Tag Archive: ray carsillo


A monster mash

With all the power of PCs and new-gen hardware, it’s easy to get lost in the allure of modern amenities when it comes to videogames. But what really matters, and what keeps us coming back for more, has always been the gameplay itself. So, for me, it’s always a joy when someone decides to buck the trend and bring us a 2D platformer, hearkening back to a genre that served as a cornerstone of the industry for so long. The latest title that wants to remind us of the importance of substance over style? An indie game called Blood of the Werewolf.

Selena is one of the last living werewolves in existence. She and her husband have done their best to hide their bestial natures from the world around them and raise their son, the last hope for the werewolves, in seclusion. Some friends from the old country named Dracula and Dr. Frankenstein aren’t too keen on that idea, however, and they slay Selena’s husband when she’s not home and kidnap their child. Unfortunately for them, they decided to do this on the night of the full moon. Unleashing the monster within, Selena’s now in a race against time to get her son back and taste vengeance for her slain husband.

After playing through only a couple of levels as Selena, you’ll immediately flash back to the “good old days” of platforming where each stage is chock-full of pummeling pistons, crumbling shelves, and some purposefully placed bad guys as you work your way through the game’s 10 stages and five boss fights in the form of classic monsters Mr. Hyde, Dracula, the Creature from the Black Lagoon, the Mummy, and Frankenstein’s Monster.

One instance in particular that screamed “old-school” for me was when I had to jump down a shaft that seemed to go on forever while automated pistons fired just above my head as I fell. If I adjusted the wrong way in mid-air, I was turned into a bloody paste. After what felt like several agonizing minutes (it was probably only a few seconds in reality), and a few heart (and body) crushing deaths later, I successfully made it to the bottom of the chasm and the end of the stage. However, Blood of the Werewolf does adjust a tad for modern audiences. While difficult traps like the one described above are present throughout, there’s no limit on lives, and generous checkpoints are scattered throughout each stage.

Coupled with the tight platforming is some solid action. Since Selena’s a werewolf, you’d be right in thinking she’d have all the powers of one—and then some. The twist here, though, is she can only use her wolf form when she’s directly touched by the moonlight. This means that for a lot of the game’s interior levels, Selena has to use other means, specifically a crossbow, to work her way closer to her lost son.

Each form has its own benefits. Selena’s attack range in human form reaches across the screen with the crossbow. She can also burn opponents when she unlocks fire arrows and when you consider many of her enemies are undead, fire can be a huge boon. Her werewolf form, however, has a double-jump, which has obvious benefits in a platformer. While the range of her claws is very limited, they can often kill most enemies in one hit.

Though I enjoyed the idea of not being in wolf form all the time and appreciate that both the crossbow and wolf forms can be upgraded by finding hidden relics scattered throughout each world, I wish I would’ve had a choice over whether or not I could enact the change in Selena, instead of having it dictated by the a level’s design or motif. The wolf is far more powerful than Selena’s human form—understandably so—and it made me miss those abilities when I was forced to remain as a human for long stretches of the game. A meter of some kind would’ve satisfied my longing for better balance between the two forms.

Speaking of better balance, the stages themselves can be brutally difficult at times, but that makes it feel invigorating when you finish each one. The boss battles, on the other hand, feel more like a break from the rest of the game instead of continuing the pulse-pounding action that builds up to the confrontation with these classic horror characters. Their patterns are easy to recognize and even easier to avoid. That’s a bit of a letdown, even if it’s fun to see each character was reimagined here.

Now, when this game was first released on PC last year, a major issue some folks had was the replayability. While the campaign’s enjoyable enough and lasts about six hours depending upon your skill level, there’s not a lot to bring you back to it. The Xbox 360 version (as well as an upgraded PC release) solves this issue with two additional gameplay options.

The first is Endless mode, which sees how far Selena can go in a single life as she takes on 100 different rooms not seen in the main game. Thankfully, your upgrades from the campaign carry over here, giving you a reason to go back to the story mode and find collectibles you might’ve missed the first time around. The second inclusion is Score Attack mode, which features a timer that counts down to test how fast you can work your way through each non-boss stage, earning points and extra seconds for collecting items and killing enemies. Plus, each mode has a global leaderboard, to help appeal to your competitive side.

Blood of the Werewolf exudes a vintage charm that cannot be denied. With its spot-on controls and interesting premise, there’s more than enough content here to warrant the cheap price of $6.99 on XBLA. Because of this, it begs gamers to test their skills and see just how much they can get done before the full moon sets and the sun rises.

Developer: Scientifically Proven • Publisher: Midnight City • ESRB: T – Teen • Release Date: 06.11.14
8.0
Blood of the Werewolf is a solid 2D platformer that hearkens back to a bygone era. Tight controls and decent action make up for somewhat bland aesthetics, while the extra modes seen in this version offer more than enough replayability to garner a look from most gamers.
The Good Crisp platforming and tight controls reminiscent of classics in the genre.
The Bad Needs better balance between wolf form and human form; boss battles are a breeze compared to the levels.
The Ugly How many bodies did Dr. Frankenstein dig up to make a 50-feet-tall monster?
Blood of the Werewolf is available on Xbox 360 and PC. Primary version reviewed was for Xbox 360. Review code was provided by Midnight City for the benefit of this review.

There are worse monsters than zombies…

After the first season of Telltale’s The Walking Dead set such a high bar, the beginning of Season Two was really nothing short of a letdown. This became particularly evident after Episode 2, since the first two episodes would’ve made a lot more sense as one longer setup.

On top of this, thus far, Season Two hasn’t seen the stellar pacing and the drama of the first season, and the void of the Lee/Clementine dynamic still hasn’t been replaced. Fortunately, Season Two: Episode 3 – In Harm’s Way gets the narrative back on track and captures a lot of the magic that put Season One in everyone’s 2012 Game of the Year discussions.

After the cliffhanger ending of Episode 2, which saw the group forced to confront Carver before being dragged back to his compound, Clementine knows if they want to survive being in this madman’s clutches, they need to get out—and fast. She’ll need to make some new allies, and lean heavily on old ones, before Carver dooms them all.

