Thursday, 31 March 2011

3DS "Review"

The 3DS has nearly been out for a week in the UK, and most of us have had time to mull over the ins and outs of the consoles. Its Nintendo’s most expensive handheld to date, so many will be asking – is it worth the money? My answer – yes.
Rather than give a lay down on everything the console does I’ll be commenting on features that particularly stood out to me as you’ve probably heard everything there is too already (And if not the internet has a plethora of information.) Anyway, onto the “review”.

The first thing you’ve got to notice is the machine itself. It looks brilliant – from the front at least. The surface is immune to fingerprints which I’m sure will be a welcome sign to anyone. It’s a nice finish overall and a massive step up from the DS I’ve been used too for all this time, but perhaps not as much for the DSi generation. It’s not perfect though. The stylus is oddly positioned at the back of the console again akin to the original DS. It’s also retractable and often a struggle to remove, which adds a few extra unnecessary seconds. Hardly a factor that will sway you away from the console, but an annoyance non the less. Another problem at the back is that – it’s metal. Rather than the sleek combination of black and grey surrounding the rest of the console, a metal strip sticks out and just makes me wonder why they didn’t cover it up. I assume this will be improved upon in the next iteration. Both these issues are minor niggles at the most, and really don’t take away from the overall feel of the console. The Circle pad works great in conjunction with the D-pad, both easier to use than it may first look.
However, who buys a console solely for its looks? The software is what really matters, and this is where the console really stands out from previous iterations. It’s worth considering I skipped the DSi so some of my points may not be a massive step up from that, but compared to Phat and Lite it really is a massive difference.
The menu is clear, concise, easy to navigate and can be manipulated at will, much akin to the iPhone layout.It’s a nice thing to see when you load your console and allows a small amount of multi tasking, but only 1 main task at a time. It gets kind of annoying confirming you want to quit each application, yet the features saved me once or twice. What really shines out is the sheer magnitude of features bundled in with the console. Classics like playing games (duh) alongside the DSi’s camera mode and sound are carried over, but many more gems are hidden within.

There are 3 games bundled in with the console that will entertain for a few hours (Face Raiders, AR games, Mii Plaza games). They are surprisingly fun, yet short, but for free you really can’t ask for much more. They serve to highlight some of the 3DS’s new functionality in the gyroscope, pedometer and AR use more than as standalone games, yet there is massive potential in each of these titles. I personally spent hours exploring before even loading my bought game. The Mii creator from the wii has also been ported over and expanded for 3DS use, able to go through the old method or take a picture to Mii-ify. It fails at times, but often gives surprisingly good results. It’s nice to see this feature is here to stay, enabling there use in games such as Pilotwings.Going through what I love about each feature would need an entire review in itself, so I’ll stop at this – prepared to be impressed.

But there’s more. I’ve managed to get this far without even mentioning what is a key feature to many potential buyers - the 3D. “Believe your eyes” is a the main element of nintendo’s ad campaign, so how does it stand up in the real world? Simply put, it works. Everyone seems to see it slightly differently, but as a general rule the layers of depth it adds really is something to see. It works. And it’s great.
But is it necessary? Nope. Even on launch day, I soon found myself switching between the two with a pretty even split. This may be down to Street Fighter able to produce fantastic images due to its game play. I even found it distracting at times, having to keep in the sweet spot during a tense battle can sometimes be troublesome. But with the ability to adjust 3D levels without so much as a pause, it’s easy to adjust given your situation. It’s nice to have, and the console excels with 3D or without.

However, there are a few things that I have a problem with. The first issue stems back to a hardware problem, battery life. 3-5 hours is abysmally low for a handheld, and this could easy push away buyers who save there handhelds for long trips – it just won’t last. Eventually either Nintendo or a 3rd party will remedy this via a battery pack or an updated console, but for those who are wanting to purchase now may question its immediate use.
The streetpass feature is also a really neat idea – you walk past someone who also has the mode turned on, then your two consoles exchange data without so much as a sound. It can be nice to open your 3DS and see your trophies have battered another’s in Street Fighter; or even that another Mii has appeared to help save the king in Streetpass quest. Yet this stems back to the battery life. The console has a short battery life as is, having to leave wireless active on the go just in case is a hard sell. This is especially hindered by the lacklustre numbers that come with every launch, coupled with UK tradition will make the occurrence rare outside of game stores. If this didn’t require that extra battery life from an already short lifespan I would love it, but for now it’ll have to stay off unless on short journeys.
A similar situation lies in the pedometer – the console needs to be on for it to work. If you take your console with you it’s generally off to start with, so being forced to ensure it’s on (using precious battery life) is frustrating. It may be necessary (I’m no technical wiz) but frustrating non the less. There’s life in this though, as for the steps you take you earn play coins which can unlock nice little features like extra AR games or rent-a-hero in streetpass quest. It’s worth doing it for the 1000 steps a day to max your cap.

