Sunday, April 26, 2009

Poll #16 results

Be sure to check out the newly crafted World 1-1 Review Archive on the right sidebar to catch up on any World 1-1 reviews you may have missed. (I got/stole the idea from SuperPhillip Central and Everyview.)

Unfortunately, much like the previous poll, Poll #16 had few votes (at least compared to earlier World 1-1 polls). The results are as follows...

How do you like your sports games? (16 total votes)
  • Arcadey - 31% (5 votes)
  • Realistic - 12% (2 votes)
  • Like them both - 37% (6 votes)
  • I don't play sports games - 18% (3 votes)
Even with very few votes, the voting choices are all very close in the end results. The vote for liking both arcadey and realistic sports games won by one vote count over primarily arcadey. The option, "Realistic", came in last barely earning less votes than "I don't play sports games".

I voted for the first choice, as I prefer arcadey sports titles (like Punch-Out!!) over realistic sports sims. While I've played some sports games like Madden and MLB games at friend's houses, I never really enjoy them. But I do love games like the Mario Kart, they're just a lot more "fun" in my eyes as they strive for you to be entertained rather than be accurate represent the sports.

Poll #17 is up as well. Chances are a lot of you play quite a bit of video games; this is a video game blog after all. But just how much do you actually play? Some of us have work and school to have to deal with, while others have a lot more free time to play all the video games they want. My poll question this week is "How many hours a week would you say you spend playing video games?"

Tuesday, April 21, 2009

Bit.Trip Beat (WiiWare) review

Bit.Trip Beat (WiiWare)
Developer: Gaijin Games
Publisher: Aksys Games
Date Released: March 16, 2009 (USA)
ESRB Rating: E (Everyone)

Retro gaming has definitely become more prominent in the last few years, with remakes of classic games like Bionic Commando Rearmed and whole new games with a retro styles such as Mega Man 9 or Retro Game Challenge paying off for developers by appealing to the old school gamers with their nostalgic gameplay and/or visuals and audio. While Space Invaders has been remade in Space Invaders Extreme, it's a bit surprising the granddaddy of all gaming, Pong has yet to see a remake with such a caliber of flashy visuals and nostalgic fun. But the first game of the Bit.Trip series is here, titled Bit.Trip Beat and while not exactly a sequel or remake of Pong, you can sure tell it's been heavily influenced by the game.

Much like Space Invaders Extreme is a lot like the original game on drugs with it's flashy graphics and hectic shooting fun, Bit.Trip Beat is a lot like Pong knocked up with a whole lot of illegal substances doing some crazy things (gameplay-wise). But this doesn't describe the game well enough, seeing as there's actually a lot more to it than the basic game of Pong.

The basics of Bit.Trip Beat involve you controlling a paddle on the left of the screen, and instead of another player on the right, a constant stream of different colored and different choreographed pixels known as beats that you must repel back. All of this is done with some of the simplest controls in gaming. Holding the Wii remote on its side and tilting forward and back controls your paddled seamlessly. It might take a little while to adjust, but once you get a hang of it, you'll be deflecting beats easily. While this may turn some people off, without D-pad control and all, I can say that this way works brilliantly, mimics the old-school paddle, and in the end is much faster than digital input. No other buttons are used other than 2 for menu selection. Though in game all the buttons on the Wii remote respond with different chiptune bleeps and bloops that are purely for fun and in no way affect the main game.

Deflecting little bouncing/flying pixels may not seem hard, but after playing this game I'm sure you'll be thinking exactly the opposite. Where the game really ramps up in difficulty is in the different types of beats (Pong balls) that fly across the screen at you. At first just basic yellow blocks that fly towards you are all you have to deflect, which is relatively easy. But from then on more and more beats are thrown at you with increasingly difficult patterns and speeds that certainly doesn't add up to a cake walk. There's such a variety of beats that even when nearing the end of the game newer ones are still blasting towards your paddle; there's fast beats, hesitating beats, beats linked together, beats that bounce off the walls: the list goes on and on.

