Posts Tagged ‘Xbox 360

09
Mar
10

Portal 2: The Next Slice Of The Cake

As you already know, Portal is one of those Xbox Live Arcade games that will never ever be wiped off my Xbox Hardrive. Even though the game itself isn’t that huge. The whole idea, game play and the very story telling is fantastic and something I have never come across before or since the games release.

So who can imagine my epic excitement when I heard about portal 2’s conformation yesterday. The beautiful people at Game Informer magazine gave us a nice slice of the Portal 2 cake and have given us some great information which I cannot help but be excited about.

All this started when the tech heads at Valve let loose some new content and patches for the original Portal on PC last week. There was one new achievement slapped onto the game and some weird new cryptic noises and sounds coming from the radio in your chamber when you start the game. These new additions to the game sparked off a lot of PC geeks out there in the vast universe that is the internet to decode these sounds, turns out they were some sort of morse code which could be subverted into images. Sounds blinking weird I know but, these were the images that were uncovered.

Confused much? I sure as hell am. But as I dug deeper into the wealth of information about these images, it turns out that these are images taken from the Aperture Science CCTV from the first Portal. I bet some of you are thinking, yeah? so what? Well these images contain vital equations and data that all of the portal geeks out there were hungry to find and solve. After slaving over a keyboard and staring at these images till their eyes bled, it turns out they all lead to a number that once dialed up would let you into Valve’s bulletin board system and then let the user download some more images. These images known as ASCII images are images that are made up of keyboard characters. Here is an example

These were the first ever images of Portal 2. A lot of hacking coding and problem solving boiled down to 3 of these images….

…Then valve went and confirmed that Portal 2 will be coming out and hitting shelves at the end of the year for Xbox 360 and PC. Game informer then scooped it up and hey presto we have a sequel to a truly awesome game.

So what is this next installment going to be like? I have been doing reasearch here and there and I have found a couple of things out. Whether they are true or not I don’t know but I am going to list them anyway.

1. This is going to be a full-blown title, unlike Portal 1 where it was an attachment to the orange box. This title will be a stand-alone. Meaning it will be a lot bigger. This make me think that Portal 1 was maybe testing the water for the actual main event which is portal 2

2. This title is going to be set way in the future. Meaning that the long abandon Aperture Science labs are going to overgrown with foliage and very forest like. But be rest assure that this will not stop GLaDOS one bit.

3. GLaDOS makes a welcome return. The next generation SHODAN is back Baby!!

4. You again play as Chell (the same woman you played as in Portal 1)

5. split screen and online co-op staring 2 biped robots. Apparently these robots like to hold hands alot…in teresting.

6. some of the games physics will be juggled about to make up for some interesting game play. An air vent can be combined with a portal. This in turn sucks the player into the portal and spits them out the other side. Sounds awesome.

7. there will be alot more interactive objects from things that fling you sky-high to cubes that will deflect lasers.

8. there will be some new characters and a bit more story. Meaning that Valve has probably going all out on this title.

And that’s about it so far, stay tuned to Plus XP for more Portal 2  info as I hear it. Untill then I may have another stint at 1. I love GLaDOS!

Garv

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04
Mar
10

Sonic & Sega All-Stars Racing

As many people will agree, Sonic games have been on a steady decline since they left the 2D roots – although I enjoyed Sonic Adventure, the games have seemingly gotten ever worse with SEGA trying everything they could to make him work on a 3D plane, and with each failed effort moving ever closer to his retirement. The latest installment, Sonic Unleashed, had me cringing at cheesy voices and boring gameplay, with some semi-enjoyable running scenes and a heck of a lot of awful “Were-hog” parts that separated the fun parts with some long, really boring rubbish. I quit the game soon enough, and finally accepted that Sonic was well overdue on his retirement, and had strayed too far.

However, I recently got hold of the demo of Sonic & SEGA All-Stars Racing. I don’t know why I did – I mean, I’m not a huge fan of racing games or 3D Sonic, so it didn’t have a lot going for it. Perhaps I was bored. Anyway – the single race the demo offered made me want to try a little more, being surprisingly decent and bursting with colour.

Come release day, I decided I’d buy it and give it a real shot – heck, I hadn’t bought a racing game since Mario Kart Wii, and I felt like picking up something casual to play between Heavy Rain and Final Fantasy XIII.

As Garv said in his demo review, S&SASR plays almost exactly like Mario Kart – with fast paced multiplayer kart-style racing set in colourful environments, with weapons, jumps and turbo pads. Almost everything feels like Mario Kart – but is this a bad thing? I don’t think so.

Thing is, I think Mario Kart is a real solid racer, especially good for casual fun with friends and equally good fun solo. However, since I’ve never been a fan of Mario, the cast was never something I really enjoyed – I picked my characters for their attributes since none of the characters appeal to me for who they were. So what have we got? Take the Mario Kart system and change all the levels and characters to that of Sonic and other SEGA titles – and pretty much what S&SASR is on a basic level. And that’s the end of the Mario Kart comparison (mostly) how does the game stand as a title of its own?

 The cars in the game aren’t Karts, rather they’re vehicles specific to each character – Sonic drives a personalised blue sports car, Eggman (or Robotnik as he should be known) drives his traditional Egg Mobile kitted out with some monster-truck wheels, and Billy Hatcher drives an egg-styled car. Some characters, such as Ulala and Tails, have vehicles that don’t even have wheels, but they all play evenly and balanced - though they have different stats with some characters with better acceleration, while others are better at manoeuvering or have better turbo boosts.  There are 20 characters in total (plus one or two extra depending on console), with racers from wide range of source games both old and new.

The game offers 24 tracks in total, which are separated into 6 Grand Prix’s for the main solo mode. There are eight main level themes including Sonic “grassland/beach” style, Sonic “Casino” style, Billy Hatcher themed courses, House of the Dead and Samba De Amigo themes. Each of these themes has three courses, but they’re all individual in their own right – such as the HotD stages which include an outdoor course, a sewer run and an indoor/rooftop course. There’s a good mix of different arenas, from the snowy Icicle Valley (of the Billy Hatcher set), the psychedelic Samba De Amigo stages, and the urban Shibuya Downtown city course (as one of three Jet-Set Radio courses). The selection is quite vast, and it feels as though it encompasses a wide range of different areas and elements.

As you progress through the game, you earn “Sega Miles” which act as credits to unlock new characters (since only some are available to start), courses to play in the modes outside of Grand Prix, and alternate music tracks which can be selected to play when you race. Unlocking new characters is always good, and the other items feel worth unlocking rather than just garbage gallery content, too. Each character only has one car each, which at first disappointed me – until I realised that they all have their own unique vehicles, unlike the Mario Kart’s simple Light, Medium or Heavy class Karts – and all of their unique vehicles are actually well modelled and often intricate, which is quite impressive really.

