May 15, 2013

Demo the new Ace Attorney game in your browser

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Pheonix Wright: Ace Attorney  - Dual Destinies is the next installment in the Pheonix Wright series, and will be coming to Europe and the States on the eShop. Capcom have put up a demo on the web on their Japanese site. I have no idea what the hell is going on, but it looks good! Here's hoping we get an English demo soon. 

Ace Attorney - Dual Destines gets a Japanese web demo [Destructoid]

May 14, 2013

Review: New Super Mario Bros. 2


Inevitable - Certain to happen; unavoidable

Many aspects of New Super Mario Bros. 2 were inevitable. The fact that the game was released was inevitable following the success of previous New Super Mario Bros. titles. Of course, gamers are often quick to forget the things they liked, so it was also inevitable that the series' 3DS entry would be met with skepticism. The question had never been whether or not New Super Mario Bros. 2 would be a good game, but rather if it was the right time for it to be released. The world certainly did not and still does not need any more 2D Mario side-scrollers, especially with the words "super", "mario", or "bros." in the titles, but sometimes it is not a matter of what you need, but what will supplement your life.

Any notion of New Super Mario Bros. 2 being a lazy cash-in by Nintendo should be shot down immediately. Again, considering making such a notion is inevitable given the circumstances. However, this game, against preemptive belief, is a welcome addition to the series that brings "new enough" gameplay to keep things fresh. Interestingly, the thing that makes New Super Mario Bros. 2 feel like a new game is not new at all. Coins are now everywhere, and I mean everywhere. Each level in the game must have at least 100 coins, enough for a single 1-up. While many coins are well hidden and the game does a great job of keeping track of how many coins you have collected in each level as well as how many you have collected in total, more coins means more lives, and more lives means a much easier game. Not getting a game over in a Mario game is not that unheard of these days -- in fact it is pretty normal -- but finishing the game with over 250 lives is not normal and never should be. Simply put, NSMB 2 is just way too easy to recommend to anyone looking for even the most basic of challenges. The levels themselves can be difficult at times, especially the infamous ghost houses, a staple of 2D Mario games for years, but the assurance that you will never actually fail means you can retry as much as you would like without penalty.


Beyond difficulty, there is not much to complain about in regards to New Super Mario Bros. 2. Nintendo continues to be the go-to developer and publisher for fans of the platformer genre. Platforming veterans and traditionalists will certainly not be disappointed by NSMB2. Video game newbies will also love this game due to its charm and pick-up-and-play gameplay. Level design is spot on as well. Few Mario games have as many secrets, power-ups, and hidden levels. Playing through the game without replaying levels for secrets would not be getting your money's worth. Gameplay in general is very reminiscent of Super Mario World, the SNES classic, which is obviously a great thing. Everything just works in a way only a Nintendo game could, giving the game infinite re-playability and a steady pace. It is very possible to master every level and then replay the game in the form of a speed run. When every level in the game can be mastered to the extent in which it can be finished in an extremely quick amount of time, you know it is a good game because the levels are not too easy but not too hard and also give the player the ability to progress at his/her own rate. Of course each level still has a timer, but rather than detracting from the game it encourages the player to work harder to win and manage how much time they spend collecting coins.

 http://cdn2.dualshockers.com/wp-content/uploads/2012/10/newsupermariobros2_001-660x384.jpg

It's clear that the one thing New Super Mario Bros. 2 really has going for it is coins, and the new game mode, Coin Rush, capitalizes in this. In fact Coin Rush may offer a better experience than the regular single player mode. Levels from specified worlds are chosen at random and the time limit is very, well... limiting. You can put more time on the clock by reaching the checkpoint mid-way through each level. All the levels that appear in Coin Rush are slightly edited to produce even more coins than they do in the single player game. Because the levels are randomized, this leads to almost endless fun and replay value.

