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Shütshimi review (PS+)

14th April 2016 By Qazimod Leave a Comment

Shütshimi is both a game with a comforting level of familiarity and something with unique gameplay elements that set it apart from other titles in the genre. It’s a horizontally-scrolling shoot ’em up that started out on Xbox Live Indie Games but was recently made available for PS4 and Vita owners via the Instant Game Collection of PlayStation Plus. However, rather than presenting you with conventional levels that take between five and ten minutes to complete and have a natural sense of progression, Shütshimi is close to Wario Ware in terms of gameplay – it’s USP is that the player must survive ten-second “waves” of enemies broken up by shopping excursions between waves where the player picks a gameplay modifier from those on offer. Some of these modifiers are helpful, others can prove to be problematic, and the vast majority of them have text descriptions that are near-useless in telling the player what they do during waves. Even this shop has a timer that’s only a few seconds long, so you often find yourself picking the first thing that sounds like it might be useful and then hoping for the best.

The happy unpredictability of Shütshimi

Shutshimi

On paper, it sounds like it should be a recipe for disaster that results in a mess of a game, but the hopeless perk descriptions and variety of waves turn what would be a run-of-the-mill shoot ’em up into something that’s a lot less predictable. One perk taks about the opportunity to have “way more friends” in the next wave, and I thought that this might be a positive – maybe the description meant that I would have Gradius-style Options with me or something – instead, this perk ended up flooding the screen with even more enemies than usual. Other descriptions are a bit more blunt and easy to predict, particularly the ones that grant you traditional power-ups such as rapid fire, laser shots or a shotgun, and eventually if you play the game enough you start to see through some of the more misleading descriptions. However, even when you know what’s coming the shop timer forces you to make quick decisions and these can lead to mistakes when selecting modifiers – consequently, the gameplay rarely becomes stale. Outside of the shop items there is extra variety in the music, backdrops and enemies, but the overall style of the game is consistently charming and has a sense of humour that’s inclusive and rarely crass. (One modifier does replace the background and some items with “butts”, although even this is presented in a simple cartoon fashion and can’t really be considered overly offensive.)

Shütshimi – a chaotic novelty

Shutshimi

Shütshimi might sound chaotic and haphazard but there is some form of structure and progression in the game – every few waves you encounter a “boss” with a large health bar, but since you only have a few seconds to do damage, you sometimes have to wait for the boss stage to come around a few more times before you can drain the health bar completely. This makes “learning” the shop item descriptions valuable in the long-term, since you eventually learn to know when a boss encounter is coming and try to select high-damage or rapid-fire modifiers in anticipation of the encounter. Even when you’ve defeated all of the bosses there are extra difficulty modes to unlock and try out, so there’s a bit more depth to Shütshimi than the cheap and cheerful indie stylings might suggest. At the same time, I imagine that the novelty of the game will wear off quicker for some gamers, and anyone looking for more structure and progression in their shooters might be disappointed. For those people, there are games such as Velocity 2X and Resogun, but if you’re subscribed to PS+ there’s no harm in trying this out.

Shutshimi

Shütshimi is currently available for free during April for PlayStation Plus members

Filed Under: Games, Reviews Tagged With: games, indie, PS Plus, PS4, shmup, shoot 'em up, Shütshimi

Weekend Box Set: Black Sails

10th April 2016 By Dan Thornton Leave a Comment

Black Sails has to tack a particularly perilous course. Not only does it act as a prequel for Treasure Island, but it also weaves in a number of real historical characters from the Golden Age of Piracy.

The series is set approximately two decades before the start of Robert Louis Stevenson’s famous novel, and centres around two famous pirate monuments – the real port of New Providence Island, and the infamous Captain Flint played by Toby Stephens. The ten episodes of the first season largely focus on the hunt for a Spanish treasure galleon, and introduce the main cast including a number of relative newcomers. Principal among them is Luke Arnold as a young John Silver yet to lose a leg and gain literary infamy, along with Zach McGowan portraying the real Charles Vane.

With producers including Michael Bay, it’s not surprising that the show initially tended to impressive visuals. But it also hinted at deeper stories and character arcs which pay off with the more accomplished second and third series. Most notable is the backstory of the famed Captain Flint, explaining exactly why he seems determined to not only wage war as a pirate, but also aims to bring down the British Empire itself. We’re not alone in attempting to understand Flint – Silver and Billy Bones both need to figure out how to handle their leader, whilst the merchant rulers of the port of Nassau make claim to knowing his character whilst still being surprised by it.

