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Mario Party: Island Tour Review

Written By Kom Limpulnam on Senin, 25 November 2013 | 23.07

When you hear "minigame collection," the first game that usually springs to mind is Mario Party. The series has been responsible for hilarious memories and strained relationships since the Nintendo 64 era, though the series hasn't always set a good example: some of the installments, like the miserable Mario Party Advance, have dragged you to the dregs of party hell. Fortunately, Mario Party: Island Tour is a raucous portable entry in the series that adds some refreshing new elements.

Island Tour adheres to the same structure as many of the other Mario Party games: two to four human or AI players move around a traditional board-game-style map in a competition, playing minigames for prizes and attempting to hinder other players throughout. Most Mario Party games have focused on the collecting of coins and stars to determine a winner at the end of a game, but Island Tour's boards feature different objectives and modes of play. Some, like Perilous Palace Path, simply require that you be the first to reach the goal, while others have you collecting items to see who can end the game with the most stuff. Even if the boards have a similar objective, there are other factors at play that alter gameplay significantly: Banzai Bill's Mad Mountain might let you summon a giant bullet that sends everyone in its path back several spaces, while Kamek's Magic Carpet Ride forgoes dice and assigns movement to an inventory of numbered cards, making your selections about how far to advance a strategic consideration. There's a nice bit of variety here, and the game helpfully gives ratings to luck, skill, and minigame categories when you're choosing a board to play on (though their accuracy is debatable). Most of the boards don't take too long to run through, but that's probably for the best given that the 3DS is a battery-based console, and nothing kills a party like running out of juice mid-game.

What would a race game be like if you drifted ALL THE TIME?

It's pretty easy to get things hopping, thanks to the 3DS Download Play feature. Much like Mario Party DS, Island Tour allows up to three additional players to access and enjoy the full game in multiplayer, even if they don't have their own copy. It takes a few minutes to send the game to other 3DSs--and, of course, they can't keep it once the host disconnects--but after the wait is over, the players have access to the entire game (though the host player controls all the settings and selections). It's a nice way to ensure that there's always an opportunity to get a party started as long as everybody has a system. Unfortunately, there's no way to play online. Yes, Mario Party is more fun in a local, group setting, but the omission of any sort of online option is puzzling, especially given that the 3DS supports friends lists and voice chat.

If you've got a party of one, however, Island Tour has a special single-player mode called Bowser's Tower. In this mode, your chosen character scales a tower, playing a minigame on each floor and winning to proceed. On every fifth floor, you face a boss character, and these fights are minigames in themselves. Compared to the single-player story mode in Mario Party DS, Bowser's Tower is weak: there's no variation on events depending on character choice; it takes a long time to complete a runthrough (and, if you're really unlucky, a bad roulette spin can send you back to the start); and you have to finish it more than once to unlock everything. Yet Bowser's Tower is a nice diversion, and as you play and complete board runs, Bowser's Tower, and individual minigames in either single- or multiplayer, you earn points that you can spend on unlockable content.

You can't always bite the bullet. Sometimes you just gotta run.

But the meat of any Mario Party is its minigame menagerie, and Island Tour has more winners than duds in its mix. While you have the expected minigames of the "collect stuff," "knock other players off a platform," and "dodge things coming at you" varieties, there are some more inventive offerings that make good use of the 3DS hardware. Since the 3DS offers a variety of control methods--controller, buttons, stylus, microphone, and gyroscopic motion--the minigames can use one or more of these elements to make more interesting snack-size experiences. This leads to some neat outings, such as Buzz a Fuzzy (a motion- and circle-pad-controlled archery minigame) and Match Faker (a memory-type game that lets you use the stylus to take notes). The game takes advantage of the fact that each player has their own display, resulting in things like the third-person, arena-based blasting in Tanks a Lot and the hyper-gliding ice racing in No Traction Action. There are even a few auxiliary minigames that use the oft-forgotten 3DS AR cards. Unlike in Wii Party, where only one player could use the GamePad, everybody is on equal footing with the same controls and view, and many of the minigames do a good job of both recognizing and taking advantage of that in their design.

But there are still some stinkers in the mix. Strictly luck-based minigames turn up in the rotation frequently, and they're not any fun. A few others feature sluggish controls that hamper your ability to move well. (In minigames that involved moving the system along with another control method, I found that the game had an obnoxious tendency to lose calibration when it shifted back to motion controls, which required an experience-interrupting recalibration.) Though you can switch between preset standard and easy minigames and turn mic-using games on or off, you still can't disable individual minigames or make a custom set, which is a disappointing oversight.

