Wednesday, November 24, 2010

Electric Boogaloo - DJ Hero 2 Electro Mix Pack Review




If you’re a fan of DJ Hero,you’re likely asking for two things. More music, and a larger presence of electro/techno. Fortunately, Freestyle Games acknowledges that there are two types of people in this world. Those who like Electro, and...everyone else. But the fans, (especially those overseas) demanded it, Freestyle Games listened, and now for our listening pleasure (or horror), the Electro Mix Pack is finally here. Countering the preponderance of amazing hip-hop and R&B mixes this game contains is no small feat however. Does it stack up in a way that’ll make our European and electro fans happy, ALONG with the somewhat alienated American audience?

Hmm..

DJ Hero 2 "Electro Mix Pack" (Downloadable Content)
For: Xbox 360, PS3, Wii (Songs sold as individual tracks)
Publisher: Activision/Freestyle Games
Price: 640 Microsoft Points, $7.99 PSN, 300 Wii points (per track)
Release: 11/16/2010

Reviewed on Expert difficulty

LMFAO "I'm In Miami" vs. Green Velvet "Shake & Pop"



I have a bit of a funny relationship with LMFAO (read: indifference) and nothing has really changed..until now*. The key difference between then and now is the addition of Green Velvet's "Shake and Pop". Both songs have a similar beat structure, a heavy, dirty electro sound, and the result is a pretty danceable mashup combines the best of both while throwing a pretty decent challenge around as well. There are strangely off-beat taps to deal with, a decent number of rhythmic crossfades, and plenty of freestyle sections that allow you to mess around with each track as you please.

Overall, a pretty fun, nonthreatening track that's more memorable for it's off-key challenge than its sound.

(*..I still don't like them.)

Rating: 4/5

Steve Aoki feat. Zuper Blahq - "I'm In The House"



While it doesn’t sound terribly different from the original, this beat juggle of Steve Aoki’s I’m In The House actually in my opinion surpasses the regular version with a heaping dose of crazed turntablism. Crossfades aplenty, taps inside of crossfades, scratches inside of taps inside of crossfades, plenty of freestyle sections, and an elevated pace make this not only one of the most challenging songs in the game, but an incredibly fun track that makes you feel like you’re in control of its high speed sound. Though it’s a great listen, this track actually became my favorite in the entire pack to play, no small feat considering the mixes in the final track..

Rating: 5/5

Simian Mobile Disco - "Hustler" vs. Technotronic - "Pump Up The Jam"



This is brilliant. No, really. Similar to the first mix, both songs were picked with an expert ear—the tracks sound similar enough in structure to segue into each other with nary a hitch, and they’re blended so incredibly well here, it almost makes you wish the original sounded this good. Pump Up The Jam’s shoulder moving rhythms flow perfectly into Hustler’s periodic lyrical injections (I'm a hustler, baby) during verses and saves the louder, more energetic parts of both songs for the hooks. The chorus lines are also the parts where the turntable is going to see the most work, with heavy scratches dominating most of the rhythms, and taps filling in the blanks where the unpredictable crossfades won’t fit. If I have any complaint, it’s that the challenge of the song does at times distract from it’s great sound, but it’s still highly enjoyable and a fun track to play in battle mode because of its unpredictable rhythm.

Rating:5/5

Overall, I can’t say I had a problem with this pack. I’m not the biggest fan of electro, but the songs chosen were iconic and fun enough to play, and the challenge is still up there in a way that still keeps the game fresh, even if you’ve already 5-starred most of (or all) of the game already. Yes, it's true that the gere may not appeal to you, but I'd encourage most fans of music to check it out due to the fact that you may experience the Guitar Hero effect (fandom gained by playing new music instead of just listening) and gain yourself some new artists to add to your roster.

Rating:9.0

It’s funny, between release and now, we’ve seen 6 all-new mixes, 14 returning ones from the original, and one can only wonder, what’s next? It’s been 20 extra songs in a little over a month! They’ve got to keep this momentum going as long as they’ve got it, right? I know I’m prepared for--

...Oh.




Well! This might be worth checking out..I looks like it’s free and only going on for a week..


Continue Reading..

Wednesday, November 10, 2010

Return of the Pack - DJ Hero 2 DLC Review



This is late.

Arguably, I've been busy, or you could say I've just been busy playing this.