Much like the Wild West, the Golden Age of Piracy was surprisingly brief, considering how it has lived on in history and the imagination. It began with the privateer Henry Every in 1696, and ended by the late 1720s. In addition to references to the founder of piracy, we also see interpretations of ‘Calico’ Jack Rackham and Anne Bonny. The relationship between Rackham (Toby Schmitz) and Bonny (Clara Paget) is one of the high points of the series, as they bicker, fight but remain loyal to each other even in the midst of a love triangle. In reality, it was fellow female pirate Mary Read, but Black Sails has substituted Max, who at a relatively tender age has ascended from prostitute to influential brothel madame and business owner.

It’s not giving too much away to say that other notable pirates make an appearance. One of the most vicious of all pirates, Edward ‘Ned’ Low made an underwhelming appearance in season two, squandering the talents of Tadhg Murphy. But when it comes to the notorious Blackbeard himself, it would be impossible to include Edward Teach without him having an a major impact on the tale. We also see a version of Benjamin Hornigold – notable pirate turned pirate hunter, and witness why he might have made the switch in the context of the fictional series, if not why it happened in reality.

What’s fascinating is how you can see events slowly unfolding towards setting the scene for Treasure Island, and knowing the fate of the historically-based and Stevenson’s fictional characters – whilst also being surprised at the twists and turns of the plot. Some fates are adapted from what is known from historical records, whilst the fictional creations of merchant-governor Eleanor Guthrie, the ascension of Max, and a whole separate world discovered in season three allow things to veer off in unexpected directions. When something does steer back in the direction of Stevenson, it’s an almost welcome return to the familiar. Especially when it’s presented as an almost unnoticeable addition to the crew or a seemingly small decision which only makes sense when you’ve read Stevenson.

If nothing else, it’s more likely to inspire you to read and research the real historical events than the likes of Captain Jack Sparrow. It’s extremely violent in places, as befits the subject. The modern cast are doubtless more aesthetically pleasing than the real prostitutes and villains of the age, but that’s a good thing given the fairly frequent nudity and sex scenes. And it has to be said that the combination of filming in South Africa and CGI do produce some amazingly beautiful and striking scenes.

And the opening credits, featuring an intricate sculpture crafted entirely from digital special effects and a theme by Bear McCreary will definitely transport you to a different time…

Black Sails is available to watch via Amazon Video/Amazon Prime

Black Sails: Season 1

Black Sails Seasons 1 and 2 are also available on DVD, with Season 3 due for release in September 2016.

Obviously you can take your pick of the different version of Treasure Island by Robert Louis Stevenson available. But it certainly still stands the test of time as a gripping story of adventure and piracy on the high seas.

Filed Under: Reviews, TV & Film Tagged With: Amazon Prime, Black Sails, Box Sets, DVDs, Michael Bay

Beat Da Beat review

15th March 2016 By Qazimod Leave a Comment

Beat Da Beat sounds like it should be the kind of thing that fans of scrolling shooters and rhythm-action games should instantly enjoy. Originally launched for mobile devices but released on Steam this month, it’s a shooter that features catchy electronic music and elaborate bullet patterns, but in Beat Da Beat the action is synchronised to the music, so you might have enemies moving in time with the beat, enemies appearing onscreen at the start of a bar in the music, notes being fired out in time with the main melody, and more besides. So whereas something like Rez would base rhythm on player actions – delaying shots slightly to fit in time with predetermined melodies, for instance – Beat Da Beat has a fixed rhythm to its gameplay that is influenced by the soundtrack. The interesting side-effect of this approach is that in order to learn a stage in Beat Da Beat, you almost have to learn the song. By failing and replaying the same stage repeatedly you begin to get used to the patterns, and you know that when those four bars finish, that large enemy is going to appear onscreen and attempt to ruin your day.

Beat Da Beat but Wait Out Da Miniboss

Beat Da Beat

The music in Beat Da Beat heavily leans towards electronica more than any other genre, so there are lots of melodic beeps, some pumping synthy sounds and contrasts between slow dubstep rhythms and faster beats. Considering that the aesthetic of the game is as traditional as you can get – spaceships and laser guns abound – the soundtrack suits the game really well, although if you’re not a fan of electronic music you might not warm to the tunes as easily. In order for the fusion of shooting and music to work well, stages often have timed set-pieces – for instance, you may have to defeat a miniboss during one phase of the song, or enemies may fly away if you haven’t destroyed them in the next few bars. This makes sense in a way, as the music isn’t going to wait around for you to finish destroying those enemies. That said, most of the enemies have some kind of health gauge that depletes as they take hits, and so when a miniboss arrives with no lifebar it’s not clear whether you actually have to deal damage or just survive the onslaught until the miniboss flies away and the music moves on.

