It may be April Fool’s Day but don’t be fooled if you think that you have seen some of these screenshots before. Then again it is also a bit of a hunt to find out which screenshots are new and which ones are a bit old. But we can never get enough of Skyrim around here and with the latest batch of screenshots revealed from Bethesda we see a handful of new areas and of course some great looking first person shots.
In a few pictures we see the evidence of the two handed fighting style that is being implemented for The Elder Scrolls V: Skyrim. Meaning that you can hold a weapon in one hand while using magic in the other, or two weapons or even two shields if you feel like being a wall for some reason or another. Regardless of what you want to do however you’ll have to wait until November 11th 2011 to get your hands on this title.
Mass Effect 2: Arrival DLC
Developer: BioWare
Publisher: EA
Genre: Roleplaying/Third-person Shooter
Price: 560 MS points / $6.99 or £5.49
Platform: Xbox 360, PS3, PC
Release Date: Available Now!
Arrival is the latest and final DLC pack for Mass Effect 2, which has already had a deluge of add-on content since its release in 2010. This finale for Mass Effect 2 is intended to set things up for the third and final part of the trilogy, which is currently slated for a holiday 2011 release. Let’s see how this final episode holds up.
Story:
Fans of the Mass Effect series have been hearing about the looming Reaper invasion since the first game, and it is clear that this threat will provide the main antagonists for the third and final chapter. In Arrival, it is revealed to Shepard that new evidence has come to light showing that the Reapers are coming sooner than was ever previously imagined.
Commander Shepard is contacted by Admiral Hackett about a mission of the utmost secrecy; a mission so covet that Shepard won’t even be able to bring the crew of the Normandy along for backup. The nature of this operation revolves around an undercover agent that has been imprisoned deep in Batarian space and requires liberation. The importance of this rescue mission is two-fold, as not only is this agent a close personal friend of the Admiral’s, but she also has evidence of the Reaper invasion that will force the Council to take action.
As the plot unfolds, the agent, Dr. Amanda Kenson, reveals the details to Shepard regarding said evidence and convinces Shepard that drastic measures must be taken. These “drastic measures” provide a huge ethical and moral dilemma for Shepard in which the lives of the few will need to be measured against the lives of the many. This all creates an excellent source of suspense and urgency since the decision must be made quickly if the “Arrival” of the Reapers is to be prevented.
Unfortunately while there is an enormous choice to be made, Shepard decides to make this choice without player input. This was quite shocking coming from a studio and a game that is so focused on player choices and roleplaying. While I understand that sometimes developers need to lead a story in a certain direction, it was very unsatisfying to have the decision completely out of the players’ hands. There were certainly ways for the story to be written that would have allowed for player choice to be included, even if the events to follow were inevitable. There is a smaller choice to be made after-the-fact, but this amounts to little more than “should I be a dick or a good person?” and did little to make up for the earlier snub.
Gameplay:
While the combat of Mass Effect 2 improved immensely over the action of the first installment, Arrival seems to sacrifice the things that make Mass Effect truly great in favor of more action. While it is always fun to blast waves of Batarian guards and to incinerate pyros only to watch them explode among their comrades, that’s not really what Mass Effect is about. There are certainly better games when it comes to third-person shooting, but the reason Mass Effect 2 stands above many others is because it has something deeper.
Mass Effect 2 is great due to a whole mess of factors. These factors include the combination of the ability to tell a great story, the ample opportunity for interactions between Shepard and the crew, the ethical choices which can sometimes be truly profound (although not always), and the chance to meet all different kinds of alien lifeforms before blowing their brains out of their skulls. In Arrival, there is a pretty interesting story that does pave the way for the next part in the trilogy, and there is definitely plenty of alien slaughter, but with the removal of the squad members and the moral choices it comes off as far more generic than any previous Mass Effect offering. For players that are familiar with Doom and the many corridor shooters that followed, you know pretty much what to expect: walk down a series of halls annihilating the enemies that pour into each room. That’s about it.
The other huge issue that I had with Arrival was its incredibly short length. While I didn’t expect a 30 hour epic on the scale of the full game, I expect more than I got. From the time I started up my save file with the new DLC installed until the time I got the achievement telling me I was finished, only one hour had passed. Now when I say one hour I don’t mean an hour and a half, and I don’t mean an hour and fifteen minutes. I started playing Arrival at 10:05pm Eastern Standard Time and that achievement dinged at precisely 11:05pm EST. While there is the chance for some replayability to unlock the other 2 achievements, one hour to complete the entire story of Arrival is just abysmally short.
