4 June 2010

Normally pure frustration isn’t fun, but Gaijin Game’s Bit Trip series finds a way to take that aggravation and turn it into addiction. It may be the constant action, or the incredible chiptune soundtracks. It may even be the desire for perfection that they magically force you to strive for. Gaijin Games continues this trend of addictive frustration with Bit.Trip Runner, a rhythm-based platformer that’s unlike anything you’ve ever played before.

The Prince of Persia series (PoP from here on out) is one that has gone through many changes as it has progressed, but one thing has always been consistent – excellent platforming. While many consider Prince of Persia: Sands of Time to be one of the best games ever made, the follow ups to it left most fans wanting more. PoP: Warrior Within bettered the combat, but weird design decisions to make the game “edgy” were frowned upon. PoP: Two Thrones was a good game, but ultimately one that wasn’t exceptional and it played things a bit too safe. PoP 2008 was a reboot for the franchise, which opened up the game world and overhauled the combat completely… while splitting the fanbase in two at the same time.
Ubisoft is trying to satisfy fans, or arguably cash-in on the upcoming movie, with the release of Prince of Persia: The Forgotten Sands. A return to the story and gameplay style of the original Sands of Time trilogy is what you’ll find here, with most of the advancements from PoP 2008 nowhere to be found. The hype and marketing for the game are exceptionally low for a title of its caliber, which leaves many to believe that it’s just a cash-in for the movie releasing this weekend. Is this true? Well, no, it’s not.

Stealth gameplay isn’t always the most entertaining of endeavors to take part in. Sure, the Metal Gear Solid series and previous Splinter Cell games have used it with large success, but Ubisoft has taken the route that to gain a bigger audience, you need to create a balance. That is, if someone wants to play less quietly and with more shooting, that should be an option. To say they’ve done it well would be an understatement. You can truly play Splinter Cell Conviction in any way you see fit, whether it’s with stealth only, or with explosions galore… and it works great both ways. Neither of us had previously spent much time with a Splinter Cell game, but we both wanted to go back and give them a shot after playing Conviction.
30 April 2010

Capcom is the leader when it comes to keeping the 8-bit scene alive, which easily makes them one of the best developers in the gaming industry. To this day I consider the games of old to be better than the games of now, mostly because I hold gameplay above all else. With the console release of Dark Void, Capcom decided to make an NES-like version for DSiWare – even lying about it being a “long lost” game that never saw release. Well, regardless of if it existed before now, Dark Void Zero is not only better than its console brother, but is good enough that it would have been considered one of the NES’s best games back in the day.
24 April 2010

Cave Story is a game that has been out for quite some time (and for free, at that) that I’ve never really sat down to play. I tend to avoid most computer games, as I find mouse/keyboard to be completely uncomfortable in situations outside of first-person shooters and real-time strategy. It’s not something I had never seen, though. An old roommate of mine had played Cave Story around me before, but I never saw more than a glance of it. After watching a few of the trailers for the WiiWare version following its announcement, I officially became excited and downloaded it immediately once it went up on the shop channel… even though it was priced higher than most WiiWare games are.
14 April 2010

As you all can probably tell, we love Pokemon around here. Many people get sick of the same story, going through the same movements, and playing to get the same outcome. Weirdly enough, that’s what is great about Pokemon; the formula is essentially perfect, so why fix it?
Pokemon HeartGold and SoulSilver are remakes of Gold and Silver, brought to life with new graphics and a few changes (I can’t call them improvements). It isn’t a major overhaul, but sometimes the little things can affect an entire game, enough to actually help you fall asleep within fifteen minutes of turning it on (more on that later). Additions such as the Pokewalker help bring the experience out of the game, but a pedometer-tamagotchi isn’t enough to carry the game’s faults.
2 April 2010

