share save 120 16 #80: Techno Kitten Adventure

Many people don’t know there’s a whole plethora of independent titles available on the Xbox360 for little to no cost to the consumer. This is better known as Xbox Live Indie Games. One of the most popular downloadables to come out of this marketplace is Techno Kitten Adventure, a game as weird as the title is awesome. Originally produced by Elite Gudz and 21st Street Games back in 2010 the game slowly gained an audience through online buzz and word-of-mouth advertising to become one of the most popular games in Microsoft’s library.
Techno Kitten Adventure 1024x625 #80: Techno Kitten Adventure
The player controls a kitten on a jetpack with a single button through an endless corridor run. The objective of the game is to receive a high score by avoiding any obstacles within your path. While the gameplay is comparable to Jetpack Joyride, the game’s art style, soundtrack, and accessibility is more akin to Adult Swin’s Robot Unicorn Attack. Techno Kitten Adventure’s cartoonish animated style is reminiscent of old-style clip art or doodles in the margin of a notebook. The inaugural level for the game, Dream Pack, opens up to a rainbow-laden vista amidst sprawling ocean. As the level progresses other objects quickly infest the screen to distract the player, like unicorns, dolphins, and strobe lights. Its distinctive techno soundtrack (“Sea of Love” by Frisco (Hixxy Remix)) has also made Techno Kitten Adventure a cult classic for fans of rave, techno, and electronic music that harkens way back to the days of Dance Dance Revolution.

Over time updates included two new levels (“Meat Pack” and “Dream Pack”), additional unlockables, and eventual ports for the  iOS, Windows Phone, Android, and Facebook. Since then the game has only increased in popularity thanks to some choice appearances at E3 and Good Day LA, and gained notoriety on popular messageboards like 4Chan and I Can Has Cheezburger. While definitely one of the more simplistic games on this list, Techno Kitten Adventure is a frantic non-stop joyride for casual and experienced gamers alike.

Click Here to Purchase ‘Techno Kitten Adventure’ for the iOS


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#79: Sanctum

16 May
2012
share save 120 16 #79: Sanctum

The independent video game scene is a wide-ranging and verbose one, enough such that you never quite know where the next big hit will come from. Indeed where would we be without games like Minecraft, Braid, or Journey. Now while Sanctum certainly hasn’t reached the level of acclaim as these titles it’s unique enough to warrant a solid playthrough. Released on Steam by Swedish developer Coffee Stain Studios, Sanctum is a mix between a first-person shooter and a tower defense game. You play Skye, an elite soldier tasked with fending of hordes of extra-terrestrial creatures from the “core”, a vulnerable energy source.
Sanctum #79: Sanctum
The player must defend the core from invading enemies otherwise it gradually degrades. If the core goes down to 0% the game is lost. Now this isn’t anything new. There’s no shortage of popular tower defense games already available that promise a similar experience but it is the game’s execution where Sanctum strives. Players set up defenses in the way of blocks, turrets, and teleports on a preexisting grid. As waves of enemies are killed players are rewarded with currency that allows them to upgrade weapons and build up defenses.

While the medium difficulty can be completed with mere brute force in a relatively short amount of time, it’s the harder difficulty that requires an immense amount of strategy. Players can shift from a first-person perspective to a bird’s eye view in between waves of enemies to create labyrinthian maps to obstruct and slow them down. At your disposal is one of three weapons: an assault rifle, a sniper rifle, and a freeze-ray, each equipped with multiple firing modes and are susceptible to overheating if fired too quickly. Aliens appear at multiple spawn points and knowing each one’s strengths and weaknesses is just as important as planning a strategic layout. Aliens have various speeds, traverse air as well as land, and will constantly have you checking the game’s reference guide in order to inflict the most damage.

The game is a well-balanced one, never relying too heavily on either first-person shooting or tower defense in order to complete missions. Sanctum’s ten enemy types and three maps (Mine, Bridge, and Arc respectively) provide enough varied level design while giving the player enough freedom to design a map as they see fit. If you’re looking for a game to occupy your time but want something that’s a challenge different from your typical tower defense game, Sanctum is your title of choice.

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share save 120 16 #78: Driver: San Francisco

The Driver series has been a fan favorite since the days of the Playstation One but never quite reached the notoriety of similar franchises like Need for Speed or Burnout. When Driver: Parallel Lines was released in 2007 across multiple platforms it received lukewarm reception with many critics calling it a little more than a competent GTA clone. So it was a breath of fresh air that after years of speculation it was finally revealed at E3 2010 that the fifth entry in the series would be developed by Reflections Interactive (now Ubisoft Reflections).
Driver San Francisco #78: Driver: San Francisco
Driver: San Francisco, as its name suggests, moves us away from the gritty streets of New York City to the ocean-kissed avenues of San Francisco, recreating 208 miles of roads and boasting one of the largest cityscapes in video game history. The game’s story is completely ludicrous but it allows the title to free itself from the constraints of a realistic driving simulator. A devastating crash has left protagonist John Tanner coma-ridden, however his consciousness allows him to shift into the mind’s of other people thus taking control of their vehicles (also known as “Shift Mode”). This uncanny ability lets players do a number of crazy things like instantly take control of any given vehicle, listen in on criminal passengers, or use cars as battering rams to stop runaway vagrants in their tracks.

