Showing posts with label New Games. Show all posts
Showing posts with label New Games. Show all posts

Digital Foundry's 2010  

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Digital Foundry's 2010

'Digital Foundry's 2010: Part 1' Screenshot 3d-1 While Digital Foundry takes a short break over the Christmas period, Richard Leadbetter looks back over the year in gaming tech, discussing the major stories and offering behind-the-scenes tales of some of the ambitious features posted, and the ways in which DF puts together its unique articles.
In addition to the retrospective, there's also a bonus extra too: the Eurogamer stats archive has been mercilessly pillaged to bring you the lowdown on Digital Foundry's most popular articles for each month. Somehow, rounding out the year with a "performance analysis" on ourselves seems rather apt.
The concluding episode of this retrospective, covering off July to December, will be posted next week.

January

'Digital Foundry's 2010: Part 1' Screenshot 3d-2 The Las Vegas CES show kicked off what would be one of the most exciting, yet controversial topics of 2010: 3D gaming. With all the major consumer electronics manufacturers showing off their brand new 120Hz, HDMI 1.4 displays, Sony demonstrated its commitment to stereoscopic gaming by showing a range of titles running on the new sets. Then-forthcoming titles such as Gran Turismo 5 rubbed shoulders with existing 3D wares like Ubisoft's Avatar and upgraded games like Housemarque's brilliant Super Stardust HD.
Having missed CES this year, and sensing that we were really missing out, I got into contact with SCEE to chase up what was going on and hopefully get some hands-on time. Credit to the PR team here - they gave us some superb access which I hope translated into some great coverage. Housemarque confirmed a full 720p/120FPS upgrade for Super Stardust HD, while a trip to Evolution Studios near Liverpool allowed to us to go hands-on with the new 3D tech and talk to the architects behind Sony's implementation of 3D gaming. Excellent stuff from a personal perspective: it's breaking this type of story and talking to the key people that is the most exciting part of running Digital Foundry at Eurogamer.
In other news, iPhone hacker George Hotz, aka Geohot, announced to a disbelieving world that he had hacked the PlayStation 3. By hotwiring the console's memory bus, Hotz effectively glitched the system into allowing Linux to read and write to parts of the system RAM it had no business accessing. The piracy-hungry hordes descended to pour scorn on Hotz's achievement since it did not immediately translate into free games, but other hackers were busy behind the scenes intent on honing the exploit into something more usable...
Meanwhile, nine months after emerging from "stealth development" at GDC 2009, OnLive's much-vaunted beta finally got into the hands of real gamers, who spilled their guts on the internet. Simultaneously it was revealed - as Digital Foundry had long suspected - that OnLive uses h264 video encoding, with one of the foremost minds on the subject blogging the core principles behind the firm's supposedly revolutionary compressor.
http://images.console-tribe.com/ps3/news/10.02.24/ps3last.jpg
And finally, Apple unveiled its years-in-the-making iPad tablet, opening up a new front in the hotly contested handheld gaming arena. Presented as a device for comfortable browsing and "consuming" media, my first thoughts were on the technical make-up of the new A4 processor, its GPU and the implications for gaming. Answers to our questions wouldn't be forthcoming for several months...
Other Digital Foundry articles: Image quality is clearly a serious matter. The anti-aliasing effect was our attempt to provide an insight into the kinds of custom solutions developers employ in their pursuit of improved edge-smoothing without the overheads of traditional GPU solutions. I'm always pleasantly surprised at how well read this type of feature is - more people read and shared this than the majority of the Face-Offs we published in 2010.

Grand Theft Auto IV  

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Grand Theft Auto IV Review

I won’t beat around the bush: Grand Theft Auto IV is the greatest game to come out for the Xbox 360 so far. I say that without reservation and without consideration for the planned downloadable content slated for later this year that will hopefully only add to its awesomeness. It is a true evolution for the critically and commercially successful GTA series, not just a “next-gen” polish job of the same old game. But maybe even more importantly, it’s a new high water mark for video-game storytelling in general. This may sound like hyperbole, but it is deserved: GTA IV signals a moment in video-game history where it can no longer be denied that the medium can be as significant of an entertainment vehicle as the best that movies or television have to offer. GTA IV is sublime.

Yeah, but a 10? I’m saying it’s perfect? Of course not—perfect is an impossible ideal. There are quibbles to be had with GTA IV, there’s no doubt. But that’s like criticizing the brush strokes in a painting. If you’re scrutinizing it that closely, you’re missing the bigger picture. Taken on the whole, playing GTA IV is an almost transcendent experience. If you’re a fan of the series like me, just getting to play a game you’ve looked so forward to for so long is a thrill in and of itself. But it also won’t take you long to realize you’re playing a video game that exists on a whole new level.

The first time you put the game in your Xbox 360, you get a loading screen with a montage of images done in that classic GTA illustrative style. Then the game just begins. There is no menu screen where you choose single player or multiplayer or anything like that. All of that is handled in-game. Instead, you are thrown smack into the story. And outside of reloading failed missions (another nice new feature of the game—you can reload your mission from your phone right afterwards if you fail), that’s about it for loading times. GTA IV does an amazing job of streaming the entire world of Liberty City as you play. Despite what some other people who’ve played the game have already said, I experienced very little pop-up, something you can usually expect in games without hard load times. In fact, playing the game in a near-gold state a week ago, as well as now with a retail copy, my experience has been relatively glitch free. That’s not going to stop the fanboys from fighting over which version is better, Xbox 360 or PS3. Guess what…I choose Xbox 360. I’ll take achievements over a couple of higher-resolution textures any day.


http://mystuffspace.com/graphic/grand-theft-auto-1.jpgUnless you’ve been living in a cave for the past year or so—or perhaps waiting in line to check the Internet at one of those refugee camps in Californy—you know by now that Niko Bellic is the star of this game. Literally fresh off the boat in Liberty City, Niko is originally from an unnamed country in Eastern Europe, most likely somewhere in the Balkans based on his name and references he makes to his time in “the war.” As opposed to other games that let you make the character look however you want, Niko is no simple avatar for you. Like C.J. in GTA: San Andreas, and Jimmy Hopkins in Bully, Niko is an example of Rockstar’s—and namely writer Dan Houser’s—ability to craft complex and interesting characters to lead their games. But Niko is somehow different. He may be a ruthless killer, but otherwise he’s a fairly decent guy. He loves his friend’s family and has a wickedly dry sense of humor. He seems like the kind of guy who’d be fun to hang out with, provided he doesn’t shoot someone on the way to the bar. Niko is hardly a psychopath; he’s just made some unfortunate career choices and become very good at doing some very ugly business. The actor who voices Niko, Michael Hollick, does a superb job, and the fantastic motion capture and animations (especially the detailed movement of his face as he expresses emotions) also go a long way toward bringing the character to life.

