Gamer Review: Crash Twinsanity

 

I'm sure I saw a Hentai like this once...

 

Crash Bandicoot. Merely saying the name will send many a gamers’ mind on a trip back to the 90’s, that golden age of platformers. From Croc to Spyro, the PSOne era was a cavalcade of platform hopping, level running, thing-collecting goodness. But not a one of these were as famous as Crash Bandicoot. Tight controls and an overabundance of personality made Crash stand out from the crowd, and even to this day, many will proclaim Cortex Strikes Back and Warped (the second and third games in the series respectively) to be among the finest games ever made in that venerable genre.

The story was simple enough. Doctor Neo Cortex is trying to take over the world, and thinks he’s found the perfect plan for acquiring help: to genetically modify a bandicoot named Crash. But Crash, as is typical of a heroic marsupial, decides instead to impede Cortex’s plans. With help from his brilliant sister Coco, and his magical tiki mask guardian Aku-Aku (it was the 90’s, don’t ask) Crash stands in the way of Cortex’s plans time and time again.

Luckily (or unluckily) Cortex has help on his end, in the form of a colorful rogues gallery of mutated monstrosities including: Tiny, the not so small mutant tiger, Ripper Roo, a clinically insane blue dog in a straight jacket, and Dingodile, an Australian dingo-crocodile hybrid with a penchant for flamethrowers. Cortex also had a revolving door of right hand men including the brilliant Doctor Nitrus Brio, a meek biochemical engineer with bolts in his head who becomes an off-and-on again ally to Crash, and Doctor N. Gin, a short unstable little scientist with a nuclear missile lodged in his head. Later on, an evil tiki mask (and evil younger brother to Aku Aku) named Uka Uka joins the fray, and brings even more strange underlings into the mix.

It was these memorable personalities that made the Crash games so fun to play. But, time marches on, and like most of the idols of that lost time, Crash faded into obscurity. His license was sold off and original developer Naughty Dog moved on to other things, such as Jak and Daxter and, more recently, the Uncharted series. But unlike the others of that era, Crash still survives, and his games are still coming out with appreciable regularity. As one would suspect, several of the games after the sell off sucked horribly, but something unusual happened in 2004. Travellers Tales, then the ones developing the games (not to mention existing in a time before they became slaves to the “Lego” series of games) released Crash Twinsanity to extremely low expectations.

And what was the response? The game was…actually kinda fun. Actually, it was pretty damn good (well, according to some reviewers). Crash wasn’t back to set the world on fire, but he did have the privilege of starring in one of the more solid and entertaining platformers of the post-Playstation era.

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NOA Registers The Last Story Domain

Oh? Well, fresh of Xenoblade getting localized and set for release in Europe, Nintendo of America register the domain for Mistwalker’s The Last Story. When going to www.thelaststory.com, the URL redirects you to Nintendo’s site.

for those not in the know, The Last Story is made by Hironobu Sakaguchi and his company, Mistwalker. His company made Blue Dragon and Lost Odyssey for the Xbox 360. Cry On was 360 bound, but canceled. Here, familiarize yourself with The Last Story.

via Destructoid

Twisted Metal Gets A Release Date

I’ll just cut to the chase and tell you that the latest Twisted Metal game is coming out this year on October 4th. I’ve been waiting quite a bit for some Twisted Metal action. I would’ve gotten Black when I was younger, but I was still a scared little punk. I would’ve gotten Head-On, but I didn’t have a PSP at the time. So now’s my chance for some awesome Twisted Metal action.

With the characters shown, it looks like series mainstays Axel and Mr. Grimm are back. Black’s Dollface is featured as well (but we all already knew that). And there’s some helicopter action to be had. And ofcourse Calypso is back to be the sly ass he always was.

Grand Knights History Screenshots

Coming courtesy of a Famitsu preview, we have some screenshots of Grand Knights History. Looks like Vanillaware’s artstyle gonna feel right at home with the PSP. Screenshots after the jump

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Weekly Gaming Reflections 1 : Moondiver, Genesis Classics, Tactics Ogre, Vindictus

When it comes to gaming, the scope of possible discussions are limitless.  Periodically, I discuss music, review some contemporary games and write articles based on more current releases.  Of course, I have a periodic classic gaming project to accompany Video Game Music w/ the James in the works, but what about everything else?

Weekly Reflections is meant for those games that I don’t have room to cover entirely, but feel like talking about, because as much as I love writing about my 3DS and my Pokemans, that’s not everything I play in the course of an average week, and some of those other games deserve at least a shout-out.

