Showing posts with label Downloadable Game. Show all posts
Showing posts with label Downloadable Game. Show all posts

Saturday, October 23, 2010

Say what you will about Sonic 4..



But this is something impressive. With spot-on gameplay, vibrant colors, an intense (though possibly a little too busy) visual style, and music that faithfully represents the original yet has a style all its own, a three act demo for the infmaous Sonic Fan Remix is finally here. The best part is, without a shred of fanboy bias or hype behind my words, I can admit it is damn fine. While I won't go as far as the rest of the internet and say that the two(!!!) guys who worked on this have beaten Sega at their own game and bested Sonic 4, it is certainly impressive, and gives me chills just thinking about what they could do to the Chemical Plant Zone or Mystic Cave.



The three act demo of the Emerald Hill Zone can be found here, and it's definitely worth checking out if you even have a shred of Sonic fandom left in you.

Even if you don't, LOOK AT THIS THING. Here's hoping no one's lawyers try and put a stop into this gorgeous labor of love, eh?

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Tuesday, August 10, 2010

Wait, don't you know what today is?

The hint begins (and ends) with this trailer. Like the comic, this game just gets better and better the more I see of it..




...and were it not for the absolutely BOOTY release schedule on the PSN, (where the date of release doesn't correlate with midnight, instead "sometime" in the afternoon of said day) yours truly would be playing it right now, basking in all of it's old-school, Final River City Double Dragon Ransom Fight in Time : 1989** glory.

STEP YOUR GAME UP, SONY.



No really. I don't know what vegan voodoo Todd Ingram is on to have a TETSUO FUCKING ARM ATTACK, but I want to find out. NOW.

(**Bonus points go to those who pick out the references on a first try!)


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Wednesday, June 16, 2010

Groovy!.....IN HD.



I have fond memories of the original Earthworm Jim. In a Sega Genesis-laden childhood formerly dominated by the Sonics and Disney characters, EWJ was a breath of fresh air. Featuring quirkky, odd characters, a strangely disjointed yet bizarrely cohesive collection of worlds, and a difficulty level that I struggled to keep up with as my friends fell prey to it one by one, I'd found my new favorite game. As someone who doesn't regularly play favorites, this is significant to me. I've played the original Earthworm Jim so much, I practically know it backwards, and welcome any opportunity to play it again.

So when an iPhone version was released, I was there, and was blown away by what developer Gameloft had done; this wasn't just a quick and dirty port, this was a redrawn from scratch, enhanced, high definition version of the game I'd grown up loving. Imagine my surprise when I heard it wouldn't stop there, and that a fully HD version would be released for the home consoles. Moreover, I'd heard that not only would it be based on the most amazing version of the game (Special Edition - Sega CD), but that it would not only have extra stages, but multiplayer!

How could I resist?


I COULDN'T. DIDN'T YOU READ THE FIRST PARAGRAPH?

Earthworm Jim HD
For: Xbox 360, PS3 (PS3 Release: tentative, July)
Price: 800 MS Points, $9.99 PSN
Released: 6/9/2010 (Xbox 360)


I'll get the obvious out of the way first, I enjoyed Earthworm Jim HD. Was it the definitive, ultimate version of the game I was hoping for? No, that title still goes to the original Sega CD version. Is it a painstakingly remastered, remixed, content filled version of the game I know and love that isn't perfect, but will draw in a load of new fans? Most definitely.



The story hasn't changed any, and in a very welcome change to the original, moments after pressing start, you're treated to a redrawn version of the original Earthworm Jim origin comic as an intro movie. While it never really did provide context for the world hopping madness that is Jim's quest to rescue Princess-What's-Her-Name, it's a welcome setup for the rest of the game, which is remarkably intact for the most part. I say for the most part, because while the game does feature many things from the Sega CD version, two levels; "Big Bruty" and the secret "Who Turned Out The Light" are surprisingly absent. It isn't a dealbreaker, as the game still retains its trademark schizophrenic approach to platforming--one minute, you're navigating an underwater maze in a pod created by a fish, the next, you're bungie battling a booger--, but it's a loss that will sorely be missed, as the latter level was one of the most unique ones in the game.