Other than normal (relatively speaking of course) beats that all you have to deflect, there's certain power-up beats that can grow, shrink, freeze, or duplicate your paddle. Some are good while others are bad so you have the option of skipping them by merely not hitting them, but as all other beats it will still count against you. Count against you how? In the game, while playing, you'll notice two meters, the Mega and Nether, located on the top and bottom respectively. Fill the Mega meter by continually hitting beats back and you'll be transported to Mega mode with flashier graphics, more dynamic music, and the chance to get even higher scores by racking up the combos (think of it somewhat like Star Power in Guitar Hero). Miss too many in this and your back to the normal mode. In this one, miss too many and you're sent to Nether mode which is black and white, totally devoid of music and rhythm (other than the single monotonous sound that comes out of the Wii remote speaker replacing the normal beeps and boops), and very reminiscent of the original 70's Pong game. As you might have guessed missing too many beats in Nether mode and its game over for you.

At the end of each stage you face off with a boss that are one of the more memorable experiences of each level. Each stage's end level boss is different from the last, and I don't want to ruin anything, but they're very much inspired by Pong and Pong-like titles such as Breakout. Also included in the overall package is 4-player co-op which is a lot of fun to play with a friend. It does get harder the more players you add, as paddles become increasingly smaller with each new player. However, it's not all well: the different paddles differentiate in color but aren't staggered position-wise, so there's a lot of confusing overlapping to be had that makes co-op a whole lot less fun than it should have been.

But deflecting beats and facing off against pixelated bosses is only half of Bit.Trip Beat, the other 50% is the presentation, namely the style of graphics and engaging music. The music and sounds of the game are quite the showpiece, as the game relies heavily on the musical rhythm. There's always a background beat that holds the game together in a musical sense. Each beat that you repel adds a sound to the ever growing soundtrack. It's a really impressive thing to see, hear and play. Along with the audio are the fantastically abstract backgrounds and very Atari 2600-esque pixel style. Everything from the in game objects to text that's barely legible with such big pixels screams mid- to late-70's gaming.

Probably the major complaint of Bit.Trip Beat would be the lack of lasting value. There's only three stages, each of which is about 12 to 15 minutes long. But don't let these number deceive you into thinking the game hardly lasts even an hour, it'll last you upwards of eight hours approximately to finish the game. The stages, mainly the second and third, are taxingly difficult and really stay true to the hardcore old-school by having you play them for hours and hours until mastering every beat pattern to complete them. I did find the stages to be a bit too long though, especially seeing how dying sends you back to the very beginning. All of this could've been solved by mid-way check points or even splitting the three stage in half into six smaller levels.

Another complaint I had with the game was how much went unexplained. The game does very little in teaching you anything. There's no tutorial mode, so you'll have to get a hang of it in the beginning of the first level. It also doesn't tell you that to keep a stage unlocked you have to get a high score in the previous one. I never had the problem, as you'll score somewhere in the high scores most of the time, but I'm sure it can get annoying to those who barely beat a level. Speaking of high scores, it's disappointing to see only local leaderboards. A game like this so centered around replaying stages to get higher combos and beat previous scores, it's unfortunate to not see online leaderboards.

Overall Thoughts

Gaijin Games really nailed the whole retro-revival style both graphically and with the impressive music that coincides with the gameplay perfectly. Bit.Trip Beat's a whole lot of fun and is a really unique WiiWare game that's perfectly priced at $6. One of the better WiiWare games to date and comes with my highest recommendation.

9/10


Sunday, April 19, 2009

Poll #15 results

First let me apologize for my absence from World 1-1 for the past two weeks and for the lateness of this post. Due to some things to deal with in the "real world" and a mild case of writer's block for your's truly, I just didn't have the enthusiasm to post. Let's hope all that's over and I can get back to my regular two, three, four, or more posts a week (OK, so not that regular) schedule.

First I'd like to announce bit of a change in the polls: now they're going to be weekly, rather than bimonthly. This gives me the chance to have a lot more polls and free up a day each week to post results. Speaking of which, there will be a "poll results" post and a new poll alway up on Saturday (except for this one), usually somewhere around 4:00 Pacific Time. And now to your regularly scheduled poll results...

