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de Blob 2 – Xbox 360 Review

Game Name: de Blob 2
Platform(s): Xbox 360 (reviewed), Playstation 3, Nintendo Wii, Nintendo DS
Publisher(s): THQ
Developer(s): Blue Tongue Entertainment
Genre(s): Platformer
Release Date: February 22, 2011 (US), February 24, 2011 (AU), February 25, 2011 (EU)
Price: $49.99 (Xbox 360 & PS3), $39.99 (Wii), $29.99 (DS) BUY NOW!

de-blob-2-screenshot-06

Two years after we seen de Blob’s impressive release on the Nintendo Wii, de Blob 2 has been released across all home consoles and the Nintendo DS. With a brand new story and a shiny new coat of paint, this title really does offer quite a lot for the franchise to move forward with, even if the steps forward come with a couple of moments of minor frustration. I will get to all that in a moment, but now it’s time to get this review underway, so without further ado, her is my review for the Xbox 360 version of de Blob 2.

Story
If players who got a chance to experience the first de Blob title, Comrade Black lead his INKT Corporation to take over Chroma City and deplete all color and happiness from the land, only to have de Blob become a new hero for the Raydians, restoring color as he put a stop to Black’s evil schemes. In de Blob 2, the plot is a close to the first, but now Comrade Black has disguised as Papa Blanc and has started reeking havoc in a new location, Plasma City, brainwashing most of the citizens and taking the cheer and color out of the land. Now it is up to de Blob and a few allies to start a revolution and bring Plasma City back to life with the color and life it once had.

The story may sound a bit simple, but the part of de Blob 2’s charm is the way the story is told. de Blob 2’s plot boils down to the classic tale of liberation and starting up an uprising to take back the Raydians to their previous way of life. It is full of political context, even with a “news ticker” on the bottom of the screen with humorous messages of angst against the uprising de Blob is creating while you bring the world back with color, but nothing ever feels that serious as all the characters are filled with such a goofy charm that everything feels light-hearted and fun. Cutscenes are like watching a movie and tell this tale with style while showing up quite frequently between each area. Most platformers do not go into detail as much as de Blob 2 with a plot, but that is what made this title special to me. It makes you feel like you actually have a purpose to make it from point A to point B and I actually wanted to get further just to see what was next for our very colorful protagonist in the game.

Gameplay
The same concept of coloring the world from the first title is back this time around, but now in beautiful HD. de Blob’s main objective is to restore the world with color, and he does so as he works like a living paint bucket, absorbing color from paint pools, enemies, and several other methods to roll into a platform, filling each piece with vivid color upon contact. Certain platforms require certain colors though, and to achieve this, de Blob must carefully roll into each area as well as mixing colors on his own body to properly change each platform. A lot of the gameplay is made up out of missions that you must perform for the inhabitants of Plasma City where you must perform tasks such as liberating Raydians or taking on a tough foe to break an area free from it’s colorless form.

Of course performing like a true sequel should, de Blob 2 is filled with new gameplay mechanics which breathe a fresh new feel to the otherwise simple core gameplay such as new dash attack, which is used to smash through obstacles or enemies. As you progress, many new abilities are introduced which can be purchased with “inspiration points”, the game’s currency system that can be found all over the various locations. Though these are mainly used for making your Blob stronger, they are actually a necessity and serve a purpose as the game’s challenge rises. Each location also features many power-ups which serve more of an environmental purpose to fit the challenges of a stage, such as turning de Blob into a magnetic wrecking ball, adding the ability to roll on magnetic walls or a hazmat suit which sheilds de Blob from spikes and flames. I really liked how the game is well paced on delivering these power-ups, as each are given out at just the right time so you are never left with the wrong ability at the wrong time, and as I would soon discover, perfect timing is a crucial element of the game as a whole.

At de Blobs colorful heart, under all the abilities and fine-tuned gimmickry, is a pure platform title. Everything, whether it be to smash enemies or cleverly turn a platform from a stale gray to full on color requires Blob’s targeting system and easy to use jump. By holding down a trigger, the player can map out a destination with the analog for precise movement. This performs well and usually gets the job done, but I had a few moments where the camera pulled away causing me to miss and have to try again. Many times, a group of enemies can be bashed one after another, leading to a chain. This is not only rewarding to receive with the feeling of accomplishment, but usually with a reward such as a time bonus. Platforming also performs differently when you traverse into a building, as the game then puts on a 2D side-scrolling face, with missions usually consisting of liberating a certain landmark or simply obtaining a certain item or shade of paint. A good portion of the game takes place outside where the player has a third person perspective, so this switch-up can lead to a whole different feel which is executed nicely.

