PS3

Bionic Commando Rearmed was well-received by critics and fans everywhere for remaining true to the source material while still updating it enough to feel like a new game. While it sold better than the flop that was Bionic Commando (2009), it was still quite a surprise when Capcom announced a sequel to what was basically a remake of an NES title.  With an updated look and new abilities, Rearmed 2 ties in the gap between Rearmed and the 2009 3D game and does so with flying colors.

The game’s major feature includes the ability to jump, something that a lot of purists found blasphemous. Regardless of this, the level design has been done with jumping in mind, and while it does aid in maneuvering through some stages, the game still allows you the freedom of swinging with your arm and not relying on jumping, which actually makes the game that much more challenging. Situations that could easily be solved by hopping onto a ledge require some precise arm swinging, akin to the tougher, more intense segments from the first game. (The game rewards players who insist on doing it the hard way.) Jumping is only one of Spencer’s new abilities though, as he can now slowly slide down walls as well as jump off them, and borrows some moves from the 2009 title like the “Death from Above” where he slams onto the ground after falling from a certain height. 

While the stage design itself is top-notch, the soundtrack isn’t quite as memorable as Rearmed’s. Passable, but they really could have done a much better job with remixing most of the original game’s tracks, though there are a few original ones that shine. Rearmed 2 has more than twice the stages of the original, and while it’s nice for the game to be much longer, a lot of the levels feel a lot like filler content without any real purpose other than adding more places to place hidden collectibles. 

Ultimately, Rearmed 2 appeals the most to fans of platformer titles and people who were let down on Bionic Commando (2009). The game’s level design is top-notch, and it has oodles of collectibles and challenges that add to the game’s replayability. Free of the constraints of previous games, the team at Fatshark had a lot more freedom when it came to how to craft the game, and it really shows.

 

Dead Space 2

February 10, 2011

Three years have passed since the Necromorph outbreak on the Ishimura and Isaac Clarke is awoken from a drug-induced haze in a psychiatry ward aboard the Sprawl, a city-sized space station built on the remnants of Saturn’s moon Titan. With no knowledge of the past three years Isaac discovers another marker has been built and now the entire city is reduced to rubble as the Necromorphs run rampant. Haunted by debilitating visions of his dead girlfriend Isaac must quickly piece together the source of the new outbreak, who he trusts, and how he can escape unharmed.

Aware that Isaac was a mostly silent protagonist of the first Dead Space, the developers put him front and center with a personal story, taking time to remove his mask for pivotal scenes to create a better bond between player and character. Without this change, the story might have fallen flat as a basic save-the-world endeavor, but with a voice, this mission of survival is more about battling internal demons that pays big dividends as the game progress. Similar to Dead Space’s Ishimura, the Sprawl is a character in itself as a dark haunted labyrinth Isaac must cross.

Dead Space 2 is a horror game in every sense of the phrase as the successful elements of sound, setting and tension return from the first game in an even darker, more disturbing atmosphere. Within the first hour of gameplay alone, you will be spooked by silence, startled by shadows and haunted by sounds in the ventilation shafts. The Sprawl provides the perfect setting as you can look out the windows and see fires in the distance, enter apartment complexes and see the remnants of families who fought to survive. Heightening this experience is the lack of a heads-up display, which immerses you into the experience. All of Isaac’s stats are either located on his back or projected via holographic images immediately in front of him. If that isn’t enough to scare you, then the Necromorphs should finish the job.

Visually disturbing and twisted, the Necromorphs return with a passion. They pop out when you least expect it, packing a few new varieties of enemy types to keep you on your toes. Hunters hide behind objects and wait for a good moment to come sprint at you, necessitating effective use of your stasis to slow them down. Swarms overwhelm you with sheer numbers of child sized necromorphs that require more tact to take down. Regardless, ammo is at a minimum and the action is upped from the original to create suspenseful fight sequences that take place inside and outside of the station.

Fans familiar with the original Dead Space will feel at home with the third-person shooting mechanics as well as loving the new additions this sequel throws at them. The standard weapons like the plasma cutter and the ripper blades return while adding some additional arsenal to Isaac’s repertoire. Of note are the sniper rifle and the proximity mine gun that help change the dynamics of the fight in Isaac’s favor, but a gun is only useful if it has ammunition, and this game heightens the terror by constantly letting you run out. It is vitally necessary to use all of the tools at your disposal to fight the hordes, slowing them down with stasis, using all equipped weapons, blowing out windows to suck enemies into the vacuum, using telekinesis to throw Necromorph limbs back at them, and when all else fails using good-old-fashioned melee attacks to take down the overwhelming odds of enemies. 

The game is difficult, you will most likely die several times in a single section as you attempt to memorize how best to take out your foes, but the autosave function saves this from being overly frustrating by putting you succinctly back in the action. As hard as the game is, it is worth it for the increased action set pieces and the heart-pounding thrill of surviving, although past its puzzles and boss fights, the action becomes rote Necromorph killing and item searching towards the end of the game. 

If the single player begins to get repetitive then you can immerse yourself in the new multiplayer aspect. While nothing exceptional, the multiplayer gives you a chance to play as the Necromorphs themselves trying to stop another team from achieving an objective. These team matches are interesting to a point, as it is pretty fun to play as a Necromorph who has more spawn points allowing you to jump out of almost anywhere at your enemy, but even these matches can only add to the game so much before they get repetitive too.

Dead Space 2 does an admirable job following up the horror and suspense of the original while giving Isaac more of a form. Fans of the genre or of the original should pick this up with no doubt, while others with a squeamish heart should steer clear of the blood and guts.

