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Sonic 4: Episode 1 Review

Sonic 4: Episode 1
Developer: SEGA
Platform: iPhone, iPad
Release Date: October 7, 2010
Price: $9.99 – Buy Now!!!!

Overview:
We’ve seen many different SEGA ports to the iPhone. We’ve seen the old classic Sonics making their way to the handheld, but what about the brand new Sonic? Guess what, it is here and is it what fans have been waiting for? Sixteen years have passed but does Sonic survive his transition back to the 2D world after his long stint in the 3D world?

Graphics:
While the visuals on the consoles will always end up being superior to the iPhone, Sonic 4 is no slouch in the graphic department on the iPhone. The backgrounds to each level are well drawn and though stationary, are a nice backdrop to the running hedgehog as he runs through the new acts that come with Sonic 4.

The stages that Sonic traverses themselves are very sharp and though they are throwbacks to stages that have been in past Sonic games they have just enough of a unique touch to make them not feel recycled. Sonic on the other hand could look better graphically, as when he is standing still there is noticeable pixelation on the edges of the character, though how often does Sonic really stand still?

Controls:
As with any iPhone game, Sonic 4 has the standard touch screen controls, but it also comes with a tilting control scheme. The difference between the two is that with one, the player moves using a D-Pad and jumping with another button, while in Tilt the player tilts their iPhone one way or another to make Sonic move, and jumps with a tap anywhere on the screen.

Unfortunately though the Tilt scheme is more interactive with Sonic 4, it also makes the game harder, this is because Sonic is already sometimes hard to control at top speed, and when you are forced to tilt your phone to move him around, there are times that platforming can be very difficult, and some stages require precise jumping or you will fall to your doom.

Using the Touch controls is much simpler and they are also very responsive which is a must when Sonic is running at top speed. There are a few times in the game that you will be forced to use the Tilt scheme but at least the one isn’t very difficult and actually benefits from this change. The special stages which are reminiscent from Sonic 1 are controlled entirely with spinning the iPhone around in order to control Sonic through the maze to reach the Chaos Emerald at the end.

Gameplay:
Sonic 4 almost feels at home on the smaller handheld that is the iPhone. Sure the console versions are on bigger screens but in the end nothing is lost in translation other than graphically wise.

Sonic fans will notice one of the biggest add-ons to the franchise right after they finish the first stage as Sonic 4 now has a world map where you can choose where you want to play at and whenever you want to. Once you finish Act 1 of Splash Hill you will then be able to select any stage that you choose to, and any Act that you choose to at any time. The boss battles are only unlocked after finishing all 3 acts however so don’t think that you can jump to a boss immediately.

This add on is a major help to the game, as since the iPhone is a portable system, players aren’t always able to sit down and play through the Acts straight through without taking a break or something happening to interrupt gameplay. There is a small downside to this however as bonus stages are also available to be unlocked and played through multiple times, receiving a large amount of lives and chances at the Chaos Emeralds.

Another addition to the gameplay is that Sonic now has an air dash attack to lock onto enemies and kill them. This is a great addition to the franchise, though it has been taken from Sonic Adventure which was a 3D game. The iPhone benefits greatly from this add on by making it easier to kill enemies with the touch screen system and to reach areas they couldn’t before because Sonic can also use this to take a boost sideways in the air to reach a platform.

The game itself however is very short, with only four different stages and three Acts each it can be completed within an evening if played all at one time. Though there are a couple of modes of play, Score Attack and Time Attack it is still possible to finish the game quickly enough. There is the added bonus of gathering all of the Chaos Emeralds to unlock Super Sonic mode as well for the completionists in us all.
Then again Sonic 4 is also guilty of padding game time with slow moving parts inside the Sonic game. Yep, slow moving. There is a level within the game that requires players to gather a certain amount of points to advance further in the level, which isn’t difficult, but does upset the flow one would expect from Sonic.