Final Thoughts:
I’ll be very clear about my feelings on Mass Effect 2: Arrival. It is not bad. It’s fun. There are some interesting segments; one part in particular where Shepard directly controls a security mech. However, these are things that anyone downloading a Mass Effect episode would instantly expect. The things that are lacking, on the other hand: the player input on the direction of the story, the interaction with Shepard’s companions, and a length of gameplay worth more than a pittance, are what Mass Effect players (or at least this player) really want. Because of that, I find it hard to recommend Arrival to even the hardcore Mass Effect fans. I would suggest waiting until Mass Effect 3, when the Reaper menace will finally be dealt with once and for all.
For offering us Batarians to kill and not much else, Arrival gets:
Game: 3D Twist and Match Publisher/Developer: Bulkypix/Sanuk Games Price: Varies from $.99 on Apple devices to £1.74/€1.99 on Playstation Platforms: PSP (Reviewed), PS3, iPhone, iPad, Nintendo DS Genre: Puzzle
3D Twist and Match is the latest game from Sanuk Games and Bulkypix. These indie developers have been known to produce quite a few amazing games that offer a lot in the way of originality. This new game aims to continue the streak. Can it overtake the developer’s previous offerings? Does it offer much in the way of originality? How come there is a chainsaw next to a trumpet in the picture up there?
The game play is very simple, but it is extremely difficult to master. A shadow of an item, like a baseball cap, appears on the screen. Overlaid on top of it, there is the actual item, but is in the wrong position to fit the shadow. Your job is to use the directional buttons and right and left triggers to rotate the item to match the shadow. And of course, do this in the fastest time possible.
There are three modes to choose from in the main menu: classic, rush and practice. Classic mode challenges you to match as many pieces as you can in the time given. You are also scored on each match matched. If you fit the item in just a few moves and a couple of seconds, you receive the “awesome” award and a bonus on the score. Take too long messing around, and the next puzzle will take its place. After about 10 items, the environment will change, as will the puzzle pieces. All the puzzle pieces are similar to their backgrounds. For example , a beach umbrella is on the beach environment, and a Santa is placed on the winter background.
Rush mode is more or less the same as classic mode, except that your rushed and harried while playing this mode because, instead of having a large timer to complete all the puzzles, your task is to twist each piece into the desired slot within a few seconds. Once you do, the next item is placed on the board and the timer restarts, again with just a few seconds on it.
Practice mode allows you to choose what background you would like to play and which puzzle piece you’d like to practice on. There are no time limits present either. The puzzle piece you want to learn will show up with every possible angle that is present in the classic or rush modes. This allows you to have the opportunities to learn what each shadow looks like and it will hone your bonus scoring skills.
Unfortunately, I found the game to pretty dull in the game play department. The game is built solidly; there are no technical difficulties or problems with execution. Its just that the entire premise is boring. Even when you score a puzzle in one move and one second, all that pops up is the word “awesome.” Unless your in desperate need to sharpen your three dimensional thinking, or you need a puzzler to keep you occupied, there is no point to the game. The lack of an online leaderboard makes this even more apparent. (Although, of course, this can’t be fixed due to the fact that PS Minis are restricted from having online access.) There are countless other games that can fulfill the needs mentioned above.
Making matters worse is that the graphics are pretty bland. Backgrounds appear to be badly drawn pictures, like a glove, layered over a standard, unoriginal picture, like a baseball field. Snore. At least there are quite a few different items and environments to break the tedium. There are hundreds of pieces, from skulls to palm trees and speakers to guitars. Quite a few backgrounds are also crammed into the game.
Possibly the one redeeming feature of the game is that the soundtrack changes from artwork to artwork. As an example, the city street has rap beats in the distance, and the Halloween one has spooky sounds. These aren’t wildly unique compositions, but they fill the void fairly well.