As with a certain Kart game I’m no longer mentioning, the game has a variety of weapons, obtained from pickups around the course. There’s a good selection of weapons such as homing missiles, proximity mines, nitro shoes, and disorienting abilities such as the “Confusing Star” which flips the target’s screen upside down, and the “Pocket Rainbow” which temporarily obscures the vision of whoever is unlucky enough to hit it. There’s a decent selection, and they don’t feel too overpowered, either. There is one super-weapon, though – the All-Star move. Each character has a specific attack that they can access at random, usually when toward the back of the pack, and it gives them a temporary but huge advantage – such as driving at super speed for a while, or being able to fire barrages of missiles at anyone who gets in their way. The moves are really fun, and it’s quite exciting to see what each character does – Sonic turns into Super Sonic and speeds up the road, while Billy Hatcher runs on a giant egg and crushes anyone he rolls over. Although the moves are powerful and can make a big difference, they don’t feel overpowered so in the end skill is the main deciding factor to who wins the race rather than chance - it just gives a bit of extra fun and a helping hand to whoever falls behind.

The game has a decent challenge to it - the Beginner mode is easy enough that a skilled player should be able to win 99% of the time. However, once you progress to the Advanced level, the AI really ups it’s game and it’s a lot more challenging to pull out ahead of the pack. I have yet to attempt Expert, but I can safely say it will definitely need some skill to master – it’s required to learn how to drift and score extra turbo boosts if you want to keep up with the AI on the later levels, since they’ll be making use of it all the time.

The game has a solid base to it with a good cast and a decent selection of tracks, but one thing that does make it shine is the inclusion of optional extras. The time trial mode is included as with most racers, and allows you to race against the leaderboards, yourself, and also a Staff Ghost to give yourself a sort of par to set yourself to. One of the bigger modes is Mission Mode, which gives an assortment of different challenges with set rules, such as winning one-on-one race as Tails against Sonic, collecting rings and chaos emeralds down a course within a time limit as Eggman, or crushing as many birds as you can using Billy Hatcher’s special. This mode really adds some extra enjoyment, feeling like a real full mode rather than simply filler material, giving the game some extra depth.

Obviously with a game like this, Multiplayer is a big factor - and it goes just as well as it should. Offering up to four-player local split-screen, the game allows you to play all the courses against your friends, and also allows you to toggle weapons and AI opponents to tailor the matches to your needs. Sadly there’s no “multiplayer Grand Prix” mode, but the game does keep track of who wins each game so all that’s really missing is an end-of-set award ceremony of sorts.

Of course with today’s standards online modes are included, allowing for 8-player matches. This is great for playing against friends, and is also fun in random matchups, although I must say the lobby system might need some tweaking – I found myself waiting for over 15 minutes to get into a session before, but this may just be early-release kinks that will be fixed when there are more people playing. Still, when it works, its great fun and you can keep playing so long as there are people left in the lobby after each race.

Although the game is available on all three major consoles, I personally went with the Xbox 360 version which is arguably the best, with the most characters. The 360 version includes Banjo-Kazooie as an extra character, alongside the ability to play as your Xbox Live Avatar – which works really well given the game’s graphical style. The Wii version includes Mii capability, and the PS3 has no extras (no idea why it got the short end of the straw).

The game is solid, and although it’s almost impossible not to compare it to Mario Kart it seems to be using the ideas to great potential rather than simply making a sub-par clone. The game is bright and exciting, and is really good fun with lots to do. Personally, I think that the courses, racers and modes elevate the game to a level even more enjoyable than Mario Kart, but then I am a little biased. Let’s just say, I own both – and I know which one I’ll be sticking to in future.

Although the game is fleshed out and definitely doesn’t feel lacking, it’s been said that DLC is also a possibility in the future – if the coming year finds us having access to an even wider selection of racers and courses to expand the game even further, this could easily be one of the best kart-style racers ever made. With Sonic 4 on the way, perhaps Sonic’s got something more to give us yet.

-Leon

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03
Mar
10

Plus XP Exclusive: Perfect Dark (XBLA) Interview

After the announcement concerning the Xbox Live Arcade port of Perfect Dark, previously on Nintendo 64, I was excited to know more. So with a little bit of work, I managed to score an exclusive Plus XP interview with producer Nick Ferguson, who is involved in it’s port to the re-release on Xbox 360.

Leon: Thank you for taking the time to answer questions with Plus XP, Nick. After seeing the recent news on Perfect Dark on Xbox Live Arcade, we’re excited to know more. So, on with the interview!

The game has been given a fairly big overhaul, looking a lot cleaner than the original. Have there been any modifications to the game’s engine at all, or is it mostly aesthetic changes?

Nick: The original Perfect Dark codebase has been ported over to the Xbox 360, which means that the game benefits from higher resolution textures, geometry and performance whilst retaining the original game’s unique look and feel. Under the hood there have been a lot of changes to the game engine to keep it looking and feeling like Perfect Dark on N64, and the overall effect has been to improve the aesthetic experience to something that looks fantastic in 1080p HD.

Leon: The original Perfect Dark featured bots that would allow players to play deathmatch modes with AI characters to make up numbers and allow solo play on the multiplayer modes – a good feature that is sadly rare nowadays. Will we be seeing a return of this feature in the XBLA version?

Nick: Yes, I am pleased to confirm that the simulants will return in all their glory. Multiplayer games are still capped at 12 entities, but this can now comprise eight human players and four simulants (the original game was capped at four human players and eight simulants). Of course, if you want to play as a single human against 11 DarkSims, be our guest!

Leon: Great to hear that!  Will this option be available in the online mode, or local only?

Nick: Online :)

Leon: With an improved multiplayer engine compatible with online play, I assume this will be a bigger focus than in the original version. Will there be any new features we can look forward to?

Nick: In the original N64 game, the classic weapons (based on GoldenEye guns) could only be used in single player. We’ve brought them into multiplayer as a series of Classic weapon sets, so players can now use the GoldenEye weapons on GoldenEye levels for the first time since, er, GoldenEye.
 
It’s no good supporting LIVE if you can’t find someone to play against, so the game supports a variety of matchmaking scenarios across both Solo and Team modes. In addition, Private Custom Games are supported so you can set up that painfully obscure game scenario you used to play with your friends all those years ago.
 
Aside from the boost to eight players, the game engine now runs at a solid 60 frames per second at 1080p. This makes a big difference, particularly in four-player split-screen where players can now have more resolution in their split-screen game window than they did in the original N64 single player game!

Leon: It has been said that there is to be new support for online co-op and counter operative modes. Can you tell us anything more about this addition?

Nick: The game supports two players over Xbox LIVE, in addition to the classic split-screen experience. Players will be able to search for games on any mission, and we hope it opens up the excellent Co-Op and Counter-Ops modes to many more players.

Leon: I’ve heard that maps from GoldenEye will be included in the game’s multiplayer modes – is this perhaps a sign that we won’t be seeing a similar port of the popular Bond FPS in the near future?

Nick: The Felicity, Temple and Complex maps which were included in the original N64 Perfect Dark are available in the XBLA version. No other maps from GoldenEye have been added to the game, and we have nothing to announce regarding DLC at this time.