The love affair with DJ Hero 2 continues. Even a month later. The music's still amazing, the mixes are still fun to play, and I've even picked up the mic more than a few times to go along with what my friends are doing on the wheels of ...plastic?

Ahem. It's a great time.

But we aren't so easily satisfied. With the learning curve and amazement of innovation missing this time around, returning players and pros are already clamoring for more music. Most of all this particular reviewer has bee scratching his neck feverishly, and can you blame him? They've promised to consistently deliver, with the first pack hitting two weeks after release.

If what I experienced last week was any indication of what's to come for the next 12 months, then...oh man.



DJ Hero 2 "Hit Makers Pack" (Downloadable Content)
For: Xbox 360, PS3, Wii (Songs sold as individual tracks)
Publisher: Activision/Freestyle Games
Price: 640 Microsoft Points, $7.99 PSN, 300 Wii points (per track)
Release: 11/4/2010

(Pack was reviewed at Expert Difficulty)


The first thing that immediately stands out about DJ Hero 2 are the high production values. Not talking about the graphics, but the music. Just about every track is so well produced, so seamlessly cut and mashed it's almost startling to play. It's something that has to be seen to be believed. Everything feels so professional, so alive, it evokes an almost incredulous moment of disbelief that you're experiencing them through a turntable controller instead of an actual deck, or in a club.

This feeling carries over into the DLC almost to a tee, with three mixes hitting all the right notes in a way that feels like FS Games are asking us--

"What, you thought we were done?"

Usher feat. Will.I.Am - "OMG"



Going off this track alone, the answer is no. The only remix of the pack that isn't a mashup, it sounds largely the same, but definitely has a higher tempo and feels even more like a Black Eyed Peas track than it did before. The upside is that this song's lyrics make sense, and it's hell of a lot of fun to play. Challenging taps, some fun freestyle parts, and some fun rhythmic scratches make a very danceable track even better.

Rating: 5/5

Big Boi feat. Cutty - "Shutterbugg" vs. Mark Morrison - "Return Of The Mack"



Easily the standout track of the entire pack, this mix of Shutterbugg with the classic Return of the Mack is not only the best mix in the pack, but it's one of the best mixes in the entire game. Big Boi's boisterous lyrics fit in perfectly with Morrison's returning player theme, and what results is an excessively smooth track that even manages to incorporate En Vogue in one part. Disappointingly, it doesn't have many freestyle crossfade sections, but it's a minor complaint.

The song just reeks fun and old-school flavor, and is a blast to play as well, with clever crossfades, well placed samples, and one (aww) freestyle crossfade that lets you blend Shutterbug's jumpy beats and RotM's smooth draw to great effect towards the end. It's just superb.

Seriously. I dare you to listen to "Return of the-- B.I.G. B.O.I." and not shift in your seat with excitement.

Rating: 5/5

Rihanna - "Umbrella" vs. Marvin Gaye - "Let's Get It On"



It sounds strange in a preview, and even as a complete song, it still sounds odd. But there's something about the closing track of this mix pack that just -works-. It may be because mixing Marvin Gaye with anything may be a recipe for success, but Rihanna's come hither lyrics slowed down running over MG's song just feels nice, and makes Umbrella listenable (I can't stand the original). The excessively slow tempo may throw one for a loop, but it's a decent challenge, if only the freestyle sections were more unique, but there's hardly anything to play with on the few times you do get to have control. Pretty solid, pretty cool, but definitely the odd one out.

Rating: 4/5

Saving the best for last, the backwards compatibility update is out as well, and more than just a simple import track option, they've also been updated with all of the freestyle moves and new gameplay additions from the sequel! Sometimes the new additions work well, sometimes they just sound strange, but the undeniable cool that comes with playing the DLC tracks from the original and scoring into the stratosphere negates said rough patches (mostly related to samples). Also, call me crazy, but it seems as if more post production was done on each track, because they sound MUCH cleaner than they did before. It's just a shame you can't "like" the track like the on-disc songs, but it's hardly a deal-breaker. Even though this update took a while, it was well worth the wait.

Rating: 5/5

I'm always happy to announce when Freestyle Games has done it again, and they have. This pack is a great way to kick off all the new DLC, and because the backwards compatibility update is out as well, now couldn't be a better time to be a DJ Hero 2 player.

Here's to the Electro Mix Pack on Tuesday, yes?

Continue Reading..

Actualized Love Pixels



I've been a bit busy these days.

Not too long to game, however. Well, portably.