In conclusion, this game is only a few dollars and it is solid; there are no game breaking problems or glitches. But, with only a few modes and boring puzzling, don’t buy this game. 3D Twist and Match scores points for its fun soundtrack, and it could possibly whittle away a couple hours of the day. Nevertheless, tepid graphics and other mechanics bring the game down. These developers make so many other games that are so much better. For example, take a look at Pix’n Love Rush for the PSP or iPhone to satiate your gaming habits; you will have a ton more fun.
Now his weapons may not be as interesting as, shall we say a magical pistol and rifle, but don’t sell Lucas short. He has plenty of skill of his own and I wouldn’t want to be his enemy when he unsheathes his greatsword and begins swinging it around. In the latest trailer released by Square Enix we see Lucas for the first time in motion with his character trailer.
Apparently Lucas is fighting to restore the honor of his murdered family and most likely his story will revolve around discovering who exactly murdered them and why. Also it appears that he has been trained by ninjas, so expect some sneaky tricks along with a giant sword when you play as Lucas when Dungeon Siege III comes out on May 31st in the U.S. and May 27th elsewhere for the Xbox 360, PlayStation 3, or PC.
Oddboxx
Developer: Oddworld Inhabitants
Publisher: Oddworld Inhabitants
Genre: Platformer, Adventure, FPS
Price: $24.99
Platform: PC
Release Date: Available now on Steam!
The Oddboxx is a digital collection of the four previously released Oddworld games, including Abe’s Oddysee (1997), Abe’s Exoddus (1998), Munch’s Oddysee (2001), and Stranger’s Wrath (2005). Since there are four separate games in the collection, I will attempt to discuss the positive and negative aspects of each game separately to make this a bit easier to follow.
Oddworld: Abe’s Oddysee
Abe’s Oddysee was the first Oddworld game released on the Playstation back in the mid-90s and was one of the first games I personally played on the system, albeit sparingly during visits to a cousin’s house. It is also one of my all-time favorite games (to the point that I can almost never spell Odyssey correctly anymore), so I had high expectations for this digital release. That being said, let’s see how it holds up to my fond memories.
Story:
One of the strong points of the Oddworld series in general are the stories created by Oddworld Inhabitants for these strange characters as which we play. The story of Abe and his fellow Mudokons is a bleak one, but not one without hope. Their meek race has been effectively enslaved by the Glukkons, a species of devilish businessmen reminiscent of the Vogons from Hitchhiker’s Guide combined with a 1920s gangster. Abe and his friends are slaves at Rupture Farms, a Glukkon meat factory that harvests and processes the native creatures of Oddworld like Scrabs and Paramites.
Unfortunately, as the opening cutscene explains, the Glukkon have nearly exhausted their supply of these creatures and must find a new way to keep their profits afloat. As Abe is cleaning the halls late one night, he sneaks a peek of a Glukkon board meeting where Mullock the Glukkon, the head of Rupture Farms, is unveiling his newest plan. In order to maintain the cash flow, the Glukkons will soon begin rounding up their own workforce, and grinding up Abe and the other Mudokons into new and tasty treats.
Our Mudokon protagonist, Abe, during his incarceration at RuptureFarms
Abe initially runs, escaping Rupture Farms to save his own skin (and other meaty parts), but after encountering Big Face, a Mudokon shaman, he decides to follow his destiny and save the rest of the Mudokons. He’ll have to break back into Rupture Farms to free his pals, but not before completing the ancient Mudokon rites to gain the powers of Shrykull, a Mudokon god.
Gameplay:
Abe’s Oddysee can be simply labeled as a 2d platformer. Specifically, it is what some would call a “realistic” platformer in the vein of the original Prince of Persia. This means that the animations are fluid and the stakes are high. Abe can’t fall from too far without being killed and players will need to time jumps and turns precisely to grab ledges, jump over mines, and avoid enemy fire. The game starts off relatively easy, with plenty of tutorial messages in the form of ticker boards in the factory. Throughout the course of Abe’s Oddysee, the difficulty ramps up steadily, with the final section being a significant challenge. Luckily, the player is afforded with infinite lives to make up for the fact that you will die a lot in the somewhat trial and error based gameplay.
One of the more unique features of Abe’s Oddysee is the GameSpeak mechanic, which allows Abe to interact with other characters by issuing verbal commands such as “Wait” and “Follow me”. These simple commands help Abe to free his fellow Mudokons by guiding them to portals hidden throughout the factory. Freeing the 99 other Mudokons who are still trapped in Rupture Farms will provide the largest challenge for players, not only because of the added difficulty in watching out for several Mudokons at once, but also because many of them are tucked away in hidden areas. Without a guide it is unlikely that any players will be able to rescue the entire workforce within a single playthrough, and the multiple endings may motivate many to return to Oddworld again and again to achieve their true destiny as the hero of the species.
