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Worms: Crazy Golf Review

Developer: Team 17

Publisher: Team 17

Platform: PC (reviewed), PSN, iPhone/iPad

Genre: Sports/Strategy

Release Date: October 19

 

Overview

At first glance, Worms: Crazy Golf is an odd concept. At second glance, it makes sense: the mechanics of traditional 2D Worms gameplay actually line up quite well with the mechanics of golf.

At third glance, it gets weird again.

There’s no denying that Crazy Golf is an interesting departure from the Worms series, which could reasonably be accused of milking the formula, judging by the sheer number of very similar Worms games that are being pumped out across every gaming platform known to mankind.

A change in the formula is a welcome addition, and Crazy Golf is in itself quite a unique game. It takes a while to hit its stride, and by then, it may have lost the attention of the less dedicated, but stick it out through the slow start, and you’ll be rewarded with a fun spin on both genres.

 

Gameplay

The Worms series has done spinoffs before, but none are as closely aligned with the mechanics of the normal games as Crazy Golf.

As you’d expect, gameplay is essentially golf: get your ball to the hole in as few shots as possible. But the Worms characters and mechanics spruce things up a bit, with recognizable obstacles lining each course. There’s a reliance on judging the angle, power and trajectory of your shot, and how the ball will react to the geometry of the level, so it seems to have more in common with mini golf.

The combo brings something new to each genre in the mashup: the Worms brand brings some much appreciated life and character to golf, but golf brings some linearity and structure to Worms. The result is a game with the look and feel of classic 2D Worms games, but with a more relaxed pace, a tighter level structure and a more specific challenge.

Play has you teeing off across four 18-hole courses, with intent to sink the ball on par or under, which unlocks the next hole. Using the Worms methods of aiming, powering up and releasing, your ball is launched into the course, bouncing off walls and other worms, avoiding water, and collecting coins and crates. The mouse can be used to apply spin to a ball while in the air, to dictate which direction it travels after landing, a vital function in later courses.

But of course it can’t be that easy. Between the tee-off and the green lie environments full of obstacles and characters. The nice thing is that these hurdles aren’t inherently good or bad, but vary in helpfulness depending on the situation. For example, land a ball on a molehill and the resident will yoink it, tunnel away and reposition it elsewhere; an advantage in some situations, a necessity in others, an absolute pain at other times. Sheep dot the landscape, and can conveniently give your ball some extra bounce, but will inconveniently eat it, if it lands near them.

Traversing these environments calls for a bit of outside help too, so players have access to a variety of utilities to move their ball around. Cheating, they call it in some circles. Before each shot, you can select one utility to equip for that shot, changing it only between swings. Triggered by the spacebar at any point during the ball’s travels, utilities can mean all the difference between a birdie and a bogey, and perhaps add the Wormiest twist on golf that the game has to offer.

The parachute will greatly low your ball’s descent, and applying spin while it drifts can let you move almost horizontally through the air, crossing a huge space. Heavy ball will cause your ball to plummet directly downwards on triggering, which can be very useful for landing on a specific spot or dropping straight onto the green if you’re more likely to sail over it.

Later in the game, when all or most of these utilities are unlocked, Crazy Golf is at its most enjoyable when you must decide which to use, how and when. But it takes ages to unlock the more useful utilities, and even longer for them to play an important role. Being fairly unique, the game understandably needs to take a little time to explain itself, but the first course, Britannia, acts as an extended tutorial, dragging along by the end. Later courses, like the Pirate Cavern, Graveyard and the recent DLC Carnival course, redeem this by applying more focus and usefulness to the utilities.

Each hole has supposed replay value by placing arbitrary collectables around, but they kind of go against the grain of the game. Golf is about getting to the end as quickly as possible. Collectable coins do not feature in either Worms or golf – rather, coins are an unwelcome video game cliché that disrupt the flow of the game.

It’s been said that a hole-in-one is possible on every hole in the game, and aiming for these is a more fitting method of adding replayability. There are often multiple paths to get to the green, depending on which utility you’d prefer to employ, and replaying holes to find the best way to the elusive one-shot sink can be very rewarding.

Customization is a staple of the Worms franchise, but in Crazy Golf this aspect is somewhat stripped back. You can unlock better clubs, balls adorned with different patterns, hats, and speechbanks, but overall, customizing your worm feels much less important, and less fun, than it usually is.

