Jason Dobson

Bullet Witch

March 7, 2007

What begins with the promise of a cool and inviting premise quickly turns sour in Bullet Witch, Atari’s latest action adventure from Cavia and AQ Interactive. Humanity being crushed beneath the heel of a growing pestilence makes for what should be a fantastic, albeit morbid, near future tale set in 2013. In practice, Bullet Witch’s gameplay is just as bleak as its setting, and the experience is quickly ground to a halt thanks to vapid environments, inane dialog, and plodding exploration. Truth be told, most players will be hard pressed to make it through the first level before moving on to something else, even if it’s just doing the laundry.

The game tells a tale of woe following the near global extinction of mankind, with humans numbering less than a billion and roving bands of decaying soldiers hunting down the remaining survivors. While a few humans band together to hold back the tide of monsters that have erupted to prey on the weak, none of their efforts match that of Alicia, a lone witch who walks softly and carries a big gun. Unfortunately, I had more fun writing this overly descriptive paragraph than I did playing the lion’s share of the game.

The problems with Bullet Witch are numerous, and evident almost immediately, notably due to the game’s vast yet largely vacant and all too linear environments. The game pushes you along through various areas, each sprinkled with human survivors who stumble about in a robotic manner and spout dialog that makes Oblivion sound like Shakespeare.

Even the so called geist soldiers, the most plentiful of Bullet Witch’s miscreants, feel the need to not only terrorize your ears with toilet humor, but also do so in a voice that seems sure to leave 80s cartoon icon Chris Latta spinning in his grave. The game’s developers may have been trying to evoke fear or even tension through Bullet Witch’s sound design, but the only thing that they managed to conjure was an overpowering need to turn down the volume.

Thankfully things are not all bad in Bullet Witch, as the game employs some fairly intuitive controls, particularly with regards to cycling through and activating Alicia’s abilities. The right and left bumpers are used to move through the game’s three different ability categories, with a translucent menu overlaid on top of the screen without forcing the action, such as it is, to be interrupted.

Each menu’s power corresponds to a different face button on the Xbox 360’s controller, so it quickly becomes second nature to click the right bumper and press X to activate Alicia’s Willpower ability, for instance, which sends nearby objects such as cars flying a short distance for some physics-enabled fun. Speaking of physics, the game does make decent use of this industry buzzword, but it’s overemphasized to the point of feeling forced, and before long it’s no longer cool and just another footnote in an already forgettable adventure.

Even Alicia’s catalog of attacks, while admittedly cool, lose their luster after a short while, with unique weapons such as the rose spear (which sees Alicia toss rose petals at the feet of her enemies, causing spears to shoot up from the ground and impale opponents for a fiery death) proving to be more cool than effective. Others include Alicia’s ability to summon a wall out of thin air to give her a brief reprieve from attacks, and even the rather Hitchcockian ability to conjure up a murder of ravens to attack foes. It’s certainly neat, but over the course of the ten or so hour adventure, these powers remain unused and forgotten for much of the time.

Perhaps the most unique facet of Bullet Witch is its ammo system, which uses the same mana pool as her other abilities to conjure rounds rather than have her gather up and use physical shells. Reloading slightly depletes her available mana, which slowly fills back up, but still forces you to manage Alicia’s different abilities carefully when things get hairy.

Of course, that rarely happens, with the game’s nonexistent AI being chiefly to blame. As said, the bulk of the game’s uber abilities are wasted on this game, as more times than not Alicia’s ridiculously oversized gun is more than adequate for the job. The only time when the game truly ramps up in difficulty is with the occasional one hit kills, though frustration is not a synonym for fun in this, or any case.

Other problems abound, such as the horrific dynamic shadows that look great when standing still, but quickly begin to look like splatters of black paint when in motion. However, this is just one of the many issues exhibited by what should have been a terrific game, but instead ends up being one of the worst for the Xbox 360. It’s not worth renting, and it’s certainly not worth a place in your video game library. Bullet Witch is best left forgotten.

There is absolutely no question that Wario: Master of Disguise is a well made game. The graphics are serviceable, the audio is sound, and the game play is like a charming if dumbed down mix of Kirby and Metroid. Even the level design works more times than it stumbles. So why, with all this game has going for it, does Master of Disguise still come up short of greatness? The answer, as it turns out, is one of pacing.

That’s right, pacing. Generally a complaint reserved for movies and television, this design glitch has managed to worm its way into what is otherwise a fine example of handheld gaming and in the process has made the experience bipolar. One minute you’ll be trekking through levels, collecting gems in a space suit whilst shooting robots with lasers as only Wario can, and the next you’ll find yourself meandering lost through endless corridors wondering just where it all went wrong. In fact, it isn’t until the last maybe quarter of the game that things really begin to gel and the whole experience comes together quite nicely, which again goes back to the game’s pacing which is at best inconsistent and at worst outright boring.

Handled by third party developer Suzak, the studio behind the Game Boy Advance’s impressive F-Zero: GP Legend as well as a handful of other less recognizable releases, Wario: Master of Disguise does bring to the table a number of notable features, not the least of which is its emphasis on different disguises that Wario can equip, each affording him with different abilities.

