Tag Archive: xbla


After the end of the first Alan Wake and its subsequent DLC, as players, we definitely had more questions than answers. And while Alan Wake: American Nightmare, the downloadable sequel to Alan Wake that will be out from Remedy Entertainment sometime in the beginning of 2012, may finally answer some of those questions, I wouldn’t be surprised if true to form, the game only continues to deepen the mystery before us. Of course, this only made me all the more excited when I got a chance to get a preview of the campaign and the brand new “Fight Till Dawn” mode.

Where the first game took place in the picturesque Pacific Northwest, now Alan finds himself in the deserts of Arizona, and the color palette before us, exploding with reds and oranges, definitely let us know we were in a new locale. It was explained to us that Alan is now living through an episode of Night Springs, the fictional TV show introduced in the first game, that he happened to guest write when he was still starting out as a writer.  Only by going into this previous work of his does he hope to catch Mr. Scratch, a bogeyman in some ways, a charismatic but psychotic serial killer in others, who we first saw in the last Alan Wake DLC. Being an episode of Night Springs, I was also pleasantly surprised to hear that Alan is no longer the primary narrator, but instead the Night Springs narrator will serve that role for the game.

Another key fact I learned was that in the time between games, Alan has come to grips with the fact that he is now a “Champion of Light”, thrown into this surreal war between light and dark, day and night, and he must act as the counterbalance and defeat Scratch, the “Herald of Darkness”. Part of being this champion though is that somehow his words can take on a reality altering effect now, making those missing manuscript pages from the first game even more crucial in this one. The manuscript pages have become so important in fact that aside from being a collectible or adding to the back-story, they actually are key for driving the game forward now.

This page importance played out in the very first objective I saw in our demo, which required Alan to rescue a lady who had locked herself in an auto garage after being chased by the Taken, the darkness possessed individuals from the town, for she had found one of those pages. Something I noticed immediately in our first encounter here with the Taken is that there is several classes of Taken now to provide greater game play variety. Some even have powers, like one I saw in this first batch split up into two and then four copies of himself when light was shone on him. Luckily, I was armed with Alan’s new favorite weapon, a nail gun, and were able to deal with them just as easily as regular Taken, although they did eat up quite a bit of ammo. Another tidbit that really became evident during the first battle was the changes made to the HUD. Alan now has a life bar, a clearer GPS radar, and a larger ammo and weapon icon to help keep track of the item you’re currently using and it was definitely an improvement over the first game’s.

After saving the lady, I learned just what we were able to do with the manuscript pages. Because of Alan’s reality altering powers, aside from predicting events that were about to take place with the pages like in the first game, Alan could now interact with the world around him, taking clues from the pages to instead change things and solve puzzles in the world around him in order to better suit his needs and open up new paths. These paths are also unique as unlike in the first game that had a more linear feel, Alan will set up shop at a central location that will act as a sort of level hub and then go explore his surroundings from there, affording players the chance to explore and re-explore some areas even as necessary.

As I was moved to a further point in the game, Alan was beginning a trek up towards an observatory where he was looking for an astronomer who has clues as to what was going on in the town. Here, I saw the environment begin to have an effect on game play like in the first game. Dead cars and other debris on the path came to life and began to fling itself at Alan, and since the darkness has only been growing stronger since last game, it even tried to bring a chunk of mountain down onto our hero. Since the environmental graphics have been improved since last game, there is actually a lot more stuff that can be flung at Alan now while he travels through the world and so a greater level of suspense is reached as every inanimate object now can become a threat.

Once I reached the observatory, I came face to face with the latest variety of Taken introduced to the game and what the boys from Remedy lovingly refer to as their “answer for Angry Birds”. This new Taken can transform into a flock of crows and quickly move all over the area. He also isn’t nearly as weak against light as many other Taken, but more powerful items like flashbangs, flares, and another new weapon in the crossbow, which can act as a one-hit kill on most enemies, can still dispatch him for you.

After clearing up the mess at the observatory, my story mode demo was finished, and I was salivating for more. Although there was a clear emphasis on more action this time around, the atmosphere from the first game still comes through strongly to give it a bit more of a pulp comic feel and it should be interesting to see what else unfolds in Alan’s world when the full game is released.

