DS

2007’s blockbuster movie Transformers brought with it the requisite tie-in games. Unlike many titles, though, the movie has a premise that seems ideal for a title: giant robot battles. What’s more, the development was put into the hands of Vicarious Visions, a company with a solid track record on the DS.

With all this in mind, Transformers is just what you would expect. The game progresses much like a Grand Theft Auto-style open world game, with various missions that can be taken on if you like or driven away from if you don’t. Most of the battles can be fought one of two ways: by moving, strafing and shooting, or up close with well-placed punches. The shooting doesn’t really have a separate aim, and is controlled by facing in different directions. This would feel a bit awkward, but the game locks on enough to make it bearable. Punches are fairly simplistic as well; there’s not a sense that enemy hits can be avoided, and there’s a certain amount of damage that always seems to be sustained this way. It’s also possible to try a combination of the two, but striking a balance can be difficult, as retreating leaves the player vulnerable to hits. Missions can involve simply taking out a few robots, escorting people to safety (or taking them out, depending on the version) or going bot to bot with some of the more famous characters from the movie. There are also times where the player must transform into a car and drive to another mission, and this shares that GTA-like feel.

The graphics are very similar to the DS version of Spiderman 3. That title had an impressive 3D engine, and Vicarious Visions’ continued use of it was not a bad decision. The open-world style doesn’t work well without a decent-sized world, and for a DS game Transformers is handled well. The players and enemies obviously took most of the work, as the environments leave something to be desired. The real star here is the voice acting. It is consistent, engaging and helpful without being repetitive or grating.

There are very few differences between Transformers: Autobots and Transformers: Decepticons. Each tells a different side of the same story, and the gameplay is basically identical. There are no special skills exclusive to one side’s protagonist, and only one segment takes place in an area unreachable in the other title.

The main problem with the title is its unbearable brevity. It takes much more to make a game worth a purchase for five to seven hours of gameplay, and there’s just not that special something. Ultimately, Transformers is worth a look, but rent it or be ready to trade it in.

2007’s blockbuster movie Transformers brought with it the requisite tie-in games. Unlike many titles, though, the movie has a premise that seems ideal for a title: giant robot battles. What’s more, the development was put into the hands of Vicarious Visions, a company with a solid track record on the DS.

With all this in mind, Transformers is just what you would expect. The game progresses much like a Grand Theft Auto-style open world game, with various missions that can be taken on if you like or driven away from if you don’t. Most of the battles can be fought one of two ways: by moving, strafing and shooting, or up close with well-placed punches. The shooting doesn’t really have a separate aim, and is controlled by facing in different directions. This would feel a bit awkward, but the game locks on enough to make it bearable. Punches are fairly simplistic as well; there’s not a sense that enemy hits can be avoided, and there’s a certain amount of damage that always seems to be sustained this way. It’s also possible to try a combination of the two, but striking a balance can be difficult, as retreating leaves the player vulnerable to hits. Missions can involve simply taking out a few robots, escorting people to safety (or taking them out, depending on the version) or going bot to bot with some of the more famous characters from the movie. There are also times where the player must transform into a car and drive to another mission, and this shares that GTA-like feel.

The graphics are very similar to the DS version of Spiderman 3. That title had an impressive 3D engine, and Vicarious Visions’ continued use of it was not a bad decision. The open-world style doesn’t work well without a decent-sized world, and for a DS game Transformers is handled well. The players and enemies obviously took most of the work, as the environments leave something to be desired. The real star here is the voice acting. It is consistent, engaging and helpful without being repetitive or grating.

There are very few differences between Transformers: Autobots and Transformers: Decepticons. Each tells a different side of the same story, and the gameplay is basically identical. There are no special skills exclusive to one side’s protagonist, and only one segment takes place in an area unreachable in the other title.

The main problem with the title is its unbearable brevity. It takes much more to make a game worth a purchase for five to seven hours of gameplay, and there’s just not that special something. Ultimately, Transformers is worth a look, but rent it or be ready to trade it in.

Ask any game forum on the Internet for a list of the most overlooked DS games, and the Ace Attorney series would be right at the top. Capcom released the fourth iteration of the Ace Attorney seriesA

Nintendo has certainly been trying to keep its customers in top mental shape recently. Brain Age and Big Brain Academy have been popular ways for DS owners to stay sharp. With Professor Layton and the Curious Village, though, the company decided it was time to wrap mental exercises inside a story.

