Archive for the ‘Reviews’ Category

The Desolate Room

Sunday, January 11th, 2009
Desolate Room
By Richard Pilbeam

The Desolate Room, Windows, Scottgames, 2008

You know those bits in martial arts movies where the impulsive young hero keeps insisting he’s ready to master the ultimate power, but his all-knowing mentor claims he lacks training and discipline? That’s how I feel during the first ten hours of almost every computer RPG ever made. My Baldur’s Gate wizard started with one spell and a piece of wood. My World of Warcraft rogue had to fed-ex parcels before she stood a chance against the local wildlife. Final Fantasy X made me wait until the second last town before I could customize my equipment, made worse by the fact one of my party members apparently knew how to do it all along and had only just twigged that it might be useful. Look, game, I’ve been playing RPGs for over fifteen years now. I, and others like me, am responsible enough to handle more than one new menu option every five hours. The elemental forces of the universe will not be unbalanced by my reckless misuse of the Bard class. Read the rest of this entry »

Cornerstone

Sunday, January 11th, 2009
Cornerstone
By Robyn Fleming

Cornerstone, Good Company Games, 2008

My friend Brandy and I sat down at the Good Company Games booth at RinCon (see my con report in this issue), attracted by the brightly-colored pieces of their debut product, Cornerstone, and expecting to spend a few minutes playing a simple-looking game. We got up an hour or so later, and a few minutes after that I was purchasing my own copy.
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Barbie as the Island Princess

Tuesday, February 5th, 2008
Barbie the Island Princess

By Robyn Fleming

Barbie as the Island Princess, Activision, Nintendo DS, 2007

Not long ago, I played my very first Barbie video game, Barbie in the 12 Dancing Princesses for the Nintendo DS. It’s a platformer, and though I am notoriously bad at jumping and generally loathe platformers, I actually enjoyed it. And I really enjoyed the storyline, which featured a princess saving her sisters and her father through the use of special dancing shoes which represented the unique interests and skills of the princesses.

So I was pretty excited to play the most recent Barbie video game, Barbie as the Island Princess. Unfortunately, it was a major disappointment.
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Dreamfall: The Longest Journey

Tuesday, February 5th, 2008
Dreamfall

By Teresa Lee

Dreamfall: The Longest Journey, Empire Interactive, Windows , 2006

Does Ragnar Tornquist think he’s George Lucas? Because Dreamfall would appear to be the equivalent of The Empire Strikes Back in what will be The Longest Journey series, which has at least one more installment on the horizon, as well as an MMORPG spinoff. I don’t want to spoil anything, but if you go in expecting a happy ending, or any resolution, you will be disappointed. I’d have to call this game The Longest Trailer; It has a powerful story, but it can’t stand on its own without the first game or promise of a sequel. If you haven’t played the first game, you really should before you even think about picking up this one. Dreamfall assumes you know what happened in The Longest Journey, and as much character development as there is in this game, you won’t care or understand any of it unless you’ve had prior experiences in this world. Read the rest of this entry »

Lower Regions

Tuesday, February 5th, 2008
Lower Regions
By Robyn Fleming

Lower Regions, by Alex Robinson, published by Top Shelf Productions, 2007

The first thing I really noticed about Alex Robinson’s Lower Regions is that the nameless warrior-woman protagonist appears to have armpit hair. She also has a fairly genre-standard set of women’s armor – something with a short skirt and a low neckline – but I’m so used to seeing that kind of outfit in fantasy media that my eye tends to skip right over it. But armpit hair? Really? Couldn’t be, I thought. It must be her somewhat unkempt tresses peeking out from behind her arm. But still…
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Super Mario Galaxy

Saturday, January 5th, 2008
Super Mario Galaxy

By Ariel Wetzel
Super Mario Galaxy, Nintendo, Wii, 2007

Super Mario Galaxy is the most intuitive game right out of the box that I’ve played since Katamari Damacy. Galaxy pushes the platform genre by getting out of up, down, left, and right. Direction is relative as Mario moves through space, and gravity simply flips out from under him. Use of space and gravity, combined with a beautiful world, inviting two-player mode, and the inherently engaging Wii remote, is what makes Super Mario Galaxy so dang fun.