As for the Oddboxx version of Abe’s Oddysee specifically, all of the original gameplay is completely intact. While I had a little bit of difficulty controlling Abe using a keyboard, this is mostly due to my preference for console controls. Veteran PC gamers will likely feel right at home in Oddworld. Console players also have the option of using a controller for Abe’s Oddysee, so don’t worry if keyboard controls aren’t your thing.
Graphics:
Compared to other games of the late 1990s, Abe’s Oddysee has aged extremely well in the graphics department thanks to its 2d style and use of a 2.5d presentation. Character designs are interesting and unique, with enemies and allies alike having their own flair. Backgrounds are static images, similar to the presentation of Final Fantasy VII, allowing them to look much nicer than the 3d graphics of the time. Characters are rendered in 3d, but are locked onto a 2d plane for gameplay and can be in either the foreground or background depending on the area of the game.
The resolution probably won’t impress most gamers who are expecting something modern, but it holds up well for a game from 1997 and graphics shouldn’t hinder your enjoyment of the gameplay at all. The FMV cutscenes are also very well done and help engross the player in the plight of the Mudokons. The CG graphics in the cutscenes is certainly dated but still looks surprisingly good.
Sound:
While playing Abe’s Oddysee, sound will be a very important feature to most players. This isn’t just because of the desire for well-composed music or appropriate sound effects, but because the precise gameplay can often be aided by sound cues. When attempting to disarm a flashing bomb, a player can listen to the beeping in order to time their button press just right, and in many segments where it will be necessary to have an enemy chase you from screen to screen, changes in music can tell you if you are being pursued without the need to wait around to get shot or eaten. The recent achievement of Terry Garrett, a blind gamer who completed the game using only its sound effects, should highlight the usefulness of Oddworld’s sound cues.
The music in Abe’s Oddysee is certainly fitting, with an eerie score to match the tone of the rest of the experience. The score of ambient tracks by Ellen Meijers, whose music you might also have heard in many of the more recent Star Wars games, sets the mood for whatever situation Abe finds himself in, whether it be running from a pack of ravenous slogs or traveling through the ancient Mudokon temple at Monsaic Lines.
Abe’s Exoddus
Story:
The second release by Oddworld Inhabitants, Oddworld Abe’s Exoddus, was a direct follow-up to the first part in the planned Quintology. Abe is back, fresh from his successful transition from slave to savior, but there is still more trouble for the Mudokons. While Mullock and the other Glukkons from Rupture Farms were stopped, there is another branch of the evil Magog Cartel to contend with now. The SoulStorm brewery, another Glukkon venture, is using blind Mudokon slaves to harvest bones from the ancestral Mudokon burial grounds of Necrum to grind into the main ingredient of SoulStorm Brew. Abe is visited by a vision of ancient Mudokon ghosts who plead with him to stop the Glukkons from desecrating their remains. Along with rescuing the 300 living Mudokons from the Necrum mines, Abe will also need to free the trapped spirits of Mudokons long since past in order to make his way through this hallowed ground.
Gameplay:
Being a direct sequel to Abe’s Oddysee, Exoddus follows pretty much the same style of gameplay, although with tons of additions to keep even expert Oddysee players on their toes. For example, while in Abe’s Oddysee it was possible to possess Sligs, the security guards of Rupture Farms, you can now use your mystical chant to inhabit the body of many more of the inhabitants of Oddworld, including the Glukkons. This makes more some interesting gameplay mechanics and also allows for some cathartic telekinetic explosions.
On top of the increased potential for out-of-body experiences, Abe now also has to deal with several different types of Mudokons. Back at Rupture Farms, Mudokons often had their mouths sewn shut in order to prevent time-wasting chatter as is evidenced by Abe’s own stitch-lips, but at Necrum mines the Mudokons have a far worse fate. In order to keep them from learning the secret of what they are mining, Mudokon workers have their eyes sewn shut, rendering them completely blind. Because of this, Abe will need to offer very specific orders of when to follow, wait, or get back to work, as blind Mudokons will continue to walk right into harm’s way if you don’t warn them.