Beat Da Beat and Buy Da Upgrades

Beat Da Beat

With a soundtrack of mostly enjoyable music and lots of satisfying bullet patterns to navigate, Beat Da Beat is one of the better examples of this kind of game. It may seem a bit simple at times and the mouse control is unusual, but the shooting is fun and the upgrade paths mean that even if you get stuck somewhere you can keep replaying and earning ingame currency for upgrades (and the costs are always reasonable, so there is never an absurd amount of grinding.) My only slight issue with Beat Da Beat is a purely aesthetic one – most of the time ships fly onscreen and attack in time with the music, and the effect is great. However, sometimes that effect is applied in lazier ways, with bullet patterns just appearing out of nowhere for the sake of accompanying the music. You can still have fun avoiding these bullet patterns, but you just wish they were coming out of something rather than merely “existing”, and it feels a tiny bit lazy. Nevertheless, Beat Da Beat offers plenty of fun for a reasonable price, and it’s a worthy addition to anyone’s shooter collection.

Beat Da Beat

Beat Da Beat is available now on iTunes, Google Play and Steam. More information on the game can be found at http://www.beat-da-beat.com/.

Filed Under: Games, Reviews Tagged With: beat da beat, games, indie, pc, shoot 'em up, shooter, steam

Reality Fighters review (PS+)

3rd March 2016 By Qazimod Leave a Comment

Reality Fighters is a videogame, and videogames can deliver some great experiences when it’s obvious that a game has been built around the host machine’s controller and what it can do. Think about how Super Mario 64 made it fun to simply move around the gameworld with the N64 controller, or how Mad Maestro for PS2 features one of the most novel uses of the clickable DualShock sticks in any PlayStation rhythm game. Novel functionality can’t guarantee a hit though, and when something like the PlayStation Vita comes along, there is so much potential in the device’s features that you’re inevitably going to find some gimmicky titles as well as gems such as Tearaway. If you’re one of the people who bought a Vita on day one, you’ll remember that the European launch greeted owners with traditional games such as Wipeout and Rayman…and then there were games like Reality Fighters. Whilst it takes advantage of other Vita features such as motion control and touch-based interactions, the USP was the ability to take a photo of your face and put it on a fighting game character.

Reality Fighters is nonsense

Reality Fighters

Before I go any further – how does that even make any sense? In fighting games, the characters aren’t just central to the gameplay, they also provide so much of the game’s identity and help to make it so memorable. No-one outside of hardcore NFL fans would care about the identity of every player in a Madden game, but before you get a feel for a fighting game character’s moveset, you might just pick the one that looks cool, or wacky, or outlandish, or different. No, the real value in the photo-faces comes from taking pictures of celebrity images so that you can have brawls between Taylor Swift and Channing Tatum…but I digress. Swapping faces in a fighting game doesn’t revolutionise the genre, it changes the graphics slightly, and so once the novelty has worn off you’re left trying to enjoy whatever gameplay is there.

Reality Fighters is rough

Reality Fighters

And it’s not great. Normal moves are limited in their application and variety, hit spark effects are weak and feel slightly delayed, your character jumps like they’re on the moon and backdashes feel oddly sluggish. Even if you can get used to the fighting (mercifully, special move and super inputs are fairly easy to execute on the d-pad), the Vita gimmicks present in Reality Fighters still prevent you from having any fun – tilting the handheld makes the camera look around freely rather than locking to a fixed plane, and so if you move the handheld a bit too much or are on a particularly bumpy bus journey you could quickly find yourself looking at the characters’ feet and not knowing what’s going on outside of the shot. In fairness, the Scenario Lock options offer some control over this, but there’s still no way of switching this tilt feature off completely, and even with the lock you can still be backed into a corner and not see everything that’s going on.

Reality Fighters – in conclusion

Reality Fighters

I get it – Reality Fighters is a Vita launch title designed to show off the hardware gimmicks… but this should have been a free demo with two characters, one stage and basic AI, not a retail game that someone actually put in a box and gave to store owners to put on their shelves. Anyone looking for a decent fighting game is going to buy Ultimate Marvel vs Capcom 3, and anyone looking for novel experiences that are only possible on Vita will play Tearaway. Still, if you’re willing to put up with the weird tilt camera and don’t mind a simple button basher, it’s still easier to get on with than other AR titles such as Invizimals.

Reality Fighters is currently available for free during March for PlayStation Plus members

Filed Under: Games, Reviews Tagged With: fighter, games, Reality Fighters, vita

Street Fighter V review

20th February 2016 By Qazimod Leave a Comment

Street Fighter typifies a certain kind of mindset when it comes to immediacy in games. You hear it from the console gaming crowds (although SFV is available for both PC and PS4) – why spend time fiddling with INI files and downloading drivers and patches when you can put in the disc, press the button and go? It’s just like the arcades, they say – you put your coins in, pick your characters and within seconds you and your friend are enjoying a few rounds of Street Fighter with minimal amount of fuss. Such a strong legacy and association with immediacy has to bode well for Street Fighter V, surely?

