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Cosmic Bump Review

Cosmic Bump
Developer: Orca, Inc.
Publisher: Chillingo
Platforms: iPad, iPhone (reviewed), iPod Touch
Release Date: September 13, 2012
Price: $0.99 USD (HERE)

Overview 

Cosmic Bump. It looks like Angry Birds, is cute like Angry Birds, and does its best to not be like Angry Birds despite being obviously inspired by the portable gaming phenomenon. Chillingo’s latest release is definitely not the most original idea out there, but can solid gameplay foundations pave the way for a successful lift-off, or is this spaceship going to crash before it even leaves the launch pad?

Gameplay

Cute, furry bir… er aliens, have run out of battery power for their spaceship and have crashed onto various planets that serve as stages for levels upon levels of physics-based puzzling fun.

Yes, the keyword there is fun. The game may be similar in concept to a lot of other titles on the iOS platforms, but Cosmic Bump manages to draw you in like very few other games. I’ll admit I went in pretty sceptical… 45 minutes later I had to get off the train and stop playing, but I just didn’t want to.

The game excels in its simplicity.

It’s so easy to pick up and play: each level is vertical, as in you hold your phone like you normally would, not in landscape mode. At the bottom of the screen is cannon in which you load your cute aliens; slide your finger left and right to change the cannon’s direction and swipe down to change the power of your shot. Your aim is to collect all the little battery power orbs floating around the map while using as few aliens as possible.

That means that each and every level is actually completable with just one, well-placed shot, and getting that shot off is not only immensely satisfying, but it’s also rewarded in game, as Cosmic Bump borrows the three-star trope from other games, but the system by which you get the stars is much easier to understand. Use just one alien, you get three stars, use two and you get two, use your third and last alien and get one.

Of course, it’s not as easy as it sounds. As you progress through the game’s levels you’ll encounter various obstacles and mechanics that help or hinder your cause. The most obvious are barriers that you’ll have to try and avoid with well-place wall bounces when you shoot your aliens out of the cannon. There are also flying saucers that operate a lot like barrels in Donkey Kong, in that they’ll move around, waiting for you to tap the screen to release your alien. Time it right, and the saucers will help you clear a level with impressive style, but time it wrong and you’ll cringe as your alien goes splat on the ground below. There are also pinball-esque flippers and bounce-pads which you’ll either need to use or avoid based on the level.

Essentially, Cosmic Bump takes a simple gameplay formula that could be called a cross between Angry Birds and Peggle and adds little twists and complications that make for a dreadfully entertaining time. It’s odd, when the idea behind a game is so simple that really anyone could have come up with it, that it just makes you want to keep playing. I never found myself bored, and, dare I say it, some of the puzzles actually gave my brain a little pause before I could figure them out. That’s not to say it’s hard, but Cosmic Bump isn’t out to pander to your children. It’s a game which, much like some other great iOS games, revels in simplicity and is all the better for it.

Audio & Visual 

Yes, it looks like a cartoon. At this stage complaining about the lack of distinctiveness in the art styles of iOS games  is practically a moot point. Cartoon sells, so it’s what developers keep doing.

Thankfully, Cosmic Bump is not a lazy cartoon style. It’s not the crummy kind found in some other titles, the kind that makes it look like the art director was a 16-year-old boy using Java in his mom’s basement. That’s not to say the graphics are fantastic, but they are definitely not a slopped together mess of colours. The art does the job, and the cutesy aliens will definitely get a “nawwww” as you watch them splat unfortunately on the ground when you mess up.

The game’s background music is catchy while you’re listening to it, but it’s not annoying/good enough to be stuck in your head for hours. An honourable mention once again goes to the design behind the aliens dying. The “sploosh” is cartoony enough that you don’t cringe, but boy do you feel it when you make a mistake.

