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Batman Arkham City: Lockdown Review


Batman Arkham City: Lockdown

Developer
: NetherRealm Studios
Publisher:  Warner Bros. Studios
Platforms: iPad (Reviewed), iPhone, iPod Touch
Release Date: February 23, 2012
Price: $4.99 USD/ $6.49 AU Get it Here

Overview
Let’s be honest for a few moments. Major console and PC releases that get ported to mobile platforms are usually a hair better than movies that get a video game release and vice versa. Yes, I am looking at you Alone in the Dark movie. So can Batman Arkham City: Lockdown break out of a depressing trend and impress jaded iOS gamers?

Visuals
Batman Arkham City: Lockdown is a good looking game. Tested on the new iPad, the game ran as expected, without a single hiccup or slowdown. Graphics are slick and well done. However, there’s a lack of variety in the game. You will usually see at least two of the same generic thug in every level that looks exactly the same. I do like the fact that each of the four zones’ cannon fodder shares a common theme with their level’s respective boss. However, seeing the exact same thug you just beaten into submission a few seconds before can become irritating quickly.

There is a distinct lacking of separate environments to fight in too. But they are so well done, filled with expected debris and junk scattered around as expected, it is easy to forget about it. I would have liked to seen a more interesting looking sewer level. It was probably one of the least interesting areas to fight in in Lockdown.

Batman’s animations however are impressive; many of them feel like they were copied straight from Arkham Asylum and Arkham City. Watching Batman pull off a successful counter move is both painful looking and utterly satisfying. One small complaint in regards to the counter moves is some of them are not correctly timed to the sound effects.One that comes to mind is Batman’s arm break counter. On the new iPad, you clearly hear bones crack before Batman applies any torque to the limb. It is a very small annoyance that can be easily looked over though.

Audio
The sound effects for Batman Arkham City: Lockdown are well done. Impacts from punches and kicks sound painful, broken bones can cause anyone to wince. The voice acting is also well done; although I am not 100% sure it utilizes the same voice cast from Batman Arkham City on the consoles and PC. Music is dark and intense, providing a good mood for fighting. Overall, Lockdown’s audio experience provides a polished package.

Gameplay
Unlike Batman Arkham City and Arkham Asylum, Batman Arkham City: Lockdown is purely a beat em up controlled by swipes and taps on the screen. Inevitably it will be compared to Infinity Blade II due to their similar gameplay and design. Controls on the most part are tight and responsive.

There are the odd times dodges (taps) and deflects do not register correctly, but these instances aren’t particularly common. But of course, Murphy’s Law demands these to happen at the worst possible times. But of course we can’t hold Murphy’s Law against the developer.

The RPG elements in the game allow you to upgrade Batman’s skills and unlock four gadgets to use in battle. The more skilled performance you do in a level, the more bonus experience you can earn. The upgrade system will allow you to play Batman the way you want. In addition to the RPG elements, different Batsuits will tweak Batman’s stats. They range from the cartoonie Animated Batman Series suit to Bruce Wayne out of costume and in a sleek business suit with a blue tie.

However, for the exception of the default and Bruce Wayne suits, these Batsuits will cost you 99 cents a pop. Additionally, extra WayneTech points to purchase upgrades for Batman’s gadgets and stats can be purchased in the app. The extra Batsuits seem to be fun value added DLC, but frankly purchasing extra WayneTech points seems completely unnecessary.

There are currently five levels broken down to three to four brawls against four to six generic thugs each and one boss battle per level. I find the generic thug levels to be rather repetitive and boring. The only game play variations with these fights is the odd thug that carries a lead pipe instead of brawling bare fisted.

The game really shines during the boss fight levels. These fights have imaginative and fun twists to the brawling. Each boss has their own little unique little change up that make the fight memorable and fun. I only wish there were more of these boss fights. A full play through of the game will take half an hour to an hour depending on how skilled you are at the game. After completing the game, you can play the levels all over again with a cranked up difficulty level.

Overall
Batman Arkham City: Lockdown is a pretty good game that can hold its own against Infinity Blade II. Priced a dollar cheaper, Lockdown is a great alternative to Infinity Blade II. Although at times Lockdown is even more repetitive than Infinity Blade II, Lockdown adds extra value through its bonus content, packing in a smorgasbord of wallpaper and three full issues of the Batman Arkham City comic book. Currently the wallpaper is not available in the iPad Retina resolution, but I hope it will be added in a future update. Lockdown updates have already included a brand new level, adding the Harley Quinn level to the game. On-going updates for games are always a good sign. If you’re a Batman fan or looking for a fun beat em up game for iOS then definitely take a look at Batman Arkham City: Lockdown.