Introduction
For something called the Xbox Live Arcade, the amount of actual “arcade” games released has been incredibly low since the service first launched with the 360. Most of the games we get are complete stand-alone titles, and it seems like Microsoft finally realized that fact with the release of Game Room. Game Room is downloadable through the Arcade, but it’s really its own service – the real Arcade, if you will. A total of 30 games from long ago have been launched with the service and are sure to spark nostalgia in some of us… while frustrating others.
Shawn: I feel like one of the few who went into the Game Room with an open mind. Having a virtual arcade seemed like a neat idea; one I’d at least entertain to see how it worked. Upon entering my arcade, I was able to change the themes of my rooms (which there are a lot of) and customize my space with various props that were unlocked. There is actually a fairly decent selection unlocked from the start, but the best stuff is all locked. To unlock it you have to gain levels, but we’ll get back to this in a bit. After messing around and getting some simple achievements just for checking it out, I went into the list of old games. The amount I recognized versus the amount I didn’t was about even, but Game Room has a neat little feature that gives you a 10 minute demo of a game before asking you to either pay 40 Microsoft Points for a play, or 240MSP to own it. Each demo is only available that once, so make sure you use it wisely.
After demoing all 30 games, most of which are extremely hit or miss, I made a list of those I liked and downloaded a couple of them (the Konami and Atari games seem to be the better of the bunch, but I guess that will all come down to personal preference). Once you buy a game, you are given the virtual arcade cabinet that you can place in any of your rooms. One thing you need to know is that you don’t actually walk around your arcade. It really is just a glorified menu, where you place your cabinet and then just go through the rooms and select the game without walking around. I wish they would have added more interactivity, because it does have a ton of potential… but they did drop the ball on this aspect. Once you download a game, you have the option to either play classic play for your own personal high scores, or you can play ranked play. In ranked play is where you compete with friends high scores, level up, gain medals, and issue challenges.
The medals are really interesting and will keep you coming back for more. You are given three separate challenges in most games: one for score, one for survival time, and one for total time played. You can get either a bronze, silver, or gold medal, and some of them provide a great personal challenge so you keep going back and playing. Medals are also your means of leveling up to unlock new props, themes, and achievements. Aside from medals, the other great feature of Game Room is the challenges. These can be sent to any friend that owns the same game, and you can compete for either the highest score, or longest survivor. This can be an excellent way at extending gameplay and I’ll be one of the few to come out and say I have NO issue with the pricing structure. $3 for an arcade game that will give you some decent amount of playing time is not unacceptable… but there are things in Game Room that aren’t okay.
For one, visiting a friend’s arcade doesn’t work how it should. The concept is there, but the execution falls flat on its face. If I visit a friend’s arcade, I should be able to break their high scores and compete in challenges while I’m visiting. Not unlocking medals is fine, because they would give the player incentive to buy it on their own. However, when visiting a friend’s arcade, you have to use tokens. Tokens are given to you when you first enter Game Room and you can earn more by people visiting your arcade and so on. This fails because it costs five tokens for a single play on a friend’s game, but even with this, those five tokens only unlock the same 10 minute demo mode that you originally played upon going through the game list. So, what If you do want to play a legit round on their cabinet? Well, it’s going to cost you 40 Microsoft Points for your trouble. Um, how about no Microsoft? The other issue is the fact that it costs 40 Microsoft Points for one play. There’s no reason it can’t be 20MSP, and this is the one place where I feel like this is just a money grab in the long run.
Conclusion?
When it comes down to it, I really like Game Room. It’s not forcing anybody to buy something they don’t want, but for older gamers looking for a place to play old classics… say hello to an absolutely fantastic service. Having to only spend $3 on games you wish you could still play is a steal, because guess what? You don’t have to only dream about playing them anymore. They are here, and more will be coming. If you grew up in the arcades, or playing old classics, this is a must buy. For newer gamers who won’t even know these games existed, you’re probably going to want to stay clear of this. The games will be borderline unplayable for you, I’m sure.
I do need to make one last point, though. Hey Microsoft! Don’t you think it’s about time you release an arcade controller, or stick, that enhances the experience of the Live Arcade, and now Game Room? We think it is.
Worth it?
Yes (as a service, it was pretty much a “yes” or “no”)