But I was far from done. Whereas the first game was all about the story, American Nightmare features a new mode called “Fight Till Dawn” along with what Remedy believes will be a 5-hour campaign. I was able to go hands on with this new mode and true to the game’s atmosphere, it is a one-player mode with Alan fighting for his life. What it really reminded me of though was the challenge maps from Batman: Arkham Asylum and Arkham City as the premise of the mode is for Alan to work through as many waves of enemies as possible in a 10-minute time limit by himself. If he can survive that long, the sun will rise and you will survive.

This game mode is score based though, where you can build combos for every enemy you dispatch and attack you avoid, so if you really want to do well and work your way up the online leaderboards, you’re going to want to try to mow down as many enemies as possible. And with each wave getting harder and harder, you’ll have an interesting dilemma on your hands as you try to decide on whether or not you should run away and try to preserve yourself or dive head first into the fray in order to try to get the best score. Especially since there is a limited amount of items around the map for you to collect and wield against this army of Taken. Remedy also confirmed for us that there would be 10 maps total for the mode at launch, five normal maps and then five Nightmare versions of those maps.

All in all, if you were a fan of the first Alan Wake you’ll probably be surprised by how much content Remedy is fitting into this downloadable sequel to the first game, but still enjoy how far the story will progress. With a stronger emphasis on action though this time around, this could also be a great point to jump into the series for newcomers, especially with less of a financial commitment since it is going to be an XBLA title. All I know is that I can’t wait for American Nightmare to finally be fully playable within the next few months.

What do you folks think? Are you amped for the new Alan Wake game? Are you surprised by it going to an XBLA format? What do you think about the Fight Till Dawn Mode? Let us know with comments below!

The Man Without Fear

Whenever there is an accident, our voyeuristic nature has it so that we can’t help but want to look at it and even if we turn away, we often look back just to make sure we saw what we thought we saw the first time. Couple this with the spectacle of someone willingly putting themselves in harm’s way and many people can’t help but be attracted to watching daredevils perform their death defying stunts. It is why even though he didn’t perform for years before his passing in 2007, guys like Evel Knievel were still often part of the popular vernacular for the stunts they pulled in the 60s and 70s.

Inspired by those great stuntmen, we have Joe Danger, another forgotten legend that could jump buses, shark tanks, and canyons with the best of them. Well, Joe wants to come out of retirement and prove to the world he’s still got it and unlike many of those real-life daredevils, any accidents that Joe may have can be fixed with a simple press of the reset button (which will likely occur often).

Joe Danger: Special Edition is an interesting game in that it combines a pair of gaming genres rarely seen working in conjunction with one another: platforming and racing. In the Career Mode, you take Joe over several dozen courses littered with stuntmen staples like jump ramps and shark tanks and a bevy of items that look like they were taken from a Sega yard sale with Sonic the Hedgehog style loop de loops and spring bumpers. When you put these all onto one track, you’ll have the time of your life performing Superman handlebar stunts and wheelies while trying to clear these ridiculous courses, re-establish Joe as an entertainer for the ages, and even take down his rival stuntmen in Team Nasty. And you’ll do all this while trying to earn points and collect items to unlock more and more tracks to prove Joe’s dominance.

This item collection, and the control with which you can control your bike in mid-air, gives these rather linear racing levels some platforming traits and introduces a strong dose of replayability as it will likely require you multiple playthroughs on many of the levels to collect all the items or beat the time to win the race as it is near-impossible to do both on a single run. Of course, having to play multiple levels over and over again could become tedious and frustrating for all but the most die-hard of completionists and may start to feel like a chore during long game sessions.

But there is so much more to this “Special Edition” compared to the version that was released last year for PSN. First off, the DLC that was added to the original game later on like an online versus mode and the ability to upload custom designed levels to share with friends now comes standard with this version of the game. There are also a series of special “laboratory” levels where the game’s designers added some extra wacky challenges to courses they specially designed for the Special Edition for XBLA to really push your platforming and racing skills to the test should the career mode or level creator begin to bore you.