Overall

Cosmic Bump is not a game that will be raved about at the end of the year, nor will people recall it for its originality and great strides forward. What it does provide is a simple experience that’s all about fun. There’s nothing more satisfying than successfully clearing a level with three-stars. The game’s all about style, and it makes you feel like a pro from the moment you pick it up. It’s not going to change your gaming life, but Cosmic Bump will give you exactly what many iOS gamers are looking for: some fun bang for your hard-earned buck.

8-5-capsules-out-of-10

Company of Heroes 2 Digital Collectors Edition Announced

THQ have just unveiled their Digital Collectors edition and pre-order bonuses for the upcoming strategy game developed by Relic, Company of Heroes 2. The bonuses include things like vehicle skins and collectables for other games on Steam.

The digital collectors edition will include a bunch of goodies to go with the game, including access to the first three content packs that will be released later on in the games life-span, a “Command Pass”, exclusive tank skins, an exclusive badge for their profile and digital versions of the first Company of Heroes and it’s expansions.

The Command Pass is essentially an item that allows for players to download new exclusive multiplayer maps and to participate in special events. The Command Pass will also be available post-release for purchase.

Be sure to check out the official site for more info.

TGS 2012 Preview of Fist of the North Star: Ken’s Rage 2

We at Capsule Computers got a chance to preview Tecmo Koei’s game Fist of the North Star: Ken’s Rage 2. It is similar to a lot of other games you see from Tecmo, in that it involves a lot of punching, kicking, and general awesome combos. It looks very impressive, Ken slams around a lot of his martial arts moves and takes down hordes of his enemies in fell swoops.

It’s great for letting off some steam, and if you’re a fan of other Tecmo games, you’ll definitely enjoy this one. There’s just something so satisfying about killing a hundred men, with its Chuck Norris-esque proportions. As to be expected, there are supers, and quite a few combos you can use, giving you the perfect tools to cut through the army of men you find yourself coming up against.

Check out the video below of the gameplay of Fist of the North Star: Ken’s Rage 2. Ken’s Rage 2 is set for release on Playstation 3, Xbox 360 and Wii U in December 2012 for Japan, and February 2013 for the US. For more information on Fist of the North Star: Ken’s Rage 2 keep tuned to Capsule Computers.

Make sure to check out the rest of our TGS 2012 coverage HERE!

Digimon Adventure Trailer Released by Namco

Digimon Adventure is a bit of an oddball title for Namco Bandai to publish in the east. Sure, Digimon will sell regardless, but using the aging PSP as a platform for a title that could do well on the Vita is certainly head-scratching.

Today, a new trailer was released for Adventure, which of course follows the story of the first season of the show, and acts as a celebration of the beloved series for it’s big 15th anniversary. Watch the clip below, and hopefully this title will see some kind of localization…but don’t hold your breath.

Stan Lee’s ‘Verticus’ Unveiled for iOS

Earlier this week, at the second annual Comikaze Expo in Los Angeles, Stan Lee unveiled Verticus; an iOS game currently in development at Controlled Chaos Media. Stan Lee’s Verticus, as it’s being represented, is being produced by POW! Entertainment – of which Lee is Chairman and CEO – and published by relatively new mobile publishers Moonshark.

The game follows new hero Verticus as he descends from outside the Earth’s atmosphere in order to stop an Alien race called the Obliterators from completing and detonating a planet-destroying device called the Cosmic Fuse. The problem is, no mere human can stop it because it’s being built in the Earth’s core. No one except for Verticus. Along the way to reaching, and hopefully deactivating the Cosmic Fuse, Verticus must dodge obstacles and enemy attacks and neutralize them as he free-falls.

Stan Lee voices the ‘Mission Commander’ 
Verticus’ high-tech, heat resistant (and Tron-reminiscent) suit is what allows him to survive travel into the Earth’s core. Stan Lee’s Verticus is “an infinite faller” in the words of Moonshark’s chief executive Matt Kozlov. The game is set up in “phases” with each phase being a loop down, through and back out of the Earth as Verticus repeats this process in order to defeat more enemies and defuse more bombs. The phases will progressively get harder and harder, and was compared by Kozlov to the iOS game Temple Run. Players will be able to upgrade their suit and abilities through the collection of orbs and coins, and can compete for the highest score and longest over all distance traveled with their friends, presumably via Game Center.