With touches of inspiration from movies like Bullit and the Dirty Harry series, the game’s open world sandbox nature bolsters a robust amount of mission types and side missions that can be accessed at any given time. Police missions are your standard fare that require you to destroy criminal vehicles. Race missions are divided into three types: checkpoint racing, which requires you to follow marked checkpoints; smash racing, which requires you to smash objects to gain more time; and team racing, where you have to shift between two cars during a race in order to end up in first and second place. The stunt missions are the icing on the cake in Driver: San Francisco which require you to perform a number of stunts to accomplish your mission such as drifting, handbraking, and jumping.

The environment of San Francisco never feels stagnant or lifeless. Pedestrians walk the streets and cars occupy the roads making sure there are cars nearby to ‘Shift’ into on the fly whilst upping the difficulty during high-speed chases. Even after the main campaign the online multiplayer includes 19 different modes each one more variable than the last. Driver: San Francisco is a high-octane thrill ride that never takes itself too seriously even during its most tense moments, with no shortage of cheezy dialogue or cop sitcom references spouted by its two lead characters. After the bitter aftertaste left by Driv3r, Driver: San Francisco is one of the best open world driving games to come around in years.

Click Here to Purchase ‘Driver: San Francisco’

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#77: DayZ

14 May
2012
share save 120 16 #77: DayZ

Some of the best games to come out of the last decade have been the result of an extremely passionate modding community. The first non-beta public releases of Counter-Strike developed by Jess Cliffe and Minh Le were originally a mod of the first Half Life engine. The original Team Fortress started out as a multiplayer mod based off of the Quake engine way back in 1996 and has gone on to include several games as well as a sequel (Team Fortress 2) released in 2007. So it’s no surprise that one of the best zombie games to be released to the public in recent years should be a gaming mod.
DayZ 1024x576 #77: DayZ
Day Z (or DayZ) is a Armed Assault II mod that pits you in the middle of a viral outbreak that has ravaged the landscape and doomed humanity. The game takes place on the fictional region of Chernarus, a 225-squre kilometer open world post-Soviet state. The objective of the game is simple: stay alive for as long as possible, arming yourself with an arsenal of weapons, making sure you’re fully stocked with food and water, and scavenging abandoned homes and buildings for fresh supplies, all the while trying to survive in a harsh and often unforgiving environment.

Many long-standing zombie franchises (Resident Evil, Dead Rising, and Left 4 Dead) have lacked a fundamental sense of realism en par with cult classic films like Dawn of the Dead or The Walking Dead series, and it’s for this reason these games aren’t particularly frightening. So what does Dayz do so well to keep players constantly on the edge of their seat? Firstly there are no maps, no indicators to tell you where to go, unless you obtain a map and a compass. It’s a bleak, brutal game that plays like a weird hybrid of Left 4 Dead, STALKER, and Armed Assault II. Players need a constant replenishment of food and water in order to stay alive. Also players are limited to the amount of weight they can carry. Carry too many items and it’ll slow you down. If you’re bitten by a zombie you’ll bleed until someone bandages you up. If your leg is broken you won’t be able to walk until you get a healthy dose of morphine in your system.

DayZ also has the distinct advantage of utilizing the engine and mechanics of Armed Assault II, which shucks the ultra-violence of games like Modern Warfare in place of a hyper-realistic military combat simulator. Players can start alone or join a group and can chat with one another on tactics and strategy. They can also help each other and meet up in-game with other players if they’re close enough. But be warned, since there’s no friendly fire it’s just as likely someone is springing a trap with the intent of killing you and stealing your supplies. Because the mod was created by Dean Hall, a game designer at Bohemia Interactive, it takes advantage of being run on the company’s persistent servers, and keeps running even if you’re logged off, so the potential of dying and losing your supplies is constant and ever-present.

DayZ is easily one of the best zombie games ever created. It’s a mod that understands horror, tension, and suspense better than most contemporary horror franchises can only hope to emulate. Going forward we can only hope that Dayz is the start of a new trend in zombie games going forward. If you already own Armed Assault II and Armed Assault Operation Arrowhead do yourself a favor and download DayZ the first chance you can.

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share save 120 16 #76: Marvel Vs. Capcom 3

O Capcom! My Capcom! Our fearful trip is done! For more than a decade audiences have been eagerly anticipating the completion of the Mavel vs. Capcom trilogy. Its predecessor was considered the pen-ultimate fighting game for years and many consider the de facto combat game for professional tournaments next to possibly the Street Fighter franchise. What you have to remember is the video game landscape of today is very different from the one when Marvel Vs. Capcom 2 was released back in 2000. This game also had the delicate task of balancing hardcore fans with those that merely wanted to casually watch their favorite characters beat the crap out of each other. So did Marvel Vs. Capcom 3 live up to everyone’s expectations? Well, yes and no, but the good in this game far outweighs any of its shortcomings.
Marvel Vs Capcom 3 #76: Marvel Vs. Capcom 3
The game sparkles graphically adopting a more cell-shaded polygon model from the sprite-based character models of its predecessor. While some criticize this presentation dulls down character detail, the stunning effects and fast-paced nature of Marvel Vs. Capcom 3 makes it a gorgeous feast to watch as well as play. The game also does a great job of presenting a 2D-fighting game against three-dimensional backdrops of stages reminiscent of both franchises. The fighting system has also been tweaked noticeably in subtle and dramatic ways. For instance, the core mechanics include light, medium, and heavy attacks as well as a special button in favor of the 2-on-2 punch-kick combos used in previous installments. Other additions include the ability to tag-in characters while in mid-air and the somewhat controversial move to include a “Simple” fighting mode which takes away the complexity of move execution for novice players.

