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BlazBlue: Continuum Shift Extend Review



BlazBlue: Continuum Shift Extend
Publisher:
  Aksys Games
Developer: Arc System Works
Platforms: Xbox 360 (Reviewed, Import), PlayStation 3, PlayStation Vita
Release Date: February 22, 2012
Price: $48.00 – Available Here

Overview:

One of the most impressive new IPs of this console generation has to be BlazBlue, and I’ve been following it ever since it initially debuted as ‘Blaze Blue’.  With the fighting genre currently being a saturation of sequels and HD remakes, BlazBlue is perhaps the only fighting franchise that’s actually still fresh and interesting.

BlazBlue: Calamity Trigger was such an amazing release at the time, and while it had only 12 characters, the sheer uniqueness in the play style of each was really impressive. Each character had their own unique fighting system, and no two combatants felt remotely alike. What really stood out in the fighting system was the Drive mechanic, a single button that allowed each character to perform their special ability. The idea was simple in concept but amazingly deep in execution. Another thing Calamity Trigger did so well was story execution, as not only was the story really interesting for a fighting game, but it was delivered nicely enough as a visual novel and the characters were pretty compelling too.

BlazBlue: Calamity Trigger would then be followed by a sequel called BlazBlue: Continuum Shift, which moved the story forward and introduced a host of awesome new characters, as well a major overhaul in play styles, mechanics, and overall balance. In 2012, we see yet another new entry in this series, but this time it comes in the form of an expansion pack, BlazBllue: Continuum Shift Extend.

BlazBlue: Continuum Shift Extend comes to Western territories next month as a highly generous budget release (RRP here is $48). But being the eager and impatient fan that I am, I grabbed myself the Japanese version for my Japanese Xbox 360. While the game is very import friendly to anyone who has been following this series since day one, you’re still better off waiting just a bit longer for the local release. As you will learn, it will definitely be worth the wait, and the price of admission.

Story:

BlazBlue: Continuum Shift Extend, being an expansion to the original Continuum Shift, doesn’t really move the story forward.  However, the game’s story mode does have more substance as it offers new story arcs, revamped cut scenes, and more backstory. Much like the previous games, Continuum Shift Extend story mode uses a visual novel format to portray the BlazBlue lore. However, unlike previous entries, this time every playable character has their own scenario, including the characters that were DLC only in the original Continuum Shift.

The format is the same as past games, you go through several animated stills with large amount of fully voiced dialogue between characters, take part in battles, and even make choices along the way. There are multiple paths and endings for each character, and getting full completion will allow you to unlock more scenarios and the eventual final ending.

What’s cool about Continuum Shift Extend is that it includes a remastered version of the Calamity Trigger story. What you essentially get is a nicely streamlined retelling of the events that transpired in Calamity Trigger. You take part in a few key battles and witness only the true canon events that would lead up to the current setting in Continuum Sift. The remaster also introduces some new animated cut scenes, which are nicely done and portray the story in a far more entertaining and dramatic fashion.

BlazBlue has a rather fascinating lore, and while it does get a bit confusing and convoluted at times, it’s still very interesting thanks to a rather vivid cast of characters that are extremely likeable. The plot is so detailed and crazily intertwined that it warrants its own anime series, and is riddled with themes of time travel, cloning, ancient secret weapons, big political conspiracies, and a ton of extremely personal rivalries between the characters. The in-game universe really has a life of its own, with the quality and depth being something that you would expect from a role playing game.

Visuals:

Given that the graphics engine is largely unchanged from Calamity Trigger, much of the impact that it made back then is pretty much gone at this stage. Still, BlazBlue: Continuum Shift Extend is a visually stunning game, and is easily among the best looking and performing HD 2D games you can find. The character sprites brim with a ton of detail and animate extremely fluidly, and they blend smoothly with the high resolution 3D backgrounds and effects.

From an artistic standpoint, the game is still as amazing as always. Although nothing much has changed since the previous game, it still has a ton of flair and the character designs are still the most interesting you will see out of the genre. BlazBlue really has a style of its own, and even with things largely unchanged, there isn’t another fighting game out there that has the same amount of personality.