So inbetween the cracks of my daily life, I find myself checking the APP store weekly, and I happened across a retro ditty by the name of Pix'n Love Rush.

It's pretty cool.

Clocking in at a fine .99 cents and featuring no narrative, clear objective, or goal, you're tasked with guiding this funky creature (think a Space Invader who sprouted legs through an endless gauntlet of random platforming challenges set to the best of pixel lore.



If you read that last sentence and started scratching your head, let me explain. Via running and jumping, you have one objective: Collecting coins. As you collect more, avoiding enemies and obstaces, your multiplier goes up. As your multiplier increases, the entire visual makeup of the game morphs (along with the music) from a high definition, almost Geometry Wars like aesthetic to a look more inclined to a GameBoy Advance. Collect more, and it switches to a Virtual Boy like display, with Tetris-esque imagery and a red, pixilated tone.



This continues until you're at your most basic, which starts looking more akin to a 1989 gameboy. Not only is the visual effect extremely cool and seamless, but with each change, the stages get tougher and more varied, with red herrings like disappearing platforms, and vertically scrolling stages ala Ice Climber It almost feels like you're going backward through portable console generations, and with only one hit required for you to lose momentum (and one multiplier), it quickly turns into a frantic twitch affair, both in its 5 minute and endless modes.



The package is pretty barebones, yes, with little to unlock other than the aformentioned infiinite mode, but it doesn't change the fact that what little you do get is addictive. There's a certain charm in its old-school feel, and things get just frantic and shaken up enough in the later levels to keep things interesting. There are also Game Center achievements, and leaderboards to extend the frenzy a bit, but really, this is the kind of game that doesn't need to bribe you to come back. After all, who doesn't miss the times when our sole purpose was either running or jumping?




Oh yeah. It's also a dollar. Seriously. :)

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Monday, November 1, 2010

Retinasizer does.



I have a bone to pick with certain developers on the iPhone.

To be honest, post June 24th, 2010, no one has any excuse to make a game that doesn't support the Retina Display. None!

If you are a developer who has a AAA title that you update periodically (looking at you, Capcom, SF4?!), you have no excuse. Why do you want your games to look bad on the new display that you know everyone else will be using?

We have moved on. We have since doubled our display resolution from 480x320, to 960x640.

This means that games fitted for the older resolution are being blown up for the newer display, with a disgusting pinch of edge smoothing for good measure.
I have personally refused to pay $9.99 for Sonic 4 in the App Store until they fix this. Many games, like Grand Theft Auto: Chinatown Wars , also share the same fate (the latter being a slap in the face because R* took the time to upconvert it for the iPad)

But in the interim, we have jailbreaks. A free update through Cydia called Retinasizer by Sticktron does exactly what Sega and those other companies refuse to do in the form of a tweak that forces game content to run at the iPhone 4's higher resolution. It doesn't work with every game yet and is still very rough around the edges, but there's no denying that if someone can come up with a general purpose tweak and force it, then these companies are just sleeping on purpose.

If you have a (jailbroken) iPhone, I implore you to check it out, as the difference really is night..

..and day.

Continue Reading..

Thursday, October 28, 2010

They spinnin' - DJ Hero 2 Review



DJ Hero 2 is amazing.

You knew I was going to say that though, and it's funny how long I've come in a little over a year. Originally a detractor, turned fan, turned high ranking leaderboard jockey (I was in the top 5 on the leaderboards for a spell), it's safe to say that the unique, aurally innovative title got it's hooks into me and refused to let go.

When say that it refused though, I mean it. I've been across the original's 93 song list on Expert with 5 stars and beyond, purchased every DLC pack doing the same, and spread the love amongst my friends, hooking them as well and letting them know that an oversaturation of plastic instruments in the market did -not- mean that the music genre played not by only one note but by several, just cut and mashed to perfection. It wasn't the most social game however, with most sessions being limited to 1 on 1 battles people didn't want to engage in (especially with me), and an incredibly steep asking price turning others off (It went for $129 and $199 respectively..)

A year, and a reduced price later, the release of its sequel boasts not only a near equal number of new mixes, but a new career mode, expansions on the old gameplay, and a new social component that not only brings with it a new way to play with friends with new multiplayer options, but adds a Facebook-esque persistence to the whole online endeavor as well. Does it hold up though? Or--

Wait, are you kidding?

This is really how a sequel should feel.

