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PokePark 2: Wonders Beyond Review


PokePark 2: Wonders Beyond
Publisher:
 Nintendo
Developer: Creatures Inc.
Platforms: Nintendo Wii
Release Date: March 29, 2012
Price: $49.99 – Available Here

Overview:
When a game has the name Nintendo tagged on it’s case, one usually expects the game to be worth the dollar. Nintendo has just built that mind share over all these years of brilliant Nintendo games. But while Nintendo have significantly more successes to their name than failures, they are of course capable of error. PokePark 2: Wonders Beyond is one of those errors.

The concept behind the game and the PokePark series itself is a rather solid one, but it’s execution is so haphazard and flippant that the concept is not done justice. It’s a very rare occasion when a franchise as well respected as Pokemon is so poorly handled. PokePark 2: Wonders Beyond could have been more, but Creature Inc’s uncharacteristic laziness is ultimately the only thing that players will remember about this carelessly crafted mess.

Story:
For a game so heavy in dialogue, PokePark 2: Wonders Beyond barely has a plot. The story revolves around Pikachu and his best friend Piplup as they visit a new PokePark, they stumble upon some bad Pokemon that are planning to destroy the PokePark, so Pikachu must save the day.

It’s as cut and dry, cliched and generic as humanly possible and the characters themselves are no better. For a game that is clearly targeted at children, I feel Creatures Inc dumbed things down too excessively. But it’s always possible they just didn’t bother. Instead they just regurgitated stock standard dialogue over and over instead of bothering to develop personalities or further the plot.

This is a children’s game, definitely, but that does not mean that you can not tell a decent story or at least have some meaning to this chaos. Take Pokemon: Black and White on the Nintendo DS for example, they featured some of the best storytelling in the Pokemon franchise to date. PokePark 2 is a game that is perfect for a deeper level of storytelling instead Creatures Inc. opted to slap together what is all in all a lazy effort.

Gameplay:
To make matters worse, PokePark 2: Wonders Beyond features what can only be called deeply flawed gameplay. The controls are incredibly scabrous and at times rebellious. Most things in this game, just plain do not work and more times then not you are just twiddling your thumbs because you’re not actually doing anything but following another Pokemon to yet another wall of nonsensical dialogue.

This game is supposed to be an adventure game with a mini game here and there, yet it boils down to something so reprehensibly linear and monotonous that one is left to wonder whether they are just following prompts instead of actually interacting with the game in any meaningful fashion. I did not at any point feel as though an adventure was to be had in this game, instead I felt as though I was partaking in a dolled up chat room filled with infants who had just learnt how to talk and just would not stop using their new found talent.

There is very little to like about this game, that goes for people of all ages, children included. There is zero substance to this game. A child would not even enjoy this game, because you spend more time going from A to B and reading dialogue than you do actually playing the game. This wouldn’t be a problem if the story, characters and dialogue were any good, but they just aren’t. Even worse is the fact that the moments when you actually engage in battles or mini games, the controls hamper any level of enjoyment that could possibly be excreted from this ‘game’ because they are very inaccurate and often unresponsive. There is just so many things wrong with this title fundamentally that I can not believe that Nintendo would sanction it’s release.

Visuals and Audio:
Thankfully it isn’t all bad, because aesthically and aurally, PokePark 2 is actually pretty decent. The game does suffer from some visual inconsistencies, but it still looks pretty good for a Wii title. There are some great textures and well conceived environments, despite the occasional rough spots here and there. The thing that impressed me most was how good the Pokemon’s character models looked. They look very smooth, which does make them seem out of place in some of the not so smooth locales, but smooth none the less.

The game employs a suitable plucky soundtrack, that has some pretty good tunes thrown into the mix. It is in consummation forgettable however, which is the only down point of a rather rock solid OST.

Overall:
The question needs to be asked; why did Nintendo allow the release of a title so flawed? Was it a cheap cash in or did they truly believe that Creature Inc. had done their best with this game? We may never know, but what we do know is that this game is the summation of apathy and a lack of aspiration. There was very little care put into this game and it shows.

PokePark 2: Wonders Beyond is at the end of the day a weak attempt and a game that even children would turn away. If you are looking for enjoyment, this is not the Pokemon game to give you that. These kinds of grave missteps are a rare occasion for Nintendo, after playing through this game, I can only pray that these occasions stay that way.