As I mentioned, time is a very important thing to keep an eye on within the game, which can be good or bad, really. While the timer does add to a challenge, I felt it actually took away from exploration. You see, when you start changing each world from it’s stale black and white area into these bright, colorful, full of life environments, you don’t get to fully explore your new creation. Instead, you are quickly moved to the next area. If that wasn’t enough, poorly placed checkpoints can result in a timer draining down and a lot of time feels wasted as you have to complete all of the missions which followed that checkpoint all over again. After completing a level, there is no timer and you can go back and collect things you may have missed, but it is hard not to want to explore the first time through. de Blob 2 is by no means a repetitive title gameplay wise, but having to completely redo such a large portion of a stage feels like you are being punished for enjoying the delightful atmosphere.

The game is a completionist’s dream though and patient gamers will be rewarded heavily with the many collectibles scattered throughout levels in which most of the achievements rely on to unlock. A two-player mode is included, which uses the second player (playing as Pinky) as more of an assistant to the main character’s role, helping stun enemies and gather collectibles in sight. There is also a split-screen co-op mode which adds a bit more replay to the overall.

Graphics/Audio
In my opinion, this may be one of the best examples of eye candy to hit a console. Each model for characters, colorful or not, is beaming with an easy to read personality and charm and all come across as very smooth and polished. The locations may be the best part of the graphics though, as actually completing the game is like unwrapping a big gift on each level. As you roll through, trees pop up, vehicles come to life upon touch, and the world as a whole quickly beams to life. This is what made this title so rewarding for myself, and I can imagine any gamer would enjoy watching such a intensely vivid atmosphere come to life as well.

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The music in de Blob 2 is very varied, but it all fits with the unique style of the game. Music changes based on whichever color you happen to acquire, ranging from a funky jazz groove to a more poppy tune and many other melodies throughout. de Blob doesn’t have a lot to say, but with the minor add-ins of laughter and grunts, his character is filled with even more personality and becomes easy to like right off the bat. The Raydians also have their own language that makes many specific inhabitants of Plasma City memorable and flow perfectly with the bright and colorful atmosphere.

Overall
It is obvious to tell that the developers put a lot of time and thought to level design within de Blob 2, and it shows with how well each stage is built to best fit whatever power-up or situation you may be in. Platforming is easy to perform and a blast with the ever-changing environments as well. Unfortunately though, players who want to get a fuller experience out of this world will have to do so in a second run due to the overly fast pacing in the game. There still is a wonderfully executed concept and a story that will keep you laughing the whole way through though, so this game succeeds just the way the title before it did, by bringing a fun, easy to play, and (even more so) visually pleasing title to consoles. de Blob 2 is one of those titles that is just a refreshing break away from the much more serious titles we see in the market today and does a lot right to be a top contender for a much needed mascot of this generation for the lacking genre of platforming as a whole.

I Give de Blob 2 for the Xbox 360:

8-0-capsules-out-of-10

RIFT! Out Now!

Today saw the launch of the newest MMORPG from developer Trion Worlds and Publisher QVSoftware, RIFT.

RIFT is about a world full of Ascended who must close down extraplanar RIFTs which threaten the world of Telara, while also going to war with each other in an epic battle to prove which is the most supreme and to gain absolute control over the 8 elements.

The game features PvP battlegrounds, a public quest system which see’s players joining together to close down Rifts or defeat certain enemies, dungeons, a large world to explore, a level cap of 50 and a set of fully fledged endgame content. The game also boasts over 1million accounts since before launch.

See the pre-launch article for more info.

Head to the Official Site for extra more info.

Call of Duty Black Ops Demo now available for download

The Call of Duty Black Ops mission, WMD, is now available on Xbox 360. Get it here on the Xbox Live Marketplace.   Or wait until March 3, 2011 to download the demo on the Playstation Network.  You can read our reviews of the full game and recently released DLC here.

WMD is the mission that has garnered much praise from the fans of the game. You can fly a Soviet airspace in the SR-71, and find a hidden base deep in the snowy mountains.

Isn’t it interesting how long this demo took to come out?  I guess sales of the game have slowed down a little.

Hitting balls in Top Spin 4 – New trailers and screens

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Get ready to learn all about Top Spin 4 in the newest trailers from 2K Sports.  After your done with those, check out the new screenshots from the game.  If you like tennis and video games, then be prepared to have your mind blown!  Learn all about character creation and the legends of the sport.