In Harm’s Way features many more decisions with the potential to divide the group, leading to some fun dialogue choices that could emphasize and solidify the kind of character your particular Clem may be turning into. With the way I play, this had the added benefit of leading to Kenny and Luke starting to fill the hole of Lee’s absence, both as Clem’s protectors and as people she could look to for guidance.

This doesn’t mean that Clem becomes completely helpless, though, because she’s also always the first to volunteer to diffuse every dangerous situation—and often leads the charge to rebel against Carver. Unfortunately, like in much of the current season, this results in less puzzle-solving and exploration, but the tense and frantic action that replaces it is more than enough to take solace in.

While much of the episode did everything I wanted to renew my faith in the series, one nagging issue is the poor payoff from 400 Days. Although Carver’s compound and Bonnie, one of the five characters around which 400 Days revolved, are indeed focal points for this episode, the other characters from that narrative who joined Carver have nothing but throwaway cameos and maybe a single line of dialogue. In the grand scheme of things, I didn’t feel like anything was missing by not having Wyatt or Shel (there courtesy of my personal results from 400 Days) as integral parts of the action, but I still would’ve enjoyed a couple of lengthy conversations with them to make those final decisions in 400 Days feel worth it.

Despite this lackluster payoff from a previous episode, In Harm’s Way gets the series back on track. It returns to the first-season trademark of ending on a note that makes sense but leaves you with plenty of questions that have you begging for more. It also reminds you that no one is safe—this episode hammered that point home again. The group and its relationship dynamic can be turned on its head in an instant with just one or two poor decisions, which now will hopefully play out in spectacular fashion in Episode 4.

Developer: Telltale Games • Publisher: Telltale Games • ESRB: M – Mature • Release Date: 05.14.14
8.5
Although the repercussions from decisions in 400 Days don’t prove as critical as Telltale promised, In Harm’s Way still gets Season Two back on track after it appeared to be losing itself in the first two episodes.
The Good A return to storytelling form.
The Bad Not as much payoff for 400 Days as anticipated.
The Ugly Clem accepting the fact that she’ll have to do everything herself.
The Walking Dead: Season Two: Episode 3 – In Harm’s Way is available on Xbox 360, PS3, PC, and iOS. Primary version reviewed was for Xbox 360. Review code was provided by Telltale for the benefit of this review.

All heil has broken loose

The legacy of the Wolfenstein franchiseis almost as prodigious as gaming itself, having been around for more than 30 years, and is credited with introducing the concept of the modern shooter along the way. Even with large gaps between recent entries keeping it from remaining fresh in the minds of players, those of us old enough to remember those games look back fondly on most of them. Since ours is a “what have you done for me lately” kind of industry, though, Bethesda, the newest publisher for the franchise, and one of their youngest studios, MachineGames, have decided to remind us all once again that killing Nazis never gets old.

Wolfenstein: The New Order sees longtime series protagonist William “B.J.” Blazkowicz return in what serves as somewhat of a spin-off for the franchise. This entry is set three years after the events of 2009’s Wolfenstein, and in that time, General Deathshead has constructed technology that allows the Nazis to take the advantage in the war and put the Allies on the brink of defeat.

In a last-ditch effort to turn the tide back in their favor, B.J. and a ragtag group of soldiers are sent deep behind enemy lines in an attempt to kill Deathshead once and for all. Soon, however, “Blazko” and his crew are captured, and B.J. takes shrapnel to the head as he tries to escape, putting him into a 14-year-long coma. When he wakes up, it’s 1960, and Blazkowicz is horrified to find the Nazis won the war and conquered the world.

On the surface, The New Order comes off as a fairly straightforward shooter, but there’s a surprising amount of depth if you look for it, most notably in regards to the story. Yeah, I know—when you think of most first-person shooters, you think of a collection of muscle-bound morons trying to blow everything up (don’t worry, The New Order has plenty of that, too). But the narrative features a lot layers with each character, starting with B.J.’s “man out of time” complex and trickling down to each member of the resistance group he soon joins.

Much like how B.J. feels out of place in this new world, however, some story elements just don’t seem to fit in with the rest. Sure, MachineGames sometimes asks you to suspend disbelief because this is a videogame, like how B.J.’s still a Nazi-killing machine even after sitting in a wheelchair for 14 years. For most of the game, though, The New Order tries its damnedest to be a stark war story, with levels that gave a real sense of guerilla warfare. Then, suddenly, you’re in a bad remake of Moonraker, shooting lasers in space. I love the fact that MachineGames gets as far away as possible from the supernatural storyline garbage of Return to Castle Wolfenstein and 2009’s Wolfenstein, but when it deviates from that gritty core, it breaks the immersion for me.

Another disconnect comes in the three levels where B.J. walks around the Resistance base and talks to people, suddenly making this hardcore shooter feel like an RPG. Normally, I wouldn’t mind the respite from being neck deep in shell casings after taking on an entire Nazi battalion, but the sudden shift to fetch quests, especially three times in the same area, breaks up the pacing in an unpleasant way, even if the story beats that follow are worth the wait. In fact, the realism of the cutscenes, the detail of the environments, and nary a glitch in sight all make The New Order one of the best-looking games on the new generation of consoles. Stellar voice acting from the entire cast, led by Brian Bloom (Varric from Dragon Age II and Kane in the Kane & Lynch series) as B.J., also helps lend credibility to the game’s narrative elements.

And even when the story’s at its campiest, strong level design and gameplay still shine through. In fact, The New Order’s level design is some of the best I’ve seen in a first-person shooter in quite some time. It’s got the perfect balance between allowing you to be stealthy, offering up plenty of secret paths, or letting you go in guns blazing. Oh, and almost every weapon in the game can be dual-wielded.

To further accentuate these playstyles, the game also offers four perk trees for B.J. to unlock. Stealth, Assault, Tactical, and Demolition options allow B.J. to increase the amount of knives and grenades he can carry and improve the effectiveness of certain weapons. My only issue with the perks? Instead of using a typical XP-based system, the game asks you to complete certain tasks to unlock not only the perk, but also the access to start working on the next perk. It’s frustrating to know that you could’ve been working on several perks at once, if only the game let you do things non-linearly.