2-5-capsules-out-of-10

Grow a Magical Forest in Magic Tree on iOS

Magic Tree is a new free 3D social game that is based around collecting seeds, mixing them, and harvesting fantasy crops of… You guessed it, trees. With everything from Fairy Trees, to Cloud Trees, to Pomegranate Trees, to just about anything you could think of, Magic Tree definitely lives up to its name. But not only do you get to plant trees, you can also build Beauty Salons, make gourmet food, raise cute animals, and defend your Magic Tree from wild animals. The annoying things.

With a huge range of things to do in the app, including playing the piano, swinging on a set of swings, or just plain tending to your awesome forest, this is one that will definitely keep the little ones busy for a while. Or the big ones too.

Magic Tree is designed with cross-platform and cross-game features in mind, another social networking game from Com2uS, and a great way to get your kids developing a green thumb.

Magic Tree is available NOW for FREE for iPhone, iTouch and iPad – Grab it HERE

Score Big with Freekick Battle on iOS

For those soccer lovers out there, Gamevil’s new app is the perfect fix, Freekick Battle. With a sophisticated physics engine and intuitive touch control, this simple single button gameplay is a realistic and great way for you to practice your goal shooting skills. Virtual goal shooting skills, that is.

There is an Arcade Mode where you go head to head with a CPU to earn experience points and make some money with your skills. You can also play against other players across the world in real-time Match Play, seeing who can shoot the most goals in a specific time period, with the chance to level up. You also get a competitive online ranking based on your wins and points, so aim for that top ranking and show those other soccer star wannabes who is top dog!

And what is an app without customizable options? You can also dress up and change the facial features of your little goal kicker, with a wide range of costumes to choose from.

Freekick Battle is available NOW for FREE for iPhone, iTouch and iPad – Grab it HERE

Ms. Splosion Man headed to PC & Mobile Devices

After making a huge splash last summer on the Xbox Live Arcade, Ms. Splosion Man is setting her precious sights on more platforms, as Twisted Pixel announced today that the hit title will now be coming to Steam, Games For Windows LIVE, Windows Phone 7, iPhone and iPad. Assisting in the efforts will be Iron Galaxy, Fire Hose and Panic Button studios.

Here is a bit of a rundown of what to expect, as well as Iron Galaxy’s take on porting this pink tube of delicious:

“We are extremely excited to work with Twisted Pixel in bringing splosions to mobile devices,” says Iron Galaxy C.E.Bro, Dave Lang. “Ms. Splosion Man has really deep gameplay that is born from deceptively simple controls, so it’s a great game on any platform.”

The PC version will include 50 single player levels, 50 co-op levels for up to four players locally or online, ghost replays, achievements, unlockables like ‘2 Girls 1 Controller Mode’, and more. The iPhone and iPad versions will be a unique experience built specifically for those devices with familiar content but all new features, objectives and gameplay modes, brought to you by a new version of the BEARD engine that takes utmost advantage of the latest and greatest hardware to make the game look stunning.

“This will be our first mobile game, and only our second Steam game,” explains Twisted Pixel’s Michael Wilford. “But it’s very important to us that we have great content on these high-end platforms, so these new versions are being painstakingly crafted to be as awesome as possible. We’re planning a lot of post-launch updates and support to make sure we get it right.”

Pretty awesome news, right? Well, there isn’t a confirmed date for any of these versions yet, but expect each Ms. to hit this summer for their respective platforms. Until then, check out the awesome new announcement trailer down below, featuring Debbie and Sara.

Live Action Kitana Trailer

You Will Learn Respect! Taking a look at this sneak peak live action Kitana Trailer released today, I think anyone would love to learn respect especially if Kitana was dishing it out!

Unfortunately the live action trailer is quite short and doesn’t really reveal to much, but still you get to see Kitana and I think that’s more than enough for now to keep any hardcore Mortal Kombat fan excited.

Mortal Kombat for the Playstation Vita is available in stores May 1, 2012. We’ll certainly have more info to share with you in the coming days/weeks ahead.  For now click on the play button below and watch Kitana in action!

What Did Molydeux?

The games industry is home to many people who spout creativity, genius and insanity (the three of which are not mutually exclusive) from every pore. None are more (in)famous than Peter Molyneux, whose unbridled enthusiasm for the projects he works on has led gamers to take his promises with a grain of salt.

The parody Twitter account, Peter Molydeux, has taken this passionate, creative genius to the next level, spewing forth hundreds of game ideas that range from the ridiculous (“playing a character who is PRETENDING to be blind, so you have to keep bumping into things to not arouse suspicion“), to the intriguing (“I designed a point and click adventure many years ago where you had to gain the trust of the pointer so it didn’t lie to you“), to the genuinely moving (“Do you know what I’m fed up with? numbers in games. Don’t show me how I’m doing with a number, show me with a smile or a tear“), and every shade in between. Obscurity aside, most are plausible game mechanics.