 

Visuals & Audio

Worms has a distinctive style, and that’s not lost on Crazy Golf. Each course has a great theme, and it’s apparent that a lot of thought has gone into personalizing the obstacles and surface types to fit each theme. Bunkers in Britannia are just sand pits, but in Pirate Cavern they become piles of gold. In the Graveyard the “Rough” patches are bones, and cannons, which launch your ball further, become zombie arms with blunderbusses, waving out of open coffins. It all looks fantastic.

Unfortunately, the worms themselves seem a little less expressive than they are in Reloaded and Ultimate Mayhem. It’s hard to say why exactly: they still dance when they sink the ball, or scowl at you if you go over par, but it feels less marked. Perhaps we’re just spoiled in the other Worms games though – here they still have much more personality than the latest hardened marine.

Soundwise, there’s not much to report. The music gets a little exhausted after 18 holes of the same tune, but it’s so low-key that you’ll barely notice it’s there. There’s even less variety in the speechbanks, but with fewer things that need saying in golf, there’s not much need for more speech sets, or more dialogue in each one.

 

Final Comments

Crazy Golf presents an interesting departure from regular Worms fare, but it does drag a bit, particularly during the crucial opening sections. Once you master the basics, unlock some of the quirkier tools and encounter some of the smarter level design, the game becomes pretty fun and provides a unique experience. It just requires a bit more of a commitment than many will allow.

 

Pros:                                                                                            Cons:

– Unique gameplay                                                                   – Slow start, sometimes dull

– Interesting spin on both Worms and golf                        – Pointless coin collecting

-Great visual style                                                                    – less customization than other Worms games

 

6-0-capsules-out-of-10

Saints Row: The Third Join Forces With Tim and Eric

THQ have announced that they have formed a partnership with Tim & Eric, the creators of the American sketch TV series, “Tim and Eric Awesome Show, Great Job!”, to develop an online full-length episode, bringing the Professor Genki’s ridiculous Super Ethical Reality Climax game show.

Genki’s game show, which will be a part of Saints Row: The Third, pits contestants in a battle to the death as they attempt to win prizes and money and well, basically, just stay alive.

Tim and Eric’s episode will feature the crowd-pleasing Tall Cat Parade and Eat Yourself contests, in addition to giving some insight into the curious life of Professor Genki. The show will air online via select outlets on November 4th.

Don’t forget that if you pre-order today you receive Professor Genki’s Hyper Ordinary pack, featuring the Leisure Stunt Suit, Mollusk Launcher, and of course the highly appealing Super Ballistic Man-a-pult.

Check the trailer for Tim and Eric’s show down below and share your thoughts with us in the comment section.

One Piece Season 4 Licensed by Funimation

Finally, the news One Piece fans had been waiting for has been brought to light. Funimation have announced that they have acquired the license for the fourth season of One Piece which covers the entire Water 7 arc, specifically episodes 206-263.

Now while there first licensing of up to 205 episodes was part of a huge deal with Toei Animation, it seems that Funimation haven’t licensed as many episodes this time as fans had predicted. But surely 57 episodes is enough to appease One Piece hungry  fans of the Funimation English dub.

Funimation have set a release date of Summer 2012 for the first release of the fourth season. Not only that but in news that should satisfy widescreen and HD fans, all episodes from here on out will be in widescreen and a Blu-Ray release is imminent.

What do you think of this news One Piece fans? Let us know in the shoutbox and comments section.

Raving Rabbids want you to team up

The Rabbids have officially initiated the second part of their invasion plan! Not only are they getting us to do stuff in our lounge room that’s going to make us look ridiculous to our neighbours, they’re going to make us do it in four-person groups!

Unlike previous Rabbids games it looks like this one’s going to require a team effort to pass some of the levels, hiding, guiding through an ice tunnel (what are we guiding? I don’t know. Why? I don’t know. Just do the damn thing!) creeping across the screen at the right pace, and contorting all of your bodies to make a shape.

Some of these games will probably have a little bit of leeway, especially considering there’s always that one guy who wants to wreck it for everyone else…

Check out the multiplayer trailer below. What do you guys reckon? Is this going to add to the fun or add to your want to kick someone in the ass when they stuff it up?

Raving Rabbids Alive and Kicking is coming out for the Xbox 360 Kinect on November 1 for US and November 3 for Aussies.

