When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciatenearlyevery game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
Now here’s a game I’ve actually played! Albeit, not in a very long time. Back in my achievement hunting days, I’d call this “an easy 200.” Gamerscore that is, but in truth, this was actually a decent golf game. Even with the limited experience I had with golf games, I was able to jump right in and have a good time. The only downside was the limited amount of content – reading about it now, the game has two courses (both 18 holes) with an additional one available for purchase. Pretty weak, still, for the handful of days that I played it, it was enjoyable and the online multiplayer was a plus.
Golf: Tee It Up! was developed by Housemarque, most recently known for their standout efforts on PSN, such as Super Stardust HD. It was published by Activision on Xbox Live Arcade on July 9, 2008.
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
Ever since I can remember, my dentist’s office has had a few arcade cabinets. Between them were the likes of Ms. Pac-Man, Centipede, and Frogger, but my favorite was Galaga. The others were awesome, but there was something about the space setting and the shoot ‘em up gameplay that drew me in, and continues to do so. The port for Xbox Live Arcade was the first time I owned a home version of the arcade classic. As best as I can tell, it’s an arcade perfect port with minimal bells or whistles. It’s also an easy 200 Gamerscore, not that that matters, or anything (maybe a little). It’s a fine version of one of the best and most influential arcade games of all time.
Galaga was originally developed by Namco released as an arcade game in North America in December 1981. This port was published by Namco Bandai Games on July 26, 2006. Outside of a Japanese release on the Wii’s Virtual Console, this is the only standalone digital release of Galaga on the seventh generation video game consoles. However, it was released on many Namco compilations, and that’s without a doubt the best way to own it.
Twisted Pixel has been making a name for themselves in the past few years for developing critically and commercially successful games on the Xbox 360. Their first stepping stone to prominence was The Maw, released for Xbox Live Arcade on January 21, 2009 via publisher Microsoft Game Studios.
The Maw opens up with a cutscene showing Frank, the alien I controlled, getting thrown into a jail cell. Riding in a space ship that soon crashed, there were creatures all around Frank, most importantly was the Maw. After the crash Frank and the Maw were on their way to freedom. They soon came upon these small, cute creatures, which the Maw happily ate. After eating a few more he grew larger. This trend continued throughout the game and the Maw became enormous. There were some creatures that also gave the Maw special abilities.
The abilities were interesting but they didn’t stave off the boredom that grew on me. I had to feed the Maw until we were able to continue on to the next area or stage and that was it. The abilities added a new element, break this or fly over that, but I still needed to eat a lot of creatures. I led the Maw around each stage as I attempted to find more edible creatures and this didn’t do it for me.
Throughout the game there was one aspect I really enjoyed and that was the cutscenes. They were told exclusively through body language and they routinely put a smile on my face. Frank and the Maw had a good chemistry and it seemed like they needed each other to succeed; one was the brains and the other was the brawn.
I didn’t really enjoy the gameplay of The Maw but it was short enough that by the time I got bored with it I was close enough to beating it to simply plow through. The highlight for me was the production. Twisted Pixel had a solid vision for the game and they nailed it. The visuals and soundtrack were comparable to a CGI movie and the interactions between Frank and the Maw routinely put a smile on my face. Not too shabby for an initial stepping stone.
I don’t go to the movies that frequently but the past couple of times I’ve gone, I’ve seen previews for Real Steel and I couldn’t be less interested. The movie is set in the future where, for whatever reason, robot boxing is super popular. To get their fix, people remotely control robots and watch them duke it out, like Rock’em Sock’em Robots. I find the premise silly, but some reviews have said it’s a pretty good movie, but whatever, I personally don’t find it interesting.
To tie in with the release of the movie, a boxing video game has been released. Real Steel was developed and published by Yuke’s and was released last week on Xbox Live Arcade and PlayStation Network. Yuke’s, a Japanese developer, has been around a long time and wrestling games seem to be their wheelhouse, so developing a boxing game probably wasn’t too much of a far cry for them.
A demo was released for the game and I checked it out. All I had access to was the multiplayer, where I could play against someone locally or fight against the computer. There were a handful of robots to pick from and they looked unique, although I’m not sure how differently they controlled as I only played as Atom, the robot from the movie previews. I wailed against my robot opponent until he hit the floor. He had ten seconds to get back up before I got the win. I knocked him down a few times before I finally got the KO and I played a few more matches.
I’m not familiar with boxing video games but I didn’t have major complaints with Real Steel. The face buttons consisted and light and heavy punches, one for each arm, and I could block and sway with the triggers. I could also do a powerful attack when I held the right shoulder button and pressed a face button. I had a power meter that would deplete and fill up, so I had to keep this in mind. It doesn’t seem likes there much to the game, a very basic single player mode and multiplayer, and I really wasn’t wowed by the game, so in the end, like with the movie, I’m not that interested.
Ensemble Studios was an influential video game developer throughout the 1990s and 2000s. They worked almost entirely on real-time strategy games and on the PC to boot, so I haven’t had any exposure to them. They were shuttered by Microsoft a few years ago and as is the case with many shuttered developers, a few smaller studios form afterwards. Robot Entertainment is one of those studios and they have a new game called Orcs Must Die!
If it’s not clear from the title, a lot of orcs die in the game, and the character I played as (the war mage) did let’s say ninety percent of the killing. The impression I got from the intro cutscene was the war mage was inept, but I found that to be far from the case. He had many tools at his disposal even in the demo and placing familiar booby traps and watching orcs run through them was entertaining.
I played the demo version of Orcs Must Die and found the setup funny. A powerful mage has been killing orcs for a long time, preventing them from entering rifts and causing much chaos. One day this mage slipped on blood and cracked his head open, leaving this very important task to his naïve apprentice. Naturally I play as his apprentice, who happens to be a war mage, one who can use magic, swords, and crossbows.