At its core, Marvel Vs. Capcom 3 does a lot to raise the bar for 3-on-3 tournament fighters. The lineup of fighters included offers a healthy blend of old and new characters that are well balanced, for the most part, even during the most ferocious fighting. Where Marvel Vs. Capcom 3 falters is the game as a total and complete package. Spectator mode, which allowed players to view other matches of players online, survival mode, and time challenge are noticeably absent. Others take issue with the exclusion of fan favorites (such as Mega Man) as well as the lack of cutscenes in place of comic-style vignettes for each character’s storylines. It also probably didn’t help matters for Capcom that nearly six months after the game’s release, they brought to market Ultimate Marvel Vs. Capcom 3, a DLC package which included 12 new characters to the game’s roster for a discounted (albeit hefty) purchase price.

That said, if you’re looking for is a solid, well-balanced fighting game than Marvel Vs. Capcom 3 delivers on its promise. Whether you’re a long-time fan of the franchise or you’re just looking to spend an afternoon with friends you can’t go wrong with this title.

Click Here to Purchase ‘Marvel Vs. Capcom 3′

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#75: Fruit Ninja

10 May
2012
share save 120 16 #75: Fruit Ninja

Over the last several years Fruit Ninja has become synonymous with the iPhone as much as it has App Store stardom. The gameplay is about as simplistic as you can get. An assortment of fruit is thrown onscreen and the player must swipe their finger, acting as a blade, to slice each fruit before it falls off-screen. Occasionally bombs are thrown into the mix and if accidentally sliced will end the game. Should more than three fruits fall off-screen the game will end as well.
Fruit Ninja #75: Fruit Ninja
Fruit Ninja was developed by Halfbrick Studios developers of such classics as de Blob 2 and, more recently, Jetpack Joyride. The idea for the game came in 2009 when the company was brainstorming ideas for a game that would easily utilize the iPhone’s touch screen. In an interview with Phil Larsen, Chief Marketing Officer at Halfbrick, he said, “Fruit Ninja came as part of [that] process, but we identified it as something special [and] decided to fast-track it through.” Its simple controls and addictive gameplay have made it the perfect watercooler game for young and old gamers alike.

There’s something positively zen about Fruit Ninja (indeed included with the game itself is a ‘Zen mode’ which removes bombs entirely from the game). It’s the epitome of casual gaming and has since being ported to the iPad, Windows phone, Symbian (Nokia), Bada (Samsung), Google Play for Andoid devices, and the Xbox Live Arcade with Kinect Support. As of March 2011 sales of the game across all platforms exceeded over 20 million units and has been expanded to include online multiplayer, leaderboards, and achievements. While some will dismiss this entry as a little more than popcorn gaming, likely the same naysayers that criticized apps like Angry Birds and Cut the Rope for being on the list, if popularity and sales are any indication Fruit Ninja more than qualifies to be included and overall is just an enjoyment to play.

Click Here to Purchase ‘Fruit Ninja’

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#74: Shank

8 May
2012
share save 120 16 #74: Shank

When a developer names their newest title Shank gamers expect a lot not the least of which is a blood-splattered gore fest at the end of a large machete, and with this downloadable title from Klei Entertainment they wouldn’t be wrong. Shank drops players on a quest for revenge. After your beloved is murdered at the hands of a vicious crime boss it’s up to you to exact sweet vengeance on the syndicate that betrayed you. Its raw hack-and-slash combat and unnamed Esperanto locales are eerily comparable to Tarantino’s Kill Bill series and Rodriguez’s Desperado respectively. Gallons of blood spurt on-screen as mercenaries Shank and fellow hitman Falcone parade through an endless corridor of enemies, often with brutal and tragic results.
Shank #74: Shank
Shank’s art style is by far its most distinctive feature, taking its cell-shaded queues from the mediums of comic books and graphic novels. While some may not be won over by this design choice, especially in a fast-paced beat-’em-up like Shank, its animations are smooth, its cutscenes are beautifully rendered, and rarely do either of the two conflict with gameplay at any given time. The story is also unique in that the single player and co-operative campaigns are completely separate from one another. In fact, the local co-operative campaign acts as a prelude to the story in the single player campaign. And this is where the game begins to falter.

For instance, there’s no option to play each storyline in either single player or in local co-operative. It seems odd not to include this in what would otherwise be a simple and otherwise obvious design choice. Similarly there’s no real strategy to Shank. The game plays like your average side-scrolling hack-and-slash and usually a few whips of your machete or shots from your gun will be sufficient to take down enemies. There’s also a split-second delay when changing from guns to melee weapons and vice versa. This may be nitpicking, however in the frantic gameplay that normally accompanies Shank it can be frustrating and counter-intuitive at times.

That being said Shank more than makes up for its shortcomings with its uncompromisingly graphic violence, responsive controls, and grandiose yet melodramatic storytelling. Its relatively short campaign is enough to keep players satisfied, both with its artful visuals and well-executed gameplay. Even in the saturated market of 2D side-scrollers Shank still manages to stand out amongst the pack.

