Michael Walbridge

The Legend of Kage is an ’80s ninja hack-and-slash platformer that few remember. The Legend of Kage 2, inspired by the modern retro movement, will likely meet the same fate.

This edition is similar, but not entirely identical: you are still a high-flying ninja, running and jumping non-stop while hacking through hordes of lesser ninjas with ease. But there are a couple modern little frills thrown in. For starters, you can play as either Kage or Chihiro, which gives you two sets of move to go by.  There are cutscenes between levels (though these are hardly affected by which character you pick), and you have the option to experiment with colored orbs you collect, organizing them into different combinations so that you can discover and select different special moves.

Still, it’s a budget title, and for good reason. The gameplay is as simple as it ever was, and the style of challenge is so worn and pasty that the action wears out its welcome by the halfway mark–and the game is short. There are letter grades assigned upon level completion and you can go back and replay any of the levels to be able to earn the right to look at 40 pieces of concept art, but that’s hardly motivation.

Kage and Chihiro have numerous moves, but it means little when the enemies are so easy. Many levels can be cleared simply by holding down the right button and pressing the attack button non-stop. The only exceptions are mini-bosses and levels that require jumps and a sense of direction, as a few walls can’t be climbed but must be conquered through multiple jumps onto multiple platforms. This is the only mechanic which makes you think, and it’s a frustrating one because the immensity of the level combined with using both screens can leave the player simply lost. It does the game no favors when it’s not compatible with normal human perception. Fortunately, there are infinite continues, so you can retry bosses as often as you wish without having to replay the levels.

Speaking of bosses, The Legend of Kage 2’s bosses don’t all fully succumb to Mega Man-style pattern memorization the way the levels do; some of them have elements of randomization to them, requiring full engagement. Boss attacks are obviously influenced by 2D conventions, but many are unique enough to require different approaches that other platformers have never required.

Despite these charms, though, The Legend of Kage 2 is a bit of a yawn. Those desperate for some retro or platforming action on the DS may not mind frittering away a few hours, but for everyone else, it will be flavorless compared to other DS platform exercises.

ESRB: E for ninjas hitting each other with swords. No blood, very cartoony.

Plays like: The Legend of Kage; a watery Shinobi

Pros: solid mechanics, some interesting boss fights, save function

Cons: levels are either boring or stupidly difficult to navigate or both, only bosses are interesting

 

Battle of Giants: Dinosaurs is one of those few DS games that feels like it should be available as part of a Flash site to market a show on Animal Planet, yet it costs thirty (not even twenty) dollars. Clueless grandparents and extended relatives will look at this game and a few might think, “Boys love dinosaurs, don’t they?” Unfortunately, the child who receives this game as a gift will bemoan his fate. You get a boy this game, you may as well be getting him dinosaur underwear.

The single player adventure mode requires you to move a dinosaur around a map to collect fossils and eggs so that you can unlock other skins and upgrade your dinosaur. You get the fossils by visiting points around the map and the eggs mostly from fighting other dinosaurs. There are dinosaurs that do not drop eggs, and do not reward you for anything. There is a fossil on each level that has an enemy attached to it, such as a phone booth or a tractor. The only reason I can think of for putting modern objects as opponents in a dinosaur game that has only six dinosaur skins and three scenery skins is that the developers must have known what a joke Battle of Giants would be. Impressively, the door of the booth and the hood of the tractor had some smooth animation as they thwapped my triceratops across and upside the face (respectively). They were, of course, no match for the horns, which tore them to shreds. Okay, okay, it just made them unconscious whilst stars swirled in a clockwise halo. 

The other modes are versus modes; “quick match”, where you can face another dinosaur in a best of 1-5 rounds, is basically a testing scenario. One interesting feature Battle of Giants boasts is “6-player action.” Wow! All six of you can get together and…have a tournament, where everyone plays each other in a one-on-one scenario.

Battle of Giants features dinosaur fights that use rock-paper-scissors, rock-paper-scissors, and tracing an outline as the gameplay mechanics. Battles are influenced by dino stats and picking which moves the dinosaur will do for a moment, and then it’s a battle of skill as you trace the outline of part of a dinosaur.  Difficulty is based on how many and which kinds of moves you use. The triceratops face is an easier one, but the dinosaur foot, complete with little U’s for toes, can be beastly. You then watch some somewhat impressive animations as you watch the dinosaurs fight like insects you threw in a jar.