We first meet Niko as his cousin Roman is picking him up at the docks. Roman is instantly engaging, a wild and crazy guy who’s really just another shlub trying to achieve the American dream. He’s as ingratiating as he is spineless, but he’s also instant compelling as a character. Roman’s fate becomes as important to the gamer as Niko’s does. I found myself feeling very protective of him as the game goes on, something I’ve never really felt I had in a video game: a friend.
In fact, the concept of friendship is central to GTA IV. Like in the prior GTA games, missions are identified by the person who gives it to you. You know, all those little letters on your map. And as in the prior games, as you progress you meet more people, unlocking more missions. But thanks to GTA IV’s ability to build relationships with certain other characters, they feel less like a device and far more real. You can call up friends and go hang out, playing pool or darts or just getting totally s***faced at a bar. As a bonus, each of those characters has a special friend ability that you can unlock, that gives you assistance in one way or another (one person brings you guns, another can deliver a helicopter to you, etc.) Again, though, a big part of why this works is the amazing writing in the game. Characters are much more complex and nuanced, far more than in prior games when characters were often more like caricatures. GTA IV has a story that features real characters with real feelings that you will feel emotions for.

The excellent characters only help to drive an excellent story. I won’t spoil anything for you here, which is difficult to do. Like all GTA games, it’s a wild ride from beginning to end, and along the way you’ll have some key decisions to make, whether or not it is to execute a certain person at the end of a mission or let them go, or make a distinct choice between two paths that are presented to you. But it’s a reasonably wild ride (i.e. no aliens or jet packs) and something you’d expect from a serious Hollywood auteur. When I said the game reaches a new high water mark, this has a lot to do with it. Dan Houser has written one of the great tales about immigrants and the American dream. At one point, Roman exclaims: “We’re going to the top, Niko. The top!” To which Niko responds: “For now, let’s just try and survive, cousin.” That right there is your story in a nutshell. Full of twists and turns, it won’t end up where you expect, but you’ll love the ride and be left wanting more. Seriously, after 35 or so hours to get to the end of the story, all I wanted was more. Those downloadable episodes can’t come soon enough.

While all the story and writing is mindblowingly great, it wouldn’t be half as effective without the technological and design achievements Rockstar has managed to pull off. Yes, at first blush, the game is simply a “next-gen” GTA. But the amazing graphics, with some incredibly natural-looking lighting and really excellent performance for a game that models such a large and detailed world, are only half the story. The implementation of the euphoria animation engine is an excellent display of that technology. People in the world move in a very natural way—just watch Niko walk down some stairs. When guns start firing, enemies fall in different ways depending on where they’re hit and even do neat stuff such as clutch their neck and stumble away or roll around on the ground once they’re shot. It looks amazing, but if you back up and look at the whole picture, it’s really just continuing to make the entire world more natural and more believable.

But the fact that it looks cool when you shoot a guy is again only part of the story. GTA IV finally delivers a good shooting mechanic to the franchise. Your time on foot, gun in hand, was always one of the weaker points in the prior games. A poor target-locking system was partially to blame, but the whole system needed an overhaul. And, boy, did it get one. GTA IV features a shooting system that borrows from the “stop and pop” concept that drives Rainbow Six Vegas and Gears of War. Niko can, and must, take cover, popping up to take shots at locked-on enemies, that can be tweaked slightly with the right thumbstick for head shots or even leg shots for people you just want to incapacitate. For the first time ever in a GTA game, combat is more fun than frustrating, and Rockstar seems to know it. Why else would they put so many big shootout levels in the game, far more than any other game in the GTA series.

Of course the alpha to the omega of shooting is driving. You couldn’t have a GTA game without it. This time around, thanks to the more advanced physics at play, driving is more of a challenge. It’s rewarding to those who enjoy it, like me, but I can see how it might be frustrating to some. No worries…just take cabs everywhere. They act almost like a teleport and I, for one, used them all the time. Best innovation to the GTA series ever. 
Maybe the second best innovation is your cellphone. A lot of games have used the cell phone as a stand in for a pause menu, to make your world seem more real by putting a real thing in it to replace something that is unrealistic. You can’t pause real life. The cellphone in GTA IV is amazing, though. Your cellphone is the link to your friends and acquaintances. It’s how they contact you for missions and it’s how you contact them for favors or just to go play some darts. It’s got your personal organizer for missions set at a certain day and time, and you can also do other special stuff with it. For exampoe, you can call 911 to summon a patrol car—then just “borrow” it when the cop arrive up. There are other neat things it does, such as the number you can call that will tell you what the current song playing on the radio is, which ties into your account at the Rockstar Social Club website (provided you register) and enables you to purchase the MP3 at Amazon.

Ah, yes…music. Another cornerstone of the GTA series. In general, Rockstar doesn’t like it when we, the media, publish information about the songs that appear in the game. This isn’t because of a need to be tight, but because they want people to be surprised when they hear a certain track in the game. I can get down with this. I will say this: The radio stations are pretty awesome and have great DJs. When did you ever think fashion designer Karl Lagerfeld was going to lend his voice to a game? They run the gamut, from rock and hip-hop to a Puerto Rican-flavored reggaeton station to a spacey modern-music station that plays high-brow experimental stuff such as Philip Glass. (It’s okay for me to say that one, because it was in the original trailer.) In general, though, the music collection this time is less of a hit parade than Vice City or San Andreas. Instead, they tried to put in a lot of cool music you know, as well as stuff you don’t, hoping to turn you on to something different. Rockstar’s taste in music is pretty impeccable.
Going back to the phone for a minute, this is your seamless entry into the multiplayer modes of the game. GTA IV features fifteen modes that you’ve probably already heard about, including standard Deathmatch and Team Deathmatch types, as well as racing and the more GTA-centric Cops ’n Crooks mode. Cops ’n Crooks is amazing with 16 players—it really feels like you have a gang on the run…or, conversely, that you are a part of a big police department battling your way across town. The fact that the world of Liberty City is open in multiplayer modes makes for some pretty interesting possibilities. I look forward to insane videos on YouTube of gamers doing cool stuff together. Rockstar pulled out all the stops on multiplayer, maybe as some kind of atonement for never really including it in the prior games. It’s hard to say if GTA IV’s multiplayer will be as huge of a hit on Xbox Live as CoD4 or Halo 3, but one sure hopes so.

Having laid out all these amazing things that Rockstar has achieved in moving its game miles ahead of anything anyone has ever attempted to do in a video game, I’ve barely scratched the surface of what gamers will experience playing through. I haven’t even covered going on dates, watching TV, your friend Brucie, getting on the Internet, the great GPS system or the four-player cooperative missions. There are so many little things, so many great details, so many unexpected random events, that I could write a book and it would just be an incredibly long list of observations. Instead, go play the game for yourself. When you see how Rockstar brought everything together in a perfect storm of video-game design, you’ll think about the score we gave it and you’ll have a hard time disagreeing. I promise.