The best part of the gameplay, however, may be how it encourages multiple playthroughs. Dozens of collectibles are littered throughout each of the game’s 16 chapters, and each level needs to be played at least twice due to a decision you make early on where you must choose between the lives of two of your friends. Along with this, the game also features four unlockable modes if you find all of the “Enigma Codes” and solve their respective puzzles, meaning you could run through the campaign a minimum half dozen times and still have it play out differently with each experience. And I never once was disappointed by the fact the game has no multiplayer component because of the multitude of single-player options.

The New Order’s greatest success, though, is the fact it rejuvenates this classic franchise more than any game that has tried before it. It looks absolutely stellar, and its surprisingly strong—if sometimes over the top—story highlights the experience. With its brilliant level design and copious replayability, The New Order more than lives up to the Wolfenstein name.

Developer: MachineGames • Publisher: Bethesda Softworks • ESRB: M – Mature • Release Date: 05.20.14
8.5
Great level design, strong replayability, and beautiful graphics more than make up for a sometimes-disjointed plot. The New Order proudly exclaims that Wolfenstein is back, and this new entry should be played by all FPS fans.
The Good Top-notch action puts Wolfenstein back near the top of the shooter heap.
The Bad Some story-pacing issues, perk system could’ve been more open.
The Ugly Next-gen torture scenes and burn victims. Brutal.
Wolfenstein: The New Order is available on Xbox One, PS4, Xbox 360, PS3, and PC. Primary version reviewed was for Xbox One. Review code was provided by Bethesda Softworks for the benefit of this review.

Playing with fire

With the popularity of games like Skyrim and TV shows like Game of Thrones, it’s no surprise to see other media creators wanting to strike while the high-fantasy iron is hot. It’s going to take a lot more than just knights clanging swords together or wizards weaving random spells to break through in this suddenly crowded category, however.

The latest property looking for its slice of the high-fantasy pie is the action-RPG Bound by Flame. Here, seven necromantic magicians known as the Ice Lords are trying to conquer the world of Vertiel with their undead army, which has yet to meet defeat in a single battle after 10 years of conflict. All is not lost, though. You play as a mercenary nicknamed “Vulcan” who’s tasked with protecting the Red Scribes, an order of magicians performing one last desperate act to possibly sway the tide of war back in the favor of humanity. When the summoning ceremony is interrupted, the spirit the Scribes call forth possesses Vulcan, bequeathing him with unfathomable power and possibly the last chance to overthrow the Ice Lords.

Bound by Flame is a perfect example of wasted potential. It does things I wish big-budget games with long-lasting pedigrees would do, but it can’t get the very basics of the genre right. This dichotomy caused me to love the game one moment and hate it the very next.

One thing Bound by Flame nails is the crafting and upgrades. RPG players will be familiar with the clutter of screens on the menu they’ll have to sort through, but once they do, they’ll find a simple system that, from the very beginning of the game, allows crafting of traps, health potions, crossbow bolts, and even the ability to make better materials out of existing ones, such as tempered steel out of three pieces of raw steel. Players can even craft and customize specific parts of their weapons. Adding a new hilt to a sword could up its critical-hit chance, while a new pommel could increase its total damage output. The system is completely straightforward, and as long as you have the parts, you can pause at any time to instantly make your desired item.

Another aspect that I thoroughly enjoyed—and was quite shocked by—was the shades of gray each choice the game introduced. Many titles, including Mass Effect, Fable, and inFAMOUS, have a moral system of some sort, and Bound by Flame is no different. In those games, though, I always found myself easily making the “right” choice, the decision that led me to unlocking the “good guy” branch of an upgrade tree or ensuring that all the people of these virtual worlds would love me. Bound by Flame actually had me thinking about these decisions, and for the first time ever, I found myself playing the bad guy on my first playthrough. Never before has the “good” decision been this difficult. No matter what I did, I’d be sacrificing something, and in the end, I typically chose the “worse” moral option. And, like in many of those other games, the world, my character, and the story changed accordingly to follow my choices.

Since Bound by Flame is able to do things like this, however, it only makes the game’s shortcomings even more painful. While the story is rather bland in and of itself, following your typical high-fantasy fare of medieval themes punctuated with wizards and magic and a world in peril, it in no way compares to how boring the game’s world looks. Five of the most generic environments you’ll ever see comprise the entirety of Bound by Flame—it seems as if the world designer was using a color-by-numbers chart instead of real artistic flair when concocting Vertiel.

A bland environment can be overlooked, though, if you’re neck deep in engaging combat. Unfortunately, this is Bound by Flame’s fatal flaw. Even after leveling up and getting better weapons and upgrades, you’ll still spend most of your time having to resort to hit-and-run tactics where you get close to an enemy, slash a few times, and then run away and let your health and magic refill. Then, you just rinse and repeat until your undead foes fall. The worst part of all this? Many enemies, even the weakest skeletons, take dozens of hits, turning each encounter into a marathon that had me just running straight toward my objectives and ignoring every enemy I could by the end of the game.

And what makes matters even worse is your friendly AI. You can take one of the four characters that join your party throughout the game with you when you go adventuring. They’re all worthless, though, except as distractions to split the attention of larger forces up. Whether it’s Sybil the healer, Edwen the dark mage, Randval the warrior, or Rhengar the ranger, each one is no better than fodder for your enemies. You’ll run around in circles, hacking and slashing and hoping you take out the group of enemies by yourself so that you can quicksave again and not have to redo any section of combat. Between your brain-dead AI allies and the tactics you’re forced to resort to, this is easily some of the most horribly balanced combat I’ve ever seen in an RPG.

It feels like Bound by Flame couldn’t get out of its own way. By trying to institute some interesting systems and provide some difficulty when making your decisions, developer Spiders forgot to focus on the basics. Without that foundation, the game simply can’t stand on its own. Even though I don’t regret playing Bound by Flame, I can’t really recommend it, either, unless you so desperately need a fantasy fix that you’d rather power through the problems than risk having missed it. You can’t say I didn’t warn you, though, when you get burned.