Struggle Fighter

Street Fighter V

On day one, Street Fighter V greeted its players with missing features, occasional disconnects and long wait times where you don’t know if the game is actually doing anything or if you need to close the application and start over. Those who are able to get into one of the game’s available modes and start playing will find SFV to be very enjoyable… however, my first impressions when drafting this review led me to believe that I had bought an entertaining and refreshing fighter experience shackled to a wonky infrastructure that was struggling to hold everything together. Being able to play in the training or story modes whilst the game searches for online opponents is a great feature that worked well in the later SFIV games, but when this leads to connection errors terminating your play session in a single-player game mode, it can be frustrating.

V is for Very fun

Street Fighter V

And it’s a shame that I have to start the review in this way, because when you aren’t getting tied up in technical issues SFV is great fun. Matches are fast-paced, normal moves are more damaging than before (and more satisfying as a result), the animations and effects are excellent, and the roster has something for everyone. Whilst there are a few new faces, the classic characters are still given a slight twist with the V-System abilities. Have you ever wanted to play a Zangief with armour abilities or an R.Mika that powers up her throws by delivering peppy monologues to the viewer? SFV lets you do these things and more. The V-System takes the playfulness of USFIV’s Omega Mode and turns it into a standard mechanic, making every match satisfying in its own way.

It’s a gameplay feature that adds a lot to the game, but even without it Street Fighter V has one of the most well-rounded casts in a Street Fighter game for a while, where none of the initial 16 fighters feels like a wasted character slot. Coming from Street Fighter IV – which in its latest Ultra iteration features eight “shotokan” characters (loosely built from the Ryu template of “fireball, dragon punch and hurricane kick”) – the amount of variety here is welcome, and whilst charge and grapple characters exist in the game, you won’t be asked to perform triangle-input supers; Zangief’s 720 is about as intimidating as the motions get. Combined with the forgiving motion interpretation of SFV, this means that you’ll rarely suffer from input anxiety when playing random select sessions with a friend. Admittedly, this could all change when new characters get introduced as DLC, but for the moment it’s a great cast.

The faces and places of Street Fighter V

Street Fighter V

However, not everyone wants a Street Fighter V review that’s all movesets and gameplay systems, and happily the presentation of the characters and the environments is excellent. Even though SFIV’s fighters already had a charming cartoony quality with their bright colours and lively animation, each fighter in SFV’s roster immediately has a lot more personality, whether that’s from the way they behave in their idle stance, the facial expressions during more spectacular moments in fights, or just extra lighting and texture detail offered by new-gen technology. Elsewhere, the stages often impress – a lot of fuss may have been made over the dynamic, changing environments before release, but the backdrops have plenty of detail and colour irrespective of the stage interactions that may be triggered during matches. Whether the presentation and style of SFV will be as memorable as that of its predecessor remains to be seen, but generally matches are as enjoyable when spectating as they are when playing.

Fighter fun

Street Fighter V

What all of this means is that in-between a rushed front-end and some flaky activity behind the scenes, there’s a really fun fighting game, and the gameplay modes that are present on release can make idle evenings disappear in a flash. The single-player challenges offer incentives with in-game rewards, the battle lounge presents a simple but pleasing environment for two players to enjoy casual matches, and CFN works well at creating a unified player base amongst PC and PS4 owners. One mode that’s less impressive is the tutorial: much like the one seen in later betas, it covers movement, jumping, attacks, throws, guards and the V-System – however, it doesn’t mention stun, EX moves, Critical Arts (the equivalent of super combos), crush counters (unique attacks that send opponents reeling and leave them as open as they might be after a focus crumple in SFIV) or other advanced techniques, and with no manual in the retail PS4 game, that can be a problem. There’s still a lot in the game to keep players occupied though… and despite concerns about online play, I see fewer connection errors every day so I’m hoping that things will only improve. If you’re looking for something with the quality and robustness of Ultra Street Fighter IV, it might be worth waiting until the missing features get patched in, but if you just want to enjoy a new and fun Street Fighter game and accept that a few rough edges need smoothing out in time, it’s still worth a look.

Street Fighter V is out now for PC and PS4. More information can be found at StreetFighter.com and Capcom Unity

Filed Under: Games, Reviews Tagged With: capcom, fighter, games, pc, PS4, Street Fighter, Street Fighter 5, Street Fighter V

Narcos Netflix Original Series Review

19th January 2016 By Jason Scott Leave a Comment

I can almost picture the TV executive spinning round in his office chair, puffing on a chunky cigar before poking a finger at the producer across the desk…

‘People like bad guys.  Give me Walter White, Tony Soprano, Don Draper.  Give me a drug-dealing gangster.  Give everything a slightly yellow tint… and set it in the past!  People love that!’

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This kind of reductionist idea pilfering (which I like to call the ‘ITV Approach’!) is easy to see in the make-up of the Netflix original series Narcos.  However, to judge the production on its obvious inspirations would be grossly unfair when the finished entity has every right to stand shoulder-to-shoulder with the finest shows available on the subscription video service or elsewhere.

