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Lost in Shadow – Review

Game Name: Lost in Shadow (aka A Shadow’s Tale in Europe)
Platform(s): Nintendo Wii
Publisher(s): Hudson Soft
Developer(s): Hudson Soft
Genre(s): Platformer, Puzzle
Release Date: January 4th, 2011 (US) October 15, 2010 (EU)
Price: $39.99 (US)

Lost in Shadow is one of 2011’s first big releases in North America and was developed by Hudson Soft as a fresh take on a platformer. The thing that makes Lost in Shadow interesting though is that while platforming in the game, many puzzle elements come into play. Both genres blend with each other with a visually and emotionally captivating setting to pack quite a punch on the Wii and open up the system’s new year with a bang. Here is my review for Lost in Shadow.

Story
When I first heard about Lost in Shadow last year, I was drawn to the visuals instantly, as this title seemed to pack quite an emotional story. After a full playthrough of the game though, the story was not all that deep plot wise but instead rather simple. You start out watching a cut-scene of a young boy who has his shadow severed from his physical body and quickly the shadow is thrown off a huge tower. Now you must make your way back up the tower and find answers.

I can’t really go into much more on the story as it could very well spoil the game, but what you do learn is very interesting about who exactly the lead character, known as simply “the boy” really is. You are accompanied on your journey by a creature known as “The Spangle” which is basically a sylph or fairy like creature that flutters beside you at all times (we will touch more up on this in a moment).

Without a huge overall plot and no voice acting as well as very few cut scenes, you would think it would be hard for Lost in Shadow to convey anything at all but that is truly what made this title stand out for me, as the game’s world mixed with the little bit of plot thrown in really paint a picture as you move through and can hit an emotional chord quite often. I could probably best compare this to Majesco’s remake of A Boy and His Blob or Ico, as the story may not be too complex but the gameplay, visuals and whole world in general give off a vibe where it is easy to use your imagination and actually engross yourself in the game itself, trying to uncover every last detail just to peel off layers to a mysterious world. It truly is that sense of mystery that kept me going in Lost in Shadow which makes it a superb example that you don’t have to turn a video game into a cinema to create a character that players can actually connect with.

Gameplay
The overall game of Lost in Shadow is mainly a 2D side-scrolling platformer but as I mentioned there quite a few puzzle elements mixed in as well. The game is made up of floors which you must slowly make your way up to get to the top of the tower. Each floor has three Monitor Eyes which you must collect to be able to break the shadow barrier blocking the path to the next level. The boy you play as has an HP gauge which is made up out of weight, which can be increased by collecting “memories” scattered throughout the floors of the tower. Equipped with a sword, you can also take out some of the mysterious creatures which block many paths as well. This formula is pretty much the main theme of the game throughout, collect the eyes, gather memories, move on to the next floor. Well, that is before we add in the puzzle elements of course.

Remember “Spangle” character I mentioned earlier? The Spangle is pretty much follows behind you as you jump and platform with the WiiMote and nunchuck control, but you can also point the WiiMote at certain objects and it will quickly become a cursor, letting you flip or move certain structures in the foreground to create a new path in the shadows. The whole game of course is made up of moving around and climbing in the shadows of the foreground objects, but this method is actually a genius addition that adds a lot of strategy and thinking into the game. While you are jumping from one platform to the next, sometimes you hit roadblocks where you must Spangle to change up the stage to progress. Sometimes this method is as simple as moving one pillar, and other times it can involve quite a bit of backtracking to activate a full path in various ways such as pulling levers or smashing items which can activate doors and openings for you to fully progress. As interesting and well structured as this concept is, it can get tedious after time as backtracking through areas will have you meet enemies which you may have already battled, pillars and platforms you must move again and so on.

On each floor you will also find doorways known as “Shadow Corridors” which you enter usually about halfway through each level. These are kind of like a dream-like version of the standard stages and a bit more atmospheric, but with a different method of gameplay. The goal behind the corridors is to make it to the end by using the standard Spangle control but with the added element of points which let you flip the whole world horizontally, putting a new perspective of your whole environment to reach different areas. These were some of my favorite parts of the game as completing each held a sense of accomplishment and each one felt a bit different from the next.