While I’m speaking about flow, the physics have suffered a change as well, and for fans of the franchise it isn’t for the better. The physics now have Sonic stopping immediately once the directional pad has stopped being touched, which means that there is no longer that sense of momentum. He can zip through a giant loop that are trademarks of the franchise, but if the player isn’t pressing the D-Pad exiting the loop, he will stop completely even though he was at top speed a millisecond before. This does mean that Sonic is more controllable, but the way that the physics have changed just feels wrong.

Overall:
Sonic 4: Episode 1 turns out to be a great addition to the franchise. There are plenty of nostalgia moments as various levels and bosses are taken directly from old 2D Sonic games and given a few new add ons to make them different. The physics have changed for the worse, though new players to the series won’t find this an issue. Sonic 4 turns out to be just what fans have been waiting for by bringing the good ol’ 2D Sonic we all fell in love with as children.

8-5-capsules-out-of-10

Every RPG ever – Flowchart

During my daily searchings of the internets, I came across this gem.  I figured the good people who read this site would find it comical/interesting.  In short, this is a flowchart detailing the basic form and premise of RPG’s (more specifically, JRPG’s) as they are quite predictable and cliche in this day and age.

Direct link: http://i.imgur.com/bFeoW.jpg

(note: I found this whilst browsing Reddit, which was in turn taken from Game Informer.  Giving credit where credit is due)

Assassin’s Creed: Brotherhood- The Story

Assassin’s Creed Brotherhood has a new trailer, and it kills!  I have yet to beat AC 1 and 2, but this really makes me want too.  And if this soundtrack is ever released separately, I would buy it.   Take a look at this trailer, and tell us what you think.   Assassin’s Creed Brotherhood will be released November 16, 2010 on PC, PS3 and Xbox 360

Shaun White Tricks Trailer

Skateboarding games must have tricks in them (crazy right?) Shaun White Skateboarding is no exception.  This trailer shows off the game’s tricks and controls.  If a game can balance the arcade nature of Tony Hawk, and the hardcore of SKATE, this game has potential.

Art Academy Review

Art Academy
Genre: Art Simulation
Platform: DS
Developer: Headstrong Games
Publisher: Nintendo
Released: Out Now

Now, for anyone who has had a go on Pictochat, Flipnote Studio, or for that matter, any of the other software out that involves using the stylus to draw or write: your sceptic feelings are completely justified. I too was highly sceptical when considering whether an art sim could work on the Nintendo DS. With no sensors measuring how hard you are pushing the stylus down on the touch screen, how could the DS possibly formulate a line corresponding to the strength you pressed down? If it couldn’t convey the exact mark you were trying to make, getting the boldness or consistency you were aiming for wrong, how could you even contemplate creating pieces of art? Mark making is essential for artists, and the sharpness of a line can completely transform a piece, which is why it was crucial for Nintendo to get Art Academy right.

Thankfully, they did, and after only the first lesson I had been convinced that the art sim could work. This is down to the large range of resources and materials at your disposal. In contrast to the ’one size fits all’ clumsy stylus markings of other games and applications which have only one setting; bold, Art Academy has you building up lines from smaller, faded lines. This approach of slowly building up from small lines which add up to form a stronger line is supported by the choice of three pencil types you are given: 2B, HB and 2H. Anyone who’s tried some art for themselves will probably already know the difference between these types of pencil, but for those who don’t the arrangement of numbers and letters indicates how soft it is. 2B is a very soft pencil, making it ideal for shading or adding delicate lines and details. The scale then moves on with HB being slightly harder and 2H being the hardest. With the hardest graphite, 2H offers artistically hard and sharp lines, but also quite light ones which means it’s useful for shaping up a framework for a painting, whereas HB is, to put it simply, the safe medium.