Oath in Felghana  

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Ys: The Oath in Felghana

Simplicity is something rarely celebrated in videogames, but Ys: The Oath in Felghana is refreshingly straightforward – ironic, considering it’s a port of a remake of a 20 year old game. In the wake of Final Fantasy XIII’s absurd, 20-hours-long tutorial, jumping into a JRPG and just beating the snot out of everything is a nice change of pace. That this PSP port is just plain great works to its benefit, too.
Above: This isn’t a terribly long game, but you’ll see a lot of great settings 
You won’t find a lot of story to waste your time in The Oath in Felghana. Our hero’s a ginger with a sword who loves to murder monsters – that’s all we need. What little story’s here – the bad guys are dicks, blah blah, etc. – is a mixture of melodrama balanced out by an excellent translation and campy banter. It’s well-written and regularly funny, and the fully voiced dialogue is mostly likable. Even when the VO is bad it’s good. Even the odd character – Mams is a standout – is so deliberately, laughably terrible you can’t help but listen and be amused at how silly they sound.
Once the quick discussions end, you can get right to the stabbing, and Ys is an immediately gratifying, stabtacular adventure. The combat’s a little basic, but it throws a few curveballs at you, like enemies that are impervious to your sword and such. You’ll spam the jump, attack, and magic buttons more times than you can count, but it’s far more than bland button mashing.
See, The Oath in Felghana is so absurdly difficult that its combat requires deliberate grace to come out on top. You’ll fight tons of enemies at once, and you’ll need to move a lot to stay alive. This is a fast game, and if you’re not thinking ahead you’re screwed. The outstanding boss fights force you to jump, run, and dodge to the point that you barely have a moment to attack. You’ll die, and you’ll die plenty.
Above: Pain for pleasure 
Perhaps Ys’ strongest asset – aside from its seriously rockin’, non-stop-awesome original soundtrack – is that this extreme difficulty, even on normal, is rarely frustrating. We’re not prone to enjoying trial and error, but the combat is a skill-based challenge. When you die, you know it’s your fault, and you know how to succeed even when you repeatedly fail. It’s brutal, but not unfair, which leads to even more satisfaction with your success.
Because everything moves along at such a quick clip, you’ll probably push through The Oath in Felghana fairly quickly. Compared to other Ys titles, this is a far more straightforward and short experience. You won’t collect a ton of loot, which may burn some players. But we enjoyed building big combos, clobbering experience bonuses out of baddies, and collecting materials to upgrade our various weapons and magically endowed bracelets.
Above: You’ll spend very little time reading and listening. Killing > talking 
Despite its 10-15 hour running time, Ys: The Oath in Felghana never feels short – which it is by conventional Japanese RPG standards. It’s a punchy, fulfilling game that takes you to plenty of cool places and does a lot of basic things right. We’re a fan of a good ol’ fashioned action game that gets right to the good stuff, and this is evidence that we don’t get enough of this kind of game these days.

 

Dream Mysteries  

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Dream Mysteries - Case of the Red Fox

A preview for a new hidden object game called Dream Mysteries: Case of the Red Fox has appeared on GameHouse.com, and it sounds pretty interesting. According to details posted on the site, you'll play a psychiatrist with the unique ability to "dream dive" into patients' minds to discover the causes of their warped mental states.
Dream Mysteries - Case of the Red Fox
Here's more from GameHouse:

Dr. Corey Foster is a skilled psychiatrist with the unique ability to enter others' dream states and change them. Because of her extraordinary talent, she's been invited to oversee a surge of psychiatric illnesses at the Dream Seekers research clinic. A normal sunny day finds her tending to patient's therapy when it turns baffling, as similar haunting visions inhabit all of her subjects. What exactly is going on and why is Dr. Foster now having those similar visions as well?
Dream Mysteries - Case of the Red Fox
Join Dr. Foster and help her uncover the mysterious cause of these strange conditions. Travel between reality and dream worlds, healing patient's nightmares and searching for answers via surreal hidden object scenes. Play smart mini-games, locate useful items, and solve demanding puzzles. Can you unmask the true purpose of these unwanted images?
Dream Mysteries - Case of the Red Fox
The game is being developed by Portuguese studio GameInvest SA (World of Zellians, Hospital Hustle).
Dream Mysteries - Case of the Red Fox

 

Bejeweled 3  

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Bejeweled 3

http://picture.mobilefan.net/PDAPic.nsf/--Download/B151F451710D4DCA4825706E000E620D/$File/Bejeweled23arm.gifSo, Bejeweled 3, eh? Really, all you need to know is that the core game of Bejeweled 3 is nearly unchanged from the Bejeweled formula we all know and love. As you'd expect, the meat and potatoes of Bejeweled 3 is the untimed classic mode, a straightforward affair where you match gems until you run out of moves. Lightning mode probably ranks second in the hierarchy, which is more or less a timed version of classic mode. Where Bejeweled 3 really pulls out the stops is in its abundance of secondary modes that all play off the classic gem-swapping formula.

Above: Detonating a star gem 
As much as we love Bejeweled, it does get old after awhile, and as mentioned above, Bejeweled 3's classic mode isn't remarkably different from Bejeweled 2's classic mode. That's not necessarily a bad thing, and we don't want every iteration of Bejeweled to be totally different like Bejeweled Twist was (which is also awesome in its own way), but our only caveat is that if you're already sick of Bejeweled 2's classic mode, nothing in Bejeweled 3's classic mode will feel all that fresh to you. The biggest difference is the addition of the star gem, which you get from forming a same-color set of five gems in a T or L formation. When you match a star gem, it clears all the gems in its row and column. Adding one gem type doesn't change the overall feel of the game though, even though it's a nice addition that does add to the gameplay a little.
Because of said sameness, Bejeweled 3's new modes definitely drew our attention away from classic mode. There are eight modes in total - Classic, Lightning, Zen and Quest are the primary modes that are familiar from Bejeweled 2, with Poker, Ice Storm, Butterflies and Diamond Mine filling out the brand-new modes - and together they offer a good mix of both timed and untimed variations. In Poker mode, for example, you get five turns to make a poker hand, and the color gem you match each turn gets counted as a card in your hand. For example, if you match orange three turns and green two turns, you've got a full house. As you progress, easier hands like single pairs become off limits, and you have to fight to stay alive by creating the best hands possible.
Butterflies mode is also a cool twist, where special butterfly gems appear at the bottom of the screen and move up one row each turn, and you have to get rid of them before they reach the top and get eaten by a spider. It's addicting and tense (definitely the tensest of the non-timed modes) and requires developing a whole different strategy.
Quest mode combines all the other modes and adds a handful more of its own minigames, and works kind of like the challenges in Peggle. Quests get more difficult as you progress, like having to clear a specific number of gems off a classic board in a limited number of moves, where the number you have to clear gets higher each time as the moves you're allowed gets lower. It's a great way to stretch your Bejeweled skills, and it works especially well because it offers a bite-sized, finite version of the game so that you can walk away before your eyes glaze over and you get sick of looking at gems.

Above: In Ice Storm, you have to create matches as fast as you can to push the freezing water down before it reaches the top 
How much you get out of Bejeweled 3 is ultimately going to depend on how much swapping colored gems on a grid still appeals to you. If you played Bejeweled, Bejeweled 2, Bejeweled Blitz, and the Puzzle Quest series, we wouldn't blame you if you decided to sit this one out, despite Bejeweled 3 being easily the most robust entry in the series to date. Right now PopCap is offering a 60 minute free trial on its site, so if you get through the whole 60 minutes and still feel the need to match gems, that's probably a good indication that it's worth the purchase.

 

Unbound Saga  

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Unbound Saga Review

http://www.platformnation.com/wp-content/uploads/2010/12/unbound_saga1.jpgRick Ajax is a comic-book tough guy who is constantly forced to fight for the entertainment of readers at the whim of his creator, the Maker. He's pretty sick and tired of it, and if you play Unbound Saga, you'll understand why. Originally released on the PSP last year, this shallow and tiresome fighting game has now made its way onto Xbox Live, giving you a great opportunity to ignore it all over again.