I hate to end on a bad note, and for a console like this, I can’t.. I love it. The problems I’ve outlined are the only downsides I can find other than an underwhelming launch line-up, but that will soon change. I started this review aiming for a quick review, but I’m already over 1000 word. I’m just bursting with stuff to say about the 3DS. I could now easily go on for another few thousand words about just how much I love it, but I need not bore you any longer. All I can say is that if the negatives put you off, think again. They may be frustrating, but the overall package is fantastic, even for its hefty price tag. I would recommend it to anyone with only one barrier to instant purchase – the games. As innovative and outright fun games like face raiders are, they don’t quantify to such a purchase. If you want to wait for the killer apps to be released, fair enough. Prices may have changed or upgrades are release. But there’s something for everyone (even your grandma) in this little machine, so sooner or later, you should add one to your collection.

Wednesday, 30 March 2011

Witch Hunters confirmed for 2011!

Hey, just got back from the School League. Our team placed well, through to the finals, and a bit of interesting information came out of it.
During the presentation on the new Grey Knights, given after the games at this year’s School League Semi-final event (30th march) at Warhammer World, a piece of interesting information was presented. No further information was given, but it was confirmed that Witch Hunters would be hitting the shelves in 2011. Some people had doubts over whether an update would ever come, so this is a welcome progress update to many. Unfortunately I was unable to grab the photographic evidence, but this came from a designer’s presentation (Wade, didn’t catch the last name) straight from GW HQ so it’s pretty much confirmed! Good news for Witch Hunters fans.

Thursday, 24 March 2011

Think with portals. (Mini review)

With the Orange Box, most fans were anticipating Half Life 2:Episode 2 as the most attractive reason to buy it. But inside is a hidden gem in Portal, an experiment by valve which is impressive in its own right.
You play the role of Chell, a test subject for aperture science; with the promise of escape for completing the challenges set by GLaDOS, the robotic voice that echoes through the test halls. And these echoes are quite literal, as GLaDOS is the only other character in the game. It’s a one way communication but it gets the job done with entertaining dialogue between puzzles.
Where the game really comes to life is with the elusive Portal gun. It’s a simple idea where you shoot at two places to create a portal from one to the other. Puzzles start off as simple but soon become more challenging and require a bit more thought. Through the games 19 levels there’s lots of variety to keep you interested throughout. Its only going to take a few hours to get through, but it’s a brilliant system that’s definitely worth it. And once you’re done there’s time trials to do, portal limits, and advanced stages which expands upon the regular stages and gives them a new twist. The whole mechanic is simply brilliant, evolving from a simple use of portals to abusing gravity to traverse across gaps otherwise seemingly impossible. The only problem I found throughout my play through were that occasionally you knew exactly what to do, but execution of your idea takes longer than it should. This is a rare occurrence however and does not take away from the overall feel – the portal gun is fantastic.
However, don’t expect it to last you long. It is at it’s heart just an experiment, lasting but a few hours at most. With a sequel on the horizon, Portal is an essential purchase you really should add to your collection. If only it was longer.
91%

Sunday, 20 March 2011

Ratings

Just realised I’ve done a review without actually saying just what the scores mean. I’m sure you know approximately, but here’s what they mean just so you know my take on it.

0%-09% - No enjoyable moments whatsoever, treat as nuclear waste – stay well away and dispose of as soon as possible.
10%-19% - Pretty hideous. Maybe theres something hidden that may seem like fun, but really it’s still utter rubbish.
20%-39%- Maybe one of two slight moments of enjoyment, but massively flawed and best avoided.
40%-49%- A few good bits here and there, but that’s about it. Not really worth looking into from anything but a bargain bin.
50%-64% - Average at best, unless it’s a niche that appeals to you or you’ve been looking forward to it, probably worth missing.
65%-79% - A good game, but it’s just missing that special something. Still worth picking up, but a major flaw or a similar issue could put you off.
80%-89%- A great game, but not quite brilliant. If your at all interested it’s probably worth picking up, but one or two problems mean it might not be for everyone.
90%-94% - A fantastic game you shouldn’t think twice about buying. Only one or two small details prevent it from getting to the top.
95%+ - BUY THIS. Its flaws are second to none, and from start to finish the game radiates fun. If you own the console you NEED this game.
100% - I’ve been hacked. No game is perfect.

Thursday, 24 February 2011

GAME lowers 3DS in store price to £219.99

In apparent response to competition, GAME stores across the UK have lowered their price for the new 3DS to £219.99 in store. Back when the 3DS RRP was announced to be left up to retailers, GAME jumped in with a price point of £229.99 that shocked many fans at its price. Since then a fierce price war has been underway in the UK, with top store price £197 from Morrison’s, and close behind online GAME, Gamestation, Amazon and Toys’R’Us are all charging £196.99.
GAME was quoted to have said this price only affects online sales in response to online competition, but left retail price alone. This seems to have been remedied now, but at £219.99 it is still the highest on the market. Expect further cuts in the lead up to Nintendo’s new console.
Source:Text Message

Monday, 21 February 2011

Infamous review

At a glance –
Number of players:1
Age rating: 16+
Format: PS3(Exclusive)
Developer: Sucker Punch Productions
Publisher: Sony Computer Entertainment
Genre: Sandbox/Action/adventure

Empire city is in ruins after the outbreak of an epidemic, forcing the government to seal off the city and leave its inhabitants to fend for themselves. Luckily enough, you wake up with the power to manipulate electricity to your will. Do you lead the city to salvation with your newfound power, or abuse it and destroy anyone that stands in your way? This question is at the very core of Sucker Punch’s Infamous, placing you in the shoes of Cole MacGrath and leaving you to sort the mess left behind after the blast, one way or another.