The differentiation between pencil types is just the tip of the iceberg, as other clever features help you to overcome the drawbacks of the touch screen technology. Such as the problem of the DS being unable to pick up whether or not you are holding the ‘pencil’ at an angle, a techniques popular among artists that is mainly used for shading. This problem is cunningly solved through a straight-forward pop-up menu, the same one you use to select a pencil, which presents you with a choice drawing with the ‘point’ or with the ‘flat’.

And it’s like this throughout the game. Every time the game is met by a hurdle which makes you wonder how the game will handle it with realism, it bounds over the hurdle gracefully. For instance, paint, a hard substance to master use of in real life at the best of times, behaves realistically from when you mix it in the virtual pallet, to when you apply it to your piece. If anything, it’s been simplified down a tiny bit just because paint is such a hard medium to use -by no means a bad thing. In fact, by making the paint a little less challenging to use, the developers have made the game more accessible and easier to learn from, as opposed to it’s real life counterpart in which no matter what colour you are aiming for, it will always end up brown.

The game is made up of two modes, and both of which possess relatively simple concepts. The first of which is Lessons Mode, which as the name suggests teaches you how to draw and paint using the software, but at the same time educating you on the skills and techniques that can be applied when doing art for real, outside of the game. Although there are no specific instructions beckoning you into the classroom and your mentor Vince, even if you are Wassily Kandinsky himself it’s highly recommended you visit this section before the other mode. Even if you know what you are doing art-wise, it’s still worth a look if only just to come to terms with the software before you move onto the next mode, Free Paint Mode. Again, it’s name is a large giveaway and subsequently, this mode is fairly self-explanatory. Basically, you have a blank piece of paper and are given free reign to sketch or paint whatever you like.

But first, Lessons Mode, a key part of the game where the ‘step-by-step’ training is delivered. You are guided by your teacher, Vince, hardly and arty name, though it is probably meant to have some link with the legendary Vincent Van Gogh, it’s just a shame it couldn’t be something more arty. How does Pierre sound? Anyway, we’ll forgive them because the lessons are present in a basic and linear style, with easy instructions and a tidy control scheme/menu system. It truly is step-by step with Vince taking you through each stage, teaching you not only the game mechanics but techniques applicable to the real thing. He also shows you each and every process by doing each one for himself for you to see, before you give it a go for yourself. The Lessons Mode spans over 10 separate lessons, with each one telling you something new. The save system compliments the lesson structure too, with save points offered midway through lessons, as well as the ability to save manually if you need to stop in the middle of a lesson. While these 10 lessons will fly by, you will learn a lot from them, both about the software and art in general, so in this respect, playing through Lessons Mode is a positive use of time.

However, it is in Free Paint Mode, with the shackles off, that some of the games great added extras begin to shine. Like using the top screen to display a reference picture, a brilliant move by the developers which makes full use of the DS’s dual screen interface. Simply scroll through the game’s image gallery, select a reference image and voila! It appears on the top screen for you to examine as you see fit. But not content with solving both lack of inspiration and lack of a willing subject, two problems artists have been known to regularly suffer from, the developers have included even more bonus features, particularly for DSi owners. Utilising the DSi’s camera, the game lets you take your own photographs and store the scene for future reference when sketching. Combined with how small and portable the DS is, it makes for a great artist’s tool. Not only could you carry it with you and use it to sketch the scene unveiling before your eyes, but if you didn’t have this duration of time to divulge into drawing at that point, you could snap a few pictures and come back to it later.

With everything taken into account, Art Academy is a decent game. While the nature of play won’t suit everyone, (with the game’s target audience being those interested in art), it’s a fairly good bundle and almost two things in one: a software application and an art guide. The game is subtly educational , but not to the point where it feels like a chore, teaching you how to use the software, and at the same time expanding your knowledge of mixed media and how to use it, as well as vital techniques and skills used in the art world. It may not constitute doe an expansive art guide, and learning about art on the game should probably be supplemented by a more detailed art guide if you’re serious about picking up art, but for a videogame it’s pretty darn good for learning how to do art. Plus, seeing the masterpieces on the box art should be motivation enough to buy this game and develop a mastery of it. The works of art that this game is capable of creating in the right hands are breath-taking.

