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Spy Kids: All the Time in the World – Review

Game Name: Spy Kids: All the Time in the World
Platform(s): Nintendo DS
Publisher(s): Majesco Entertainment
Developer(s): OneNineStudios LLC
Genre(s): Platformer
Release Date: August 12, 2011 (US)
Price: $19.99
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Based on the movie of the same name, Spy Kids: All the Time in the World brings together both young heroes from the film and turns them toon in a platforming adventure. I know this title may be ignored by some due to the famed “movie-to-game” curse or simply due to the younger audience targeted, but there is actually a bit more that meets the eye with this one. With that said, there are still a few elements to hold this Spy Kids romp away from achieving its true potential on the Nintendo DS. So how do these little spies measure up to other contenders of the same genre on the platform? Here is my review for Spy Kids: All the Time in the World.

Story
Spy Kids: All the Time in the World starts the player out with the main characters, Cecil and Rebecca, heading off to school. In a matter of seconds, the evil Timekeeper reveals himself and lets it be known that he is fittingly out to control “All the time in the World”. After talking with their robot dog, both Cecil and Rebecca set out to infiltrate the Timekeeper’s hideout and take time back once and for all.

I will admit this whole story is a bit cheese-tastic, but considering the audience the game is targeted for, it certainly should be a sufficient enough plot for anyone to follow. I did however feel that more could have been added to tell this tale, as the lack of voicework, sound effects, or even animation during these “cutscenes” really didn’t give a whole lot of substance or personality to any character involved. Throughout the game, this way of story-telling remains the same, so even though events are unfolding and the game makes sure you have a purpose to progress, I simply couldn’t get behind the heroes I was controlling. Now I also didn’t watch the movie, so I would guess that those who have seen the flick could easily attach the on-screen personalities and plotlines into this title, but those who missed the film may be a little underwhelmed with Spy Kid’s quickie narrative.

Gameplay
Back when Spy Kids: All the Time in the World was first announced for the DS, the main thing that captured my attention was how this title is in fact a 2D platformer, which is one of my favorite genres for the platform. Now after playing the game, I can definitely say that OneNineStudio’s did a fine job with this entry into the platformer market, but there are still a few flaws that make the experience more frustrating than it needs to be.

During the game, players are taken through over 20 levels, either controlling Cecil or Rebecca. Both of these kids control nearly the same, as the controls are rather solid when it comes to the standard fare of just running and jumping. To make each kid feel distinct though, each feature their own special abilities to utilize the current level’s design. For instance, Rebecca wields a grappling hook which can attach to specific surfaces, allowing her to climb up or swing across a level quickly while Cecil has a double jump, giving him the ability to jump a bit higher onto platforms.

Each kid also has their own objectives they must complete to progress as well. Rebecca’s levels usually are made up of a “find your way out” formula and Cecil must find keys to unlock doors. It sounds simple enough, but I found each to be a bit of a chore due to the punishing consequences for failure. Rebecca’s grappling hook honestly works great, but if the timing is not absolutely perfect when triggering, she will fall all the way to the ground and leave the player to spend 20 minutes just trying to get back up the previous platform. The stage design is rather clever for these levels, but I didn’t feel like I enjoyed it as much as I could have as I constantly was falling and having to take the long trek to the top over and over. Now aside from this gripe, I will say out of both “kids”, Rebecca was a lot more polished in terms of controls and it is hard not to admire the crafty placing of platforms for her stages.

Cecil on the other hand is a lot more lop-sided in terms of polish. The double jump works well..or just as one would expect, but many times our young lad will be forced to do battle with enemies in order to collect a key or simply progress further. This wouldn’t be a big deal normally, but Cecil’s hand to hand combat skills are very short range and slow. I would be fighting an enemy, landing every punch, and still take a considerable amount of damage just because I was too close. This effect is magnified later on in the game, as luck and a few special attacks seem to be the only answer to actually defeating a large boss with Cecil.

To combat both character’s rather short arsenal, three special attacks are given at the start of a level for defeating enemies. Rebecca has a variety of bombs that vary in damage depending on who they are tossed at, and Cecil has a fireball projectile along with a ground punch and an uppercut for assisting in close combat. While these all can be useful, the player must be thrifty when executing these special moves, as there is only a limited amount of times each can be used. Oddly enough, if you character dies during a mission, they must start over completely with whatever remaining specials you had left (if any at all). I thought this choice was very out of place and felt like another form of punishment for dying on top of the whole restarting a level from the beginning bit. During boss battles, these limited special attacks definitely put a damper on the whole experience as with Cecil, players are left with just the short, slow punches and kicks to take out the foe.