Resident Evil 5 had its fair share of controversy pre and post-release. From being called racist to the controls being called “archaic”, Capcom hasn’t had the easiest time reading through consumer opinion. Many fans felt that the game was too action focused, leaving the survival horror elements out in favor of reaching a bigger audience. While this was somewhat true, the game still delivered a great experience, despite all of the issues it faced. With the release of the Lost in Nightmares and Desperate Escape chapters, Capcom looked to satisfy people on both sides of the fence, all while building upon the experience we had already played.
Lost in Nightmares
Shawn: The first of the two chapters brought us back to a very familiar mansion setting, which may make many of you recall memories from the original Resident Evil. It takes place before the story in Resident Evil 5, with Chris Redfield and Jill Valentine teaming up once again. Actually, a very large portion of this DLC will make you think of the older games. Instead of the heavy action focus featured in the main story of Resident Evil 5, it’s a slower-paced path where you need crests and cranks to progress. There are hardly any enemies to speak of, except for a new reoccurring mini-boss type enemy. While solving many of the chapter’s puzzles, you’ll constantly be chased by these guys. It makes for some great jump moments if you have a co-op friend to play with, and the latter portion of the chapter introduces one of the best puzzle-based fights the series has seen. You are without much firepower here, so you are forced to use traps to kill the enemies that are after you. While frustrating, it is executed very well at the same time. Lost in Nightmares is a great call-out to the older games, and interestingly enough, probably my favorite chapter of the entire game. It made me think about what Resident Evil 5 would have been like if it took the survival horror route instead.
Charis: As someone who has never played a Resident Evil game before RE5, Lost in Nightmares is easy to just jump into and play. While the shooting does take some time to get used to, it’s not as important in this chapter as in the entirety of RE5, because Lost in Nightmares is more focused on the puzzles than killing things. The puzzles are not mind-numbingly challenging, but the imagination behind them, added with the fact that you must run from enemies at the same time, made it exciting. I can’t tell you how many times I probably screamed out of the adrenaline rush this game sets on (more on that later). It’s easy to get through in one sitting, with the chapter being no longer than an hour, but the final boss may have you running in circles. It took us a few minutes before we figured out how to kill him. The difficulty settings do have an impact though, so if you are not comfortable on the easier settings, be warned. A playthough on the normal setting takes about an hour but will depend on difficulty/skill level/co-op/AI. Also, it has great replay value because trying to beat your time and score always keeps things interesting. .
Desperate Escape
Shawn: The Desperate Escape chapter takes place during the story of Resident Evil 5, where you play as Jill Valentine and Josh Stone trying to escape from the Tricell factory (not going further into this to avoid spoilers to those who haven’t played RE5). Let’s make this clear from the beginning: Desperate Escape is the polar opposite of Lost in Nightmares. The entire chapter is a non-stop attack session, so much so that it’s kind of annoying. Enemies seem to infinitely respawn, which is incredibly frustrating at some points. You can clear a spot and progress forward, just to get attacked from behind a moment later. This frustrated both of us more than I’d like to admit, actually. There aren’t really any puzzles to speak of, just finding keys and opening doors. This entire chapter focuses on getting from point A to point B as effectively as possible. And don’t worry about the usual lack of ammo in Resident Evil games – they are very generous with it here. My favorite part of the whole episode has to be that the wonderful chainsaw majini are back. Watching Charis scream in fear over them made this chapter worth it for me.
Charis: Yeah my throat hurt after playing this. The biggest success factor that should be kept in mind here is teamwork. You need to work together, or you will be killed by everything. Many times we stood back to back Army of Two style, and while one of us did one thing, the other kept the hoard at bay. And don’t even get me started on the chainsaw majini. Let’s just say, they never walk alone. This left me running for my life multiple times, screaming at Shawn (who was either calm or laughing at me) to run for his as well, and passing through parts without killing anything. The end of the chapter does not include a final boss. It is a scene in which you have to fight the masses while a clock ticks down to your freedom. While it was easier than the boss from the other DLC chapter, something, whether it is an enemy or another thing I won’t go into, might get on your nerves. Overall, it was fun (and quite frightening…), but my preference would go to Lost in Nightmares.
Mercenaries Reunion
Shawn: If you’ve played Mercenaries before, then you know what to expect here. First, you pick a level (you must unlock them as you go) and character. The draw to mercenaries reunion is that you get to use different characters than the regular version (like Rebecca Chambers, Josh Stone, new variations of other characters, etc.). Each character has a unique weapon set and is more beneficial depending on the level. However, it’s more fun using your favorite character of choice. Once the game starts, the mission is to rack up as many points as possible in the time limit. You earn points by killing enemies in combos. If you fail to kill an enemy before the combo timer expires, you lose the point bonuses and go right back down to one. There are also time bonuses hidden throughout the levels that extend how long you have to build up a big score.
Charis: Our first playthrough was a little shaky, but once you get into the swing of things, it’s really fun. As the levels progress, the enemies also get harder to kill and each level has its own theme and enemy types. You don’t start anywhere near your partner, which can be irritating because one wave of enemies will usually come after one player at a time. Once again, teamwork is crucial in this mode. You need to be there to help each other, keep a combo going, and pick up time bonuses, while being surrounded. The mode is very fast paced, and of course made me panic again. This time, it’s not just killing the hordes of zombies, but keeping that combo going that had me stressing out. Sometimes an enemy won’t be in sight, and you lose the combo, but other times it’s just a matter of turning around and having ten guys waiting to attack you. If you can get a friend to play it with you, this mode provides plenty of entertainment to keep you going.
Conclusion?
For those wondering, yes, Resident Evil 5 still holds up a year later. While the shooting may be annoying to some, it does give the game a more “Resident Evil” feel… we just wish it would incorporate more of that like the Lost in Nightmares chapter did. Both chapters are worth playing through, but old fans may prefer Lost in Nightmares, and newer fans (Resident Evil 4 and after) may prefer Desperate Escape. The Mercenaries Reunion mode brings some great new weapon combinations and characters, but the versus mode should be skipped altogether. We don’t normally promote getting things through downloaded content when there is a disc alternative, but it doesn’t make much sense otherwise here. Resident Evil 5: Gold Edition is only worthwhile for those who have never played or purchased the game before. If you already own the game, it makes absolutely no sense to upgrade, as all of this DLC will only run you roughly $15. You can even buy the original release and download the DLC for cheaper. Know that the extra content is definitely worth it, just make sure you’re getting it in a way that’s the best deal for you.
Score
8.5