It's not a perfect party by any means, but some good design considerations, better-than-average variety, and always-enjoyable Mario thematics put Mario Party: Island Tour a few notches above your average video game bash-in-a-box. It's nicely portable, uses the hardware well, and has a mostly good minigame mix, making this the easy-to-play multiplayer vacation you've been looking for.


23.07 | 0 komentar | Read More

Activision exploring ways to resurrect Crash Bandicoot series

The Crash Bandicoot series is not dead, just resting, Activision has said.

A representative with the company told Game Informer that Activision continues to own the Crash IP and is currently considering potential avenues to resurrect the franchise.

"Activision owns Crash Bandicoot and we continue to explore ways in which we could bring the beloved series back to life," a representative said.

It was suggested last week that the Crash IP may have switched hands and gone to Sony after all mention of Crash was removed from Activision's website.

The Crash Bandicoot platformer series was created at Naughty Dog and has sold millions of copies across dozens of games released to date. The latest entry in the series was 2010's iPhone racing game Crash Bandicoot Nitro Kart 2.

Filed under:
Crash Bandicoot
Activision

23.07 | 0 komentar | Read More

Crimson Dragon Review

Written By Kom Limpulnam on Senin, 18 November 2013 | 23.07

Crimson Dragon is an on-rails shooter that revives the cherished Panzer Dragoon series under a new name, fitted with light RPG elements and a dash of asynchronous co-op. Unfortunately, these added systems don't make a meaningful impact on the game at large, and the genre's focused action is perverted by wildly concocted paths that send you and the camera into a tizzy. This, coupled with unusually aggressive enemies, makes Crimson Dragon a frustrating experience. There are rare, fleeting moments of greatness near the end of the campaign, but you have to fight the urge to put the controller down if you hope to catch a glimpse of them.

Plot is not Crimson Dragon's strong suit either, but it suffices in so much as it provides an explanation for your ability and need to command dragons. Not long after the colonization of the planet Draco, the inception of the Crimsonscale virus wreaked havoc on the human population and enraged the indigenous wildlife. Some people, dubbed the Seekers, were immune to the Virus. As one of the lucky few, it's your job to fight back against the rising tide, and investigate the cause of the Crimsonscale outbreak.

"Bogey on your tail!"

All levels consist of phases that last from one to five minutes apiece. You ride on the back of dragons, fighting swarms of enemies, collecting items, and occasionally facing a boss or a strong group of variations on common enemies. For each phase that you complete, you're rewarded based on your performance with credits or items. Credits can be used for many purposes: acquiring new dragons, hiring AI-driven wingmen, undertaking missions, and purchasing extra-life-like revival jewels. Regardless of how many enemies you shoot down or items you collect, the most important thing is that you survive.

You can attempt to better your chances by recruiting other players' dragons from the game's leaderboard, but these wingmen never make much of an impact. Granted, this fluctuates slightly based on the availability of high-level dragons and your ability to afford their contract, but the difference between low- and high-level wingmen is hard to recognize in practice. Regardless of who's watching your back, you're still the primary target. The most any wingman ever brings to the table is a powerful but limited-use attack that hits every enemy and recharges your health. It's helpful, but there's no reason it couldn't have been a function of your dragon to begin with. At best, wingmen provide you with a last-ditch attack, but at worst, they instill a false sense of security.

It's not uncommon to face streams of bullets from small, common enemies.

Though the game tries to instill confidence by offering backup, Crimson Dragon's enemies are ever relentless, even on the easiest difficulty setting. Standard enemies fire dozens of projectiles at once, forcing you to constantly barrel roll to avoid impact in the face of large swarms. In some levels, it feels like all you do is bash the shoulder buttons to barrel roll, and simultaneously hammer on the trigger to fit an attack or two in between rolls.

Ostensibly, your ability to shoot down enemies and minimize damage relies on elemental relationships, which you can alter prior to heading into battle. However, though you're given a readout of the balance of your abilities and enemies' resistances prior to starting a mission, choosing the right dragon and assigning the proper abilities rarely makes a meaningful difference. Likewise, your dragons can evolve twice, but these are mostly cosmetic changes, with an ever-so-slight bump in base stats.

The imbalanced relationship between stat growth and difficulty is disappointing, but struggling to overcome these odds is nowhere near as frustrating as coping with Crimson Dragon's camera. When you're flying in a simple pattern, it's easy to settle in. The left analog steers your dragon, and the right controls your weapons' aim. Free-flying stages, which allow you to control the speed and trajectory of your dragon, turn the standard control scheme on its head by assigning the camera controls to the same stick as movement. It's confusing, not to mention ineffective in the midst of combat when you have to track fast-moving, hard-hitting enemies.

Crimson Dragon's final stages look and play better than the rest.

