WarioWare: Move It Review - I Am Merely Okay To Move It Move It

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WarioWare is a series built on gimmicks. The very idea of "microgames" on the Game Boy Advance was a silly, novel idea, and every iteration since then has tried to match that gonzo style. At this point, the real measure of a WarioWare game is how well the new schtick works to deliver its frenetic rapid-fire games. For WarioWare: Move It, Nintendo has repeated the pose-based games from the Wii's WarioWare: Smooth Moves. But while the games are as wacky as ever and frequently hilarious, many of the poses (or "Forms") themselves are too complex--which creates friction for the players and sometimes even for the Joy-Con controllers.

The unusual nature of the pose mechanic is apparent right away when the game asks you to acclimate yourself to holding the Joy-Con controller in a wonky sideways position: face buttons inside your palm or facing outward, controller turned to the side so that your thumb is positioned to hit the ZL or ZR button. If you imagine you're on a gameshow like Jeopardy where the contestants have buzzers, that's basically how this feels. You can't really reach the face buttons, but you don't need them. Instead, everything is controlled by motion, sometimes also involving the ZL and ZR button, and very rarely, the SL and SR buttons located on the rail.

The odd hand positioning appears to be in service of better motion sensing, allowing for a wider range of poses than we saw in Smooth Moves on the Wii. And to its credit, the gameplay does get a lot of mileage out of finding new ways to integrate these poses into different types of competitions. You might be asked to switch from holding your forearms perpendicular to your body (Choo-Choo) to putting your hands up at your cheeks (Lovestruck) to posing with one hand at your head and another at your side (Fashionista). What's most impressive about the array of poses is how often Move It makes them feel natural in the context of the microgames. The game won't know if you aren't playing along fully, but you'll naturally perform the motions better if you commit to the bit.

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Star Ocean: The Second Story R Review - Back to the Future

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The Star Ocean franchise has been an underappreciated one within the Japanese RPG genre. Despite being around for more than 25 years, it's never had the breakout success that elevated it to new heights, as something like Persona or Tales have had in more recent years. Many longtime fans consider 1999's Star Ocean: The Second Story to be the best entry, and now Square Enix has remade it for modern consoles. Star Ocean: The Second Story R is a remake that manages to not only have the retro feel of its older PS1 and PSP incarnations, but also make it feel fresh with new battle mechanics, as well as audio and visuals updates. It may not be the big break that’ll finally make the Star Ocean franchise explode in popularity, but it’s a fine Japanese RPG on its own terms.

The Second Story's plot follows an energetic young man named Claude C. Kenny and a caring young girl named Rena Lanford. After disobeying his father's orders and touching a malfunctioning piece of teleportation equipment, Claude accidentally lands on a backwater planet called Expel, runs into Rena, and has to protect her from a monster. These two characters are the core focus of the story, and their respective motivations and situations make for great plot drivers. In an effort to find a way to return home, Claude agrees with the local village to investigate the Sorcery Globe, a mysterious meteor-like object that crashed into Expel, causing the surrounding area to be infested with monsters. As he’s from a technologically advanced society, he thinks that the object could provide clues on how to get off of Expel. Rena, meanwhile, is an orphan and hopes to uncover more of her own past, as she is the only person on Expel to be blessed with natural healing powers.

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Alan Wake 2 Review - A Miracle Illuminated

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Calling a game ambitious can come with an implied caveat. A game with great ambition can be something that reaches high and far, but can also be one that doesn't quite get there. Alan Wake 2 is one of the most ambitious games I've ever played, but don't misconstrue that, as it doesn't fall short of its lofty goals. On the contrary, Alan Wake 2 achieves virtually everything developer Remedy Entertainment set out to do. It's a game that feels novel and risky that is executed with confidence and a clarity of vision. The end result is a one-of-a-kind sequel that redefines its series, blazes trails in video game storytelling, and stands as the monument to a studio that has unlocked its potential to the fullest.

Picking up 13 years after the original game's events, Alan Wake 2 is made with two audiences in mind: those who may be new to its mystery-laden plot and those who have been decorating figurative cork board with red strings in their minds for over a decade. This is a smart way to broaden appeal to a bigger audience that Remedy executes by splitting the game into two campaigns, both unfolding using an unconventional structure.