Some points of the game actually possess a light source which can be seen and you can use your spangle to pull the source back and forth, which pulls the shadowy platforms closer to your character. Considering the setting and shadow concept, this further use of manipulating the light source was yet another perfect fit into the game’s overall offerings.

The game honestly plays quite smoothly and beautifully for the whole experience, but there was one gripe of how the overall layout was executed which added a bit of frustration. The first thing to mention of this would be the length of the overall game. Now there is nothing wrong with the game being long as there is well over 50 floors to explore, but things start feeling more of the same about halfway through due to the pacing. Each stage looks and feels different from the next, but with very few boss fights or moments of true completion when going from one area to the next, it can leave the game feeling like you are climbing up a ladder with no end in sight at times.

About a little over half way through the game though, an element is added (which I don’t want to go into detail too much about as it is a bit of a spoiler in my opinion) which changes the gameplay completely and makes that tedious climb worth every second. I almost wish this was added earlier on but I felt it was nice to have a brand new way to experience the game so far in and reaching this feature where the game hit it’s shining moment and kept me playing until the very end. This element of gameplay also opened up many doors and answers all the questions you may have had about certain areas which is of course why I think the developers introduced it so late. After you finish the game there is plenty for completionists to go back and collect as well as backtrack through so overall, many hours can be lost in the shadows and the overall experience as a whole is truly exceptional.

Graphics/Audio
Since environments are made up of shadows from foreground objects, it is important that the visuals actually weave all of the correct textures together to create perfect symmetry, and I can easily say this is done perfectly. At times just playing the game can make you sit down the controller and admire how it almost appears that you are running through a painting. The boy also flows in nicely with the environments, but the cursor or spangle can get a bit in the way at times. Creatures within the game also are all made brilliantly and retain the mysterious charm that pours in on each floor.

The music is also orchestrated wonderfully to each setting you come across which gives the graphics a soul and set the mood for whatever situation you are in. Sound effects are also well done with enemies each getting their own appropriate cries as well as the environment itself coming alive with creaks and grinding as you move platforms to progress.

Overall
Lost in Shadow is a brilliant concept that was executed correctly. The game plays smoothly and brings new life into the platforming genre while also getting the player to observe the beauty of each area by throwing in some puzzle elements which award you for further engrossing yourself into the setting. The only problem I encountered was the pacing, but the reward for patience is great and the game completely reveals it’s true self upon reaching this point. Throw in the feel of mystery that is very present from beginning to end and Lost in Shadow truly captures the essence and promise of it’s name and concept, which makes this title one not to pass up.

I Give Lost in Shadow:
9-0-capsules-out-of-10

Tron: Legacy The Game iPhone Review

Tron: Legacy
Platform: iPhone (Reviewed), iPod Touch, iPad
Publisher: Disney Interactive Studios
Developer: Disney Interactive Studios
Genre: Racer/Virtual Shooter
Release Date: December 2, 2010
Price: Buy NOW $1.19

The original Tron film from 1982 is still a cult classic to this day, about a virtual world where programs compete in a glaitorial combat tournament. Now Disney has released a blockbuster sequel in 3D so obviously that leads to a lot of merchandise is to be released, and obviously a video game, which will suck. It’s the Hollywood code. Now Tron: Legacy is available for the iPhone, and it looks like they tried really hard to simulate the Tron movie experience and in a few ways, they’ve succeeded. But does this game live up to its name, or does it follow the trend like many other movie-based titles?

These are some of the best graphics you will see on the iPhone, but sadly it’s not an easy title to recommend.

