DS

Feel The Magic: XY/XX

January 3, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/feelthemagic/cover.jpg[/floatleft]I can say without any reservations that [i]Feel the Magic[/i] is one of the strangest games I have ever played. I shouldn’t really be surprised, though, because Sega has been behind some of the stranger games in recent history ([i]Samba de Amigo[/i], anyone?). Sonic Team’s launch title for the Nintendo DS has you competing in a massive list of mini-games in order to win the affection of a lovely lady. I say “lovely,” but how lovely can a silhouette really be?

[i]Feel the Magic’s[/i] mini-games take full advantage of the touch screen on the DS, which makes it one of the more enjoyable launch titles, but still the strangest. Continuing on the theme of strange is the game’s overall presentation. The bright and predominately orange (hey, we like orange around here) colors and the use of silhouetted characters will have you wondering if you are playing an interactive iPod commercial at times, but they are very well done. While the game and its artsy presentation really weren’t my cup of tea, I can recognize and applaud the effort that Sega put forth. With a very small list of launch titles, [i]Feel the Magic[/i] sure does stand out.

[floatright]http://www.snackbar-games.com/images/reviews/feelthemagic/ss05_thumb.jpg[/floatright]The storyline progresses through a series of scenes. Each scene will allow you to play a variety of mini-games in order to earn the required 100 love points to move on. You can repeat the same mini-game over and over or play the full gamut of games, but be careful not to lose or you will lose some of your precious points. Later in the story, you will join forces with a group of people called the Rub Rabbits. Together, you will continue to perform bizarre stunts to get the attention of your love interest. Unfortunately, someone else has his eye on your woman and decides that kidnapping is more his style. Now it is up to you to rescue your love as well as impress her along the way with your wacky talents.

The crazy stunts you will perform in the mini-games are incredible and will often make you wonder who exactly thought all these games up. Your stunts range from dislodging goldfish from a man’s stomach to tapping rampaging bulls to even helping your lady friend out of her clothes. The games make use of the touch screen almost exclusively with a few games requiring the microphone. At any rate, the variety is sure to keep everyone entertained.

The game overall is quite short. Fear not, however, because beating the game will unlock a hard mode which ramps up the difficulty. You can also check out the Memories mode which allows you to play any of the completed mini-games. [i]Feel the Magic[/i] also sports a Maniac mode that is more akin to playing dress up with your dolls (not that I have any) as you will have the opportunity to dress up a female character from the game using various hairstyles and other physical features. Many of these are unlocked by playing through the mini-games in Memories mode. The only thing I can say about Maniac mode is: [i]if you are into that kind of thing.[/i]

[floatleft]http://www.snackbar-games.com/images/reviews/feelthemagic/ss02_thumb.jpg[/floatleft][i]Feel the Magic[/i] also makes use of GBA/DS connectivity by unlocking items in Maniac mode if you boot up [i]Feel the Magic[/i] with one of the following GBA games in the proper slot. The games include: [i]Chu Chu Rocket[/i], [i]Sonic Advance 1-3[/i], [i]Sonic Pinball Party[/i], [i]Sonic Battle[/i], [i]Astro Boy: Omega Factor[/i], and [i]Space Channel 5: Ulala’s Cosmic Attack[/i]. Again, [i]if you are into that kind of thing.[/i]

[i]Feel the Magic[/i] won’t be for everyone with its unique style and strange storyline, but it sure does make use of all of the DS’s unique capabilities sans the WiFi. If you are a DS owner looking for a quick game that will leave you scratching your head, but who also justifies having the new handheld until some new games come out, then I can fully recommend [i]Feel the Magic[/i]. It is not a reason to buy a DS, but it may make for a nice weekend playthrough. Too bad nobody is renting DS games yet.