That part of the title is largely a failure. Everyone in the game’s town, no matter their intelligence or motives, just wants Layton or his apprentice Luke to solve a riddle or brainteaser. That said, the story is basically a larger puzzle to contain other puzzles, and can at least be a bit challenging to figure out.

That said, the puzzles in Layton are still difficult while appealing to many age groups. This is the best accomplishment of this title. They are eventually solvable to younger players, and can initially trip up the brightest adults. All are driven by touch-screen interfaces, and most involve entering a number or circling the right answer. It certainly isn’t a complicated system, but it proves to be versatile, allowing for different types of problems with the same controls.

Layton‘s graphics and menus have their own unique style reminiscent of British cartoons, and it adds a certain charm that makes the game enjoyable. The sounds are mostly ambient, but the voice clips just get obnoxious. Thankfully, none play while trying to solve riddles.

Bolstering the game’s replay value is the addition of weekly downloadable puzzles. If there’s one problem with the game, it’s that it goes by quickly, and new brainteasers solve this quite well.

Professor Layton and the Curious Village is a solid title with quirks that make it a unique gaming experience. It has a charm reminiscent of the Phoenix Wright series, and will likely see a cult following and many sequels as a result. It just may not be for everyone.

At first glance, THQ’s Elements of Destruction (EoD) gives the impression of being a Rampage-style smashfest, with the giant monsters being replaced by powerful forces of nature like tornadoes and earthquakes. This is somewhat misleading, however, as the game plays much closer to a strategic puzzler complete with objectives, time limits, and limited resources. While this does not change the quantity of fun to be had in this original IP from developer Black Lantern Studios, it does significantly alter the quality, as the two genres tend to attract different types of gamers.

EoD follows a typical strategy-gaming progression, starting you off with the basics against minimal opposition and then slowly ramping up both your abilities as well as that of those trying to stop your quest for destruction. At first your only opponent is time, but before long the game will introduce drones that repair (or rebuild) buildings; those get followed up with buildings that will actually neutralize specific (or sometimes multiple) types of weather. To overcome these defenses, you will eventually gain access to five different types of weather, each with its own strengths and weaknesses that must be considered when plotting out how best to accomplish your given goals for the stage.

Right from the outset, this game is much harder than it appears to be, and that difficulty never really goes away. One carelessly-laid storm can quickly be sucked up by one of the defensive buildings, resulting in wasted time and — more importantly — wasted energy. You need energy to create storms, and you get energy by destroying things. The key is obviously to gain more energy from a storm’s destructive swath than you used to create the storm in the first place, but that’s not always so easy; the buildings that will produce the most energy are also usually the strongest, and are either protected by the anti-weather buildings or are (more often) those weather-sucking annoyances. It will take careful planning to negotiate each stage’s challenge, and that damnable clock is always ticking down.

Fortunately, the game’s difficulty is almost entirely by design and not because of unresponsive controls or a clunky interface. Just about everything is done via stylus, with the bottom screen having a series of icons on the right side for selecting a storm and indicators letting you know which storms you can create with your current level of energy. Once you’ve selected a storm, you either tap the screen where you want it centered or make a quick swipe to set it in motion. From there you can either let it do its thing on its own or redirect it as needed until it either runs out of strength or is eaten by a defensive building. You can scroll the bottom map either by using your stylus or, since that can be tricky with an active storm in the way, by using the d-pad. The top screen displays the overall map, as well as all your other pertinent information like energy level and time remaining. The only problems you are likely to encounter is when action is taking place on the right edge of the bottom screen, as your storm-selection icons may get in the way while you’re chasing down a drone or attempting to stop a storm from flying out of range.

Once I got past my initial desire to just smash stuff up (or, as suggested by the game’s cover, fling around cows), I found the challenge of EoD to be engaging. While some stages just felt unfair in the hoops I had to jump through in order to complete my goals in the time alloted, it was the same sense of “unfairness” that I’d encountered in Advance Wars or Fire Emblem games. Stages never felt outright impossible, but repeatedly had me thwarted as I slowly chipped away at them and figured out what needed to be done. Every hint of progress was another reason to re-attempt the stage, every oh-so-close failure just feeding the “one more try” reflex. If that type of game appeals to you, Elements of Destruction‘s original concept and unique feel should be worth your time.