Temple Of Osiris Reviews And News
Wednesday, February 1, 2012
Friday, January 20, 2012
Monday, January 31, 2011
Little Big Planet 2 Review!
The first time we realized what sorts of things LittleBigPlanet 2 was capable of, it was like staring into the deep end of a pool from a high-dive: there’s an immense depth to it, but knowing what you have to do to get there can be intimidating. LBP2 introduces tools that make the original LBP look antiquated, introducing potentially complex logic circuits, Sackbots that can serve as secondary characters or gameplay-altering avatars, and even the ability to create and direct your own cutscenes. Making all of that work for you as a creator is a hell of a lot easier than taking a programming course, but still takes hours of learning, experimentation and patience.
But that’s OK. Whether you want to dive straight in and get lost in the depths of level creation, ease in with the creations of others or just play around with physics, LBP2 can accommodate you. Even better, those who just want to play it as a stand-alone game and ignore all the creator stuff (for whatever reason) can look forward to a surprisingly beefy story mode this time around – one with characters, voice acting, a persistent storyline and everything.
Unlike the first couple LBP games (which didn’t have stories so much as themed collections of levels), LBP2 centers on Craftworld, an imagination-driven paradise under attack from the Negativitron. A gigantic, cosmic dragon-thing, the Negativitron wants to corrupt everything it sees and reduce Craftworld to a demon-infested cinder, leaving it to a Resistance of creator-curators to… well, to put all its eggs in one basket and order Sackboy to do everything for them.
The story consists of some 40 levels (including a slew of optional minigame levels, some of which are meant explicitly for multiple players), most (but not all) of which revolve around the same quasi-2D, platform-hopping gameplay from the first game. Up to four players can explore a given level at once, controlling adorably customizable Sackboys that can hop around, grab onto certain substances and solve environmental puzzles. As before, it’s to your advantage to bring friends along, as multiple players can unlock certain paths and pickups that are off-limits to those going solo.
The bad news is that the basic gameplay hasn’t really been retooled; if you thought the first game was floaty, you’ll find LBP2 equally floaty. If you were confused by LBP’s limited 3D – which enables Sackboy to move between three separate 2D layers – you’ll be just as confused here.
The good news is that there’s so much new stuff to see and do, you probably won’t care. And aside from being more entertaining overall than the first game’s relatively static presentation, the story’s an excellent introduction to what you’ll actually be able to do with all the new stuff it brings to the table.
At the most basic level, you’ve got a few new powerups for Sackboy, which include a cool grappling hook – ideal for grabbing and swinging from squishy materials (or other Sackpersons) – as well as Grabinator gloves that let you carry certain objects. Then there’s the Creatinator, a helmet that can be aimed with the right analog stick and set to emit pretty much any kind of substance a level’s creator deems fit – water, fire, lasers, cakes, crates, whatever. These is fun to play around with in story mode, but even more fun in Create mode, where you can set the Creatinator to spray out as many huge, ridiculous, game-breaking objects as you want.
More interestingly, LBP2 introduces vehicles. Not in the “get on the object and hit this switch to make it go” sense, but versatile creations driven by control seats, which enable creators to map certain functions to controller buttons. At their simplest, these allow you to, say, press X to fire a rocket booster. Make things a little more complex, and you can drive or fly multi-function vehicles, complete with guns and special abilities, through your levels.
You can even ditch the “vehicle” idea entirely and use control seats to create simple videogames-within-a-videogame out of the mysterious new “holographic” colored-light material. In fact, it’s the control seats – along with the logic circuits, holographic material and Sackbots – that are the key to creating entirely new types of games within LBP2.
Say, for example, that you want to create a top-down, action-RPG-style game. By automatically dropping the player’s Sackboy straight into a control seat – which you’ll have affixed to a warrior-looking vehicle – you can bypass the traditional side-scrolly stuff entirely. Or so it seems – even the top-down levels are really just a camera/physics trick, accomplished by building huge, vertical levels with a flat background to serve as the “floor,” and then turning off gravity for everything in them.
