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Review- Mega Man 9 |
Monday, 29 September 2008 |
Retro remakes are all the rage at the moment. With the recent Bionic Commando; Rearmed setting a very high standard for a retooled NES game can Mega Man 9 deliver in the same fashion?
The Mega Man franchise has in recent years become more famous for the way Capcom have milked the series over the years. Many old school fans of the series have become disillusioned as numerous spin offs have been born and the story has become more and more convoluted. Each of these new additions to the series seem to have added another layer or take on gameplay that simply wasn't needed. This however is a return to the principles the series built itself upon and is more like a direct sequel to Mega Man 2. It shares everything with it right down the same graphics, gloriously reimagined for todays consoles. No HD visuals, no hand drawn art style just plain old good 8 bit NES graphics. It would be incredible if someone could find a way to dump a ROM of this onto a NES cart and play it on the machine. (not that Gaming Corner condones piracy, this kind of experiment would purely be for fun!)

It can't be helped that there is this niggling feeling that this game could have used the kind of face lift that we recently saw in Bionic Commando. That helped the game to come kicking and screaming into the 21st Century world of HD. Purists will love the retro throwback whilst people will find the looks jarring and it may even make the game unplayable for those who don't wish to return to the days of old.
It is not only graphically where this title could be accused of coming up short. Whilst the music is fantastically retro and 8 bit it is not as memorable as the tunes from both Mega Man 1 and 2. There is something missing and none of the tracks are quite as catchy. Retro remixes of the old tunes may have been more preferable but would not have been in fitting with the graphics.

This all sounds very negative so far, but where the title really excels is the core gameplay. The basic premise is the same, work your way through 8 levels and beat the bosses. The clever part this system is you can tackle the bosses in order you wish, reach the end of their level and beat them and you will be rewarded with a power up that will help your adventure. Certain power ups help beat certain bosses, working out this order is an important part of the game. The platforming is as sweet as ever and those looking for a challenge will certainly be pleased. The level design is definitly up there as some of the best out there and is leagues above the most recent Mega Man games. The normal game is also supplemented with a smattering of current gen features such as in game achievements which help to increase the longevity of the title.
So which is the best version? Well purists would say that the Wii version is the best as it uses the classic patented D-Pad design that was present back in the NES days. Microsoft fans would argue that the inclusion of Xbox Achievements sets their version a cut above the rest, however the 360 controller does have D-Pad issues. Whereas the PS3 version with its own direction pad perhaps offers the best controlling HD smoothed version. Whatever the case if you are old school Mega Man fan you will find that whatever version you get this game will satisfy your need. There is set to be DLC for the game but so far it has only 100% been confirmed for Wii.
Mega Man is a NES game through and through it comes with a smattering of modern features yet it is clearly a product of the original era that the franchise was born during. Fans of the series will welcome the return a simplier day whereas casual gamers will be turned off by the decidedly ancient looking visuals and the difficult gameplay. One things for sure Mega Man has returned and is back to his best.
Labels: PS3, Reviews, Wii, Xbox 360
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posted by flameboy @ 19:34  |
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Playstation Home Is Where The Heart Is |
Monday, 25 August 2008 |
I'll be stepping in this week while Fanning the Flames takes a week off. I’m going to talk about something Sony love reminding us of in regards to the Playstation 3, potential. Home’s potential is massive. Some wonder what benefit it might hold for gaming, others might think it is a novelty. We’ll only really find out what Home will do when it is finally released but for the moment, we can speculate.
 What Home does provide is a platform for games to seamlessly integrate themselves into the Playstation experience. We’ve already seen early indications of how Motorstorm: Pacific Rift will work in tandem with Home and it’s nothing mind blowing. It is basically used as a virtual lobby. More potential was seen with Warhawk, with the use of pre-match war rooms for discussing stratagem. Yet again, not amazing but it does appear to at least compliment the game. Overall it lacks imagination on Sony’s part but I doubt that is really the limit of their vision when it comes to Home. I would be surprised if Sony weren't keeping more functionality under wraps, but again, only time will tell.
Another way games work with Home is through offering extra content, from turning Resistance’s levels into 'The Alternate Imperial War Museum' to being able to play a specially made arcade game, for example in the Uncharted hub. We can see the ability to effortlessly offer extra content through this platform. Considering how interactive the medium of games is it is a shame to see bonus content relegated to promotional 'limited edition' packs and the like, which is something Home could rectify.
