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Rayforce Review


Rayforce
Developer: Taito
Publisher: Taito
Platform: iPhone (reviewed)/iPod Touch
Release: 13/01/12
Price: $12.99 – Available Here

Overview

In 1993 Taito Corporation, a company famous for their classic top-down shooter Space Invaders, released yet another space themed shooter – Rayforce. Originally Taito fans could blast through enemy ships on the Taito F3 arcade hardware – before the title was ported to the Sega Saturn in 1995. If the game doesn’t sound familiar, perhaps you remember it by its American title, Galactic Attack or European title, Gunlock. Call it what you will, Rayforce has made its way to the iPhone and iPod touch, and at a rather hefty price. Is it worth the money you’ll be dishing out for this game? Read on and see.

Gameplay

Having not ever played the original title, owning neither a Taito F3 nor Sega Saturn, it’s a little difficult for me to compare the titles latest reincarnation to its original form. However, I can only make an educated guess and assume that the original was played with a controller and not with the sliding of fingers. As difficult as the title is using a finger to control it, I cannot even fathom how hard it would be without the aid of precise finger movements. But before I delve too much into the controls, it may be wise to give an overview of the level structure and mechanical features of Rayforce.

Rayforce is a 7 level based arcade title – with multiple modes for the iPhone. There is little noticeable difference between ‘iPhone Mode’ and ‘Arcade Mode’ perhaps with exception to the ‘insert coin’ to continue after dying. Dying isn’t a big deal in Rayforce. Game overs don’t seem to exist. You die; you come back in the same place. You die again, and again, you insert a coin (or press continue) and start in the same place. The only downfall would be that you lose your weapons upgrades, which themselves are hard to keep track of – especially when attempting to pinpoint the reason for the upgrade. The absence of rewards and punishment is a little weird for me. I understand the score based arcade levels, but that doesn’t really cut it in terms of a sense of achievement. The levels aren’t even unlockable – they can be accessed from the moment you open the App with a mere click.

Despite the lack of punishment for dying, I am rather glad the game is structured this way. On my first play through of level one I must have died 20 times. The controls themselves are simple to pick up and even to master. Iphone users will be familiar with sliding their fingers along the screen and will eventually develop a precision to help navigate through fields of bullets. Yet, using a finger becomes highly problematic when attempting to follow the on screen action. The finger, which sometimes finds itself over your ship, will often obstruct the view of enemy attacks, or even enemy ships from behind. There are so many directions from which attacks may come from that it’s impossible to find an appropriate place to anchor your finger. The arcade view, with arcade-style boarders is a little simpler to use because moving fingers along the boarders still controls the ship. But I’ll discuss the problems with that a little later on.

Visuals

Originating from the 16-bit era, Rayforce retains its ‘retro’ look with pixelated ships and backgrounds. The pixilation makes little use of the retina optimisation of the screen, and often – perhaps due to the top-down nature of the game itself – adds to the confusion of enemy proximity. The only means of telling if bullets or lasers can reach any enemy is by passing over it with cross hairs. If you automatically lock on, it is below you and forward shooting bullets are ineffective. This leads to a wide range of on screen noise, as barrage of enemy bullets, ships, not to mention the onslaught of your own bullets, causes huge levels of confusion until finally a small explosion underneath your finger signifies that you have been killed. Being an arcade based title, it’s a little difficult to picture it being visually updated – but perhaps a little tweak would not have gone astray. Any nostalgic charm that you originally feel when opening the App is in danger of being washed away by frustration.

For those looking for an even more retro feel, there is also the option to add arcade boarders to the game – removing it from its ‘zoomed in’ form. If maneuvering the ship was difficult before, wait until it’s a fraction of the size and certain types of enemy ballistics are virtually invisible. Perhaps the title would fair better on the large screen of the iPad – increasing the screen size and image quality while at the same time retaining that all-important retro feel to the game.

Audio

There is nothing wrong with the audio for Rayfroce per say. Each level has it’s own unique soundtrack, each of which retain a certain 16-bit era quality to them. Despite the sense of nostalgia, the music is a tad cliché and sounds like multiple re-hashes of other space-shooter soundtracks. The sound effects are fitting, but with the constant shooting (especially in auto-shooting mode) the sound of laser blasters may soon get to you.