New Super Mario Bros. 2 is not the most interesting or innovative game you will play by any means. What it is though is pure fun that only Nintendo seems to be able to deliver in this modern era of gaming. Forget everything; controversy in the game industry, good storylines, EA DRM nonsense, etc., and just sit back and enjoy a stinking game for once! This is what NSMB2 is about, so please do not try to fool yourself into thinking a game is not good unless it has an ultra complex narrative or in depth-character customization, because Nintendo has done what seemed to be the impossible once again and made us not only buy, but enjoy, yet another Mario game.

ebay | Amazon

Released: 8/19/2012
Publisher: Nintendo
Developer: Nintendo 

May 8, 2013

Review: Exit


If I were given only two words with which to describe Exit, they would be "wasted potential."  The platform puzzler from developer Moss builds its mechanic around a setup and basic control scheme that we've seen before many times over.  In fact, the platform level may well be among the most well-recognized, beloved, and historically ubiquitous tropes of gaming.  However, the "puzzle" aspect, the core conceit, is designed less around the construction of unique obstacles for our player character to thwart, and more around taking what would under normal circumstances be a series of straightforward platforming levels and making them as frustrating and cumbersome as possible.

Most effective games take an established form or medium and attempt to build on it; to do new things with it which could only be accomplished within the context of interactivity.  Tetris, for example, sans the essential entrapments of motion and control, would be just a simple geometric puzzle, suitable for mucus-laden children to play with in the doctor's office waiting room.  Bejweled would be a matching game, similarly slow-paced and tedious.  The movement, the animation, the ticking clock to race against, and of course, the player's ability to manipulate objects (in ways with which normal, physical objects wouldn't and couldn’t cooperate) make all the difference.

The theme here is that an effective game, especially an effective puzzle game, works by adding things to a simplistic core, not by taking away.  And it seems like Exit does very little but take.
http://www.wescoregames.com/dynimgs/games/psp-exit/exit_264542.jpg
Before I get into that, though, I'd like to take a moment to explore what the game is trying to be, and perhaps could have been:  Exit puts the player in the snazzy comic-art shoes of Mr. ESC, a noir-style silhouette of a dashing hero, complete with extra-pointy fedora and a penchant for striking angular poses.  Along with his sidekick, a cat, he rescues people from burning buildings and precariously tall objects and such on a regular basis. (Because, you know, who ever heard of the fire department?)  His objective in each level of the game is to save the civilians and make his way to the titular endgoal in as little time as possible.

The presentation tries for a slick, anime-inspired cartoon vibe, kind of like a Carmen Bebop or Cowboy Sandiego or something.  All hats and trenchcoats and snarky catchphrases and Bad...butt (It's for kids!) raised eyebrows. It's a style that works well in a very active setting; perfectly suited, really, to the daring, cliched heroic rescue scenario into which Exit would have us delve.

So, here's the problem.  Moss failed to match style with content.  Exit is slow, slow, slow.  Yeah sure, you can run, while holding down a button, but good luck trying to interact with the environment while doing so (the game requires you to interface with an awfully lot of switches and ropes to ascend and descend stories, like a BDSM Chutes and Ladders).  You can jump, but the jump’s negligible duration and the truncated height and angle of each bound keep it from being an efficacious method of traversal.  In order to move objects, pick up items, or rescue a person so they can follow you around and never shut up (seriously, each of the dozen or so characters you must rescue multiple times has about one phrase each for six or seven different situations; it gets really grating way too quickly), you need to be perfectly still, standing right next to the target object.  And I do mean exactly next to it.  One step too close or too far, and you miss the object, which can sometimes spell the difference between success and failure in a given scenario.