Developer: Spiders • Publisher: Focus Home Interactive • ESRB: M – Mature • Release Date: 05.09.14
5.5
For every great thing Bound by Flame does, it messes up critical gameplay components like the combat. There’s this sense that the game can’t get out of its own way, and only die-hard high-fantasy fans that aren’t afraid of getting torched by a budget title should check this one out.
The Good An easy-to-use, streamlined crafting and upgrades system.
The Bad Combat is cumbersome and friendly AI is useless.
The Ugly The world might’ve been designed with a paint-by-numbers program.
Bound by Flame is available on PS4, PS3, Xbox 360, and PC. Primary version reviewed was for PS4. Review code was provided by Focus Home Interactive for the benefit of this review.

Spider-Man No More

If you’re like me, Beenox is a developer still relatively fresh on your radar. Sure, they ported some Spider-Man games to the PC in the mid-2000s, but it wasn’t until 2010’s Spider-Man: Shattered Dimensions­, when the studio took point on the web-slinger’s gaming presence, that they really grabbed my attention. Since then, they’ve delivered three solid Spider-Man games in a row, a feat that hasn’t been done, in my opinion, since the LJN/Acclaim days. Unfortunately, it seems that all good things must come to an end, because Beenox’s latest, The Amazing Spider-Man 2, is one of the worst Spider-Man games I’ve ever played.

Right from the get-go, the game may confuse more casual fans, since it’s not a true “movie tie-in.” Instead, you need to go back to Beenox’s first Amazing Spider-Man game. There, they didn’t follow Marc Webb’s first take on the character beat for beat, but rather continued the story of that movie: You played through the fallout of Dr. Curt Connors’ cross-species research and fought several new creatures that resulted from it. Since Sony Pictures seemingly wasn’t enamored with the idea of having their blockbuster movie franchise follow the story a game created, Beenox continued their story from The Amazing Spider-Man, thus crafting an alternate continuity from the films. The Amazing Spider-Man 2 game, therefore, only has the loosest of tie-ins to the new movie in that Green Goblin and Electro are there (Rhino isn’t, because in Beenox’s Amazing Spider-Man universe, he’s a cross-species monster).

Still with me? Once you wrap your head around the multiverse idea, it’s not the worst thing that could’ve happened. This allows Beenox to still have a little creative freedom with the story and not be regimented to following a movie script. After the complicated setup, however, things quickly become mundane in regards to the narrative: Each chapter devolves into loosely tied-together boss battles. In fact, there’s barely any narrative cohesion, period. Most of the story relies on your ability to find audiotape collectibles instead of actually telling you as you progress through the game.

And the dialogue is some of the worst I’ve ever heard in a game, from both Spider-Man as well as his foes. My favorite was a thug screaming out “I like to hurt people!”—truly the bad-guy equivalent to “I like turtles” if I ever heard one. At the very least, the actors who deliver these miserable lines try the best they can with a script that clearly lacks any sort of entertainment value.

The weak narrative isn’t the only thing that makes this the worst Beenox Spider-Man yet; nearly every aspect of the gameplay is inferior to previous titles by the developer. The “menace” system, touted when the game was announced, is a joke. This is your typical “good guy/bad guy” meter that you see variations on in games like inFAMOUS and Mass Effect. As expected, it hinges on doing good deeds in the open world, or ignoring them and seeing the people’s view of you diminish. Only a handful of the same crimes repeat, however, so they become as boring as the boss battles. Meanwhile, there are usually so many going on at once that it’s a neverending uphill battle to keep Spidey from being viewed as a threat. The worst part is that all this has no influence on the narrative, and the reward for being lauded as a hero is minimal stat boosts and fewer enemies in the world. Why even bother at that point?

Also, going back to the boss battles for a brief moment, while it’s nice to see some of Spidey’s most iconic villains again in a videogame, the battles themselves are of the worst “rinse and repeat” variety, wherein the bosses don’t have more than two or three easily avoidable moves, causing you to repeat the same pattern over and over until you whittle away their health.

The developers also emphasized how much time you’d be spending in the open world this time around compared to the last Amazing Spider-Man game. That’s as blatant a lie as I’ve ever heard. There are just as many “dungeon” segments in Amazing Spider-Man 2 as there were in the previous game, and you probably spend even less time web-swinging down Manhattan’s concrete canyons than that one due to the shorter story. Beenox can do indoor sequences perfectly fine, as proven in previous games developed by them like Edge of Time and Shattered Dimensions, but when you stress that you’re going to keep players more in the open world, do it.

Speaking of web-swinging, though, this is the worst gameplay change. Talk about trying to fix something that wasn’t broken to begin with. I understand there’s a movement for “realism” in comics and games, but this is a story about a man who has spider-based powers fighting a man made out of electricity. The need to be grounded in reality isn’t necessary, but Beenox tried anyway and now web-swinging requires a solid surface to stick to. While this design has been done in games before, this iteration of Spider-Man’s Manhattan—already a bland and lifeless shell of the hustling, bustling metropolis—doesn’t lend itself well to this tweak. I’d often shoot my web at some ridiculous angle, if I could find one at all, in order to adhere to this rule. Thus, I never really got into a great rhythm with my web-swinging, which was especially frustrating during the game’s racing side missions, which require a lot more precision than the game allows.

But wait! There’s more! While it’s clear that the combat/counter system is a rip-off from the Batman: Arkham games, it seems Beenox couldn’t resist to steal a little more from the Dark Knight. Amazing Spider-Man 2 sees stealth rooms make an appearance, and they just reek of the “predator room” designs from Rocksteady’s games. And, like everything else in this game, they’re inferior in every way. Spider-Man’s Spider-Sense replaces Batman’s Detective Mode, and much like Arkham Asylum, players will run into the problem where they’ll feel like they never have to turn the power off. This means that even if the levels were beautifully designed (which they aren’t), they’d only see them in the red-and-blue hues this mode paints everything in. On top of all this, the combat upgrades from the first game have been simplified into only eight powers, with three upgrades each. So much for doing everything a spider can.