Poll number fifteen has concluded with a fairly small total vote count (as probably due to lack of posting lately). Here's the results to said poll:

Do you read gaming magazines? (17 total votes)
  • Yes, I subscribe to one or more - 58% (10 votes)
  • Yes, I buy issues occasionally - 29% (5 votes)
  • No, I don't read them - 11% (2 votes)
Without a lot of votes it's not entirely accurate to say which choice was the most popular. But I think it's pretty safe to say the first, the subscription choice, is the most popular as it garnered almost 60% of the votes. Coming in second was 29% for buying issues occasionally. And finally, last (and least) was two votes from people who don't read gaming magazines at all.

I voted for the first choice as I subscribe to two magazines, Game Informer and Nintendo Power. As I've said before, I really am loving my subscription to Nintendo Power and each month I'm treated with great previews and lots of nice screens and reviews. As for GI, I really like the magazine too, albeit the sometimes lack of Nintendo content. It has a lot of great gaming articles to read and always scores on big exclusive cover stories.

Once again, there's a brand spankin' new poll up. Sports are one of the popular genres of video games. Whether it's realistic sports simulations like Madden and Tiger Woods or arcadey and hectic games like Punch-Out!! and the Mario sports games, sports titles cater to a large audience. But it's my question to you, "How do you like your sports games?" Arcadey? Or realistic?

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Wednesday, April 1, 2009

Gaming Forecast - April 2009 *UPDATED*

The Gaming Forecast is back one again. The month of April has noticeably less games than previous months, but there's still some big releases to be found.

Gaming Forecast April 2009
  • Super Mario Galaxy 2: Yoshi's Universe (Wii, Apr. 1st)
  • Nintendo DSi (Apr. 5th)
  • Pop+ Solo (DS, Apr. 5th)
  • Rhythm Heaven (DS, Apr. 5th)
  • Samurai Shodown Anthology (Wii, Apr. 7th)
  • C.O.R.E. (DS, Apr. 14th)
  • Excitebots: Trick Racing (Wii, Apr. 20th)
  • Steal Princess (DS, Apr. 21st)
  • Puzzle Kingdoms (Wii and DS, Apr. 28th)
Note: Dates are subject to change.

By far the biggest release this week is Super Mario Galaxy 2: Yoshi's Universe. Releasing today, the sequel to 2007's biggest Wii game looks as great as the original and then some. Yoshi finally makes a return (being absent from SMG). The game looks really fantastic and even longer and better than the first. I really can't wait to pick up my copy.

*UPDATE* It seems someone was playing a cruel April Fool's joke on me (or was I the one playing it?). Sadly Super Mario Galaxy 2: Yoshi's Universe is only a figment of someone's imagination (or was it my imagination?). Though I really do hope we get a Galaxy sequel on the Wii; Galaxy was just too great to have to wait for another console.

Another huge release this April is the DSi's North American launch on the 5th. (It launches in Europe as well, only a couple of days earlier.) My game spending money has been spent in the last few months, but once I get some more I'll be sure to purchase both a DSi and a copy of Rhythm Heaven. I managed to play the demo of Rhythm Heaven on the Nintendo Channel and I found it was excellent. On the Wii side of things Excitebots looks great as well, and I'm going to look into that game as well.

While April doesn't have a large number of games like both February and March, it stands a pretty good fight with quality over quantity. What about you? Besides Super Mario Galaxy 2 (I mean, that's a must buy for a Wii owner), what are you interested in this month? Are you picking up a DSi?

Comments or questions? See any games I missed? Drop an email to kylehogg@gmail.com or leave a comment below...

Tuesday, March 31, 2009

Poll #14 results

Poll #14 has concluded and the results are in...

Which New Play Control! games have you gotten or are planning on getting? (40 total votes)
  • Chibi-Robo - 47% (19 votes)
  • Donkey Kong Jungle Beat - 20% (8 votes)
  • Mario Power Tennis - 12% (5 votes)
  • Metroid Prime - 57% (23 votes)
  • Metroid Prime 2: Echoes - 50% (20 votes)
  • Pikmin - 47% (19 votes)
  • Pikmin 2 - 65% (26 votes)
Note: Voters could vote for more than one, which explains why the percentages don't add up to 100.