Complexifying the tedium is the relentlessly arcane control mapping.  Whereas many games, platformers in particular, strive to make the player-to-character connection as elegant and simple as possible, Exit’s control scheme serves as an obstruction to the ideal 1:1 relationship between Human in Human World and Character in Game World.  In many similarly-designed platformers and adventure games, one button is used to interact with the environment, talk to people and pick up items.  Sometimes that same button is even used to perform traveling motions like the (herein cumbersome) jumps.
http://pspbyone.com/wp-content/uploads/products_img/exit_psp.jpg
Not in Exit, however.  It's like the Apple store in a game – there's a button for everything.  A single button for almost every conceivable action.  There's a button for running, another for jumping, another for picking up objects, another for using those objects, and yet another for interacting with the survivors you rescue.  As if that weren't enough, there's a secondary mode you can switch into using the analog stick (nope, you're not able to use that sucker to move your character - I guess that would have lent too much speed and mobility to a game about, you know, escaping from emergency situations with lives on the line), with its own control scheme.  These are used for directing your followers around the screen.  Some of them are able to lift or move things you can't, some of them can crouch lower, some can jump higher, etc.  You need to use this mode, and your extremely slow, incompetent, and chatty fellow escapees to move forward, which only serves to underscore the frustration at playing a platform puzzler which has created a false difficulty by crippling your means of interacting with it.

In short, Exit writes a check it may originally have been quite capable of cashing, right before overdrawing its account on a 24-pack of Steel Reserve.  There are glimmers of something unique, something flashy, creative, and just overall "cool," but the execution makes the gimmicks, no matter how promising, more irritating than potentially mimetic.  I can't recommend playing Exit unless you really like being frustrated, and you enjoy doing things you've known how to do your whole life (in this case, playing a platformer) except in a more difficult, roundabout, and inconvenient fashion.

I'm having trouble imagining that there are those of you out there who like to put mittens on before tying your shoes, because that's the level of masochism it would take to really get into Exit.  Then again, Bugs Bunny Crazy Castle had like a million sequels, so it’s possible that for some of you, Exit is just the ticket.  But it certainly isn't mine.

Amazon | ebay

Released: 2/14/2006
Publisher: Ubisoft, Taito
Developer: Moss

May 6, 2013

Get 3D Classics: Excitebike and Art Syle: Aquia on Club Nintendo Until 6/2


From now until June 2nd, Club Nintendo members can redeem their coins for 3D Classics: Excitebike and Art Style: Aquia for 150 and 100 coins, respectively. Most everyone should be familiar with Excitebike, and for anyone that didn't get it free with their 3DS, it's a lot of fun and looks great in stereoscopic 3D. The lesser known Aquia is a puzzler with a pretty unique mechanic that fans of the genre might want to check out.

May 3, 2013

Join the Discussion for the Chance to Win a WonderSwan

Some of you may have noticed the recent addition of a forum to the site. In order to get the discussions rolling, we need active posters. To encourage posting, we're offering a Bandai WonderSwan handheld to a randomly chosen member once the total post count reaches 1000. 

A winner will be chosen using random.org to select a number between 1 and 1000. The number chosen will be matched to its corresponding post, and the user associated with the post will win the WonderSwan. So the more you post and create new topics, the greater your chances. This is going to be a long-term "contest" so there's no rush to make a crazy amount of posts all at once. Think of it not as a contest, but as a chance to win something cool for being part of the community.

The winner will need to provide their address in order to be mailed the prize (US only), pictured below:



May 1, 2013

Review: Kingdom Hearts 3D: Dream Drop Distance

Okay, this is really one of those games that I have been holding off on, and for too long I might add.  Kingdom Hearts 3D: Dream Drop Distance is the next installment in the Kingdom Hearts franchise, and is the first game in a while that actually advances the story after Kingdom Hearts 2 for the PS2.   For ten years we have seen the adventures of Sora, Donald, Goofy, and Riku.  After all these years, you would think Square Enix could come up with something new for once (not that this is such a bad thing).  For the most part, Kingdom Hearts is still Kingdom Hearts, yet they did try to do things differently; some things for the better, some for worse.

The story takes place after the events of Kingdom Hearts 2, and Dream Drop Distance is the game that advances the story and begins to set up the stage for, possibly, Kingdom Hearts 3.  Players do not need to have any previous experience playing the Kingdom Hearts franchise to understand what is going on, since the game does provide summaries and character bios that do help ease newcomers into the whole complicated plot, but I recommend playing as many of the previous entries to truly understand what is going on.  KH1, KH2, and KH: Birth by Sleep are the games that newcomers will want to at least play to get the most out of the story.