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share save 120 16 #73: El Shaddai: Ascension of the Metatron

El Shaddai: Ascension of the Metatron is a game that stands out because it deals with and draws inspiration from subject matter that no other game has done before: Jewish mythology. Compounding this confusion is the fact that both the publisher and developer aren’t based in North American but rather Japan. El Shaddai is a third-person action combat game with platforming elements throughout and takes its story from the ancient Book of Enoch based around a priest who seeks seven fallen angels to prevent a flood from destroying mankind.
El Shaddai Ascension of the Metatron #73: El Shaddai: Ascension of the Metatron
The game is visually arresting and easily the game’s strongest asset. The overtly-stylized cell-shaded character models coupled with the awe-inspiring set pieces that make up El Shaddai’s levels combine vibrant surrealist imagery with Biblical iconography, often to great effect. Each one of its eleven levels contains a distinctive visual style. It’s no surprise that the director of the game, Takeyasu Sawaki, was originally a character developer for games like Okami and Devil May Cry, and shades of both games shine through in this title. The sweeping musical oeuvre on display here perfectly compliments the epic heroic tone and encompasses a wide range of musical styles, from traditional tribal music to rock anthems.

Some will argue that combat is its weakest feature and gets repetitive over time but the varied level design, impressive boss fights, and intelligent use of cut scenes keeps players engaged and interested. Combat requires some strategy and sets El Shaddai apart from your typical button-masher. Weapons must be acquired by from stunned opponents and slowly degrade when used. These include the Arch, the Gale, and the Veil. The Arch is a curved blade which also allows the user to float for short periods; the Gale is a ring-like weapon that provides a quick dash ability and the power to fire small darts in rapid succession; while the Veil, though the slowest of the three, is a shield that also acts as a pair of gauntlets, providing the strongest defense and a strong punch. And this is where strategy comes into play. Since each weapon has certain advantages and disadvantages the onus is on the player to carry out successful attacks.

At first glance some will call El Shaddai: Ascention of the Metatron a jumbled mess of ideas. Others might be off-put and confused by its story for those unfamiliar with Judeo-Christian lore, however its ever-changing art style, attention to story, and unique fighting system makes for an intriguing, metaphysical experience.

Click Here to Purchase ‘El Shaddai: Ascension of the Metatron’


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share save 120 16 #72: Pinball Hall of Fame: The Williams Collection

It’s hard to believe pinball machines predate video games by several centuries. The earliest examples date back to the reign of King Louis XIV in the early 1700s, however it wasn’t until the 1930s when the coin-operated pinball machines we’re more familiar with today were introduced (it’s also interesting to note that because these machines were considered a form of gambling they were banned in New York City until 1976). In 2004 Crave Entertainment released Pinball Hall of Fame: The Gottlieb Collection across multiple platforms to great success, so it was only that a sequel be created, one that full takes advantage of a next-generation graphics/physics engine. Pinball Hall of Fame: The Williams Collection is that sequel.
Williams Collection #72: Pinball Hall of Fame: The Williams Collection
Now because this game was released all the way back in 2009 for the Wii it technically shouldn’t qualify to be on this list, however since the latest port was released for the Nintendo DS in September 2011 I’ll allow it to be included. Williams Electronics Inc. was founded by Harry E. Williams in 1943 and made a name for itself as a leading manufacturer of pinball machines. The Williams Collection recreates the classic pinball machines from that company over the decades and offers a variety of tables depending on which version you play.

Anyone who’s ever played pinball knows there’s much more to these machines than keeping your ball in play for as long as possible, it’s very much about the spectacle of the experience, a symphony of blinking lights and noisy sounds coming together naturally. What’s great about this game is you see how pinball machines have evolved over the decades from the 70s to the 90s. For instance the “Gorgar” table relies more on the brilliant artwork along the table and outer panels while later tables like “Space Shuttle” and “Funhouse” are way more complex including secret areas, railed pathways, and internal mechanisms that dazzle the senses. There’s not much in the way of control as to be expected with pinball, however while all machines are playable from the beginning some require you to earn credits that unlock certain options within the game, giving the player greater incentive to keep playing.

Pinball Hall of Fame: The Williams Collection is a nostalgic romp for those that enjoyed playing pinball machines at the local arcade back in the day. It pays tribute to some of the best machines of the medium and overall is just a fantastic experience to relive, even if it is with a controller in hand.

Click Here to Purchase ‘Pinball Hall of Fame: The Williams Collection’

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#71: Artemis

25 Apr
2012
share save 120 16 #71: Artemis

Artemis is a game few have heard of and fewer have likely ever played, which is a shame because it’s one of the best space explorations simulators created to date. Ever since childhood many kids have dreamed of being the captain of a starship assuming the role of their favorite Star Trek captain. Artemis in essence allows you to do that. Here’s how it works. Artemis simulates the bridge of a starship by networking up to six computers together. One computer runs the simulation and the “main screen” while the others serve as workstations for the normal jobs a bridge officer might do like Helm, Communications, Engineering, Science, and Weapon Control.
Artemis #71: Artemis
There’s no online options in Artemis, at least for individual groups. All players are in one room within arm’s length of each other similar to how the bridge of a starship is setup. One player acts the captain who sits in the middle of the “bridge” but doesn’t have access to a workstation, only what’s projected on-screen (assuming you are using a projector to play this game). You set a course in any given direction and the game randomly generates a situation for you to take command. Artemis is a game that relies more on the communication and leadership of your captain than it does strategy. If you have a crew that acts on their own accord against their captain’s orders then it’s easy for all lines of communication to break down. Similarly, if you have a captain that doesn’t know how to delegate responsibility and tasks then you’re doomed just as well.