At the end of the day, Joe Danger: Special Edition is a very solid game with great physics, easy to pick up and play controls, and more than enough levels and collectibles to really drive those hardcore completionists up a wall. The only major knock on the game is that it does become tedious if you play it for long stretches and the challenge of trying to collect all the items in a level begins to feel forced onto you as your progress later and later into the game. But if you have an extra 1200 MSP lying around, this game is definitely worth a test drive for its uniqueness alone.

SUMMARY: A unique blending of genres and interesting new modes added to the XBLA version make this a solid buy, even if the luster wears off quickly.

  • THE GOOD: A unique blending of genres makes for an entertaining experience
  • THE BAD: Repetitive obstacles and challenges can make the game feel like a chore at times
  • THE UGLY: How you look after falling into the shark tank

SCORE: 8.0

THE BUZZ: Ubisoft has announced today, right on the heels of their recent Rayman: Origins release, that Spring of 2012 will see a HD remake of Rayman 3: Hoodlum Havoc released onto XBLA and PSN. Ubisoft also mentioned the game will run at a full 60 frames per second and that they estimate there should be 15 to 20 hours worth of game play in the download.

EGM’s TAKE: The big question that comes up with this announcement is of course going to be price. To release a full game of that length, I wouldn’t be surprised if this pushed into the $20 range, which is a lot for a download. But considering I’m sure the game was more than twice that in its original release back in 2003 on Xbox, PS2, and PC, it’ll still be a worthwhile deal if they include some new features. If it’s just a straight HD port though, this may seem like too much of a quick cash dash trying to capitalize on the remake trend lately and nostalgia for folks who played the original. Interesting though that Ubisoft chose Rayman 3 to remake when, and I know I speak for many on the EGM crew, Rayman 2 is widely considered the pinnacle of the series.

What do you folks think of this announcement? What is your favorite chapter in the Rayman series? Are you fans of all these remake releases lately (Resident Evil, ICO/Shadow of the Colossus, God of War, and Halo just to name a few)? Is making this a downloadable title the way to go? Let us know your thoughts with comments below!

THE BUZZ: XBLAFans.com, known for breaking the first news about Gotham City Impostors and Alan Wake: Night Springs is back for a downloadable trifecta as they have come across evidence that early 90s arcade classic beat ‘em up The Simpsons may be ported sooner rather than later to XBLA. This information comes after they found out that the Australian Ratings Board recently reviewed the game and are citing Backbone Entertainment as the developer.

The original arcade game, released in 1991, revolved around you playing as one of four Simpsons in a race to save Maggie who has been kidnapped by Mr. Burns and Smithers. The first video game ever revolving around the now pop culture icons had action very similar to the Teenage Mutant Ninja Turtles 1989 arcade game, which was also a Konami product.

EGM’S TAKE: Konami just had a poll on their Facebook page where they asked fans which of their arcade classics they would like to see put on consoles and The Simpsons won by a staggering amount. Also, if Backbone has indeed been brought on as a developer to tweak the game possibly, they have a long history of producing quality downloadable titles and would be a perfect match to re-fit the arcade game for XBLA or even touch it up in the vein that Teenage Mutant Ninja Turtles: Turtles in Time was a couple of years ago with new graphics and dubbed Re-Shelled. On top of this, an iOS version of The Simpsons was made in 2009 and sold very well and Konami has been in the market of making XBLA ports of their classic arcade games recently including the X-Men arcade game and the aforementioned remake of TMNT: Turtles in Time, so it seems all evidence is pointing to this being a very strong possibility although nothing truly concrete has surfaced yet. I for one though would buy this day one if it is true and hope we can get something more solid in the coming days from Konami or Backbone to confirm this development.

What do you folks think? Would you drop $10 on a port of this classic arcade game? How do you feel about Konami bringing back these classic arcade games as downloads on consoles? Did you ever play the original The Simpsons arcade game? Let us know with comments below!