I’ve mentioned a few known examples so lets casts our minds over to more mainstream casual games. What might we expect from Sony’s fairly diverse and undeniably popular casual titles? These could provide an opportunity to hook the less avid gamers and tune them into Home. Imagine it…
Deep breath,
Tonight I'm gonna have myself a real good time…
As the song kicks off the crowd start cheering. With their applause, a real time ratings system, the player grows in confidence. No longer is the faithful SingStar community restricted to 30-second highlights, live performances, live open mic nights become a reality. If you don’t like the idea of singing in front of a bunch of strangers just book a private room and invite your friends. You could be standing at the front of a crowded room, maybe with the Playstation Eye streaming a live feed of you onto a wall behind your avatar, belting Queen out – Maybe this is what Sony want Home to be.
Don't stop me now I'm having such a good time, I'm having a ball.
Another potentially very exciting area is the part smaller applications could play in Home. Take the newly shown EyePet. Personally I think its implementation of the Playstation Eye is very impressive, but when it comes down to it, EyePet is just a virtual pet and not even a portable one at that. This is where a problem arises, when exactly are you going to decide to play with your EyePet over a PSN game or what ever game you have in the machine? Home integration with the EyePet could help with this problem. You load up Home, preparing to cause some online carnage in Burnout, but just before you leave the house your EyePet, yes wearing a fez and a little red waistcoat, runs up to you begging for attention. Suddenly your interaction through the Playstation Eye with the tiny creature takes on another level; there is now more incentive to play EyePet. Through EyePet the player enters the monkey-cat-thing’s space, Home allows the pet to interact with you on an equal spacing. How far this level of integration goes is up to Sony to decide. Could I take my pet for a walk or have him perch on my shoulder like I captain my own pirate ship? Would it interact with other pets it came across, maybe even having its own pet friends list? If not, why not?
 The key for Home is its integration. If games become an invisible gateway to this central hub, so that players simply find themselves flying between Home and a game without hesitation, then Sony will be onto something. If it becomes that easy then what is not to say that the SingStar and Buzz players of the world won't get pulled into Home? It is inevitable that comparisons are going to be made with Second Life but Home already has a massive advantage over it. First of all, as Home comes as a free download for the PS3 the user base will easily outstrip that of Second Life which, as of March 2008, has approximately 13 million accounts – as to how many are active accounts is anyone’s guess, but I doubt it is anything close to that number. Second, Home has a fairly defined infrastructure. There is no need to build a house or get a virtual job of any kind but the customisation is there for those who want it, from what your avatar looks like to the interior to your house. Finally, Home has a purpose; it is there predominantly for games but also for other media. Depending on how far Sony pushes the integration of Home everyone could be using it to varying degrees, either dipping in to pre-game lobbies, or exploring the different game hubs to swinging by the theater with friends to catch the latest movie.
The ball is on Sony’s side of the court. Home could become essential or it could fade away into some kind of sideshow. There is a lot of potential, not to mention a myriad of 'if's, and although we don't have long to wait, Home will take time to develop. This could be living.
Labels: Daft, Features, Home, Playstation 3, PS3, PSN
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posted by Daft @ 11:30  |
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Preview - Star Wars: The Force Unleashed |
Friday, 22 August 2008 |
Star Wars games have been very much a hit and miss affair of late. But with a new title in the franchise comes a New Hope. We look at the latest Star Wars spin off where the force is well and truly unleashed.
Games based on licenses are usually rushed jobs in order to fit in with the movie or DVD release of the said franchise. However there is certainly a good amount of sense in letting a game have a usual development cycle and releasing it as and when it is ready. Star Wars Force Unleashed is one such example. It could have been rushed out to hit this summer to tie in with Star Wars Clone Wars but instead it will hit worldwide in mid-September.

The demo of this game recently hit on Playstation Store and Xbox Live Marketplace and gives gamers the chance to let rip. Players take the role of Starkiller (interestingly the original name of Luke Skywalker in the original Star Wars film) fresh from his advertising orientated cameo in Soul Calibur IV, who is also the secret apprentice of Sith Lord Darth Vader. The game takes place between Episodes III and IV and follows the story of Starkiller as he aides Darth Vader in eradicating all the remaining Jedi, whilst remaining unknown to the tyrannic Emperor.