If your sole purpose in life was to fight repetitive battles like these constantly, you'd want to escape, too.
In Unbound Saga, you have the interminable task of guiding the lumbering Rick through 10 stages of boring, mindless, side-scrolling beat-'em-up combat as he journeys to give the Maker a piece of his mind and break free of his pencil-and-ink chains. Eventually, Rick is joined by former professional damsel-in-distress Lori Machete whom he suspects of being tossed into his life as part of a crossover with another comic book. This core concept of self-aware comic-book heroes has potential, but Unbound Saga doesn't do anything interesting with it. The story is unfocused and features characters that appear and disappear for no apparent reason, as well as levels that end abruptly without any sense of pacing or climax. The action ostensibly takes place on the pages of a comic book; you progress from one panel to the next and, when the camera pulls way out, you can see the edges of surrounding panels. But the visuals only make a halfhearted attempt to sell this concept; there's never any expository text at the top of a panel, and speech bubbles appear only alongside pop-up character portraits.
http://xbox360media.ign.com/xbox360/image/article/113/1135556/unbound-saga-20101118015007316_640w.jpgAs Rick, you can kick and punch your enemies into submission, as well as whack them with items you pick up, such as bottles and benches. However, Rick is so slow and his enemies so stupid that there's no enjoyment to be gleaned from any of this combat. Once Lori shows up, you can switch between the two characters at any time. She's faster and more agile than Rick, but the action is so fundamentally weak that it isn't much more enjoyable to play as Lori. Often, just when you think you've finished a panel and are ready to move one merciful step closer to completion, the Maker's hand will pop into the frame and quickly sketch a new group of mindless thugs for you to clobber. So, by the time you reach the end of this excruciating journey, you'll be longing to clobber the Maker yourself for putting you through this tedium. Unfortunately, the final confrontation is as anticlimactic and unsatisfying as everything else about Unbound Saga. Along the way, you'll be confronted by punks, werewolves, hobos, and commandos, but despite the differences in their outward appearances, there's no real variety to the way your enemies fight. Lori actually refers to the constant stream of goons and thugs as the "Mindless Ones," and they sure do live up to their name. Even bosses are only differentiated from the other fist fodder by an energy bar at the bottom of the screen.
Fighting is a drag; it looks clumsy and feels clunky. And in addition to being simple and repetitive, the brawling lacks any sense of impact. Despite the visual representation of such big comic-book sound effects as WHAM, BLAM, and SMACK every time you hit an enemy, nothing about your attacks feels hard hitting or satisfying. As you progress, you earn skill points that let you unlock new combos and abilities for Rick and Lori, but the addition of a few new moves to your repertoire isn't nearly enough to make this clunky combat compelling. Unbound Saga tries to give you an incentive to play through the campaign multiple times by letting you carry over moves you've unlocked from one game to the next, but it's hard to imagine feeling compelled to finish the game even once.
The visuals in Unbound Saga are ordinary and inconsistent. Some of the background environments are interesting, especially those in the dingy, run-down city of Toxopolis, but the character models and objects in the foreground lack the detail to match and look out of place as a result. The cutscenes are the game's high point and feature gorgeous comic-book artwork. The voice actors do a fine job, but otherwise, the sound is disappointing. The harsh, grating music might suit the ruined urban landscape of Toxopolis, but it repeats too often, and the sounds of combat lack the necessary oomph to match the comic-book onomatopoeias onscreen.

This release of Unbound Saga adds local and online multiplayer, but while sharing the experience with a friend makes the drudgery a bit more tolerable, it doesn't make it fun. No matter what you're looking for, there's a game available on XBLA that does it much better than Unbound Saga. Comic Jumper makes much smarter, funnier use of a comic-book setting, and such hard-hitting classics as Final Fight and Streets of Rage 2 have satisfying combat and enemies that attack with variety and personality. Unbound Saga isn't in the same league. With these much better games and more like them readily available for download, there's no reason for anyone to waste time with this boring brawler.

 

Worms: Battle Islands  

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Worms: Battle Islands Review

http://www.platformnation.com/wp-content/uploads/2010/12/worms_battle_islands_game_logo.jpgThe folks over at Team 17 apparently don't subscribe to the idea of opening a whole new can of worms. Each new incarnation of the popular Worms franchise plays like a mere expansion of the previous outing, and in many regards, Worms: Battle Islands for the PSP is no different. Granted, these worms work well for Team 17--so well that they've shied once again from drilling any new wormholes into the franchise. The difference here is in the details. The controls have never felt so effortlessly intuitive, the customization options have seldom been so extensive, and the multiplayer modes have rarely been so welcoming. That said, it's still simply Worms. Battle Islands is palatable bait for series newcomers, but even devoted veterans may find their time better spent elsewhere.

It's Worms with masks! Exciting, isn't it?
For the uninitiated, Worms places you control of a battalion of adorable oligochaetes as they assault another team with missile launchers, exploding sheep, and the occasional concrete donkey. Here you bounce over hills and burrow through tunnels with flamethrowers, worming your way out of dangers such as proximity mines. Combat is turn-based, and you have only a minute to slither over to your enemy and make your move. Of course, this same tactic works for your nightcrawling foes, so there's a chance that you'll find yourself staring straight at your killer with nowhere to run.
The single-player campaign comprises 30 moderately challenging missions spread across six islands based on widely different themes. For instance, you start out in a postapocalyptic nuclear test site and work your way through tropical jungles and frozen wastelands. In each case, you wreak havoc on the jagged landscape with your rocket launcher or some other goodie from your weapon stash, and in certain cases you can assign snipers to eliminate the competition before a round even starts. As a welcome new addition, blueprints now drop from the sky in each campaign level (and sometimes land in absurdly unreachable locations), and you can use these to modify items like your unassuming baseball bat into something decidedly more threatening.
Indeed, customization has always been at the heart of the Worms games, and easily pleased thrill seekers will be happy to know that you can customize your worm's appearance with prizes earned from missions (including new items like masks and backpacks). If you've always wanted to see your murderous worm squiggle about with a Jason Voorhees-style hockey mask, this is your chance. You can even customize your victory dance or what kind of tombstone appears after you die, and there's a welcome option to design your own level.

The excellent controls let you keep the chaos under control.
Aside from the campaign, you can also test your skills through a series of time attacks or challenging puzzles. In one of the timed trials, you need to speed through multiple laps in a cavern while using only your jetpack; in another, you swing through a canyon using only a ninja's grappling rope while avoiding a lake of ectoplasmic goo. The puzzles are considerably more rewarding: in one, you must kill two opponents in the same turn; elsewhere, you need to finish off an enemy with only a weak mine and a punch. Still need training? Battle Islands offers three training modes and a free-for-all firing range to test out your new toys.
Be prepared for several difficulty spikes as you progress through the levels. In earlier levels, your worms can sometimes stand in plain sight before their enemies and watch as the missiles intended for them head off in the other direction; in later levels, enemy projectiles find your worms as though guided by your very thoughts--even if you were "safely" buried several yards within a bunker.
The five options in Battle Islands' robust online and offline multiplayer modes will easily keep you occupied for hours--provided you can find anyone online. The usual suspects are all here, including Deathmatch, Racing, Triathlon, and Forts, which gives you a base of operations, and each features leaderboards for those eager to become the Emperor Worm. Of particular note is the new Tactics mode, which lets you return to your war room at any time during the battle as well as see the battlefield for a minute before the match so you can place traps in advance. Best of all, you can even win items from your opponents in an online session.