One thing that I did however enjoy was some of the extra levels that are thrown in to change up the gameplay a bit. There is a rather forgettable memory game thrown in, but the one that really stuck out was an R-Type like shoot-em-up section that had the player controlling a small ship while traversing to the next area. This whole element worked well and while out of place, I really feel this was one of the game’s shining moments.

Graphics/Audio
I can’t really say that Spy Kids: All the Time in the World really shines in visuals as it is best compared to the platformers we seen on the Game Boy Advance. However, I did feel that the cartoon sprites do their job well enough though and each level is fairly detailed throughout the whole game. Animations for the game are decent, though each kid runs a bit like a robot and when mass amounts of sprites are on the screen at once, some slowdown can occur. I would imagine though that the bright colors and happy-go-lucky character designs should catch the eyes of younger players though, as the environments blend well with the art style provided.

The music in the game is a bit hit and miss, as some tracks are re-used and looped constantly throughout each level. There was one level however that stuck out as it was made up of clocks and had ticking and grinding noises being blended together with a catchy beat. Other than music, there isn’t much sound to speak of as the characters have no voices whatsoever and cutscenes are made of pure text. A few sound bytes would have went miles into making these kids come to life, but instead players just get two lifeless protagonists to control in a bubbly and upbeat environment.

Overall
Spy Kids: All the Time in the World is by no means a bad game, as the controls are solid and the game is fairly lengthy considering the platform and genre. Sadly though, the final product just didn’t come together too well and a lack of detail and polish is to blame. Some levels are frustrating and the trial and error gameplay can lead to a feel of monotony replacing any actual challenge. A bit more work on the presentation would have also went a long way, as animations are stiff and robotic and the lack of audio for the main characters rob them of any true personality. That being said, there is some great ideas within this game and if you’re a platforming fan with patience or have a child that is a die-hard fan of the 4D flick, this title is certainly worth a look.

I Give Spy Kids: All the Time in the World:
6-5-capsules-out-of-10

Quantum Conundrum announced by Square Enix and Airtight Games

Today at PAX Prime, Square Enix and Airtight Games revealed that not only are they working together to create a game known as Quantum Conundrum, but that they are also working together with co-creator of Portal Kim Swift. In the game you have a genius uncle named Professor Fitz Quadwrangle who is an avid and eccentric inventor, problem is that some of his inventions work too well.

Your uncle has been trapped in another dimension and the only way to save him is using his newly designed Inter-Dimensional Shift device to explore his puzzle filled mansion. The device allows players to switch dimensions, between the normal world and a fluffy dimension that makes everything into soft and fluffy versions of themselves. This means that everything in the fluffy dimension is extremely light, which means you can maneuver puzzle items much easier in this mode.

Quantum Conundrum will be released as downloadable title on the PS3, 360 and PC early in 2012. To go along with this announcement Square Enix also revealed the below trailer for the game which just screams Portal puzzle mechanics.

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Happy Day Games announces Blender Express!

Coming soon to an App Store near you, a delicious blend of smoothie-ness! Happy Day Games announces their newest creation, Blender Express. This game takes blending to the EXTREME!!! Yes, the extra exclamation points are necessary. Blender Express prepares you to create the perfect blend of fruits to master the best smoothie recipes.

By collecting falling fruit, you’re able to add the ingredients to your all-mighty blending machine. Happy Day Games promises over 100 levels of addicting gameplay and even real smoothie recipes to feed your blending needs.

To all you males out there, blending is a male sport too! Put on your apron, grab your iOS device, and get ready to blend your way to the leaderboards.

Blender Express will be available at the App Store for iPad, iPhone, and iPod touch. But for now check out their website (HERE).

For the latest iPhone News CLICK HERE!

Final Fantasy XIII-2 PAX trailer brings a bit of Hope

First let me tell you how difficult it is to catch a quick millisecond of footage and get a picture of it. But more on that in a minute. Square Enix released a new trailer for Final Fantasy XIII-2 today and in this trailer we see plenty of story cutscene, some combat gameplay and even some more of the cinematic actions that can occur during important storyline battles.

But now onto that screengrab above. Near the end of the video we see a boomerang fly out and deal damage to a creature and then be caught by a mysterious person. Though that person may not be as mysterious as the trailer would like, as the boomerang weapon not only looks nearly exactly like the one used by Hope in Final Fantasy XIII but also he has the same hair color, nearly same hairstyle and same type of clothing. Could this be a new more grown up Hope? We’ll know for sure when Final Fantasy XIII-2 arrives on the PS3 and 360 next January.