Leon: Xbox Live gives us a lot of options for competing aside from online play – are we likely to see any leaderboards or similar features included?

Nick: Yes, the game has full support for Leaderboards on every mission from Agent to Perfect Agent. In addition, there is an Overall Leaderboard based on Percentage Completion. We also have 20 Achievements, which is a first for an XBLA title.

Leon: Another modern feature is the option for DLC to be added to games. Do you know whether it’s likely there will be any additional content available for download at a later date?

Nick: 4J have only just begun to recover from finishing the game, and you’re already asking for DLC? Well, that’s a good sign… but the honest answer is that we are going to wait and see how Perfect Dark performs on Xbox LIVE Marketplace before making any decisions. We should probably wait until at least one person gets 201% complete before making a decision. :)

Leon: Do we have an official release date for the UK? I need to set a date for my calendar!

Nick: Perfect Dark launches in the UK on 17th March 2010 – the same day as the USA. That’s right… no need to import the NTSC version this time around!

Leon: Excellent! Do you have anything else you would like to let us know?

Nick: Everyone involved has been working extremely, EXTREMELY hard to get Perfect Dark for Xbox LIVE Arcade finished and we really hope you enjoy the final result.
 
We know Perfect Dark fans were told the game was coming “this winter” back at E3 in 2009 and didn’t get much more information than that until X10 a few weeks ago. We managed to get some screenshots out in the interim, but for the most part everyone involved has been heads-down for the last six months getting the game done.
 
We appreciate that people wanted to know more about release dates and the like but (contrary to popular belief on t’internet) the game was only finished recently and we didn’t want to pluck a date out of thin air and then miss it.
 
My point being: Sorry for the wait, PD fans – we honestly didn’t have an official date till a few weeks ago!

Leon: Thank you again for your time, Nick. It was a pleasure hearing from you.

So there you have it – it sounds like all good news, with plenty to look forward to. Make a note in your calendars – 17th of March will see the UK release of Perfect Dark on Xbox Live Arcade – definitely something worth getting excited about.

-Leon

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20
Jan
10

The Perfect Revival

I never really think of myself as much of an FPS fan, but in truth a large portion of my earlier gaming revolved around the genre – with titles such as Wolfenstein and Doom leading my way in the early years. As I moved to the Mega Drive and the Playstation my vision widened a lot, discovering the joys of RPG and action titles. However, when I got my hands on a Nintendo 64 (perhaps one of the best consoles for the FPS genre in those days, if not even now), I rediscovered the genre with GoldenEye, one of the most loved FPS games of all time.

Now, as much as I enjoyed GoldenEye, there was one game that I enjoyed so much more – Perfect Dark. Sporting perhaps one of the coolest heroines I’d seen since Lara, Joanna Dark, the title blew me away and had me hooked for a long time.

Created by Rare, the same company that brought GoldenEye to the N64, Perfect Dark featured a large focus on solo gameplay – something that’s always suited me. Sure, I love a bit of multiplayer, but in the end a game’s gotta be able to keep me entertained all by itself. With seventeen missions, the game featured lush visuals for its time, with a good range of weapons and some interesting gadgets, akin to a certain Mr Bond. While these missions were good in themselves, the game featured something quite unique – and surprisingly something that’s rarely been done since – multiplayer bots. In this way, the game allowed you to do standard deathmatches with only one player, or allow co-op play against a team of AI opponents. To be honest I was fairly young (about 13), so I can’t vouch for the AI completely, but I remember it being fun and never had a problem with it so I can only assume it was more or less done rather well.

One of the game’s best features was its weaponry. As well as having a large quantity, the game introduced the concept of secondary functions – almost every gun featured a second firing mode, which meant for double the fun, and some interesting abilities. Specific ones I have in mind are the Laptop Gun - which had a decent machine gun mode, doubling up as a portable turret - and the strongest gun in the game was able to activate infra-red vision, and could shoot through walls at a long distance. Insane. On top of that, a firing range accessible to Joanna in her headquarters allowed the player to unlock special versions of all of the weapons – renamed copies of weapons taken from the older GoldenEye title – a fun challenge and rewarding.

So naturally, when I heard about the release of Perfect Dark Zero on the Xbox 360, I was excited. However, perhaps the company hadn’t moved with the times, or they simply didn’t put enough care into the title, but for whatever reason it resulted in a semi-decent bargain bin title that was hardly a worthy sequel, even with the younger Joanna sporting an image rehaul.

Now, although I did play the original quite a lot, sadly I never owned a copy of my own, and I have since longed to get my hands on a copy to relive those old days – but alas, so far I have had no joy. Tracking down a decent quality copy, as well as an N64 Expansion Pak, is quite expensive even in today’s gaming market.

However, today I learned this great news – Perfect Dark is set to be released for download on Xbox Live Arcade within a month or so! According to Rare’s twitter, the title will be seeing a release in Q1, most likely February. There’s been no mention of a PS3 release, so we can assume it won’t be going multiplatform.

The port will include retouched visuals (i.e. slightly better textures and less pointy bits), and full multiplayer support both offline and online. If you’ve played the original, rejoice – and if you haven’t, it might very well be worth a shot, assuming it hasn’t dated too badly. I for one look forward to it eagerly, and will be downloading it upon release.

Let’s just hope they don’t remove the multiplayer bots, I’d love to see more of that in FPS games nowadays.

-Leon

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06
Jan
10

Must we sever the ties to the past?

In the older days of console gaming, all systems were separate – NES games would only work on the NES, Sega Mega Drive games would only work on the Mega Drive, and so forth – but since I was young, and only ever owned one current console at a time, it wasn’t a big issue – when I had a Sega it was all I ever played, and I never had to consider the concept of compatibility.

However, not much later we would see a new idea enter the market – moving from cartridges to CDs which were a much more standard media type; for the Sega Saturn, the Dreamcast and perhaps most importantly, the PlayStation. The release of the PlayStation 2 gave a new aspect to the home console – backward compatibility. Having grown up a bit and developed a greater passion for gaming – with a growing collection to boot – the PS2 allowed for gamers like me to upgrade to the new model, whilst allowing me to continue playing my (still growing) collection of PS1 games – while I fell in love with Devil May Cry and Final Fantasy X, I was still able to bask in the glory of Legacy of Kain: Soul Reaver and Castlevania: Symphony of the Night without needing two PlayStation consoles set up at a time.

On the handheld side of things, Nintendo had dominated the market with their Game Boy, eventually releasing the Pocket and Color models which improved the console’s build whilst keeping the Game Boy game format. When it came around to releasing the next completely rehauled handheld console, the Game Boy Advance, Nintendo acknowledged that people would be upgrading, and therefore made it possible to play original GB titles on the GBA system.