Presentation

The game begins with the screen getting sucked into a cybernetic world like the movies. The menus are well presented in the true Tron-styled art form, the sound effects and music are really great as well. First glance on the menus will truly impress, with both multiplayer and single player being available, as well as options to access, achievements to gain, profile options, how to play menu.….things look really great from the start, but unfortunately its all down hill from there. There is no storyline to be told, or information on who your character is, but it is implied you are a program named Beta, who is competing in a tournament.  That’s all you’ll ever know. Fans of Tron will be greatly disappointed to know this game has next to nothing to do with the movie, except for it takes place within in the same world. That’s it. Also, fans of the movie will notice that in the film, tournaments are split into two types of battles-battles on Lightcycles and battles on foot using discs as weapons. Recognizers are used later on in a battle that has nothing to do with the tournament. In this game for the iPhone, Lightcycles are not used in battles, but instead races. There is no on foot disc fighting, but instead they jump into a Recognizer and fly it through courses shooting at tanks-for some unknown reason.

The amount of options and menu’s this game has is impressive and it has wonderful presentation, but unfortunately the gameplay itself is another story.

Gameplay

Gameplay is the most important part of any game, so its sad to say that in Tron: Legacy The Game, the gameplay is its weakest point. The game is split into two parts: Lightcycle levels are basically high-tech motor bikes which play like a watered down F-Zero with Mario Kart ‘collect-and-shoot’ power up-like-weapons, and Recognizer levels which play like a slower, less fun Virtual Cop or House of the Dead.

I really don’t remember seeing this scene in the movie!

Lightcycle levels begin with a God 0f War styled button mash, with racers running before jumping onto their lightcycles to gain an extra boost. This works effective and is a nice start to the race, and it’s a nice change from the typical countdown seen in most racers. The gameplay is swift and you do get an adrenaline rush as cycles feel fast, and with the games futuristic setting it has a little bit of an F-Zero kind of feel. The controls are tight and actually work really well, becoming a surprisingly bright highlight of this part of the game. Players tap the right side of the screen for acceleration and the left side to break. Turning is controlled via tilting the iPhone, and acceleration is automatic. Mario-Kart styled weapons can also be obtained by running over boxes, and can be used by pressing a symbol on the screen, which mixes things up which is nice, but unfortunately most of them are pretty useless. However many levels have very sharp turns and narrow passageways, so crashing is inevitable, and with no health or damage meter, one hit is instant death, which becomes very highly frustrating. The player has unlimited re-spawns which helps, but the points your revived at are often terrible, placing you in front of walls and such, often making you crash again and forcing you to loose valuable time which is crucial in a fast-paced, high-speed game like this. The tournament’s levels are mostly you racing against only one opponent, sometimes even by yourself as just a time trial. On some rare occasions you might verse two, but this is rare. It really doesn’t feel like a competition alot of the time. The controls are decent although turning can occasionally be a slight issue but most importantly the game feels fast, but many the track’s designs do not take advantage of these, and instead limits them, destroying a lot of the hope left for this game. Its not the only reason why this game flopps, but it’s the main contributing factor to the Lightcycle section of the game. To make matters worse, fans on the Tron franchise most likely would’ve bought this title for one of the signature moves-creating a wall of light from a lightcycle and making enemies crash into it. In the game, the walls only follow the cycle for a small radius and don’t remain like in the movies, and they do not kill your opponents, but instead make you just bounce off them. This is pretty much stabbing the fans in the back-very disappointing.

It’s nice to have power-ups as it does mix things up, but its pointless to have them when they do almost nothing.

The second part of the game however is surprisingly even worse. Recognizer levels work are on-rail shooter levels, that are just plainly slow, boring and hard. There isn’t much to it, the vehicle moves it’s self, you tilt the screen to move the curser, and you tap on the screen when you want to shoot at whatever the curser is currently on. With great graphics and music you’d think you can’t go wrong, but its chore to play. The curser is slow and unreliable, and while you can change this to be faster in the options, it doesn’t help it much. If players could simply tap on what they wanted to explode, things would be alot more enjoyable, but there isn’t an option for a similar play scheme, or any other alternative play scheme at all. This leads to very slow-paced gameplay, and no amount of explosions can save it. Boring levels that all look the same don’t help either, same goes with the Lightcycle levels.