A meeting of two worlds

Told through the voice of a Columbia-based DEA agent and narrated with a distinct Goodfellas flavour, Narcos follows the country’s extraordinarily successful cocaine trade and the gangs that profited, lorded over by the long shadow of the infamous Pablo Escobar.  Mixing genuine archive footage and photographs alongside the drama, the sprawling yet taut storyline serves to educate as well as entertain.  The result is a feature that manages to touch upon documentary territory without ever losing forward momentum for its main purpose, the drama.

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Each act builds on layers of shock, twists and moments of stomach-churning tension – sensations due in no small part to a quite brilliant performance by Wagner Moura as Escobar.  From his very first appearance, the sheer reach of Escobar’s influence over life in Columbia is made terrifyingly clear with his tentacles infiltrating every avenue of public life – as portrayed, a ‘godfather’ of an entire country.

To its credit, Narcos is richly capable of producing moments of empathy when, for example, witnessing Escobar’s dreams of legitimacy crumble under the weight of his past.  For each rise, a fall, as any built-up emotion or understanding is just as easily taken crashing down to Earth with the scale of the atrocities carried out in his name.

Less of an anti-hero and more of an anti-human, the man completely dominates every scene.  In fact, the characterisation is so strong that although we are consistently presented with likeable and varied supporting characters, the periods in which Moura’s Escobar is absent can make sections of an episode feel incomplete.

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This is most pronounced during the home scenes of agent Steve Murphy and his wife, Connie.  Despite their best attempts to ground the show in the familiar, they sometimes struggle with what is a rather heavily telegraphed storyline driven by little more than sheer bloody-mindedness.  It’s unfortunate that you can spend much of their screen time wishing they’d pop on a plane back to the States so that you can get back to the infinitely more interesting tale of the ‘narcos’!  Thankfully, rather than being an integral part of the tale itself, it is clear that their home life is merely a vehicle used to give the story – and the viewer – a sense of normality.

That said, it is a minor, even nit-picking complaint.  Likewise the fact that Narcos rattles along at such a pace that long periods of time flash by in a single episode.  Given Narcos’ strengths, it may appear odd to complain when episodes cram too much into an hour rather than expand on plot points as you’d expect.  But it does occasionally leave an impression that important events are glossed over in a rush to get to the next development.

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Beyond that questionable tempo, the positives far outweigh the negatives.  Columbia is a stunning country and the sumptuous visuals, not least the sweeping vistas of the city of Medellin buried deep within the mountainside, are a regular treat.  The locations and attention to detail in recreating this turbulent period of history will make you fall in love and feel terrified of Columbia in equal measure.  Narcos’ majestic, swooping landscape shots combine with brutal scenes of innocents caught in the cross-fire and a few almost unbearably tense stand-offs to leave a lasting impression of a paradise gone awry.

By the time you reach its conclusion, Narcos will leave you with an empty cavern in your stomach – a desperate need to see what transpires next and a nagging temptation to read up on the real-world subject matter.  I for one am trying to resist a quick Google lest I spoil any further series for myself.  In Netflix’s growing library of self-produced programming, Narcos deserves to sit front and centre; a lush and unflinching portrayal of a country whose natural beauty was too good to be true.

Recommended.

Filed Under: Reviews, TV & Film Tagged With: drama, factual, narcos, netflix, original series, series 1

Pokémon Picross (3DS)

5th January 2016 By deKay 1 Comment

Picross e, then Picross e2. Picross e3, e4, e5 and – as you’d expect, e6. You’d be forgiven for thinking that developers Jupiter were stuck in a bit of a rut, but as a massive fan of the series of Japanese puzzles, you must understand that the inevitable e7 was high on my shopping list. Surprise! There’s no e7, as Jupiter have gone Pokémon, with Pokémon Picross.

Pokémon Picross: Can you tell what is is yit?

Can you tell what is is yit?

If you squint, it’s more of the same. Instead of the usual pixel art representations of toilets and anchors and chickens, they’re all Pokémon. You probably guessed that was coming. In itself, it’s not a bad thing as any more picross – to a picross aficionado – is always welcome. It doesn’t matter what the hidden picture actually is anyway, as it’s all about the journey. Snorlax or snooker table, who cares, right? Right. Especially since the game is free!

Only Nintendo stuffed the game full of IAPs, didn’t they. Artificial paywalls to progress, as already seen in other 3DS Pokémon games – Pokémon Rumble World and Pokémon Shuffle. In those games the in-app purchases merely served as ways of speeding up the game progress, and Shuffle at least was perfectly completable without ever busting out your eShop wallet. I was expecting the same here, and since I’d play only a handful of puzzles a day in the e-series games thought this would see me through. Sadly, this is not the case.