So adventure mode is just for leveling up your dinosaur and versus mode is for throwing your dinosaur in a jar. Both involve stylus-tracing. There is a lot of leeway given so that it’s easy to beat the computer, but the tracing on some of the figures for the little children are difficult. Even on the easy ones, it’s impossible to get a 100%, and even if you were, I’m still persuaded that the fire-station alarm that sets off at the end of every trace as time runs out would not shut up.

It’s quite an achievement: it takes literally one minute of playing this game without reading anything about it to figure out what the entire game will play like. The attempts to keep it appealing and easy enough for kids in the midst of taking away their candy is noble, but Battle of Giants remains one-hundredth the game of any edition of Pokemon it imitates.

ESRB: E for dinosaurs hitting each other

Plays like: A really bad Pokemon-imitator with races to trace influencing the results of moves

Pros: Some highly professional animation and sound

Cons: Too many to list. Seriously, the game is a mini self-evident game-design doc on how not to imitate a game and sell it to kids

 

Ninjatown

November 10, 2008

A new DS game that is based on a line of toys and comics for young children would expectedly be akin to shovelware, a husk of a game that is nothing more than marketing assistance funded by its purchasers as much as its purveyors. Ninjatown is not that game. Instead, Ninjatown resulted in a simple strategy game that uniquely builds on solid tower defense fundamentals and injects it with humor and replayability.

Ninjatown is loyal to the world upon which it is based; ever-present demons live in a nearby forest, frequently conflicting in various ways with Ninjatown and its many ninjas. These demons launch an unprecedented assault and it is up to Ol’ Master Ninja to defend the different secrets and pieces of Ninjatown from the onslaught.

The demons march in a line down the streets and you must prevent them from either walking off the screen or attacking your object of defense. Gameplay is almost completely stylus based; the menus and layout of the map are arranged perfectly so that they rarely interfere with execution of your strategy. The “towers” in Ninjatown are not towers in the traditional sense but huts manned by two ninja units with their own stats. Tower defense games are not common and Ninjatown’s mechanics here are unique, so some more elaboration is necessary.

Only half of the 8 types of huts are ranged; the majority of defense will actually be performed by ninjas who use melee attacks, which is one of the game’s unique mechanics. The ninjas have their own hit points, and if they go down to zero the ninjas return to the hut, shutting it down temporarily. Melee ninjas also stop engaged enemies in their tracks, but only if they can catch them.

With some demons being slow, heavily-armored and heavy-hitting, while others are highly quick and hard to catch but easy to take down. Air units are still a problem, but the costs involved for ranged units sacrifices your power on melee units, so the challenge isn’t even a dichotomy or trichotomy, but rather some intricate rock-paper-scissors mechanics you might see in an RTS.

Lastly, there are special items and abilities that you can use to gain a significant advantage or last-minute save.

The story is cute and fun, managing to slip a clever mix of Japanese and American-styled humor revolving around the adult world amongst the cutesy themes. There are 36 levels, each with a grade you can receive, and 8 multiplayer levels–multiplayer is similar to singleplayer, only the player who holds the waves off first is the victor.

Ninjatown is accessible to both beginners and advanced players, simple and complex, and with 10-15 minute levels is compatible with both short and long-term play sessions. From the DS’s rich buffet, Ninjatown is a light, unique, and flavorful dessert.

ESRB: E. Super cute and simple graphics

Plays like: a tower defense game with unique elements. While simple, there isn’t anything quite like Ninjatown

Pros: Humorous, appeals to a broad range of players while alienating few, unique elements; when failing, you manage to always barely lose, and it leaves you hungry for more

Cons: Some may not like the complete reliance on the stylus, somewhat challenging, very date graphics and noise

The Warcraft 3 mod Defense of the Ancients has attracted thousands of players and carved a niche in several professional game leagues; despite being only a mod, it has gone through hundreds of patches, several or even all of which have been influenced by player suggestion.

One of the big names in DotA’s development, Stephen “Guinsoo” Feak, moved on to participated in the formation of Riot Games, a new developer trying to carve out a niche, or even mainstream audience for this new, unnamed genre inspired by DotA and its imitators. League of Legends may be the first professionally developed game based-off a user-created genre. Combining elements of role-playing, real-time strategy, and tower-defense games has made DotA a huge success, and if the looks and feel of League of Legends have given us a good glimpse, 2009 may see the arrival of a new and unique cult hit.