Manipulating gravity can be done in either the settings for the level itself, or by slapping objects with logic circuits, sticker-like sensors that can alter the physics or behavior of whatever they’re stuck to. These can dictate how things in your levels move, how they react to being grabbed or shot, and can even control complex switch puzzles or onscreen counters (created, again, using holographic material). Frequently, you’ll find you need more than a few of them to get an object to really do what you want, so the introduction of microchips – collapsible circuit boards that can store and organize multiple logic circuits while only taking up as much space as one of them – is kind of a godsend.
All of this new stuff might not be as easy to understand as LBP1’s pistons, winches, giant switches, monster brains and other machinery – which you can still use, incidentally – but it’s a hell of a lot more versatile, and given enough time with it, you may wonder how you ever put up with all that clunky nonsense in the first place.
Logic circuits can also be applied to the Sackbots, another hugely significant addition. Essentially computer-controlled Sackpeople, the Sackbots can be used to add friends, enemies, or actors in cutscenes to a given level. They can follow you around, run from you, be instrumental in solving puzzles, back you up in a fight, or they can just stand around in the background for atmosphere. You can dictate their behavior and movement style, or just briefly take control to record a set of actions you want them to take.
You can also slyly slip the player into a control seat at the beginning of the level and have them control a Sackbot instead of their usual Sackperson, which is useful if you want to adjust their size, abilities (like their jumping, say) or just their appearance.
Add in the ability to direct and record your own in-game cutscenes, compose your own music, record voice samples and create custom sequences of levels for players to run through, and Create mode adds up to a bunch of very simple tools that can be used to create more or less whatever you want. Or, at least, to create a much broader variety of things than were possible in the first game.
The only problem is that a lot of the new stuff can be difficult to grasp at first, and while there are a lot of tutorials to show you how (enough that they’d be overbearing if they weren’t optional), there are a few things they completely ignore. For example, it’s possible to create animation with the holographic material, but the game never explicitly tells you how; it’s left for you to puzzle out on your own through trial and error (or by copying some other generous creator’s levels to see how they accomplished it).
There is one thing LBP2 won’t allow you to do, however, and that’s use Move. While it’s possible support will be added in down the line (which might be a nice addition to the Create mode), for now the game simply doesn’t offer a way to use Sony’s motion controls. The LBP2 disc does, however, include the Move-enabled Sackboy’s Prehistoric Moves, which will save you about six bucks if you haven’t already downloaded it from PSN.
So what this all boils down to is if this game is better than the other Media Molecule games lets compair!
LittleBigPlanet-Yes. LBP was and still is a great game, but LBP2 blows it away in every conceivable sense. The story’s better, the level-creation tools are far more versatile and the door’s been opened for players to create entirely new game types, instead of just new levels. It’s not quite as easy to immediately grasp, but the payoff for mastering it is infinitely greater.
ModNation Racers-Yes. ModNation’s racing might be a lot better than the top-down and side-scrolling varieties offered by LBP2, but comparatively it’s a one-trick pony. Being able to build your own tracks is fun, but being able to create different game types – or to just play those built by others – has more lasting appeal in the end
Create-Yes. Their gameplay may be fundamentally different – LBP’s creation tools are to build levels, while Create’s are mainly there to solve them – but LBP2' has it all over this bland entry in the “create, play, share” genre. Even without the draw of its creation tools, LBP2 is livelier, prettier and a lot more fun – and with them, its controls are a whole hell of a lot less clunky.
But that’s OK. Whether you want to dive straight in and get lost in the depths of level creation, ease in with the creations of others or just play around with physics, LBP2 can accommodate you. Even better, those who just want to play it as a stand-alone game and ignore all the creator stuff (for whatever reason) can look forward to a surprisingly beefy story mode this time around – one with characters, voice acting, a persistent storyline and everything.
Unlike the first couple LBP games (which didn’t have stories so much as themed collections of levels), LBP2 centers on Craftworld, an imagination-driven paradise under attack from the Negativitron. A gigantic, cosmic dragon-thing, the Negativitron wants to corrupt everything it sees and reduce Craftworld to a demon-infested cinder, leaving it to a Resistance of creator-curators to… well, to put all its eggs in one basket and order Sackboy to do everything for them.