A GBA SP with a Gameboy Color cartridge

So at the end of last generation we had the PS2, which was compatible with all PlayStation games released thus far, Nintendo moved onto miniature discs with its conversion from cartridges with the GameCube (soon to be followed up by the backward-compatible Wii), the new Microsoft Xbox crept onto the scene with its own DVD-format discs. It was looking as though data formats were being standardised, and as consoles all moved to disc it seemed likely that we’d be able to see backward compatibility in the future, with consoles all using game formats that would be physically compatible with the new versions – the PlayStation 3 and Xbox 360 would again use discs, and the Wii would incorporate full size discs while still being able to accept the GameCube titles.

However, I find myself in a different situation altogether. Whereas the rare, initial version of the PS3 (albeit high-priced) was able to do such a thing – being able to play games from all three generations of the Playstation consoles - this was soon scrapped for the new, cheaper model of PS3, and the following Slim version, looking to be lost forever. Although the PS3 is still compatible with PS1 titles (yay for Final Fantasy 1-9!), the console lost access to what is perhaps one of the largest console libraries ever – the PS2 being one of the most successful consoles ever made, personally making up a good third (if not more) of my entire gaming collection. But due to this change, my PS3 console is severely flawed in that it cannot play Devil May Cry 1-3, Onimusha, Final Fantasy X+XII, Capcom Vs SNK 2, God of War I&II, Kingdom Hearts and Shadow of the Colossus among many, many others, while my little PS2 slim sits still triumphant underneath my TV. Don’t get me wrong – I love my PS3, and its fast becoming my favourite console of the generation – but do I really want two PlayStations set up at all times?

Sure, the graphics are looking a little dated, but if you haven't played this - you're missing out

The Xbox 360 had a similar situation – although the original Xbox wasn’t nearly as successful as the PS2, it still had some worthwhile games. However, instead of simply being compatible or incompatible with the previous titles, it has a select set of titles which are possible to emulate via online patches (of which the database is never updated). Obviously this is fine for mainstream games like Halo 2, but upon foolishly purchasing a copy of Dino Crisis 3 I found myself with a disc I couldn’t use. This was far too complicated, so I didn’t bother getting any more original Xbox games – but I think if the original console had as vast a library, this selective system would be awful. I can imagine that a few owners of the original system got screwed when half of their old games weren’t compatible with the new system. Especially when Microsoft then follow-up by releasing the old Xbox games for digital download on Xbox Live. I’d much rather look after a disc than have Fable eating up my hard-disk space for the 99.9% of the time I’m not using it.

The Wii, however, is the only one of the three latest consoles that is successfully and completely backward compatible with the previous console (strangely being the one with the most difference in the new and old hardware – with its change in disc size and controller rehaul). However, I have a bone to pick with Nintendo in the handheld area of things…

Now, the Nintendo DS is a good console with some great titles, such as the Ace Attorney series and Castlevania titles. By including a GBA slot, it’s library was vastly improved, my DS game collection consisting of about a 3:1 ratio of GBA games to DS titles – with series’ such as Castlevania, Megaman Battle Network, Fire Emblem, Zelda, Metroid and others providing very solid gameplay, which has aged very well and still looks great on the DS – I mean, it was a shame they ditched the original Game Boy functionality, but to be honest they haven’t aged so well, and I don’t miss any of the titles – with perhaps the best titles such as Pokemon having sequels and (good) remakes on the GBA format regardless.

Now you may say… that’s not a complaint, surely? Well – although the GBA functionality is a blessing for the DS, it’s not perfect. Since a good few of the GBA title’s use a Link Cable for various functions (such as trading in Pokemon), sometimes even being necessary for 100% completion, the DS does a terrible job by failing to have a link cable port, or incorporating a link cable emulation system using the DS’s wi-fi capabilities. This isn’t too big a deal, but having to find out a couple of old GBAs and a working link cable can be a mountainous task. This isn’t my main issue, though.

No. Introducing the DSi. Look at it, on the left, with its slim design, in-built camera and well-lit screen. One could say it’s a perfected version of the original DS. But oh, what’s that – WHERE’S THE FRICKIN’ GBA PORT!? That’s right. Believing that today’s market isn’t interested in the GBA (which is probably true, with Nintendo aiming at the casual market), they ditched the GBA functionality and just quartered the selection of great games the console has to offer. Well done, Nintendo. I’ll stick to my fat DS thanks (which incidentally fits in my pocket regardless). The Slim was a great rehaul, but the DSi should hang its head in shame. Where’s the respect for elders and all that?

Now, I understand that technology can be expensive, and perhaps it’s more cost-effective to produce consoles that aren’t backward compatible. But in this day and age, where technology moves so fast, I think the old media is being dropped far too fast. I play GBA titles and PS2 games far too often for them to be classed as obsolete. I’d much rather pay a bit more in order for my PS3 and DS to fully incorporate what the previous consoles could do, as I’m far more likely to be playing Castlevania: Aria of Sorrow in the long-term than I am Dr Kawashima’s Brain Training. And yes, one day I would like to be able to play the entire Devil May Cry quadrilogy on the same console. We already know it’s possible – just give us the chance. With technology today, I’m sure both the Xbox 360 and PS3 are powerful enough to handle true backward compatibility. I for one would pay an extra £50-£100 for a PS2-incorporating edition of the PS3/Slim – why not just let us choose whether to pay the extra or not?

-Leon

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01
Jan
10

Assassin’s Creed II

I have been playing Assassin’s Creed II for the most part of the last week – having received it for Christmas alongside my copy of Dragonball: Raging Blast. Although I haven’t yet finished the game, I feel it’s time I wrote down my thoughts of the second installment regarding the story of the battle of Assassin’s and Templars.

The original title was a bit of a mixed bag, with a general feeling of uncertainty around a lot of gamers. On one hand, the concept of the game was cool, with a strong lead character, the amazing scenery, the incredibly adaptive animations with free-running and climbing, and the guilty pleasures of performing the silent kill. However, the game was largely flawed with a sense of too much repetition, the simple “side mission-assassination-side mission” formula becoming quite tedious at times, and it all felt a bit like an excellent engine that lacked interesting gameplay. So it’s not surprising that I took up the sequel with a little bit of unease, the Eurogamer demo not doing much to whet my appetite with what I now feel was a rather poor showcasing of the title.

AC2 takes place directly after the end point of the first, taking the role of Desmond Miles once again as he leaves his matrix-like “Animus” chair to make his way on a sudden escape. Unlike the original, Mr Miles has a little more to him than simply providing a bit of dialogue and walking around a couple of rooms, this time taking up a bit of sneaking and bare fist fighting before being stuck on a different Animus, his mind being sent back into the body of another of his ancestors, beginning the story of the game’s real major protagonist, the Italian assassin – Ezio Auditore.

Whereas Assassin’s Creed had you taking the reins of Master-Assassin Altair, AC2’s control covers some of Ezio’s earlier life, and shows his transformation into the Assassin he eventually grows to become. After a very quick interactive scene involving Ezio’s birth (which reminded me somewhat of the start of Fallout 3), you skip forward into Ezio’s life as he frolics around Florence as a young man. Unlike Altair, the young Italian sports a much more lighthearted personality, the games earlier missions involving some pre-assassin street brawls, and showing you the ropes with some parkour-style races and exploration – introducing you to Ezio’s family; his bank-running father Giovanni, his mother Maria, and his three siblings.