Pokémon Picross: The first one is always free

Liberally plying you early on with Picrites (the in-game currency) to show you how you can unlock more areas, puzzles and Pokémon slots, the flow soon slows to a trickle with each completed puzzle only rewarding you with 6 or 7. That’s a best-case scenario as in order to get the maximum number of Picrites from a puzzle you need to fulfill some requirements, such as use certain Pokémon. In turn, this leads to repeating the puzzles as you can’t always max them out on your first attempt. This might be fine in other types of games, but you really don’t want to be redoing picross puzzles. You wouldn’t redo a crossword, would you, and It’s the same here. To open up the next area of Pokémon, with each area home to around six or so beasties, you need a large number of Picrites. 70 or 80 for the earlier areas, and as you only get 6 or 7 per puzzle some quick maths shows there aren’t enough puzzles in each area to stump up the Picrites to unlock the next, and that’s before you start spending them on other in-game stuff. The solution: Pony up real actual money. Cunning Nintendo. A few more Picrites are handed out in the daily challenge puzzles, which are boring, randomly generated and pictureless, and you get a handful more for achievements, but it’s still not enough to get through without tedious repetition.

Pokémon Picross: It's a shame they missed a trick and didn't make the map itself a giant picross puzzle.

It’s a shame they missed a trick and didn’t make the map itself a giant picross puzzle.

The other changes to the standard e formula are less intrusive, with the puzzles themselves following the same style, right down to the same font, used in the older titles. Whereas before you had the option to automatically display one row and one column before you started, and had blue “number hinting” to help with determining if you had available moves, these features now manifest in the form of Pokémon moves. Collect the creatures by solving their puzzle, then set up to six of them (providing you stump up the precious Picrites necessary to open all the slots) at a time to be used during other puzzles. These moves can activate those traditional abilities as well as new ones, such as a “scattershot reveal” or a correction tool. Some have cooldowns meaning they can only be used once in a period of (real) time, and some only apply to certain puzzles sizes, so catching them all is once again on the cards. It’s actually quite good fun and a welcome twist. In fact, as you work through a single area you realise how much you’re enjoying it then BAM! You run out of energy.

Did I not say? I’m sorry. That’s right. Energy. Every tile you place in each puzzle drains one unit of energy, and you only have a finite amount. Before you even reach the paywall at the end of an area, you hit another paywall because you can’t play any more as your energy is depleted. You can wait until the next day for it to be replenished, of course, or you can splash out on some more of those naughty Picrites and bypass the forced pause in play. A double-whammy of painful penny pinching.

Pay ALL the money

One thing you can’t money your way out of is the control system. Although you’d expect that filling in picross puzzles with a stylus makes more sense than a d-pad and button combo, to someone who cut their picross teeth on Mario’s Super Picross on the SNES the stylus is An Unnecessary Item. In the e games, you can choose your input mechanism of choice, and in Pokémon Picross it would appear you have the same option. It’s a façade: You can only use buttons to solve the puzzles, and most of the rest of the UI requires a plastic stick or finger to operate. There’s no reason for it, it’s annoying, and it’s a thoroughly confusing design decision. It sounds a small complaint, but after you’ve pressed B for the n-teenth and “Use the stylus!” has flashed up yet again, it grates.

Pokémon Picross: Like previous games, puzzles vary in size.

Like previous games, puzzles vary in size.

As a free game it could get a lot of slack for things like this, but the game isn’t free. To get fun out of it you’ve no real choice but to buy some Picrites. When you look into the Picrite shop, you can see that if you spend enough money, they become free from then on, effectively buying the game outright. If you want to get onboard with this way of paying for your Picross game, it’ll set you back around £30. The older e titles are nearer a fiver. Just sticking Pokémon in it does not mean they’re worth an extra £25, especially since you can almost buy all six Picross e games for the cost of Pokémon Picross. And, frankly, that’s where your money should go instead.

Filed Under: Games, Reviews Tagged With: 3ds, picross, Pokemon, review

Things to know when playing Freedom Wars (PS+)

17th December 2015 By Qazimod Leave a Comment

If you are a fully paid-up member of PlayStation Plus and own a PS Vita, there’s a good chance that you will have added Freedom Wars to your instant game collection at the start of December. However, PlayStation Plus has a tendency to turn the most attentive gamer into an easily-distracted person who sees free games as things to be picked up, fiddled with and discarded so that they can move on to something else. I’m every bit as guilty of doing this as anyone else out there, but as someone who bought Freedom Wars on release day, I can’t stress enough how important it is that you give Freedom Wars time to ease you into its world.

freedom wars

This is a game that has you fending off giant Abductor bosses in one mission and playing CTF the next; a game that has stealth sequences as you sneak around the Cell Gardens and bombastic battles out on the streets. It’s a game that feels like a straightforward action title when you’re out on the field, but has tons of resource management, looting, gear research, upgrading and customisation when you’re back at base.