The story consists of some 40 levels (including a slew of optional minigame levels, some of which are meant explicitly for multiple players), most (but not all) of which revolve around the same quasi-2D, platform-hopping gameplay from the first game. Up to four players can explore a given level at once, controlling adorably customizable Sackboys that can hop around, grab onto certain substances and solve environmental puzzles. As before, it’s to your advantage to bring friends along, as multiple players can unlock certain paths and pickups that are off-limits to those going solo.
The bad news is that the basic gameplay hasn’t really been retooled; if you thought the first game was floaty, you’ll find LBP2 equally floaty. If you were confused by LBP’s limited 3D – which enables Sackboy to move between three separate 2D layers – you’ll be just as confused here.
The good news is that there’s so much new stuff to see and do, you probably won’t care. And aside from being more entertaining overall than the first game’s relatively static presentation, the story’s an excellent introduction to what you’ll actually be able to do with all the new stuff it brings to the table.
At the most basic level, you’ve got a few new powerups for Sackboy, which include a cool grappling hook – ideal for grabbing and swinging from squishy materials (or other Sackpersons) – as well as Grabinator gloves that let you carry certain objects. Then there’s the Creatinator, a helmet that can be aimed with the right analog stick and set to emit pretty much any kind of substance a level’s creator deems fit – water, fire, lasers, cakes, crates, whatever. These is fun to play around with in story mode, but even more fun in Create mode, where you can set the Creatinator to spray out as many huge, ridiculous, game-breaking objects as you want.
More interestingly, LBP2 introduces vehicles. Not in the “get on the object and hit this switch to make it go” sense, but versatile creations driven by control seats, which enable creators to map certain functions to controller buttons. At their simplest, these allow you to, say, press X to fire a rocket booster. Make things a little more complex, and you can drive or fly multi-function vehicles, complete with guns and special abilities, through your levels.
You can even ditch the “vehicle” idea entirely and use control seats to create simple videogames-within-a-videogame out of the mysterious new “holographic” colored-light material. In fact, it’s the control seats – along with the logic circuits, holographic material and Sackbots – that are the key to creating entirely new types of games within LBP2.
Say, for example, that you want to create a top-down, action-RPG-style game. By automatically dropping the player’s Sackboy straight into a control seat – which you’ll have affixed to a warrior-looking vehicle – you can bypass the traditional side-scrolly stuff entirely. Or so it seems – even the top-down levels are really just a camera/physics trick, accomplished by building huge, vertical levels with a flat background to serve as the “floor,” and then turning off gravity for everything in them.
Manipulating gravity can be done in either the settings for the level itself, or by slapping objects with logic circuits, sticker-like sensors that can alter the physics or behavior of whatever they’re stuck to. These can dictate how things in your levels move, how they react to being grabbed or shot, and can even control complex switch puzzles or onscreen counters (created, again, using holographic material). Frequently, you’ll find you need more than a few of them to get an object to really do what you want, so the introduction of microchips – collapsible circuit boards that can store and organize multiple logic circuits while only taking up as much space as one of them – is kind of a godsend.
All of this new stuff might not be as easy to understand as LBP1’s pistons, winches, giant switches, monster brains and other machinery – which you can still use, incidentally – but it’s a hell of a lot more versatile, and given enough time with it, you may wonder how you ever put up with all that clunky nonsense in the first place.
Logic circuits can also be applied to the Sackbots, another hugely significant addition. Essentially computer-controlled Sackpeople, the Sackbots can be used to add friends, enemies, or actors in cutscenes to a given level. They can follow you around, run from you, be instrumental in solving puzzles, back you up in a fight, or they can just stand around in the background for atmosphere. You can dictate their behavior and movement style, or just briefly take control to record a set of actions you want them to take.
You can also slyly slip the player into a control seat at the beginning of the level and have them control a Sackbot instead of their usual Sackperson, which is useful if you want to adjust their size, abilities (like their jumping, say) or just their appearance.
Add in the ability to direct and record your own in-game cutscenes, compose your own music, record voice samples and create custom sequences of levels for players to run through, and Create mode adds up to a bunch of very simple tools that can be used to create more or less whatever you want. Or, at least, to create a much broader variety of things than were possible in the first game.
The only problem is that a lot of the new stuff can be difficult to grasp at first, and while there are a lot of tutorials to show you how (enough that they’d be overbearing if they weren’t optional), there are a few things they completely ignore. For example, it’s possible to create animation with the holographic material, but the game never explicitly tells you how; it’s left for you to puzzle out on your own through trial and error (or by copying some other generous creator’s levels to see how they accomplished it).