At higher levels, enemy worms easily kill you from the other side of the map.
Thankfully, Worms has lost none of its peculiar charm. Worms shout things like "Bor-ing!" when enemy players miss, although the limited voice options ensure that you can usually predict which phrase you'll hear next. All the best weapons from previous incarnations are here, including favorites like the holy hand grenade, which triggers Handel's Hallelujah chorus when launched. Missions are preceded by well-animated cutscenes that are often good for a quick laugh. The backgrounds are decently lively but not distracting, and the island environments are filled with quirky obstacles like downed airplanes and half-sunken ships. The music, while usually subdued, is nevertheless appropriate for the often methodical pace of Worms. All in all, Battle Islands marks a welcome return to the series' two-dimensional roots after comparatively lackluster offerings like Worms 4.
Almost. Battle Islands suffers from a few minor drawbacks, such as load times that approximate the time it takes an earthworm to traverse a summer sidewalk. Elsewhere, an annoying bug repeatedly insists that your Memory Stick was recently replaced (when it wasn't) and that you need to reenable autosave. Even so, Battle Islands makes Worms seem like it was specifically developed for the PSP, and not ported from another platform. You can zoom in and out with the left and right bumpers, and you can view every corner of the whole map with the analog stick. You can control your worm and adjust your weapons with the D pad, and trigger chaos with the action buttons. Every other button is mapped as it intuitively should be.
But is it enough? Battle Islands approaches its source material as though all 17 previous incarnations of the game were but worthy betas. Here we have no giant leaps forward; only a finished product that's been a long time coming. To be sure, newcomers may enjoy worming their way into this enjoyable though worn artillery adventure, but experienced Worms players will likely balk at paying $24.99 for more of the same.

Assassin's Creed  

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Assassin's Creed: Brotherhood Review

http://www.gamepur.com/files/images/2010/assassins-creed-brotherhood-screen12.jpgI'm not sure how I went most of the year ignoring details about Assassin's Creed: Brotherhood, but it happened. Sure, I knew it was an Assassin's Creed game set in Renaissance Italy and that it would have multiplayer, but that was about it. But once details emerged about the lengthy single-player campaign, new side missions, truth puzzles, and collectibles, that's when my interest started to grow -- after all, those were the aspects I loved from its predecessor. Now, after investing a significant amount of time in the game, I can say that Brotherhood is like a refined and improved version of the already excellent Assassin's Creed 2...with a few caveats.

If there's a fault with Brotherhood (outside of the multiplayer, which I'll touch on later) is that it doesn't do a good job of introducing newcomers to this world of historical memory exploration. If this is your first Creed game, you're just not given the chance to become as emotionally invested in the game's characters as someone who's followed the series from the beginning. The only real back-story you're given is a short video that serves more to refresh returning fans rather than provide sufficient details to newcomers. Character deaths are simple plot devices that become as meaningless as the motives that drive Ezio Auditore and Desmond for most of the story. In AC2, you guided Ezio on a quest for revenge while learning more about the secret cult of Assassins. Here we find Ezio trying to rebuild the Assassin order in the city of Rome. Oh, and trying to retrieve the Apple, again. All in all the story doesn't feel as carefully plotted as that of AC2.

Rebuilding the order of Assassins is more than just a plot device, though. About a third of the way through the game you gain the ability to recruit citizens of Rome to your order; once you do you can obtain contracts from all of the world and send these Assassins to carry out your orders, putting money in your pocket and making your personal team better at assisting you during the game's main missions. There's nothing like highlighting a target in the street and then calling in an Assassin who magically appears from the rooftop, shoving their wrist-blade deep into the man's head before vanishing in a puff of smoke. All the while, you just sit watching on a nearby park bench. It makes Ezio seem like a powerful assassin, a Godfather, coming into his own much like his father before him.
The main story missions introduce a "100% Synchronization" mode that add mini-objectives to each mission; you now have goals like "don't touch the ground while chasing your target," or "complete a mission in under five minutes." Even if you only get "50% synchronization" (for completing a mission but failing to achieve full synchronization) you're still given credit for completing the mission. And you can return to previous missions at any time for "100%." Overall I like the inclusion of being able to play these missions the

http://thegamershub.co.uk/wp-content/uploads/assassins-creed-brotherhood-e3-screenshots-1.jpg

"right" way rather than just approaching every mission like Rambo, killing any and all who stand before me and my objective. It introduces a thoroughly enjoyable level of re-playability, and obtaining 100% completion also unlocks additional side-missions.
Other noteworthy missions come from your re-introduction to Leonardo da Vinci. The Borgia have commissioned him to create terrible war machines, and these missions allow you to play around with some of his awesome inventions. I'm not sure how many of these are accurate reproductions from his blueprints, but that doesn't really matter; on your quest to destroy the weapons, you first get to try them out on surrounding enemy forces. Among other activities, you'll fire a mounted machine gun and launch rockets at enemy frigates in a boat harbor. These missions are a departure from the familiar, platforming gameplay, and they add welcome variety to Brotherhood.


Assassin Tomb quests return as well but are labeled as Wolfman Lairs...it makes sense when you unlock them. They're still as inventive, frustrating, and rewarding as the Tombs from AC2. I only played through a few of these and intend to go back at some point to complete them all, especially since they remind me of another of my favorite Ubisoft Montreal titles: Prince of Persia: The Sands of Time.
But unlike the previous AC titles, you don't visit multiple cities throughout Europe. I do miss seeing the different vistas and exploring each area's distinct architecture, but the Rome in Brotherhood is gigantic. Keeping the game confined to one large city cuts down on the loading times between travel destinations and includes a number of additional fast travel options (like riding a horse through the city or using renovated underground tunnels), which more than make up for the loss of scenic locations.  

Renovating Rome replaces the work that you used to pour into Monteriggioni, your primary source of income in AC2. It's never made clear why Ezio makes money for repairing Rome, but that's just a videogame formality. However, before you can purchase renovations, you must free those districts from the influence of the Borgia. Each of these are skilled areas in which you must find and kill the Borgia captain and then ascend the nearby Borgia tower, blowing it up, and freeing the nearby area for your control. Bringing in a group of your own Assassins makes these missions go by much easier and again, makes you feel like an all-powerful Assassin leader.
http://weeble.net/wp-content/uploads/2010/11/Assassin%E2%80%99s-Creed-Brotherhood.jpgOnce an area has been freed of Borgia influence, you can purchase stables, tailor shops, blacksmith shops and other stores, allowing you to purchase better weapons, clothes, etc., and to unlock more side-missions. The blacksmith, for example, is looking for specific parts to create a special sword. Find these items and he'll create the weapon for you. You must locate these items hidden in treasure chests that tend to be near or around your central story quests. So, if you love the collection aspects in videogames (like myself), you'll have more than enough to keep busy for a long, long time.