The Panopticons of Freedom Wars

freedom wars
Admittedly you can get the measure of what Freedom Wars is generally going to play like after a handful of missions, but the spectacle of battles, tactical variety in the loadouts and interesting characters and setting are all things that help draw you back for more. As someone imprisoned in a penal city state known as the Panopticon you must complete various missions to reduce your sentence of 1 million years and gain various rewards. However, everyone in the Panopticon is in the same situation as you, and so you eventually team up with other characters and work together on the various missions. Gameplay sees you moving and looking with the twin sticks, whilst the face buttons handle attacks, dodges and any expendable items you’re carrying. You also have a grappling hook known as a “Thorn” which helps you scale environments and drag Abductors to the ground. As the game continues you’ll recruit more characters to pick in your team of four, gain rare materials to use when manufacturing supplies and open up additional customisation options.

Streamlined action

freedom wars
During the months leading up to its release, a number of people were comparing Freedom Wars with Monster Hunter. I’ve never really enjoyed the MH series that much, but if the comparisons are accurate, then Freedom Wars is probably the game I wanted Monster Hunter to be. The scope might not be as grand as MH, but that works in its favour for players looking for something more streamlined and action-oriented. Additionally, I’ve always been disappointed at the fact that very few Vita (and PSP) games use the online functionality to its full potential – choosing either to do some adhoc gameplay feature or online stat comparisons, for instance. Even so, a few games deliver a much more well-rounded online experience. Phantasy Star Portable 2 on PSP was one such game; Freedom Wars is another. You can easily search for and join games with three other players, and once you’re connected the Panopticon acts as a lobby so that you can check your gear and items before the host selects a mission and you head off together to complete it. Whilst the AI team-mates are relatively competent, completing missions with other players is every bit as satisfying, and the game also ties multiplayer effort to your story mode progress by giving you an item which you can use in the single-player game to instantly complete it if you’ve already gone through it in multiplayer. So if you’re looking for an entertaining action game on Vita and you’re willing to soak in the slow start, Freedom Wars is recommended.

Filed Under: Games, Reviews Tagged With: action games, freedom wars, vita

Superbeat Xonic Review (Vita)

26th November 2015 By Qazimod Leave a Comment

2015 might be recognised as the moment in gaming’s current generation when rhythm-action made a big comeback thanks to the release of Guitar Hero Live and Rock Band 4. However, you don’t have to fill your home with more plastic instruments to find new and interesting music games from this year, as proven by this new PlayStation Vita title…

superbeat xonic

Superbeat Xonic is a rhythm game from Nurijoy, and whilst that name might not be immediately familiar, the nature of the team becomes more significant when you realise that Nurijoy was formed from former employees of Pentavision – the studio behind the DJ Max series of PSP rhythm-action games.

Few of the DJ Max games made it over to the West, but their gameplay is as far removed from the likes of Rock Band as you can imagine. With a pared-down presentation and relentless streams of notes, they actually feel closer in style to the golden era of Beatmania. Happily, Superbeat Xonic has made its way here courtesy of Rising Star Games. This new game follows in the spirit of DJ Max and Beatmania, despite a radically-different interface and new input methods.

superbeat xonic

Flicking and Holding

Superbeat Xonic presents players with a tube-like view that is split into four or six segments depending on the game mode selected. With two or three segments on either side of the screen, the game suits touchscreen play surprisingly well. If you’ve ever played Elite Beat Agents, you’ve probably found yourself in situations where you’re enjoying the goofy story and pop classics but also cursing the fact that your fat fingers reach for notes in one corner whilst covering incoming notes in another. Here, the only areas you need to touch are on the edges of the screen, and all of the notes come from the centre of the screen. It’s a smart interface for a touchscreen rhythm-game and it makes playing songs much more enjoyable.

The notes also take advantage of touch input effectively – as well as tapping and holding notes, you can find yourself flicking yellow notes in a certain direction or holding a red note and following the ‘tail’ with your finger as it snakes up and down the side of the screen. With all of these different note styles it makes for a busy and varied game, but the responsive touch controls mean that it never becomes frustrating. One of the gameplay modes also has you pressing L and R at times in addition to handling all of the touch commands – as you’d imagine, this isn’t a mode for beginners.

superbeat xonic

Cheesy but likeable

The songs themselves are as far removed from Singstar and Rock Band as possible. There’s hardly anything here you will have heard of, but the selection of J-pop, fusion, rock, dance and more has plenty of cheesy yet likeable tunes.