A cool addition on the artistic side of things is the new animated intro, courtesy of the famed animation studio Production I.G. The studio is famous for the Ghost of the Shell series and more recently the excellent Guilty Crown series. The animated sequence is well drawn and animated, and adds a little spice to the game’s presentation.

Audio:

Daisuke Ishiwatari is perhaps one of the greatest composers in the industry, with his style primarily being that of heavy metal rock. He did a fantastic job with the music of the Guilty Gear series and still continues compose for the BlazBlue series. His style has certainly evolved over the years, as his compositions now have a bit more symphonic flair to them.

BlazBlue: Continuum Shift Extend has a mind blowing soundtrack, retaining all the great tracks used so far in the series while adding plenty of great new instrumentals and vocal themes. Among the new tracks, one that personally stands out to me is X-Mantic, which is the theme of Carl Clover vs. Relius Clover, and it’s a really dramatic and highly emotional piece filled with slow melancholic guitar riffs that captures the story of their rivalry and relationship perfectly. There are several rival theme songs like this, and they do a great job of enhancing the story presentation and making battles between certain characters more emotional.

Any fan of good heavy metal rock will appreciate the quality of the music present here, and there’s plenty of interesting symphonic fusions and other unorthodox pieces (such as the theme of Taokaka and Platinum). It’s an amazing soundtrack, and probably among the best of this generation.

Gameplay:

BlazBlue Continuum Shift Extend plays just like original Continuun Shift, but with some noticeable improvements. With fighting games, even the smallest change can do wonders in altering the game balance and flow.

Generally speaking, Continuum Shift Extend, like any BlazBlue title, plays like a dream. The mechanics are just sublime and smooth, and it allows you to chain attacks together into massive combos with great ease and fluidity. What’s great about the system is that it allows you to be creative, and you can basically improvise on the spot and not feel like you’re being restricted as is the case with most fighting games.

The gameplay mechanics are unchanged from Continuum Shift, as you still have the instant kill ‘Astral’ finishers and the Drive system that allows each character to perform their unique skill/ability. But what they have really done different this time around is alter some of the characters in terms of their moves and play styles, changes that may seem minor but actually have a significant impact on the game balance. A good example being Tsubaki, her Drive is basically a charge that strengthens her attacks, and in the original Continuum Shift she could charge fairly quickly with ease. In Continuum Shift Extend, however, she now pauses after charging each bar of the meter, and that split second pause basically exposes her to an attack. Little changes like these really shake up the overall fighting experience.

Continuum Shift Extend has 19 playable characters, all unlocked and ready to use in any mode, including all the characters that were DLC in the original Continuum Shift. Relius Clover, who in past games was a non-playable character that played a key role in the game’s story mode, now joins the list of playable characters. Much like his son, Carl Clover, he too uses a puppet (named Ignis…his wife so to speak) to assist him in combat. Relius however, is far easier to use than Carl as his general play style is pretty aggressive, allowing players to chain together rapid strikes to create some really big combos. His drive allows him to summon Ignis to perform special moves. With Carl and his puppet Nirvana, it was a lot like controlling two separate characters at the same time, but with Relius and Ignis it’s not quite like that as their dynamic/mechanic is similar to that of Litchi and Matenbo (the staff). Ignis shows up only temporarily to perform some big moves but like Nirvana, her usage is also restricted by a gauge. Another thing that’s interesting about Relius is his Astral finisher, where he basically tortures his opponent, but the torture method he uses depends on who his opponent is. Overall, Relius is an awesome addition to the cast and like any other playable character in the game, offers a truly unique combat experience.