On March 14, Double Fine’s Anna Kipnis Tweeted jokingly-but-open-to-it-being-taken-seriously that a game jam based on the ideas that pour out of the Molydeux Twitter feed would be awesome. Molydeux agreed. And two weeks later, it was a thing.

The “What Would Molydeux?” Game Jam was held in over 30 cities in 14 countries last weekend, with participants working to build a game prototype based on a Molydeux Tweet within 48 hours. The MolyJam became a kind of meta-game: its fast conception and execution (not to mention success) was somewhat indicative of the games it would spawn.

 

I wandered into the weird old building on Bourke Street, Melbourne, which was (according to word-of-mouth but not backed up by any visible signage) home to The Hub, where the Melbourne branch of the MolyJam was taking place.

I knew I’d found the right room when I was greeted with someone humming as he rubbed his face against his iPhone, a girl cutting green-dyed onions, and jammers playing a game wearing old-school coloured-cellophane 3D glasses – with red in front of both eyes. It was great to see the ridiculously creative/creatively ridiculous spirit of Molydeux was being upheld.

I had no idea what was going on, but I liked it. It wasn’t until the groups held presentations explaining their projects, that I learned exactly what the madness meant.

 

The Tweet, “You grow from baby to old man and back to baby and this keeps looping every 10 seconds. Small gap? Time it so you can go through as a baby“, inspired the game “Old Man Babby”. Created by Andrew Brophy, James Rhodes, Matt Parsons and Guy Noble, the game has you play a man who swaps between his baby, adult and elderly selves. Each form has advantages and disadvantages, and you have to use them all to solve platforming puzzles.

 

Molydeux Tweet: “You are a pigeon who must go around the city trying to persuade business men not to jump off buildings by retrieving items from their home.”

This Tweet was a popular basis for games, but the Melbourne entry wins for best title. From John Sietsma, Trent Kusters, Simon Boxer and Guy Noble, “Don’t Deux It!” casts players as the Dr Phil of pigeons, flying around to suicidal businessmen on rooftops, listening to their problems and trying to help out. They claim secondary influence from the Tweet mentioned earlier about less numbers, more emotion: as such, the problems are real(ish), the answers aren’t always obvious, and there’s no score for how many you save or let jump.

 

Imagine being a spy in a game world where the entire environment is transparent and so you can’t hide.

It sounds ridiculous, but this is one of those ideas that can be pulled off with some out-of-the-box thinking. Matthew Price and Chad Toprak’s self-explanatory “You Are a Spy and Everything is Transparent” takes an interesting approach to stealth. Rather than not letting enemies spot you – which they’ll do constantly, because you know, everything’s transparent – you have to avoid being seen performing dodgy acts: namely, planting listening devices hidden in pot plants.

 

Your child is made of Lego, you have to detach bricks to make bridges etc. You need to keep adding bricks to stop him getting depressed.”

The team adapting this one, including Justin Whitfort, Tim Mutton, Joshua Bradbury, Rebecca Knight, Matthew Parsons and Shelley Du, took this Tweet as a metaphor, and turned it into “Gap”, a game about using a child’s memories as building blocks. It essentially asks players to slowly destroy something they love in order to save it. A sense of loss follows, and the memories which flash up on screen also have a bittersweet feel to them.

It wasn’t just video games, in the strict definition, being developed. Shelley Du took a Tweet about a single green pixel making players cry, added a comment on gamers’ tendencies towards violence, and produced the physical game “Severance”. Players are given a knife and must quickly cut green pixels into smaller green pixels. Interestingly, about 90% of participants actually cried during play. The fact that the “pixels” are bits of onion in green food colouring is irrelevant. Whether it’s a sting in the eyes or a sting in the heart, Severance invariably made players feel something.

The creative whirlwind that is Harry Lee, one of the Melbourne MolyJam organizers, wasn’t content with making one game-changing game in 48 hours. His fingerprints are all over several projects – including one that has strange cheek-prints on it.

Fazor (or Face-Razor) came about from a Tweet where Molydeux claimed to have used his tongue to sucessfully play a game on an iPad. Fazor inverts your usual shaving habits by having players use their face as a razor to shave their iPhone. Simple, but there’s a few ingenious additions that spice it up. With your face pressed up against it, you can’t really see how well you’re doing (unless you use your eyebrows maybe? I’m gonna have to try that next time). Nothing will happen unless you hum or buzz, and oh yeah – at ten-second intervals the camera will take photos of your nostrils, forehead, chin, and other faceparts unidentifiable so close up.