Sprung

December 7, 2004

Dating sims seldom enjoy the mainstream success in America that they have in Japan, instead being relegated to a niche fan base or, if they are lucky, perhaps a modicum of mainstream acceptance. This is perhaps why the developers of Sprung decided that the most opportune time to release their experimental adventure game would be during the early days of the DS platform’s life, when there would be fewer competing products vying for consumers’ money, and thus the game would be more apt to find gamers willing to take a chance on its quirky and offbeat style. Sprung is an odd game, to be sure, and it is more likely to play the role of a guilty pleasure than a breakthrough hit for either Ubisoft or the DS itself. However, beneath the game’s unusual exterior lies an experience that is somewhat endearing, unquestionably humorous and perhaps more than anything else a nice surprise.It is always a welcome treat to come across a game that is anticipated to be an embarrassing failure, only to find that the title exceeds initial expectations. Sprung, against all odds mind you, turns out to be a surprisingly addictive adventure game that will have you suffering from a near-terminal case of the giggles, unless you are were born without a hint of a sense of humor. Sure it’s crude–and sometimes, perhaps, overly so–but the tone of the dialog is perfectly in line with the atmosphere of the game, that being twenty-somethings on the hunt for sex, love, and that ever-elusive meaningful relationship.

The two main characters in Sprung are Brett and Becky, and each character offers players a unique adventure. Brett is a lonesome guy who is secretly out to seduce Becky, his friend for as long as he can remember. Becky, on the other hand, is just looking to get away after going through a painful breakup. Both have decided to head out to Snow Bird, a ski lodge in Colorado, to get away from the trials of real life as they immerse themselves the resort’s dating scene. Along the way the characters meet up with an interesting cast of friends, rivals, and the occasional hulking Indian.

Sprung is broken up into a long series of scenes that each play out at the resort. Each scene presents the player with a certain objective, and it is up to the player to determine, though a number of different dialog and action choices, how to achieve this goal. Sometimes, especially early on, the path is more or less laid out for the player, and achieving the goal of the scene a simple matter. As the game progresses, however, things get more complicated, and players will find themselves retrying scenes over and over until the proper order and type of dialog choices and actions are selected. While there are times when there are multiple paths to achieve victory in a scene, there are usually only a couple of paths to the objective. This makes the bulk of Sprung boil down a game of memorization coupled with trial and error, and this will no doubt turn off players looking for a more dynamic adventure. Still, the road is littered with such witty dialog that those who can put up with the shortcomings of the rather simplistic gameplay are in for a treat.

There are, however, occasions when a glimpse of dynamic gameplay does make itself known. Saying exactly the right thing at the right time will unlock what is called a Golden Line. These lines can be collected, and used to access certain hidden levels throughout the game. These levels offer exclusive encounters with some of the characters in the game, and this goal of achieving perfection infuses a bit of replayability in a game that otherwise would have been good for a single play though with little incentive for a return visit.

Additionally, much like any adventure game, there are a host of items that also play a role in getting to the end. Sprung features a great many items, and they have a variety of uses. For example, while attempting to woo an Asian temptress by the pool, you find out that she needs something to maintain her blood sugar, so you run off to buy candy from the hippie girl who has been eyeballing you, only to find out she needs you to snatch some mushrooms for her from someone else. Still other item uses are more straightforward, such as presenting a love-to-be with a gift to win his or her affections. Choosing the right item to use, as well as when is key in proceeding through the game.

As mentioned earlier, humor plays a key role in Sprung‘s presentation. It is impossible to take a game like this seriously, so to have the experience itself littered with amusing and well-written dialog is a boon for the adventure as a whole. For instance, there is a scene a little way into Brett’s story wherein he must play a sort of Cyrano de Bergerac role while trying to assist a local hipster in winning the heart of a lady. Before going into the potential disaster, both guys plan out their attack, going over what to say, but in practice words are often poorly communicated, and the resulting banter is laughable, but in a good way. However, players must keep a keen eye on what is being said, as they must recover despite the plan’s self destruction and achieve the scene’s goal (in this case getting the two to hook up). This is just one example of an area that will most likely have to be replayed several times in order to memorize the correct dialog choices, but luckily this is rendered as painless as possible through the use of a checkpoint system. Again, this sort of gameplay is sure to alienate some gamers who do not have an affinity for games whose primary game mechanic is based around retention.

Sprung‘s presentation is visually impressive, opting for a whimsical comic book-style of art that plays well with the game’s comedic overtones. However, the music is atrocious, and most players will no doubt find themselves fumbling for the volume slider in an effort to dull the pain. It wouldn’t be so bad if a majority of the tracks used in the game were not a simple grouping of four or five notes set to loop throughout the scene.