Granted, there are only a few free-flying stages in the game, but erratic paths in standard levels also prove to be problematic. Quite often, you're sent careening around corners, with an unreasonable amount of visual interference, while under fire, without enough time to react to threats. If you submit, you can simply take some damage and move on. If you attempt to kill everything and lose control, you're more likely to be unprepared when the camera finally rights itself.

Fight your way towards the end of the game, and you'll discover stages with greater visual appeal than the initial selection of barren landscapes, and more sound level design, but it's too little too late. Crimson Dragon frustrates more than it entertains. Flying your dragon can feel good, but it's only when the game takes a rare breath and slows down that it feels right. The ability to raise dragons is mildly intriguing, but they take forever to evolve into slightly more effective warriors, making the process more of a distraction than a rewarding challenge. It doesn't take long to realize that for all its efforts to be something more, Crimson Dragon misses the mark. It's occasionally sloppy, usually frustrating, and ultimately disappointing.


23.07 | 0 komentar | Read More

Zombie Roadkill - Dead Rising 3 Gameplay

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23.07 | 0 komentar | Read More

Xbox One, PS4 attach rate will be 3.25, says analyst

The Xbox One and PlayStation 4 will have roughly a 3.25 software attach rate--that is, how many games are sold for every hardware unit purchased--during their initial launch periods, Cowen & Company analyst Doug Creutz said today in a note to investors.

With 18 retail launch-day titles available for Xbox One and 14 for the PS4, the 3.25 aggregate attach rate suggests an average 20 percent launch window attach rate across all titles. Battlefield 4 will perform slightly better, Creutz said, attaching to Xbox One and PS4 at a rate of around 30 percent at launch. Madden NFL 25 and NBA 2K14 are also expected to attach at higher rates.

Games like Zumba Fitness, Zoo Tycoon, Fighter Within, and Injustice: Gods Among Us will have lower attach rates than the 20 percent average, Creutz noted.

By comparison, the Xbox 360's attach rate was 4.2 during its initial November-December launch window in 2005, while the PlayStation 3's was 1.9 in 2006, Creutz said. The Xbox 360 retailed for $299/$299 at launch, while the PS3 went for $499/$599, meaning the total hardware/software spend for each platform was roughly consistent in the mid-$600 range.

The 3.25 attach rate for Xbox One and PS3 models a more conservative average total spend, even before the 7-8 years of inflation are factored in, Creutz said. The PS4 launched last Friday and sold 1 million units in North America during its first 24 hours. The Xbox One goes on sale this Friday, November 22.

Filed under:
PlayStation 4
Xbox One
Sony Computer Entertainment America LLC
Microsoft

23.07 | 0 komentar | Read More

Mario & Sonic at the Sochi 2014 Olympic Winter Games Review

Written By Kom Limpulnam on Senin, 04 November 2013 | 23.07

The Mario & Sonic series has always, and perhaps bizarrely, mixed accessible minigames, topical sporting events, and gaming nostalgia. It's an odd but enduring mix, one that's given us Charmy Bee cameos in a stylised re-creation of England's capital city for London 2012, but sadly the mascot duo's fourth outing falls flat.

In Mario & Sonic's first outing on the Wii U, developer Sega starts with a major change for the series: Mario & Sonic at the Sochi 2014 Olympic Winter Games demands that you make use of the Wii MotionPlus across its collection of 20 Nintendo and Sega characters and 25-odd minigames. The hardware boost ensures an extra degree of controller fidelity in new and returning Olympic events including skiing, figure skating, and curling. And while the move creates an additional expense for families with only a few regular Wii Remotes kicking around, the MotionPlus helps bring a touch of finesse to a previously waggle-intensive series.

Don't worry: the Shy Guy is wearing a protective mask.

It's the forced addition of the GamePad that serves to complicate matters, shifting the series away from its simplistic roots. At best you've just got to explain each individual mechanic to a group all holding different configurations of controllers, but at worst you've got to contend with groups of irate children arguing over why one gets to have a GamePad and the others don't.

The GamePad is incorporated in various ways, and like with many aspects of the Mario & Sonic series, there are both ups and downs. Biathlon, a new event for 2014, mixes cross-country skiing on the Wii Remote with a shooting range, letting the player at the top of the pack shoot via the GamePad while forcing others to use the more complicated Wii Remote. It's a sporting event that hasn't been well translated into a party game, suffering too much from the fact that it's the person who's already ahead that gets placed in the most advantageous situation.

Bobsleigh is another example of an event that's complicated by the GamePad's involvement, only one that's far more endearingly preposterous. The leader steers the vehicle with the GamePad while barking orders at up to three other players, who lean their Wii Remotes to the left or right to help steer around corners. Sitting cross-legged in a row on the floor isn't required, but it does make this event a lot more fun.

