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Archive for April, 2010

Ghostbusters: The Video Game

Friday, April 23rd, 2010

Book burning at the local library...

Score: 10/13

Written by Johnny Clapham

Lets start by being honest, Ghostbusters is not the most original game out there, nor is it the most technically polished, but one thing is guaranteed from the moment you load up the disc until the final credits roll – you will be sat there with a big grin on your face.

Put simply, while Ghostbusters probably won’t be the best game of the year, it will almost definitely be one of the most fun and hilarious titles of 2009…



Read More in Issue 16

About the game

Set two years after the second movie, Ghostbusters: The Video Game casts you as the fifth Ghostbuster – a nameless rookie hired to test some of Ray and Egon’s more dangerous new gadgets. No sooner has your first day begun than you are called into action against a whole army of ghosts both old and new, which threaten to destroy the world as we know it.

Taking the form of a third-person action game with a style reminiscent of Gears of War, the player will use a whole host of gadgets to catch ghosts and solve environmental puzzles. The majority of the films original cast return in a new story written by Ghostbusters creators Dan Akroyd and Harold Ramis.

DarkSiders

Friday, April 23rd, 2010

Score: 11/13

Written by Dan

It would be unfair to call Darksiders a straight rip off of other games..so, we won’t. In fact, nothing could be further from the truth. Vigil Games have taken post-modernism on board and branded it with their own style, thanks in no small part to the fantastic creative work by comic book artist Joe Mad – best known for the Marvel’s Uncanny X-men series. The game smacks you with comic book appeal from the off, with thick outlines and bold colours creating a world not too different from one you’d expect to see in the pages of a post-apocalyptic superhero story.
You play as War, one of the four horsemen of the apocalypse whose duty is to mediate the final battle between Heaven and Hell by request of the Charred Council. The Charred Council being the body responsible for maintaining a balance between the two opposing forces.
When mankind arrived on Earth, the council sent the four horsemen of the apocalypse to force a truce on the battle. Predicting that mankind will somehow play an important role in the future, they reckon a final war will eventually break out and decide to bound the three kingdoms with seven seals; keeping them apart. Once the seven seals are broken, the four horsemen will descend and the war to end all wars will take place.
With the call sent out that the seals are broken, War comes crashing down to Earth on his trusty steed to bring order to the chaos. But when he gets there he sees that monsters are already causing havoc on the streets – presented to you through a solid opening movie – and that the other horsemen haven’t shown up. During a fight with massive demon Straga, you discover that the seventh seal wasn’t actually broken and that the war has started prematurely. What’s more, you’re powers are weakened, meaning Starga can take great pleasure in crushing you in the palm of his hand.
The Charred Council are pissed that it’s gone tits-up, blaming you for what’s happened. Your coming to Earth prematurely kicked things off, which is the one thing you was commanded to avoid. In a final bid to make them hear your protests that the call was made but the seals were not broken, you offer to go back to Earth and seek out whoever framed you.
If there’s one thing you don’t want, it’s a bad-ass named War coming after you with a sword..

You inexplicably arrive back on Earth a whole 100 years later, with humanity already wiped out and the planet a wreck. Being a third-person action adventure at heart, Darksiders offers an incredibly designed post-apocalyptic open-world to explore. After a somewhat linear appearing introduction, Darksiders soon blossoms into a free-roaming adventure akin to that good old classic, Zelda.
Your journey will require you to explore new areas, collect items, upgrade weapons, and re-visit old areas with new abilities to discover things you previously missed. You’ll solve puzzles, kick ass and take names. The whole scope of the design deserves major plaudits, tying successful elements from multiple genres into one highly enjoyable romp. There are hardly any loading times to speak of either, and plenty of diverse looking environments to traverse between the fun cut-scenes that tell the story of your search for the truth.


Read More in Issue 23

About the game

Alba’s behind…Cuthbert’s top half…Portman’s face..isn’t it fun when you start putting things together? Imagining the perfect package out of ready available parts is something we’ve all done, but once you start thinking about how those parts will function together, you realise you’ve probably created nothing more than a stitched-up mess. It takes a lot of time, thought and consideration to bring the best elements of existing products together in a new, interesting way. Only few can pull it off successfully; when they do, the result is a glorious compilation of design and function that’s hard to hate and easy to love. Enter Vigil Games’ first major release – Darksiders.