It’s this playful nature that makes Harry such a fountain of originality in the local games community. Playful not just in person (last time we were out for drinks, he had everyone get up and play slow-mo ninja games right there) but in how he tries to play with the well-worn conventions of game design.

Another little project of his was less a game and more a prototype for a mechanic. Players are given glasses with red cellophane lenses, and while playing you need to alternate between wearing and not wearing them. On or off, the glasses will alter your perception of the game world – essentially, they hide certain colours from your vision, meaning a path through obstacles may become clear with them on, but a useful pickup might be missed. Even enemies can change: a dog that normally looks vicious suddenly appears cute when viewed through the glasses. It wasn’t very gamey yet, but the basic idea is fascinating, and game possibilities can be extrapolated from there.

All the games from the Melbourne branch of the event (and beyond) exhibit similar creativity, and are not ideas you’ll find the big name publishers doing. It’s exciting that what began, presumably, as little more than a joke, has evolved into a serious attempt to reinvigorate the stagnating video games industry. Molydeux’s parodies of enthusiasm and creativity have sparked genuine creativity, from himself and his followers. Sure, the game ideas flowing out of him sound ludicrous, but that’s the point – they seem really out there because we’re so conditioned to shooting aliens from behind cover, experiencing “character development” as weapon upgrades, and overcoming physical obstacles more so than the emotional barriers we actually face in life.

The games created in Melbourne and around the world during the MolyJam are available for free download here.

And follow Peter Molydeux on Twitter to sample other ingenious ideas.

(Photos courtesy of Harry Lee)

Double Dragon Neon gets a Trailer; More Details Emerge

Just yesterday, Double Dragon Neon was revealed to the world by Wayforward, and is now set to hit the Xbox Live Arcade and PSN this summer. If those few screenshots and brief description weren’t enough, Majesco have now come forward with new details about the game itself, along with a quote from the developers behind this oh so sexy reboot.

“Double Dragon: Neon is far from a standard retro remake,” said Sean Velasco, Director, WayForward. “It’s WayForward’s love letter to the decade that spawned the franchise – the music, the style, and culture of the 80’s pulse through the nucleus of Double Dragon: Neon. But don’t think this is a simple graphical facelift; with our innovative ‘mix tape’ level up system and power-up high-fives, we pushed it to the limit!”

Known for the beautiful aesthetics and renowned gameplay of A Boy and his Blob, Contra 4, Batman: The Brave and the Bold, and BloodRayne: Betrayal, WayForward is applying its focused attention to detail on Double Dragon: Neon. Taking place in a hyper-saturated omniverse, players beat up baddies across earth and beyond against the Black Dragon Clan’s most nefarious leader yet– the supernatural scourge Skullmageddon. You could go it alone, but why wouldn’t you want to grab a buddy and take your game to the next level with drop-in, drop-out online ‘Bro-Op’?!

A love letter to the franchise indeed. From the moment you see the trailer, your eyes will sparkle with nostalgia as even though the visuals and art direction have gotten an overhaul, the core gameplay still appears to stay true to Billy and Jimmy’s roots and with Wayforward running the show, we are sure to see a ton of fan service and throwbacks tossed in, such as that awesome starting track. You can check out the new trailer below (courtesy IGN) , and if you happen to be headed to PAX this week, you will also be able to get your hands on the first playable demo at Reverb’s booth (#808).

 

 

Usagi Drop Review


Usagi Drop
Studio: Production I.G.
Publisher: Siren Visual
Format: DVD (Subtitles Only)
Release Date: February 22, 2012
Price: $49.95 – Available Here

Overview:
What makes for a good ‘coming of age’ story? Does there need to be a child put in a situation that forces them to ‘grow up’? Or is there more to this story type than meets the eye? Usagi Drop is a ‘coming of age’ story, except in not the ways one would expect. From the outset it looks to turn the concept of growing up on it’s head and by the time it’s final scenes roll it has succeeded.

Usagi Drop is an enjoyable play on age old story conventions and has a warm gooey heart beneath it for added measure. With an unique nostalgic art style deployed and an honourable message, Usagi Drop is perhaps one of the most rock solid ‘Slice of Life’ series in years.

Story:
Part of what makes Usagi Drop so irresistable is the storyline. It is simply a heartwarming tale of a man who takes it upon himself to raise a child who isn’t his. Said child is the daughter of said man’s horndog Father who unfortunately passed away leaving behind a child he had to another woman. It’s a rather complex family affair that the series does not waste too much time on, instead focusing on the relationship formed between the two main leads.