This week on PSN a game by the name Moon Diver came out.  A Strider-like action game by the guy responsible for the original Strider, additions to the old formula include a RPG like leveling up system, spells scattered throughout the levels, multiple characters to play as and coop abilities.  I’m in the process of a 4 player run with some friends, and it seems that while it’s a really cool game, and the music is great, the multiplayer in particular was poorly done.  Trophies and progress made in multiplayer sessions apply only to the first player, the camera doesn’t expand to accommodate when one or two players move outside the boundaries, and if you happen to fall off screen, you respawn somewhere a little bit in the center of the screen, and if there’s nothing below when you respawn, you just keep falling down bottomless pit.  Thankfully you don’t take much if any damage, but it’s annoying.  On the other hand, single player is a blast with a camera that actually follows the player making exploration (needed to find some of the spells) a little more possible.  Also, the game tries to artificially jack up the difficulty part of the way through by spamming laser turrets that kill a character in one or two shots.

The most frustrating part of any 4 player experience.

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3DS Week 1 Impressions (Steel Diver, Super Monkey Ball 3D, Pilotwings Resort)

It’s been almost a week since the arrival of my Nintendo 3DS, a handheld which has been generating quite the buzz both positively and negatively.  During the course of the week, I have been able to play three releases : Super Monkey Ball 3D, Pilotwings Resort and Steel Diver.

Since I’m lazy, 3DS image grabbing isn’t yet my forte, video quality of the games I see played on Youtube look like shit and this is gonna be a short article anyways, I’ll spare the images this time or throw in a few boxart shots.  Like always, I’m going to try to take the middle-ground.

While I won’t entirely call the naysayers full of shit, it’s ridiculous to encourage the necessity of a “killer app” at a system’s launch.  Of course the games are going to vary from mediocre to garbage with a couple of gems in between, but hasn’t it been like that for the release of plenty of other consoles?  From the negative testimony it seems that reviewers need to pull their head out of their asses and give credit where it’s due : sure we’re not looking at grade A material, nor are they entirely shitty.  They do what they have to do and that is to showcase the early power of the 3DS.

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Anime Theater: Vampire Wars

Do you like this image? Good, because you won't be seeing it in the film.

They say that great art can be measured by the extremity of the response it elicits in the viewer. Although I can definitely see their point, I don’t agree with that since it makes for too broad a definition. This is why we get people who throw fresh produce at a canvas and call it art, which then further implies that any child with basic motor functions can create art.

But let us, for a second, assume that this definition is correct. If it is, then Vampire Wars might be the greatest work of art ever created. Why? Because it inspires such a strong feeling of revulsion that one cannot help but respond to it. It is repulsive to all six of the senses (yes, even the illusory “sixth sense” is damaged by this crap) and is a truly startling example of how to waste an hour of your life. Get ready, folks, this one is going to be a doozy.

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Vanillaware Reveals New Game, Official Site Already Up

Vanillaware, known for games like Muramasa: The Demon Blade, Odin Sphere, and Grim Grimoire, has revealed it’s latest game. Set for release on the PSP, this game is set to release this Summer in Japan.

According to 1UP, the game is a turn-based rpg, a first for Vanillaware since all they’ve been doing is action-based games. However, this one is going to have online elements too. Players will be able to go online and partake in what Project Director Tomohiko Deguchi calls “a full-on war.” Not sure how this’ll play out since this is turn-based, but I’m guessing it’ll resemble something like the ATB system in a lot of the Final Fantasy games.

So far, Vanillaware has yet to gravely disappoint me. Muramasa was good, but not as good as the phenomenal Odin Sphere. From the music on the official site, this is going to be a great experience musically.

via 1UP and Andriasang

Grand Knights History Official Site

Video Game Music w/ the James Episode 3 : Highly Responsive to Prayers

It was about three years ago… maybe four?

Hanging around with some friends on campus, my boy DJ Sebbyseb calls me over to our club’s computer with a game (actually a series) he wanted me to check out.  Being an old game for a Japanese computer system, he loaded up an emulator with the rom for Highly Responsive to Prayers, the first of a series of games that many of you should be familiar with.

Not very flashy title screen, but I love the red swirl!

The gameplay is simple : You’re a shrine maiden running on the floor, usually some eerily still outdoor area, and there’s a ball that you can interact with (shoot or slide into) so that it destroys cards similar to Arkanoid or damages bosses.  If anything touches your character – bullets, boss sprites or even the ball, you die.  Lose all your lives and you continue from the level you were on, which is great since there’s unlimited continues, but you get the bad ending for doing so, making an incentive to do your best.