Apart from the fleshed out Story Mode that I already discussed in detail, Continuum Shift Extend introduces some new single player modes, but they’re all pretty similar as all you really do is go up against a series of opponents. There are a few gimmicks in these new modes, such as the RPG style stat building in Abyss mode. The real purpose that these modes serve is to help you earn enough points/money to unlock artwork in the game’s rather large and impressive gallery. All the other modes from previous games are intact, such as the extremely useful tutorial and challenge modes. The online multiplayer mode is still as strong as ever, with the quality of the netcode being near perfect (if not the best you will experience in a fighting game) and this time you get some new team based match types to play around with. It’s a nice package overall, with plenty to do and unlock, and the online multiplayer will always have you hooked.

Overall:

BlazBlue: Continuum Shift Extend, even though is just an expansion pack, is still a pretty awesome release. For one thing the price of admission is generous, and you’re getting quite the value for it. All the qualities that fans have come to love over the years are still present in full force, be it the head banging score by Daisuke Ishiwatari, the refreshing art direction, the fascinating story, or the breathtaking and masterful fighting system. Everything is present, just that it’s more refined and fleshed out than it’s ever been.

Relius Clover makes a great addition to the cast, and being a BlazBlue character, the gameplay experience he offers is unique and refreshing, and unlike anyone else in the roster. The story mode is wonderfully crafted, and it’s really convenient to have both the story of Calamity Trigger and Continuum Shift bundled together to get the complete picture of the BlazBlue lore. Not only that, but they’ve added several new story arcs and a plenty of cool animated cut scenes. The old saying “story doesn’t matter in fighting games” does not apply here, as this is one tale that you definitely want to experience, and the vibrant cast of characters will definitely win you over.

As a fighting game, BlazBlue: Continuum Shift Extend is still as strong as ever, as there isn’t another fighting game out there that will offer a gameplay experience quite like it. The fighting system is still as breathtaking as it’s always been, it’s just now more refined than ever before. There is plenty on offer here to keep players busy, and is endlessly repayable courtesy of the near perfect online play. BlazBlue: Continuum Shift Extend is an excellent accumulation of the entire series, and is the most complete and definitive BlazBlue experience.

9-0-capsules-out-of-10

Run Roo Run Review


Run Roo Run
Publisher:
  5th Cell
Developer: 5th Cell
Platforms: iPhone (Reviewed), iPad
Release Date: January 12, 2012
Price: $0.99 – Available Here

Overview:
5th Cell are known for their genre breaking hit Scribblenauts, a game in which you could essentially do anything. So how do 5th Cell follow up a game that you could do anything in? It’s simply really; a game that you can only do one thing – Jump.

Run Roo Run is so simple in it’s design, yet so creative in it’s execution and style. The classic ‘jump’ gameplay is reinvented in this spellbinding iOS title for the post-Angry Birds era.

Run Roo Run breaks preconceptions attributed to the iOS by combining the best of the puzzle and platforming genres for the most creative casual game in recent memory.

Gameplay:
This game is undeniably a simple creation. The entire game is controlled with a single touch. You play as a mother Kangaroo who decides to reclaim her Joey that was kidnapped and taken to Taronga Zoo in Sydney. The mother Kangaroo must travel from Perth to Sydney, encountering obstacles along the way.

It all a very simple concept yet it is so incredibly addictive. I found myself plowing through all 420 levels and going back for more time and time again. It is honestly the most addictive casual iOS title since Angry Birds, it also has far more content available than Angry Birds as a matter of fact.

The very core of Run Roo Run is it’s attention to enjoyment. 5th Cell crafted the game to make the player feel rewarded as they progress through the game. By the time you are onto the Extreme levels and you are dying countless times, once you finally make it to the  end of the level you will rejoice as you have a true feeling of accomplishment.

Don’t get me wrong, Run Roo Run isn’t all difficulty. As a matter of fact the first bunch of levels are as easy as can be in order to get the player use to the games control system and play style. This ultimately makes for an overall enjoyable play experience as you grow better as you progress, never feeling under-skilled or over-skilled.

Run Roo Run is all in all an addictive gaming experience that is perfect for on the go casual gaming.

Visuals & Audio:
Aesthetically Run Roo Run retains all the charm and quirkiness of 5th Cell’s previous work, Scribblenauts. There is a lot of style and personality in Run Roo Run and there is admittedly enough marketable material for this game to be the next massive mainstream casual hit.