The game is a third person action game, a genre explored before by Lucasarts but very rarely one they have succeeded in. Force Unleashed seems about to change all of that. First lets discuss what really matters to everyone; the lightsaber play. Force Unleashed takes a style that has become typical to the genre since God of War was released. With a simple move set that can be used by the more casual gamer and still be enjoyable on the easier difficulty settings as well as having enough depth to create a wealth of combos for the more seasoned gamer. Each of the lightsaber moves can also be used in combination with a mixture of jumps and force powers. In the demo only Push, Grip and Lightning are made available, however the trailer at the end of the 15 minutes of gameplay reveal many more powers. One that is certain about this Starkiller is a Sith at the peak of his use of the Force and whoever is stupid enough to stand in your way is in for a beating. Both Lightsaber and Force mechanics work well alone and in tandem and there is immense satisfaction to be had in the use of both.
The demo level takes place on board an Imperial Shipyard. This environment provides a surprising wealth of locations and ways in which to use the Force mechanics. There is little better experience than flinging around Stormtroopers or even better realising the Force Push can be charged and send hangar doors flying open rather than just the edging it open with a quick press. The demo ends with a great boss battle (that we won't wreck for you) which helps show the depth of the combat system as well as reveals some Quick Time Events thrown in for good measure. As long as the game keeps up this variety of play and does not rely on the same environmental gimmicks but instead throws up new ones, it will prove to an entertaining action adventure romp. Finally lets give the graphics a quick mention, they look as really good with the bigger areas in the ship yard looking fantastic, this game will not disappoint when it comes to looks.
 Star Wars Force Unleashed is released 16th September in North America, 17th September in Asia and the Pacific with Europe seeing the game hit its shore on 19th September. Be sure to check back for our full review of the game upon its release.
Daft's Opinion:
I was looking forward to this and I was disappointed. For starters the character model of Starkiller is pretty dire compared to his appearance in Soul Calibur IV. Yes, it is a pretty minor gripe and is only really noticeable in the opening cutscene of the demo but it's a bit strange that Namco have a better looking character model considering he is the central character in Unleashed.
Next up, the controls. Altogether they are solid and accessible but I felt slightly disjointed with the Force. Aiming objects with force grip tends to rely fairly heavily on auto-targeting, which itself isn't great, meaning throwing things isn't always as useful as you want it to be.
Finally, the fighting. Why exactly a sith, who throws TIE fighters about like matchsticks and can levitate in mid-air while charging up a force push with the view of quite literally wiping the floor with a squad of stormtroopers, is unable to move while blocking is beyond me. Similarly when swinging your lightsaber you are pretty much rooted to the spot which, in my humble opinion, leads to some stuttered fighting. Also the sudden occurrence of a quick time event, and I'm usually a fan of these, when facing off against the AT-ST wasn't particularly welcome since it's appearance seemed slightly random, but that could just be my unfamiliarity with the game.
However, some of these issues are probably symptomatic of the fact that this is a demo. Force powers get leveled up, hopefully improving their effect and efficiency. The level on offer was relatively barren, especially when held up against the other levels seen in Unleashed, but the interactivity shown in it was promising. The demo never manages to reach a high, it seems to stutter along. With all this in mind I still think The Force Unleashed has a lot of promise – I'm just hoping the demo is only hinting at what we can expect from the full game.Labels: Previews, PS2, PS3, PSP, Wii, Xbox 360
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posted by flameboy @ 12:03  |
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Fanning the Flames; Little Big Mario |
Sunday, 10 August 2008 |
 Nintendo have been held in high regard for so many modern innovations in today's modern gaming climate. There is a little sub genre currently being created in Guildford, England that the Japanese gaming giants should have thought of long ago...Welcome to world of Little Big Mario.
Nintendo are undoubtedly the King when it comes to 2D platformers. Whilst it would be pointless to deny that there have been other great 2D games down the years few can match the long term consistency of the Mario's adventures. It's a genre that Nintendo created, but arguably they are close to losing their crown to the guys over at Media Molecule who have created the much critically praised Little Big Planet.