Once the intro cutscene ended I was given control and I filled up a hot bar for quick access to my weapons and traps. I had two weapons throughout the demo that allowed me to deal with the orcs directly, a crossbow and a sword. They were both easy to use and effective, but it’d be mighty hard to hold back the orcs with these weapons alone.
The most interesting aspect of the game was my ability to set traps. The stages I played on were very linear; all three were hallways in fact, so the orcs didn’t have much of a varying path. In fact, I could see the path the orcs would take via lines making it even easier to set traps. I believe a new trap is unlocked with the completion of each stage and I had access to a few in the demo.
The first two I had access to could be placed on the ground. One was a spike strip and the other a tar pit that would slow orcs down. Another I could place on walls and it shot arrows at orcs whenever they passed. The last one I unlocked was an exploding barrel that would explode when I shot it with my crossbow. I developed a strategy early on by placing tar pits and arrow walls in the same path thereby slowing enemies down to make sure they get shot full of arrows. These traps weren’t free however, but my income was easy to come by. Each orc killed would give me some money and I could place traps on the fly.
The intial setup for Orcs Must Die! was amusing, but I don’t think there’s going to be any depth to the plot, and that’s fine because the gameplay was fun. I found it monotonous at first, but after I developed my tar pit/arrow wall strategy, a light clicked and I began thinking of other combinations. There weren’t many traps in the demo though so my experimentation went unfulfilled. But, the full game promises many more traps and weapons to utilize on the game’s 24 stages. I don’t believe the game has co-op which seems shocking to me, but I found the gameplay to be a nice blend of mindless hack ‘n’ slash gameplay and strategy. Orcs Must Die! was released last week on Xbox Live Arcade and is being released this week on the PC. It was developed by Robot Entertainment and published by Microsoft Studios on XBLA.
When I was young I played a ton of NBA Hangtime on my Super Nintendo, I loved it. I’m not that big into sports games, but NBA Hangtime’s fast-paced and exaggerated take on the sport was very fun. After doing a little research a year or two ago, I realized that NBA Hangtime was developed by Midway, the same developer behind the super popular NBA Jam. This alleviated the grief I had whenever I’d hear people callout NBA Jam so fondly, but not NBA Hangtime.
I guess once Midway stopped developing the series (and created NBA Hangtime) the series went through a long period of staleness. That changed last year when Electronic Arts released the critically acclaimed NBA Jam for the Wii, Xbox 360, and PlayStation 3. This year they have a follow-up in NBA Jam: On Fire Edition, a sequel appearing on Xbox Live Arcade and PlayStation Network. NBA Jam: On Fire Edition was developed by EA Canada and published by EA Sports this week on XBLA and PSN.
These sorts of video games are always better when you have another person so I was lucky that when I decided to play the demo for NBA Jam: On Fire Edition, I had a friend over. We only had a few minutes of gameplay so we had to get acquainted with the controls quickly. I was a little overwhelmed at first, but once I realized the movements I should focus on I was much more comfortable. Trying to steal the ball, blocking shots, using turbo, this was all familiar to my friend and I, and it seemed more effective than it used to be.
Once we got used to the controls we became effective at defense, but also offense. We took many jump shots and began learning the timing necessary to hit three pointers. But it’s not NBA Jam without outlandish dunks and On Fire Edition delivers. We saw many different dunks, but they repeated often; we were only able to play as the Dallas Mavericks and the Miami Heat so I wonder if some dunks are character or team specific.
The game looked really nice. The character models looked like their real-world counterparts with the exception of their cartoonish proportions. Everyone had an oversized head which conveyed expressions very well, especially during dunks. The announcer is another memorable part of the past games and again, On Fire Edition doesn’t disappoint.
NBA Jam: On Fire Edition was a riot. My friend and I played three matches; the first was very close, the next game my friend blew me out, but I blew him out in the final game. EA Canada basically took the NBA Jam format and updated everything around it. NBA Jam: On Fire Edition appears to be just as fun as the past games and well worth the fifteen dollar price tag.
Have you ever wanted to be a god? Have dominion over creatures and wield unimaginable control? Well From Dust satiates a few god-like desires. Developed by Ubisoft Montpellier and published by Ubisoft, From Dust is a downloadable video game where players take control of the breath, a visual representation of their influence. Appearing like a cursor, I was able to move it around the stages, highlight people or things, and most importantly, manipulate the environment.
The demo opened with astounding visuals and sounds, showing me the people I would assist. They were tribal, resembling African Bushmen or Australian aborigines. A narrator got me up to speed as to what’s going on and my task. These tribal people needed to get somewhere; traveling through portals and I had to get them there.
The stages I played consisted of a few islands spread about in clear blue water, very tropical and desolate. Before the portals would activate, the people had to build small villages. I led them to totems were they performed a ceremony and a village popped up around them. This also brought fauna and animals.
More totems were located on separate islands. To transport the people to these islands, I had to use my powers. I could absorb certain types of terrain, sand or water for instance, and then disperse the terrain wherever I wanted. I had to link islands together by absorbing sand and dropping it to create land bridges. Spreading the sand was a little difficult for me, at least spreading it evenly.
Helping these tribal people out could be rewarding and I’m intrigued by the game, but the few stages I played in the demo had me doing the same thing: leading the people to totems and finally to a portal. The final stage saw a tsunami come, but all I had to do was lead one of the people to a rock and they learned a song to avoid it. It looked great and the concept was fun, but I’m fine with playing as much of From Dust as I did especially if the gameplay doesn’t change a lot throughout the game. From Dust was released at the end of July on Xbox Live Arcade, at the end of August on the PC, and it was just released this past week for PlayStation Network.