Top Spin 4 will be coming out on the Xbox 360, Nintendo Wii and PS3 on March 18, 2011.  Published by 2K Sports, this iteration of the series will hopefully add some awesome new features.

What do you think? Are you into playing virtual tennis?!

 

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=AolK_ICBXi4[/pro-player]

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=EcYeZTLuXik[/pro-player]

 

 

 

PixelJunk Shooter 2 Review

Game: PixelJunk Shooter 2
Developer: Q-Games
Price: $9.99 (USD)
Platform: Playstation 3 (PSN)
Genre: Arcade/Shooter

PixelJunk Shooter 2 is a direct sequel to PixelJunk Shooter, one of the latest series of games from the PixelJunk universe.  For those who aren’t aware of what the game is, at its core it is a 2D shooter that tasks you with navigating dangerous environments while rescuing survivors.  Needless to say, if you are a PS3 owner and enjoyed the first game you will most assuredly enjoy this one.

Story

Most downloadable titles aren’t really story intensive (mainly because they are so short) and this one really isn’t either but there is some small story there for those who care.  A group of people have lost contact on this planet and it’s your task to rescue them.  That’s your “reason” for doing what you do.  The rest of the story comes from the level design and set pieces.  The first game ended with you rescuing a worker from a construction robot gone haywire.  As you hovered above the defeated machine a massive creature (giant worm) erupted from the ground and ate you, leaving the ominous “to be continued…” message on the screen shortly after.

What was thought to initially be DLC as a follow-up to that event, Q-Games decided to just go for broke and instead of adding only one more level, create an entire sequel.  You start out literally right where the first game left off, being eaten by the worm.  You eventually work your way out somehow and move on through the next two areas, discovering what is causing all of these creatures to become hostile and leave their homes.

The majority of the story comes from special, unique survivors that are found in each level.  Usually tucked away in a secret area and requiring some clever thinking to access, these survivors (also known as scientists) give you little snippets of information once you rescue them.

Gameplay

Chances are you’ve played a game like PixelJunk Shooter before.  You move with left stick (regardless of where your ship is facing), aim with right stick and fire with R1 or R2.  In the first game, holding the fire button would fire off a continuous salvo of homing missiles (as long as your ship didn’t overheat from repeated fire) that was arguably worse than simply mashing the fire button to unleash a barrage of bullets.  In the second game, however, holding the fire button now releases significantly more rockets at much greater speed with seemingly improved tracking.  However, this means that unless you have a shield equipped (which means you will no longer overheat) you will almost instantly overheat upon firing this.

A big gameplay mechanic of the first game was the fluids and the various suits you would use to overcome and master these fluids like lava, water, ice, ferrofluid (magnetic, black liquid) and flammable gas.  Throughout the levels you would find suits to outfit your ship in, allowing you to pass freely through lava, shoot magma, shoot water or repel ferrofluid.  These were arguably the selling point of the game, having a game where the various elements that make up the game world are interactive and integral to your progression.  The second game capitalizes on this feature and adds in even more elements and suits while making slight tweaks to the existing ones.

The first world, the giant worm that ate you, is home to possibly the most diverse assortment of these changes and additions.  In this world you are introduced to purple acid which will eat away at your ship until you die unless you find some water to wash it off with.  This acid can turn into bubbles if agitated, which will cause your ship to spin and twirl in whatever direction you were going in.  To counter this you most use your grapple to either latch onto certain areas that will spin you around until you let go, providing some temporary control or simply use the grapple to destroy the bubbles and eventually clear a path.  As if this duality were not enough, acid bubbles will multiply greatly if they come into contact with lava, converting lava into bubbles (not sure how that works).  The great thing is this is only one new fluid/dynamic.

Also within the worm is one of the new suits, the hungry suit.  The hungry suit slaps on a giant mouth to the front of your ship, making for a pretty comical sight.  Traditionally you can fly in whatever direction you want, no restrictions, but when you have the hungry suit on the game turns into a digdug-like game.  The hungry suit allows you to eat through a sand-like substance which is otherwise immune to your weapons.  You can only move up, down, left or right and will endlessly move in one direction unless you direct yourself to run into a wall (the only means of stopping with this suit).  The challenge in these areas is figuring out how to get out without dying as you are no longer able to shoot.  The fire button will make your ship bite and the only thing it can eat is the sand.  In order to defeat any enemies you might come across, you must strategically eat the sand out from under a rock that might happen to be above them and allow the rock to crush them (a la digdug).  This makes for a pretty unique experience within the game and is a welcome addition.