Cronous

Friday, April 23rd, 2010

Light up the game with electricity attacks...

About the game

Written by Anonymous

Cronous, the full 3D MMORPG from Lizard Interactive, is making a big splash in the free to play pond at the moment – so we thought we’d check it out and bring you the all info we could on it.

CRONOUS has evolved over the years, successfully gathering and meeting the needs of almost 3′000′000 global fans. Players from all continents come together to play, trade, war, socialize, raise pets and take part in a variety of other online activities.
As with other MMORPGs, players level up by gaining experience points which can be gained battling monsters, doing quests, fighting in wars or participating in events.

You start out by doing quests, which Cronous has over 100 of, and battling monsters outside of the castle. Results of quests can differ greatly according to the actions of the player, adding tons of replay value to the experience! Once you have gained enough experience, learned sufficient skills and equipped yourself with weapons and armor, you eventually travel to the more distant regions for more adventure…



Read More in Issue 16

Creed Arena

Friday, April 23rd, 2010

Score: 10/13

Written by Scott Malthouse

It’s a fairly simple premise that has been executed with finesse. You play as a futuristic gladiator, thrust into deadly arena combat, knowing that if you win you can overthrow a tyrannical world leader. Or something. The story seems like it has been latched on last minute, but that doesn’t matter because the game would still be as entertaining without one. You have to work your way up the ranking table by taking part in a series of different events, such as survive three waves of enemies with more advanced weaponry than you, or get three beer kegs into your zone before the other teams.
The controls are normal for a shooter, using RT to fire and melee when in close quarters, A to jump and thumbsticks to move. However, Safari Studios have added a feature that makes Creed Arena stand out from the crowd: two very different camera perspectives. Initially you have an overhead view of your character, but pressing RB puts you in third-person mode (wrongly named first-person in the tutorial). This adds a new level of strategy to gameplay, as you’ll be getting an overview of the arena in the top down view, gauging where your enemies are and which path best to take, then you will switch so you can accurately target and perform long shots. However, in top-down mode your movement is slightly odd because, instead of turning, your character switches instantly to the direction you want to face. It can take a bit of getting used to at first but becomes fairly unnoticeable later in the game.
The ranking system is determined by the amount of fans you have, rather than based purely on the amount of people you’ve decimated, which is what makes Creed Arena so refreshing. If they had gone for the usual frag count then it’s doubtful that the game would have the following it does. You see, you can gain fans in a number of ways. You can flat out kill an opponent, which will earn you a handful of screaming supporters; you can inflict or avoid massive damage; fulfil an objective; or you can finish off your foe by clouting them with your gun. The most delicious aspect of this is when you kill enemies in quick succession you go into ‘crowd rage’ mode where you move faster, allowing you to sprint from enemy to enemy, cracking them in the skull for big points and inflicting more damage. As you can imagine this gives you a great advantage and you will quickly rack up fans as a result. You lose fans by getting killed or killing teammates, but this barely dents your score so you will rarely lose a match where you have to gain a target number of fans.


Read More in Issue 23

About the game

Indie developer Safari Studios thrusts you into a futuristic world of gladiatorial combat, where combatants fight to win the crowd’s heart and become the best in the business. Creed Arena offers 16 maps, awesome weapons and a plethora of game modes as well as online play.
As a top 20 finalist in the Dream Build Play competition, which saw indie developers duke it out for a $40,000 prize and a tasty slice of Microsoft profit pie, Creed Arena has become quite the popular kid in the class, and not without reason: it’s very, very fun. Sure, it’s got the bugs you would expect in a low-budget title, but this small developer’s labour of love has character and you can’t help but run through the entire campaign in one sitting because it’s that addictive.

Battlefield Bad Company 2 PC Beta

Friday, April 23rd, 2010

About the game

Written by Gow

The Battlefield series has always been a staple in most PC FPS-gamers’ diet, from the original – Battlefield: 1942, to the more recent incarnations – Battlefield 2, Battlefield 2142 and the constant stream of updates that appeared for each. It’s a massive franchise that demands respect, despite it’s abandoning of the PC world with the release of Bad Company in 2008.
A sigh of relief could be heard by the PC community when EA/DICE announced that Bad Company 2 will be released for PC as well as the usual consoles, but does it stand up to our elitist views of the genre? Kind of.

