is a tangible reward for exploring your surrounding, and you are encouraged to interact with your party members. In towns there are also establishments called “dive shops” where the player character, Aoto, can explore the girls’ subconsciouses. Exploring in this way will eventually make your party members stronger, but the game doesn’t hesitate to tell you that subconscious exploration also causes the girls to take their clothes off in order to be “more in tune with nature.” Good character interaction and in-battle upgrades are enough of a reward, and treating characters like this cheapens the whole game and, honestly, makes me feel like a cad for playing it.

Pros: random battle countdown

Cons: peep show rewards, boring combat

 

Swarm

April 12, 2011

Hothead Games has become one of the few go-to developers for projects that seem similar to something you’ve played before, but offer distinctive takes on that familiarity. Swarm is another example of that, offering gameplay that seems like it might be similar to Lemmings, but with enough variety and (uneven) difficulty to mix things up. 

You control a group of 50 creatures known as swarmites: small blue aliens that are very adorable, but not so adorable that you don’t mind watching them die in horrible ways. They are fairly dumb, so it’s your job to control them as a unit and to get them from one end of the level to the other. The other main goal is to reach a certain score by the end of the level in order to unlock the next one. Seems simple enough, right?

You have two main ways of earning points: killing your swarmites and collecting glowing swarmite food that you’ll find inside of boxes and other destructible objects scattered throughout each level. You also have a multiplier, which will continue to increase the more you pick up food and kill swarmites. You have to do whatever is necessary to get to the end of the level with at least one swarmite in tact while also maintaining your combo to achieve the highest score possible. It can be a bit hectic, to say the least.

The main problem is the difficulty, which reaches such a steep curve by the halfway point that most gamers might want to throw their controllers against the wall in frustration. The gameplay is oddly addictive. This is despite the sadistic nature of the level design and the manner in which you are meant to collect swarmite food while keeping some of your little blue friends alive. The game fails to reach a nice balance between the two, and you’ll find yourself often just achieving one or the other, not both. 

It’s tough. And not in the way that makes you want to keep trying to improve your scores or get better at each level. You’ll reach a point where you’ll probably just stop caring. Each subsequent level requires you to move faster, doing whatever it takes to keep your combo going while the designers throw everything at you to make sure you lose. One of those things is a buggy camera, which will sometimes not follow your swarmites or only follow one or two of them instead of your entire group. This can lead to you running into deathtraps or off the edge of the level without realizing it until it’s too late. 

The checkpoint system goes easy on you, but that doesn’t matter if you can’t finish the level with the necessary score. It works in some of the earlier levels, but others it just becomes tedious. Combine that with the game’s tendency to freeze often, and you have one interesting game in a technically-hampered package.

It’s hard to recommend Swarm. It is a very fun game that is brought down by some poor design choices and uneven difficulty. The core gameplay is functional and it does supply some very addictive gameplay, but it could have been so much better. 

Pros: Solid controls; basic gameplay is functional and, at times, addictive

Cons: The difficulty curve is uneven; camera is unreliable; game locks up regularly

We just posted our review of Dissidia 012 [duodecim] Final Fantasy. Guess what? Now we’re giving away a copy of Duodecim, and there are two ways to enter!

The rules are as always:

  • You must live in the U.S. or Canada. (Sorry, but overseas shipping is a killer.)
  • Make a comment on this post for one entry.
  • Retweet the link back to this post on Twitter for another entry.
  • Contest ends at noon Eastern on April 15.

We’ll draw a random winner from all the entries on the 15th and post it here. Good luck!