My final issues with the game come from the technical side of things: Glitches galore, folks. Not only are the character models bland—and only half a dozen of them are scattered throughout the game—but many of them love just vibrating themselves through walls, sidewalks, and rubble. Throw in three late-game crashes in the middle of boss battles, and I almost had enough to never look at this game again.

Despite the abject time I had playing the game, I was able to finish it, however, because flashes of the competency Beenox illustrated in their previous games do appear sporadically. These came in the form of tributes to some iconic moments from Spider-Man comics—like Cletus Kasady being wheeled into Ravencroft at the start of the Maximum Carnage storyline—that, as a lifelong fan, I understood and instantly recognized. But that only made me more frustrated, because it meant that Beenox had to know them, too, and yet they still let this miserable pile of data get stamped onto a disc and sent to stores. If you’re a Spidey fan, hope that Activision lets Beenox out from under this movie-licensing deal and gets them back to making original Spider-Man games.

Developer: Beenox • Publisher: Activision • ESRB: T – Teen • Release Date: 04.29.14
2.5
Easily Beenox’s worst outing with the Spider-Man brand. Nearly every game system is a step backward from the previous three Spidey games—this one isn’t worth your time or effort.
The Good The story has its moments.
The Bad Web-swinging takes a huge step backwards, the “menace” system is a joke, and the dialogue made me want to stick a pencil in my ear.
The Ugly 40 years of comic book history was diluted down into a less than 10 hour game.
The Amazing Spider-Man 2 is available on Xbox One, PS4, Xbox 360, PS3, PC, Wii U, 3DS, iOS, and Android. Primary version reviewed was for PS4. Review code was provided by Activision for the benefit of this review.

Kirby and the Beanstalk

Someone at Nintendo sure loves Kirby. Ever since the Pink Puffball first debuted back in 1992 on the original Game Boy (he was white back then because of the system’s limited color palette), if we count collections and spin-offs, the most recognizable figure on Popstar has had 23 games starring him come out over the past 22 years. But what’s even more amazing is that people haven’t gotten tired of him. I believe a large part of this is because the Kirby series always finds a way to make the simple characters shine, and the core gameplay mechanics of sucking up enemies and stealing their powers feel fresh and new each time. Kirby: Triple Deluxe, his 3DS debut, is no different.

Triple Deluxe begins with Kirby resting peacefully at his Dream Land home, when all of a sudden a giant beanstalk (appropriately called the Dreamstalk) erupts from the ground, lifting Kirby’s home and Castle Dedede into the night sky. Assuming King Dedede is up to some new mischief, Kirby floats over to the castle. When he arrives, though, he is shocked by the sight of unconscious Waddle Dees scattered about the place and a new foe, a spider named Taranza, carting King Dedede away in a magical web. Putting past transgressions aside, Kirby knows he has to save King Dedede and stop Taranza.

On the surface, Kirby still has his same classic powers of sucking up enemies and copying some of their abilities. To help him quell this new threat, however, he has several new hats to wear as a result of his copying prowess. Archer allows Kirby to fire arrows in a 360-degree arc; Bell gives Kirby the ability to use a pair of bells as blunt objects as well as to stun enemies with soundwaves; Beetle sees Kirby impale and throw enemies around with a special rhinoceros beetle horn; And Circus has Kirby turn into a clown who can throw flaming bowling pins or balance on a ball to roll over enemies with. The new powers are a lot of fun—and very useful in several situations—but they don’t hold a candle to the single most powerful new skill Kirby can acquire: the Hypernova.

By eating a Miracle Seed, Kirby will gleam like a rainbow in Hypernova form, giving him the ability to eat massive objects in one swallow. From mini-bosses to obstacles like fallen trees, nothing is too big for Kirby to gulp down. The Hypernova form allows Kirby to literally change the terrain around him to fit his needs while continuing on his adventure. This new ability is so powerful, though, Kirby can only use it for the rest of the stage he is on and not carry it with him like his other copy abilities.

Along with these new powers, the 3DS affords Kirby some new gameplay mechanics, especially when it comes to puzzle solving. Taking advantage of the system’s gyroscope, you can manually aim rocket launchers and cannons to destroy enemies and blocked pathways, or slide specially marked blocks around to help Kirby get past traps and the like.

The 3D feature is also a huge boon for Triple Deluxe; Not only does the game look great, with bright pigments punctuating each landscape, but also the 3D is subtle enough most of the time as to not be a distraction. Meanwhile, several puzzles take advantage of the depth of field the 3D provides to create hurdles Kirby has never really had to deal with before. So, by utilizing some 3DS hardware features (and not shoving them down our throats to feel “gimmicky”) and combining them with the classic platforming action the Kirby franchise is known for, Triple Deluxe provides a huge variety of unique challenges for Kirby to tackle.

For all the new things that this game added, there are also a lot of nice little nods to Kirby’s history, scratching that nostalgia itch older fans of the series may have. Not only are there 20 old-school copy abilities this time around—like Wheel and Needle—but also a lot of the bosses are takes on some of Kirby’s most iconic foes. From the return of Kracko to Flowery Woods (a larger, more difficult take on Whispy Woods), many of the bosses, and even a couple of the stages, are nothing but direct nods to what’s come before in the series.

If that’s not enough for you, there is also a new “Keychain” system. In the single player game, you can collect keychains that represent special scenes or characters from Kirby’s entire 22-year history in games. They don’t do anything in particular, but they’re nice to have. If you don’t want to spend time searching for them in the campaign, you can also spend 3DS coins (three at a time) to receive a random pick, or trade unneeded keychains with other players via StreetPass (a great way to get rid of any duplicates).

Not everything is perfect in Dream Land, though. The Kirby games have never really been that difficult, and Triple Deluxe is no different. If it takes you more than eight hours to find every collectible (that isn’t a randomized keychain) and beat the story, I’d be shocked. Also, I never liked the resetting of your lives and powers every time you exit the game. I know, this is something that has gone on for a long time in the series, but it still bothers me as it makes star collecting and 1-ups completely pointless—simply by exiting the game, you’ll be back to having seven lives. I get that it’s one way to get around an issue many other Nintendo platformers run into—the stockpiling of lives—but why not make a game that’s a little harder then?