There are other suits and fluids such as eggs which endlessly multiply (and kill you if you get trapped) which can be destroyed by water though doing so will release bees which will mess up your ship control, darkness (not a fluid but whatever) which will prevent you from using a grapple to pick up survivors and will eventually destroy if you if stay in the dark for too long.  To counter this you either find the light suit, which provides a beam of light from the front of your ship and protects you from the dark or create/move some ice around which acts like a small light OR find some lava which is its own light or have it light up some special plants OR flip a switch that turns on some mechanical lights.  Basically, there is a plethora of ways to counteract the dark, but that doesn’t mean it’s easy.  The dark levels are the hardest in the game, so be weary.

Aside from ALL of this, however, PixelJunk Shooter 2 sports a fully fledged online multiplayer experience.  Seemingly coming from nowhere, this multiplayer mode is somewhat like capture the flag.  Two players are thrown into a small arena-like level.  One side is holds your base and the other holds your opponents.  One player is on “offense” while the other is on “defense”.  The offensive player is tasked with traversing the level without being killed by the defensive player while finding small capsules that hold survivors to bring back to your base.  It makes for a fun and frenetic experience, if not somewhat frustrating at times.  Part of the catch is that when you on defense the other player is invisible.  The only way to see them is if they come within your field of view which is a conical radius about 4-5 ship lengths in front of you.  If you manage to spot them with this, they will get frozen for about half a second, allowing you to get some free hits.

The big draw with this is that it isn’t some tacked on mode, it can serve as a complete alternative to the campaign mode.  This online battle mode is set up a bit like a linear board game.  You start out on an asteroid and after 7 wins you progress to Saturn and so on with other planets.  Each planet is more or less a representation of your “rank”.  Winning matches also nets you some money, which you spend to buy weapons for your ship to help you in battle (these weapons are only present in the multiplayer).

While this all sounds great, do know that there is a small amount of lag present which can put a damper on things and you cannot progress through the online mode with friends.  There is a mode where you can you play against your friends, but you will not receive any points or money in this, this is only for fun.  In order to progress you MUST fight against random players which is a real letdown.  This was done to prevent boosting (players just allowing each other to win/lose so they can rank up) but the fact that it’s only 1 on 1 really makes this more of a hindrance more than protection.  It’s just not as fun playing against random players and, in a way, being punished for playing with friends as you won’t gain anything from it.

Presentation

PixelJunk Shooter 2 is par for the course when it comes to displaying PixelJunk’s iconic art style.  While the game isn’t necessarily pushing the PS3 to its absolute limits, the game looks great.  It’s a fun and quirky art style that is sure to leave its mark on your memory.  Just like in the first game, there are gems and secret areas hidden throughout the levels which will provide some extra challenge at getting 100% and provide some replayability.  Gems and secret areas are also harder to sniff out than in the first game, though they won’t require a genius to find.  Just know that they are better hidden and should provide you with a greater sense of satisfaction at discovering them.  The way the fluids interact with the gameworld absolutely make this game.  You can have just as much fun simply experimenting with how they interact with each other as you would playing through the levels.

Seemingly coming out of left field, this game actually pays homage to some classic games/genres.  I’ve already mentioned digdug, but there are also enemies which produce a bullet hell-like gameplay experience.  They are basically a giant orb that spits out small stars in bullet hell patterns.  For those who don’t know, bullet hell games task the player with navigating a ship through a seemingly impassible stream of bullets/shots coming at you.  It’s also a relief to see that each of these enemies has its own pattern of shooting, ensuring that you won’t “learn” how to dodge these enemies as easily as one might anticipate.  So there’s digdug, bullet hells and finally galaga.  Galaga is a game where you control a small ship at the bottom of the screen and enemy spacecrafts will fly into view above you and fly in pre-determined patterns.  The second boss in PixelJunk Shooter 2 replicates this almost exactly.  The game controls and mechanics instantly switch to Galaga’s controls and you need to destroy the bosses minions in the same way you would in Galaga before you have a chance at hitting the boss.  These small nods to classic games is a nice touch and will certainly evoke a sense of nostalgia for those old enough to have played the games that inspired these.

Final thoughts

PixelJunk Shooter 2 is a great game, short and simple.  It has local co-op (no online, sorry folks), a fully realized online battle mode and a campaign that not only delivers on providing a satisfying follow-up to the first game but adds so much more to the overall experience.  If you have a PS3 then there isn’t much reason not to pick this up.  It does have its flaws, the online mode, while great, can lag and is a bit restrictive, some of the puzzles feel as if you are being hand-held through with only one method of solving them and there isn’t as much explorable space this time around, levels are almost linear with how you need to complete them at times.  Aside from those though, which are only minor annoyances, the game is nothing short of a great experience.  I completely recommend picking this up.