8-5-capsules-out-of-10

New Developer Diary for The Secret World

Funcom, the developers of The Secret World, have put up a new developer diary for the upcoming game.  What’s so great about The Secret World?  Well, besides being a modern set MMO based on science fiction from cosmic horrors to legendary beasts, the game lacks a class or level system allowing complete freedom for the player.

From the video, some might worry at hearing about 500 skills to choose from, but hearing about the deck templates is very reassuring.  Even better is how you can easily change between builds, so it should be very easy to find the perfect build for any situation and even to fit your current gaming mood.  Overall, this is shaping to be an interesting take on MMOs and while there continues to be beta testing, the game is set to release June 19th through publisher EA.

Crush 3D Review

Crush 3D
Developer: Zoë Mode
Developer: Sega
Platform: Nintendo 3DS
Release Date: March 9, 2012
Price: $34.99 BUY NOW!

Overview
Nearly 5 years ago, Sega introduced the world to Crush on the Playstation Portable. Yeah, I am sure many of you have never even heard of Crush, as even though the title was critically praised, it still failed to garner much attention and quickly garnered a “hidden gem” status. Thankfully, Sega like to deliver fan service on a daily basis and decided to give the IP another try in a whole new dimension with Crush 3D. As you would guess, this is the same game that we seen back in 2007, but completely re-tooled and repainted to fit within a 3D perspective. It’s a brilliant concept for revival, but is Crush worthy of another try? Here is my review for Crush 3D.

Story
If you played Zoë Mode’s Crush years ago, you should recognize the story almost instantly as it’s nearly the same tale. Players take the role of a troubled young lad by the name of Danny, who is trapped in his own sub-conscious due to a friendly scientist. Why, you ask? Dr. Reuben (the scientist, of course) created a device known as C.R.U.S.H. and is using the machine to put Danny through the ringer in his own head, where Danny must overcome obstacles while being treated like a lab rat.

Yes, as I mentioned, it’s pretty much the same kind of plot, but this time the entire atmosphere and even the main protagonist have a much lighter tone, which makes the entire experience feel much more…well, Nintendo. While this new coat of paint feels more approachable this time around, a good bit of the dialogue is used on quick one-liners and it becomes clear very quickly that this plot is mainly used as glue to hold the player’s attention, rather than to give Danny any character development. It’s a bit of give and take and a minor step down from the much darker PSP version, but I found myself rather attached to this little cast as I played and even though the jokes fall flat a good portion of the time, one certainly has to respect the many charms Crush 3D has to offer as a complete package.

Gameplay
Starting up Crush 3D, you would honestly think you are playing a 3D platformer that was ripped straight off the Nintendo 64. Platforms are floating in mid-air, the player can move in all directions, and even the design of all of the levels reek of that retro goodness that many of us grew up with. If you even think that you can play this title as a platformer though, you will quickly get stuck fast though as Crush 3D is a gritty puzzler at heart that demands your attention and patience throughout the entire experience.

The main concept of each stage is to make it from point A to point B, but the good doc has ensured that this will not be an easy task as the player must utilize their C.R.U.S.H. device to get through. Hitting L on the 3DS instantly squashes the world into a 2D environment, where platforms grow closer together and obstacles merge. This allows for walls to become steps, pathways to open up, and exits to become fully visible. Un-crushing has the opposite effect and sends the world back into it’s 3D state, where the player can then switch their camera angle to get what feels like a brand new level to explore as the crushing can be done again in order to reach different areas of the stage. Danny can jump, crouch, and perform all the basics quite well in this view, which is a necessity if you want to get all of the marbles, trophies, and other collectibles that can be found in each area.

Yes, it’s a bit confusing at first as all of this takes some time to get used to, but once everything clicks with the player, the genius behind these mechanics start to shine through. Think of yourself looking inside a cube with a few disconnected platforms or what what is essentially an unfinished level of a classic video game. The more you rotate this cube, the more these “pieces” of a world start to fit together. The crushing element is pretty much your way of connecting the dots and finding a path to a destination, with Danny playing the part of the avatar you must control as you press on. As the levels progress, so does the difficulty as enemies, moving platforms, and switches show up to add in more of a challenge to what is already a brain-drain. I did appreciate seeing new obstacles and yes, they do help keep everything fresh, but later on one will notice that the game starts to ramble off course with these additions, becoming more of a trial and error-filled test of patience than the charming puzzler seen earlier on.