And potentially extending the life of the game still further is multiplayer. Each of Brotherhood's multiplayer modes (Wanted, Manhunt, Alliance, and Advanced Wanted) demand the same result: Assassinate the other player or target before you're assassinated by the other players in the match. As you progress through the online modes, you earn upgrades like better weapons, or the ability to detect your target in a crowd. There's a little bit of strategy, guessing, and luck to finding your target in the street and the maps themselves are not very large so you should be able to become familiar with all of the hiding places in just a few rounds.
The catch with all of this is: you can't attack your would-be assailant -- you can only run away from your attacker or stun them. Stunning requires you to be behind your attacker, a difficult feat when you're watching them approach you, so it's better to just run away instead. It doesn't make sense to me why you can't defend yourself (you're an Assassin!), especially when a dynamic swordplay mechanic already exists in the single-player portion of the game.
http://files.g4tv.com/ImageDb3/252082_S/New-Assassins-Creed-Brotherhood-Beta-Map-Mode-To-Unlock-Soon.jpgMultiplayer is something I never imagined seeing in an Assassin's Creed game, but now that it's included I can think of so many ways for developers to improve upon it. For starters, all the multiplayer features are completely detached from the single-player content. It would have been nice to be able to bring over your own equipment or at least some of the hard-to-acquire outfits you earned in single-player to show off online. Including something as simple as rooftop races from point A to point B I feel would have also been worthwhile. Or even better, Co-op in the single player portion of the game would have been great; a technical hurdle, I know, but these are the types of online modes I'd like to see in the next game.

Overall it's not a real selling point for me. Multiplayer is a nice addition, but I can't see myself playing this mode as frequently as the solid single-player content.
There are still so many other small details I could talk about, but they all hammer home the same point: this is a great game. The multiplayer aspects aren't that engaging for me -- there's just not enough to do to balance out the frustration of not being able to defend myself in a fight. However, I love how deep the team has managed to make the single-player portion of the game (again). If you've followed the AC series this far, you'd be remiss to let this one pass you by; even with the criticisms I've listed above, I'm comfortable saying that another Assassin's Creed game will make my list of "favorite games of the year." I can't wait to see what Ubisoft Montreal does next with the series.

Lizard Lounge  

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Lizard Lounge

http://www.casinoadvisor.com/images/game_specific/screen/big/lizard_lounge2.jpgThe player can set things up easily to play the game. Plus and minus symbols are used to adjust the coin size to whatever the player prefers. Then there is the selection of the number of coins to play per payline (the maximum is ten), and then the determination as to how many paylines to activate (up to the limit of 20). All these controls are at the player's fingertips. Then it's just a matter of clicking "Spin" and away you go!

The wild in this game is the "Pepper Spray Girl," which is kind of a funny twist. The scatter is the Disco symbol. And there is a Bonus icon. That is the Firebird (not the animal, but the car). When a Firebird appears on reels 2, 3 and 4, the Lounge Lizard Bonus Game is triggered. When this happens, you're going to be confronted by seven silhouettes on the screen. You will select one of them in hopes of uncovering a bonus payoff. If that is achieved, you get to pick again, and again. In a way, it's sort of like playing "The Price is Right." There are two ways the bonus game can end - by getting the "Jackpot Kiss," at which point you get all the bonus amounts, or by pulling up the Booby Prize, which in this milieu might be the rough equivalent of getting drunk and hooking up with the homeliest woman in the nightclub. After any of these conclusions, you are simply returned to the regular part of the game.

Echochrome ii Review  

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Echochrome ii Review

Simplicity
The game has a very simple intuitive control scheme which is easy for any player to pick-up-and-play even for players who’ve never played with the Move before. This helps make the game very accessible and eliminates the frustration of learning any long laundry list of controls to remember like in other games. In addition there are easy to follow tutorials, where the game introduces all of the features the first time the player encounters them; from the first movements of the light to the difference between the game modes and even tips for create mode are all helpful.
Presentation
Echochrome ii like the original has a rather unique graphical style: but unlike the original, this time around there is also a more colourful side to the title which is a nice change from the original. The game also has very calming music which certainly can help soothe the mind when tackling the more difficult levels of the game.
Three Modes
Echochrome ii has three separate game modes for each level; adding replay value as well as a lot of extra challenge to the title. While this means if players complete a level by fluke in one mode it still leaves the player well and truly puzzled on the others.
Escort mode sets the player a start point and lets them find the final finish point by moving the lights around to create a shadow doorway. While the mode starts off relatively easy, it soon racks up in difficulty which meaning the game will never be too easy. The classic echo mode returns, although this time as the second mode of the title. Just like the original it will occasionally have the player or even players scratching their heads on how to get that last echo; but this just adds to the challenge and enjoyment of the title when you finally manage to complete the level. The final mode is paint and players have to look after three separate shadows, often on different sections of the shadows, while trying to colour in a certain proportion of the level. This can get rather hectic trying to color in the last few squares while attempting to keep all the shadows alive giving the game a certain interesting twist.
Create Mode
Create mode majorly increases the replay value of echochrome ii. Not only does it allow players to create 84 of their own levels, they can choose their favourite 12 to upload. Uploaded levels can be downloaded by anyone meaning there will always be the option for a brand new and unique level design for players to attempt. The creation of a level is relatively simple which allows any player to give it a go. Draw the shadow pattern for the level then move blocks around in the 3D space to let players create the shadow needed to complete it. Players can also add in all the main elements from the pre-created levels such as jumps, stairs and echoes allowing great and possibly extremely hard levels to be created. The mode also has a nice test where players have to complete the level proving it works before being able to upload it; overall meaning there will be lots of great levels with no impossible levels slipped in.
Upload Gameplay
Whether players complete a level by skill or fluke not only will their time be recorded but after completing any level players get the opportunity to upload a recording of the level they just played straight to their account on YouTube. This is a neat feature which more and more games seem to be getting recently but it can be great to show off fast times or even ways to complete levels to friends if they are stuck.

 

Worms: Battle Islands Review  

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  Worms: Battle Islands Review

The folks over at Team 17 apparently don't subscribe to the idea of opening a whole new can of worms. Each new incarnation of the popular Worms franchise plays like a mere expansion of the previous outing, and in many regards, Worms: Battle Islands for the PSP is no different. Granted, these worms work well for Team 17--so well that they've shied once again from drilling any new wormholes into the franchise. The difference here is in the details. The controls have never felt so effortlessly intuitive, the customization options have seldom been so extensive, and the multiplayer modes have rarely been so welcoming. That said, it's still simply Worms. Battle Islands is palatable bait for series newcomers, but even devoted veterans may find their time better spent elsewhere.