Overall

Rayforce may have that retro charm, but it doesn’t translate well to the world of iOS. The control system would be fantastic if it wasn’t for the small size of the screen – often a problem for anything beyond tap-based titles. A graphical boost and shift to the iPad is the best option for a title like Rayforce. Not only this, but $12 for an HD iPad game is a little more reasonable. There is still always the option of playing it on your iPad at times two size but the grainy textures don’t marry well with Taito’s choice to retain the visual style of the original title. If you are a fan of the original, perhaps stay clear of this one so as not to alter your position on the game.

5-0-capsules-out-of-10

AMY Review


AMY
Publisher: Lexis Numérique
Developer: VectorCell
Platforms: XBLA (reviewed), PSN, PC
Release Date: January 11, 2012
Price: 800 MSP – Available Here

Overview
As one of the newest games of 2012, AMY was given tremendous amounts of attention. Unfortunately, this survival horror has not lived up to the generated hype for the vast majority of gamers. What could make this game so poor?

Story
Lana, our leading protagonist, has taken the role of babysitter for the young and mysterious child named Amy. The pair boarded a train destined to Silver City running away from a facility that seemed too interested in the child. While aboard the train, Lana becomes paranoid with the train guard that asks to see their tickets. All that we gather from conversation is that Amy cannot talk, it is Christmas Eve, and the guard is a potential creeper. After he passes, Lana is talking with a doctor that we assume must be the one that ordered Lana to retrieve the girl. The doctor mentions confronting Professor Raymond about Amy’s symptoms, but this upsets Lana. She repeats that she is taking Amy to the hospital for analysis but nothing with the professor. Amy begins drawing on her new art board becoming scared as the picture unfolds.

Lana becomes interrupted with the doctor looking at Amy’s new drawing. You see two angry beings atop several dead people next to a burning building. Both passengers are now staring out of the windows as a glimpse of surging bright light blinked outside. The doctor said it must have been an explosion near the Phoenix Center – where Amy was begin kept. Soon after the train begins to tip from side to side causing Lana to drop her cell phone. As she bends down to pick up the phone, the guard from before steps closer only this time he has changed. No longer looking human, the estranged being knocks Lana to the ground rendering her temporarily unconscious. As our protagonist awakes, she is wandering through a train wreck looking for clues and most importantly for Amy.

Gameplay
Waking from a concussive blow, you are free to navigate the train wreck in a third person view. Movement is control by the left analog in junction with a direction camera of the right analog. Interacting with the environment can be done with the use of (A). There are certain objects that can be manipulated during the course of the game, but pick-up items are limited to syringes, security keys, and weapons. Further interaction can be accomplished with carts, ladders, lockers, and even the occasional telephone. Thus far the game seems to be in working order as the basic controls work without too much problem.

One major issue I find in the game is with Lana’s combat items. Weapons are extremely limited to wooden boards in the beginning levels and other similar weapons as the chapters progress. I felt that unarmed attacks should have been made possible at the very least. You can essentially break a wooden board over an infected and be left with no weapon to fight with. Testing should have proved that a broken weapon with no alternatives is a major flaw that should be fixed.

Now that we have discussed the limited combat items, the next topic is the actual combat system. Combat is based on two factors, attack and evasion. Holding the left trigger and pressing (X) offers a swing of the current melee weapon if available. Once in combat, your opponent may choose to attack or parry oncoming attacks. Lana is also able to parry by holding left trigger and pressing (B). With only these two factors, combat can become quite repetitive. If you attack too early or late, you will more than likely take damage. Trying to run away will score a hit on you, so do so with plenty of life. I would suggest the use of parrying instead of running away. After about three hits, you should be dead on the floor and restart from your last checkpoint.

Health is based upon the amount of blood on your screen. Since Lana is contaminated with the mutagen, the screen may become blurry and turn red after time passes being away from Amy. Syringes of anti-toxin prevent Lana from becoming a walking corpse. Amy likes to run away a lot, so your best bet is to go searching for syringes and stock up.

One aspect I keep remembering about AMY is dying a lot with the lack of checkpoints. Not being able to save your progress when you want increases the difficulty of the game and definitely increases the length of play for this title. Some chapters require rigorous tests of trial and error, and the penalty for failure is usually death. Restarting back to a checkpoint gets very tiring.