What won't be missed however, is the original game's resolution. Seemingly not content to just upscale the game and throw a blurry filter on top, Gameloft actually redrew the game from the ground up, and it shows. Not only do the stages look sharp and crisp, but they found time to add new details as well; New Junk city has a light fog tracking the ground, Down The Tubes has bubbles and several schools of fish swimming around (look for a VERY special cameo!) and Andy Asteroids wouldn't look out of place in a 3D game. Unfortunately, some of the remastered animations aren't as well done as others, and you can tell some corners were cut, likely because the original was SO well animated, it would've been too massive an undertaking to redo every single frame in HD. People new to the series won't notice, but fans of the original definitely will, and it has the unfortunate side effect of occasionally making the game look unpolished, because some of the original frames ARE intact. (Giant Hamster, I'm looking STRAIGHT at you)



Sound was paid a similar amount of care as well. A ton of new sound effects and added voice work were added to the game, and in some respects it makes the game funnier. Strangely, some iconic ones have been lost (where's Jim's high pitched scream?) or replaced (PLASMA! instead of WHAM!). Tommy Tallarico's fantastic score also remains mostly intact, though some liberties were taken with some of the older tracks (title screen) and similarly what's been done with the new tracks sometimes stick out like a sore thumb. This isn't to say they're bad, but it's more a testament to the original score and how strong it was that the new tracks actually throw things off a bit. Music can really make or break atmosphere, and a few of the new songs actually throw off the psuedo-serious and dark, yet lighthearted humor of the original, making things just a bit goofier (Read: The EWJ2 humor problem**).

Control however remains flawless, and feels surprisingly tight, even on an HDTV. Weapon switch from the SNES version was also added, making the game even more fun to play, as managing your plasmas actually becomes a possibility, opening the game up to new strategies. Jim's helicopter no longer requires a thousand button presses, and the whip swing is faster too. These changes are not only well recieved, but welcome because even though new difficulty levels were added, the original's brutal difficulty is still a selectable option.

Multiplayer was also a pleasant surprise, and while the initial reaction would be to hiss at the fact that yet ANOTHER game has had multi shoehorned into it, it's actually pretty well done. With support for up to 4 players, and redesigned levels from the single player game featuring all sorts of clever co-op puzzles and situations that force teamwork, it's a real hoot. It's a real shame that hardly any people are playing it over live, but local is a blast, and definitely will distract for an hour or two.



Many of my comments on this game keep going back and forth, similarly praising and criticizing each aspect of the game, making it sound like a mixed bag, but it isn't as polarizing as seems. Overall, I was satisfied with EWJ HD. The high definition upgrade makes an artistically great game even better, the updated sound effects and voiceovers add a ton of personality to a title already brimming with it, and even though it wasn't necessary, the multiplayer is an absolute hoot and extends an already great title. I can't recommend it enough to fans of the original, and for new ones, I hope they're prepared to play one of the most challenging, personable platformers around.



**The EWJ2 humor problem is simple to explain. The original Earthworm Jim, and part of its charm was being a game that didn't take itself too seriously, though it's intimidating boxart would've had you thinking otherwise.

The game starts with Jim's pants falling as he showboats for the camera, and moments after you've pressed start, he's on-screen sporting the angriest "GET TO THE CHOPPA" look you could ever possibly imagine on an annelid. But this was the balance--for every clever 'serious' red herring the game threw you, there was a clever joke waiting not too far away. Jim fights his way through a rabid junkyard, then he's in hell listening to elevator music. One second he's working his way through an underwater labyrinth constructed by a fish, then he's caught up in a freefall battle with a robot chicken. The best part was, Jim for the most part did it stone faced, and carried himself like a champion, like he was embarking on the greatest rescue mission ever, and like he was going to succeed...somehow.

Then in the second, it seemed as if it were all about the punchline. Gone was the deathly serious Jim surrounded by absurdity, he was now consistently bug-eyed and jogging in place. The levels were clever, but one huge punchline. The enemies were punchlines. The puzzles, onscreen words--everything seemed like a setup for a joke bigger than the next, and while it's fine in the grand scheme for a character like Jim to occupy the role of Jester--it was the fact that he wasn't in the original that made his quest so endearing. He was ridiculous--but not as ridiculous as what was going on around him, and that's why the humor worked so well. The second felt juvenile and undercooked by comparison.


(This article's also on CLgamer.com!)

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Wednesday, June 9, 2010

I've waited for this..



Do the words "Pirate Baby" or "Kings of Power 4 Billion" instantly bring a telling, self-indulgent nerd grin to your face? If so, then you're already well acquainted with Paul Robertson, creator of both aformentioned (and critically acclaimed) sprite movies.

However, he doesn't make 'actual' games.

Anyone who has seen his movies can all unanimously come to a conclusion: That they would be AWESOME as actual games. His art style and execution reek of Metal Slug, Contra, Final Fight, River City Ransom and even Guardian Heroes. Over the top, impeccably animated, and showing an attention to detail and personality to even make SNK blush, it isn't hard to imagine that Robertson himself is an avid fan of videogames, being that it shows in every inch of his work.

The same can be said for Bryan Lee O' Malley's Scott Pilgrim comics. Drawn in an endearing Americanime style and filled to the brim with videogame inside jokes and references cleverly woven into its narrative, with an upcoming movie that seems like it will do the film (great) justice, surely a game tie-in is inevitable.

Oh to hell with it. Paul Robertson's doing it.