Now Artemis is about as independent as you can get, developed for the sole purpose of wish fulfillment. The graphics are a little rough around the edges, the AI is spotty at times, and you’ll likely run into the occasional glitch. That being said this is a game you’ll go into with a group of friends and come out with stories to tell, whether it be surveying nebulas, fending off attacks from alien ships, or investigating a distress call from a nearby star system.

twitter #71: Artemis

#70: God of War 3

24 Apr
2012
share save 120 16 #70: God of War 3

The God of War series has had a large, devoted fanbase since the first game was released back in 2005 for the Playstation 2 and after four more titles released (including a remastered port of the first two games for the PS3) Santa Monica Studies thought it was time to bring this Sony-exclusive series to next-gen consoles. God of War 3 is a culmination of many things, first of which is the story of Kratos. The evolution of five games exhibiting Kratos’ transition from a Spartan warrior to a demi-god. After freeing himself from the influence of the gods, with the help of the Titans, Kratos plans his final assault on Mount Olympus with plans to kill Zeus and the remaining Olympian Gods.
God of war iii 1024x576 #70: God of War 3
The first thing players will notice immediately is just how stunning graphically God of War 3 looks. While the first two games were impressive visually and stand out as two of the best looking games on the Playstation 2, the third installment takes the graphics to a whole new level utilizing Santa Monica’s custom-made God of War III Engine. Aside from how the game looks, each level feels epic offering an impressive amount of depth and scope. In the game’s opening set piece you fight enemies on the back of the Titan Gaia as she leads the attack on Mount Olympus climbing the rockface to the summit. And without going into spoiler territory other moments in the game include crossing the river Styx, fighting Hades in the Underworld, and working your way through an aerial Labyrinth in order to rescue Pandora.

God of War 3 offers a varied selection of third-person combat, platforming, and puzzles. In terms of combat not much has changed. At any given time, Kratos wields a set of weapons and bolsters his roster of attack moves by upgrading his abilities, using the souls of vanished enemies as currency, however unlike previous games each weapon comes with a magical ability, which increases in power alongside each weapon. Also, items obtained in previous games such as Apollo’s bow, Icuras Wings, and Posideon’s Trident are available at the start of the game. But God of War 3 also shines in terms of improved Sony hardware. Kratos can fight more than 50 enemies onscreen with absolutely no lag and during numerous battle sequences the camera will pan away while allowing Kratos to continue fighting from a great distance.

In terms of tone God of War 3 is without a doubt the darkest of the trilogy with a theme of vengeance pervading the story. It’s also the biggest of the three games and gives a deserving resolution to the Kratos storyline. From a technical standpoint, it’s about as close to a perfect game in just about every respect: audio, gameplay, graphics, story. If there’s any complaint  it’s that it’s clear certain areas of the game were given more attention by the developers than others. Aside from that (if it even counts as a complaint) God of War 3 is easily one of the best games on the Playstation 3, bar none.

Click Here to Purchase ‘God of War 3′

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#69: Child of Eden

23 Apr
2012
share save 120 16 #69: Child of Eden

More than a decade ago Tetsuya Mizuguchi conceptualized and designed Rez, a game that was a mix between a kaleidoscopic acid trip and an on-rails shooter. While a sequel was developed in 2007 and subsequently released on the Xbox Live Arcade (known as Rez HD), Mizuguchi is probably best known for the creation of the Lumines series, the popular music puzzle game that has spawned several sequels across multiple platform. When Microsoft’s Kinect was released for the Xbox360 it promised something more than interactivity without the use of a controller, nothing short of what was believed to be the next evolutionary leap forward in video games. Child of Eden more so than any other game released for the Kinect is the full circle realization of that promise.
Child of Eden 1024x576 #69: Child of Eden
The story is beautiful as it is strange. An artificial intelligence named Lumi is preserved on the internet when she suffers the full onslaught of a virus attack . Your objective as the player is to destroy bits of corrupt data in an effort to restore Lumi to her former glory. On display here is Mizuguchi’s trademark visual style, one that combines movement, ambient sound, and hypnotic visuals to produce an all-encompassing sensory experience. Visually this is a softer game than Rez, one that does a better job incorporating a natural/scenic aesthetic than its predecessor. The strong emphasis on techno and electronic music seamlessly blends with the trippy, mesmerizing level design and does so to great effect. But like a fine wine, Child of Eden is meant to be savored and not rushed through. This is a game designed to lull you into relaxation rather than overload the senses to keep the players’ attention.

While the game is perfectly playable with the Playstation Move, Child of Eden must be played on the Kinect to truly appreciate what Q Entertinament was trying to accomplished. While vibration is removed without the use of controller the feeling that your full-motion arm movements affect the transcendent environments around you is something that must be experienced by every gamer. Child of Eden brings Tetsuya Mizuguchi’s vision to completion ushering in a new form of gameplay that other developers could only hope to achieve.