Of course, Triple Deluxe is named that for a reason: the single-player campaign is just one of three included modes. The first added game mode is Dedede’s Drum Dash, a music rhythm game that has you hit the A button in time with the music as you try to maneuver King Dedede across a bunch of giant bongos. Honestly, this was a bit of a throwaway experience, as neither the interface nor the music are all that good.

The second extra game, Kirby Fighters, is far better—and actually might serve as a nice warm-up to the Smash Bros. games coming later this year. Up to four players can battle it out in the arenas inspired by classic Kirby locales, using special attacks to whittle away opponent’s lifebars while trying to maintain their own by eating food. As a twist, you can select from all of the powers from the single-player campaign to customize your Kirby, opening up possible match-ups such as Ninja Kirby vs. Bell Kirby vs. Beam Kirby vs. Leaf Kirby. This mode is so deep, it even has a single-player arcade ladder system, where you can try to see how fast you can make your way through seven different matches.

In the end, Kirby: Triple Deluxe is another fine addition to the long line of stellar handheld games in the series. A couple of outdated practices and a forgettable mini-game were not enough to stop me from feeling immensely satisfied with my experience after polishing off the final boss. New powers and well-executed use of the 3DS’ peripheral features added just a bit of freshness to keep this old formula working well, giving the Pink Puffball yet another successful debut on another Nintendo console.

Developer: HAL Laboratory, Inc. • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 05.02.14
9.0
Kirby’s debut on the 3DS could not have been better as new powers and puzzles complement classic Kirby gameplay to provide an experience both fresh and familiar to longtime fans.
The Good Inventive puzzles and new powers complement classic Kirby gameplay.
The Bad The resetting of lives and powers each time you exit the game; Dedede’s Drum Dash mini-game.
The Ugly The fact that the main bad guy is based off a spider, but only has six legs, bothers me a lot.
Kirby Triple Deluxe is a 3DS exclusive. Review code was provided by Nintendo for the benefit of this review.

Simpsons did it

We all know by now that taking a movie, TV show, or comic book and trying to turn it into a game rarely works. More often than not, it ends up being a huge mess that neither fans nor developers end up happy with. Occasionally, though, someone hits it out of the park and the risk pays off. One media property that’s still trying to hit gaming gold is Family Guy.

We’d rather sweep games like Back to the Multiverse under the rug than celebrate them, so Fox looked to change the series’ digital luck like they did with the Griffins’ Animation Domination cohorts, the Simpsons, and Tapped Out. Instead of EA Mobile, Fox tapped (no pun intended) TinyCo, the creator of TinyMonsters, to bring the mobile digital revolution to Quahog. Instead of breaking new ground, though, they simply decided to retread what’s already been done over in Springfield.

Right from the get-go, you can tell that Family Guy: The Quest for Stuff is a carbon copy of The Simpsons: Tapped Out. Sure, some minor tweaks are present, like the story and characters obviously tailored to fit Family Guy, but starting with Peter and Ernie the Giant Chicken destroying Quahog in their latest brawl the same way that Homer destroyed Springfield by letting the power plant have a meltdown, this is just another free-to-play city builder with some Sunday-night flair.

The gameplay consists of rebuilding Quahog in any way you deem fit. You’ll be laying down roads, rebuilding houses and businesses from the show, and sending your favorite characters off to do various tasks in an attempt to earn currency to build up Quahog bigger and better than it was before. If you don’t want to wait for an hour for Chris to finish picking his nose or six hours for Mort to do Peter’s taxes, you can use real-world cash to buy premium currency or “clams” to make everyone almost instantaneously finish what they’re doing. The app also features a social aspect (explained as being part of Stewie’s multiverse) where you can invite your Facebook friends to join—and, if they do, you can visit their unique Quahogs and earn extra money and XP.

The payoff of hoarding cash and visiting friends is hopefully forwarding the “story” of rebuilding Quahog and unlocking some original animation and dialogue. The humor here is definitely a bright spot if you love the show, and Quest for Stuff even introduces its own set of zany, one-off characters, but I would’ve loved some more voice acting besides the prerecorded one-liners that get repeated constantly.

A major difference between Quest for Stuff and that other Fox animated-sitcom-inspired city builder is that each character also has bonus costumes that give them a new set of actions. Performing specific activities or having particular buildings also gives you bonuses to unlock even more costumes. Peter dressing as a “lady of the night,” Quagmire stripping down to a Speedo, and Lois going commando (not that kind of commando—like a soldier) are just some of the different outfits available.

Family Guy: The Quest for Stuff also tries harder not to turn into a game where you’re constantly waiting for quests to finish up. You rarely have to endure 12- and 24-hour tasks in order to finish quests that advance the game as you continue to unlock more of Quahog’s unique denizens and structures. This is a double-edged sword, though, since I also found that my Quahog got very cramped very quickly. I was constructing buildings faster than I was unlocking land—the exact opposite issue I often face in Tapped Out.

Despite the glaring lack of originality, The Quest for Stuff isn’t a bad game if you simply take it for what’s it worth: a free-to-play title that’s great for killing 5 to 10 minutes on your lunch break. But it won’t get you through a long plane flight. It won’t kill all that time wasted sitting at the DMV. It won’t get you through that boring meeting at work as you pretend to take notes on your iPad.

But dropping into your own digital Quahog for a couple of minutes a day will probably give you a much-needed chuckle as Bonnie twerks for way too long on a backyard stripper pole, Quagmire lets his pet gerbil loose, and Peter stuffs his face at the local burger joint. If you’re a fan of Family Guy (and considering you don’t have to spend any money on this), there are probably a lot worse things taking up space on your mobile device’s hard drive right now.

Developer: TinyCo • Publisher: TinyCo • ESRB: N/A • Release Date: 04.10.14
6.5
The lack of originality is evident from the opening animation, but in small doses, The Quest for Stuff can provide fans of Family Guy a welcome chuckle here and there, and that makes it worth the free download.
The Good Captures the essence of the show’s humor.
The Bad A lack of originality; only good in short intervals.
The Ugly Meg.
Family Guy: The Quest for Stuff is available on Android and iOS devices. Primary version reviewed was for iOS using an iPad 2. Review code was provided by TinyCo for the benefit of this review.