The graphics are relatively simple, but simplicity is key here. The game itself is straight forward and the visuals match that, without ever being cluttered or messy. Its a beautiful game, at least as beautiful as casual iOS games can get.

The game’s audio is catchy as hell and instantly memorable. It provides a splendid backdrop to the layers that sit upon it. 5th Cell have brough the same musical spirit of Scribblenauts to Run Roo Run, creating a pleasant listening experience all around.

Overall:
Run Roo Run is one of the best casual games on the iOS in a very long time and it will undoubtedly go on to become a huge mainstream success much like Angry Birds before it. It is such a simple and accessible game, anyone can play it and that is Run Roo Run’s greatest advantage over it’s large amount of competition on the iOS platform.

The game has taken a lot of well known formulas, mixed them together and watched as the sum of all of its parts exploded on screen in an experiment that went miraculously and fortunately right. There was a lot of things that could’ve went wrong with Run Roo Run but in the hands of 5th Cell, it has become the next big casual iOS title.

Run Roo Run is truly brilliant and is a must buy for all iOS owners. Run Roo Run poses one question to the iOS platform as a whole, “Why Walk when you can Run?” And with that I must say, this game deserves all the success that is coming its way.

9-0-capsules-out-of-10

You can check out our Gameplay Video of Run Roo Run below. 

Exclusive: Phantom Breaker Story Mode given first screenshots

We’ve seen plenty of trailers and screenshots of Phantom Breaker since 7sixty announced that they would be bringing the unique fighting title overseas to North America. However one thing that some fans have wondered about is how the Story Mode of Phantom Breaker looks.

As such, 7sixty has provided us with these exclusive screenshots of the Phantom Breaker story mode, following both the routes of Cocoa, a girl who has grown so bored with reality that she modified her body to create her ideal form and a mysterious girl named M who has lost all her memories. Below the story mode images you can also see a new exclusive trailer below showing these two unique girls battling against one another. Who wins? Check out the fight below and keep an eye out for Phantom Breaker in stores early this year on the Xbox 360.

Squids Celebrates Soundtrack Release with App Sale

Chances are you’ve seen something of Squids in the App Store. An “underwater epic that stars a ragtag team of cephalopod heroes”, since release in October it’s seen over 100,000 downloads and is sitting pretty with an average rating of five stars. Topping the number one spot for RPG’s in 51 countries and the paid app category in it’s native France, the game sees players take control of an army of sea creatures to help protect their underwater kingdom.

Developers The Game Bakers have just announced that the official game soundtrack is now for sale, with the title track on offer for free. Ramping up the squidy goodness in support of the soundtrack release is a two day sale on the game itself, which has been discounted by 50% to a very tempting $0.99.

And the price of the soundtrack? Whatever you want. The 11 track album (which has fantastic cover art, above) can be downloaded here, and all the proceeds will be going straight to the independent production of the Squids sequel. Better act fast, because the pay what you want offer is for a limited time only (with a minimum cost of $4 thereafter). The purchase will include a digital art book with line notes from composer Romain Gauthier.

If you fancy checking out the game itself, click here. It’s currently compatible with all iOS devices and will see a release on Android, PC and Mac in the next few months.

Majesco Details DLC plans for Zumba Fitness Rush

Zumba fans already know that Zumba Fitness Rush is preparing to launch on February 14th, exclusively for the Kinect. Now it seems you can also look forward to the multiple add-on packs as Majesco recently detailed what we can expect with the post-launch DLC.

A three-song Bollywood style pack available in May addresses consumer demand for more of the trendy dance style and expands upon the Indian choreography in the game, and a Hip-Hop style pack out in September offers three additional songs that will include hit tracks from today’s popular artists.  Each Game Add-on pack will be available on Xbox LIVE Marketplace for 400 Microsoft Points.