There is one thing LBP2 won’t allow you to do, however, and that’s use Move. While it’s possible support will be added in down the line (which might be a nice addition to the Create mode), for now the game simply doesn’t offer a way to use Sony’s motion controls. The LBP2 disc does, however, include the Move-enabled Sackboy’s Prehistoric Moves, which will save you about six bucks if you haven’t already downloaded it from PSN.
So what this all boils down to is if this game is better than the other Media Molecule games lets compair!
LittleBigPlanet-Yes. LBP was and still is a great game, but LBP2 blows it away in every conceivable sense. The story’s better, the level-creation tools are far more versatile and the door’s been opened for players to create entirely new game types, instead of just new levels. It’s not quite as easy to immediately grasp, but the payoff for mastering it is infinitely greater.
ModNation Racers-Yes. ModNation’s racing might be a lot better than the top-down and side-scrolling varieties offered by LBP2, but comparatively it’s a one-trick pony. Being able to build your own tracks is fun, but being able to create different game types – or to just play those built by others – has more lasting appeal in the end
Create-Yes. Their gameplay may be fundamentally different – LBP’s creation tools are to build levels, while Create’s are mainly there to solve them – but LBP2' has it all over this bland entry in the “create, play, share” genre. Even without the draw of its creation tools, LBP2 is livelier, prettier and a lot more fun – and with them, its controls are a whole hell of a lot less clunky.
Tuesday, January 25, 2011
Top 12 Most Antisipated Games Of 2011
Uncharted 3
Anticipation Level (High)
Why ?- Do to the rapid success of uncharted 1 and 2 I am very anxiously waiting the release of the 3rd game in the series I can’t wait to see what unknowns drakes planning on exploring and what dangers he’s going to put himself into next.
Resistance 3
Anticipation Level (High)
Why ?- After never getting the satisfaction on playing the first one and jumping straight into the second one I got kind of lost in the story but quickly found myself wrapped around this title I waiting the release on this one as well so see what kind of new chimera challenges awaits you when playing.
Dead Space 2
Why ? - Currently I am playing through the 1st one and I am absolutely loving the game and how its all laid out I have yet to finish it but I am having a blast learning the back story and I know its going to end on a cliff-hanger because I played the demo and it was very fun and quickly addicting.
Infamous 2
Why ? – I played bits and pieces of the 1st and also watched my friend play through it and the game play was so much better than I had expected the ending for the 1st left me hungry for a sequel and now were getting it I can wait to get my hands on Sucker Punch’s next game!
Mass Effect 3
Why ? –I’ve played one and 2 and this 3rd person Sci fi rpg just keeps getting more and more amazing I cant believe there making a 3rd I was pumped reading it was also coming to the ps3 that’s the best idea for a port I heard in a long while. I cant wait to snag this on launch day and see what lies ahead for the Normandy, Sheppard and his crew.
Killzone 3
Why ? – After killing off General Adams In Killzone One and Vasari And Radec in Killzone 2 its hard to say where the threats will be coming from next but the only thing is that the Helghan army continues to grown and must be stopped I am pumped to get my hands on this ps3 exclusive and continue the journey that war that started it all
Little Big Planet 2
Why ? –Play, Create and Share that slogan alone brings a smile to my face I have owned Little Big Planet 1 and played the story and found it to be very cute and funny its something your family or a group of 3 friends can enjoy I already pre-ordered my LBP2: CE so I can’t wait to play it and let everyone who’s reading know how it is.
The Elder Scrolls: Skyrim
Why ?-I mean honestly do you ask yourself why I am waiting for this game I’ve followed this game all the way from Daggerfall, to Marrowind and Oblivion and from the looks of it. It looks completely amazing and revamped new skills have been added the ability to dual wield and new magic such as earth spells, new monsters and ways of travel making this game a must buy it will make a nice add on to my already growing Bethesda Softworks collection.