As you can see from the above results, both of the Pikmin games and both of the Metroid Prime games are the most popular. Pikmin 2 is the most popular of them all, while the original Metroid Prime comes in second. On the opposite end of the spectrum are Jungle Beat and Mario Power Tennis, coming in second to last and last respectively. I'm willing to bet that the reason Mario Power Tennis is so low is because the game is already out and wasn't received well by critics. As for Donkey Kong Jungle Beat? I'm guessing people aren't up for the change from bongo controls to analog stick and buttons.

I voted much like the majority of voters, for both Pikmins and both Metroid Primes. I loved both Metroid Prime 3 and the New Play Control! version of Pikmin, so I'm really looking forward to both Pikmin 2 and the prequels to Corruption.

And last but not least, there's, once again, a new poll up. Other than word of mouth, gaming magazines used to be one of the top resources for game news/previews/reviews back before the days of the internet. But today, various websites and blogs provides a much faster way to get gaming news and reviews. Even so, there still are a good number of game magazines available today. My question this time around is, "Do you read gaming magazines?"

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Monday, March 30, 2009

New Play Control! Pikmin (Wii) review

New Play Control! Pikmin (Wii)
Developer: Nintendo EAD
Publisher: Nintendo
Date Released: March 9, 2009 (USA)
ESRB Rating: E (Everyone)

Nintendo has decided to bring a number of their GameCube hits over to the Wii with the New Play Control! series. All the NPC! games have be reworked to play with Wii controls, whether it be IR for Metroid Prime and Pikmin or gestures for Mario Power Tennis. Nintendo's choice to do this made a lot of sense in a business view, seeing as a lot of these games haven't been played by a large portion of the Wii's audience, due to the Wii's success and the GameCube's unpopularity. Alongside Mario Power Tennis, Pikmin is the first New Play Control! game to be released in North America.

In Pikmin, you play as Captain Olimar, whose ship, the S.S. Dolphin, gets hit by an asteroid as he's flying along. He makes a crash landing in a nearby, unknown planet. Parts and pieces of the space ship scatter across the land. On the planet, Olimar finds there is a deadly gas in the atmosphere, oxygen, and the life support system will fail after 30 days. Thus he has 30 days to retrieve the 30 ship parts that were lost.

But he doesn't do this alone. On the strange planet he crash lands on, Olimar finds tiny creatures which he names Pikmin. These Pikmin join him in his quest to rebuild his ship and are cute little creatures that somewhat resemble ants with a flower on their head (or leaf or bud, depending on what stage of their life they're in). The Pikmin join Olimar and willingly obey his commands. In Pikmin, there are three different kinds of Pikmin: red, yellow, and blue. The red can walk through fire unharmed, so you'll often resort to them to both carry items through fiery places and attack enemies that shoot flames. The yellow Pikmin can both carry bombs and be thrown the farthest. And blue Pikmin can breathe under water, which means you'll turn to them to get underwater objectives and get to islands.

To get Olimar's 30 ship parts in the 30 day time limit, you'll have to resort your army of Pikmin. Olimar is virtually useless in attacking and moving things, thus he can command Pikmin to do what he cannot. Be it moving/destroying obstacles, harvesting pellets, or attacking enemies, the Pikmin's strength lie in numbers. Most obstacles and items require a certain number of Pikmin to move and those that don't will take a lot longer to do the less Pikmin assigned.

The game of Pikmin can basically be split up into two objectives: getting Olimar's ship parts and growing your army of Pikmin. The Dolphin's ship parts are either found guarded by walls, some light puzzle solving (using different Pikmin colors), and various enemies or with boss creatures that you must beat to obtain the ship part. While you'll want to get all of the Dolphin's pieces, you'll also need to raise and harvest Pikmin. Getting more Pikmin is done by bringing both pellets, which can be harvested from special flowers and dropped by enemies, and the bodies of creatures and bosses back to the Pikmin's homes, named (by Olimar) Onions.