This is a game that proved to be much better than expected. For players looking for a unique adventure game, Sprung is sure to deliver an experience quite unlike any other in recent memory. However, the somewhat elementary gameplay is sure to turn away a number of gamers who are looking for something a bit more well-rounded. For what it is, Sprung dishes out a worthwhile and memorable experience that is both entertaining as well as quite funny. I only wish I had known some of these lines when I was dating.

Asphalt Urban GT

December 3, 2004

[floatleft]http://www.snackbar-games.com/images/reviews/asphalturbangt/cover.jpg[/floatleft]Gameloft is a veteran in the world of mobile gaming, so it is no surprise that they did some wonderful things with their first title on the DS. Most of their titles are for mobile phones, so the increased screen size and 3D capabilities should help improve the overall quality of games from the mobile developer. If [i]Asphalt Urban GT[/i] is any indication, they are off to a good start.

[i]Asphalt[/i] was previously released for many mobile phones including the N-Gage. Since then, the graphics have been overhauled from 2D to the 3D version that you now see on the DS. Since the game is effectively a port, you won’t see any gimmicky tricks like putting clever mini-games on the second screen. Gameloft went for the most functional and common-sense use of that screen: an in-game map. The second screen also serves for navigational and menu functions when not in a race. Sweet, simple, and effective. Nice job, Gameloft.

[i]Asphalt[/i] sports a nice collection of licensed cars that really do look fantastic. To match up with the variety of cars, there is a nice assortment of cool and unique tracks on which to race. The tracks are located in a nice variety of cities, each with very different visuals to keep racing fresh.

[floatright]http://www.snackbar-games.com/images/reviews/asphalturbangt/ss10_thumb.jpg[/floatright]Gameloft also aimed at keeping the game concept very straightforward, and what they ended up with is a very solid arcade-inspired racing game. You can choose from two main gameplay modes: arcade and evolution. Arcade is packed full with a few different types of races, including instant play, road challenge, free race, time attack, and cop chase. Instant play will just toss you into a random car on a random track with a random type of game, which is nice for those quick, short, on-the-go gaming sessions. Free race is a single race against the AI, while road challenge is a series of races. Time attack pits you against the clock on an empty track. Cop chase places you in a tricked-out police car and sets you loose trying to pull over the escaping cars. With the curvy tracks and less than precise controls, you may find yourself pulling out hair instead of pulling over cars.

The evolution mode is the equivalent to the career or story mode in most games. You are rewarded in cash and cars for your wins, and you have your very own garage to store and upgrade your rides. Car dealers are also on hand to sell you the elusive exotic that you have always wanted. Yes, you can also add a few aesthetic upgrades to your ride.

Controls in [i]Asphalt[/i] are very easy with gas, brake, and boost. Your shoulder buttons change views and allow you to get a rear view of your car. Gameloft has also given you the option of customizing the buttons any way you see fit. Fans of the [i]Burnout[/i] series will notice that your boost is increased as you perform risky moves such as skimming other cars or driving into traffic. N-Gage owners will notice that this time around, Gameloft has been quite stingy with the boost as the race begins. This will up the challenge in the DS version and make you rely more on raw driving skills instead of being a boost hog.

While ignoring the touch screen aside from navigation uses, [i]Asphalt[/i] does make use of the onboard Wi-Fi for multiplayer action. Multiplayer supports up to four players in single race and championship mode and only two players in cop chase mode. The downside to multiplayer is that you can’t limit the class of cars chosen for single races; so someone with a large garage of unlocked cars will have a definite advantage over newer players.

[floatleft]http://www.snackbar-games.com/images/reviews/asphalturbangt/ss04_thumb.jpg[/floatleft][i]Asphalt[/i] is all around a solid game, but there is one glaring flaw: collision detection. I noticed early on that running into palm trees and a few other roadside obstacles did nothing at all. Apparently, these items are not large enough to warrant notice. Collisions with other racers will leave you frustrated as they speed off and you slow down dramatically. Plowing into oncoming traffic sends you spinning off into a cut scene but leaves you back on the road in most cases-sometimes going faster than before the collision. If you can learn to use these cases to your advantage and avoid collisions with other racers, then you will do just fine.

[i]Asphalt[/i] is one of the top games out for the DS right now, and aside from [i]Mario 64 DS[/i] it is my favorite game. If you are a fan of arcade racers, then you have to check out [i]Asphalt Urban GT[/i]. It keeps things simple and straightforward, while delivering a great on-the-go racing experience.