In one campaign, FBI special agent Saga Anderson arrives at the once-quaint Bright Falls, Washington to investigate a series of disappearances and ritualistic murders. Saga is joined by her partner, Alex Casey, and becomes the perfect proxy for the uninitiated as she is soon enveloped in the juxtaposition of Bright Falls' understated but haunting atmosphere and its quirky and often upbeat townsfolk. Turning over crime scenes in an unsettling forest rich in folklore, Saga's storyline combines the rustic foreboding feelings of The Blair Witch Project with the unflinching grit of a Fincher-esque dark crime drama. The other campaign, meanwhile, sees you play as the titular Alan Wake and picks up in a nightmare realm called the Dark Place, where Alan has been trapped since the end of the first game. This malevolent space feeds off of art and memories alike, creating a personalized prison for all who enter it.

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Metal Gear Solid: Master Collection Vol. 1 - Kept You Waiting, Huh?

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Metal Gear Solid and its sequels are seminal titles in the history of video games, pioneering the 3D stealth-action genre in conjunction with an ambitious approach to cinematic storytelling. Replaying them again after more than 15 years put me in a state of constant surprise as I was reminded how much each game is still ingrained in the recesses of my brain. From finishing lines of dialogue I hadn't heard since the PlayStation 2 was brand-new to being able to navigate the winding corridors, air vents, and layered depths of Shadow Moses and Big Shell like the back of my hand--it's clear how much of an impact the series had on my youth, and I know I'm not the only one. Because of this, the Metal Gear Solid: Master Collection Vol. 1 feels important, both as a means of historical preservation and as a nostalgia-fueled time machine for one of the most influential series of all time.

Konami has certainly assembled an impressive assortment of games for this bundle, beginning where it all started for creator Hideo Kojima. The original 8-bit Metal Gear and Metal Gear 2: Solid Snake--as well as the standalone NES version of Metal Gear and the non-canonical sequel, Snake's Revenge--are all included in the Master Collection. Having been released in 1987 and 1990 for the MSX2 computer platform, Metal Gear and Metal Gear 2 are showing their age--though surprisingly not to the point where their archaic design renders them unplayable. Played from an overhead 2D perspective, ranged combat is inherently clunky due to your restrictive four-way movement, and any missteps are at the mercy of an unforgiving checkpoint system. Despite these flaws, however, there aren't many aspects of either game that feel so antiquated that you can't get something positive out of playing them. It helps that the controls have been updated and unified for this collection, with both triggers letting you access either the items or weapons in your inventory, much like they do in the Metal Gear Solid games. Other than this, Metal Gear and Metal Gear 2 are unchanged from the originals.

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Payday 3 Review - Turning Up The Heat

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The iconography behind a handful of thieves donning twisted masks during a violent heist has transcended many forms of media, but they're nowhere more recognizable through a gaming lens than in the enduring Payday series. This cooperative heist simulator borrows elements from some of the best in the genre but has consistently offered a distinct spin on the ensuing chaos by delivering memorable and elaborate jobs for you and your friends to pull off. It's been a long time since the last entry in the series, in part due to Payday 2's long-standing post-launch support, but in its third entry, wholesale overhauls to its formula are impeded by a lack of content and a baffling progression system.

Payday 3 once again rounds up the familiar band of thieves for another handful of assorted heists, this time strung together by a loose and entirely uninteresting plot about a conspiracy that takes itself far too seriously. It contrasts poorly against the absurdity of the jobs themselves, each of which takes place in a relatively grounded location but often requires absurd steps for completion. Coupled with the comical number of cops you'll face most of the time and the ridiculous gadgets you'll employ to break into vaults and locked-down crypto wallets, it makes the narrative tying everything all together feel like it's from a different game.

Thankfully, it's one of the least important aspects of this revamped cooperative shooter, which redefines what a successful heist is in the first place. All but one of the game's heists can now be completed entirely without firing a bullet, giving a savvy team of four the chance to think about circumventing security cameras or hiding from nosy guards and achieving the perfect getaway in the vein of Ocean's Eleven. Payday 2 players might recall that this was technically possible in the previous title, but it often required gear that only unlocked much later in the game to achieve the exact same objectives that going loud did anyway. Payday 3 splits the path of passive and aggressive with unique objectives for each, comfortably shifting from the former to the latter when the jig is up and you're forced to don your masks and brandish a weapon.

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