Originally Published: Sept. 20, 2011, on EGMNOW.COM

Sunday drivers not allowed

It’s always a risky proposition to turn a minigame into its own standalone title—Resident Evil: The Mercenaries 3D springs to mind. These are intended to be side courses to the main menus of the games themselves. But what if you took that side course and really pumped it up so that next time we saw it, the game really could stand on its own? Well, with Burnout Crash!, that’s exactly what the folks at Criterion and EA have been able to accomplish.

The premise of the game has always been a simple one: You drive a car into oncoming traffic or a busy intersection and attempt to wreck as many other vehicles as you can with one well-placed T-bone or head-on collision. As other cars fail to swerve away from your magnificent display of twisted metal, glass, and plastic, your score increases—and, hopefully, you build up a traffic jam reminiscent of the end chase scene of The Blues Brothers. If too many cars continue on their way without crashing, though, you lose.

But so much more’s been added to this fleshed-out incarnation: Special features and score multipliers make this feel almost like an insane version of pinball, where you actually control the ball and the bumpers are crashing into you. By using your Crashbreaker power, which causes an explosion to emanate from your car after causing enough destruction, you can also break up a pile or carefully use other cars near you as projectiles to keep cars from escaping—and keep your score, represented by how much damage you’ve cost in terms of dollars, flying into the millions. Also, as your score increases and more and more cars become disabled, you can unlock special powers depending on the stage. Whether it’s a chaotic meteor shower that can wreak havoc or a flash blizzard that can really pump up your skid bonuses, the carnage-causing possibilities are certainly plentiful.

The big question, then, comes with whether Criterion keeps the game from getting repetitive. The fun factor’s evident from the second you grab the simple controls—the A button uses Crashbreaker, while left joystick moves the car, and that’s it. Burnout Crash! might not have all the answers, but Criterion certainly made a solid attempt, and plenty of players will probably find enough reason to come back for lots more. Six themed locations with three intersections each offer a lot of mayhem, but the game also includes three modes to keep the experience fresh: Road Trip, Rush Hour, and Pile-Up. Road Trip’s your standard game where you try to wreck a certain number of cars before five are able to escape your fiery, gasoline-fueled path of destruction. Rush Hour gives you a 90-second time limit to cause as much chaos as possible before one fantastic explosion at the end. Pile-Up sees you trying to build the biggest pile-up possible to maintain a massive multiplier that comes into effect when no other cars are coming. Then, your objective is to make as much of the world continuously burn as possible. The game also offers a feature called Autolog, where you can directly see the scores of friends who’ve played the game—and issue challenges to them to try to beat your high scores. This classic arcade feature may be just enough to get the adrenaline pumping for you competition junkies out there, and it could be the saving grace that makes this a downloadable title you keep coming back to.

Despite all this, I personally did find that the game got repetitive after some time, and it isn’t something I see myself playing for long stretches of time, even though it felt great to blow up so much stuff in short spurts. Also, the Kinect controls are completely unnecessary. For a game that relies on two buttons on a standard controller, jumping up and down to activate my Crashbreaker was irritating, and the five seconds of steering I needed in the beginning before my first crash didn’t give me the control I felt with a gamepad. Still, Burnout Crash! is a slick, easy-to-pick-up-and-play (with a controller), adrenaline-fueled funfest that, when combined with bright colors, a cheesy game-show-style announcer, and some kickin’ tunes, has enough to definitely be worth your 800 Microsoft points or $9.99 on PSN.

Summary: That rare, properly fleshed-out experience spawned from a minigame—and one that’s well worth your money.

  • The Good: Autolog adds a competitive factor not seen in many games like this.
  • The Bad: Finds a way to make unbridled mayhem repetitive at times.
  • The Ugly: Kinect controls on the XBLA version. So unnecessary.