Getting nowhere fast

One of my biggest surprises during the launch of the new consoles wasn’t a particular game, but the absence of one. Microsoft didn’t release a wholly Kinect-oriented first-party game to show the potential of what the motion-control device could do for gaming. Well, six months after launch, Microsoft’s finally ready to rectify that glaring omission with Kinect Sports Rivals.

Rivals is developer Rare’s chance to help Microsoft grab that casual market early in this new generation—and prove why the new Kinect is worth an extra $100 for the Xbox One. Unfortunately, that’s a lot of pressure to put on a single title, and after playing Rivals for a dozen hours–far longer than most any sane person should–I can say that Rivals may hurt the case for Kinect a lot more than it helps it.

Kinect Sports Rivals follows the same formula as seen in the first two games of the series, with six different sports you can choose from: Soccer, Bowling, Tennis, Target Shooting, Climbing, and Wake Racing. These sports are all tied together this time, however, by a story that sees you, as the newest athlete, come to Rivals Island, where three warring factions vie for control of this tropical paradise through the art of competition. As you play through the missions, which really just serve as extremely long introductions to the games, you learn the personalities of the island’s inhabitants and finally get to choose to join one of them. After unlocking the sports in Story mode, you can then play them whenever you want.

Kinect Sports Rivals actually started off on a high note that made me extremely hopeful. Not only was it a joy to hear David Tennant providing the narration (shoutout to all the Whovians out there), but Rare’s facial-recognition tech is definitely a boon for the Kinect. I was pleasantly surprised to see how well my digital face turned out after scanning it into the system, especially when I had some less than spectacular results when I tried it at Gamescom last August. Unfortunately, the entire experience was nothing but downhill after this.

It’s a nice idea to try to motivate players through a loose story to play the different activities, but when compared to the Kinect Sports releases that came before it, Rivals is the most poorly executed of the bunch. Problems that were frequent with the first generation of Kinect rear their head again here far too often. Many times, I’d have to turn on every light in my apartment for the sensor to recognize me, and even giving the camera a decent six-foot berth, it often would say it lost sight of me while playing several of the games. At one point, it even said that it couldn’t see my legs, probably because I was wearing dark jeans, even though I’d never left my initial position from when I started.

My fashion faux pas aside, I quickly grew frustrated as I realized that even with all the touted advancements in the new Kinect, the same issues just kept cropping up. Even trying to navigate the menus by swiping my hands was a nightmare, and I ended up just using my controller to select where I wanted to go on Rivals Island instead.

The games themselves are also either dumbed-down versions of things we’ve already played, or so simple that you wonder why you’d even need to bother with a Kinect. Target Shooting is just pointing at the screen, Bowling is the same as before, Climbing breaks half the time because every time you reach over your head the Kinect sensor goes bonkers, Wake Racing feels like a test to see how long you can hold the same pose, Tennis is just swinging your arm around, and Soccer never picks up your leg motions correctly.

A couple of new features do work, at least. The focus on challenging your friends and trying to beat their scores and times provides a hint of replayability for über-competitive gamers. The addition of power-ups, like bowling balls with superspeed or double scoring in target shooting, also gives many of the sports an extra semblance of strategy (when you can get everything to work).

As a whole, however, Kinect Sports Rivals falls far short of its lofty ambitions. It’s not fun, and it only furthers the argument that the Kinect is completely unnecessary–and unwanted. Now I know why Microsoft didn’t launch with a Kinect-oriented game. I just hope that they decide to abandon any future projects revolving around the peripheral. Maybe they’ll let Rare go back to making good games again.

Developer: Rare • Publisher: Microsoft Studios • ESRB: E10+ – Everyone 10 and up • Release Date: 04.08.14
4.0
Instead of making a case as to why you need a Kinect, Kinect Sports Rivals shows that the peripheral—and most games revolving around it—still have a long way to come.
The Good The facial-recognition tech; David Tennant’s narration.
The Bad Familiar tracking and space issues shine a light of doubt on how far the new Kinect has supposedly come.
The Ugly Remembering when Rare made good games like GoldenEye and Donkey Kong Country—I miss those days.
Kinect Sports Rivals is a Xbox One exclusive. Review code was provided by Microsoft for the benefit of this review.

Daredevil’s delight

I’ve always enjoyed the Trials series, because it’s uncommon nowadays to get a game that gives you a sense of accomplishment every time you finish a section—and that seems to be a staple of Trials’ charm. It constantly tests your reflexes as you try to guide a digital motorbike across ridiculous landscapes while battling Newton’s laws of motion. It’s rarely easy, but almost always fun.

So, it was with great pleasure to find that Trials Fusion, the latest entry in the series, has that balance that made me curse it at times—like when I didn’t have enough momentum to carry me through a vertical loop—but still made me want to try again and again until, thumbs aching, I could pump my fist in the air after nailing a perfect run for the gold medal.

Just like previous games in the series, you play as a motorbike driver who moves along a linear path through an obstacle course designed by madmen. By beating stages both quickly and without crashing, you earn medals, which then unlock more stages that continue to ramp up in difficulty. To increase replayability, each stage also has three special objectives that require you to play the course differently each time. Some tasks ask you to locate and flawlessly run through alternate paths, while others demand you perform a variety of acrobatic moves on your bike.

The first things players will likely notice is that Fusion’s courses are just as demented as those seen in previous Trials games. You bounce across a bunch of blimps hovering around skyscrapers, get shot into the air by water fountains in a park, and need to anticipate tracks that rise and fall at the whim of an automated factory’s maintenance programming. Couple this with the voice of your instructor providing color commentary in the background and the always comical demise you meet after crossing the finish line, and the tracks seem to have as much personality as some antagonists in more narratively driven games.

The controls are also just as tight as the previous games, with your position on the bike affecting momentum just as much as the pressure you apply to the gas or brakes. When you combine the insane level design with the crisp controls, it’s easy to see the series’ infamous difficulty is also mostly intact. Even early on, you can’t just hold down the accelerator and hope to barrel your way through each stage.