Several stylized corporate logos in, and the sense of "new" is immediately evident. A new, sleek porcelain menu replaces the gaudy graffiti-like club flyer interface of the first game, a Facebook-like news feed pops up and replaces the ignorable RSS-like feed from the first game, and everything just looks and feels nicer. The visuals, the animations, everything combines to pull off a convincing club atmosphere, down to the crowd chiming in during mixes. This complete visual package carries over into the UI as well, as notes pop off the screen more than the original, the gauges and icons are larger and more prominent, and the star meter has recieved an upgrade as well. In some ways, because of these changes, it feels like more of a reboot than a sequel to the original.



The game starts you off asking if you'd like to view the tutorial, veteran or no, and with good reason. At first glance, the gameplay at first glance looks mostly unchanged, but slowly, the differences start to creep in. Vocals replace the terrible Guitar Hero mixes from the first with special attention to pitch for harmonizing and cadence for rapping/speaking, but it's really playing second fiddle to the main feature. In DJ Hero, with turntable in hand, you're tasked with crossfading, sampling, and scratching between two tracks to the beat of the music as gems and icons fall down a track shaped like a record. Much of that is still the same, but with all new held taps and long arrows during scratches that require you to hold a button and drag the turntable in a certain direction. If that sounds too boring and familiar for real change, fret not, because a whole new degree of user freedom has been injected into the mix.



At first, it's something strange and awkward, but after a few mixes, experimentation kicks in and you're left wondering why something so open ended and natural wasn't added before. Every track now has freestyle crossfade sections that let you mess around with one or both tracks at the same time, along with samples that change dynamically during the song (no more out of context YEEEEAAAAHH BOOOOYEEEE in every mix), and scratches whose tempo and duration are left up to your own creativity. It's something that makes the songs sound like they're truly under your control and practically ensures that any two people playing a mix won't have the exact same result. As you can imagine, all these new additions rear their heads constantly and to a point, simultaneously on higher difficulties.and if you thought "Groundhog" in the first game was difficult, prepare to have your fingers and wrists destroyed by what they have in store here. It's no stretch to say that the difficulty has increased, but with all the new additions feeling more natural than overbearing, the songs are still a blast whether you're a tried and true vet, or just a beginner.



Navigating the sleek new menus, there's a new option right underneath quickplay, and it's the meat of the single-player experience found within. Dubbed "Empire", it's starts you off naming your own party spot, picking a DJ, and traveling around the world mixing and battling others in a bid to build a virtual empire with you at the center. Along with some very cool intros from each venue seguing into phenomenal new megamixes (continuous sets of 3-4 songs blended together into one huge mix), there are setlists to complete, one on one battles to win, and many, many new things to earn on the way to the top. If only the "top" didn't lie in theory.



I say in theory because really, if there's any complaints to be had about Empire mode, it's that the feeling of being an up-and-coming DJ building a superclub from scratch is surprisingly absent. Yes, you start out picking a DJ, naming your club, and starting out in Ibiza of all places for your first set, but it's a red herring of a setup that ultimately doesn't deliver. You end up spinning in several venues across the world, go toe to toe with DJ superstars and amateurs alike, but it simply doesn't feel like it goes anywhere by the conclusion. There's no management to be seen, no money to earn from playing sets, no crowds to manage as a barometer for your own club's success, hell, even customization of your avatar is limited to a few predetermined costumes. It's a bit of a missed opportunity, and it's not something that ruins the career, but the potential in customizing and expanding your own party spot (or being able to create your own venue) is hopefully something that'll be explored in future DJ Hero games. As it stands, Empire is little more than a new coat of paint on the challenge based structure of last year's game.

Somewhat making up for this though, are the varied community options available. Every significant action you take, from making into a certain bracket on the leaderboards, to completing a challenge in empire, gets reported in a "Hero Feed" that shows up on all your friend's screens via pop up like Twitter. Challenging a friend's dominance in a particular song is a button press away from a notification, and the upgrade to the star meter I mentioned earlier? It now dynamically lists your friend's gamertags in order of high score, and you can either come close to or knock them off their pedestal in real time. It's a small tweak that goes a long way in making the game's userbase seem consistently alive. Fansites like Scorehero have been doing this since the release of the original Guitar Hero, but to see it seamlessly woven in here is a sign of progress.