To check out a quick first-glimpse at Verticus’ gameplay, watch the teaser trailer below!

Source: LA Times

LA-MULANA Leads this week’s Nintendo Downloads

LA-MULANA is one title a lot of us thought we would never see appear on the Wii, but thankfully, it has been released in all of it’s glory and can be downloaded for 1000 points, which is fantastic price considering the exploration romp clocks in at over 40 hours of gameplay.

Next up, a surfing sim of sorts has hit the 3DS by the name of Rising Board. Yeah, it’s a bit odd to see such a title, but for $2.99, there is little risk and the game itself looks decent enough as it stands to warrant a look. UFO Interactive have also launched their LED handheld inspired retro-pocket, which includes 8 different games to partake in that are sure to give Game & Watch fans a nostalgia trip for the $4.99 price-tag.

Other than software, this is the last call for downloads of Pokedex 3D, which will be ending it’s run on the 3DS soon for it’s much more advanced kin that will be launching closer to the release of Pokemon Black & White 2. A demo is also available for THE “DENPA” MEN: They Came By Wave, which is an interesting little RPG that launches on the service on September 27th.

Microsoft Renews Killer Instinct Trademark

In what could be a great sign for all Killer Instinct fans yearning for more from the long stagnant cult-hit fighting franchise, playXBLA has revealed that the trademark for Killer Instinct has been renewed. No solid news has been heard of Killer Instinct since the days of the Nintendo 64, on which the last entrant in the series, Killer Instinct Gold, was released.

PlayXBLA is organized and run by Microsoft Studios, and is a hub for official Xbox Live Arcade news. An official quote given by Microsoft on the Killer Instinct trademark reads; “We have either renewed or refiled a trademark application in various jurisdictions.” Though the K.I’s rights were originally held by game developer Rare, Rare was bought out by Microsoft in 2002. And given the fact that Nintendo – Rare‘s previous part-owners – did not create Killer Instinct themselves, Rare would have retained its trademarks going into the buy-out from Microsoft.

This development does not necessarily signal a sequel…it could very well be Microsoft protecting its brand. However, considering that playXBLA are the ones who broke the news, chances are that we will be seeing Killer Instinct on the Xbox Live Arcade, most likely as a remake or re-release of either of the two main titles (or maybe both). It’s better than having no Killer Instinct at all, and could potentially build to a long-awaited sequel if any uninitiated Xbox 360 owners play it and become new fans, creating an extended fan-base clamoring even louder than ever before. It would be hard to ignore.

Anyone a Killer Instinct fan? Would you buy a K.I. or K.I.2 remake/re-release? If so, I’m not even going to ask if you want a sequel…that’s obvious.

Mortal Kombat Co-Creator Joins ‘A Bit Lucky’ Zynga

In what might seem like an unlikely announcement, Mortal Kombat co-creator John Tobias has been hired by mobile gaming juggernaut Zynga. Tobias is now the Zynga San Diego studio’s Creative Director. This comes alongside news of another acquisition; California-based A Bit Lucky will now work under the Zynga banner.

These acquisitions serve as further steps in Zynga’s venturing into the “mid-core” market. The 20 person plus team at A Bit Lucky were already working on a multi-platform, multi-player title called Solstice Arena, and will continue to do so at Zynga. As for John Tobias – the ‘Saibot’ of Noob Saibot – Zynga states that he “is already working on a cool new mid-core game”. And he’s exactly a stranger in a completely new territory as former Midway colleague Mark Turnell will undoubtedly set him at ease with a familiar face to work with.