With that said though, there is still something oh-so satisfying about progression within Crush 3D. I would spend what felt like hours in a good number of stages, just rotating my camera and moving around each area, trying to scope out the environment for clues of what to do next. No matter how daunting a stage may seem though, each has an answer and effectively completing a world is sure to make even the most hardcore puzzle nut let out a cry of glee when they find all of their marbles and snag up that coveted trophy. Even though you should be advised of the unforgiving nature of the latter group of stages, you still should not be turned away by these warnings of difficulty, as much like Kirby, nothing is truly mandatory other than making it to the end, and that alone makes this a worthwhile puzzler for completionists and casual players alike.

Visuals/Audio
For a game that is essentially an upgraded and slightly rebooted port of a PSP title, Crush 3D gets the job done graphics-wise without problem. Danny’s robed look does a lot to lighten up the once serious mood of the narrative, and he also has no problem fitting into this insane world coming from his own brain. Even though the visuals are crisp for the most part though, a part of me craved a bit more when it came to the actual environments. There is a good chance each person who tries Crush will spend a good percentage of their time eye-balling every platform and minor detail within each stage, but detail is something that seemed to be overlooked, as most levels just seem a bit bland and never provide enough appeal and charm to be engrossing. The 3D is very noticeable though, and almost eliminates any of those complaints as the depth of the effect feels almost required at times just to get a full scope of each area.

The soundtrack present is made up of pleasant beats that bode well with the gameplay and even though the tunes are rather forgettable, they do add a nice coat of chipperness to the atmosphere, which is a good thing considering the work your own cerebellum will be performing. Other than the music, there isn’t a lot of audio to truly speak of. Minor sound effects do their job well but never stand out and voicework is unfortunately completely missing to give this enjoyable tale the justice it deserves. At the end of the day though, none of that really matters as this is still a puzzle game and was never intended to put on an elaborate show for the player – but I still would have loved to have seen some more personality in the small bits of dialogue provided.

Overall
Even though this is an upgraded version of a 5 year old game, Crush has made a fine transition into the 3DS’ library. The 3D of the platform is utilized to near perfection and even though there a few minor flaws in terms of design, the mechanics offered still feel as fresh as they did since first being introduced on Sony’s handheld and are sure to please anyone looking for a highly intricate puzzler for their on-the-go gaming. Is Crush 3D any more revolutionary than the first outing for Danny? Not entirely. It is however still a solid title that is sure to have you looking at objects in every dimension.

8-0-capsules-out-of-10

Phi Brain Season Finale Delayed

The first season finale of Phi Brain: Puzzle of God was scheduled to air on the 26th of March. It has now been delayed a week for reasons that are unknown. The season finale will instead air a week later on the 2nd of April. Coincidentally the second season of Phi Brain: Puzzle of God is scheduled to premiere a week after this finale April 9th.

Phi Brain premiered back in the Fall 2011 season and last month was confirmed for a second season. The series revolves around Daimon Kaito as he takes on the evil organisation known as P.O.G. by completing a series of increasingly deadlier puzzles. In the world of Phi Brain, puzzles have become the biggest craze amongst Youths, however a darker history of puzzles is beneath the surface of this craze.

So there you have it Phi Brainiacs, if you haven’t yet caught up on Phi Brain, you’ve got another week to do so. If you have caught up however, go do some Sudoku or something you puzzle idiots!

Source: Otaku News 

Madman license Cardcaptor Sakura and Rozen Maiden OVA


In their March 2012 newsletter, Madman Entertainment have announced the acquisition of two CLAMP anime titles, Cardcaptor Sakura and the Rozen Maiden OVAs.

As followers of Madman would know, Cardcaptor Sakura is easily one of the most hotly requested titles from fans and after overwhelming demand for the popular magical girl series, Madman have finally confirmed that they will release the series entirely uncut with the original Japanese dub.