DICE and EA really put themselves into headlines with their claims that they were taking on Modern Warfare 2 head-on. I mean, why would you want to claim that? Taking on one of the fastest and best-selling games ever like this was crazy. In a way, it seemed incredibly risky, if not laughable. The funny thing is, in the end, it looks like Bad Company 2 got the last laugh.
7 March 2010

There are only so many times you can fall down the exact same hole before a sense of rage fills your body. This has always been a foundation of Mega Man I found hilarious – the fact that watching someone play is just as entertaining as playing it yourself. I pride myself on being one of the few Mega Man masters, someone who has beat every numbered entry in the series and can buster-only most of them. Mega Man 9 was easily my favorite game of 2008 and in the series, as well. I’ve played it to a point of being able to no death speed-run it with just my trusted arm cannon … something I’m not sure if I should be proud or ashamed of. Charis on the other hand had never played a Mega Man before 9. She spends most of her time dying hilarious deaths and suffering from my mockery. Mega Man 10 changed this formula a little bit, and the end product falls short of Mega Man 9. It’s still great in its own way, though.
Shawn: I was a bit underwhelmed when I first started playing Mega Man 10. Outside of the awesome title screen, I just felt like it was missing something. This mostly came from the fact that I absolutely love Mega Man 9, and was holding it to that standard. It’s quite similar to how most people consider Mega Man 2 the best game in the series, and think that 3-8 were missing what made it so great. I generally agree with this, and it’s the same reason that Mega Man 10 suffers in the end. MM 10 more closely resembles MM3 and 4 in almost every way, from level design to music. The levels have multiple paths, feel a bit easier, and the music is deeper and more atmospheric. It comes down to just being another sequel and this makes it feel like the opposite of MM9 in many ways.
Charis: I loved Mega Man 9. Well, loved watching it. That’s one thing that I appreciate about 10; I don’t have to watch it anymore. The normal mode is a little easier than 9, and the inclusion of an easy mode can let anyone have a chance in beating the game. Sure at some points it feels as if they help you too much, but I can’t complain. It’s great to practice building confidence with, and soon enough even players with little skill can try out the normal mode and not die three seconds in.
Shawn: I appreciate them implementing it, but it feels like an insult to people like me who have always put forth the effort to be able to beat them. Now anybody that can pick up a controller can handle it and it just feels… hollow. I actually played through it on easy mode after I beat normal, and I have nothing but hatred for it. I think it’s a perfect example of what has happened to gaming over the years. If people have any trouble at progressing, they cry about it. Difficulty doesn’t exist, because it causes many reviewers and players to show the game in a negative light. Normal even feels a bit easy (except for Wily 2… UGH). For those looking for specifics, the game still has excellent level ideas and layouts. From breaking ice blocks with jumps, to avoiding high-speed cars, great effort and detail went into every idea they could come up with. I suppose it’s just appreciated less because I would only put three or four of these stages on a Mega Man 9 level. The rest do feel slightly uninspired.
Charis: I guess more of that inspiration went into music. Sure, at first I compared it to almost all previous games (even though I haven’t played them, I know a lot of the music by heart), but after a while, it just grows on you. Obviously some are better than others, but you can’t help but hum along with the level. One theme in particular that I always sing along with is the Solar Man theme. The selection theme is a lot better compared to MM9 as well. This creativity can be found throughout the game, with both enemies and specific boss fights. You’ll even find a few references to some of the older bosses, which is great for veteran players. There’s really something for everyone.
Shawn: I can’t agree on the music. For those that don’t know, we ran a little voting on the songs, and for the most part all of the Mega Man 9 songs won with just a few of the 10 tunes holding up. The Mega Man 9 songs pumped you up; they were catchy and kept you more on your toes. The Mega Man 10 music actually has to grow on you. I think this is by design, and the more I listen the more I like it, but it really isn’t comparable. I don’t mean to mention Mega Man 9 so much, I just have a hard time not, because Mega Man 10 is inferior in most ways. However, inferior doesn’t mean bad… it just means “a little less awesome”.
Conclusion?
I just want to re-iterate the fact that any Mega Man fan needs to own this game. It’s not likely to be your favorite in the series, but it’s still an excellent game that is recommended to anybody who misses the 8-bit glory days and “real” action-platformers. With the inclusion of easy mode, we can now even recommend this game to anybody. Mega Man 10 continues some of the excellent level design seen in 9, has good boss fights, and some creative ideas. For those looking for something that evolves from Mega Man 9, you’re likely to be let down, but for someone who goes into it just looking for a great game? You’ll be more than pleased.
Score
8.5