It's Worms with masks! Exciting, isn't it?
For the uninitiated, Worms places you control of a battalion of adorable oligochaetes as they assault another team with missile launchers, exploding sheep, and the occasional concrete donkey. Here you bounce over hills and burrow through tunnels with flamethrowers, worming your way out of dangers such as proximity mines. Combat is turn-based, and you have only a minute to slither over to your enemy and make your move. Of course, this same tactic works for your nightcrawling foes, so there's a chance that you'll find yourself staring straight at your killer with nowhere to run.
The single-player campaign comprises 30 moderately challenging missions spread across six islands based on widely different themes. For instance, you start out in a postapocalyptic nuclear test site and work your way through tropical jungles and frozen wastelands. In each case, you wreak havoc on the jagged landscape with your rocket launcher or some other goodie from your weapon stash, and in certain cases you can assign snipers to eliminate the competition before a round even starts. As a welcome new addition, blueprints now drop from the sky in each campaign level (and sometimes land in absurdly unreachable locations), and you can use these to modify items like your unassuming baseball bat into something decidedly more threatening.
Indeed, customization has always been at the heart of the Worms games, and easily pleased thrill seekers will be happy to know that you can customize your worm's appearance with prizes earned from missions (including new items like masks and backpacks). If you've always wanted to see your murderous worm squiggle about with a Jason Voorhees-style hockey mask, this is your chance. You can even customize your victory dance or what kind of tombstone appears after you die, and there's a welcome option to design your own level.

The excellent controls let you keep the chaos under control.
Aside from the campaign, you can also test your skills through a series of time attacks or challenging puzzles. In one of the timed trials, you need to speed through multiple laps in a cavern while using only your jetpack; in another, you swing through a canyon using only a ninja's grappling rope while avoiding a lake of ectoplasmic goo. The puzzles are considerably more rewarding: in one, you must kill two opponents in the same turn; elsewhere, you need to finish off an enemy with only a weak mine and a punch. Still need training? Battle Islands offers three training modes and a free-for-all firing range to test out your new toys.
Be prepared for several difficulty spikes as you progress through the levels. In earlier levels, your worms can sometimes stand in plain sight before their enemies and watch as the missiles intended for them head off in the other direction; in later levels, enemy projectiles find your worms as though guided by your very thoughts--even if you were "safely" buried several yards within a bunker.
The five options in Battle Islands' robust online and offline multiplayer modes will easily keep you occupied for hours--provided you can find anyone online. The usual suspects are all here, including Deathmatch, Racing, Triathlon, and Forts, which gives you a base of operations, and each features leaderboards for those eager to become the Emperor Worm. Of particular note is the new Tactics mode, which lets you return to your war room at any time during the battle as well as see the battlefield for a minute before the match so you can place traps in advance. Best of all, you can even win items from your opponents in an online session.

At higher levels, enemy worms easily kill you from the other side of the map.
Thankfully, Worms has lost none of its peculiar charm. Worms shout things like "Bor-ing!" when enemy players miss, although the limited voice options ensure that you can usually predict which phrase you'll hear next. All the best weapons from previous incarnations are here, including favorites like the holy hand grenade, which triggers Handel's Hallelujah chorus when launched. Missions are preceded by well-animated cutscenes that are often good for a quick laugh. The backgrounds are decently lively but not distracting, and the island environments are filled with quirky obstacles like downed airplanes and half-sunken ships. The music, while usually subdued, is nevertheless appropriate for the often methodical pace of Worms. All in all, Battle Islands marks a welcome return to the series' two-dimensional roots after comparatively lackluster offerings like Worms 4.
Almost. Battle Islands suffers from a few minor drawbacks, such as load times that approximate the time it takes an earthworm to traverse a summer sidewalk. Elsewhere, an annoying bug repeatedly insists that your Memory Stick was recently replaced (when it wasn't) and that you need to reenable autosave. Even so, Battle Islands makes Worms seem like it was specifically developed for the PSP, and not ported from another platform. You can zoom in and out with the left and right bumpers, and you can view every corner of the whole map with the analog stick. You can control your worm and adjust your weapons with the D pad, and trigger chaos with the action buttons. Every other button is mapped as it intuitively should be.
But is it enough? Battle Islands approaches its source material as though all 17 previous incarnations of the game were but worthy betas. Here we have no giant leaps forward; only a finished product that's been a long time coming. To be sure, newcomers may enjoy worming their way into this enjoyable though worn artillery adventure, but experienced Worms players will likely balk at paying $24.99 for more of the same.

Eat Them! Review  

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Eat Them! Review

Whether built piece by piece in a mad scientist's lab, awoken from a long slumber by nuclear blasts, or invading from another world, giant monsters have been a cinema staple for generations. Starting with Rampage in the mid-'80s, games have sometimes strove to put players inside the massive skins (or rubber suits) of these tremendous terrors to experience the destructive thrill of laying waste to cities with their own bare claws. Eat Them is the latest game to try to make you feel like one of these massive monsters, and there is satisfaction to be found in wielding the power to destroy buildings with all the effort it might take a child to destroy a sandcastle. But this simple pleasure soon gives way to frustration as you're forced to complete objectives that distract from the joys of destruction. Furthermore, the efforts of puny humans trying to put an end to you become so effective as to make your monster seem like a fragile creature rather than a powerful monstrosity.

Now you can live the life of a giant monster by participating in checkpoint races

There's the slightest hint of a story about a mad scientist using his monstrous creations to do things like rob banks and build up an army of henchmen, but the game wastes very little time on it, which is just as well. No giant monster ever stopped to ask itself, "What's my motivation?" Eat Them gives you an isometric view of your giant monster and its immediate surroundings, and it sets you loose in an enclosed urban environment where you're free to run, jump, punch, kick, and stomp with abandon. Like so many games of late, Eat Them's visuals take inspiration from comics, and the vibrant colors and sharp, clean lines give the action a pulpy comic book vibe. The buildings, parks, and walkways are bright and enticing, which makes destroying them all the more enjoyable, and it's empowering to see the effects of all your rampaging. Fragments of buildings fly from your attacks like so many little pieces of cardboard, and the interiors of structures erupt in flames.
The controls feel appropriately lumbering and imprecise; your monster indiscriminately and gracelessly punches buildings and stomps down city streets without regard for the trees or small structures in its path. But as much as this lack of precision feels right given the size of the monster you're controlling, it sometimes gets in the way of gameplay. You might want to pick up that police car and hurl it at the nearest building, for instance, but your monster may grab a nearby person instead. This imprecision can become a serious issue when you're on the brink of death and need to pick up a cluster of pedestrians to replenish your health but can't quite make your monster grab them.
Once you do have a person or five in your scaly handlike appendage, your monster automatically stuffs those tasty humans into its maw and reaps the nutritional benefits. Replenishing health is a constant concern in Eat Them. Massive monsters have metabolisms like you wouldn't believe, and as a result, your creature's health steadily declines, even in those rare moments when it's not being assaulted by people. Of course, the city's inhabitants don't take kindly to your visit to their home. Crushing city blocks into smithereens would be less satisfying without also being able to crush some puny humans making laughable efforts to stop you. And it is enjoyable to grab the occasional mouthful of delicious police officers or soldiers and chomp down on them. But the efforts of these humans soon start to seriously cramp your style. As you reduce more and more of the city to rubble, the humans bring out soldiers with rocket launchers, tanks, mechanized battle suits, and other weaponry capable of taking down a towering monster. These amassed fighting forces can drain away your health so rapidly that you need to focus your efforts on eating people almost constantly just to stay alive, leaving little time for the more enjoyable business of destroying things.