Bad Company 2 uses DICE’s Frostbite engine, which elaborates on Bad Company’s destructible environments with the ability to level entire buildings. This is the first time PC gamers will be able to destroy the environment in the Battlefield series (unless Battlefield: 1943 comes out soon), and it’s a welcome addition to the franchise. The feeling of being able to level a building is nothing short of fantastic, knowing that you can simply destroy the building to get at the enemy is by far a more appealing option than hopping out of your tank to run in and shoot them – a safer one too!
In practice, the destruction of buildings isn’t quite as effective as you’d like. While you can destroy buildings, it leaves no rubble. This was a concious choice by EA/DICE, intended to keep the game free-flowing and fun. This does mean that you can’t tumble a building onto a tank, or crush the inhabitants, but it does mean that if a target is within a building, it can’t be buried, so in the long run, it’s for the best. DICE have worked hard on making the game more enjoyable to play, creating a more playable experience overall, however it seems to have backfired a little. The hardcore PC crowd currently playing hands-on are bewildered by some of the ideas implemented in this latest incarnation, which appear to result in a strange, new direction for the tactical shooter.

As with all Battlefield games, the key to success is that of good teamwork and clever use of your available arsenal. To promote the use of squads, DICE have implemented the squad points system from previous Battlefield instalments; stay close to your squad and every kill and action will result in a squad bonus. This can be a little difficult when you have a four man squad and a 2-man helicopter, but someone has to fly those damned things!
You can spawn on any member of your squad, which is a total bitch when it comes to defending. Leave one member of a squad alive and all of a sudden you could be screwed seven ways from Sunday when the rest of the squad spawn in. The old method of having a squad leader seemed a much more elegant solution than the resulting ‘frag-fest’ from spawning in on squad members.


Read More in Issue 23

Bayonetta

Friday, April 23rd, 2010

Score: 12.5/13

Written by Dan

Bayonetta oozes cool from the off, with the opening sequence presented in a mixture of stylish film-cell stills, great looking FMV and an exhilarating fight that you control against a bunch of angels on a slab of concrete hurtling through the skies.
This is a prologue, and with no tutorial or introduction to the game of any kind before the sequence kicks-in, you’ll just be button-mashing and having a great time while you’re at it. It seems like the perfect mindless opener to what could be a great mindless action game, but here’s where Platinum play their trump card to great effect. The reason Bayonetta resonates as such a surprising early contender for game of the year – from our point of view, anyway – is the actual story that provides the backbone to all of the action.

At first you think the game is just going to be an all out brawl with the story taking a back seat. Well..it kind of is, actually, but Bayonetta isn’t just a spineless ride through action town. The characters are fun, Bayonetta being as sassy and cool and is she sexy, Enzo a loveable doofus and Rodin a good ally, providing you weapons straight from hell to take on your foes.
You play as Bayonetta, a witch who was revived from the bottom of a lake 20 years ago. She doesn’t know much about herself, other than the fact that she’s a kick-ass witch who often has to fight tons of angels to prevent them from taking her away. Oh, and she’s a dab hand at wielding four weapons; two in hands, two attached to her legs. Just the usual, then…
Your accomplice; the rather humorous Enzo, tells you of a stone hidden in the historically rich city of Vigrid, which you believe to be relevant to your past. The place is deeply tied with witch folklore, and a perfect lead to get you on the path to discovering where you come from. While light at first, the story unfolds at a steady pace and acts as a great complement to ease you into the experience (between the not-so-eased, all-out action sequences, that is). It doesn’t take itself seriously at all, noticeably going over-the-top at every given opportunity; as if to poke fun at itself. But ultimately, the characters have personality and the unfolding history of the witches – gathered through the scattered entries of explorer Antonio’s notebook – is interesting to take in, painting a backdrop to the surroundings and adding significance to the chaotic battles that play out. (For example, his notes tell of statues that were erected for mysterious reasons by ancient clans, which then act as the catalyst for huge brawls to occur when you try to pass that point in another dimensional plane.)