Snackbar recently got the opportunity to talk with Riot Games about League of Legends, its roots in DotA, and its development progress.

Snackbar Games: So, League of Legends. When did you realize the acronym was LoL? You didn’t name it for the acronym, did you?

Riot Games: Oh, does LoL have a secondary meaning other than “League of Legends”? That’s news to us!

SB: What exactly is the history of Riot Games’ relationship with the Warcraft 3 mod “Defense of the Ancients”? How did everyone else get from there to here? Steven Feak’s story is well-known…

RG: We’re all DotA-Allstars players here at Riot Games. We love the game and we’ve been a part of the community for years. In fact, some of us met on the DotA-Allstars forums. We’re all bound by the same passion to make League of Legends as great of a product as possible and to form really deep relationships with the gamers who play our games. Check out our forums at leagueoflegends.com to see this in action – we mean it.

SB: So DotA players are obviously people who want to see how this turns out. What other kinds of players and bases do you think this will appeal to? Do you worry that DotA players are the only ones will be interested?
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Dead Space

October 27, 2008

Much of the commentary on Dead Space focuses on its mentors or inspirations– a shame considering it’s a bit of a step forward for games as an immersive and engrossing experience. Those with fine taste or a large mental catalog of movies and games may not be able to help faulting Dead Space for “lack of originality”, but originality was not EA’s intention, nor should it be the litmus test by which it is judged. Dead Space is a game about aliens, space, blood, rescuing, surviving, weapons, and ships. How much room for originality is there in such conventions in the first place?

In the name of convention, then, the game starts with a small rescue crew composed of a computer specialist , three soldiers, and an engineer; they are investigating the USG Ishimura, a planet-drilling ship that has lost its ability to communicate. You play the engineer, Isaac Clarke, who is soon predictably separated from the rest of his crew in a typical “we’re all going to die” kind of situation. You are tasked with assisting the rest of the crew get off the ship while they investigate what exactly happened. Assistance is dangerous and Isaac must fight off hordes of extremely gross and nasty creatures with excessive amounts of flesh, blood, exposed body parts, and sharp points.

Other tired conventions set in quickly; the plot is dragged out through repeated quests where Isaac must use his engineering abilities to press buttons and fetch important ship components. And not too far into the game, you will gain the ability to predict when you will be attacked and even how severe the attacks are likely to be.

Gore and shock may be traditional horror tactics but rarely, if ever, have they been so well-executed. The ends Isaac can meet are numerous and varied, even if most of them come from trudging through hordes of enemies with power guns. The gameplay here is not supreme, but it doesn’t detract from the experience. The controls take some time to get used to: three often-used moves are done by pressing the left trigger and another button, and there are no options to change them. Those who are FPS or survival-horror purists may fault Dead Space for not doing the combat according to their respective forms, but Dead Space is good enough to warrant its own standards. The lower the lighting, the higher the volume, and the more important the scene, the less likely you are to notice. The numerous zero-gravity spaces are golden and highly polished; they will literally make you sick and challenge your sense of gravity; sometimes it will take the utmost concentration to figure out or remember which way is up, and some people will get utterly lost. Dead spaces which drown out the noise and give you a time-limit on your air supply are also tense; it’s shocking the first time you see a huge…thing that’s always been summoning shrieks, wails, violins, and brass suddenly not have any sound accompanying it.

The ending and backstory are kind of clichéd, though the expected plot twists aren’t. Without giving it away, I’ll simply say that the story heavily borrows, but does so intelligently. And the bosses, while not challenging, are highly memorable. Dead Space may not scare as much as some people like, but that is only the truth for those who have developed a strong resistance. To all but the most hardened and critical, Dead Space is thrilling.

ESRB: M for language and extremely bloody and gory violence. This is the kind of game you take extra precautions not to let other people see, especially if they are young or squeamish.
Plays like: nothing like it; best summarized, it’s an adventure/survival horror with third-person shooting, weapons, and viewpoint
Pros: Very well-told story; high production values; engrossing; cool weapons; unique zero-gravity and dead space sequences are nerve-wracking
Cons: Some clichés and repetition; easy bosses but difficult simple tasks; influences and scares are sometimes so obvious it may distract experienced gamers or horror buffs