With the fast-paced, high speed Lightcycle levels being the main focus of the game, the slow and boring Recognizer levels seem a bit out of place.

Graphics and Audio

Thankfully, the game isn’t all bad, and it does look like Disney Mobile did put a bit of effort into this title. Music sounds very Daft Punk-ish and suits the game well. Graphics are probably the best thing about Tron: Legacy and it doesn’t look like Disney could’ve done much to improve on this part of the game. While the colour schemes and florissant lights on dark backgrounds do get a little repetitive, you can’t blame the developer for it because of its source material it’s based on. The 3D models are solid and are very well done, the game looks like it could rival a few of the older Playstation 2 titles in some points. Levels look stunning and character models are done really well, although some explosions could’ve been a bit nicer for eye candy.

Races with three racers on the screen are seldom, which sucks because they are alot more fun than just versing one opponent or a simple time trial by yourself.

Final Verdict

Tron: Legacy for the iPhone is like that present you got on christmas as a little kid. You know, that one in the really big box wrapped really nicely, and you open it to find another box inside, so you open that to find an even smaller box inside, and then you open it to find it’s just a sweater from your grandma, but at least it looks cool. Then you put the sweater on and it doesn’t even suit you, and to make things worse it doesn’t even fit you. Tron: Legacy is that sweater. Its wrapped really nicely in some very impressive graphics, awesome audio and very impressive presentation, but the gameplay and controls are so bad, its become really unenjoyable. It’s hard to appreciate things like unlocking achievements and multiplayer when the game isn’t even fun to play. It’s hard to even respect the game as it has the same name as a huge blockbuster movie, but has so little to do with the movie at all. It’s only been a few weeks, but so far Tron: Legacy has been my biggest gaming disappointment of 2011 so far, because this title could’ve had some potential to been a decent one. Disney Mobile did alot of things right with this game, but one massive element pulled it all down. Its as if they put in alot of effort into making this game look and sound good, but forgot the key element of gaming: playing the game.

Racers, start your engines! Or um, whatever Lighcycles have!

PROS

-Stunning graphics
-Great Presentation
-Techno Soundtrack

CONS

-Poor Level Design
-Recognizer levels have terrible controls
-Useless Powerups
-Game has very little to do with the movie it’s based on

5-0-capsules-out-of-10



Guinness Book of World Records Gamers Edition 2011 Australian Release

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This year’s Guinness Book of World Records Gamers Edition is set to hit Australian shelves in a few weeks, according to publisher Pan Macmillan.

The 2011 edition, which is already for sale in the US and due for a January 21 release in the UK, is the fourth gamers edition to be released by Guinness and is solely concerned with videogames.  Past editions of the book have featured highlights from the previous year in the gaming industry, record breaking games and consoles and of course a list of the year’s record breakers and their high scores.

The latest book will include all this and more. According to Angus & Robertson the 2011 edition will include reviews on the latest gaming releases, video game trivia, interviews, as well as tips and strategies to improve game play.

The Guinness Book of World Records Gamers Edition 2011 is now available to buy online. Pick up a copy here :

Buy Guinness Book of World Records Gamers Edition 2011

Cooking Mama Moves to Facebook…

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Over the years, we have seen Mama in many titles on the Nintendo Wii & DS, but now fans of the series can get their cooking fix on Facebook. Under the Name of “Cooking Mama Friends’ Café” and developed by both Majesco and Arkadium, Mama is now tackling the social gaming world that lets players chop, mix, stir, fry, bake and pour to create more than 40 recipes with infinite menu combinations. This new title marks Majesco’s first entry into the social gaming scene and it seems like a great move for them to use the easy accessible and much loved Mama series to get their foot in the door.