Click Here to Purchase ‘Child of Eden’

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share save 120 16 #68: Ms. Splosion Man

In July 2009 Microsoft Game Studios released ‘Splosion Man to the Xbox Live Arcade. In the game you play ‘Splosion Man, an escaped science experiment created by fictional laboratory Big Science, whose attempts to escape from the facility often ends in brutal and destructive ways. Much of the gameplay hinges on exploding yourself to solve puzzles, kill enemies, and make it from one end of the level to the other. The game was a commercial success selling almost 400,000 units by the end of 2010. Clearly there was demand for a sequel and the developers at Twisted Pixel Games were more than up for the task.
Ms Splosion Man #68: Ms. Splosion Man
Ms. ‘Splosion Man
takes place shortly after its predecessor. The scientists of Big Science are celebrating the capture of ‘Splosion Man when suddenly champagne falls into some electrical wiring and inadvertently creates Ms. ‘Splosion Man. In the same way Ms. Pac-Man challenged players with increased difficulty and varied level design in the 80s so too does Ms. ‘Splosion Man. While the game offers much of the same intense platforming gameplay as the original, it adds new game mechanics such as jump pads and riding-on-rails sections that drastically add to each level’s complexity. Players be warned, you will die a lot. This trial-and-error style of play will have you repeating difficult sections over and over again though you’ll do so with a smile on your face rather than one fuming with anger.

Second only to the game’s difficulty is the game’s humor. Many pop culture references spouted by our fiery heroine may be lost on  younger audiences as she pokes fun of everything from 80s movies to 90s rap music. Like ‘Splosion Man, the game includes single as well as co-operative multiplayer, each completely separate from one another and each offering different endings. The game also includes an overworld map similar to Super Mario World, which displays each level’s difficultly as well as branching paths to secret levels.

While gameplay in Ms. ‘Splosion Man is very similar to that of the original, fans of the franchise can’t help but fall in love with this entry in the series. Its challenging platforming and frantic gameplay make for a truly knuckle-biting experience.

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share save 120 16 #67: Enslaved: Odyssey to the West

If there’s one subset of video games I have a particular fondness for it’s those set in post-apocalyptic settings. On the surface Enslaved: Odyssey to the West is set up like your average end-of-the-world fare. It’s been 150 years since a global war has wiped out most of humanity with only the barest semblance of a once-great civilization peaking through the ruins. As a result, the world is now overrun by still-active war machines from that last war and are programmed to kill humans on sight. Now when described like this Enslaved may come across as really cliched but it’s the way the game approaches story and gameplay that set it apart from your typical doomsday tale.
Enslaved Odyssey to the West 1024x576 #67: Enslaved: Odyssey to the West
A slave named Monkey is being transported when his ship suddenly careens out of control. He narrowly escapes death along with a woman named Trip, however before he regains consciousness several miles from the crash site Trip places a slave headband over his head, which forces Monkey to follow her orders. If she dies, he dies. And this is where our story begins. While this forced symbiotic relationship is the lynchpin for much of the gameplay, Enslaved is far from being one long escort mission. The main campaign is well-paced frequently switching from third-person combat, to intricate platforming among destroyed ruins, to high-intensity set-pieces full of suspense and tension (akin to Uncharted). Even so Enslaved never feels like a endless series of grind sessions and does a fantastic job of keeping the player engaged throughout its main campaign.

The game pops visually against a lush palette of greens, adopting a bright scenic backdrop compared to the murky brown wastelands normally associated with apocalyptic dystopias. In fact if you were to take out the destroyed ruins of New York you’d think you were playing Far Cry 2. The voice work and motion capture of Monkey are brought to life by Andy Serkis and is really what puts this game over the top. The animations of the main character are some of the most dynamic and realistic seen in a video game bar none and just goes to show you the lengths developer Ninja Theory is willing to put into their works . While Enslaved is essentially a retelling of the ancient Chinese tale ‘Journey to the West’, the story is retold brilliantly by Alex Garland, best known for his novel and screenplay adaptation of ‘The Beach’. Aside from the great story the game makes you feel for these characters, turning them from a duo of stereotypical contrasts (master/slave, man/woman) to two people you really care for by the end.

Now Enslaved isn’t perfect. There are frame-rate issues and the occcasional glitch that’ll be more than distracting to players but Enslaved delivers something special even amongst other titles in the genre, an absorbing, enrapturing experience players won’t soon forget. But coming from the developers of Heavenly Sword, I’d expect nothing less.

Click Here to Purchase ‘Enslaved: Odyssey to the West’

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#66: SpaceChem

17 Apr
2012
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SpaceChem is somewhat of an odd duck even amongst puzzle games and is an extremely difficult experience to describe for those that’ve never played it. It starts with a reactor set up on a square grid, this reactor is divided into four quadrants with the left side representing the input and the right side representing the output. The objective is to take atoms of different elements provided and turn them into complex elemental structures. This is accomplished by creating assembly-line delivery systems and applying commands called waldos to tell the atoms what to do. Again, this is a hard game to describe to someone that’s never played it.
SpaceChem #66: SpaceChem
SpaceChem was developed by Zachtronics Industries by a global team of seven people. The game was originally created to be used as a learning tool for programming and chemistry concepts, however the wide appeal of the game as a cross-platform puzzler made it an early breakout hit of 2011. One of the things SpaceChem does extremely well is it asks the player to invent solutions rather than discover them. As a result, there’s no one method to solve each puzzle, making this game one hell of a head scratcher. After SpaceChem was initially released for the iPad on Apple’s App Store, Valve Software contacted Zachtronics Industries and the game was soon released to Steam. Similarly, an update to the game in April 2011 added leaderboards, Steam achievements, and gave players access to a new level editor.

Now SpaceChem gets increasingly more challenging as the player continues through the main campaign. In larger levels, multiple reactors are added requiring you to, not only guide the formation of chemicals, but to place reactors on a larger grid represented by the planet’s surface. From here, the output from one reactor becomes the input for other reactors (often accompanied with their own limitations). Later puzzles in the campaign require the player to efficiently create chemicals and deliver them in a timely manner. For once reactor systems start defense systems are triggered and reactors must be used before attacking enemies destroy them.