The main character Daikichi on a whim decides to take in the orphan child Rin, he doesn’t have much reason for doing so, he just felt it to be right. Over the course of the series, Daikichi learns the difficulty involved with raising a child and eventually matures into a father figure that Rin could be proud of.

This is where Usagi Drop turns conventions on their head, instead of having Rin, the child, mature over the course of the series, it focuses instead of the ‘coming of age’ of Daikichi. He has to learn what being an adult is all about, he has to learn what it means to have responsibilities and this series is just as much a personal journey for him as it is for Rin.

I found the inner journeys of the two protagonists to be the heart of the series and it really is the glue that holds it all together over the course of the series. I was unfortunately however disappointed at the lack of climax to the plot, things seem to end in a very lack luster way which did leave me longing for more from the series. But as they say, it’s not about the destination, it’s about the journey and this is a series all about the journey. The emotional quests for both Daikichi and Rin is a highlight and the fulcrum of all the happiness and joy this series expresses in volumes. Love is a powerful thing. Powerful enough to change people. Powerful enough for them to mature. That is the resonating message of Usagi Drop.

Visuals and Audio:
Production I.G. have deployed what is possibly their most unique art work and animation to date with Usagi Drop. The art glows with nostalgia for a time that may or may not have ever existed, a time where everything was alright. It’s that peaceful nostalgic feeling that makes the aesthetics of Usagi Drop such a stand out. It is beautifully composed of vibrant pastel colours all flowing as fluidly as life. It’s a wonder to behold, especially when considering that this is just a ‘Slice of Life’ series at the end of the day.

To complement to excellent visual work, the soundtrack is equally impressive, featuring an opening theme song from Japanese pop sensation PUFFY AmiYumi, a song which is both incredible memorable but also a perfect fit for a series which instils such unbridled happiness. The rest of the soundtrack is likewise good and is top to bottom one of the best OSTs in recent memory.

Extras:
Siren Visual have really done a great job with their release of Usagi Drop, which might I add is the series first release in an English language format in any English speaking country, a feat in itself that is worth commendation. Their release of the series is subtitled only, which shouldn’t be too bothersome to the titles target audience but it does alienate some casual viewers who aren’t fond of subtitles. When it comes to extra content, there are bonus episodes, TV spots and some trailers. The series comes packaged in Siren’s usual chipboard slip covers which as always is a delight.

Overall:
Usagi Drop is an all in all solid ‘Slice of Life’ anime series and a great series to spend some time with. There is a warmth this series gives that a lot of anime can’t or don’t even aspire to. Production I.G. known for their sci-fi series and general high concept storylines have dialled it back significantly with this simple quaint ‘coming of age’ story about a man who chooses to Father a child who isn’t his own. It’s heart-warming, touching and flat out pure enjoyment.

Siren Visual’s release of Usagi Drop is a must see for anime fans looking for something different to the norm. However this release is probably not going to do much for casual fans, but it’s a necessity for the more hardcore fans that can appreciate what this series is all about.

8-5-capsules-out-of-10

Fairy Tail Movie Teaser Trailer and Poster

Last year it was announced that the popular shonen anime series Fairy Tail, would be getting it’s very first theatrical release in 2012. Now more than 6 months on a teaser trailer and poster for the film have been revealed.

The poster which can be seen to the right (click to enlarge) features Natsu Dragneel, Lucy Heartfilia and a new original character and what appears to be an ominous silhouette of the films villain in the background. The trailer can be seen below  and features some very teasing imagery, by that I mean about 4 seconds of actual footage, but hey it’s got Lucy screaming ‘Help me Natsu’ and Natsu doing that, I guess.

It certainly is shaping up to be a thrilling first movie outing for Fairy Tail. The film will open in cinemas across Japan on the 18th of August, 2012. As always, let us know what you think in the comments section below.

Mario Tennis Open Trailer – Special Games


Nintendo have released a new trailer for the hotly anticipated next instalment in the Mario Tennis franchise, Mario Tennis Open. The trailer for Mario Tennis Open focuses on the Special Games mode, which features a series of creative mini games.

You can check out the Mario Tennis Open ‘Special Games’ trailer below.  Als0 revealed in the trailer is that the game will include the feature of Mii integration, allowing players to warp pipe their Mii into the game as a playable character.

Mario Tennis Open hits stores May 25th, 2012. Be sure to check out the trailer and let us know what you think in the comments section below.