7-5-capsules-out-of-10

Pros

  • Simple step-by-step training which helpd you to develop knowledge applicable to real world art
  • Well thought-out controls
  • Capitalises on the DS/DSi’s features
  • Free Paint Mode provides an art studio for endless hours of entertainment

Cons

  • The nature of the game means it’s not for everyone
  • Squeezing your hands around a tiny screen trying to do art
  • Advanced software means Lessons Mode is a must- no pick up and play value
  • Can be text-heavy at times

Final Fantasy Versus XIII might be going multiplatform after all

Way back when, Square Enix shocked gamers around the world by announcing that Final Fantasy XIII would be released on the Xbox 360 as well.  This was particularly interesting news because the main Final Fantasy series, one of the longest running and most popular game franchises the world over, has ALWAYS been a Sony exclusive.  Square Enix assured its main fanbase (Japan) that this would only be happening in the west, in Japan it would still remain PS3 only.  Yet lo and behold, Square went back on their word and decided they liked money more than keeping their promises, much to the chagrin of their fanbase.

But fear not!  The sure-to-be triple A followup to FFXIII, Final Fantasy Versus XIII, is surely only going to be PS3 only, as was CLEARLY stated at the end of its debut trailer, which I’ve embedded below.  One might simply scoff at such a title, a perceived “spin off” of Final Fantasy XIII, much like Final Fantasy X-2 or Dirge of Cerberus, but scoff not.  Versus XIII is looking to be one of the largest and most marketed releases yet, with a fashion line being made in real life based on clothes the characters wear in the game (which will cost you QUITE the pretty penny, over $3000 for a mere jacket!) and being one of the only games in the entire series to depict blood when an enemy is wounded, as you can see in the trailer.  As if this wasn’t enough, the game is being developed with the team who did the fight scenes from Advent Children and team who worked on the combat in the Kingdom Hearts series, quite the pedigree to live up to, but lucky you for you PS3 owners!  You guys are being treated special, this is only for you!  Those gamers with that smelly Xbox 360 aren’t worthy enough to have this, oh wait…

This right here is a translation of Square Enix’s job planner.  As you can read, plain as day, they are looking for help for development of Versus XIII and are looking for those with experience working on the Playstation 3 AND/OR Xbox 360.  This isn’t the first time fans have wondered the fate of Versus XIII.  After the whole fiasco of FFXIII hitting the 360 in Japan, fans have been questioning Square Enix’s promises.  Of course, the more the merrier.  Releasing on the 360 would only improve sales, as the 360 has a larger install base in the west than the PS3 does and is quickly gaining speed in Japan (largely in part due to the release of Monster Hunter Frontier for 360), thus meaning bigger and better FF games in the future.  Maybe Square Enix should stop making silly promises to the miniscule, hardcore fanbase they are trying to pander to and realize that there are just a teensy bit more people in the world they can attract by not showing favoritism.  But hey, that’s just my take.  I’m sure favoring one platform to appease a small amount of fans while poisoning the rest is an awesome business idea.

BIT.TRIP FATE Launching October 25th on the WiiWare!

One of the most anticipated WiiWare titles of the year is about to land on the console October 25th. Aksys Game’s BIT.TRIP FATE continues the series with the rhythmic challenges of CommanderVideo with the solid gameplay experience that fans have learned to expect over the years.

If you have never heard of the series as of yet, or what to expect in the newest entry, here is a bit of information from the official press release:

BIT.TRIP FATE is an on-rails side-scrolling shoot-‘em-up that has CommanderVideo riding the vibe to discover his fate. CommanderVideo will need a little help from the friends he made in BIT.TRIP RUNNER to thwart the Mingrawn Timbletot who has mutated the world into an ugly technological nightmare.