Battlefield 3 purchasers running into trouble with Online Passes

It appears that the Online Pass system is being more than just a little inconvenient to new purchasers of games nowadays. First there were problems with Batman: Arkham City’s Catwoman passes not working or simply not being in the cases, and now there is a major issue with some codes from EA’s Battlefield 3. Namely, that they don’t work at all.

A large number of consumers have complained to EA that they have been unable to play Battlefield 3 on their Xbox 360 because the online pass doesn’t work right or isn’t accepted. CVG reports that this is also an issue with the PC version as Origin doesn’t recognize some purchases of the game, plus their online servers going down.

EA has issued this statement for those who have been affected by the problem, more or less passing the buck to someone else: “We are aware of the invalid code issue and we apologize for the inconvenience. Since certain retailers are affected by this issue, please check with the retailer where you purchased Battlefield 3 in order to receive a replacement code.”

New One Piece Gigant Battle 2 Screenshots + Artwork

Some new character artwork and in game screenshots for the upcoming fighting game, One Piece: Gigant Battle 2 New World, have made their way online from Bandai.

One Piece: Gigant Battle 2 New World, focuses on the Post-War saga and New World saga mostly but will feature things from previous story arcs as well, however they are not the main focus as they were with the previous Gigant Battle.

This is the biggest screenshot and artwork drop Bandai have thus far done for the game, with a whopping 20 images in all. You check them all out below.

One Piece: Gigant Battle 2 New World will make it’s japanese release on the 17th of November. Let us know what you think in the shoutbox and comments section.

Arkedo and Sega team up to work on ‘Project Hell Yeah!’

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Sega has decided that they will team up with Arkedo Studios, the company behind games such as Nervous Brickdown, Big Bang Mini and the Arkedo Series to create a game they are currently calling “Project Hell Yeah!” At the time Arkedo is running a development blog for this title and revealing a few tidbits of information.

This includes the fact that there will be what they are calling “MEGATONS” of monsters and that the game’s been in development for nine months. They say to stay tuned to the blog here for more information in the future, which with a name like Project Hell Yeah! it can only be good news.

First Phoenix Wright Movie Footage Streamed

You heard right, Ace Attorney fans! The first ever footage of the japanese live action Phoenix Wright: Ace Attorney film has made it’s way online for your viewing pleasure.

The footage appears to come from a segment of a japanese variety show called Sōkai Jōhō Variety Sukkiri. There is plenty of footage to appease Ace Attorney fans, with several fan favourite characters making an appearance as well as the infamous “objection” scenes being seen.

You can check out the footage below. I’m sure none of you will object to that. What do you think of the upcoming Phoenix Wright: Ace Attorney live action movie? Let us know in the shoutbox and comments section.

War of the Worlds – XBLA Review

Developer: Other Ocean
Publisher: Paramount Digital Entertainment
Platform: Xbox Live Arcade (reviewed), Playstation Network
Genre: Puzzle Platformer
Release Date: October 26
Price: 800 Microsoft Points (HERE)

Overview

There’s not that needs to be said about the original War of the Worlds novel. If you don’t know H.G Wells wrote a spectacularly gritty and realistic novel about an alien invasion at a time when people hadn’t even yet thought of going into space, about a century ago.

Since then there have been many adaptations of his work, most of them not-so-good. So when I saw the first few gameplay videos from the game, I was super excited. The art style, music, production values, and the fact that good old Sir Patrick Stewart was the narrator made me giddy like a schoolboy. This was the adaptation I’d been waiting for.

As it turns out… it wasn’t.

Gameplay

War of the Worlds is a 2D platformer, and after an amazing opening sequence involving crawling out of the ruins of a train wreck and some pretty clever platforming tricks, the gameplay goes all downhill from there.

The player character plays atrociously. He accelerates into a run about as quickly as an old man (an unhealthy old man, at that) and easily stumbles over the smallest of objects in his path. He’s also fairly stupid, because unless your jump is pixel perfect, he won’t grab onto a ledge directly above him or a box that’s right in front of him.

All this might be forgivable if the game wasn’t brutally, soul-crushingly difficult. A lot of games get away with difficulty; the feeling of reward often outweighs the frustration, but not here. Nearly every level has several enemies or environmental hazards that lead to immediate and unforgivable death, which in itself isn’t a problem, because hey, you can just reload and experiment another way to get by, right?