As in earlier Wario Land releases, certain forms are required to access specific areas within the game’s many levels, with some requiring multiple forms in succession in order to proceed. For instance, a distant ledge might require Arty Wario to paint a block to bridge a gap, or obstacles might stand in the way, only destroyable care of Dragon Wario’s fiery breath. The various disguises are collected over the course of the adventure, and the game even allows you to revisit past levels in order to access portions you might not have been able to reach previously without Wario’s new outfits.

Each of the disguises is equipped using the touch screen, and this can quickly become cumbersome. Changing into Cosmic Wario, for instance, requires you to draw a bubble over his head, while Genius Wario necessitates the drawing of a magnifying glass, and Sparky Wario is used by drawing a lightning bolt. Thankfully the game’s character recognition is quite lenient, and even sloppy doodles can oftentimes be sufficient.

However, there are some instances, during boss fights in particular, when multiple disguises will be needed one right after the other, and these encounters can become frustrating when the game translates one doodle for another and forces Wario to take on one disguise when you intended for something else altogether. At the end of the day, this is simply another case of functionality that would have been better suited for a button press or a simpler touch screen interface. As it is, more times than not this game’s use of the touch screen feels like an unnecessary gimmick.

While Wario’s past platforming exploits have only been passable at best, the yellow mascot has proven to be an icon for mini-games care of Nintendo’s Wario Ware franchise. It is because of this, perhaps, that here too mini-games have been shoehorned into the anti-hero’s latest adventure. However, while the so-called ‘micro-games’ fit very well within Wario Ware’s narrow yet entertaining mold, these same distractions come off as simply annoying and out of place here.

Throughout the game’s many levels, each of which play out as chapters in a television series, Wario will come across different chests, some of which contain items vital to success such as his various disguises, while others simply hide treasure to be amassed for points. However, in order to open each chest, a different mini-game must be completed, each requiring rather unimaginative use of the stylus and touchscreen. These tasks range from tracing a picture or connecting dots to dragging falling gems, coins, and poop to their appropriate receptacles. Some of these challenges are more difficult than others, though failing results in little consequence, as Wario can simply try to open the chest again and face a different mini-game for his trouble.

Altogether, Wario: Master of Disguise has quite a bit going for it, at least on paper, but the game is dragged down by inconsistent pacing and other design quirks that make it considerably less appealing. It’s certainly not a terrible game, but considering the number of great titles available for the Nintendo DS, Master of Disguise’s flaws are simply too numerous to ignore. The game feels less like a Nintendo-published release and more like an initial stab by a third party upstart. Admittedly this is true to a degree given developer Suzak’s limited portfolio, but this late in the console’s life cycle more is expected regardless of pedigree. Unless you happen upon Wario’s latest handheld adventure for a very cheap price or have nothing else to rent for the weekend, give Wario: Master of Disguise an unapologetic pass.

Microsoft has sent word that Bizarre Creations’ extremely addictive Xbox Live Arcade stalwart Geometry Wars: Retro Evolved is [url=http://zone.msn.com/en/vistagames/default.htm?dr=t]now available[/url] for the PC as a Vista-optimized release for MSN Games. Assuming you have an Xbox 360 pad to use for the PC, this bodes well for those of you with extra time while sitting at your desk. The game costs $7.95, which may sound a bit pricey considering its age, but Geometry Wars is still every bit a gem. Of course, being on the PC it has to compete with a few knock offs that I’m sure are still floating about.

The game joins other new releases Bliss Island and Crystal Quest, as well as earlier releases Darwinia, Jewel Quest II, Luxor 2, and Spinword.

Test Drive Unlimited was and continues to be one of the unsung heroes of the Xbox 360, offering one of the most fun racing experiences on the console. Ever since the game was first announced, versions for the PC and PlayStation 2 were talked about in whispers as well, though any concrete information has been scarce.

However, today Atari confirmed that both the PS2 and PC versions of the racer have gone gold, and will ship to retail on March 20. A PSP version also expected later this month as well. Even better, PC gamers can get the jump on this now, as the game is already available for digital download from [url=http://www.atari.com]Atari’s website[/url].

Developed by Eden Studios, the team behind the Xbox 360 version, Test Drive Unlimited for PC features 90 licensed cars and bikes from brands such as Ferrari, Maserati, Ducati, and others. Requiring no monthly subscription to play, the PC version will also include support for TrackIR, improved effects, steering wheel support and simplified matchmaking over the Xbox 360 version.

Looking to the PS2 and PSP versions, both will offer online multiplayer and more than 65 vehicles (including more than 30 exclusive manufacturers such as Lamborghini, Aston Martin, and Jaguar). Exclusive to these versions are the “Quick Race” instant-play mode and “Master Points”, which can be earned through successful drifting and air time.

A myriad of circumstances have kept me in the hotel room this evening, but Brian over at [url=http://www.kotaku.com/]Kotaku[/url] had noted that Electronic Arts has announced at its party this evening that the company has signed a deal with MTV Networks and Harmonix to publish the MTV-owned Cambridge, MA studio’s next game.

While no further beans were reportedly spilled, more details of the upcoming rhythm game are expected over the next few months. It was revealed earlier this year that Harmonix is not involved with Guitar Hero 3, that game apparently being handled by Neversoft.