Snowboard slopestyle, meanwhile, has you take turns to get the highest score on a downhill run, with points awarded for speed, jumps, and grinds. You steer with the GamePad, and flick the touchscreen to perform tricks. It's simple but fun, and is pleasantly different from the more traditional downhill skiing.

Many returning events are identical to their previous incarnations, though some have been spruced up a bit. Hockey, a particularly drab addition in Mario & Sonic's last wintry sojourn, fills in the hole left by the absence of soccer and beach volleyball, now functioning as a kind of cut-down NHL that has you darting around a tiny rink making chaotic overpowered shots while a Shy Guy sits in goal at each end. It's a lot more fun than you'd expect from such a rudimentary implementation, but it's also hard to imagine it being something you'd want to play multiple times.

Figure skating pairs easily takes the crown for the barmiest minigame. Two players are judged on synchronising their movements, and while you're each allowed to hold a Wii Remote, it's when you play together by holding hands around a single controller that the real silliness kicks in. Having one player clumsily spin around the other in real life while an onscreen Daisy pirouettes elegantly around Dr Eggman is enough to put a smile on anyone's face, although you might need to encourage your immediate friends and family members to finish a glass of wine before joining in.

There are highlights, then, but too many events prove to be a disappointment. I've always found it particularly difficult to feel anything but boredom for this series' ski jumping and speed skating modes, and the downhill slide offered by skeleton is handled with more panache by skiing and snowboarding. But it's Sochi 2014's Dream Events that are especially lacking, with the series' former fantastical twists now reduced to half-baked spins of preexisting events wrapped loosely in the aesthetics of the Sonic or Mario series. Snowball scrimmage is the worst of the lot; it's a crude third-person two-versus-two battle with flat snowball-firing guns.

The Mario & Sonic series has been an inclusive experience, catering to all players of all skill levels, but Sochi 2014 complicates that simplicity.

Developer Sega attempts to add value with a flurry of other modes, with Legends Showdown acting as the game's campaign. As opposed to the technically involved London Party board game of London 2012, Legends Showdown simply peppers a cluster of events with the odd cutscene, as a quartet of characters face off against shadow versions of themselves. Each area is capped off with a boss battle against one of the Sonic or Mario series' more obscure characters, including E-102 Gamma, Birdo, and Jet the Hawk. The mode is completely dull.

Medley Mania is similar to Legends Showdown, but presents clusters of events without any narrative context, and Action & Answer Tour mixes individual events with a quiz show . You must complete various feats during randomised events, such as exposing a picture hidden in smoke with curling stones. It's the most successful additional mode in the game by a country mile, forcing you to keep a little something extra buzzing around your head while competing.

It's unlikely you'll ever be this delighted when playing the game.

The game also adds online competition to the series for the first time, but only via four events: Olympic events freestyle ski cross, snowboard cross, and short track speed skating, alongside multi-vehicle Dream Event winter sports champion race. You can be matched into games alongside strangers or people from your friends list, and online multiplayer is tied together with a national metagame. Winning points in an event goes towards a ranking for your country, with the game displaying the national rankings on the main screen and also via in-game updates on the GamePad.

The Mario & Sonic series has been an inclusive experience, catering to all players of all skill levels, but Sochi 2014 complicates that simplicity. The game's long-winded tutorials have a wearying effect, and the most enjoyable events--which are the simplest, coincidentally--are essentially identical to events from previous years. There are dribs of fun to be extracted from the overall package, but from the outset, it's hard to shake the feeling that this is a series that has now thoroughly outstayed its welcome.

The Mario & Sonic series is the perfect example of the kind of charming, bite-sized, and all-inclusive entertainment that defined Nintendo throughout the Wii's golden years, but a lack of creativity and a poor implementation of the Wii U GamePad ensure that Mario & Sonic's fourth outing in six years fails to secure a podium finish.


23.07 | 0 komentar | Read More

Mario & Sonic at the Sochi Winter Games - Skating and Downhill Skiing Gameplay

Posted by | Nov. 3, 2013 3:01pm

Whether it's racing around an ice rink, or blasting down a mountain, it's all about controlling your speed!


23.07 | 0 komentar | Read More

Final version of State of Decay hits Steam tomorrow

The final version of State of Decay for PC will be available tomorrow, November 5, through Steam, developer Undead Labs has announced.

State of Decay originally released for PC via Steam in September through Early Access.

Those who paid $20 for the Early Access version will receive the final version, for free and with no need to restart, when the game officially launches tomorrow.

State of Decay launched in June 2013 for Xbox 360 and has sold over 1 million copies to date across the Xbox 360 and Early Access versions.

Undead Labs teased last month that it is "so close" to announcing State of Decay's first downloadable expansion.

Filed under:
State of Decay

23.07 | 0 komentar | Read More
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