As you might expect, however, soon enough things start to happen. His family betrayed, his father and brothers hanged for crimes they did not commit, Ezio finds himself caught up in a conspiracy he knew nothing about – taking up the garb of the Assassin to initially exact revenge on a man he knew guilty of betrayal, and escaping Florence with his mother and sister for their safety. After some training by his uncle, Mario Auditore, Ezio takes up the reins of a real Assassin in order to uncover a plot that spreads much further than he realises. The story is much more interesting than that of the first game, and since Ezio is hurled into the conspiracy unawares, you find yourself sharing his confusion and figuring it out yourself as the plot unfolds.

The general gameplay is very similar to the first, although a little refined – the free-running still fluid and easy to pick up, with the climbing and exploration all flowing together in an almost seamless way. Florence is a wonder to behold, each building being very individualised and having a lot of character, reflecting the real locations to a very impressive standard – I happened to watch a programme about Florence’s old artists only a couple of days ago, and was amazed to realise that I could recognise several buildings and locations instantly – I’m sure it’s not identical, but it’s an incredible representation nonetheless. All of the good parts of the original game are still included, such as the bustling streets, and I can’t think of a single change that has been for the worse. There is no longer a lot of obviously repetitive dialogue in the general conversation amongst the civilians, but the place still feels very much alive. There are so many other little touches that make it even better, such as cut scenes having interactive moments where you press prompted buttons to result in extra little scene elements such as activating Ezio’s hidden blade when showing his new enhancement to one of his contacts.

Staying incognito has been improved – blending into the city being much more comfortable than before – instead of having to walk slowly and hide your face when walking near any people of note, and being forced to blend with set groups of monks that walk along set paths, the game now involves a Notoriety system which means you can walk around the city safely unless you provoke guards or cause real trouble. If you do so, a gauge will fill, and upon becoming Notorious guards will attack you on sight. However, you can remedy this situation by a few little side tasks, such as ripping down wanted posters, killing certain public figures, or bribing the Heralds who spout gossip throughout the city. Once the Notoriety meter is empty, you return to being Incognito and can explore the city without worry once more.

The game’s combat is also similar to the first, allowing for silent kills with the hidden blade, bare fist fighting and fighting with swords or daggers – allowing for fast paced combat with combos that build up by timing button presses as the weapon strikes. Counter-strikes can be used when blocking for impressive dispatches as before. It’s now possible to disarm enemies by timing a button press when bare fist, which allows you to steal enemy weapons for temporary use, all including their own attack combos and allowing for some more gory kills such as spearing enemies in the face for particularly nasty deaths. There are also other weapons to obtain during the course of the game, such as throwing daggers for long range kills, smoke bombs for escaping conflicts, and even an old-fashioned pistol; bearing in mind that Ezio lives in a time which is a little more modern than that of Altair’s.

The game offers the regular story progression by going to markers in order to activate missions. These can include fighting your way to assassinate certain targets, escorting people, tailing suspects, or whatever the story requires. It generally all flows from one thing to the next, so it doesn’t feel fragmented and all intertwines together well. There are more side-missions than before as well – allowing for several tasks such as assassination tasks, courier (delivery) missions, beat up missions where you can scare cheating husbands, free-run races and more.

One of the biggest new things is the inclusion of money in the game. Unlike the first title, Ezio can gain money by finding various chests, pickpocketing civilians, chasing other pickpockets or looting bodies. With this currency, it is possible to buy a myriad of different things – new, more powerful melee weapons such as other blades and daggers, and new heavy weapons like hammers and maces.  It’s also possible to alter Ezio’s appearance by dying his clothing (choosing from various colour schemes at the Tailor), and upgrade him by buying new pieces of armour and other items ranging from torso armour, greaves, arm guards, throwing knife belts and medicine pouches (for potions that can be purchased from various doctors throughout the game), and they all change his appearance accordingly, which adds a real sense of customisation – the armour also giving him boosts tao his maximum health and defense.

Along with the new money system, another great quest has also been added, perhaps one of my favourite parts of the game; Ezio’s uncle’s Villa is situated in a small ruined town outside of Florence. By paying Florins to upgrade individual elements of the city – such as shops, key elements like the well and mining facilities, and other buildings of note. As you pay your money into the city and improve it, the area changes and looks nicer, the whole settlement coming to life as you work on it, also rewarding you with access to new areas and discounts on all of the merchants’ wares. The villa also doubles as a huge collection storage area, where you can keep collections of weapons, armour, paintings you may purchase and other things. The more you put into the villa and the city, you get a higher and higher income in the form of a set amount of Florins being added to a chest every 20 minutes that you can access, so you can get rich quick.

There’s simply so much to the game, I could go on and on for a long time but I fear I’ve already said too much. The first game provided a spectacular engine but was wasted on content, but this time they’ve filled the game up with lots of things to do and collect, and it’s simply a joy to wander round doing whatever you see to do as you explore Italy. There are more places that even I haven’t reached yet, but the game has a great length, and you can even access Da Vinci’s legendary flying machine later on in the game for travel in the skies. There are plenty of other things I haven’t even mentioned – but it’s simply too much to put in writing (in a good way).

If you liked the first, get this – it’s better in every way. If you didn’t, I highly suggest trying this game regardless, although some minor points of the overall plot may be lost on you. This could be the best game I played from 2009 – and I hope to see many more games this good later in the year.

-Leon

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27
Nov
09

Dragon Ball: Raging Blast Demo Review (PS3 version)

kamehameha

Dragonball Z is perhaps the perfect anime to be converted into a fighting game – with the series devoted to almost nothing but powering up and having epic fights with more and more powerful villains, it lends itself to the genre perfectly. The two main series’ that I have enjoyed are DBZ: Budokai, and DBZ: Budokai Tenkaichi on the PS2. Budokai featured a simple side-on view and lush graphics, the third installment with the biggest range of characters and plenty of moves and transformations. Budokai Tenkaichi opted for a camera behind the character, in a free-roaming environment that perhaps allows the most accurate emulation of DBZ fights as they are shown in the anime. Tenkaichi 3 boasted the largest roster of all, featuring over 150 characters. Although I preferred Budokai’s battle system, I enjoyed Tenkaichi and it’s large roster was a great selling point.