Read More in Issue 23

About the game

When a game opens with the warning, “some sequences may trigger seizures without prior history of the condition”, you know you’re in for one hell of a ride. That’s exactly what Bayonetta does, and exactly what Bayonetta is – one hell of a ride!
With Bayonetta, Platinum Games have created a game that plays out like the most pulsating roller-coaster at a theme park, and is possibly ‘the’ triumph of genre in this over-populated quarter of releases.
But, just like all the best roller-coasters, be prepared to put up with some pretty tedious waiting time first.

Dual Zone

Friday, April 23rd, 2010

Score: 10/13

Written by Kieran McSherry

Combat is basic and easy to grasp, based around colour recognition and reaction speed. Ram the correct ship into the correct enemy and you gain points to progress. If your ships collide with each other, or the wrong enemy type, expect to lose a life.
It’s a pretty standard and straightforward set up reminiscent of popular arcade titles from the 1980’s.
Dual Zone is challenging too, forcing you to use both the left and right hemispheres of the brain. The idea is to encourage inter-brain communication and cooperation, which will actually improve a players cognitive cerebral functions and reaction times. Think of an arcade brain trainer. Mental rewards aside, Dual Zone’s steep learning curve is a tiresome and infuriating obstruction, squatting just beyond the single-player start line.
Cooperative play is far more forgiving and generates a much more tactical and social experience. Dual Zone’s “Panic” game type works very well with two players, where you simply have to survive against endless waves of enemies. As the names suggest, there will be a moment in every survival attempt where you and your wingman descend into spluttering, disorganised incoherence. Terror and alarm will ensue just before your ships are overwhelmed. The title ‘Panic’ is certainly suitable.

Visually Dual Zone is impressive, especially by most indie standards. Explosions are well animated and ships are defined to a high-standard, with many of the larger foes creating an epic sense of urgency.


Read More in Issue 23

About the game

Dual Zone, a co-operative action arcade title developed by the Spanish indie developer, Ninja Fever, has players players work together piloting two space craft in a coliseum styled environment.
Various enemies and obstacles appear in waves and you must survive to complete each battle. Every one of the fifty single-or-multi-player missions also contain assorted victory conditions, which incrementally increase in difficulty as you progress. These conditions are usually simple to understand instructions, like ‘blue ship is strong against blue enemies’, and are used to increase Dual Zone’s difficulty setting.

Alien Breed

Friday, April 23rd, 2010

Score: 11.5/13

Written by Scott Malthouse

Voices ring out in the halls of gaming greats once more, as the indestructible Team 17 give us a revamp of their critically acclaimed Amiga shooter: Alien Breed. This time, “Alien Breed Evolution” delivers intense top-down gunning action with a lick of current-gen graphics, creating an atmospheric and frantic experience that’s a blast to play, even if originality is sorely lacking.
It’s quite a surprise that Alien Breed Evolution has finally been released considering its history. Planned for release in the 90s, an update of Alien Breed has been through a series of unfortunate events, with publishers refusing to produce the game for one reason or another. So it’s been a long time coming for those fans who have been licking their lips in anticipation for the next instalment.
The first episode in the series is currently available on Xbox Live Arcade for download and is slated for a Playstation, PC and Wiiware release this year. In the game you take on the role of a typical machine gun toting space marine character, who is travelling on a ship that suddenly collides with a mysterious vessel full of alien bug beasties with a craving for human flesh. It’s an extremely derivative story that blends Starship Troopers and Alien with a dash of Dead Space, but do not be deterred fair gamer. Your aim is to follow on-screen commands to make your way through the ship and investigate the damage.


Read More in Issue 23

About the game

After more than 20 years the Team 17 classic Alien Breed is back to download on Xbox Live Arcade. Updated with shiny graphics and online co-op Alien Breed Evolution sees you take on an army of bug-like aliens who have taken over your spaceship. Armed with a selection of devastating weapons you will make your way through the gloomy corridors with only a torch as your companion, rattling off rounds into any creature that dares cross your path.