SpaceChem is hailed as not only one of the best app games ever made but also one of the best indie games ever created. Its easy learning curve and steep difficulty make it an addictive, nail-biter that’ll having you playing for hours. SpaceChem is one of those rare gems that comes along only once in a while. A truly fantastic game.

Click Here to Purchase ‘SpaceChem’

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#65: Fez

16 Apr
2012
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Very early on in Fez, before you can switch perspectives with the press of a button, you make it to the summit of your home island. The screen freezes and down from the heavens comes a fez hat which rests upon your head. The moment is hysterically transcendent and purposely meant to be over the top. It isn’t until the game intentionally glitches and reboots on itself that you realize you’re playing something very special. There are very few games that make the inner child in me squeal with delight but Fez speaks so highly to my nostalgic sensibilities I can’t help but smile whenever I pick up the controller.
fez #65: Fez
Fez is the brainchild of Phil Fish and his company Polytron Corporation. The game centers around a white marshmellow-like figure named Gomez who’s tasked with saving his world from imploding in on itself by collecting yellow cubes that make up its core. To say there was a lot riding on Fez is putting it mildly. The game was garnering awards years before its release on the Xbox Live Arcade (the oldest of which was in 2008 for “Excellence in Video Art” at the Independent Games Festival). In addition, the game was featured as one of three titles for the independent film “Indie Game: The Movie” alongside Jonathon Blow’s Braid and Edmund McMillen Super Meat Boy. After a lengthy four-year development, hype for this game only increased as audiences were quickly introduced to the pixelated world of Fez.

Fez seamlessly taps into the emotional core of players without even trying, however the best way to describe it is to remove the player from it completely, or to not think of it as a game at all. From a purely visual standpoint the game is bright, colorful, and vibrant. Its 8-bit pixelated visual style is enough to melt the hearts of gamers young and old. There’s also something sublimely beautiful watching the backdrops of levels change from morning to night, from twilight to pre-dawn. As Gomez collects more and more  yellow cubes to restore his world, whole chunks of levels turn into empty voids that suck our main character into space if touched. There’s also an impressive range of palettes on display here, from the lush seaside isles of Gomez’s homeworld, to dank underground sewers, to rust-colored industrial areas and low-lit abandoned mineshafts set in indigo.

On a purely superficial level Fez is an engrossing experience albeit a short one. Despite its child-like atmosphere and whimsical style, it never speaks down to the player nor does it handhold them through the experience, but rather let’s players think for themselves and allowing them to approach gameplay naturally. This game easily qualifies as “video games as art” and rightly so. It pays homage by drawing inspiration from classic platformers like Super Mario Bros. and Mega Man using classic tropes of the genre to create something unique and enjoyable.
FEZ Xbla1 #65: Fez
So let’s get to what really draws most people into this game, the changing perspectives. Throughout the majority of Fez the player can rotate each level on the fly. Doing so allows them to reach ledges or vines that are otherwise inaccessible or out-of-reach. This is the crux of Fez and perhaps its greatest selling point. The game restricts the player to a two-dimensional plane while simultaneously giving them access to a larger three-dimensional world, as such Fez has been compared to games like Echochrome, Paper Mario, and Crush. However once you get past its colorful visuals and playful tone you quickly realize that Fez is as much a statement on the evolution of video games as it is an indictment of them, reminding us that the only way we can move forward with the medium is to repurpose old genres, a medium which has given us untold freedom to create but is also one restricted by limitations.

What Braid was to time, Fez was to perspective in the most brilliant and creative ways possible. I have no doubt that once the honeymoon phase is over with Fez it’ll be destined as one of the most innovative games of the last decade.

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#64: Dead Nation

13 Apr
2012
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On a list of 1001 video games you must play that currently holds 63 titles as of this entry, Dead Nation marks the third zombie-themed horror game on this list next to Zombie Gunship and Red Dead Redemption: Undead Nightmare. After riding on the coattails of its last game, Super Stardust HD, developers Housemarque decided to buck the trend of popular franchises like Resident Evil and Dead Rising to bring us their own special brand of zombie-filled mayhem. Truthfully I had reservations about putting this game on the list at this time, but Dead Nation does something special notwithstanding its fleshing-eating tropes, it brings frantic arcade-style shooting back to the mainstream, taking queues from classics as far back as Asteroids and Space Invaders to modern-day arcade titles like Castle Crashers.
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As far as story is concerned it’s your typical zombie fare. You play as Jack McReady or Scarlet Blake one year after a zombie outbreak has devastated the Earth. Events are set in motion after our duo picks up a mysterious radio transmission on their walkie-talkie. While somewhat threadbare, developers Housemarque could’ve easily not put any semblance of a plot in the game and still ended up with a fantastic product. In a nutshell Dead Nation is Left for Dead from an isometric perspective. Now granted this is a simplistic generality of the game, this change alone radically alters how the title is played. By presenting gameplay from a bird’s eye view instead of from a first or third-person perspective players get an all-encompassing view of their surroundings instead of what’s just in front of them, allowing for more control and a more thoughtful use of strategy as each level unfolds.