Without going into too much further detail into the plot, your ultimate aim is to get hold of the “ray sphere” an orb that seems to have given you your powers in the first place. Your only lead is information fed to you from FBI agent Moya, who claims that if you find this item and save her husband, John, she will release you from the quarantine. So with Cole being the only human light bulb around, it’s time to set to work.

You’re introduced to the city from inside a colossal crater, at which you happen to be residing at the centre. The scene is but a glimpse of the entire city, which is a massive metropolis just waiting to be explored. You can quite literally spend hours swooping around, be it to grind some experience, find some of the 350 elusive blast shards to give you more energy or even just for the sheer hell of it, you’ll find hours have passed just seeing what the designers have created. It’s not without its flaws, as while the view distance is impressive textures occasionally fail to load clearly until your nearly upon them, which can take away from the impressive feel of the city at times. Regardless, the game detects what object you want to go to and takes you there, so while this takes away from some of your control it really doesn’t matter as it makes navigation faster, fluid, and outright fun. This can get annoying at times when you’re trying to be precise, but the benefits outweigh the downfalls by far.

The combat’s also brilliant, and while you start off with but a lightning bolt and blast wave it quickly develops to let you throw grenades, summon a temporary shield or even call down a lightning storm.
The game gives you new moves every time you bring light to an area of the city, and the timing is perfect in that it gives you just enough time to get used to your new power before giving you another toy to play with. You can blow up cars to deal with foes, shoot them off high buildings or even throw their grenades back at them – and the game rewards you for it with extra experience. The combat never gets boring, and it’s always a blast (sometimes quite literally.) Again, control issues can be found here and there. You could find yourself jumping off an edge when you just want to roll out the way, or unable to shoot projectiles accurately in a short space of time. Not something to worry about, but a minor annoyance that rarely takes away from the overall experience.

One great addition to the game is the karma system. You may be presented with the option to share supplies among the cities residents or scare them off and keep it all. This in turn makes you lean towards either side of the spectrum, and depending on what side you choose grants you different bonuses from trophies, cut scenes and even the moves you can use. While most choices are pretty obvious over which action will give you what reputation bonus, there are a few moments where the choice is a lot more vague. Besides small benefits like extra blast shards here and there, the main benefit of sticking to one side is how they alter your moves. He who supports the good might have only grenade at a time to ensure innocent lives are not at risk, he who would rather just create havoc can have as many as 7, creating widespread destruction with little concern for innocent bystanders. This means the side you choose affects most of what you do in combat, setting a real difference between the 2 ways of playing, even if the moves are still similar. This makes having another play through feels more worthwhile many other games out there, doing different missions and playing quite differently.

I’ve got to comment a bit more on the city itself – it’s gorgeous. You can see the effort was put in, and it’s a great place to explore, with detail everywhere you look. While you could complain it’s a bit drab in places, given the circumstances of the plot it’s fair enough. Even then, the luscious gardens or bright neon lights of the city aid to negate this. The sound fits perfectly with the mood, whatever it may be. Nothing particularly stood out as a masterpiece but the soundtrack manages to enhance whatever situation arises. The sound effects also impress, from the sheer power emitting from Cole’s fingertips to the simple swooping between buildings, every sound is satisfies by being just what you want to hear. While not perfect, Empire city is still a great place to be. When characters speak it hardly looks brilliant, but the models (especially Cole’s) are done very well.

So should you buy it? Yes. You’ll find yourself drawn in with no way out until the curtains finally close, and the games final plot twist leaves you baffled, and enjoy every moment until then, maybe even twice if changing your mood appeals to you. It’s definitely worth picking up, with potential for lasting around 40 hours if get all the trophies, and even then you may come back for a visit every now and again. It may not be perfect, but it’s still pretty damn good and worth adding to your collection.
93%

Tuesday, 15 February 2011

Generic Light VS Darkness Intro.

You've probably heard the story of light versus darkness countless times before. A tale of good vs bad, an epic story of hero pitted against villain, or even just yin and yang. Whichever iteration you know, they're all pretty much the same. Good triumphs in the end, and it's heroes are praised for defeating those threats to society (in one way or another.) This is pretty much how goodness is described, writing the "wrongs" of evildoers, however small. But arguably, if no one did "wrong" how would we know what was right? How would we know what was "good"? Who could we really trust?

If everyone was perfect by current standards, no one would stand out for modern day heroics, but this would simply be another part of daily life. People would not have role models if everyone was perfect themselves, so would not aspire to do as well. In the end, it's fairly easy to assume that in a warped kind of way, doing wrong is the right thing to do. Just look at the symbol of yin and yang, the two sides overlap by quite a margin and even contain parts of each other hidden within. Good cannot exist without evil and vice versa, so both are as integral to life as the other.

That's how I justify myself, anyway.