Majesco also released a bit of what players can expect with Cooking Mama Friends’ Café:

COOKING MAMA FRIENDS’ CAFÉ features the same accessible, recipe-based mini-game formula that has made the Mama franchise so popular. On the Facebook Platform, that mechanic is combined with new menu and customer management within an economy driven restaurant. Players first buy ingredients, then chop, mix, pour and bake with their mouse to create delectable dishes like holiday ham, fried rice and chicken parm. Coins and XP points are awarded to chefs for creating tasty food and serving up dishes to customers. Players can also purchase special ingredients and decorations to customize kitchens with virtual and real dollars. Ultimately, players must return regularly and cook to maintain the business or risk their restaurant shutting down for good.

Sticking to the same formula for the Cooking Mama franchise with this one is sure to draw some attention from the millions of Facebook gamers out there and it sounds a bit addictive as well so I can picture many people hanging up their farming gear for a spatula as this application catches on. The game is free to play so to get started on your cooking career, simply check out the official facebook page for Cooking Mama Friends’ Café by clicking HERE. After you give the game a whirl, be sure to leave us some comments below of what you think of it as well as let Majesco know in the “reviews” section as I am sure they would love to hear some feedback from anyone out there.

Atari Releases New Screens for Ghostbusters: Sanctum of Slime…

Atari have been gearing up for their next Ghostbusters title, Ghostbusters: Sanctum of Slime which will be hitting the PSN, Xbox Live Arcade and PC shortly, and now the company has released a handful of screenshots to give players a peek at whats to come. The top-down twin-stick shooter is looking great at the moment and from the new screens it looks to be a headed in the right direction as many of the bosses and areas are staying true to the Ghostbusters franchise for the most part.

Another interesting thing to note is that teamwork seems to be the heart and soul of this title as it will be needed to take out some of the huge bosses within the game such as the Slime Golem (pictured below). Of course being a shooter, weapons are also another focus with the game featuring the Proton Stream, Plasma Inductor, and the Fermion Shock. With the added online and local multi-player, I am looking forward to busting up some ghosts in with this new control scheme. No date is quite confirmed as of yet, but I would expect to see this one out at least by March, so check back for that soon and while your waiting check out all 8 of these new screens in all their ghostbusting glory.

Nintendo Sells The Most Systems in 2010; Expecting Big Sales for the 3DS…

If you have called the Wii or DS dead or dying lately, I am sure Nintendo would find that hilarious as they are laughing all the way to the bank with the most home consoles sold for 2010. Nintendo recently offered some statements on the success of 2010’s console sales and as usual, the famed company is still reigning supreme at #1.

Nintendo sold more than 2.5 million Nintendo DS systems and more than 2.3 million Wii systems in December alone, bringing their lifetime U.S. sales totals to more than 47 million and more than 34 million, respectively.

With the new Nintendo 3DS™ system set to launch in the United States in March, Nintendo has strong momentum heading into 2011. Nintendo 3DS lets users view 3D images without the need for special glasses. More information about the system will be made available during a Jan. 19 preview event in New York.

“Nintendo has sold more game systems than anyone else for five years running,” said Charlie Scibetta, Nintendo of America’s senior director of Corporate Communications. “Of the quarter billion hardware systems sold in the United States during the past 10 years, Nintendo sold more than half. We look forward to bringing fun new experiences to consumers when Nintendo 3DS launches in March.”

Three of the top five best-selling games of December play exclusively on Nintendo systems. These include Just Dance 2 from Ubisoft at No. 1, Donkey Kong Country Returns™ from Nintendo at No. 3 and Disney Epic Mickey from Disney Interactive Studios at No. 4. For all of 2010, 13 of the top 25 best-selling games play on Nintendo systems. This includes two of the top five; five of the top 10; and nine of the top 15.

With all of this said comes a bit of wonder of how the Wii will stand to this year’s huge market. Aside from Mario Sports Mix coming out in a month or so as well as Skyward Sword, there isn’t too much first party software hitting the Wii this year so it will be interesting to watch for more games to be announced during 2011. Nintendo are great at last minute announcements so I am hoping we see some more love towards their core audience again like the phenomenal releases of Donkey Kong Country Returns, Super Mario Galaxy 2, and Kirby’s Epic Yarn as I think those three games along probably had a lot to do with sales numbers last year.