Those humans may look puny, but their attacks can really sting.
The Maximum Destruction levels are the best, setting you free in the city with nothing to do but level as much of it as you can within a given amount of time. Destruction levels differ in that they require you to destroy specific targets before time runs out. Sadly, many levels require you to focus on doing something other than smashing stuff to bits. Race missions have you run from checkpoint to checkpoint and flip the core mechanic around by requiring you to keep the damage you leave in your wake below a certain amount. It's an interesting attempt to turn the way you play the game upside down, but this task turns out to be more frustrating than enjoyable. Waypoints hover around the very edge of the screen to guide you to the next checkpoint, but it's easy to lose sight of these small indicators amidst the chaos. There's some fun to be had in leaping onto rooftops and hustling down the streets, but it's impossible to avoid leaving a fair amount of damage in your wake as you try not to needlessly step on fragile buildings or cause other wanton destruction, so you're sure to earn the attention of the armed forces. The attacks of humans can start to feel unfair here because you don't have the option of stopping much to fight them off if you want to earn a gold medal, but at a certain point, you can't just ignore them, either.
In each of these level types, you have unlimited monsters, but losing a monster incurs a significant time penalty. The Survival levels are the exception. Here, your goal is simply to keep a single monster alive for as long as possible. It's easy--and dull--to survive for long stretches of time by lurking in a corner of the playing field and just running to the next empty corner when the armed forces start bearing down on your location. You also need to complete the occasional story mission, each of which has a specific objective, though most of these end up feeling pretty similar. For instance, in one, you need to smash a prison and then make sure the escaping prisoners are not captured by the police; in another, you need to make sure that the members of a protesting pro-monster-rights group aren't arrested.

Build a better monster. Or at least an uglier one.
Protecting these escaped criminals and monster-loving protesters is irritating because the controls don't let you precisely target any police or soldiers who impede them. In later story stages, the armed forces come at you with such force that escorting your flock to safety before time runs out becomes maddeningly difficult. And because you need to complete each mission in one group before you can move on to the next, you can't just avoid the types of missions that aren't to your liking. You may well find yourself stuck, needing to repeat one mission over and over again until you finally manage to pass it and can advance through the story or until you just give up in frustration.
There are four premade monsters to choose from, but you can also mix and match heads, arms, bodies, legs and backpacks that can fire mortar, rockets, or other tools of destruction to devise your own horrific creation. You unlock new parts for earning silver or gold medals on missions, and gaining access to gruesome new insect heads, deadly mechanical claw arms, and bizarre three-legged lower bodies is a cool reward for your destructive efforts. There's local multiplayer that lets up to four monsters team up to lay waste to the city or tackle other missions, and the simple pleasures of destruction are every bit as enjoyable when shared with friends. Nevertheless, you still need to contend with the same frustrating objectives and stiff difficulty issues you encounter when playing alone. Eat Them offers moments of destructive glee, but too often, it just doesn't put its best tentacle forward.

 

Online Multiplayer  

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Online Multiplayer Ain't Easy on the Wii 

Nearly 18 months after release, players still compete in The Conduit's multiplayer. That's quite a surprise to its publisher. "Usually, online modes [on the Wii] die pretty fast after launch. Two, three, four weeks and you've got five guys left," says Sega PR rep Fabian Doehla. "We still have clans out there. The actual hours they're playing...it's kinda impressive."

We're at Sega's San Francisco office watching High Voltage Software's Matt Corso destroy bots in Conduit 2's new multiplayer mode. Chief Creative Officer Eric Nofsinger talks me through it.
Conduit 2
But grandma! What shiny, poly-carbon battle armor you have!
"Unlike The Conduit, where multiplayer came online pretty late in development. With this game we've had multiplayer since day one," Nofsinger tells me. "We've been play testing and tweaking and balancing since June of last year."
They've also bartered to get waivers from Nintendo, securing their chosen platform's permission to do the things a first-person multiplayer shooter normally does. Nintendo's strict developer guidelines can read like a determined effort to keep a successful Halo or Call of Duty-type multiplayer off on the Wii, but High Voltage is determined to work around or within those restrictions and deliver an A-class game. One refrain gets repeated often: They're keeping promises this time.
 
For starters, Corso's Wiimote features a very conspicuous WiiMotion Plus dongle. That's a big carrot for eager fans who saw Plus functionality teased then cut from the original game.

That's not the only fan-requested change. A sprint found its way into the move set, and crouches toggle on/off. More importantly, Conduit 2's environments include some much-needed variety. "We focused the first game in Washington D.C., and in this game we open it up to global locations," says Nofsinger. A war-torn D.C. is still on the menu, but now it shares time with places like Siberia, China, and the lost city of Altantis, which also serves as your hub of operations. That translates to more multiplayer maps spread across 14 different online modes.

A high-tech headquarters also means players won't be stuck with a preset arsenal. "There's a replicator built into Atlantis," says Corso. Once you find its blueprint, "You choose your loadout before each mission, not only in the single player -- but also in the multiplayer."

Those weapons, from returning bullet-spitting guns to freaky alien ordinance, are key to the new Perks system. Players score money throughout the game and spend it on boosting their character's abilities: explosives focus, ballistic focus, faster recharge on energy weapons...or a heavier, fully customizable armor." You have four slots to use, so the idea is you buy these and equip them to make your character more badass," says Corso.
Conduit 2
The do-it-yourself Disco Inferno kit.
As for who that character is, that's up to you, too. Returning hero Mr. Ford is available, but Corso's playing as a Trust solider, a member of the Illuminati-like group central to The Conduit's conspiracies. They haven't nailed down an exact number, but I'm told Conduit 2's multiplayer will offer a lot of character models to choose from, including female avatars. It's also likely the alien Drudge will be well represented.
"Later in the campaign, we introduce the concept of free Drudge, which are these aliens that have broken free, and they actually fight alongside you," says Nofsinger. "This makes the game a lot more interesting than just wave after wave of guys coming at you." Though players will get that, too, in Conduit 2's all-new "horde mode," Invasion...which only allows for local team-ups.

That's where High Voltage runs afoul of Nintendo's rules. True-skill matchmaking is easy; parties are tough. Corso's pretty sure it's against regulations to team up in any online mode, but they did secure a waver to partly bypass it and to circumvent the sticky Wii Friend Code issues.

"We have a Rival system that allows you play with people who aren't just your friends," says Nofsinger, and it will be chat-enabled using the upcoming Headbanger headset. "Not the greatest name," he admits, "but it's actually a pretty good device. Nintendo told us to not use WiiSpeak."
Conduit
I'm afraid I can't let you do that, Dave. Nintendo was very specific.
They've also incorporated an entirely new system of patching under Nintendo's watchful eye. "We had some systems in place with the first game, but this time those systems are much better," says Nofsinger, "and because we can do those updates this time around, it opens up a whole new level of things you can do."

Such as downloadable content? "We have the structure in place for DLC," says Nofsinger, "We're not announcing any DLC right now."

But you can tell he wants to. Downloadable content on the Wii for something other than Rock Band or Guitar Hero is almost unheard of  -- a lot like Wii-specific, hardcore shooters -- and would go a long way to delivering on those promises the first game made.
Even unfinished and in the middle of a major interface revamp, the visuals are fantastic and the gameplay intriguing. "We've worked closely with Nintendo to be within their guidelines," says Nofsinger, "but to also to have the best player experience possible."

At times, those might seem like two different priorities, but Nofsinger and Corso's enthusiasm for their sequel shines through. Either way it plays out, I've got my fingers crossed for them.

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