Sick Mudokons can’t be cured until Abe has survived both the Mudomo and Mudanchee burial grounds
There are also manic Mudokons who have been exposed to laughing gas, and they will require a nice firm slap in order to calm them down and Abe will need to apologize to angry Mudokons and give them a nice pat on the shoulder before they’ll obey. The most interesting Mudokons, however, are the sick Mudokons. These unfortunate saps have been fooled by Glukkon marketing and have decided to quench their thirst with a bottle of SoulStorm Brew. Due to their unintentional cannibalism, they no find themselves feeling quite under the weather, and Abe will need to use a special chant he earns farther into the game before he can cure them. The added ability to have several Mudokons follow Abe at once is nice and can cut down on time moving back and forth, but requires extra attention and care by the player.
More interesting additions include a rolling mine cart Abe can pilot in some sections, capable squashing Slig and Mudokon alike if one isn’t careful as well as an invisibility power granted by freed Mudokon spirits, but the core gameplay remains intact from Abe’s last outing. With 300 Mudokons to rescue this time around, the savior of Rupture Farms has his work cut out for him. The only problem I ran into with Exoddus arose when I needed to quickly switch between control of Abe and a possessed enemy. Abe needs to chant for a few seconds to possess and enemy, and in order to return control to the mudokon you do the same. However, when trying to return Abe’s soul to his body and then quickly run from danger Abe would sometimes get stuck chanting again as if he was trying to repossess the enemy. I’m not sure if this was a glitch, but there were a few occasions when it interfered with the more difficult sections.
Graphics:
As far as I can tell, there are very few graphical changes from Abe’s Oddysee. The quality is just as high in terms of resolution and character models and cutscenes still retain all of their FMV glory. There isn’t much to add from what was said about Abe’s Oddysee as Abe’s Exoddus uses the same engine and the same design for the most part. This digital port maintains all of the graphical quality of the original and I didn’t encounter any problems on my system.
Sound:
Once again, the sound was of the same quality as the previous game. The music has the same ambient effect to help switch one’s emotions between unease and alarm depending on the situation and the sound effects and cues work just as well to let you know what’s going on in the game. One improvement in the sound department is that there are a lot more voices this time around. In Oddysee all of the Mudokons that Abe would work to free had the same voice, and it would be quite obvious when trying to free several at once that the same sound file was playing. In this game however, there are several Mudokon voices used for the plethora of slaves you’ll encounter, and this carries over into the cutscenes as well.
Ghost locks will need to be accessed in order to free Mudokon sprits, while the slug-like Fleeches will chase and eventually devour Abe and his pals.
In one of the early cutscenes, Abe and a band of Mudokons are travelling through a desert to Necrum in order to free their companions. As Mudokons are relatively mild creatures, their complaints and hesitations are reminiscent of the Hobbits of Lord of the Rings. While they want to help Abe to repay him for risking his life, they can only be convinced to go so far. During this scene, each Mudokon has its own voice and personality, and this helps show off Oddworld Inhabitants skill at crafting not only a story, but a whole world with characters and places that one would like to explore.
Oddworld: Munch’s Oddysee
Story:
Munch’s Oddysee was the first of Oddworld’s releases on the Xbox, and it marks the transition of the series into three dimensions. This game also introduced the second of Oddworld’s protagonists, Munch the Gabbit. Gabbits are a species of small frog-like creatures who have reached the brink of extinction due to the commercial value of their lungs and “gabbiar” eggs. Munch is now the last of the Gabbits, and he is quickly captured by Vykker scientists. While Munch is an incredibly rare and valuable specimen, the Vykkers decide to install sonar in Munch’s head and recruit him to gather captured critter specimens. Why would they do this when they could have easily sold him for parts at ten times the value? I’m not a Vykker so I couldn’t tell you.
Where Gabbits used to inhabit the waters of Oddworld, Munch is now alone.
Fortunately for Munch, his sonar implant shorts out and he is soon able to free himself and a band of vicious Fuzzles by zapping their cages Eric Cartman style. The mudokon hero Abe also returns in this game, being sent to help Munch by the Almighty Raisin, a giant seed-like sage reminiscent of Yoda. Once the two heroes meet and reconnoiter at the Almighty Raisin, they decide to return to Vykker Labs to free their respective races. Abe must liberate several crates of “Labor Eggs”, an industrial supply of mudokon eggs used to breed slaves, while Munch will need to recover the last can of Gabbiar before it is auctioned off to the highest Glukkon bidder.