I'll pause for a second. Let that digest. Yes. There is a game coming out to coincide with the release of the Scott Pilgrim movie, and it's being made with Paul Robertson's artwork! Game Informer has the scoop on what looks like it's shaping to be an awesome beat-em up of awesome awesomeness. (see what I did there?) Masquerading around as a beat-em-up (perfect!), sporting a delicious old-school look and booming with chiptunes by Anamanaguchi (!!!!), I think we're all in for a treat come August on the PSN and 360 Live Arcade.

For now, I have no footage, only a shaky cam video of the intro, and a few screenshots, courtesy of the Fort 90 blog..Be amazed!



I'm crossing my fingers for more info post-E3. Stay tuned!

And really...if you haven't seen these by now, you need to. BOTH of his movies in easily digestible form. Watch and daydream about how great this is going to be.

Pirate Baby's Cabana Battle Street Fight 2006





Kings of Power 4 Billion%





I'll be back for the pieces of your skull that are surely all over the floor.

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Thursday, February 11, 2010

This looks amazing. Here are three ways to have it NOT suck, Sega.

Watch this.



Looks great, doesn't it? Here's how Sega can keep from screwing it up. Again.

1 - MAKE SURE WE'RE ONLY USING SONIC. REAL SONIC.

I may be one of the only fans left keeping track, but ever since this generation started, Sonic Team's taken to promising the fans that each new title is a return to form, that we'll only be using Sonic, no sidekicks along for the ride, and that we'll do what he does best.

Then they turn it on us.

This bait-and-switch tactic worked with the godawful Sonic The Hedgehog when they pulled Shadow's vehicles and Silver's physics sandbox gameplay out of a hat months before release, and of course, in Sonic Unleashed when they revealed that Sonic would be transforming into a damned werehog, again veering off of normal Sonic gameplay and forcing players into a cheap, slow paced brawler. Oh yeah. They managed to sneak Tails and another new annoying sidekick in the form of Chip in there as well. Sega, understand that we don't need to play as Sonic, his brothers, sisters, extended family, second cousins, THEIR cousins, AND the black sheep inbetween. Running and jumping is a pastime in gaming that'll never grow old. Sonic doing this has not gotten old. Variety of this sort is atrocious and the #1 thing ruining Sonic games post 1995.


NO.


2 - More Platforming, less (yes, I said LESS) Speed.

Ever since Sonic's transition from 2D to 3D, the design seems to have been running in reverse. Sonic games of the Genesis era were tricky, filled with secrets, and had great platforming in huge, multi-tiered levels. Almost as if it were a present for making it through, they were always bookended with short stretches that allowed Sonic to show off his trademark speed. They were brief moments, but they were always rewarding and a blast to experience.


(What a REAL Sonic level used to look like. Click to enlarge)


Sonic games in the post-Dreamcast era have had an emphasis on speed, with platforming either falling by the wayside, or being an afterthought. This has forced the game's structure into a psuedo on rails trial-and-error affair, with success coming not from how well tuned your reflexes are, but how well you've memorized a stage after failing countless times. Even my recent favorite of the series, Sonic Unleashed suffers from this. The stages are amazing rollercoaster rides, yes, but the bottleneck it forces players into, essentially having to play a level the way the developers want you to instead of encouraging exploration and multiple paths is one of the things that has been killing the series since 2000.

A return to the secret filled, challenging platform days would be amazing. Sonic's fast. This has been established. But it's a character trait, not a singular gameplay rule. Imagine if everything Mario did in his games was centered around plumbing.

Yep.

3 - Please no "epic" plotlines.

Am I the only person who remembers when Sonic was just a tree hugging, chili dog eating, 'tude filled advocate for animal rights? Robotnik captures the animals and enslaves them, then Sonic sets out to rescue them. That's the motivation. All Mario had was a princess, a bunch of mushroom men, or his brother, but Sonic? He was rescuing the entire damn wilderness. But while Mario has been content rescuing Peach for over 20 years with nary a deviation in plot, Sonic's adventures just keep getting more epic, and simultaneously more ridiculous. Emerald legends, strange relics, plots to destroy the earth, mystical beings, clones, prophetic destinies, it ended up coming to a head (at least for me) in 2006 when he had a love interest in Princess Elise.


Fuck.


I don't need to explain what's wrong with this picture and I'm not going to. All I'm going to say is, if I get ahold of this and I find some radical overarching plot that involves Sonic being thrown back in time due to the activation of a mystical device powered by the tears of an ancient mole race who've been controlling time through the whims of a mystical plant being who speaks through his ass, I'm going down to San Francisco myself and shooting someone in the face.

Sega, you look over this carefully and we'll be golden. Otherwise, you're bound to lose a longtime fan. I know I'm not the only one tired of perpetuating The Sonic Cycle over and over again.


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