Last year saw the release of Dragonball Z: Burst Limit, a current-gen DBZ fighter in the vein of Budokai. Having loved the previous installments and looking at a prospective “Budokai 4″, the game featured great visuals and an enjoyable battle system. However, although the engine was there, for some reason the developers failed to continue the ever-growing rosters of the DBZ fighters and instead only cover as far as the Cell saga in the plot – whereas the previous games had covered the entirety of Dragonball Z, GT and even more “what if?” scenarios. This limiting of the plot (and its resulting cast) resulted in the game having an awfully small roster – only 21 characters, well over 100 less than the mind-numbingly large roster of BT3. Now, while I understand that some of the characters in the bigger rosters weren’t major characters, the endpoint of Burst Limit meant that it didn’t even include characters such as Buu (in his various forms), Dr Gero, and many of the higher level transformations. Although the engine was there, compared to Budokai 3, Burst Limit felt like little more than the bare bones of an excellent game.

bardockkrillin

However, recently a new Dragonball Z title has been released, this time in the vein of Budokai Tenkaichi – ‘Dragon Ball: Raging Blast’, on Playstation 3 and Xbox 360. The title snuck under my radar and I didn’t even notice it’s existence until recently – but upon downloading the demo, I put on my reviewer’s hat (metaphorically) and prepared myself for the worst. After Burst Limit, I had a sneaking suspicion that this title would follow suit and become an enhanced Tenkaichi engine, whilst removing much of the content…

Upon booting the demo, I found that the only option available was Versus, and the characters I could try were Goku, Piccolo and Raditz, although I was pleased to notice a large roster screen. I selected Goku, and my battle against Piccolo began. The game has a similar visual style to the previous titles, opting for a style of cel-shading that gives an anime-like style to a 3D game – an improvement from the past games, the graphics are clean and look good, fitting the Dragonball Z style very well.

Although I have played much Budokai Tenkaichi, Raging Blast has a whole new control set, and disappointingly the demo does a very bad job at explaining the layout. After fiddling with the buttons for a while whilst Piccolo proceeded to attack me, I eventually resorted to looking the controls up online. This was a bad mark for the demo, but the full game includes an in-depth tutorial so it shouldn’t be this way in the real thing. Once I had learned the controls I could give the game an adequate testing.

As with Budokai Tekaichi, Raging Blast allows you to move in all directions, including taking to the air for some super-powered brawls. Basic attacks are performed with the Square button to chain hand-to-hand combos, while the Triangle button is used for firing quick Ki blasts, or to perform smash (guard-breaking) attacks up close. Circle allows you to perform special moves such as ‘instant transmission’ to avoid or counter attacks, while the X button can be used to dash.

piccolovegeta

In order to perform the special attacks such as Goku’s signature Kamehameha, you require a set amount of Ki energy – this was one reason I failed to perform any moves without knowing the control scheme, as I was unaware that holding the Down button on the D-pad allows you to charge Ki energy in the classic DBZ way. Doing so fills up your gauge, and then it can be used to perform all manner of special attacks. In a new twist to the gameplay, these specials are activated by using the Right Analogue stick – flicking it upward allows you to perform the first (Kamehameha in Goku’s case), left, right, or down to perform the others; such as Raditz’ “Fools Must Die”, and Piccolo’s “Special Beam Cannon”. This works very nicely and is easy to pick up, flowing well with the rest of the gameplay. There are also a number of special moves that give passive boosts such as raising attack power (i.e. Goku’s Kaioken). Lastly, pressing R3 when your Ki is full allows you to perform the characters ultimate move, such as the Spirit Bomb, which are to be as expected – cinematic and deadly.

As I would hope, it is possible to transform into higher forms, such as Super Saiyan for Goku. To do so, you have to hold R2 to bring up a menu of available transformations (in the demo, only Goku’s SS1 form was available), and press the corresponding face button (Square in this case) for a quick cinematic that shows the transformation. Upon doing so, the character becomes more powerful, and has access to a new moveset complete with more impressive moves, such as “Angry Kamehameha”. It’s also possible to choose which form to start the fight in, which I find pleasing.

supersaiyan3

It all flows together very nicely, with a mixture of fast paced combat and cinematic moves – ranging from quick energy blasts, to impressive moves with characters being juggled around the arena and blasted with gigantic energy balls. The characters seem to be true to their original counterparts, and although the transformation and general limits to each character may make some fighters better than others, I found that Raditz was able to beat SS Goku without too much hassle, so it doesnt seem too unbalanced.

Although the game’s roster doesnt look to be anywhere quite so impressive as that of BT3, it doesn’t look to be disappointing as Burst Limit was. The game covers the series beyond the Majin Buu saga, and also has some extra scenarios made just for the game. Although some more obscure characters may be missing, most of the core characters are in the mix – Goku, Vegeta, Gohan, Trunks, Cell, Frieza, Buu and Broly are among the more popular fighters, and there are also a decent amount of the less common cast such as Chiaotzu, Dodoria and Bardock thrown in as well. Although I’ll miss characters like Janemba and Cooler, there’s a good range of characters to enjoy, including various Super Saiyan forms (up to SS3), four versions of Vegeta, villain transformations such as Perfect Cell and Super Saiyan Broly, and a couple of fusions including Gotenks and Vegito.

majinvegeta

As I said, the game looks great with its anime-like style, but I also noticed a lot of attention to detail – as well as the graphics, there were a lot of nice touches – in the arena shown in the demo, the sky went to a moody grey later in the battle, making my Ultra attack look even more impressive. As characters get beaten up, their clothes can tear and wear – its touches like this that make it that little bit more enjoyable. Characters also have access to alternate costumes, some of which can be unlocked, and they include more than just re-colours – for instance, Piccolo has access to his plain purple gear, or his cape/turban combo seen in other episodes.

All in all, I was fairly impressed with Dragon Ball: Raging Blast. Although it’s not the ultimate “Better than all the previous DBZ fighters in every aspect” that I dream of, it’s certainly looking to be a solid title that’s far from the disappointment I had with Burst Limit. It has a solid roster and checks all of the main boxes with a few nice features, and it looks and plays really well. I must admit I hope to see even more improvement upon the series in future (hopefully they’ll do a Raging Blast 2 in the future), but until that time it seems a solid title to be the first great DBZ title of this console generation.

-Leon

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26
Nov
09

The Dragon Age Origins Debate.

After Garvaos’ encounter with Dragon Age Orinins at Eurogamer and That Bloke In The Beanies’ newest RPG chrush. The two gamers decide to talk about this latest RPG fernominon in Plus XP’s first game disscussion.

Garv: Well my main gripe about Dragon Age is that I played the console version, my god it royally sucks on there maybe it’s a translation problem but I didn’t get on with it at all

Beanie: The 360 version I assume?

Garv: Indeed, and the flecks of blood over everything, though it is a nice idea, look cheesy to me.

Whatever you do, don't turn around.

Whatever you do, don't turn around.

Beanie: I’ll grant you, the gore is a bit over excessive. Looks like someone got a bit slap happy with the paint tool

Garv: Too true, I mean, after a battle my character looked like a DIY decorating accident

Beanie: Heh heh

Garv: Personally, I found the game play clunky and glitchy at times, NPC’s get in your way during battle, and I kept swapping between me and my dog for no good reason, and as much as I like Maralin Manson and  His song ‘This is the new shit’, it feels really out of place in a medieval setting, and also, I didn’t see a single dragon.