Puppy World

Friday, April 23rd, 2010

About the game

Written by TurkeySaladBoy

You will laugh, sigh and coo in Moxy Games wonderfully cute and addictive micro-management Facebook game, Puppy World. Be warned though – it’s just like caring for the real thing.

The gameplay of Puppy World is built on the pop-culture Tamagotchi fad of the 90’s, in that
you have to keep your puppy fed, cleaned, spoiled with praise and entertained. Chose from a selection of default puppies, each with subtle differences in appearance, such as eye colour, ear size and eccentric animations that can be provoked by interaction. Pick the sex (doggy is not an option) of your puppy, its personality type, give it a name and you are set to go!

There is a handy tutorial that guides you gently into the playing experience, with the option to turn it off so that it doesn’t interrupt every play session thereafter. The ultimate aim is to maintain your puppy’s mood with the resources you have available, although there is a shop you can visit to replenish your resources. This maintenance requires regular playtime on Facebook. Herein is the addictive Pringles-like mechanic of Facebook games. However Puppy World achieves the fine balance between Tamagotchi and other Facebook games. Sure, it has the potential to own you. As Corey Ford once famously said, “Properly trained, a man can be a dog’s best friend”, to the point where interaction levels mirror a real-life owner-puppy relationship, which can be harmful if you have deadlines to meet – or a real puppy to maintain – but then again, your puppy is now family.

Navigation around the simple yet colourful interface of Puppy World has been well thought-out, with the core statistics you need to manage displayed across the top. These are; happiness, which is also reinforced with the current mood in the bottom right of the screen; tummy; energy; level of in-game currency – bones and coins – and your current rank or level, represented through love points. The essential interactive game actions – the ones that will help you maintain the mood of your puppy – like Pet me, Feed me and Clean me are clearly laid out on the left of the display. Note that you can only perform one action at once. This is represented by the colour change of each of the options, from blue to grey.


Read More in Issue 23

Cyber Nations

Friday, April 23rd, 2010

Score: 9.5/13

Written by Gow

As with many browser-based games, the functional aspect of the design takes precedence over aesthetics to offer a basic, yet easy to navigate experience. The sheer amount of options available from the start are a little overwhelming and it soon becomes apparent that Cyber Nations offers more longevity than Rick Astley. Your first, tentative steps into the world are pretty simple: create a nation, place it on the map then begin your epic struggle to become the most powerful nation in the world.
Once you’ve brandished your nation with a suitably witty name, such as “IRAwesome” or something equally as clever, you have to set the finer details of your soon to be glorious nation; everything from currency to diplomatic standpoint. If you’ve got a penchant for power you can dictate your nation, build nukes, and blow the crap out of anyone who disagrees. If you prefer a more subdued approach, go for a democracy, ban nuclear development and build up an awesome economy… But let’s face it, you don’t sign up for a game like this to stretch your arms around the world and spread peace and rainbows. Screw that, shoot the b*****ds instead!

To keep things interesting your nation is assigned with natural resources, which you can trade to build up diplomatic relations between nations. Sadly it turns out that some of these resources are better than others, and the wrong combination can be crippling. For a newbie, being able to distinguish between these can be tricky. Things that appear to be a positive contributor to your nation aren’t always as they seem. To build a strong economy you must be able to trade your local resources with other nations, but this isn’t always possible with some of the weaker resources because, well, nobody wants them. Worse still, get lumbered with two weak resources and you’ll be struggling from the word “go”.
The learning curve is pretty steep, infact it’s damn-near vertical for newcomers to the genre. The first port of call when entering the game is definitely to join an alliance. Alliances not only provide you with protection and trade routes, but they will offer advice on how to best play the game, as well as offering sneaky tips and tricks to get the most from your money. Without the support of an alliance you will probably struggle to survive long and will no doubt lose interest in what is an enjoyable game. It’s this added element of community that really drives you forward with your brothers in arms.


Read More in Issue 23

About the game

Browser-based gaming has been growing massively over the years, from the graphically intense Heroes of Gaia, to the more text heavy behemoths like Omerta, there’s always something for everyone. Cyber Nations falls into the latter category. Offering little in the way of graphics, the game focuses purely on your organisational skills and good resource management, which, as it turns out, I appear to be distinctly lacking. But that’s probably just me.