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Xenoblade Coming to Europe

Is America getting this game next? Who knows. But for now, we can rejoice in knowing that Xenoblade is getting some form of localization at all. Ever since the release of The Last Story in Japan, hopes for Xenoblade getting released in the west pretty much dropped to zero. For now, no one knows who’s doing the localizing of the game. Even though Monolithsoft is under Nintendo now (which would make one assume Nintendo would do the localizing), one can hope that it gets a good transition across the…big mass of land (dammit Europe, almost had me thinking of oceans!)

via Destructoid

Music of the Month: March

Let me start off by saying that I’m no music expert, we already have someone like that on the site, but I can appreciate a good song. Video games can have some great soundtracks, and I’m sure fellow gamers have had certain game tracks stick out or even go as far as to leave an impact. So I figured, why not do a segment where I pick one or two songs I really enjoy from games I play that month. If others like, they can post their favorite songs of the month as well in the comments section and we’ll all have a nice playlist to listen to. But I think that’s enough of an introduction, let’s starting listening.

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Review: Pokemon Black and White (Black Version)

If you know me, then you know how I feel about the Pokemon games. I’ve been playing Pokemon since Blue came out, and back then I loved every second of it. Battling with my friends, becoming the pokemon league champion, and catching every single pokemon were all parts of this great pokemon journey.

Then as the games kept coming, I slowly started to feel less and less enthusiastic with each new release. Eventually, it came to the point where I started to grow tired of the series, as it felt like more of the same. Sure, there were new pokemon and additions to the games, but ever since Gold, the magic was gone. I wasn’t going to play Pokemon Black/White, but a friend convinced me to give it a try and now here I am, after 50 in-game hours, about to talk about how Pokemon Black made me feel like that young boy who first embarked on his journey to become a pokemon master.

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Marvel Vs Capcom 3 Review

Sound

First let’s start with the soundtrack. The game offers a lot of cool remixes to the old school, and newer versions of mvc, mvc2, and street fighter franchise soundtracks. Some of these tracks do go unappreciated because the sounds characters make are much to loud to appreciate the soundtrack. For example, Guilty Gear is, in my opinion, the only fighting game that really has a perfect balance of stage music and character sounds. Fortunately Capcom has provided a nice gallery mode that allows game music enthusiast a chance to listen to all the tracks.

Graphics

The game isn’t lacking in the graphics department at all. When I originally saw the style, I was very worried that the Capcom characters wouldn’t fit the comic book art style. However, from Amatarastsu to Zero look amazing. The art style is a new take on the water color style that appear in games like: Ultimate Spiderman and Prince of Persia 2008. I am even more impressed that the art style stays consistent; even during an insane hyper combo. Characters aside, the stages are a huge step up from mvc, and mvc2. The stages are composed of active sceneries that are detailed down to the rocks on the walls.

Gameplay

I hope you brought out the popcorn folks, and don’t forget the salt because I have a ton of things to say on this section. When I had first learned of the simplified, Tasunoko-esq, button system, I was highly dissapointed. Now that I have played the game for some time, I am even more dissappointed. I understood that capcom wanted to take a new approach to the way MVC3 would be played. But I find the button system the equivalent to playing ddr with your hands. Even in mission mode, most combos are composed of this ‘tap tap tap’ combos that are cool to look at but boring to execute. Mission mode further supports my point because if you into the Mission for every character, they have the same beginner combos. The only variation lies in the later combos, which only change because everyone has different supers. Unlike in mvc2, most people will be executing their combos like the next guy.

When gamers first pick up the game, everything will be new and exciting; however, this feeling quickly fades when gamers comprehend on the mechanics and realize that every match will almost be played the same way. Everyone comes out like metaknight from Smash Brothers Brawl; guns blazing and constantly repeating the same moves over and over again with little to no variation. Now if the person is winning, they will continue with their metaknight strategy. If they are losing, they turn into chungli from Super Street Fighter 4; an aggressive turtler. This is mainly due to the fact that majority of the cast can operate from almost full screen. I would go through the whole cast, but I will just mention the most popular characters: Arthur, Taskmaster, Storm, Sentinel, Modok, Magneto, dr doom, trish, hsien -ko, deadpool, and dante. Furthermore, even characters that you would think would not have this ability; have some shape or form of it. For example, Captain America and his annoying ass shield.

I do have something good to say about the fighting system, but it isn’t what most people would expect. The timing of execution is much stricter and I do appreciate that.