Join forces with the Junior Melchkin, CommandgirlVideo and others to increase CommanderVideo’s power and save the world. Whether you play in single-player or team up with a co-pilot, you’ll have to keep a steady hand to navigate the vibe and aim your blasters at the twisted souls out to destroy you.

Features Include:

  • FATE is the penultimate chapter in the six-part BIT.TRIP series that will leave you wondering what’s next.
  • The Nunchuk™ accessory controls CommanderVideo and the Wii Remote™ controller’s pointer fires anywhere on screen!
  • Collect power-ups to call on CommanderVideo’s friends for powerful shot upgrades!
  • A chiptune-inspired dubstep soundtrack helps bring the action to a whole new level!
  • Video game worlds collide with appearances from Super Meat Boy and Mr. Robotube!
  • Chipmusic artist Minusbaby helps set the tone with a special guest appearance!

The icing of the BIT.TRIP CAKE (I know, bad pun) is that BIT.TRIP FATE will be only 800 Nintendo Points upon release next Monday. For more information you can check out www.aksysgames.com.

THQ Officially Dates New uDraw Tablet!

After just being announced in August, THQ are ready to release their new uDraw Game Tablet which will be in stores everywhere on November 14th. The new Wii exclusive accessory will launch with two separate titles, Pictionary and Dood’s Big Adventure on the same day.


The uDraw GameTablet will launch bundled with an expansive drawing, coloring and art-based video game, uDraw Studio, for a suggested retail price of $69.99. In addition to uDraw Studio, two other video games designed for use with the uDraw GameTablet – Pictionary and Dood’s Big Adventure™ – are scheduled to hit store shelves on the same day for a suggested retail price of $29.99 each. Future waves of video game titles are planned during calendar 2011 and beyond.

I am ready to check this out myself as the idea of a digital tablet for the Wii is great. You can check out more details on the uDraw Tablet in our preview HERE.  THQ have also went social with the uDraw and you can follow the news and chat with other fans of  the hot new accessory and games at the following links:

Facebook: http://www.facebook.com/worldofudraw

Twitter: Twitter: http://www.twitter.com/World_Of_uDraw

YouTube: http://www.youtube.com/worldofudraw

Pre-Order Smackdown Vs Raw 2011 and WIN BIG !!

The fine people over at Fishpond are having a BIG TIME promotion !!  When you Preorder Smackdown Vs Raw 2011 TODAY you will go in the draw to win the WWE Royal Rumble The Complete Anthology DVD Box Set 88-07 worth $450 !!!

Pre-Orders are accepted on both XBOX 360 and Playstation 3 .. Don’t delay Smackdown V Raw 2011 is going be HUGE !! 

Click on the images or links below to make your pre-order now !!

**** SPECIAL OFFER **** Just for all our readers we have a special  $10 code:  Make sure you enter :  CAPSULEC when you make your purchase and receive $10 of your next purchase.  This is valid till the 20th of Nov (Each customer can purchase twice using this code, BUT it must be on a seperate sales and up to $40 spent)


WWE Smackdown vs Raw 2011 Smackdown Vs Raw 2011 [Xbox 360] = WAS $99.99 NOW – $79.97 [FREE DELIVERY]

WWE Smackdown vs Raw 2011 Smackdown Vs Raw 2011 [PS3] = WAS $99.99 NOW – $79.97 [FREE DELIVERY]

Good Luck to everyone that pre-orders. Also make sure you check out Fishponds other great deals here.

Man amasses 500,000G, widespread gasping ensues

A gamer has amassed a mammoth 500,000 gamescore on the Xbox 360. His gamertag is Stallion83 and he is the holder of the world record for the largest legitimate gamerscore, though he recieved no reward, other than the recognition that comes with such an incredible feat.

To celebrate he did release a commemorative video which can been seen below, showing some of his more recent achievements, and he says his next goal is to hit the million mark.