Audio/Visual
Environment visuals are acceptable and provide a “horror” theme. The problem that arises during the game is that I experienced a shaky frame rate. When moving the directional camera, I occasionally notice that there is a slow transition from one position to another. Beyond the frame rate issues, you are usually running down hallways occupied by pools of blood, broken glass, and a zombie set on killing you.

The art makes the game somewhat bearable. The models for our main characters Lana and Amy are tasteful but raise questions about Lana’s choice of footwear throughout the story. Those heels have to be killing her. As Lana strays from Amy and/or runs out of syringes, her facial features become pale and full of veins. The transformation signifies the need to find Amy or anti-toxin quickly or else die.

I’ve had a couple on-lookers say that Lana’s voice isn’t believable as Amy’s caretaker. The implications are simple that the actor was not in tune with the child running away, but there are agreeable moments that Lana is in distress. This feeling is prevalent as she is constantly in danger and preserving the child’s and her own life. Sadly, I am glad that the child is mute. I doubt any voice would be able to match the suitable silence of the mysterious child.

Overall
With some serious flaws, AMY does not present itself as well as the media does. The battle system is simple and plays out as a guessing game. Before you know it you’ll be lying dead in a pool of blood waiting to respawn at the last checkpoint you were at ten minutes ago. If this doesn’t scream “RAGE QUIT”, I do not know what will.

The models and environments are actually tasteful but cannot be fully appreciated. With a lagging frame rate, the environments occasionally become distorted. If you take the time to wander around the levels, you can tell the developers enjoyed designing each area.

Sadly, AMY does not yield a positive lasting impression. The story is diluted by a continuous test of trial and error. I really wanted to enjoy this survival horror, but collectively the game did not have a solid foundation.

3-5-capsules-out-of-10

 

Call of Duty app now on Android devices

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Although the iOS version of Call of Duty Elite came out about a week ago, Android fans can, as of  right freakin’ now, enjoy the same luxuriance of checking their stats, reviewing recent matches and updating loadouts while on the go (or while on the porcelain throne.)

Get the free app for your Android device here.  Be aware that Internet service or Wi-Fi is required to use the app.  It certainly is interesting to see how publishers and developers will be, and are,  incorporating mobile technology into their games. What are your ideas for this innovative space?

Minecraft shutting down; developer participating in indie jam protest

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Although you may have heard that plenty of tech companies are shutting down or protesting SOPA and PIPA tomorrow, plenty of gaming companies are also against this bill. Mojang, who is the publisher of Minecraft, is pulling the plug on www.minecraft.net, www.mojang.com and www.playcobalt.com for the duration of January 18. The main man behind the development of Minecraft had this to say: “No sane person can be for SOPA. I don’t know if we’re sane, but we are strongly, uncompromisingly against SOPA, and any similar laws. Sacrificing freedom of speech for the benefit of corporate profit is abominable and disgusting.”  The login servers for Minecraft and Cobalt will be unaffected.

In addition, the creator of Minecraft, “Notch”, will be participating in an indie jam session, wherein a plethora of indie developers will be creating  games that have to do with stopping SOPA and similar anti-consumer legislation.  You can even submit your own game.  For more info, check out the link here.

 

 

 

Tech companies to protest SOPA tomorrow

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SOPA, in all its disgusting glory, is finally getting the smack down it deserves.  Tomorrow, Google, reddit, Wikipedia and Scribd are all planning to protest the bill in their own unique ways.  Google has yet to reveal their plans, only saying that: “Like many businesses, entrepreneurs and web users, we oppose these bills because there are smart, targeted ways to shut down foreign rogue websites without asking American companies to censor the Internet.  So tomorrow we will be joining many other tech companies to highlight this issue on our US home page.”  Wikipedia and reddit plan to ‘go dark’, or shut down their operations.  Scribd  says that: “Visitors to the site will see a popup with a call to action featuring a petition.”  Wordpress, TwitPic, and the Electronic Frontier Foundation will also be protesting. OpenSUSE will be “going on strike.” A real-life protest is also happening in San Francisco.  Have you done anything to stop SOPA today?  Make sure you do, or else you may not have the chance too.

Marvel Heroes to Use Unreal Engine 3

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Gazillion Entertainment’s upcoming MMO Marvel Heroes (previously known as Marvel Universe Online), will be powered by Unreal Engine 3. As freemium browser-based game, it will not require a monthly subscription but micro-transactions will be used in the game for players that want a bit extra.

