PlayStation 2

The Warriors

January 9, 2006

Who said all film-to-game adaptations are bad? Well, Rockstar’s Toronto division had more than 20 years to make the game, as opposed to some other game developers, but the bottom line is: [i]The Warriors[/i] is what the games based on films ought to be like!

Sadly enough, I didn’t see the movie, also entitled [i]The Warriors[/i], but it’s a movie I must watch soon. From what I’ve been told, the movie is as brutal as the game itself (which should be pretty awesome then).

Rockstar once again achieved to make a very brutal game. With games such as the [i]Grand Theft Auto[/i] series, or [i]Manhunt[/i], people should not expect less than an M-rated game because that is what the player will get. A few examples of how the game is violent: bashing bricks/glasses/balls one someone’s face, taking bats, hammers, meat cleavers, knives and other objects to waste your enemy.

Almost everything in this game causes some controversyA

Let me start off the review with a little joke. In Hungarian, if you say A

I expected a lot from this gameA

Haunting Ground

December 22, 2005

Released a few months ago to a pretty lukewarm reception, [i]Haunting Ground[/i] is an artistic tour de force of horror misunderstood by many and ridiculed by people unwilling to appreciate it for what it is.

In most games horror and fear, if present, are represented by what you face, and also by the atmosphere of the setting. [i]Haunting Ground[/i] definitely imbues itself with plenty frights thanks to those two aspects, but there are other ways of striking fear into the player that few other games are brave enough to try.

Now, in most horror movies, who are the main protagonists? Whoever says to themselves “defenceless teenage girls” can go have a cookie because they are right. [i]Haunting Ground[/i] places you into the rather fancy sandals of Fiona, an 18 year old, extremely well endowed damsel in distress. Witnessing first the FMV introduction that bares an awful lot of flesh and shows blood speckling down that flesh, it is clear that innocence and sexuality are two of [i]Haunting Ground[/i]’s main themes, and it should be applauded for utilising these themes in a totally tasteful way.

Finding herself trapped in a cage in the lair of an extremely unpleasant ogre like hunchback, she finds the lock has been undone after he has gone away, allowing her to escape and explore the grounds of a huge, gothic castle. She also has encounters first with a beautiful white Alsatian called Hewie and a creepy maid, Daniella. With Hewie being her only friend, Fiona must find a way out of this ghastly situation. But when the ogre, Debilitas finds her wandering around, Fiona realises that she is going to have to stay clear of this child-like monster or face an extremely unpleasant game over screen. Now this Game Over screen is simply put, the most unpleasant one I have ever seen. The words “You Died” are replaced by the rather more poetic words “Acta Est Fabula” and then the player is treated to some extremely unpleasant noises, including sniggering, ripping, and other noises I’m too scared to describe. It is probably a good thing the screen blacks out at this point.

[i]Haunting Ground[/i] is a very technically strong game. The Graphics are some of the best on the PS2, the loading times very fast and unobtrusive, the style borrowed from the realistic style of Resident Evil 4. Yes, Fiona looks a bit like Ashley, but I would say is definitely the hotter of the two. Sound effects are, well, what I said above, very disturbing. The worst times are when there is total silence; the tension is unbearable when the music suddenly stops.

Now, anybody familiar with Clock Tower will know more or less what the gameplay of [i]Haunting Ground[/i] entails. With no reliable way of fighting Debilitas, Fiona has little choice but to run and hide, Hewie providing the much-needed distractions she will frequently use. And before you ask, yes, this is pretty much how the whole game works. You must run and hide, until some opportunity to take your pursuer out presents itself. You will get items to increase your attack power, the shin kick, and to boost Hewie’s attack power allowing you to knock pursuers unconscious for a time, but this definitely takes practice. Usually it is better just to run and hide.

When attacked, Fiona begins to panic. The screen blurs, and she becomes harder to control. Sometimes she will burst into uncontrollable dashes. When this happens, you’re only one hit away from that incredibly unpleasant Game Over screen. And on your first play through, you will be seeing this screen a lot. But I wouldn’t get too discouraged about that. As your familiarity with the castle grows, you find it a lot easier to evade enemies. The puzzles are a bit like Resident Evil’s only much better, more complicated and there is a lot more of them. The game at heart is more of a puzzle game, but with a constant threat overhanging your exploration.