Tobias has been “out of the game” for a while now, more specifically since closing down his development house Studio Gigante back in 2005 after releasing Tao Feng: Fist of the Lotus and WWE Wrestlemania 21 for the original Xbox. What kind of influence do you think this “purveyor of video game violence” will bring to (the decidedly PG by comparison) Zynga?

Source: Zynga

Dragon’s Dogma: Dark Arisen announced as a full title[Update]

We’ve already heard before that Capcom is planning on making Dragon’s Dogma a full series after the success of the first game and now it seems that they are going to be doing just that. Today during Tokyo Game Show Capcom revealed that they will be releasing a new Dragon’s Dogma game called Dragon’s Dogma: Dark Arisen sometime in the future. It is worth noting that the player character in the first title was called “The Arisen” so start guessing about the plot now.

Currently there are only a few small details out about the game, such as the fact that it is in fact a full game and it will be coming out on the PlayStation 3 and Xbox 360. Those who played the original Dragon’s Dogma will be able to transfer their saved data across, though what exactly will be transferred has not yet been revealed. Dragon’s Dogma: Dark Arisen has been announced for Japan only, though an international release is highly likely at this point.

Update: The teaser trailer shown at TGS has been uploaded by Capcom and can be seen below.

Mark of the Ninja Review

Mark of the Ninja
Developer: Klei Entertainment
Publisher: Klei Entertainment
Platform: Xbox Live Arcade
Release Date: September 7, 2012
Price: 1200 MS Points ($14.99) – BUY NOW

Overview
Klei Entertainment first caught our attention a few years ago with N+, and garnered further attention for themselves with their critically praised Shank series, which released on digital platforms not too long ago. After a short hiatus, Klei is back with a pure stealth experience starring yet another ninja, by the name of Mark of the Ninja. When I first heard of the 2D ninja game, the first thought I had was…”Well, here’s another one”. If you were like myself in that thought however, you would be wrong. Mark of the Ninja nails nearly everything it attempts, and is definitely one title that everyone should be paying attention to after a slow summer on both the Xbox Live Arcade and Playstation Network. Why, you ask?

Story
In Mark of the Ninja, players take the role of an unnamed assassin who is out to get vengeance on the big bads who hurt his allies. There is certainly more to the plot than that, but the game doesn’t really put enough emphasis on it’s story for the player to truly follow along as intended. That’s not a bad thing, really, as the dark, shadowy environment and assistance of the lovely and mysterious Ora do a lot to entertain the player along the way, giving those cutscenes a reason for existence and setting the stage for all of the killing (and hiding) you will be doing along the way.

Yeah, I want to say I remembered everything about Mark of the Ninja’s story, but like most ninja games, the gameplay is where this experience shines and the plot really is only there to get you from point A to point B with a bit of a clue as to who your enemy really is.

Gameplay
When a game is so effortlessly captures the genre it’s in and makes it’s modern competition seem shallow, you know you are playing something special. That is exactly what Mark of the Ninja does in comparison to the likes on Ninja Gaiden and even Metal Gear Solid…to a degree. You see, Mark of the Ninja is a stealth driven, 2D action title that relies on having our nameless ninja hide in the shadows and slash through foes in order to make it to the next area.

Think of each room like a puzzle. A guard is watching the door like a hawk, and your main objective is to get inside the room and save a fellow ninja who has been abducted. Several other guards are patrolling the area, so you can’t just jump in or your short amount of life will be diminished within seconds (you are not invincible, after all – just highly skilled at parkour and wall clinging). Within a few seconds time, you must use a throwing knife to take out the lights, climb through a nearby vent, and then pounce down and kill the guarding foe without being noticed by the other distracted enemies, who are so busy looking at the smashed light that they have not realized an intruder has quietly entered the room. After a quick gesture, the ninja is free and our hero zips out of harms way and on to the next area, where a new challenge awaits. That is how this beast of a stealth game plays, and it’s so well paced and fluid that almost every encounter feels as equally thrilling as the last.