City streets are expertly detailed and designed such that players will oftentimes have to use their environments to their advantage, whether it be setting off car alarms to distract zombies or igniting oil tankers to demolish them. But it’s the engine’s light dynamics that really set this game apart. Since all levels are presented at night, your flashlight becomes just as important as your gun, building on ever-increasing levels of fear and tension. While the game starts off slow with only a single-fire assault rifle for protection, Dead Nation quickly opens up to include a flamethrower, shotgun, blade cannon, five different gernades, flares, and several others weapons in your inventory, each of which is fully upgradeable. A multiple is earned for killing zombies without getting hurt and treasures are peppered throughout levels if you’re willing to go out of your way and search for them. Really there’s not much to say about co-op other than I highly recommend playing it with a friend online.

While the game’s high price point is its biggest drawback, thirty minutes of playing Dead Nation will have you mowing down zombie like a pro. For any undead enthusiasts out there, Dead Nation is a must have.

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share save 120 16 #63: Alice: Madness Returns

American McGee’s Alice has been a cult-classic for more than a decade because of its macabre art style and quirky take on Lewis Carroll’s ‘Alice in Wonderland’. So to see a true sequel produced by independent developer Spicy Horse was a real surprise after so many years. The game takes place a year after Alice has been released from an insane asylum after believing she was responsible for burning down the home that killed her family. During an errand Alice is struck by a hallucination and believes herself to be in Wonderland again, however an evil force known as ‘The Ruin’ quickly turns this seemingly peaceful landscape into a corrupt and evil wasteland.
madness1l 1024x576 #63: Alice: Madness Returns
Alice: Madness Returns conveys the titular character’s story through 2D newspaper-style vignettes and does a convincing job conveying the dark undertones of our main character’s fragile pysche. Environments range from industrial worlds, to underwater shipwrecks, to castles in the sky made entirely of playing cards. Alice: Madness Returns adopts the same style of gameplay and surrealist art direction as the original. The game plays as your standard puzzle-platformer with bouts of combat thrown in for good measure. It’s here where Alice wields her iconic vorpal blade as her primary weapon but there are many others available for long-range as well as melee attacks. Her pepper grinder, teapot cannon, and clockwork bombs are just some of the ingenious ways American McGee adds zaniness to Carroll’s established lore.

Truthfully, Alice: Madness Returns feels somewhat dated by today’s standards. Gameplay can get repetitive and at times level design is questionable. Nevertheless, fans of this series enjoy it for the experience rather than the sums of its parts. This is a game that relies much more on story and setting than it does innovative gameplay. Its twisted fantasy atmosphere and dark humor draw the player in and doesn’t let them go. Fans of games like Psychonauts or Grim Fandango will feel right at home with this title.

Click Here to Purchase ‘Alice: Madness Returns’

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#62: SSX

11 Apr
2012
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SSX Tricky was a favorite for many gamers on the PS2 (myself included) but in the three games since that release SSX never garnered the same respect or popularity as that pinnacle sequel. Nonetheless, the series carried on and it wasn’t until 2011 that EA Canada announced its newest chapter in the SSX franchise. SSX is nothing short of a near-complete reboot of the original game, taking its namesake from the original title released more than a decade ago. And carrying on in this traditional with the game’s sleek visual style, ferocious gameplay, and engaging characters SSX does nothing less than reinvent the wheel for next-gen consoles.
ssx review #62: SSX
The sheer scope and scale of the game dwarfs its predecessors by comparison. SSX showcases nine regions of the world’s most daunting mountain ranges including the Alps, the Himalayans, the Patagonias, and the Antarctic, with over 150 individual drops and multiple game modes available (including the classic race mode, trick mode, and the addition of survival mode). But it isn’t just the variety of mountain ranges that make this game distinctive but the finely-tuned settings that gives each region personality. The Antarctic, for instance, is mostly sheeted in thick slabs of ice with deep perilous crevasses for the player to plunge to their death, while the Alps are more forgiving though more prone to avalanches.

The multiplayer will either be the biggest draw or detractor for new gamers. Players don’t compete online in the classic sense of the word. Instead players pit themselves against ghost avatars of other players past runs hosted from EA servers. (And before you go off at the handle at this betrayal to classic multiplayer I can’t imagine playing against eight other players each wanting to shove me over the first chance they get). Tying the multiplayer together is RiderNet, a continuously updated online resource that tracks your friends’ progress online. Rewards are given in the form of credits and are contingent on how well you perform against online players. It also sets challenges accordingly based on those given scores, making for continuous incentive to keep playing.
SSX 2012 insight New characters and features #62: SSX
There’s a reason SSX is the archetypal snowboarding game of our generation. Its polished visuals and tight controls make this a privilege to play on either the PS3 or the Xbox360. The snow and lighting effects are fluid and consistent and only add to the game’s frosty atmosphere. The game’s soundtrack offers a perfect blend of rap, dubstep, and electronica each of which is remixed on the fly during gameplay. Similarly, the panoramic vistas of each region are breathtaking as well as awe-inspiring to look at. The number of death-defying tricks at your disposal are guaranteed to break every law of physics in the books and for hardcore gamers, SSX also offers the classic controls from SSX Tricky for those looking for an extra bit of punishment.

SSX brings back the classic style of its predecessors and tweaks them just enough to make you feel nostalgic of those days of the PS2. The fast-pace style of gameplay gets your heart pumping and always leaves you wanting more. Quite simply this is a game that begs to be played.

Click Here to Purchase ‘SSX’

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share save 120 16 TOP 15 Reasons Deus Ex: Human Revolution is Awesome!!!

This week the Millennium Gamer looks at one of the best games of 2011, Deus Ex: Human Revolution.

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