There’s a little more handholding overall, however, that Trials veterans should be aware of. Fusion sees a lot more checkpoints in each individual trial to restart from, but only a perfect run will net you gold, which is a nice way to cater to both the casual as well as the hardcore.

Something that clearly favors newcomers? Tricks don’t unlock until the third level, nearly two dozen stages in. While I get that a lot of controls might be a bit much for novice players to take in—and with this being the first game in the series on a Sony system, there’s a strong possibility for a new audience—that means experienced Trials players have to wait for almost a third of the campaign before they can unlock their Superman handlebar grab, and that could rub them the wrong way.

Putting this aside, when it comes to the core pillars of the game, developer RedLynx thankfully appears to have taken a “if it’s not broke, don’t fix it” approach to things. There’s more to Fusion than just racing through obstacles and performing absurd poses in mid-air and praying that you stick the landing each time, though.

The renowned track creator also sees a return. RedLynx once again opens up their toy box and gives players all the tools they used to make the tracks the game launched with. Once you create your own tortuous run to the checkered flag, you can upload it to a new community bulletin board where players and developers will vote on tracks each week, with the best of the best getting the spotlight.

Like many of your runs through late-game courses, however, Fusion does hit the occasional pothole. A new leveling system sees you gain XP for every course and challenge you complete, and it’s used to unlock different costumes and bike parts. This common gaming feature hits a snag, though, because the parts are for purely cosmetic purposes. Cosmetic-only unlocks certainly aren’t unheard of, but I would’ve loved for new parts—or even entirely new bikes—to feel like they handle differently from one another. The only vehicle that doesn’t feel like a clone of all the others is the ATV, but that’s because it’s a completely different class of vehicle. I don’t need to completely deconstruct the bike and fine-tune the engine like some car-racing simulator, but knowing that some bikes go faster or have better grip would’ve given me some motivation to unlock items.

The multiplayer from Trials Evolution also returns, but only a local versus option is available day one. A patch with a new online multiplayer mode is coming down the line, but neither mode is likely to hold your attention because your focus will always deviate back to not crashing than winning the race.

Trials Fusion is still a worthwhile experience for all those wannabe daredevils out there. When you’re able to push past a lot of the little additions that didn’t work out, Trials Fusion is still one heck of a platform racer with a core that longtime fans will enjoy—and that newcomers should embrace.

Developer: RedLynx • Publisher: Ubisoft • ESRB: E10+ – Everyone 10 and up • Release Date: 04.16.14
8.0
While Trials Fusion isn’t the best entry in the long-running motorbike-racing franchise, the core of what made previous entries so great remains, which should satisfy longtime fans and newcomers alike.
The Good Gameplay is still challenging enough that it feels like an accomplishment when you beat courses.
The Bad Pointless leveling system; local multiplayer only at launch.
The Ugly The looping theme song that haunts you in your nightmares.
Trials Fusion is available on Xbox 360, Xbox One, PS4, and PC. Primary version reviewed was for PS4. Review code was provided by Ubisoft for the benefit of this review.

Carving out a niche

The big project on everyone’s mind during this year’s GDC was, of course, Sony’s Project Morpheus. Because of this, another work-in-progress at the show might have flown under a lot of people’s radar, but I went hands-on with it before the week was through—and it’s finally ready to be revealed.

Project Totem is the latest Microsoft exclusive from developer Press Play, the folks behind Max: The Curse of Brotherhood. It’s a puzzle-platformer that, like many games in the genre, has a simple premise. You play as a pair of blocks that normally would sit in a totem pole. Each block is sent down a path that often has a similar, yet not exactly identical, layout to their counterpart.  Your objective? Get both blocks to the end of the course in order to unlock larger and more intricate carvings for the ultimate totem pole.

Where puzzle-platformers shine isn’t why you’re running these courses, but in how you traverse them. Gameplay is the driving force in this genre, and fortunately, even in the six pre-alpha-build single-player stages I was able to test, there seems to be enough easy-to-learn-yet-difficult-to-master mechanics to give Project Totem the addictiveness to compete against similar games.

The first, most critical element that I needed to learn was that the totem pieces are always linked. When one jumps, so does the other. When the other runs right, so does the other. Run left, and…hopefully you get the picture. The puzzle aspects quickly become evident from this mechanic when the courses stop being as identical as the totem pieces. Some pathways can only open when one of the totems steps on a particular switch. Other pathways can only be walked through by pieces of a certain color. And sometimes the lower totem block will have to serve as a stepping-stone for the upper one to reach the next platform.

As the courses become more intricate, the totem blocks also begin to acquire special powers. The first of these makes it so the two blocks can flip-flop positions at any time, even in mid-air, to move through color-coded barriers. Meanwhile, certain powers allow you to change the gravity of a single piece so one can be walking on the ceiling while another is on the floor.

Just as I began to get comfortable with these abilities, though, I had to start using them in unison. For example, in one instance I had to swap totems while simultaneously having one of them use its gravity powers. As more powers become unlocked, it was easy to imagine how crazy it might be to use three or four powers quickly in succession or different powers for each individual piece.

Besides this single-player mode, there’s also a time-trial mode to see how fast a player can beat each stage. The game also offers local co-op, which has completely different stages from single-player. Also, instead of each player controlling an individual totem (that would probably be a bit too easy), they control two totems for a total of four totems onscreen at once. When obstacles start becoming three and four blocks high, the emphasis on teamwork quickly becomes clear.

Even though Project Totem is still in its pre-alpha phase, Press Play is confident they can have the game available for download on Xbox 360 and Xbox One sometime in Q3 2014. And from what I was able to play of it at GDC, I’m fairly confident they can hit that mark, since the seven total stages each had a layer of polish you don’t normally see from games still labeled as pre-alpha. The controls were tight, the obstacles were creative, and there was a nice feeling of accomplishment every time I overcame a new challenge. If that’s any sign of what’s to come, puzzle-platformer fans should definitely keep an eye out for this one.