The series became a smash hit in Australia during the early 2000’s when the English dubbed version aired on children’s TV block, Cheez TV. Since then the series has gone on to build a cult following within the country and interest in the never before released original Japanese dub has mounted over the years. Finally after such a long time in a state of flux the series will be released on two DVD collection in a completely uncut subtitled only release, the first of which hitting stores this July.

As for Rozen Maiden, the series also created by CLAMP has previously been released by Madman to much acclaim. So Madman will be releasing the Rozen Maiden OVA series known as Rozen Maiden Overture in July on DVD in a single collection.

What do you think of these two license acquisitions? Let us know in the comments section below.

Source: Madman Newsletter 

Angry Birds Space Review


Angry Birds Space
Developer: Rovio
Publisher: Rovio
Platform: iPhone (reviewed)/iPad
Release: 22/3/12
Price: $0.99 – Available Here

Overview

Angry Birds. Enough said, right? It’s one of the most popular mobile games; spawning a whole bunch of merchandise and even desktop versions of the game. If you haven’t heard of it by now, then you must be living under some sort of a rock that hasn’t been knocked over by a bird (who is rather angry) attempting to get their eggs back. Well, the birds are back with yet another installment of furious fowl flinging – this time in space. Angry Bird’s Space may very well be the breath of fresh air (that ironically wouldn’t exist in space) that a stale series might need. Angry Bird’s Season’s was a bit of a poor attempt to thematically and seasonally release updates, all the while the original title kept spawning new levels – all of which were much the same. Not to mention the movie tie in with the film Rio, which was a rather shameless attempt to add a movie bird in to the title – with little to differentiate the title other than improved graphics and an additional bird. Essentially, flinging birds just isn’t the same time-killing fun it once was.

Story

The game plot is essentially the same. It’s not told so much through the game itself, but through tie-in Youtube animations that show how the bird’s eggs ended up in space. With the arrival of a new bird from space an alien pig takes the eggs through a wormhole in to space. The birds follow the eggs and gain super powers, or something, before taking aim from their slingshot. There are a few animated cut scenes and comic book style panels that push the narrative forward. Being a casual game, the story is played out mostly by the gameplay, with the ending of whether or not the eggs are safe coming down to the player’s aim.

Gameplay

As I noted, the gameplay of the Angry Bird’s series has failed to change significantly since its release. It’s what has made it so successful, the simplistic mechanics of pull back, aim and fire, hold well for touch screen devices, or even click and drag using a mouse. It’s simple to use, difficult to master, and a winning combination. But that is the old Angry Birds, and we are tired of the same old physics that knocks down blocks and blows up pigs. Aren’t we? If you answered yes, then Angry Birds Space is for you. If you answered no, then Angry Birds Space is for you. If you answered, what the hell is Angry Birds Space? Then Angry Birds Space is for you!

The physics is what made the game so successful. While it may not mimic actual gravity, the world of these little birds came to life with amazing physics of the world. Angry Birds Space takes this to the next level. Being in space, there are varying levels of gravity. Beyond the planets, objects, birds, pigs, you name it, float in the vast vacuum of space. Gravitational pulls circulate planets, pulling objects towards the surface or allowing the birds to rotate around the planet before hitting their target. If Angry Birds required a precise aim, then Angry Birds Space requires double so. The extra additions to the gameworld are amazing. Each level I entered with sheer excitement as I attempted to utilise the power of the planets to obtain my goal. This is a thrill I have not felt since I first got my iPhone and dished out the then $1.19 to purchase Angry Birds. The feeling of sheer mastery earning three stars on a level with multiple planets and different directions of planetary rotation is unmatched in the casual gaming genre. Watching those little birds rocket around worlds before hitting their target perfectly is an absolute delight.

Some birds have been slightly modified for the conditions of space. The yellow bird now can be aimed at selected targets, and the black bird’s bomb response is a little less volatile. As I mentioned earlier, there is also a new bird in the nest. An additional blue bird, which looks like an ice-cube, has the ability to freeze near by blocks. This can come in handy, as I am sure it was meant to, when confronted with impenetrable stone blocks. The addition is not overwhelmingly exciting, but the extra level of strategy does make the game more enjoyable. The Might Eagle returns too, this time he can be earned throughout the game and appears in a wormhole, knocking down everything nearby. This is a bit of a cheat, but if you earn it, why not use it? With the addition of new birds, comes new pigs. At the end of worlds, players will be confronted with boss hogs that need to be defeated. It is an odd choice for the series, but I think it really plays in to the science fiction element of the game – where the final battle to save the galaxy takes place.