Gameplay:
While Munch’s Oddysee maintains several gameplay elements from the first two Oddworld titles, such as the gamespeak function, the use of allies to aid you, and all of the platforming, although it is now in 3d rather than two. Munch’s Oddysee was a launch title for the original Xbox in 2001, and unfortunately this is very apparent. Between being a launch title for a brand new console and being Oddworld Inhabitants’ first foray into the third dimension, there are a few aspects of Munch’s Oddysee that come off as a bit awkward. This isn’t to say that it doesn’t have any redeeming qualities, but it’s not quite at the level of the first two Oddworld titles.
The game is basically split up between controlling Abe and controlling Munch. As Abe, the game plays much like a 3d version of Abe’s Oddysee, with Abe gathering his fellow mudokons to progress, outrunning slogs, and jumping between platforms. Unlike Abe’s Oddysee, Abe can now command his fellow mudokons to fight, and with some of his friends by his side can even take out a pack of vicious slogs. Everything controls pretty well, especially with a controller connected to the PC for players who are more used to consoles.
I found the keyboard controls a little awkward, and I’ve already said that I’m more used to console gaming, but I also think that controlling a character in 3d with only a keyboard would probably feel equally awkward to most players. I would highly recommend using an Xbox 360 controller or other third party accessories. I ran into an issue when I tried to customize my key configurations to adjust the camera controls. When I set the camera movements to my number pad and switch gamespeak to various letter keys, I found that both the number pad and the string of letters I assigned would function for both speaking and looking around. This caused obvious problems when I wanted to change my camera and ended up issuing an inappropriate command and vice versa.
Abe can recruit Mudokons to help him get past certain obstacles
The other half of the game is spent playing as Munch, the eponymous gabbit hero. Controlling Munch is a bit less exciting than running around with Abe and his friends because of Munch’s inhibiting anatomy. Because Munch is suited to swimming in water, traveling on land can be a bit slow and tedious. Luckily, Munch can use his short circuiting sonar to zap enemies, as well as recruit a loyal army of rescued fuzzles to gnaw at all who will oppose him. While it can be fun to send a nice big mass of fur and teeth to eat a Vykker intern, the combat is certainly not the main attraction of this game. It kind of makes me wish they had taken a similar approach to the older Oddworld titles where running and hiding were encouraged over flat out fighting.
The game is still fun, despite the minor issues and the underwhelming protagonist. It has some really satisfying moments and if you’re able to use a controller to play it you should have a lot of fun aiding this very odd couple in their adventure.
Graphics:
Like I mentioned earlier, it’s obvious that Munch’s Oddysee was a launch title on the Xbox, as it isn’t technically up to par with later games like Stranger’s Wrath. Fortunately, a game’s presentation comes down to more than technical prowess, and Munch still has some visual tricks up its sleeves. The design team at Oddworld Inhabitants maintained their forward momentum from the first two games, and players will be treated to a plethora of interesting and unique character designs. Between the one-legged Munch, the walkman-toting interns, and the rags-to-riches Glukkon, Lulu, the creativity poured into this really shines through in its characters.
Munch moves much more fluidly in the water than on land
The environments can be a little plain at times, with very little to distinguish one part of a level from another. Each level however has a distinct feel to it that remains consistent throughout. The environments are relatively simple, but they are also clean and functional. There were never any occasions when I felt confused as to where I was supposed to go or what was traversable.
Sound:
The voice acting in Munch’s Oddysee remains just as solid as it has ever been, with Lorne Lanning reprising his role as Abe and giving life to this game’s starring character as well. Each character, from the increasingly characterized mudokons, to the Almighty Raisin to the mad scientist Vykkers, has its own personality that players will come to relate to. The music is similarly fitting to the game. Some parts of the score are lighthearted and fit the humor and eccentricity of Oddworld, while other tracks accentuate the dark, sometimes grim fates our heroes are fighting to avoid. Like the other Oddworld titles, the sound direction in Munch’s Oddysee is a high point for the experience.