Replay Value

Ironically, this game has a pretty high replay value. But, not the kind we are used to from Capcom. He replay value of this game is more like Final Fantasy and Dragonquest, rather than Street Fighter 4. This game is great to play if you would like to collect things and unlock all the goodies in the gallery section.

Final Thoughts:

Overall the game is definitely worth playing and purchasing. In the long run, this game will not live up to the hype and glory of MVC2, but it will have an amazing run. Recently Capcom patched the game. With this patch, Sentinel has lower health, and Akuma’s infinite has been removed. This shows me Capcom has high expectations for this game and that they are listening to their fans. But this in conjunction with the boring combo system, the game might end up only being enjoyable with frequent updates and content additions. Not that this is an overall bad thing. I just was expecting a more complete game; especially from Capcom.

Super Monkey Ball, What Happened to You?!

Two hours, twenty seven minutes. That is how long it took me to finish all 8 worlds in Super Monkey Ball 3D, including failed attempts to beat the worlds using one continue each according to my 3DS activity log. That’s 80 levels.

I shouldn’t be this disappointed after finishing a launch 3DS game. After all, it’s a new system, and the first games are always a hit or miss. Typically features are a little on the weak side and that really doesn’t bug me. So what is it about Super Monkey Ball 3D that leaves me unsatisfied?

Ever since the Gamecube’s launch, I have been a fan of Super Monkey Ball. The first has hours upon hours of possible playing time between the challenge levels and the minigames (which at the time were lacking). A sequel was quickly released that added more levels, gimmicks and minigames and maintained the charm while adding different environments and a story of sorts. Then came the forgettable Super Monkey Ball Adventure, after which Sega apparently learned their lesson and went for only one game per console, around launch time (with subsequent releases losing gradually more fans). There was the DS one, a Wii version that boasted 50 or so minigames, and to be honest wasn’t bad at all. The music was awesome, especially for the bosses… in short, I have nothing but fond memories of the first two for the cube and the wii game.

Part of the magic was that it appealed to the many facets of myself as a gamer. If I just wanted a relaxing environment to chill in and just roll around like an idiot or play random sports games with monkeys, there were tons of options even in the earliest of the series. If I wanted something a little more hardcore… then I was in for a treat, aiming for the incredibly hard to access master levels (still haven’t made it to any set of those sadly). There was more than enough material to keep me entertained while having that seemingly impossible goal to constantly aspire for.

Have my not perfect, but also not amateurish skills in the series carried over to the 3DS? Maybe it was only easy because of that, otherwise I might have enjoyed the steady learning curve like any older Super Monkey Ball…. but I doubt it.

Level design is where this game falls flat on its face. Sure it gradually becomes harder and worlds 5 to 8 are pretty/borderline fun, but they are all essentially the same thing with a different color or design. Obstacles range from small bumps on the floor to bumpers that bounce you off stage to super bumpers that propel you into the damn background. That’s it. They look different for each world, but there is no other imagination put into the traps. Floors might curve and bend, but most have guardrails. The floors are also much less dynamic than the earlier games with less moving platforms, less rotating platforms and no disappearing/reappearing platforms or anything slightly more advanced. But at least there are some cool 3D effects like the lasers flying around in world 8.

When I got bored of challenge mode and went to look at the minigames available, I was shocked to see only two : Monkey Race and Monkey Fight. Monkey Fight immediately reminded me of a cheap knockoff of those Shonen Jump DS games. Monkey Race reminded me of a poor man’s Mario Kart – if you hold the accelerator while the race is beginning you spin out of control and there’s items to use too! I don’t remember the minigames being so lacking.

See, I’m trying to defend the 3DS launch lineup while other people are crapping all over the games. I really want to say that these are great games the way I said Pilotwings 64 and Wave Race 64 were awesome launch games despite being lighter in content. I can’t defend this horribly mediocre game.  Even watching these videos as I link them to parts of my text make me sad to watch the gradual decline.

Hope Pilotwings and Steel Diver don’t disappoint when they come in tomorrow.

Review in Progress #5 : Pokemon Black/White (White played, DS)

Status : Main game cleared, Time – 52:42

Final Team : Braviary (55) Reuniclus (50) Zekrom (50) Chandelure (56) Scolipede (50) Seismitoad (50)

Pokemon removed from my final team but still get an honorable mention : Zebstrika, Simisage, Emboar (Thought Zekrom was mandatory, otherwise, he’d have been on the final team)

Still enjoying the boxart!

If you want to see my initial impressions of Pokemon White, look at my article comparing and contrasting that and Okamiden where I gush about how awesome it is. Do those original feelings remain, or did the second half of the game ruin the magic?

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