Xehanort is the main villain of the whole franchise, but our heroes do not stand a chance against him, so Master Yen Sid (did you know that Yen Sid is Disney spelled backwards?) prepares a set of trials for Sora and Riku, called the Mark of Mastery.  If they pass this test, Sora and Riku will obtain power that could stand a chance to this new threat.  So, our heroes set off on a journey to prepare themselves for the danger that lurks ahead.

The game plays very similar to Birth by Sleep.  The command list is now just a list of actions that you can activate by scrolling through them with the D-Pad.  Considering how small the D-Pad on the 3DS is, this can be a little awkward at times, and can lead to some complications in the middle of battle.  Luckily, you can set one of your actions to a shortcut so that you can quickly heal yourself in the middle of battle.  There are some differences to battles now:  With the push of a button, you can perform moves that are called Flowmotion.  Sora and Riku use the environment, and sometimes enemies, to perform powerful moves that are great for crowd control.  This gives combat a breath of fresh air, which was something that was needed for the franchise.


Normally in the Kingdom Hearts universe, our heroes are accompanied by partners of some kind. While Donald and Goofy previously assisted Sora, now we have the Dream Eaters.  Think of Dream Eaters as a pet of some kind.  These pets can be leveled up so that they can give new abilities to Sora and Riku.  They can help you out in a pinch in combat as well.  As your Dream Eaters land hits, they will build up a meter, which, once maxed out, can give a random attack to Sora, or a complete change in fighting style for Riku.  If you have both Dream Eaters' meters at max, you can unleash even more powerful versions of these abilities, with different combinations doing different things.  Because they aren't exactly majorly significant to the gameplay, it doesn't welcome experimentation, and players might use the same group of Dream Eaters for the entire journey. (Even though I got the Mark of Mastery edition of the game that came with some powerful Dream Eaters via AR cards, I had the same Dream Eaters throughout the whole game)


I am going to touch on this next point really briefly.  Everytime you go to a new world as either hero, you need to complete a mini-game called a Dream Drop.  These mini-games are extremely easy if you just need to collect a certain amount of points before time is up, but sometimes you have to fight a boss.  Sometimes, this can be annoying to do, considering at how poor these segments are.  You have to dodge a series of attacks, and then the boss lowers its guard so that you can attack it.  In order to attack, you need to lock on, and then lunge to attack.  Sadly, the lunge has a habit of missing its mark, wasting valuable time needed to whittle down the boss's health.

One final bit of gameplay that I must cover is the Drop system, which is where the "Drop" in Dream Drop Distance comes from.  To put it simply, this is a sort of timer that shows how long our heroes can stay in the world for.  If time runs out, time freezes around you, and your character goes to sleep.  You then play as the other character, and this cycle repeats itself.  While switching between characters, you can purchase upgrades such as Attack Up, Defense Up, etc. with the points you earned while playing through runs.  These upgrades are only active on the run they were purchased for, and any unused point get converted to Muny.  This mechanic is annoying at first, but I believe this exists so that you can play as both heroes evenly, and advance the plot evenly as well.  You need to play as both Riku and Sora and complete the various worlds in order to unlock additional worlds.  The good news is that you can extend your time in worlds by using an item that replenishes your Drop meter, or you by purchasing an upgrade in between Drops to make the Drop rate go down, extending your playtime as that character for a good while.  It takes me about two Drops to complete a world, but it is possible to complete a world in just one Drop.


In conclusion, Dream Drop Distance was not a bad game, but it was not as spectacular as other Kingdom Hearts games.  Then again, maybe it is just me getting older and losing interest in the franchise as a whole.  Either way, despite the hiccups along the way, this game was not that bad.  It certainly did the 10-year-old franchise some justice.  Let us just hope that the future holds much brighter things that focus less on gimmicks.

