PlayStation 2

With regards to Jackass: there are those who like it, and those who deplore it as immature fodder for people who probably enjoy sniffing glue. That pretty sums up whether you will like the game as well. I find the Jackass television show to be both hilarious and deplorable, and the game is no different.

What little there is of plot is related to filling in for a hurt director as you film 7 episodes with 5 segments each. Each segment has 3-5 goals which can be accomplished to get more money. Get more money to unlock the next episode or extra character costumes or equally banal props to use in future segments. In addition certain episodes can be unlocked to open multiplayer challenge mode which helps bump up the replay slightly.

All of the characters are here from the show, and this proves to be one of the best things about the game because it feels like a truly brutal extension of the television series as you complete stunts no human being would be capable of such as launching Steve-O over four backyards with a human sling-shot or waterskiing on a trashcan lid through a neighborhood. The voice acting is superb and gets the feel perfectly. The soundtrack even adds to the game by giving an eclectic feel to each game, and reminding me I need to dust off my Folk Implosion and Skinny Puppy albums. Unfortunately, the graphics don’t quite attain the same level; each person’s avatar is off and wouldn’t be recognizable if it weren’t for the voice. While this is definitely the case for the PS2, the PSP fares better with the smaller screen as it is not as obvious.

Each segment requires a set of goals to complete, and even a few for extra credit while others require a score to pass, such as dancing as Party Boy to a sequence of button-pushes. This system allowed for a lot of control schemes that mostly hit the mark, but didn’t really elevate the game much beyond an overall themed mini-game. The simple game designs are very easy, almost too easy, as you find yourself focusing on the extra credit items rather on completing the segments, and while they are amusing to amass to open extra unlocks, it never required you to get these objectives in one run which could have boosted the difficulty level to at least the A

Nicktoons: Attack of the Toybots is a platformer that wants very much to be a puzzler. Spongebob Squarepants, Danny Phantom, Jimmy Neutron, Timmy Turner, and Tak all team up to take on Professor Calamitous and his army of evil toys. Attack of the Toybots, as is common with platformers aimed at children, is light on story, and that’s okay. You probably won’t be playing all the way through this game anyhow. It just isn’t fun.

Levels work like this. Run from point A to point B, and beat up deranged toys along the way. In and of itself, this is a sound concept that got us through the 80s. Run around, beat up baddies, and if you were lucky there was a story blurb in the instruction manual. I still play Streets of Rage II to this day, and that’s all it was, but the difference between Attack of the Toybots and classic brawlers is that Attack of the Toybots is designed like a platformer. Combat is unsatisfying and cheap, death is frequent, and enemies just aren’t interesting. The platforming fares little better as it’s extremely common to fall off of ledges, get tagged by a laser beam that you know you jumped over, and get pushed back to the last unmarked checkpoint.

Attack of the Toybots, despite being littered with enemies, isn’t about combat. Most enemy encounters can be bypassed by simply running around or through them. The emphasis here is on level navigation, and it really serves to highlight Attack of the Toybot‘s repetitive level design. Two player cooperative play is available, but with a focus on navigation instead of combat it just feels tacked on. Having a buddy join in doesn’t make platforming easier, and the level navigation sections continue for a long time.

Neither the PS2 nor the GBA are powerhouses of graphics and sound, but Attack of the Toybots just doesn’t stand up to concurrent offerings on either platform. Games aren’t all about graphics and sound, but both the PS2 and GBA are several years old; we should know by now how to get the most out of each system. Sound is also a bit of a letdown. Nickelodeon cartoons are supposed to be funny, but the voice clips found here just don’t feel like the same characters, and they don’t have the same humor.

Nicktoons: Attack of the Toybots is repetitive, bland, and frustrating. If you or somebody you know loves Nickelodeon programming there are better licensed games out there – like Spongebob’s Atlantis Squarepants.

Spongebob

December 4, 2007

Spongebob Squarepants and his good buddy Patrick Starfish begin this adventure by finding pieces of the magical Atlantis Amulet. When the duo have the entire relic assemble a magic bus (no, I am not, in fact, making this up) appears and takes them to the lost city of Atlantis where they, along with Mr. Krabs and Sandy, scour the ruins looking for treasure. If you’ve seen the show you’ll recognize this plot as lifted from an episode of the cartoon. The story frames the game well and gives our heroes a reason to play four separate games over the course of 18 levels.

Spongebob’s Atlantis Squarepantis is equal parts vehicular shooter, maze puzzler, PokA

Soul Nomad is the latest strategy role-playing game from Nippon Ichi software, a company known for quirky but rewarding SRPGs such as Disgaea and Phantom Brave. Soul Nomad departs slightly from the tried and true NIS formula, and remains a rewarding experience despite its flaws.