The regular play mode sees you gaining experience and levelling up as you continue to complete songs, which in turn leads to more songs and customisation options to unlock. Additionally, there are challenge modes (beat a certain score, complete a song without missing a certain number of notes, etc.), leaderboards and even gameplay modifiers that, for example, give you a better multiplier or let you miss some notes without dropping a combo. Some of the challenges are quite demanding even with modifiers, but there’s plenty of enjoyment to be had from the regular play mode.

Depending on your preferences, one possible word of warning is that this game lacks the character and personality of something like Rock Band or Persona 4 Dancing All Night and some people might not appreciate such stark presentation. Then again, anyone used to DJ Max or Beatmania will know to expect things like that. If you’re looking for pure rhythm-action fun with lots to do and a touchscreen interface that actually works, you could do a lot worse.

Superbeat Xonic is now available from the Playstation Store for £34.99 – a boxed edition is planned to be released in the future.

Filed Under: Games, Reviews Tagged With: music games, playstation, ps vita, rhythm action, superbeat xonic, vita

The Prodigy: The Day Is My Enemy (Expanded Edition) Review

23rd November 2015 By Qazimod Leave a Comment

The Prodigy album The Day Is My Enemy (Expanded Edition) was released on November 10th and features all of the songs from the The Day Is My Enemy album as well as a selection of more than twenty bonus tracks. Some of these remixes have already been made available through other EPs, but there’s also a lot of new content available here.

cover for The Day Is My Enemy Expanded Edition

The Day Is My Enemy and Roadblox

The album’s title piece is treated to four remixes, beginning with the Liam H Remix (featuring Dope D.O.D) which adds a hip-hop flavour and extra vocals whilst maintaining the strong basslines and beats of the initial release.

The first of three album-closing edits of the title track, the Caspa Remix opts for a slower dubstep-style rhythm and rearranged samples. Next, the Chris Avantgarde Remix introduces calmer beats, piano breaks and noisy synth sounds for an interesting combination. This is followed by the LH Edit, which doesn’t sound amazingly different from the original, so it’s not really a big standout.

Despite some positive aspects at times, the full complement of TDIME remixes didn’t really resonate with me because I was never a massive fan of the original to begin with. I did, however, quite enjoy the raps over the Liam H remix, and I’d recommend it even if you never listened to the original song that much

Elsewhere on the album, Roadblox gets a couple of edits courtesy of the Jaguar Skills Ninja Terminator Remix and Reso Remix. There’s also a live recording from this year’s SONICMANIA festival. However, I wasn’t too fond of these tracks; they’re not particularly bad, but the original Roadblox was already a great track with plenty of energy and variety, and the remixes don’t really add much to what is already a solid tune.

Shut ‘Em Up and Ibiza

A welcome surprise on the album is Shut ‘Em Up – this isn’t a remix or instrumental of a track from the original TDIME; instead it’s a mash-up between the Invaders Must Die’s Stand Up and Public Enemy’s Shut Em Down. You’d think this would be an unusual combination but it ends up working much better than might be expected, and is easily one of the highlights from the Expanded content.

There’s also a previously vinyl-only instrumental courtesy of Ibiza It was already a great song on the original album – but as most of that greatness came from the rambling vocals of Sleaford Mods, it loses a lot when reduced to the underlying rhythms and melodies.

Wild Frontier and Nasty

The remixes of Wild Frontier and Nasty are plentiful, yet they aren’t really worth talking about to a great extent because they have already either circulated around the Web via exclusive streams or featured on the aforementioned EPs. Even so, if you haven’t listened to them then I can recommend the excellent Spor Remix of Nasty that drops in a drum ‘n’ bass beat and reinvigorates the song with even more life than before. With its faster samples, pared-down arrangement and relentless rhythm, the Wilkinson Remix of Wild Frontier is another highlight from the remixes on offer.

It would have been easy for people to see this expanded collection as little more than a lazy way of making more money from The Day Is My Enemy due to the way in which so many tracks were already released on previous remix EPs, but there’s enough extra content around the recycled works that it works out as a decent collection that’s good value for money.

If you liked The Day Is My Enemy when you first listened to that album, this Expanded Edition is definitely worth picking up as the energy and diversity of the original tracks are reinvigorated theough the compiled remixes. It’s currently only available digitally but as each of the previous Expanded Edition albums have seen physical releases, there’s always a chance that this could end up on CD as well.

Currently priced at £8.99 on iTunes, you get thirty-six tracks on the album – about fifteen of which are from the original album, with others either being new additions or material from the EPs – so there’s a lot of content for a reasonable price. It’s certainly worth picking up if you don’t own The Day Is My Enemy already, and even if some remixes don’t cater for your personal taste, there are plenty of others that you’re sure to enjoy.

Find out more about The Day Is My Enemy (Expanded Edition) at TheProdigy.com

Buy The Day Is My Enemy (Expanded Edition) from iTunes

Filed Under: Music, Reviews Tagged With: album, day is my enemy, EP, music, review, The Prodigy

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