Amazon | ebay

Released: 7/31/2012
Publisher: Square Enix
Developer: Square Enix

The Angry Video Game Nerd Adventures will be on 3DS

Holy Fuckballs. The Angry Video Game Nerd Adventures was recently approved for Steam Greenlight, and according to the official Facebook page, it will also grace modern Nintendo consoles. The game is perfectly suited for 3DS/WiiU, seeing as it's based heavily on other games released on Nintendo systems that the Nerd has previously reviewed. Check out the trailer below; it speaks for itself. And for anyone unfamiliar with the Nerd himself, head on over to Cinemassacre and get yourselves caught up!

April 25, 2013

Review: Platypus

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Often used to sell an otherwise bad game, gimmicks make gamers wary, and this one has a blatant gimmick: everything is made of clay. Platypus isn't terrible, but it's nothing spectacular, either.

The visuals might appear bright and welcoming, but Platypus is a deceptively challenging game. It's a side-scrolling shoot-em-up in which the player is assaulted by various types of enemies, each with their own attack patterns. Aiding in the annihilation of enemy crafts are weapon upgrades, which are obtainable by destroying every ship in special orange formations. These drop a star, which cycles through the various weapon types when shot. 

The weapon upgrade system is the game's most unique feature, even though the upgrades themselves are uninspired rehashes. The yellow star is the obligatory spread shot; the blue star is rapid fire; the green a wave of energy which is capable of negating enemy fire, but utterly useless against anything that doesn't die in one shot; red shoots rockets which are great at tearing through larger enemies; and finally the green, only available in the final level, is lighting, which pierces through everything directly in a straight line. There is also an orbital powerup, which effectively doubles the ship's firepower, and a crown, which doubles score. Both of these will last as long as the player can avoid being hit.

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In most shooters, an upgraded weapon lasts as long the player does, and once a life is lost, it's back to the pea-shooter. In Platypus, the duration of an upgrade is marked by a timer in the upper left-hand corner of the screen, with each star adding 20 seconds. This system is perfect for a newcomer to the genre, because they're not punished for dying, and because orbitals and score doublers remain until the player dies, skilled play is also rewarded. There are many instances throughout the game where the player is forced to use a certain weapon, and while it may be the best tool for the job in each instance, it takes the element of personal choice away and makes the experience feel a bit jagged.

Platypus's main mode spans 6 levels, each consisting of 4 areas and a boss fight. The screen does get fairly crowded as the game goes on, and it's easy to lose track of the tiny enemy bullets (I was often hit by a bullet partially concealed by my own stream of fire). Players are given 5 lives to begin with, and two additional credits. These can be used to immediately respawn with 5 more lives, and with one being awarded after each level's completion, a game over is unlikely. Most of the game is spent dodging and shooting, but there is one area consisting of nothing but floating mines in a narrow cave, which, if shot, explode into a shower of bullets. This section serves to break up the monotony, and the game could have used more like it. 

http://www.mobygames.com/images/shots/l/231204-platypus-psp-screenshot-shoot-rockets-at-the-motor-trails.png

Speaking of monotony, boss fights are a battle against fatigue. Upgrades are a must, as the default weapon does next to nothing to the massive enemy crafts. Instead of satisfaction, players are granted only relief once the fight is finally over. Each one feels more like a marathon instead of an intense battle, largely due to the bland attack patterns, which change very little, if at all, as their hp depletes.

Additional modes include simultaneous co-op play, which can't be said for many other shooters, and a survival mode, in which the goal is to last for as long as possible on a single life. It gets pretty intense pretty quickly, and is arguably more enjoyable than much of the rest of the game. 

Platypus has little to offer to shoot-em-up veterans, but younger gamers and those new to the genre might be less critical of it. 