The story begins as you and your partially bovine best friend turn eighteen. You are summoned to the chamber of your teacher, Lady Layna and given what you think are the weapons you’ll use to defend the city. Layna, however, has other plans for you. The sword she gives you contains the spirit of Gig, the self-proclaimed “asskicker” that Lanya defeated over 200 years ago. From that point forward your job is simple: Use Gig’s power to defeat the World Eaters (powerful monsters once controlled by Gig), while making sure that Gig doesn’t take over your body and destroy the world. Like I said, the job is simple…

Unlike other Nippon Ichi games, gameplay in Soul Nomad focuses on squad-based combat, not combat between individuals. Each squad is contained in its own randomly generated room, with decor that bestows stat bonuses. The use of the word “room” can be deceiving. Really, it’s just the way NIS choose to describe the formation and make-up of your squad. The squads themselves are made up of characters from the story as well as generic units such as clerics, pyremages, and soldiers. In all there are 27 different generic classes and 26 recruitable characters that can be combined in a near infinite number of ways to form your squads.

Much of the strategy of this game revolves around creating the right squads and using the proper rooms for each engagement. Players can look at the map and all enemy units beforehand, allowing them to create the optimum army for the upcoming battle. This job is more difficult than you may think, since the room’s configuration and decor are randomly generated. For example, if you’d like to go from a squad consisting of 4 members to a squad of 5 you need to generate rooms until you find one that matches the configuration and decor you are looking for. Later on, it’s possible to spend more time planning your squad than actually fighting the battle. You can use “room locks” to save rooms that you like but there never seem to be enough when you need them. Rooms can also be leveled up by fighting battles in random dungeons, much like the Item Worlds in Disgaea. This also serves as the best place to level your characters, as you are not able to go back and revisit past battles like in other NIS SRPGs. To counter this, you do have the ability to create characters equal to the level of the protagonist. But this ability is expensive to use, and the newly created character won’t be as powerful as a naturally-leveled character.

Once you have designed your squads the game shifts to a map screen where the actual battle takes place. The map itself is 2D but terrain displayed on the map affects movement, and castles and towns give status effects. When the battle begins, the protagonist’s squad is the only one available to the player. All other squads must be summoned into the battle at the rate of 1 per turn. The good news is that summoning can happen regardless of other actions taken that turn. The bad news is that summoning a unit costs the game’s equivalent of money, based on the strength of the squad. This can cause problems at the beginning of the game, but after a while you’ll be making more money than you could ever spend.

Fighting in the game is fairly straightforward. When you attack an enemy each of the units in your squad act in turn. Your healers will heal, your mages will blast the enemy, and your fighters will enter melee combat. Since squads can contain multiple rows of units it’s important to make sure your strongest fighters are in the front row and healers and rangers in the middle or back. One of the most annoying aspects of the game is the order in which fights are decided. Every unit in your squad will attack the front row of the other squad. However, casualties are not decided until after a full round of attacks, so a mage might deal damage to a target before the melee fighters do. And since casualties aren’t calculated until after everyone attacks, it’s possible for your melee fighters to waste their attack an already dead unit.

Besides gameplay issues like random rooms and the ability to waste attacks, one of the biggest issues with the game is difficulty. Soul Nomad goes from simple to very complex in a short period of time, and the documentation and in-game tutorials are more than a little lacking. I didn’t truly understand a lot of the game until I read a third party strategy guide. Even with that knowledge, I found the game much more difficult than other Nippon Ichi games.

Overall I can’t help feeling that Soul Nomad is a little rough around the edges. It’s a decent game that could have been much better with a little more refinement of the battle system and in-game tutorials. Still, strategy RPG veterans should certainly check out the game. Seven endings and the ability to reach level 2000+ mean that you can spend a lot of time with this game, although it also means it can be daunting for beginners. First time SRPG players may want to look elsewhere for an introduction to the genre before coming back for the full Soul Nomad experience.

It’s easy to say that Singstar 80s is “more of the same” because it is. There’s very little innovation to be found in the fifth Singstar offering. However, judging by sales of the series worldwide, Sony’s London Studio doesn’t need innovation to sell a game.

Thirty songs are included and the focus is on pop and Top 40 hits, but the decade’s popular rock and even rap songs are represented. Taking a quick glance at the back of the box you’ll see names like Cyndi Lauper, Run DMC, Billy Joel, Starship, and the ever popular Europe (who sings The Final Countdown, which, by itself, makes the game worth buying).

The song selection is one of the best I’ve seen in a Singstar Game; unlike some previous versions, every song is represented with a video. In the case of the aforementioned song by Europe, we’re treated to live concert footage.

Gameplay is virtually unchanged from previous versions. The emphasis is on group and party play with the single player mode really just there for practice. Group play supports the standard battle mode for two people as well as a Party Mode where the focus is on mini-games that require you to pass the mic from person to person in order to keep everyone in your group of up to eight people in the game and having fun. There is a playback mode after each song so you can review your singing, and high scores are saved to the PS2’s memory card. The EyeToy is supported and will replace the song’s video with live video of your performance. Sadly, there is no way to save your performances past the initial post-song review.

Overall, Singstar 80s is a strong entry in the series. The only issue that I found with the game is that unlike some other Singstar games, I was not able to swap discs during play. This means that song selection was limited to the thirty choices included with the game. However, other people have had success swapping discs so my issues could be an isolated incident. I can’t help but think that Singstar is a game that will really benefit from the current generation’s larger storage capacity and content downloads. On the bright side, Singstar 80s is compatible with the PS3 and the microphones work perfectly with the USB interface of the machine. If you are a Singstar or 80s music fan this game is a definite buy.