One of the major complaints of the original GameCube game was the 30 day time limit. Since Olimar has to get all of the ship's parts in these 30 days, not doing this will result in Olimar's death and you losing the game. Each of these days takes around 15 minutes from sunrise to sundown, after which you'll have to board your ship (and the Pikmin, their Onion homes). This can add a certain amount of urgency to the game and makes the game feel rushed. With levels that are designed great and enemies to be fought scattering the landscape, it'd feel a lot nicer not to have the 30 day limit and the flexibility to explore. Even so, the limit will be liked by some since it's an overall challenge to beat. And while Nintendo didn't abolish this limit completely in the New Play Control version (like they did with Pikmin 2 for the GameCube), they did make it a bit easier. Now you can rewind to any day that you've played. So say you did really good up to about Day 6, but from then on you've been doing pretty bad, rarely getting ship parts and losing a lot of Pikmin, now you can start playing back up at Day 6 to try and do better. It's a nice touch that frees up a bit of the rush and urgency.

Nintendo redid the controls to fit the Wii's controller and make controlling Olimar and his army of Pikmin easier and more intuitive. It's extremely simple to command your Pikmin to attack enemies, harvest resources, separate into groups, and remain inactive with a few buttons and the Wii's IR. Pikmin on the GameCube was praised for finally "getting" real-time strategy controls on a console (albeit being a lot less complex than PC RTS's), but the Wii remote and nunchuk far outdo even those great controls.

New Play Control! Pikmin is a game with a decent challenge. The difficulty especially ramps up near the end for some hard but rewarding boss fights and puzzling. It's definitely nice to have both the improved controls and ability to restart from any previous day. The game has decent length that's definitely shortened a bit by the 30 day time limit, but overall it was a good 10 to 12 hour game. Increasing the replay value, there's also a very fun Challenge Mode to be played, which has you seeing how many Pikmin you can grow in a single day. It's pretty fun and will have you coming back for more with high scores and different levels to play.

Other than the 16:9 widescreen mode for folks with those TV's (see: not me), Nintendo didn't do much to improve the already solid GameCube graphics. Even with this, Pikmin's visuals can unfortunately stand up to a majority of the games available for the Wii. It just goes to show how Nintendo EAD was pushing the hardware at the time and how few developers today put that much effort into Wii games. There are detailed environments and crisp colors for the various creatures and items. Even so, there are some muddy textures, which are particularly visible when viewed up close. The soundtrack is soothing and very enjoyable. Mixing with this are the cute Pikmin sounds that never get old.

Overall Thoughts

Pikmin is a very fun and rewarding game, and with the new Wii remote controls, it feels all the better to control. Anyone who has never played this game should really do so, and with the New Play Control $30 price tag, the game is significantly cheaper than most Wii games. Overall, if you're itching to play Pikmin with motion controls or you've never played Pikmin at all, give this one a try. But otherwise, you may want to hold out for the longer and better Pikmin 2.

8/10

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Saturday, March 28, 2009

Mario Kart Wii's online

I've recently beat four games, Deadly Creatures, House of the Dead: Overkill, MadWorld, and New Play Control! Pikmin (in that order actually). They were really great games, and I had a lot of fun with each. But now that I beat every new Wii game that I have, what was I going to play? A few nights ago, I was faced with this dilhema. Should I go back and beat my unbeaten games like Okami and Zack & Wiki? Nah, didn't really want to. Should I use Wii Fit, since I've barely used it since I got it? Nah, too lazy for that too. So I decided to pop in the ol' Mario Kart Wii and play some online.

And after playing around that night and last night, I came to remember how fun Mario Kart Wii's online is. It's by far the best online multiplayer in the Wii game. It's super fast (even with my crappy internet). I love how it's structured, with 5000 points, winning gains to points, losing does the opposite. And I much prefer the continual racing with new people joining and quitting versus the four race cup style of Mario Kart DS's online.

Some may bash Mario Kart (especially the Wii version) for it cheapness and the blue shell hate is almost a universal feeling, but I still love the random racing that isn't totally devoid of skill (not at all actually). My only problem playing last night and the night before would be the somewhat frequent disconnections; though that was most certainly because of my internet and not the game (damn you crappy small town internet provider!) Sure, it would've been nice for Nintendo to have some form of communicating and interacting with friends, but I really do love Mario Kart Wii's online mode. And there's not a doubt in my mind that a year from now I can't pop in the disc, boot up the online multiplayer, and have a just as much of a blast as I did last night.