Pros: Perfect horror atmosphere, better action set pieces than the original

Cons: Repetitive gameplay sections, ho-hum multiplayer

LittleBigPlanet 2

January 31, 2011

When it was first revealed that a sequel to LittleBigPlanet was in the works, we were more than a little skeptical. While somewhat flawed, the original title was an excellent party game with a very deep level creation system, something that we thought couldn’t be greatly improved upon. Having experienced everything LittleBigPlanet 2 has to offer, we can confidently say that we were proven wrong.

LittleBigPlanet 2 builds upon its predecessor in ways we couldn’t have seen coming. Media Molecule reworked the entire engine to make everything from the lighting to the particle effects look even better, in addition to modifying and adding new tools and features to their level creator. One of these key features is the addition of “Sackbots,” AI characters that can be programmed to do anything you want. These radically change the way the game plays, as it adds an extra level of complexity to the stage design for most of the levels, both user-created and in the game’s campaign. 

Although the game is technically a 2D platformer, the game is not limited to one genre. While the original level creation engine was pushed to the limits to work with different genres, this is basically a feature of LittleBigPlanet 2’s level creator: the game’s story mode alone has levels that feature shoot-’em-up levels (Gradius, R-Type), bumper cars, air hockey, vehicle levels, and puzzle stages. Even the platforming levels themselves are incredibly varied, with no two levels playing alike. You’ll swing through stages with grappling hooks, lead a group of sackbots through a complicated pipe system, run away from a giant turkey and (our personal favorite) use a head-mounted cake gun.

There’s already a ton of impressive, expertly-made user-made stages in the game, and they’re likely to never stop coming. With such a healthy community supporting the game’s level creator, this is the game for people who love user-generated content, want something to play for a long time, or just want to have a good time with a couple of friends. 

 

Qlione Evolve

January 14, 2011

Qlione Evolve is two games for the price of one. The games launch separately despite being bought as a package and are not available separately. I don’t quite understand why you can’t either buy them separately or they aren’t available as separate menu picks from a single integrated menu. This does work out for the trophy chasers out there, however, as Qlione and Qlione 2 have separate trophies and leaderboards. Unfortunately neither game features a decent tutorial, but a little time spent with the game remedies that. Qlione feels like Geometry Wars with multiple bomb types and no gun while Qlione 2 feels like Geometry Wars crossed with Flow. Qlione 2 is far and away the more interesting game, and for $10 for the pack I’d rather have demoed both and then paid only for Qlione 2

In Qlione 1 you kill enemies by creating waves in the background mesh that run into and disturb the enemies. You have access to two types of bombs, concussive and vacuum. Concussive bombs create waves that move out to damage enemies and vacuum bombs suck enemies toward them. Combine the two to corral enemies close together and drop a couple concussive bombs to take them all out simultaneously. When enemies are defeated they drop orbs, and orbs can be combined using the same bombs that you use to beat enemies. And it’s worth doing, an orb made up of two smaller orbs is worth more toward an extra life than picking up each of those orbs individually. There is no score other than the time it takes to complete any given stage. This makes collecting orbs important because sometimes the best strategy is to round up a ton of enemies, kill them, and then sacrifice yourself.

Qlione 2 trades lives for character revisions. You still have bombs, but instead of being locked into a single character you start out near the bottom of a branching evolution chart. When an enemy is defeated it will drop two orbs – one red and one green. Eat a red one and your bombs get bigger and more powerful – eat the other and your single bombs turn into cluster bombs. Both upgrades are useful, but as soon as one orb is eaten the other disappears so there is a strategy that must be employed and eventually you will come to either memorize what certain upgrades do or know generally what a red orb might do to your current character. And earlier I said that you start out near the bottom. There are some life forms that are only accessible by purposefully taking a hit to start with and evolving from there.

Qlione and Qlione 2 are pleasant diversions that you probably won’t be back to after playing them for a few minutes. On a system with digital releases like Lead and Gold: Gangs of the West, Zen Pinball, Joe Danger and now Angry Birds I just can’t see myself starting one of them up again. I played my few hours, had some fun, and then wished that each title was available individually (so I could only buy the second one) and that they were either Minis titles (so I could play them for quick bursts on PSP) or available on smart phones where I am more concerned with quick fun than a long-lasting experience.

Qlione Evolve is interesting, but I don’t think it warrants the price tag – especially when I can only play it on my TV where I have so many other larger, richer gameplay experiences available to me.

Pros: 2 games for the price of 1, interesting growth mechanic in Qlione 2

Cons: Feel like Minis/Smartphone games, no tutorial in either game

 

X-Men Arcade

January 13, 2011

An HD port of 1992’s arcade version, X-Men was released with upscaled sprites, re-recorded audio and online/local drop-in play, along with adjustable multiple difficulties, matchmaking and the ability to select either the American or Japanese version of the game. 

As your typical beat-’em-up, you select one of six X-Men and “beat up” all of the enemies that show up on-screen, until you reach a boss fight: Wolverine, Cyclops, Nightcrawler, Storm, Colossus and Dazzler. Each character has a Mutant Power that makes them unique, though activating it results in losing HP. The major feature that separated X-Men from other arcade titles was the capacity for 6 players to participate simultaneously, and the game supports it online (and locally on the PS3). 

X-Men Arcade wasn’t really created for unlimited play, and it shows. It’ll take you less than an hour to burn through the game’s 8 stages. While the American version of the game gives you a bonus Mutant Power (which is stored like an item) after every boss fight, the Japanese version has both health and Mutant Power items that you pick up through each stage. However, because the game gives you an infinite amount of credits, there’s nothing stopping you from just using mutant powers over and over and respawning to refill your life.

X-Men is worth your money if you either unabashedly love old school fighters, the X-Men series, or have friends to play the game with over and over, whether it’s via online play or locally. Aside from a few easy achievements, there’s not much replay value to it other than to hear the game’s infamous dialogue over and over.