SCORE: 8.5

Cliffy B talks Shadow Complex 2, ChAIR clarifies

THE BUZZ: Cliff Bleszinski let loose in an interview with Gamasutra that Shadow Complex 2, a sequel to the 2009 downloadable smash hit Shadow Complex, a side-scrolling action/adventure game akin to old-school Metroid with a conspiracy theory twist, “is sitting there, it’s actually largely designed, we just need to find a partner to help us finish it so we can bring it to market”. EGM spoke with ChAIR representative Laura Mustard in regards to Cliffy B’s statement and this was her response:

“Regarding the recent Shadow Complex 2 rumors, there’s nothing new to report. As ChAIR creative director Donald Mustard has said in the past, following the release of Shadow Complex, ChAIR did some really great design work on Shadow Complex 2 before shifting gears to develop Infinity Blade as the iOS market was quickly emerging. Given the tremendous popularity of Shadow Complex, there’s a ton of interest in a sequel and plenty more we’d like to do in that universe. We’re confident we’ll re-visit when the right opportunity presents itself.”

Epic president Mike Capps has also gone on record previously stating pretty much the same thing while also acknowledging how risky a business move it was to move ChAIR off of a proven franchise like Shadow Complex and into a new realm like iOS. Although it has clearly paid off with Infinity Blade being a huge grosser in the iOS market and as Bleszinski pointed out in the Gamasutra interview, they were looking for a flagship product in the iOS realm to begin with and thought it would have been more work to port the original Shadow Complex over.

EGM’S TAKE: Most of this may be old news, but the thing that catches your eye and has caused this maelstrom of buzz surrounding the statement is ‘largely designed’ and the fact that Epic is looking for a partner. Assuming Bleszinski means a publishing partner as clearly between ChAIR and Epic the development side of things shouldn’t be an issue, the real question is why hasn’t Microsoft, publisher of the first Shadow Complex, jumped all over it knowing how well the first did or why hasn’t Sony thrown their hat in the ring to try and steal a jewel away from Microsoft’s dominate Xbox Live Arcade? If the game is ‘largely designed’, how much longer must we wait before one of the two comes to their senses for Shadow Complex 2 to be available for download? Of course, and this is just speculation on my part, there must be other factors involved keeping this from moving forward. Or they could be holding off until just the right time to announce it, like since Gears 3 is now out of the way, maybe a Summer of Arcade 2012 slot?

Just driftin’ away

The vehicle combat genre has hit a bit of a dry spell lately so what are fans of racing to the finish line while throwing rockets, bullets, and mines at their friends to do?. Luckily, there seems to be a game coming out that might be able to give them a temporary fix and for a lot less price than a retail game.

SkyDrift is a downloadable plane combat title that pits you against seven other planes as you soar through steep canyons, around frozen glaciers, and over pristine lagoons all over the world. As you win more races, some being your standard get through the finish line first after a couple of laps while others are more objective motivated, like surviving a series of timed cuts that eliminate the farthest behind player, you progress through seven progressively harder series. Along the way you can unlock up to eight different aircraft and four skins for each one to help give you some diversity in your aircraft and play style as the sharp controls help you bob and weave around enemy projectiles or environment hazards.

Unlike some more developed vehicle combat games though, there is really no story behind SkyDrift. It is simply an exercise in you getting behind some crosshairs and trying to blow some friends to kingdom come. So if you’re just looking for a release for your road rage, this might be a solid choice, but if you’re looking for something more in-depth and plot driven with some larger than life characters, then you should really look elsewhere. Also, even with the great weapon variety and solid controls, they can’t make up for the fact that sometimes the flight paths are muddled against generic textures and without a mini-map or compass you’re really kind of hung out to dry once in a while and may crash yourself more than your friends will shoot you down. This can lead to a lot of frustration in those really tight races if you’re still familiarizing yourself with certain courses.

Overall, if you’re looking for a really deep vehicle combat experience, this probably isn’t your best choice, but if you’re just looking to target a bunch of friends casually in your crosshairs before hitting them with a full arsenal of weaponry, then SkyDrift might be worth looking at with its $15 price tag. Especially considering it has nearly three-dozen courses and countless single-player and online versus modes including a Survival mode that clearly focuses more on the combat aspect than the racing one. SkyDrift is a solid, decently polished game that should be enough to stave off some vehicle combat cravings at least for a little while.

SUMMARY: SkyDrift is a fun game that could serve as a decent holdover for vehicle combat fans until something more involved comes along.