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Wednesday, March 25, 2009

Impressions of Iwata's GDC '09 Keynote

Iwata’s keynote at GDC today made many a Nintendo fan happy. When it was announced a while ago that Satoru Iwata, President and CEO of Nintendo, would be speaking at GDC 2009, it was interesting but not hype worthy due to this being a “Game Developers Conference” rather than something along the lines of E3 where the big announcements are expected. But then a couple of days ago, we got word of Iwata’s keynote being rather “big,” which in turn began the hype train. I too boarded this train of hyperbole, but I expected it to be derailed once the actual keynote came around. But it sure wasn’t. Iwata’s keynote didn’t disappoint, so here’s my impressions of it... Enjoy!

The Legend of Zelda: Spirit Tracks

Speaking of trains, probably the biggest game news announced was a new Legend of Zelda. This came as a complete surprise to me. For one, if any big name Nintendo franchise game was to be announced, I wouldn't have expected it to be a Zelda game. An announcement of Kirby or Pikmin 3 would’ve made more sense to me. And secondly, I would’ve expected Nintendo’s next Zelda game to be a console one, seeing as they’re last was a portable version.

Nevertheless, The Legend of Zelda: Spirit Tracks was announced. It’s a sequel to 2007's The Legend of Zelda: Phantom Hourglass, in which Link now travels around on a locomotive. Strange as it sounds, it looks very cool. The train parts look to be a lot like traveling around on you ship in Phantom Hourglass, there’s even a cannon to shoot enemies with. After seeing the trailer, I can say the game looks very awesome and like a worthy sequel to LoZ: PH, as it retains the cool bosses, inventive stylus puzzles, and beautiful cel-shaded graphics.

Wii System Menu 4.0

Another unexpected announcement was today’s Wii System Update. It’s available now so go and download it. The storage issues have finally been fixed; you can now download and play WiiWare, Virtual Console games, and Wii channels directly from an SD card. I downloaded it, tried it out, and left very satisfied. The system update adds a SD card icon to the Wii menu. Playing games directly from the SD card was very nice. There’s always going to be a brief load time before playing, but after that everything works great. The load time is super fast though. Testing it out, I found smaller games, like NES titles, to only take a second or two, while bigger WiiWare games like World of Goo, took around fifteen seconds. It’s great to finally be able to have all my WiiWare and VC games accessible.

Final Fantasy news

There was a surprisingly large amount of Final Fantasy news from the keynote as well. A sequel to the WiiWare launch titled, Final Fantasy Crystal Chronicles: My Life as a King was announced, titled My Life as a Dark Lord. I never played the original My Life as a King, but I heard it was great. I may have to check it out sooner or later. (Plus, now I don’t have to worry about deleting and redownloading WiiWare/VC games! Thanks Nintendo!)

Final Fantasy IV: The After Years was also confirmed to be due out sometime this year. The After Years is a sequel to Final Fantasy IV, but what if you haven’t played Final Fantasy IV? Well, Square Enix has you covered. From the keynote we also learn we’ll be getting six Final Fantasy games over VC. The only two we know about are the original Final Fantasy and Final Fantasy IV. Overall, some great news for Final Fantasy and RPG fans alike.

DSiWare/Virtual Console announcements

Both Moving Memo Pad and the WarioWare DSi game were reconfirmed for North America. Moving Memo Pad is going to have YouTube-like uploading server, and WarioWare is to be titled WarioWare Snapped! Both games look great, and I can’t wait for them to come stateside.

On the Virtual Console side of things, there was a big announcement too. Virtual Console Arcade will now be available, offering games from the arcades like Mappy, Space Harrier, Ishtar, Space Invaders and more. Much like the Wii System Menu 4.0, Virtual Console Arcade games are available to download today. So if you’re a fan of any classic arcade games, be sure to check out the Wii Shop Channel.

That just about rounds it up. The keynote, the Wii Menu 4.0 and the next Zelda game in particular, left me very happy.

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Tuesday, March 24, 2009

Nintendo Power

Lately, I've been reading through my latest issue of Nintendo Power. Now that I think of it, I've really been enjoying my current subscription to NP. The editors have done a fantastic job with the magazines as of late, with both excellent featured preview articles and some well-written reviews to boot.