Of course the system which is top priority from Nintendo is the 3DS and with all the buzz I have a feeling the launch will certainly be successful, but I would not count out Sony or Microsoft as this will be the year where we are going to see even more of the technology wars as the Kinect and Move start to release bigger titles. That is the greatest thing about the wars among these three giants though, everyone wins as they battle to bring gamers to their side.

Wall of Alduin explains the history of Skyrim

Remember that teaser where we first found out about Skyrim? That wall that we were shown is actually going to play a big part in the game, or at least the history written on the wall will. Game Informer’s website has the entire wall available and it is interactive as well. Users can highlight the different bulletpoints on the wall that detail the story involved with that picture on the wall.

The history details the rise and fall of Alduin and his eventual rise again to take revenge on Tamriel. From the events portrayed on the wall every Elder Scroll game has supposedly been leading up to the unleashing of Alduin. From the very first Elder Scrolls to the closing of the Oblivion gates everything has been set into motion by player’s hands over the years.

Nintendo currently has no plans to bring The Last Story to the West

Bad news for fans of the JRPG genre outside of Japan. Nintendo currently has no plans of even attempting to release Mistwalker’s upcoming game, The Last Story, outside of Japan. It’s hard to understand exactly why they would decide to ignore a worldwide release when more lesser known titles have enjoyed a worldwide release to moderate success. To make us feel even more bad they have released a five minute trailer earlier today.

This news comes despite the fact that The Last Story has been quite popular among Western markets and also sports the developer Hironobu Sakaguchi who created Final Fantasy, Lost Odyssey, and Blue Dragon. Still regardless of this fact VG247 was told by Nintendo the following: “We have no plans at present.” This is very unfortunate news indeed for those who wanted a deep RPG for their Wii system. Bear in mind that although there are no plans at present for a worldwide release, they did not completely squash the idea so one can hope that as long as the sales figures are high in Japan then Nintendo may be more willing to look at the West to release The Last Story.

GTA4 – cars gone wild

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I think it’s safe to assume most of you have played GTA4 or at least know what it is and how it works.  Big open world environment, free reign to do WHATEVER.  Cars are a big thing in the game since they are wildly abundant and are your main form of transportation.  People always find ways to do silly things in GTA games just because they have the capacity to do so, it’s a big game with lots of potential for tom foolery.  Youtube user dot12321 discovered that by editing a certain file in the game directory (aka PC version editing) you can make the cars fly and swerve around with incredibly comedic effect.  Words won’t do this justice so just scroll down and watch the video, it’s absolutely hilarious.

Zumba Fitness Sells 500,000 Copies…..

I think everyone is aware of the booming video game fitness trend that is out there, but if Zumba Fitness is any indication, it looks like the genre is getting even bigger. Majesco have recently announced that in just a little over a month, the title has sold 500,000 units since releasing back in mid-November for the Wii, Xbox 360 & PS3. For a fitness game, those numbers are nothing to sneeze at indeed.

Here is an official statement from Majesco:

“We are excited by the sales performance of the Zumba Fitness® video game, and are also encouraged by the continued post-holiday momentum for the title”, said Jesse Sutton, Chief Executive Officer, Majesco. “Zumba fitness programs are a worldwide phenomenon and growing. We believe people will be playing the Zumba Fitness video game at home 365 days a year, and as such expect to see continued reorders throughout the year. In ad0dition, we have extended our national marketing and PR campaign to maintain consumer demand and support retail momentum.”

It is interesting to see which titles can quickly catch on and Zumba Fitness with it’s easy to pick up and play party style seems to be hitting a note with certain gamers without a doubt. Throw in the discounted $49.99 price-tag ($39.99 for the Wii) and motion support on all three consoles and it is easy to see why 500,000 units have shipped since release. To check out more information about Zumba fitness you can visit the official site at www.ZumbaFitnessGame.com or join the community at www.Facebook.com/ZumbaFitnessGame.