“Zumba® Fitness Rush is a truly exciting addition to the Zumba® Fitness video game franchise,” said Jesse Sutton, Chief Executive Officer, Majesco Entertainment. “This high-quality experience built for Kinect for Xbox 360 offers a wealth of exclusive content to fans, and then delivers even more post launch with multiple Game Add-on packs. The February 13th launch of Rush is the company’s largest integrated marketing program to date, and we are thrilled to have Microsoft’s support around the world to bring this exceptional product to market.”

You know, it’s kind of refreshing to see a company announce their plans ahead of time in this manner for DLC, as the fans can be aware of both the price and content ahead of time. With already 42 songs in Zumba Fitness Rush already though, there looks to be plenty of reason to snag up this latest fitness dance title when it launches next month.

.hack// THE MOVIE Info Discussed In Famitsu

In the latest issue of Famitsu, information is covered on the latest installment into the .hack// series of media. This series is well known for it’s genre spanning story, occuring across multiple platforms. The story started with .hack//SIGN, combined with the four .hack// games on the Playstation 2 and moved on to .hack//ROOTS and another three games on the Playstation 2 device.

Now, there is rumoured to be a game or series of games appearing on the Playstation 3, alongside this latest movie, in which players return to the latest iteration of The World, called FORCE:ERA. Of course, my japanese is a little awful so I’ve taken a look over at dothackers.net for more info, which you should all do as well.

Be sure to check out the original article at Famitsu for more information. It is worthwhile just for the artwork.

Country Dance All Stars Announced for the Kinect

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Need some more country in your lives, but don’t own a Wii? You’re now in luck as GameMill have now announced Country Dance All Stars for the Kinect. This new version looks to include all of the boot-scootin’ greatness of the Country Dance series, but for the first time will have full body motion controls for fans to dance along with.

Country Dance All Stars features more than 35 tracks from the best names in country music including 18 CMA 2011 award winners like Male and Female Vocalists of the Year Blake Shelton and Miranda Lambert, Album of the Year winner Jason Aldean and Vocal Duo of the Year Lady Antebellum.

A partial list can of other announced artists and tracks can be found below:

  • Alan Jackson – “Good Time”
  • Ashton Shepard – “Look It Up”
  • Billy Currington – “People Are Crazy”
  • Blake Shelton – “All About Tonight”
  • Brad Paisley – “Water”
  • Brooks & Dunn – “Boot Scootin’ Boogie”
  • Carrie Underwood – “Cowboy Cassanova”
  • Chad Brownlee – “Carried Away”
  • Dierks Bentley – “What Was I Thinking”
  • Easton Corbin – “Roll With It”
  • Eric Church – “Hell On The Heart”
  • Gwyneth Paltrow – “Shake That Thing”
  • Jason Aldean – “My Kinda Party”
  • Josh Turner – “Why Don’t We Just Dance”
  • Katie Armiger – “Best Song Ever”
  • Kellie Pickler – “Tough”
  • Lady Antebellum – “Lookin’ For A Good Time”
  • Laura Bell Bundy – “Giddy On Up”
  • Miranda Lambert – “White Liar”
  • Zac Brown Band – “Chicken Fried”

Due out in March, Country Dance All Stars is also set to feature post-launch DLC, where players can download new tracks to experience. At the moment, no official rating or exact date has been announced, but once GameMill detail the game further, we will be sure to bring you an update.

Star Wars The Old Republic Founders Title Available For Founding Players

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Are you one of the millions of players who picked up their copy of The Old Republic as it launched? Then congratulations, you are eligible for a new Title for your characters within the game.

The “Founder” title is available for players who have had an active subscription paid out of their accounts in the coming weeks, as they are the founding members of the game. The title will be sent to players using the in-game mailing system and it will be attached to an item called the Founder’s Medal. Use the medal on your character, and it will grant them the Founders title.

So make sure that you check out your mailbox in the coming weeks for your Founders Medal. Be sure to check out the official info page for more info.