Back in the GameCube/GBA era, I found Nintendo Power to not be my thing. I don't know, the magazine wasn't really as interesting as some of the other gaming magazines at that time (my best friend's EGM was read just about every month). And a year or so ago when I heard the magazine was now being headed by the publisher Future US rather than Nintendo, I pretty much wrote off NP as something to read. But after picking up a few issues from a grocery store several monthes ago and subscribing soon after, I can say that notion has changed.

I've found each issue of the magazine that I get to be as enjoyable or even more than the last. Just looking at the current issue, we've got a Pokemon Platinum preview and interview, a first look at ExciteBots, a Rhythm Heaven hands-on, an interview with WayForward about the beautiful game A Boy and His Blob, and a well-written review of MadWorld. Not trying to advertise, but those are some pretty amazing articles (at least for me) to be all in one issue.

So what I'm trying to get at here, is even if you doubt Nintendo Power, give it a chance. Pick up an issue if you're a Nintendo fan and see if you don't like it. I did and certainly don't regret it.

Comments or questions? Drop an email to kylehogg@gmail.com or leave a comment below...

Monday, March 23, 2009

MadWorld (Wii) review

MadWorld (Wii)
Developer: Platinum Games
Publisher: Sega
Date Released: March 10, 2009 (USA)
ESRB Rating: M (Mature)

The newly formed Platinum Games is filled with a lot of the people behind Clover Studios. Clover Studios, though now disbanded, was known for very "artsy" games, being behind Okami and the Viewtiful Joe series, which both incorporated style and substance to craft winning formulas. Platinum Games first title is here, MadWorld, and with it comes a very noticeable, black, white (and a whole lot of red) art style. But does it live up the the precedent of Clover Studios' past "artsy" games? Quite frankly, yes, and what results is a very enjoyable beat 'em up with some strikingly pretty graphics.

At first glance, the most noticeable thing about MadWorld is the beautiful, black and white art style. The game's locales, objects, and people are all colored with the contrasting colors of black and white, no gray whatsoever. Red also is a prominent color due to the over the top violence. Adding red to the otherwise monochromatic environments greatly improves the visuals. Besides black, white, and red, the only other color to be seen is yellow, which make up the various comic book-like onomatopoeias such as "VROOM!" (when starting up your chainsaw) or "THUD!" (when landing a jump). This adds a very comic book feel to the entire game. All in all, the art style masks the Wii's limited graphical capabilities well and ends up being a beautiful game that runs very smoothly.

What really surprised me was just how good the story in MadWorld was. For the longest time, very little was said about the game's story other than, "Jack is competing in a game show called Death Watch where you have to kill to survive." But once I played through MadWorld, I found there to be a deep and enjoyable story. It may be a little far-fetched in some areas, but I still found it good fun. Basically, terrorists have taken over Varrigan City, cutting off all communication and transportation in and out of the island, completely isolating the city from the rest of the world. The city has become home to a horrific game show titled Death Watch, where the competitors must kill to win. Jack enters the game show during the third day and quickly begins climbing the ranks, attracting a lot of attention from both sponsors and viewers. The deeper you go into the game, the more you'll find that not everything is as it seems; there are government conspiracies, and not all of the characters' motives are clear, including Jack's. On a side note, there's a lot of well done voice acting too, which is even more of a surprise seeing how this game was made in Japan.

MadWorld is, at its heart, a beat 'em up. It's over the top, comical, and just flat out entertaining. What do you expect from a game with a guy who has a chainsaw on his arm? There are many different ways to kill enemies due to the variety in weapons, melee attacks, and environmental hazards. You're encouraged to try new things, and comboing attacks and kills together is important in gaining points. Sure, chainsawing a guy in half is easy, but it doesn't do you much good points-wise. Stabbing a sign through a guy's head, shoving him face first into a barrel, and then picking him up and slamming him into a wall of spikes a few times will earn you a lot more points.