Penny Arcade Adventures Episode 3 under development by Zeboyd Games

Fans of the Penny Arcade comics and also of their Penny Arcade Adventures series of games were disappointed last year when the third episode of the game series was canceled suddenly with no chance for continued development. But it seems that Penny Arcade Adventures: Episode 3 isn’t quite dead yet, because as RPGamer discovered and grabbed a picture of, Zeboyd Games is taking over the project and continuing its development.

Zeboyd Games is best known for their PC and Xbox Live Indie Games releases of Breath of Death VII and Cthulhu Saves the World. As such, it seems that Episode 3 will take on a similar style to Zeboyd’s past titles which feature 16-bit graphics. Penny Arcade Adventures: Episode 3 will be released sometime in 2012 on as many systems as they possibly can.

Halo Anniversary Edition adds three new maps including PC exclusive Timberland

Major Nelson has a bit of news for all you Halo lovers out there, there will be a number of new maps added into the upcoming Halo: Combat Evolved Anniversary. Two of these maps are competitive multiplayer maps and one is known as Prisoner which is a symmetrical map with bridges for small team combat. The interesting map is the Timberland map which is a forest-like area from the PC version of Halo which is meant for large team battles.

Also included with these new maps is a new Firefight map which is named Installation 04 which is based on the level “Halo” from the original title, which was the level immediately after crashing upon Halo in the escape pod.

Halo: Reach title update detailed; arrives in September

Last night at the Halo Fest event, Microsoft revealed that they will be releasing a hefty title update for Halo: Reach sometime in September. The patch makes a number of changes to the multiplayer mode of the game, which will of course either make gamers jump for joy or break their monitors in rage, or both.

The update will nerf the Armor Lock ability which previously made you invincible for a small period of time, albeit completely immobile. Now the Armor Lock will prevent most damage, but not all and stuck plasma grenades will not fall off anymore. Also implemented is a system called “Shield Bleed-through” which will transfer damage done with little shield onto the players overall health, optional reticle bloom removal and also remove the ability to deflect plasma sword attacks with well-timed melee from guns. Also the magnum pistol will see a power buff for those who loved it back in Halo: Combat Evolved.

Skyrim’s first two DLC packages are timed-exclusive for Xbox 360

Timed-exclusives are the newest way to gain a bit of an advantage over other consoles, and nobody knows this better than Microsoft. It seems that when The Elder Scrolls V: Skyrim hits stores this November, Xbox 360 owners will have a little bit of a leg up on post-launch DLC. Bethesda revealed that the first two pieces of content that will expand Skyrim’s already ridiculously large amount of content will be exclusive to the xbox Live Martketplace “30 days before it’s available anywhere else.”

The news doesn’t come as too much of a surprise, but the question is how much did Microsoft have to pay to make perhaps the biggest game of 2011’s DLC temporarily exclusive to their system? Also it seems that Skyrim fans will be able to enjoy at least more than two add on DLCs which according to what Bethesda has said in the past, will be large expansions to the world similar to what was done in Fallout and Oblivion.

Dead Rising 2: Off the Record Sandbox Mode Insanity

Congratulations Capcom, you have finally given players what players want – a sandbox mode for Dead Rising. Dead Rising 2: Off the Record is set to feature a full sandbox mode. No pesky timer to getting in the way of my zombie killing fun.  Sandbox mode is exactly what Dead Rising fans have been raving on about since the original Dead Rising in 2006.

A ‘Survival mode’ this is not, Sandbox mode will include special challenges complete with online leaderboards that will put your zombie killing skills up to test, such as “Rumble in the Jungle,” “Chop Suey,” and “Silver Strip Smackdown”. Sandbox mode also supports co-op play, because everyone knows that killing zombies is more fun with a friend.

Dead Rising 2: Off the Record is set to be released in October 11 for Xbox 360, Playstation 3 and PC

Torchlight 2 Embermage revealed; priced at $20

Torchlight 2, the non-corporation dungeon crawler that has made millions of dollars with their first title, has been given a price by Runic Games, and it is a price that should please many fans and their wallets. Joystiq reports that Runic Games’ Torchlight 2 will be sold at $20 on the PC when it is released in the coming months.

This price is surprising in a few ways, as it not only is the same price as the original Torchlight, but considering the vast amount of improvements that will be in the sequel, this price only will help motivate those who need no more motivation to buy. Runic also revealed the last class that will be playable in Torchlight 2; the below pictured Embermage will join the game’s Engineer, Outlander, and Berserker classes.