The multitude of modes injected into the multiplayer do well to inject some much needed life into the original and its boring score battles, addressing a chief complaint about the first having very little to do when a second turntable is in play. There are star battles as before, though now you can steal rewinds and freeze the other player's track, accumulator and streak battles for you to compete on a technical level, DJ battles on special versus tracks that leverage speed and skill over scores, and more. Better still, a Call of Duty like experience and rewards system was added as well, and there are a ton of levels, icons, and titles to unlock on the road to the top. Playing constantly to get a higher score was the most addictive thing about the original, and with all these new features (including issuing challenges to friends after a mix), it ends up feeling more like an Empire mode than the actual game.



My small complaint about the career doesn't detract from the true backbone of this game though, and it's in the game's phenomenal soundtrack that DJ Hero 2 ultimately delivers. The first soundtrack was mostly composed of hip-hop, R&B, and a smattering of electro and techno. Things haven't changed drastically for the second,but things are more eclectic this time, with a broader range indulging disco, trance, house , reggae, and even current pop hits for this intallment. There are overall less mixes than the last game, but it's a moot point. Ever wonder what Kanye West's "Heartless" would sound like mixed with Lady GaGa's "Lovegame"? How about Sean Paul's "Get Busy"mixed with Harold Faltermeyer's iconic "Axel F"? Busta Rhymes vs. House of Pain? Once again, the game boasts an absolutely amazing soundtrack of mashups that'll have you scratching your head when read on paper, then dancing when you actually end up hearing them. The aformentioned megamixes of several of these tracks are a welcome addition the package as well, not only do they nail the seamless transitions between tracks that's normally common in turntablism, but they are an absolute knockout as well. One can only hope that they make it into the next game in a broader form, or that they at least become front and center during the deluge of generous DLC the developers have planned in the upcoming months.

It was a bit tough writing this review to be honest. I have a very strong love for this game, and it took a great deal of effort to simply not fanboy myself all over the place, but at the end of the day my original statement still stands. This game is amazing. The additions and refinements echo a developer who clearly listens to their fanbase, the game was made more challenging without sacrificing fun, the multiplayer is fun, and somehow, they managed to trump the first game's soundtrack with one that's even better, and arguably without peer in the genre.

Yes, even with Rock Band 3 on the horizon.

It's that real.

Why are you still here? You should be playing this. Now.

Continue Reading..

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?

Continue Reading..

Wednesday, October 13, 2010

Hot Rod Time Machine - Sonic 4: Episode 1 Review (iPhone)


Also on Chocolate Lemon!


From the outset, Sonic 4 wants to win you over with nostalgia.

It's evident in the opening splash screens, Sonic running back and forth before that iconic and instantly familiar "SEGA" scream rings out. It's front and center as Sonic pops out of his crest and shakes his finger with a 'tude. Pressing start yields the sound effect from the original Sonic Adventure. All the pieces are in place, it seems, and after numerous delays, controversial fan backlash, and the ever-present notion that this attempt to be a reboot/remake/sequel could just completely jump the shark (problematic mine carts notwithstanding), Sonic 4 is finally here, and before the console releases to boot. The #1 question in fans' minds though, is: Sixteen years after the release of Sonic 3, is it the sequel we were all waiting for?

Well....let me just say I understand "hardcore" Sonic fans a bit more now.

Now don't get me wrong, I'm not advocating the abrasive, heavy-handed way that the more dedicated of Sonic fans approach every new game in the series. Pitchforks and stakes in hand, they're ready to completely trounce every new attempt to bring this series anywhere past 1992, both aesthetically and gameplay wise.

I am not one of those people. I'm in fact a huge fan of Sonic since the series' beginning and couldn't care less about their petty grievances, but immediately upon starting the game, something does stick out like a sore thumb.

The series trademark physics, something very easy to take for granted, seem off here.

Sonic games have always had a tangible, weighty sense of speed and inertia, and what developer Dimps have come up with here is a system that works, albeit inconsistently. Navigating Sonic is rarely a serious problem, But rarely does he feel like he has inertia, as he often just feels heavily programmed. It leads to jumps being floatier than they should be, speed getting marred by an almost erratic acceleration that's simply too fast to start or too slow to peak, a strangely magnetic attraction to flippers and bumpers, and things like ramps and loops occasionally defying gravity by making Sonic lose all momentum when curled into a ball.


This should NOT be happening.