9-0-capsules-out-of-10

Twisted Pixel Brings Ms. ‘Splosion Man and The Gunstringer to GDC

At the Game Developers Conference Twisted Pixel is showing off gameplay from two of its big XBLA releases, with brand new gameplay footage. First up, is Ms. ‘Splosion Man, essentially the “Ms. Pac-man” of the ‘Splosion Man world. The Gunstringer, which is about an undead cowboy puppet that you control using Kinect, has also received gameplay footage located within the massive 15 minute video below that shows off what seems to be the first 15 minutes of the game. You can get a good taste of how to play the game and what to expect from the the video.

Check out both videos below.

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=WkxyOLK-SA0[/pro-player]

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=YriXOv1zvFk[/pro-player]

This Week on Windows Phone 7 (3/2/11)

3! 2! 1! … another 1! I noticed that when putting a date in the title. The extra one stands for “only 1 game being released today”; so I guess that makes this post pretty easy. If the game interests you pick it up and enjoy. Also, some of you may be wondering why I don’t do these posts any earlier? Honestly, it is because it is decently hard to find the release schedule of the Windows Phone 7 games, all of the world doesn’t even know what is being released until they are released, which is every Wednesday. Today!

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I Love Katamari ($6.99/£5.49)

The King of All Cosmos has accidentally knocked all the stars out of the sky during a crazy night out. It is up to the pint-sized Prince to put the twinkle back in the heavens in i Love Katamari. i Love Katamari delivers an experience only possible on the Windows Phone 7. The gameplay is simple! Tilt your Windows Phone 7 to roll your katamari with precision. Roll the katamari ball over various objects in each stage. As more and more objects are rolled up, your katamari will increase in size and it becomes possible to roll-up larger and larger objects.

Find Makarov – Live Action Modern Warfare Trailer

A rumor has been floating around that Activision was about to release some big news on the details of a possible “Modern Warfare 3”. All of these rumors were circulating around a site entitled www.FindMakarov.com; which now just leads to the youtube video below.

Activision has denied that it is releasing any details on the next Call of Duty game:

“There seems to be a great deal of speculation about the next Call of Duty project,” a spokesperson for Activision originally declared. “Let me be clear that we are not revealing yet. Anything indicating otherwise is a hoax.”

Turns out the website, and the Live Action trailer below are all fan created; though it doesn’t make any of it any less amazing.

Most of the video consists of live action recreations of memorable moments in the first 2 games and ends with a possible scene from the third game to rap up the illusion that it is a legit trailer. Too bad it isn’t; I guess this just means that Activision themselves will have to work their magic and create a truly epic trailer for their next CoD game, can’t be shown up by some fans can they?

Civilization 5 DLC coming today.

2K Games and Firaxis are ready to launch the Civilization and Scenario Pack: Polynesia DLC to players  this week. The pack is officially launched today at a price point of $5.99 AUD. Along with the release of this downloadable expansion comes a free map-pack for the multiplayer portion of the game.

The downloadable content follows the four most dominant kingdoms in Polynesia in a battle to become the most dominant of them all. With the expansion comes a few new additions to the rules, such as being able to expand quickly and maintain cultural growth. With the expansion comes a new ruler – Kamehameha – and two new units, the Moai and the Maori Warrior.

The free map-pack (which will be automatically downloaded if you’re connected to steam) will come with three maps, which are – Ring; which has you watching your flanks, Skirmish; which is a map built for one on one duels, and lastly, Ancient Lake; which is a set around an inland sea.

Visit the Civilization 5 Website for more information.

Tom Clancy’s GHOST RECON SHADOW WARS launch trailer revealed.

Coming to us with the launch of the 3DS on the 31st of March is: Tom Clancy’s GHOST RECON SHADOW WARS and to celebrate this launch, developer UBISOFT have given us a launch trailer to observe and enjoy.

As the commander of the Ghosts, the best special operations fighting force in the world, your mission is to stop the Russian ultranationalist Yuri Treskayev from coming to power. From the hot deserts of Kazakhstan to the villages of Ukraine and the frozen lands of Siberia, you must discover and disable the secret soviet-era “Dead Hand” bases which Treskayev is using to build an army of drones. You will have access to full resources to build, train and equip your team, using most recent high-tech weapons and armor.

Another piece of news for this game today is that the boxart has been revealed, which we have just below.

For more information on the game, see the UBISOFT 3DS splash page.

To See the video in it’s original location, click here.