Amazon | ebay

Released: 11/14/2006
Publisher: MumboJumbo
Developer: Idigicon

April 22, 2013

Review: SNK vs. Capcom: The Match of the Millennium


These days, exclusive portable fighting games are few and far between as most are virtually identical ports of their console counterparts. There have been original IPs that attempted to be unique handheld fighters but are comparatively mediocre (I'm looking at you, Power Quest). It should come as no surprise that the best handheld fighters are based on already-established series, and SNK's Neo Geo Pocket Color is home to quite a few. SNK vs. Capcom: The Match of the Millennium is a prime example of a handheld fighter done right.


Before handhelds were capable of console-quality fighters, simplified versions of popular franchises were attempted. Killer Instinct on the Game Boy is one example which, while not terrible by any means, just doesn't compare to its console counterparts. If it isn't evident from the above screenshot, Match of the Millennium is its own game, featuring chibi versions of characters from Capcom's Street Fighter and Darkstalkers series, and pits them against fighters from a handful of SNK series, including The King of Fighters and Samurai Showdown.

Despite limits in the visual department (the NGPC lies somewhere in between the GBC and GBA in terms of hardware, and the chibi style looks great anyway), the gameplay is fluid and has a level of depth that should satisfy any fighting fan. Each character's play-style remains in tact, and there are plenty of ways to string together their many attacks. A big part of the game's fluidity can be credited to the handheld's excellent 8-way micro-switched thumb stick, which won't reduce a thumb to a bloody stump after repeated half-circle motions.


The Match of the Millennium is packed with a surprising amount of content for a fighter, let alone a portable one. The meat of the game lies in the fighting of course, and the main tourney mode can be played through in standard 1v1 format, as well tag-team and 3v3 team fights. The victor of 1v1 is the first to win two rounds of a fight, tag-team is one round with the ability to switch between characters on the fly (though I couldn't figure out how to do this myself, the AI took full advantage of it), and 3v3 team fights have the player select the order in which to send out their fighters against the opposing team, and heals a portion of the current fighter's hp after a win. Players can also choose the way in which the super gauge is filled, from Average (Street Fighter), Counter (King of Fighters) or Rush (Darkstalkers) modes.

While fighters aren't typically played for the plot, it's worth touching upon briefly. M. Bison and Geese are up to no good, making trouble in the fighting neighborhood. They're taking fighters and either using mind-control or cloning technology to create ultimate killing machines, and it is up to the player to put a stop to it. Fights leading up to the villainous duo become increasingly more challenging, and the final fight with either Orochi Iori or Evil Ryu is likely to elicit more than a few expletives. Thankfully, continues are unlimited.


In addition to a meaty tourney mode, practice, and player vs player link-cable fighting, Olympic Mode contains a variety of mini-games and challenges to further test players' skills. Survival is a gauntlet of 100 back to back fights, recovering a portion of health after each. Time Attack tests how quickly the player can defeat 5 enemies, and First Blast is 10 rounds of sudden death, where the first to land a blow wins, rewarding one point for a win and zero for a loss. These challenges can be played either with SNK or Capcom fighters, but there are also mini-games, which vary depending on the side chosen. Under the SNK section are Targets and Blade Arts. Targets has the player take control of Metal Slug's Marco, shooting various alien pods as they fly in from 8 directions, and Blade Arts has Samurai Showdown's Jubei slicing and dicing strawmen as they appear in one of 4 directions. On the Capcom side, Ghost Trick consists of jumping across gaps, collecting treasure as Arthur from Ghouls and Ghosts while avoiding the Red Arremer enemy, and Cat Walk plays like a simplified Dance Dance Revolution, requiring precisely-timed A, B, and directional presses to the beat of 6 excellent chiptune tracks as Felicia executes the moves.


The game's only glaring flaw is the inability to return to the main menu during a fight. The only way to start over is to turn the system off and on or to lose the fight. Even so, SNK vs. Capcom: The Match of the Millennium is sure to keep any fighting fan engaged with its fluid gameplay, various modes, challenges, mini-games, and 26-character roster.

Amazon | ebay

Released: 12/22/1999
Publisher: SNK
Developer: SNK 

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