Beanie: Wow, I feel as though we were playing totally different games, or at the very least versions of the game. Now, I’ll back you on the hate for the 360 version, because, if you’re gonna make a next gen RPG for the 360, you need to spend a lot of time to make it work.

Garv: Agreed, To make an RPG work on any console you don’t port it from the PC, you build it from scratch; this is blatantly a ported PC game, and it has gone pretty damn wrong.

Beanie: So we agree on that side of the debate. Now, what about the plot and characters?

Garv: Now remember I didn’t play the whole game when I got my hands on it at Eurogamer, but the characters I found were pretty RPG generic. I was the soldier/sword man, with my trusty fable II dog on acid.

Beanie: Oh no, you didn’t like the dog?

Garv: Fable II did the dog awesomely; somehow Dragon Age didn’t hit the mark.

Beanie: But you didn’t find the Fable dog a bit too gimmicky?

Garv: What? Hell no! He was the awesome, he found you stuff alerted you when enemies were near by. He also, led the way to treasure and you could teach him tricks. He was with you from the start, his personality changed with yours and he was your trusted friend through out the game. My heart literally sank when he got a bullet to the face.

If all else fails, use fire!

If all else fails, use fire!

Beanie: Fair enough, do you think they relied too much on a similar Knights Of The Old Republic (KOTOR) setup and character types then?

Garv: Yeah it stank of KOTOR to be honest, just set like a billion years in the past, and I know my mentality is if it isn’t broke don’t fix it but seriously? You have to have a little innovation.

Beanie: You didn’t find any of the lore interesting? What little you saw of it?

Garv: I saw very little really so I didn’t get into the story much, the demo I played was more game play orientated. Which all things were at Eurogamer to be honest because you only have a set time.

Beanie: Ok, it’s a real pity that on first impressions that you see all the various clichés and worst parts of the game.

Garv: Yeah it is a shame because to be honest, I was kind of psyched about this game. I downloaded trailers from Xbox LIVE and was like oooh!

Beanie: Yeah, unfortunately it suffers from being over hyped, but I think you’d feel different if you played the PC version.

Garv: hmmmmm maybe, thing is I’m more of a console gamer as you know
Mind you, CAD did a hilarious comic on one of the trailers

Beanie: Yeah that was pretty funny. For me, I’d seen relatively little of Dragon Age so I didn’t have a large expectation for the game. It’s pretty (but only on the PC and PS3) and well voice acted and written, though I’m not a big fan of the silent protagonist.

Hey, we're here for Steves' Stag do.

Hey, we're here for Steves' Stag do.

Garv: Only GTA III nailed the silent protagonist well

Beanie: Yes, some of the character archetypes are a bit clichéd, but this is a genre that is pretty much saturated at this point. Most of the good ideas have already been used up.

You know what I’ve come to see Dragon Age as? A parody of the RPG genre, not in a bad way though. It’s still entertaining and fun but if you allow yourself to laugh at it, it really comes into its own.

Garv: Oh I see what you mean actually, if you look at it from that aspect and not take it seriously you’re probably gonna enjoy it more.

Beanie: I’ll bet once you get a few hours with the PC version you’ll warm to it or at least be a wee less critical. But I can understand and condone your views about the 360 version and the plot, combat and character types

You got a final word?

Garv: Indeed I have. To be honest, I really did have a bad experience with Dragon Age. But in heindsight, if I take a little time to actually take in the story more and not take it so seriously, I could end up enjoying it….Just get it away from my 360!

Beanie: Ha ha, true that!

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24
Nov
09

Tekken 6

cast

Tekken has been a series that I’ve always had mixed feelings about – when I was younger I remember getting Tekken 3 on the PS1 for Christmas one year, and being hooked for hours on end – the colourful cast and varied move sets keeping me entertained – Ling Xiaoyu, Jin Kazama, Heihachi Mishima and Hwoarang being among my personal favourites. It really gave me a sense of variation, whilst being easy to learn. At the time, it was my favourite fighter of all, and I also got hold of copies of Tekken Tag Tournament (which I loved for its wide roster) and Tekken 5.

However, over the years I lost interest in the series – while I still appreciate the cast of characters, something felt missing in Tekken 5, and something about it just didn’t make the cut for me – perhaps it was the new characters such as Raven making me feel somewhat alienated, or maybe it had just been too long since I had been hooked to the series, but after a bit of play I barely touched it again. As an adult, I now find myself a big fan of the Street Fighter titles and Capcom’s VS series’, which feel a lot more technical and somewhat more complex than the other fighters out there. However, with an open mind I have been looking into the latest in the series, and even had a go at it at the recent Eurogamer expo.

The new title is the first to leave the Playstation brand consoles, this time being released on both PS3 and Xbox 360, which is unsurprising seeing the Xbox’s recent successes this generation. The title is set after Tekken 5 and Tekken 5: Dark Ressurection, focusing on a power struggle between Jin, Kazuya and all of the other characters involved – as always this leads to everyone fighting each other, giving the arcade title a bit of background story.

xiaoyubrian

From what I played, I tested Xiaoyu and Kazuya, in the versus mode against a human opponent. The game felt very much like other Tekken titles, although a few new things have been added. These features include a new “Rage” ability, which can be activated once a player’s life has depleted below a certain level, which adds a new way to turn the tide of battle, and a few touches to the engine; such as the ability to stun an opponent by smashing them with a heavy attack. Although these features are nice touches, when I played I couldn’t help but feel that the characters felt a bit different to control – whereas Xiaoyu was a character I have always been comfortable with, I found that the moves wouldn’t always perform as easily as I’m used to, although I couldn’t work out the exact reason for this – perhaps the button timing has been tweaked, or I’m simply out of practise. However, the characters all seemed to retain their signature moves, such as Eddie Gordo’s capoeira attacks, and King’s wrestling moves.

jinkazuya

As well as the regular cast of characters, the title introduces six new characters, but they seem a bit mixed. Firstly, there’s Leo – a German female who looks like she wants to be Jin, donning similar red gloves and dressing like a boy. Secondly we have Lars, a new son of Heihachi (so Kazuya’s half brother) who looks cool, and should pack some nice abilities with his bloodline. Alisa serves as Tekken 6’s cute-but-deadly character, a robot in disguise with a range of nasty mechanical moves, while Zafina takes the place of the games femme-fatale, the scantily clad warrior in the vein of Nina Williams. Spaniard Miguel looks like a disco drop-out with puffy hair, who could either be quite cool, or tacky as hell. And lastly we have Bob, who seems to be the all-too-common “fat fighter” (no, not like Little Britain), looking like a cross between Street Fighter’s Ken and Rufus. As I said – a mixed bag, but it looks like there’s at least a couple of worthwhile additions in there.

zafina

Much like the predecessors, Tekken 6 is a graphical overhaul but is very much in the same vein as the past titles. Alongside the regular Arcade and Versus modes, as well as a new “Scenario Campaign” which takes place of the old Tekken Force and Devil Within modes, set in a free environment which can be walked around in a more “Streets of Rage” style – this looks improved from the previous versions, although I haven’t been able to play it – but hopefully it will feel a bit deeper than Devil Within was.