Well, sure. After you re-run through all the hazards you had to get past in order to get to the location of your death. See, the chekpointing system is nothing short of broken. Sometimes it’s actually perfect, saving right before some impending doom so that you can learn from your mistake and just avoid it the next time, but most of the time, that’s not the case. You can run through most of a level, be brutally obliterated, and go back to where you were four minutes ago, towards the beginning of the sequence.

The fact of the matter is, I had to repeat a sequence where you must escape an alien heat ray about 25 times in the second level, because of the senseless lack of checkpoints. It’s like the developers didn’t take the time to hand the game to a few average players in order to get some feedback.

And in the end, that’s quite unfortunate because War of the Worlds had some great ideas. In fact, most of its puzzles are clever and the level variety is great, but it’s held back tremendously by the ridiculous lack of intelligent checkpointing and the controls which can be much less than cooperative. This in turn affects the platforming, because the game requires pinpoint accuracy in most situation and the character just won’t cooperate.

Oh yeah, and sometimes you can’t tell what actually part of the level or just in the foreground, and other times the foreground images just plain block the view of what you’re doing.

There’s a lot of brilliance and ingenuity in the gameplay of War of the Worlds, but for every situation where you’re enjoying yourself, there will be three where you just want to throw your controller through your television screen. Sadly, the bottom line is that the game is more frustrating than fun. Honestly, if you have high-blood pressure, don’t even consider watching someone play it.

Audio/Visual

This is really what makes you think the gameplay faults are a crying shame, because the game’s presentation is almost flawless.

The art design is wonderfully intricate, with a style reminiscent of the black and white War of the Worlds film adaptation the game is emulating. Colour is used well in the right places, but the blacks, whites, browns, and greys will take you right back, and you’ll feel like you’re in the 50’s, just barely surviving an alien invasion.

The set pieces are also fantastic, indeed they’re probably some of the best pieces of visual imagery I’ve ever seen in a downloadable title. From being chased by a tripod as it tears apart rooftops and houses, to the scene as you traverse a park and a battle is being waged in the background, the game nails it. You’re a lone survivor in a world of much bigger events, and you feel that way.

All this is accompanied by an excellent soundtrack which definitely feels like it could have featured in a 1950’s film, though it does get repetitive when you’ve run through the same sequence 20 times.

But the kicker is your character’s voice, as played by Sir Patrick Stewart. He’s the typical stoic hero who’s out to save his friends and family among a war-torn invasion landscape, and, of course, Patrick Stewart could do no wrong. His brilliant narration lends to the atmosphere the final piece of its puzzle, creating one of the most authentic alien invasion experiences I think I’ve ever played through.

Conclusion

What can I say about War of the Worlds other than it’s sorely disappointed me. I so badly wanted to love this game, and its atmosphere and presentation egged me on to say, “Alright, I’ll try just this once more.” But the fact is, if I didn’t have to review this game, I would not have finished it; so I can’t tell you that the game’s wonderful and authentic recreation of an alien invasion is enough for you to slog through hours of sloppy gameplay, because it’s not.

The game is a massive ball of wasted potential. You can occasionally see the brilliance shine through, but you can’t have both unresponsive controls and the requirement of pinpoint accuracy, and this game does. Combined with a checkpointing system that works about as well as a 1950’s era train engine, the game suffers and makes you suffer with it.

I, regretfully, give War of the Worlds

5-0-capsules-out-of-10

Disney Universe releases today


Disney Universe releases today for Xbox 360, Wii, PS3 and PC, courtesy of Disney Interactive. It brings together characters and worlds from Disney’s catalogue of live-action and animated films in an action-platformer.

Several select retailers are offering purchase incentive programs that will provide consumers with additional exclusive characters, such as Cinderella and Peter Pan, to download into their game. The game will also be expanding post-launch with new downloadable content, including worlds, costumes, and more available for download.

Available in November, the first downloadable content will be the “Disney Villains Costume Pack” with five new character costumes based on Cruella de Vil (101 Dalmations), Hades (Hercules), Maleficent (Sleeping Beauty), The Evil Queen (Snow White & The Seven Dwarfs) and Ursula (The Little Mermaid), adding to the selection on offer out of the box, which includes Sam Flynn, Quorra and Clu (TRON), Baloo (The Jungle Book), Ariel (The Little Mermaid), Sulley (Monsters, Inc.), Nemo (Finding Nemo) and everyone’s favorite fairy, Tinker Bell (Peter Pan).