You cannot help but look at Little Big Planet and think it should be a Nintendo product. The Sackboy characters are as cute as kittens as well as being a merchandiser's dream. The Nintendo like appeal doesn't end there though. The levels we have seen from the single player (that needs to be unlocked to access different materials), have all so far proven to have the type of tight level design one would expect from teams such as Nintendo. Media Molecule have had to come with this all on their own though and whilst yes there are levels and mechanics that bear resemble to common platform stables there can be little doubt that there is mountains of originality tucked away. Nintendo have so many titles just in the platforming genre to draw on and use, imagine being able to draw on all the mechanics and power ups and different level designs from the Mario games of yesteryear. Being able to draw on such a rich heritage is something only really open to Nintendo as a developer.
With such a wealth of titles, each with their own gameplay ideas, the possibilities are endless.
Along with the great level design, variety of play and fantastic mechanics demonstrated in the pre-made levels of Little Big Planet there is of course the innovative level designer where Nintendo have seemingly dropped the ball. Popit is the system used to create levels, it used to drag, drop and plonk stuff into your levels with such ease you can chuck together working levels with reckless abandon. There is no scripting or coding to be done, it is all done in game either alone or brilliantly cooperatively with other players. The Popit system is just crying out for the unique control inputs of the Wii and DS, pointer and touch screen, respectively. It looks easy to use and intuitive.
So that's why it feels like it should be a Nintendo product. Let's look at the reason why it isn't. It's not like Nintendo haven't ever included level editors in their games. Wrecking Crew had a level editor that unfortunately didn't allow for its levels to be saved outside of Japan owing to it originally being developed for the Famicom Data Recorder. Even the recent Mario VS Donkey Kong handheld series is helped by the inclusion of a level editor. However there is a theme here, why has no mainstream Super Mario Bros game contained a level editor?
It's simple Nintendo want to protect themselves, why bother giving users the opportunity to develop levels themselves when you can instead drip feed them iteration after iteration. New Super Mario Bros has sold a phenomenal amount of copies and is selling in its millions, over two years after it was originally released. Why would Nintendo want to potentially harm these sales when they release a inevitable New Super Mario Bros 2 hits the shelves? It is a shame as going on Youtube reveals plenty of imaginative people illegally using ROMS to make their own versions and twists on levels as well as totally unique efforts. Nintendo has always taken a tough stance against piracy and ROMS etc...what better incentive to give would be game designers to invest in a product that offers them more tools to play with than they will ever find by other means
Ultimately Nintendo has missed stepping up to the line with this feature as Media Molecule looks set to win critical praise for their innovative and supremely well designed 2D level editing platforming adventure.
Just one of many possibilties.
It is not just in level editing and user generated content that Little Big Planet trounces Nintendo. Character Customisation is another buzz bullet point used to sell games, its something Nintendo has experimented with in Animal Crossing and more recently with the Mii Channel. However there is this over riding feeling that it just isn't enough. A Character Creator rich in options is always going to popular just look at the recent Soul Calibur IV to see the efforts people will take to make their favourite characters from other franchises. Nintendo have only made limited forays into this area the Mii system whilst fun to use is limited and has had no updates since the Wii's launch. The Sackboy's of Little Big Planet can however be customised till your hearts content with tons of custom options, including specific items from other franchise. Nintendo have dabbled in this with Animal Crossing, but the fact that the new City Folks Wii version only offers colour changing of sleeves as an extra option shows their lack of drive to offer true customizing.
Nintendo unfortunately seem to a company who despite their huge market lead and the success of both Wii and DS are missing one opportunity after another. You have to wonder quite how many more times they can miss stuff and still stay at the top. If we are to look at E3 briefly there were numerous examples of this. With WiiMotion Plus came the unveiling of the impressive looking Wii Sports Resort, yet this kind of peripheral is very much something the hardcore want the chance to finally replicate true 1:1 motion, so where was the hardcore game that will use it?
The moral of this first Fanning the Flames then? Nintendo you have the lead don't go blow it by shafting the hardcore, you can't rely on the casual to constantly keep the pouring in the money in that Nintendo Loyalists have down the years. Give them something that truly resembles true fan service and innovates at the same time. It's not all bad though we did after all have the stellar Super Mario Galaxy last year that showed Nintendo still have that magic.Labels: Fanning The Flames, Features, Playstation 3, PS3, Wii
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posted by flameboy @ 15:39  |
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