It's as if a heavier sort of physics system from Sonic Rush was in play, but where the former had almost an entire focus on speed and moving forward with very little platforming, Sonic 4 shares level design quirks with the Sonics of old. Given that this was the general spirit, having controls that are slanted towards his new gameplay design is a bit ill advised. It works, but it's something to adjust to. If I had any abrasive fanboy whine of theirs to subscribe to, it would be this one, yes.

With that immediate gripe out of the way, I can finally let you know that despite that odd quirk, Sonic 4 is an absolute blast.



From the outset, the game's four Zones outright let you know this is a sort of retro revival, as the Splash Hill, Casino Street, Lost Labyrinth, and Mad Gear zones all have the distinct look and feel of previous stages in the series. Splash Hill has the rolling hills and corkscrew loops that made the previous Green and Emerald Hill Zones iconic first stages, Casino Street has the neon, oversaturated feel of Casino Night Zone, Lost Labyrinth is a trap filled maze akin to the Labyrinth Zone, and Mad Gear has all the tricky platforming and infuriating enemy spawns that made the Metropolis Zone one of the toughest Sonic levels ever. The music filling each stage is great as well, emulating many of the original 8-note compositions from the Genesis originals, and sounding truer to the spirit of Sonic than the horrible butt-rock that has plagued the series since 2000.



But make no mistake -- while these levels are clearly a homage, their designs are completely original, matching and in some ways even besting their inspirations. Massive, and filled with alternate paths, shortcuts, and secrets aplenty, they very closely nail that perfect balance long forgotten since the franchise's heyday. Well timed jumps and tense platforming sections are rewarded with stretches of speed or alternate (usually faster) paths through a stage, and each stages three acts are all detailed enough to warrant multiple playthroughs, especially for the boss battles that balance looks from the past with surprising new moves. (Special stages have returned as well, with a special surprise for anyone who collects them all) There are also clever gimmicks thrown into a few of the stages, and while they don't all work, tilting the phone to direct a minecart through a high speed maze, or keeping up momentum as a grinder bears down on you are nice diversions from the action.



The control, something I didn't mention until now, is very nice as well. The d-pad and single button given are very accurate, and very responsive (save for the occasional crouch), which is something considering the fact that you're forced to use a touch screen. However, as great as it is, a lot of this wouldn't feel as tight without the newest addition to Sonic's arsenal: The homing attack. It seems like a minor convenience at first, but what you'll find is that it lends a subtle rhythm to his usual run 'n' jump formula, something you'll notice as seemingly innocuous strings of enemies become paths to a shortcut, a botched jump gets corrected, or previously impossible jumps become manageable with just that small boost. It's a fun, logical addition to Sonic's classic gameplay, and its one of the many factors that make this truly feel like a real sequel.

All of this does not make for a perfect game however, and Sonic 4 is not without its flaws. Some levels still feature the series much maligned bad enemy placement and cheap shots, and while some can arguably be avoided with sharp enough reflexes, others simply have to be tripped in order to be aware of their presence. Some of the gimmicks are suspect as well, with one in Lost Labyrinth that doesn't explain itself until you've spent a life or two, and a particularly nasty one in Casino Street that makes the level impossible to finish if you mess up a homing attack on a string of enemies towards the end. The homing attack is a bit suspect as well, sometimes not locking on to targets right away, or locking on when they can't be reached (sending you flying into a wall or to your death) There's also a funky screen rotating effect when going through loops that you'll either love or get motion sickness from, depending on your cup of tea. I thought it was cool, frankly, while it drove a friend of mine crazy.


Motion Sickness!


The graphics are nice too, featuring colorful backgrounds and a great looking 3D model for Sonic himself, but the game inexplicably lacks retina display support, which means that the game looks great on anything but an iPhone 4, where the low resolution becomes more apparent and the game takes a bit of a washed out tone more akin to a DS title. For a iOS game released after June 24th, this is not just a minor oversight, it's inexplicable. The console versions feature some of the most gorgeous high-res CG I've seen in a downloadable title, it would've been nice to say the same here.

A list of complaints is a bit moot however, when the overall package is so well done. Despite its minor and occasionally major flaws in the design and gameplay department, Sonic 4 on the iPhone is not only a sequel that successfully updates classic Sonic gameplay for the next generation, but is a great sneak peek of what to expect from the HD versions as well. If the small bugs and annoyances are ironed out of the next installments of this planned episodic series, then we are all in for a real treat indeed, as Sonic Team (with help from dimps) seems to have tapped what made Sonic successful in the first place, and man, are they on the right track.


Just like '91.


Here's to many more.

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