Oddworld: Stranger’s Wrath
Of all the games I’ve played on the original Xbox (quite a few), Stranger’s Wrath is easily among my favorites. The premise of Stranger’s Wrath is a somewhat familiar one, although with its fair share of Oddworld-esque twists. The Stranger is a mysterious bounty hunter who is looking to save up enough moolah to afford a life-saving operation. Very few details about this Stranger or his operation are given to the player until the second half of the game, but it provides enough motivation to want to capture your bounties alive whenever possible.
One of the interesting gameplay mechanics of Stranger’s Wrath is the use of “live ammo” in Stranger’s guns, which in this case means capturing small critters for various effects. Fuzzles, basically a tiny ball of fur and teeth, can be set as traps for outlaws who wander too close to their razor sharp mandibles. Bolamites, a spider-like creature, can wrap enemies up in a silken web to enable Stranger to capture them. Thudslugs, one of my personal favorites, are exactly as the name implies: very heavily armored pillbug-type animals that can be used similar to a slug bullet for heavy damage. There are 9 live ammo types in total and each one offers new gameplay opportunities and more of Oddworld’s characteristic charm.
Unfortunately, the digital release of Stranger’s Wrath faced more than a few problems upon its release, with bugs and crashes frustrating many players. When I downloaded Stranger’s Wrath through my Steam client and tried to start it up, I found myself staring at a loading screen which eventually froze. After doing some research, I found that the game is incapable of running with my particular graphics card for the time being. Oddworld and Just Add Water are looking into these compatibility issues, which mostly affect users with Intel and ATI video cards, but for now it is strongly recommended that you check the compatibility with your computer’s specs before attempting to play Stranger’s Wrath.
If you are able to run Stranger’s Wrath, you will be able to enjoy one of the most interesting and unique titles of the last few years. With a protagonist and setting that is reminiscent of any number of Clint Eastwood movies and a story that centers around justice and revenge, all tied up with plenty of varied and interesting gameplay. Most importantly, the game is just plain old fun. Remember when games used to be fun? Both the first half of the game, which tasks you with rounding up outlaws and bringing them in to collect their bounties, and the second half, which faces a drastic change in gameplay thanks to an incredible plot twist, are just sublime from start to finish. Stranger’s Wrath is one of those rare gems that really shines from all angles, if you can get it work that is.
Final Thoughts:
Thanks to the inclusion of all four Oddworld games (minus the Gameboy ports) in one seductively priced package, I’ve indulged myself in more PC gaming this week than I have since I kicked my WoW addiction in 2008. Each of the entries in the Oddworld series offers an engrossing story and charming characters oozing out of every Odd orifice (yes, the story simply oozes, trust me it’s more pleasant than it sounds). The gameplay is similarly excellent and you can tell that OWI put a lot of heart into each one of these games. The bookending titles, Abe’s Oddysee and Stranger’s Wrath are definitely the high points of the package, and they are both games that players can return to time and time again. While there have been reports of bugs in the two later games, I didn’t encounter any real problems with Munch’s Oddysee. Like I said earlier however, check your system specifications carefully against the compatibility for each game because your mileage may vary.
For four amazing games at one low price, but with a few technical caveats, the Oddboxx gets:
For some extra fun, check out the original Japanese commercial for their far eastern take on Abe’s Oddysee, titled Abe A Go Go in the Land of the Rising Sun.
A World of Keflings is fun, but what would make it better is if the keflings participated in raw combat, to the death!
NinjaBee has released a new update that does just this alongside a press release explaining how to activate the update.
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It’s been along time coming for the happy-go-lucky Keflings. Today, it’s payback time. NinjaBee announced that it released a patch today that unlocks the long-missing combat in A World of Keflings, turning your avatar’s peaceful tiny helpers into raging ‘Deathlings.’
All players have to do to activate the new feature is log into A World of Keflings and perform an in-game emote.
“Really, who wants to play an RTS where there’s no combat?” said Brent Fox, Art Director at NinjaBee. “That would just be stupid. Not a lot of people know this, but making Keflings the easy-going game it is now was just a big mistake. We meant the original game to be like Age of Empires, Warcraft or Starcraft, but somebody messed up and forgot to build in the combat. I blame our QA department.”
Core gamers eat your heart out.
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So if you want to try it out, go buy the game; it is on sale this week if you didn’t already know.