  • THE GOOD: Weapon variety and solid controls
  • THE BAD: Lack of a story and motivation through single-player campaign
  • THE UGLY: Unclear flight paths at times leading to bloody stains on canyon walls

SCORE: 6.5

Hack ‘n’ Slash at its most mediocre

If you bought all five games in the Xbox Summer of Arcade this year, then you may already have an idea what Crimson Alliance is all about as this game was the promised bonus for purchasing all those downloadable titles. And after playing through this game, I see why it needed to be thrown in as a bonus.

The game follows the story of a mercenary, an assassin, and a wizard who upon happenstance see their paths cross. And once they do cross, well, their lives are never quite the same. So original, I know. The wizard, who is amnesiac, pleads to the mercenary and assassin to help him on a quest to return to his homeland. Both sensing some easy gold, agree. But once they reach what was supposed to be the glorious harbor city of Byzan, they see that it is smoldering in ruin and has seen the water recede permanently back into the ocean. The mercenary and assassin realize they’ve bitten off more than they can chew, but reluctantly agree to help the wizard get to the root of the problem and maybe jog his memory back up.

The magical powers and fighting in Crimson Alliance are reminiscent of the N64’s Gauntlet Legends, with it’s arcade hack ‘n’ slash feel and the wizard acting as your magic type, the merc as your tank, and the assassin as your long-range/speedster. All while various monsters, mercenaries, and the undead look to take you down across the game’s 11 levels. Each level also has a small horde of collectibles that can power-up your heroes or help reveal more of the game’s back-story. The controls and game play for the most part feel satisfying, even in their repetitive simplicity, and should please any veteran of the arcade who played these ceiling down RPGs in the past. Beyond this though, the game starts to fall flat.

The game tries to tempt you with further replays of the game and particular levels by incorporating a scoring system and awarding you medals and bonus gold depending on how well you do. There are also several challenge arenas where you’ll face off against waves of enemies in the hopes of bonus gold and rare weapons, armor, or shields. Unfortunately, with the generic story, repetitive game play, and the fact it should only take you one play through to find all the items, collectibles, and rack up a decent enough high score, unless you are set on getting platinum, once through should be enough for you.

A possible saving aspect to this abundance of mediocrity would be the game’s options to play with friends either locally or online in co-op, as well as the hint of competition in terms of the scoring system. But again the ball was dropped here as with four slots available and only three classes, it just seems weird to force players into mirror images if you can get a full band of players together and it just comes off as lazy to not have incorporated a fourth character in a type of game that always seems to have plentiful options for people. Another limiting factor here is the fact you have to pay extra to unlock all three characters as playable. If you only buy the game, once you choose your character class, you are locked into it unless you pay extra for the other two. This lack of options is probably the biggest knock against the replay-ability of the game since the experience really would only differ if you changed classes, and forcing players to pay for this option just seems very low end.

When all is said and done, Crimson Alliance is well-polished enough in terms of controls and game play, but is as generic an action/adventure RPG as they come as repetition, multiplayer restrictions, and poor story telling keep this game from being something special. If you got the game as the Summer of Arcade bonus, it was worth it, but I don’t see this as being worth its $15 price tag for all three characters, or $10 for one, and would suggest you look for another downloadable title until this maybe goes on sale.


SUMMARY: Crimson Alliance is well-polished enough in terms of controls and game play, but is as generic an action/adventure RPG as they come in almost every other aspect.

  • THE GOOD: Arcade hack ‘n’ slash action reminiscent of Gauntlet Legends
  • THE BAD:Nothing special to make it stand out above other games of the same genre
  • THE UGLY:Undead zombie priestesses out to consume your soul

SCORE: 6.0

Originally Published: August 30, 2011, on EGMNOW.COM

Publisher: 345 Games
Developer: Backbone Entertainment
Platforms: XBLA, PSN

Release: 08.30.11

Players: Single Player, 2-4-player local and online co-op

ESRB Rating: M – Mature

The Good: Fans of the show will be laughing from the opening cut scene to the end credits
The Bad: Camera angle makes aiming difficult, game play can be repetitive
The Ugly: Huge steaming piles of manbird droppings