The game set in the Marvel Universe will feature a range of superheroes such as Captain America, Iron Man and Spider-Man to name a few. Built by Secret Identity Studios, the same team behind Marvel Super Hero Squad Online, Marvel Heroes will be similar in design but targeted to an older audience.

So far a release date for the game has yet to be announced.

EA Answers the Question: What is SSX?

I knew there was a reason I’ve never tried snowboarding in real life. And with the new SSX trailer, I think I’ve been freaked out beyond repair. Thanks EA.

All kidding aside, the new SSX trailer answers a question that some people might have been asking: What is SSX? What can we expect from the new revival of an old series? And boy did they have some fun answering that question.

The new trailer shows off the crazy amazing terrain, as well as going into a couple of features we can expect from the game such as incredible use of wingsuits, crazy death-defying tricks, survival mode as you race against avalanches, geotags to earn yourself some credits, and online tournaments where you can own some snowboarding noobs.

Check out the trailer below. What do you guys think? Is this going to be on your list of things to get? Even though I’m scarred against snowboarding in real life, I would definitely love to shred some virtual powder.

SSX will be available on March 2, 2012, on the PS3 and Xbox 360.

Become (Internet) Famous with YouTube Producer

Who hasn’t, at one point or another, thought about putting something up on Youtube. I mean, it just looks so easy, and you could totally do a better job than some of the amateur trainwrecks that are up there at the moment. I mean, you’ve totally got way more skill at a computer, and you may have sang to yourself in the shower or mirror at one point or another and pretended you were famous and popular (and totally dealt with it way better than all those other celebs).

So why not make it a reality (the video, not the fame, just to be clear).

Indie developers Musicshake have developed an app where you can make your very own personalized music videos to upload to YouTube, straight from your phone! All you need to do is select a video, add music, preview the masterpiece, and then upload it and wait for the views to come pouring in.

YouTube Producers is powered by Mu-Bot (or Music Robot), which generates music 24/7 by combining millions of music patterns from a massive database, giving you a huge range of uncopyrighted music, so you don’t get booted of YouTube with your tail between your legs.

YouTube Producer is available NOW for FREE – Get it HERE

Scribblenauts Remix gets Extra Levels

Epically popular, highly creative puzzle app, Scribblenauts Remix has come out with their first update for the game, adding another 20 head-scratching and fun levels, as well as a new playground for Scribblenauts Remix. The new update won’t come free though, it’s available as an in-app purchase for $0.99. So the question is, how much do you love Scribblenauts?

For those who haven’t picked up this awesome puzzler yet, Scribblenauts involves solving a range of random puzzles by writing any word, modifying it with adjectives, and using it in the puzzle. Not only is the gameplay super fun, but the puzzles are also different from your usual, with the app drawing from the most popular puzzles from Scribblenauts and Super Scribblenauts on the DS. Thinking outside of the box is a necessity in this game, and boy does it make for some hilarious results.

Scribblenauts Remix is available NOW on the iTouch, iPhone and iPad for $1.99 – Get it HERE
Or, if you already have it, make sure to grab your update with the 20 extra levels, in your app.

So come on guys, get scribbling!

London 2012 The Official Video Game of the Olympics: Details and Trailer

SEGA have released new details about the upcoming release of the London 2012 video game, including new and improved modes as well as motion control support for PlayStation Move and 360’s Kinect.

Game modes inclde single player Olympic Games mode and online and offline multiplayer and party play.  There will also be online global leaderboards which will track personal medals gained whilst playing online, and each medal will be added to your nation’s medal table.

“London 2012 sees the successful relationship between SEGA, ISM and the IOC became even more exciting in the run up to the 2012 Olympic Games”,

London 2012™ sees the successful relationship between SEGA, ISM and the IOC become even more exciting in the run up to the 2012 Olympic Games”, commented Gary Knight, Senior Vice President of Marketing at SEGA Europe and SEGA of America.  “With all new Olympic events and returning favourite sports brought to life with the very latest video gaming technology, everyone can truly compete in the greatest sporting event on earth”.

London 2012 will be available in June for PC, Xbox 360 and PS3.  Check out the trailer down below!

 

 

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=cpgWCzpp1xw[/pro-player]