On a more serious note, unless I completely fail at getting it working; it is an April fools joke. It did succeed in getting me to pick up the game again just to try it out however. I did an emote, and nothing; the Keflings just kept going about their days with their peaceful little attitude. I then proceeded to kick them around in rage, and put about 20 of them in my loop of cannons. It is the only violent thing I can possibly do to those little guys. On a more positive note, the cannon stunt did unlock the achievement for me finally. On an ironic note, the game actually did have an update when I turned it on; however, this could just be because I haven’t played it in a while.
The ‘Dark Angels Pack’ for Warhammer 40,000: Dawn of War II – Retribution will be available from 6th April, THQ has confirmed.
It seems the pack will be a cosmetic change, not a gameplay one. The pack brings 8 new character models: “The Force Commander is replaced by a Dark Angels Company Master complete with winged helmet, the Tactical Marine squad all sport the iconic Dark Angels robes. Additionally, the Scout Squad, Assault Marine Squad and Terminators all receive similar chapter-specific revisions.” Vehicles will also get a spruce up with the DLC bringing new emblems and custom designs.
The ‘Dark Angels Pack will cost $7.50 when it is made available. Will any players of the game be buying this? Let us know your opinions in the comments.
Not all Ninjas are masters of stealth, and this trailer reveals that, to achieve their silky smooth execution of moves, in fact, takes a couple of attempts. Or at least so we can derive from this latest LEGO Ninjago trailer which has been released to coincide with April Fools’ Day.
Of course it isn’t an actual blooper reel – it has been made especially. But, casting that fact aside, it shows that LEGO Ninjago should feature the levels of humour in cutscenes that the LEGO series of video games are famed for.
LEGO Ninjago: The Video Game releases on Nintendo DS on 15th April, 2011.
Here are this week’s Nintendo Downloads available from 1st April:
Brawl Brothers (Virtual Console: JALECO, Super Nintendo, 800 Wii Points)
GO Series: Captain Sub (DSiWare: Gamebridge, 200 Nintendo DSi Points)
Just about the only thing you can be sure of this April Fool’s Day in terms of gaming news, is this week’s Nintendo downloads. At least that’s what we think, although given it is the most empty looking release schedule we’ve seen on the service in quite a while, it could well be a joke. Brawl Brothers comes to the Wii’s Virtual Console. It’s a SNES side-scrolling beat ’em up which supports two players. The other release, GO Series: Captain Sub sees you searching the depths of the sea for lost treasure in an underwater adventure.
Twisted Pixel have been busy getting ready for the launch of their new title ‘The Gunstringer’ which will be coming out later this year with full Kinect compatibility. Now it seems that the developer of other popular titles such as ‘Splosion Man & The Maw have partnered up with Home Depot for the release to bring players the ‘marionette controller’ for the new title.
I think the press release describes this one best, so without further ado, I’ll let Twisted Pixel tell you themselves about this new groundbreaking device.
The new controller, previously codenamed “Project 144in. x 1-1/4in. Pine Round Dowel”, brings the feel and texture of professional marionetting into your living room. Made of professional grade pine, The Gunstringer Marionette Handle Controller is built to withstand the hardest stresses that virtual marionetting can provide.
“This groundbreaking partnership with Home Depot truly ushers in a new era of controller-free controller gaming” said Mike Wilford, CEO of Twisted Pixel Games and member of Home Depot’s Home Improver Club. “When Barry from Home Depot’s lumber section told me about the ‘rustic flair’ and ‘attractive wood grain’, I knew instantly that we had to get these rods into the hands of marionette aficionados everywhere”.
While only announced mere paragraphs ago, The Gunstringer Marionette Handle Controller has already taken the Kinect controller market by storm. Official Marionette Monthly says “With The Gunstringer Marionette Handle Controller, I can finally experience the feeling of hard wood clenched in my hands without having to visit a seedy downtown performance venue”.
The Gunstringer Marionette Handle Controller is available today from all 2,244 Home Depot stores for $2.17 MSRP. Only authorized Gunstringer Marionette Handle Controllers work with The Gunstringer. Accept no substitutes. Some assembly and sawing required. Click here to order now!
This technology could very well could change the face of gaming forever. It goes without saying I am going to have to buy around 10 of these just to…wait. What day is it again??