The funnest part about the game is just how varied the combat is. You have your basic chainsaw and punches, then you've got all the weapons and objects each stage offers. Next there's all the brutal attacks and finishers you can produce with these. And then there's the different "Murders" which require certain environmental objects unique to each level, such as slamming a guy face first into a toilet or throwing a goon into a tank full off piranhas. Many beat 'em ups and other games that rely solely on combat suffer from repetition, but MadWorld succeeds in banishing this generalization by letting you have hundreds of options of killing enemies. There's also a good amount of variety in stages and enemies. You'll fight regular thugs and punks in the city levels, werewolves and zombies in the haunted levels, aliens (which explode into bluish-green blood rather than the normal red) and robots in the Area-51 inspired levels, and ninjas and samurai in the oriental levels. It's all great fun.

MadWorld also controls very nicely. A and B are used for most attacks, while gestures and waggle (replacing the button mashing of games like God of War) are saved for the more cinematic moves and finishers. Jack's chainsaw attacks work wonderfully with the game, recognizing horizontal and vertical swipes with ease. Similar is the rest of the motion controls in MadWorld; they all work great and don't feel forced. The only complaint I had was with the camera and the lock-on system. To lock onto enemies you have to hold the C button for a couple of seconds until the game locks you on, then you can let go. It's too much of a hassle to bother with in early parts of levels since you'll be killing enemies left and right, though you'll definitely want to use it when facing bosses. It would've been much nicer for you to lock on while pressing C and take it off once you let go of the button. The camera also is a bit funky in the game. The only control you have of it is pressing C and it pops back to viewing directly behind you. It would've been nice to have some manner of analog control over it, but you'll be able to make due with it most of the time.

Each stage is structured similarly. The boss at the end is only unlocked after you earn achieve a certain amount of points. But along the way, points will unlock various things such as weapons, health items, Bloodbath Challenge minigames, environmental kills, and minibosses that offer a challenging break from the usual enemy fodder. It's fun and vital to use these point-unlocked things to your advantage, since they'll usually help you garner more points faster. The Bloodbath Challenges definitely are a highlight of the game. There are eleven in all; all brutally hilarious and all very fun. In one such Challenge, titled Man Darts, you'll hit enemies with spiked bat towards a dart board, with real darts points factoring into each hit. As I mentioned before, doing good in these boosts your score and gets you to the end level boss quicker. And how about them bosses? They're some of the best fun in the game (and trust me there's a lot of that in MadWorld). The best part about the fantastic boss battles are the finishers, which definitely are the greatest kills of the game.

The audio in MadWorld really blew me away. I was pleasantly surprised by just how good the music was in MadWord. I generally don’t like rap and hip-hop, but I loved MadWorld’s soundtrack. But the high point of the sound department has to be the brilliant commentary done by Greg Proops (Whose Line Is It Anyway?) and John DiMaggio (Bender from Futurama). It's immature, very well done, and plain hilarious. I'm pretty sure the game earned several of its ESRB details solely from DiMaggio and Proops and their very enjoyable commentating. Once you factor in the sound effects and in-game voice work along with the commentary and soundtrack, it can become too much. Thankfully you can turn up and down the different aspects of the audio. So in one level if you just want to hear the excellent music, you can. Or in another if you want to hear the hilarious banter of the commentators with nothing else distracting you, you can.

Besides the regular stages, you'll have motorcycle ones and boss-centric levels (where you'll do nothing but face the boss). Both of which are very fun, but I found the regular levels to be the most enjoyable. Another gripe I had with the game was that it wasn't particularly long. Granted it was a hell of a ride, but MadWorld clocks in around five to six hours. There is some incentive to go back into Hard mode, for new weapons are unlocked to play with, and the A.I. is brutally smart and a lot more challenging than their Normal counterparts. There is a multiplayer that is fairly enjoyable, though it only has you competing with another player in the Bloodbath Challenges. This is fun and all, but I can't deny how great the game could've been if it let you tackle the stages and bosses with (or even against) a pal. Unfortunately, there's still not too much to make you want to replay stages. All there really is to do is beat your own score. With a game so centered around getting points, it's sad to see no online leaderboards.

Overall Thoughts

Playing MadWorld, I had some of the most fun on my Wii I'd had in a long time. My only gripes with the monochromatic beat 'em up would have to be that it's not the longest of games and the camera has some positioning issues. Despite these very minor gripes, MadWorld is a blast with it's over the top, comical fun and pretty black, white, and red visuals.

9/10

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