Based on Comedy Central’s hit TV show, Ugly Americans: Apocalypsegeddon is an original adventure featuring all your favorite characters from the cartoon. You choose to play as series protagonist Mark Lilly, his girlfriend Callie Maggotbone, bumbling wizard Leonard Powers, or the D.O.I.’s top cop, Frank Grimes. Each character has their own strengths and weaknesses, but the game features an RPG leveling-up system that can help balance them all out or really stress those advantages depending on your play style. After making your character decision, you’ll grab yourself a BSU 2000 (Blow Sh*t Up 2000, Frank’s newest toy that allows you to stick whatever isn’t bolted down into the chamber and fire it as a projectile) and start getting down to the bottom of all the trouble in New York City.

The first thing you’ll immediately notice is the game went with a less traditional side-scrolling view instead of the ceiling down view seen in most other dual joystick arcade style shooters. This was meant to try to give the gamer more of a sense as if they were watching an episode of the TV show, but it is a little difficult to get used to at first, especially in terms of aiming your BSU 2000 at the various manbirds, zombies, and demons you’ll come across. Some items have a spray effect where the aiming difficulty doesn’t seem as obvious, but with a lot of other projectiles, like the boomeranging hammer or arcing crystal ball, misjudging the aim can get tedious fast.

The game does do a lot of things right though, especially in the presentation. If you’re a fan of the show, you’ll love the fact that all the voice actors reprise their roles in the game and there is more than 20 minutes of original animation and dialogue in cut scenes, meaning that the game is just dripping with the humor that makes the show itself great and has enough animation for a stand alone episode by itself. The best part probably comes from being able to play the game with friends locally or online though as it helps to break up the redundancy that is typical of most arcade shooters.

All in all, the question you have to ask yourself is ‘are a fan of the show or not’. If so, the writing and animation will outshine the minor game play annoyances and is definitely worth your $10. If not, you may want to avoid this as knowing the show seems critical to your overall enjoyment of the game.

Score: 7.5

Originally Published: August 2, 2011, on EGMNOW.COM

Publisher: Microsoft Studios
Developer: Shadow Planet Productions
Platforms: XBLA

Release: 08.03.11

The Good: Old school exploration and backtracking similar to Metroid
The Bad: Constantly referring back to your map and weapon wheel breaks pace of game play
The Ugly: Monstrous, screen-filling shadow creatures bent on your destruction

Cut from the mold of old-school action games like Metroid, Insanely Twisted Shadow Planet proves that fun, simple, yet engrossing game play can trump all the special effects and cut scenes of other games most any day of the week. In fact, the story of Insanely Twisted Shadow Planet can be summed up thusly: You’re an alien with a spaceship. Your home world has been invaded by a plague like shadow creature. Kill it.

And that’s all you really need as you pilot your way through a maze-like massive world with varying climates and themes and you blast away at parasitic creatures spawned from the master shadow monster. And blast away at these creatures you shall as you’ll earn an assortment of various weapons from standard missiles, blasters, and scanners, to more unique weapons like buzz saws and barrier shields. Of course, each new weapon will only make you want to explore even more as each will not only help you take down certain foes, but also open up new door ways that were once blocked off to you. Rewards ranging from concept art and more of the game’s back-story to armor and blaster power-ups await you if you choose to explore the entire map available.

The only downside that comes from having a large assortment of weapons and a map of where to explore is that you find yourself constantly referring back to the map to see where to go next, or even with four assignable hot keys, needing to go to the weapon wheel to change weapons. This tends to break the pace of game play and will slow down the experience for all the completionists out there.

Despite this minor complaint, Insanely Twisted Shadow Planet is a wonderfully addicting old-school romp that uses simple, tried and tested techniques to pull off a winner. The limited color palette works perfectly for the theme of the game and it helps put your sensory emphasis on the mood-setting music as you blast away in classic underdog style with your tiny ship against an entire world. Throw in an actually compelling 2-4 player co-op/versus mode called “Lantern Run” where you and up to three friends must work together to solve puzzles and escape the encroaching Lantern Monster, all the while competing for the high score, and Insanely Twisted Shadow Planet is another more than worthy entry into Xbox’s Summer of Arcade.

Score: 9.5/10