Sounds good, right? Well, that’s really just the core of the game. The controls make life easy for players, and I would best compare the layout to the likes of a faster Metroid mixed with a bit of Ninja Gaiden. Players move throughout each stage by crawling through vents, jumping on lightposts and other structures with a grappling hook, and simply tiptoeing among the shadows in order to not get caught by the baddies in-between. The concept is simple, but this ninja title makes up for it’s lack of depth in one area in others completely by letting players get that genuine ninja experience with the tools of the trade.

From the start, only the ninja’s jumps and athletics will get him by along with the environmental hiding spots, but as the game progresses, new abilities can be learned in order to make life a little easier as you go on. Tools like noisemakers can be tossed to distract guards, smoke bombs can be set off to cause confusion and shut off deadly lasers, and even cardboard boxes that allow for quick hiding can be obtained throughout, which are all part of a genius little leveling system within the main game, adding a large layer of strategy and making each room different from the next depending on your own creativity. Pulling off the tricks of the trade would mean nothing if it weren’t for the rather smart AI of the foes that stand as obstacles in your path as well, and thankfully, the game as a whole (dumbfounded henchmen and all) remains smart until the end.

You see, sound and visual cues play a large role in staying hidden. If you make a commotion by doing something such as killing a guard or breaking a lamp, a sphere of color will appear, meaning that a nearby enemy has heard a sound coming from that particular area. It’s easy to be detected, so the player must constantly think of ways to distract and disarm the enemies around them, without causing a scene in the process. Throwing knives are one of the most useful items, as the player can stop time on the fly and ting a pole to make a noise to distract a guard, and then sneak in quietly, hopping into a shrub or piece of shade that is nearby in order to go unnoticed. This kind of thinking will rack up points, and staying alive is really the only objective you need to focus on for the most part during each stage. If a large group hears you galloping about like a madman, there is no other choice but to run and flip out of the way, so finding a route out and pre-planning a chain of events is the best way to get the most out of Mark of the Ninja, as this game rewards you for your victories with progression, and punishes your failures with a lesson.

Visuals and Audio
The graphics in Mark of the Ninja are not overly impressive within the game, but get the job done effectively and make everything look the part. The ninja himself is well animated and runs like a well-oiled machine, giving little room for error when it comes to slip-ups unless you, as the player miss your mark during an intense encounter. Kills are usually not flashy, but the enemies do spew a bit of blood and feel very much alive in this shadowy world as they pace nervously through hallways, and the lighting is also very effective at producing all sorts of hiding spots and danger zones for the player to watch out for. Cutscenes may not matter all to much due to the lacking story, but they are wonderfully portrayed with a stunning art design, which carries over in a smaller package into the main game itself.

I know there was a little bit of music within Mark of the Ninja, but it will be the last thing you pay attention to while actually playing the game. Hearing the voicework is very important, as audible cues such as “I think I heard something” can lead to your own fate quickly. The acting that went into these voices are done decently as well, and never come off as stiff or forced like many of the older stealth titles of the past. The sound effects are a very important part of the experience here, so playing the game on mute would literally be impossible, and the quality of all of the attention to detail is just to good to be ignored as it stands anyway.

Overall
Before I played Mark of the Ninja, I really didn’t sit and think about how much we were missing from the stealth genre. Games these days are so worried about the flashy kill, that they hardly ever seem to be concerned about the thrill that made the genre famous so long ago. It’s all in the details, folks. Mark of the Ninja is the very definition of the genre and while the story is forgettable, the raw, stealthy experience in-between makes for an intense and enjoyable atmosphere that puts the big guys to shame due to how well Klei Entertainment ties everything together. Sure, you can look more like a ninja by playing a game produced with an uber budget, but our nameless protagonist outclasses the competition in every other way where it counts, letting the player embrace and unleash the true representation of the iconic assassin.

9-0-capsules-out-of-10