Doctor Lautrec and the Forgotten Knights Review

Doctor Lautrec and the Forgotten Knights
Platform: Nintendo 3DS
Publisher: Konami
Developer: Konami
Release Date: December 6, 2011
Price: $29.99 – Available Here

 

Overview
When you first look at Konami’s Doctor Lautrec and the Forgotten Knights, a certain polite professor comes to mind almost instantly. In all honesty though, both have very little in common aside from the usual puzzle elements tossed in. This game lets players explore a 19th-century Paris as the very intelligent and witty Doctor Lautrec, who is out to discover a once hidden treasure. So far on the 3DS, we have seen very few original IPs, so Lautrec’s first outing looked to be a promising one and looking back, there certainly is a lot offered here to make this adventurer and his bubbly sidekick stick out on the platform. So, how does this title perform on it’s own? Here is my review for Doctor Lautrec and the Forgotten Knights.

Story
If Doctor Lautrec has any silver lining, it has to be the story that has been pieced together for the player. For the most part, this plot is told through fully animated cutscenes with the main two characters being the bubbly yet smart sidekick, Sophie and the rather wise but stubborn Lautrec. This tale begins with Jean-Pierre Lautrec getting challenged to go after the missing treasure of Louis the XIV. You see, this clever chap is a bit arrogant, so any challenge he receives becomes a primal duty to achieve to prove that he is more than any simple “Adventurer” (a term that is a four letter world in his vocabulary). While this might be charming in most cases, I found it rather hard to actually like this Doctor as he constantly insults and demeans nearly every other character in the game due his famous history. Sophie on the other hand acts as a balance. Instead of being pompous and egotistical, this companion is genuine and caring, and it’s easy to love everything about her innocent nature.

As the game progresses, the player learns more about the many inhabitants of Paris they come across, tying together for one satisfying finish in the end with plenty of excitement and mystery found in-between. I even felt like the main two protagonists evolved a bit, as you learn enough about each to view them in a completely different way by the time the curtain falls. That being said though, the story as a whole can be a bit hard to follow as your constantly getting sidetracked by extra missions that do very little to add any depth to the main narrative. Most of these side quests are simple in execution, but feel as if their only point of existence is to lengthen the experience and prolong the journey to your ultimate goal. Even though the story is good, the game’s many distractions can make you quickly forget the main plotline and completely lose track of the core of just what Doctor Lautrec is truly about.

Gameplay
As for the The Forgotten Knights gameplay goes, it could be best said like the famous Facebook marital status, “It’s Complicated”. This is because there are three different methods mixed in, and the game switches between each at it’s own choosing. The first to talk about is the main dish, and that is of course the puzzles. Whether it be to just solve one at random or to discover a new doorway, there is always something new to decipher as you progress through the plot. If you remember, before Doctor Lautrec and the Forgotten Knights actually launched, a lot of the hype was built around the fact that there would be 250 in total. While that is true to an extent, most of the 250 are of the same type and differ in very minor ways from the next. Doing crosswords, seek and finds, and other simplistic romps are sadly the most we see in variation as well, leaving a lot to be desired. If you’ve played any Layton title, you will more than likely find the lack of imagination applied here to be a disappointment as a whole. Thankfully, the control methods used are all point, click and drag though, so if a younger or more in-experienced player is looking for something easily accessible, they should feel comfortable with Lautrec’s very low difficulty.

Next up comes the most interesting element, with that being the actual exploration. Whenever you need to get from point A to point B, you the take control of Lautrec himself and simply move from one destination to another with the D-pad. In certain areas, NPCs will be roaming the streets and can offer up side-quests to kill some time, but most just offer one line of dialogue and let you be on your merry way. This type of exploration can also be found in the dungeon segments, where Lautrec is hunting down treasures. Instead of just walking up to a find and snagging it, the player must traverse the level carefully as guards are on watch. Yes, this is a full stealth-oriented mission and works exactly the way it should, but a bit watered down in comparison with the major contenders of the genre as the pathways are pretty straight-forward.