Visuals and Audio

All your favourite birds are here, with their new pal the ice-cube. However, they have all been given a science fiction-esque super hero make over. Purple suits, sci-fi goggles and even the Incredible Hulk, all give that ‘space’ element to the game. The mechanical features, the blocks and pigs, all look much the same, with the exception of some rather nasty looking boss hogs. The level design and colouring is a much needed element to the series, which was trailed in Seasons and I feel is finally perfected here. The levels really do look like they are in outer space. The chirping and chattering sound effects make a reappearance, which may not be such good news for some. But honestly, how can you have an Angry Birds title without them? As much as the classic sounds really signify Angry Birds, the tweaking of sounds to fit the theme is much appreciated. The large echo of bomb explosions and the faint sound of rockets as birds are propelled through space really bring the game to life.

Overall

The physics of Angry Birds Space is nothing short of remarkable. While it may be hyperbolic, the game works as a self-contained world. I’m a little disappointed by the attempt to try and pull more money from customers (which is how I view the other ‘sequels’ to the original) by selling harder levels at additional cost. However, free updates will be available, as always, so I can only sit back and wait to explore the vast reaches of the galaxy, in search of eggs and the coveted golden stars. Angry Birds Space is more than just Angry Birds with a science fiction makeover. It’s a wonderful re-imagining of what has become a classic casual title, and can only be highly recommended for anyone able to purchase it.

9-5-capsules-out-of-10

Bethesda is making no comment about Prey 2 cancellation rumor

Bethesda has officially stated that they have no statement about the rumor that has sprung up recently about Prey 2 being canceled. Dutch website PSFocus reported that the game which was in development at Human Head Studios is being canceled and that Bethesda would make the official announcement next week.

Despite having a strong showing at E3 last year and GamesCom, the showing that was planned for GDC was canceled only a few weeks before the show was to begin. Since that time there has been zero news released about the title from Bethesda, though that doesn’t mean that it has been canceled of course. We will have to wait until next week to see however if this is true or not.

Sources: PSFocus, IGN

Silent Hill: Book of Memories delayed until May 31st by retailers

It seems that Konami’s attempt to bring Silent Hill fans three weeks of straight Silent Hill game releases is going to fall short of expectations. Rather than delivering three Silent Hill games in March, it seems that that number will sit at two as Silent Hill: Book of Memories on the PlayStation Vita has had its release date shifted from March 27th until May 31st.

This listing has appeared on Amazon and Gamefly. This is unfortunate news for fans of the series as the game was already delayed from February until the end of March. It is worth noting that this is not an official announcement from Konami about the release date change and we have reached out to them for comment.

Arc System Works announce Xblaze

Arc System Works has developed plenty of games over the past few years, though most people know them for their fighting game series, BlazBlue and before that Guilty Gear. However it seems they are taking a different approach on their next video game as last night they announced a game that is called Xblaze. They described the title as their first effort in an “Adventure Project.”

At the time very little is known about the game, such as what consoles it will be on or any details about the game itself besides that it will be “another Blue story” meaning it could possibly have ties to the BlazBlue series.

Also released was the below promotional trailer and they revealed that the game will be released this Winter. To make things even more exciting, it was revealed by Producer Toshimichi Mori that the second effort in the “Adventure Project” is currently in its preliminary stages, which means Xblaze may already be getting a sequel. Expect more information as time goes on and maybe even a localization announcement.

Source: 4Gamer

New Trailer For New Little King’s Story

Next week in Japan, Playstation Vita gamers will have access to  New Little King’s Story, as it sees a release on March 29. To build up to that release, Konami has released a new trailer, summing up the various touch controls that will be used for the game. The trailer can be watched below. In New Little King’s Story, players will control King Corobo, a 14-year-old royal, who presides over a Kingdom threatened by an entity known as The Nightmare. As King, it is the player’s job to raise an army and expel this threat from the Kingdom.

Just a reminder that the game will also be available in English sometime in 2012 as Konami, who will be publishing the game, will be localising the game for Europe. As of yet, Konami has been tight lipped with an exact date, but Capsule Computers will bring that date as soon as Konami announces it. If you want the game next week, it will cost you ¥6,480(US$83.43/AU$77.53) for the physical version, while the digital version will be sold at ¥5,980 (US$76.99/AU$71.55).