All in all, Tekken 6 seems to be more or less what would be expected – a new Tekken game with updated graphics, the odd tweak and the regular cast with a few additions. Personally I found the combat felt a little different to control, but no doubt this would become normal after some practice - as far as I could tell the actual controls were more or less the same, only it took me a few attempts until the move I was trying to do actually worked. Tekken 6 didn’t blow me away with anything in particular, but will no doubt be enjoyed by fans of the earlier titles. I think I’ll stick with Street Fighter until this goes down in price, but I believe everyone has a fighter title that suits them best; Tekken just isn’t mine any more. I’m sure many people will enjoy this game, all in all – it does what it says on the tin, only now there are two tin designs – either the one marked “Playstation 3″ or the all-new “Xbox 360″ version.

-Leon

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23
Nov
09

Band Hero Demo Review

The good, the bad and the ugly

Anyone who read my initial post concerning Band Hero will know that my personal expectations of this game were, well shall we say, just ever so slightly, just a little weenie bit low. Being a complete worshipper of the original Guitar Hero series, when Band Hero was announced I had to shed a tear at the thought of my beloved rockathons being corrupted by mainstream pop. The mere fact that It was called ‘Band Hero’ quite frankly gave me shivers, and when asked to play the online demo I will admit I took on the task limited enthusiasm. However it is my duty to report on such matters, and as many people seem to believe that where there is darkness there is inevitably light, I feel I must give this game a fair hearing. Therefore to keep it simple I present to you Band Hero, The good, the bad and the ugly.

bandhero1

The Good

Firstly some good points about this game. As a descendant of the Guitar Hero series this game is very well animated, easy to pick up, has enjoyable gameplay and is very pretty. Though it was not rock themed (shame) It had good venus and atmosphere, with a much more colorful pop orientated feeling than the GH series. The party play feature was also excellent allowing players to swap modes and instruments at any point, which proves very useful when the drinks need refilling. The graphics were similar to that of DJ Hero in the sense that everything was very neon and slightly trippy, which I felt was quite fitting for a pop based game. I also noticed that a lot of effort had been put into the animation of the characters, especially the movements of the lead singer which I must say brought a small smile to my face. On that note my main good point of this game is that the set-list is much more accommodating to female singers, and about time too. Often I have found that my more girly friends would prefer to sing than play guitar, and so I am guessing this will be right up their street. I have often struggled through various singing careers either pushing the notes to extreme highs to survive or imitating a male voice, both of which sound quite frankly stupid. I suppose in an odd way Band Hero solves this problem for girls everywhere, but I am no raging feminist and so the review continues…

bandhero2

The Bad

Now for the bad stuff. Its too easy! I may be being a GH snob here, but I was able to play through this demo whilst taking happily about dinner at the same time. I had it on expert mode for all 3 songs, but it simply didn’t require that much concentration. I suppose this game is aimed at the younger, less experienced market (Aww bless their cotton socks) however this makes it a step down rather than a step up for experienced GH ‘musicians’. I suppose it’s to be expected, but its a bit of a shame. Also, since when could a guitar make a sound like a saxophone? Look I know with the right effects pedals it can be done, but there are points in this game where you are constantly switching from being a keyboard, to a trumpet to a guitar. I know GH5 did this a little too, but this game does it to the extent where it becomes completely ridiculous. At this point I find myself asking the question, Why make a game which is an offshoot of Guitar Hero and then include songs where there is simply not enough guitar to make the game playable? Its simple really. Its called ‘Guitar Hero’ because It includes songs with strong guitar riffs. Pop songs do not often have such strong guitar riffs, therefore why include them in a game where the whole concept is based around a guitar shaped controller. Think through your concept more thoroughly next time people!

bandhero2

The ugly

Now for the ugly part of this game. And my is it ugly… For me this game seems to be completely lacking in theme and identity. Though it boasts a diverse set-list I found the mixing of the genres in the demo made the game feel disjointed and very strange to play . For example the demo moved from happy clappy pop, to modern country style pop, to soft rock, with the same band members and gig set up. Now I know previous titles also did this, but not to this extent. To be honest I found it a little unnerving to see a massive heavy metal rocker happily singing along to ‘Walking on Sunshine’ By Catrina and the waves, especially seeing as this was a standard part of the demo not someone’s personal joke. In fact the completely random mix of band members chosen for the demo put me off a little too. When I played, my band consisted of 2 mature characters, (a sexy punk lead singer and a heavy metal lead guitarist) and two very young looking young teens (an Avril Lavigne style drummer and an alternative base player). This random combination of band members to me looked very odd. More worryingly still, with the differences in age and genre leading me to question weather if this band truly existed, it would actually be legal for them to go to the bar after gigs for drinks, let alone ever want to play together. Though the characters were probably meant to be diverse to show the diversity of the character creation feature, the lack of consistency in characters was to me direct proof of this games lack of direction. After reviewing the set-list more carefully I have come to the conclusion that it would have given the game more of an identity if older, more famous pop acts had been used. If the set-list had been more cheesy with more famous pop acts they may just have got away with the pop theme, however the mismatch of pop and rock chosen lead me to think that it might have been more appropriate to just bring out another true guitar hero with some pop songs on it, call it ‘Guitar Hero Pop hits’ and do away with the ambiguity. I imagine that if this would done it would feel a little like Guitar Hero Rocks the 80’s, which in my opinion worked a lot better than this confused little title. I hate to say it but in comparison DJ Hero has much better theming. I don’t want to be a DJ but at least the Characters, sets and music all fit together and create a real atmosphere.

bandhero3

Though I did to some extent enjoy playing this demo, I feel that it is very obviously aimed at the younger teen market, and not the true GH worshippers. The combination of younger band members,colorful settings, easier gameplay and tame pop set-list make an experience associated much more with the young teen scene than the heavy metal and grunge fantasy lands we are used to. Though this is not for me, I suppose not all games can be everyones cup of tea. Therefore if you are a 13 year old girl with a Taylour Swift poster on your wall you will love this game, and more power to you for buying it. As for everyone else, try it yourselves and see what you think. Oh but be sure to get the drinks in first, your really going to need them…

Until next time

GuitarGirl24

P.S. On an Un-related note, I have finally completed Gh5 (Work has been keeping me VERY busy!!) Its not as difficult as I expected, though I did have to re-play 3 of the songs in the end set-list through twice. The highlights for me were definitely “Sultans of Swing” Dire straits, “No one to depend on” Santana, “Do you feel like we do” Peter Frampton and “American Girl” Tom Petty & The heartbreakers. Not the hardest songs but definitely the ones I enjoyed plying the most. Shame its not as difficult as expected, but still as good play and definitely one to add to your christmas list if your not into DJ/Band hero and haven’t splashed out already.

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