Oddly enough, Doctor Lautrec has a bit of a trick card up his sleeve. After exploring a dungeon, you are usually rewarded with a type of treasure that has a spirit inhabiting inside. Shortly after, this triggers a battle sequence and the player then must watch their spirits come to life to take out an opposing foe in a turn based format. Sound familiar? Well, it should as from HP gauges to advantages, these mechanics feel ripped right out of the Pokeverse. It’s an interesting change of pace to do battle in this way, but there is very little explaination of why or how you are supposed to go about battling these spirits, and just finishing a match is usually the result of luck and trial and error. Even though these moments were out of place in such a title, I still wanted to see more to get a better idea of what was going on as the concept worked. By the end however, you will be happy to exit a spirit battle though as these moments are confusing, unfitting, and just a major miss all around.

If you have the patience for it, Doctor Lautrec and the Forgotten Knights can easily last around 20 hours. The sad truth to that though is that even with the vast amount of puzzles and underground sequences, the whole game begins to reek of repetitiveness and the story is the only thing that truly changes after all of Lautrec’s cards are on the table.

Visuals/Audio
As far as the presentation goes, Doctor Lautrec almost feels like a AAA title. The cutscenes are crisp and easy to watch, the animation is fluent, and the colors and textures are bright and chipper. Much like the gameplay though, it feels as if the developers wanted to include too many ideas. One moment you will be viewing a 2D sequence, and the next you are then forced to play as the Doctor in what looks to have come out of an early N64 game. It’s a shame that the game’s lovely main art style wasn’t used at all times, but this crime isn’t game-breaking so most will be able to overlook the change in both environments and character models so often.

As far as the soundtrack goes, the music is well done and blends well into that classic Paris atmosphere. These tunes aren’t as charming and upbeat as the Layton series, but they work just well enough to at least capture the theme of the game. The true stars of the entire experience however are the voice actors. Nearly ever character is voiced and make this mystery feel exciting with each bringing a bit of spunk or emotion to any situation. To be honest, I hated Lautrec’s snotty character at first, but I really think that Konami were going for such a pompous personality to start with and his actor at least made him sound as arrogant as he appeared to be. If it was a good idea to use his character for a protagonist however is still very debatable.

Overall
Doctor Lautrec and the Forgotten Knights is a game that wants to do everything, but never manages to find itself in the process. Sure, the three types of gameplay work, but each feel shallow and dry, leading to a lot of lost potential in what still could be a great new property if executed correctly. There still is a charming cast of characters and some decent cutscenes that feed the player a somewhat entertaining plot, but aside from that, Lautrec feels more like a mix of clones that became unglued and then stapled back together. Doctor Lautrec and the Forgotten Knights wanted to be the next big IP for handhelds and it certainly makes an effort, but in the end, this box of treasure is one that is full of an array of mechanics that are disconnected and confusing, with a few shining moments sprinkled on top.

5-0-capsules-out-of-10

Fly With Me nesting soon on itunes store, lend them a wing

Get those trigger fingers ready, but not for Battlefield 3, this time its a little more innocent, as EA announce Fly With Me, soon to perch on the iTunes App. store. Assist the birds through a multitude of hazardous levels, as you tap the screen to keep the birds flapping, avoiding obstacles as you catch bees and try to stay with your wings above ground. Imagine for a moment, an innocent sparrow, lazing around in his backyard doing what sparrows do best, when along comes a swarm of evil bees to mess about in his business. Not being one to be bullied around, the birds take to the skies, in an effort to gobble up as many of the pesky bees as they can.

Challenging the local flora and fauna, with the aid of the wind, players will have to make their way through 45 challenging levels of fields, trees and tropical forests either in a quick play session for those on the run, or in challenge mode for those seeking a longer experience. Although seemingly simple in premise, Fly With Me has something on offer for all ages and with a puzzle based unlock system, the ability to vary the difficulty level and challenges, Fly With Me will have a massive appeal to all iPhone users.

Still on its way from migration, Fly With Me will be landing on the iTunes store in February 2012, so keep an eye out above, and give those birds a fighting chance in their new perilous environments.