Introducing defencelessness, like with the Clock Tower games, is where Capcom show there is more than one way to scare a cat. In most horror games you have a gun, bat, or camera, something to rely on. With [i]Haunting Ground[/i], you only have Hewie who is about as reliable as a real dog. Yep, you’re in trouble alright.

The story is heavy on alchemy, like Konami’s Shadow of Memories/Destiny, but showcases it in a much more horrific light. Flashbacks of her parent’s death in a car crash which resulted in her current situation, notes from a mysterious benefactor, and some truly eye-opening twists ensures [i]Haunting Ground[/i]’s narrative stays riveting and terrifying at the same time.

[i]Haunting Ground[/i] is not a game I would describe as “Survival horror.” That mantle belongs to Resident Evil, and Silent Hill. Rather, this game joins Fatal Frame and Clock Tower as a “Situational Horror”, where you not only have to worry about surviving but also working out how to get out of the situation your in. This is easy in Resident Evil and Silent Hill because the path to that is obvious, but there are very little hints dropped about how to progress in [i]Haunting Ground[/i]. However, some logical thought and a keen eye is all you need. It’s not Myst by any means, just harder to work out than the puzzles you would expect to find in Resident Evil and Silent Hill.

This game is my favourite horror game. It’s scarier, is more interesting, is better looking, and quite simply is more fun than almost all its forebears. It also has been the victim of some very unfair reviews at other sites, so if you’re reading this now, well, you’re doing the right thing. If you like Clock Tower, Resident Evil, or horror games in general, you need to check this game out, Need!

Now, flaws. There really is not any other than the game may not be to everyone’s taste. If you absolutely must have a weapon to blow off the heads off your enemies, then avoid [i]Haunting Ground[/i]; that is all that really needs to be said.

And for those that want a score, I won’t hesitate.

[floatleft]http://www.snackbar-games.com/images/reviews/welovekatamari/cover.jpg[/floatleft][i]We Love Katamari[/i] is the sequel to the quirky and hugely popular [i]Katamari Damacy[/i] from Namco. It is important to note that Keita Takahashi, the creator of the original [i]Katamari[/i], was reluctant to make a second [i]Katamari[/i] game. In fact, the only reason he was involved at all was because Namco was proceeding with or without his involvement. Takahashi is currently looking to pursue a dream in playground design. A slightly different path than most game developers choose, but that is neither here nor there.

The [i]Katamari[/i] games are based on the simple concept of rolling-rolling things up to make a larger ‘clump’ to be precise. The concept is almost so simple it makes you wonder how it flew under the radar for all these years. As you progress through the game, the scale of things that you roll up increases dramatically. You start out rolling up items only a few centimeters in size and end up rolling up incredibly large objects measuring hundreds of meters.

[floatright]http://www.snackbar-games.com/images/reviews/welovekatamari/ss03_thumb.jpg[/floatright]The King of All Cosmos and his son the Prince return to exchange wacky, off-the-wall dialogue. These exchanges from the first game were downright strange but entertaining. In this game, it almost seems like Namco tried to force the humor and instead came off as annoying. To date, I have skipped past the vast majority of the dialogue in the game. After all, it’s all about the rolling isn’t it?

The replacement of the previous ‘planet’ for selecting which level you want to play has been replaced with a meadow. In this meadow, you will talk to characters who request a katamari. I found this new method of selecting levels to be cumbersome and downright confusing. I think the simple concept of the first game had it perfect, and I have to wonder what Namco was trying to achieve with the meadow. Either way, I don’t like it one bit.

The actual gameplay in [i]We Love Katamari[/i] is virtually identical to its predecessor. Namco had a winner on their hands the first time, so there is no reason to change it. The game is still as quirky and strange as it ever was. One major addition though is that [i]We Love Katamari[/i] features underwater levels where you can go above or below the surface of the water. It really adds to the immersion of the game.

[floatleft]http://www.snackbar-games.com/images/reviews/welovekatamari/ss05_thumb.jpg[/floatleft][i]We Love Katamari[/i] is more of the same great, simplistic fun that made the first game a cult hit. The lower price point of $29.99 makes it an attractive buy for even the most frugal of gamers. There are some things that I really didn’t like about this one, but they are things that you can ignore and still enjoy the game. Fans of [i]Katamari Damacy[/i] will undoubtedly find themselves enjoying this one. Skeptics should probably check out the original [i]Katamari Damacy[/i] to see if this will appeal to them.