Bee Mario

I found Super Mario Galaxy to be best experienced with others; if you’re a social gamer, Galaxy has a built in active role for your co-pilot with the second controller in “Co-Star Mode”. Your “Co-Star” uses the second Wii remote to freeze enemies, literally point where to go, make Mario jump, and collect and shoot Star-Bits at enemies. As one friend pointed out, youngest sisters and brothers everywhere are going to get a lot of play time in with the second controller. At my less hierarchal household, we took turns passing the controller back and forth when we beat a level or died as we worked on the same save file.

Galaxy is a great game for bonding with your friends. However, something feels a little empty when turning it on to game alone without anyone to see how bad-ass you are for tickling a bee-queen. (My opportunity to play actually came from a fellow gamer bored playing solo; I borrowed the game from a friend because he was bored after beating the game and didn’t want to go back and collect the remaining 60 stars to unlock the playable Luigi.)

Super Mario Galaxy is fun and approachable for nongamers; the dimensions give Galaxy a bit of a learning curve. Whereas my gamer instincts let me pick up the remote and scale a sinking tower while upside down, friends felt a bit of vertigo watching Mario slingshot into space.

flying mario

Super Mario Galaxy actually has a pretty good story for a platform Mario game. The tired Bowser-captures-Princess plot is rehashed and not especially compelling, not to mention Bowser’s intent to force Peach to live by his side is disturbing and inappropriate. What works for the story is that what Mario does in game–collect star-bits and stars–makes sense with the story. Mario is helping a woman named Rosalina, the watcher of stars, repower her spaceship so that he may travel to confront Bowser.

I never expected a Mario game to be so beautiful. The world-building is fabulous: levels are collections of colorful planets and shapes floating over a bright constellations. The music, tranquil and orchestrated, is reminiscent of Epcot Center, and indeed playing Super Mario Galaxy like a theme park ride, disorienting, but delightful in its engaging details. Show this game off: it’s an essential title for the social gamer.

Retro Review: Pitfall!

Saturday, January 5th, 2008

By Abby Wilson

Pitfall!, Activision Games, Intellivision, 1982

I’ve always wished that the Intellivision was more well-known. Most of the games on it were ported to other systems at the time (most famously Burger Time), so its owners weren’t getting any sort of exclusive feeling of superiority (unlike many Xbox 360 owners I know today – get over yourselves, Halo 3 is boring). Pitfall! is one of those games – I’m fairly sure it’s appeared on almost every game system in existence, including the Intellivision, which is actually the only version that I’ve ever played.

The story is reminiscent of Indiana Jones, that archetypical adventurer. You are Harry Pitfall (at least he wasn’t named after the dog!), and you are adventuring through the jungles of South America. Treasures abound, but watch out! Large rivers filled with hungry crocodiles block your path, rolling logs threaten to mow you down, and cobras stand ready to take your life. Also, there is an underground passage with some brick walls and a scorpion. It’s hard to know what purpose all of these serve, but Harry knows what he wants: all of the treasure he can find.

The game is a basic side-scrolling endeavor, with the fun twist that you can go either left or right at the start of the game, making it feel as if the jungle is vast and easy to get lost in. It is. Your goal is to collect as much treasure as you can in twenty minutes, while avoiding pitfalls, scorpions, and other natural hazards. Each piece of treasure gives you points, while every time you get hit by a barrel or fall down into the underground causes you to lose points. On top of all of these complex things to remember, you only have two lives. Want Harry to learn how to swim? Lose a life. Want to see that giant scorpion (seriously– it’s half as tall as you!) up close? Lose a life. The jungle is dangerous, my friends!

I’ve also never beat this game. Why? I have very, very little patience for it. The Intellivision controller is not famous for being responsive; the river of swear words that fly out when I miss a jump by one pixel is epic. Also, there is no music to accompany you. It adds to the immersion, I guess, but when I’m being eaten by crocodiles I’d really like to be able to hum a catchy 80′s tune. I also really want to know why there are brick walls underneath the jungle!

There has to be some sort of odorless gas that gets released every time I play this; when I turn the game off in frustration, I swear that I’m just going to play He-Man next time. And yet, every time I go to the basement to turn the Intellivision on, my view turns to Pitfall. “Maybe this time I’ll be able to beat it,” I say, as if my memory has been completely wiped. “Maybe I’ll find the end of the jungle.” I never do, and I don’t think I ever will.