Spider-Man 2

December 1, 2004

[i]Spiderman 2[/i] is one of the more recognizable titles being released alongside the new DS as it gravy-trains the blockbuster movies that have come out recently. For a launch title, I think it does a fantastic job of showing off some of the new capabilities of the DS, but as a standalone game it became highly frustrating.

One of the things you will notice off the bat is the amazing graphics. I mean amazing in a relative term, since graphics have never been a strong selling point for handheld units. The DS does a nice job of providing highly fluid 3D graphics with a high level of detail. In this regard, the DS shows the GBA for what it is-aging technology. I am aware that a lot of 2D games have more substance than their 3D counterparts, which is probably why the handhelds have survived on 2D for so long. [i]Spiderman 2[/i] sports fully 3D levels in a 2D side-scrolling style game. You will notice early on that the environment will actually twist and rotate as you progress through the level, giving you the feel that you are swinging around the entirety of downtown and not just a single depthless street. I think you will really be amazed at the raw capabilities of this new device and what the developers are going to be able to do with it.

[i]Spiderman 2[/i] also makes use of the second screen on the DS, but I hesitate to say that was anything more than a gimmick. With the horrid and confusing level design that runs rampant in the game, I would have expected a small map of the level, but instead you get a menu to select your special moves and a timer in the middle that keeps track of elapsed time. Occasionally, your primary mission (and often one of your secondary objectives) in the game includes a time limit within which you are expected to complete the level. The problem is that with no map and terrifyingly maze-like levels, the time limit is often A

Madden NFL 2005

November 17, 2004

On the surface, Madden NFL 2005 represents the ideal of what a hand-held sports game should strive to be. It incorporates all the features that other systems’ Madden titles do, but the action has been streamlined to allow for short, simple excursions onto the playing field. The game modes are numerous and the implementation of these modes provides a decent showcase for the DS’s novel features. Unfortunately, the game itself is marred by poor execution and even poorer graphics.The biggest flaw here is in the visual presentation. The graphical quality is sub par, and this is especially seen when comparing it to other titles the Nintendo DS has to offer – Super Mario 64 DS for instance. The game looks far worse than most Nintendo 64 titles. It is without exaggeration when I say that after a short while the graphics actually began to make my eyes water, as the game is very blocky and generally fails to please the eye.

Madden NFL 2005 does make relatively good use of the system’s features; even more so than other launch titles. The bottom screen plays the role of the “planning” area. Using the stylus, players can select from available plays and formations which their team will set up for in the next down. As the play begins the bottom screen changes to a simplified overhead display of all players. If players have selected a passing play, the bottom screen tells them which button corresponds to which receiver. I found the planning stage to be a bit cumbersome and confusing, but overall most people will enjoy being able to use the bottom screen as a playbook. It is nice to be able to choose the play while watching the players scuttle out to the field and set up via the top screen.

For some players, the way the dual screens are utilized will be perfect. For others, it may seem a little pointless. After the ball is put into play, it is very easy to forget about the top screen, and the blocky graphics don’t do much to entice the gamer into watching the top at all. The bottom screen is much more convenient for planning a strategy. The top screen is essential for dodging an opponent, but only after the receiver catches the ball, or during running plays. It can be a bit frustrating when players finds themselves repeatedly sacked because they are too busy watching the bottom screen, trying to track your receivers, while blitzers are running unimpeded toward the quarterback.

This is a launch title, so it is somewhat understandable that it doesn’t solve the problem of utilizing both screens without forcing a player into simultaneously focusing on both. Some of the current DS games require that you shift your attention from one screen to the other frantically, and some do not. Madden is both – it depends on the play. Running plays necessitates looking at the top screen much of the time, whereas passing plays requires viewing both screens at the same time. This inconsistency is a large problem as the gamer never has a chance to become comfortable with a certain level of attention, unless he or she focuses on one type of play throughout the entire game.

Of course, this is only a temporary issue. There is a learning curve involved in figuring out not only how to attune your attention to the game but also in how to shift this from play to play. However this learning curve is far steeper than in other DS titles. But even the casual gamer can overcome this obstacle, given enough time. Beyond this issue lies a decent sports game. The graphics may be below-average, but the variety of modes and the excellent multiplayer offerings make this a worthwhile addition to any sports-lover’s portable gaming library.