Bullet Storm
Why ?-All I can say on this game is when they reviewed it at E3 it did look kind of fun but what’s really a let down is single-players aren’t where its at anymore and I am picky with shooters because id rather play with more people in a co-op story. But I saw that for certain kills you get EXP which reminds me a little of borderlands so I may check this one out after I read some more reviews
L.A. Norie
Why ?- I honestly don’t know why I am not looking forward to this but in my own personal opinion games like the Godfather 2,GTA4 and Saints Row 2 need a break I think there overplayed and the ideas getting old really fast I mean its good at first but then the replay value goes down the crapper..Maybe ill rent it or look more into I am still very unmoved by and what I’ve seen so far.
The Last Guardian
Anticipation Level (Unknown) (No Box Art Availible At This Time)
Why ? –To be honest I have no clue what this game is about or what it involves I just know you a little boy and your guiding or protecting a giant Griffith (Dog/Bird) thing. I don’t know anyways I cant remember if its by the same company who published ICO and Shadow of the Colossus but if its anything like those 2 games it already has a spot in my heart and it will be on my must try list.
Rage
Why ?-I’ve seen videos that look like some driving and some shooting involved I haven’t honestly seen or heard to much on this game nor have I seen anything major about this and I have yet to find any screenshots or read a plot line I guess I have my work cut out for me seeing if this game will pan out to be worth trying anytime in the future!
Thursday, January 13, 2011
Killzone 3 (Helghast Edition)
On February 22, 2011, Killzone 3 will storm US store shelves in more ways than one. Killzone 3 will be available in a limited Helghast Edition as well as the standard edition.
Download packs are also available separately if you’d rather pre-order the standard edition Killzone 3 at one of the proceeding retailers.
The Killzone 3 Helghast Edition ($129.99) is a must-have for the fans. This one-of-a-kind set features a collectible replica of a Helghast Helmet containing an art book, Super Voucher and the Killzone 3 game with bonus content. Also included is an exclusive Cloaking Helghast Marksman action figure created by DC Unlimited, that will not be sold anywhere else.
Features
- Authentic Helghast Helmet replica opens to reveal art book, Super Voucher and Killzone 3 game.
- Exclusive Cloaking Helghast Marksman action figure is 6.5” tall with multiple articulation points and will not be sold at retail
- Includes bonus video content giving you a behind-the-scenes look at the making of the game.
- Exclusive art book featuring imagery from the Killzone universe
- Super Voucher includes
- Killzone 3 soundtrack & PS3 dynamic theme
- Retro Map Pack featuring two of the most popular maps from Killzone 2
- Double XP for the first 24 hours of multiplayer gameplay
- Full access to all weapons and abilities for the first 24 hours of multiplayer gameplay
Download packs are also available separately if you’d rather pre-order the standard edition Killzone 3 at one of the proceeding retailers.
Guerrilla Pack (available by pre-ordering from GameStop)
Pre-order Killzone 3 and receive a GameStop Exclusive PSN code unlocking all multiplayer weapons and abilities for the first 24 hours of multiplayer gameplay giving you a temporary edge in the online battlefield. Also includes the Killzone 3 Retro Map Pack, featuring two of the most popular maps from Killzone 2.
Fast Starter Pack (available by pre-ordering from Best Buy)
Pre-order Killzone 3 and receive a BestBuy Exclusive PSN code allowing you to rank up faster, as you earn XP at double the normal rate for the first 24 hours of multiplayer gameplay. Also includes the Killzone 3 Retro Map Pack.
Unlock and Load Pack (available by pre-ordering from Amazon)
Pre-order Killzone 3 and receive an Amazon.com Exclusive PSN code and get instant access to 3 Unlock Points to use on the weapon or ability of your choice such as the Marksman’s Sniper Rifle and get the early edge in Killzone 3 Multiplayer. Also includes the Killzone 3 Retro Map Pack.
Retro Map Pack (available by pre-ordering from other participating retailers)
Pre-order Killzone 3 and receive an exclusive PSN code giving you the Killzone 3 Retro Map Pack, featuring two of the most popular maps from Killzone 2. Also receive an exclusive PlayStation 3 Dynamic Theme.
Killzone 3 will be available in the US on February 22, 2011 for $59.99 and the Helghast Edition will be available on the same date for $129.99.Pre-Order Today!
All The Items Below Come Pre-Packaged In The Helghast Edition!
Friday, September 10, 2010
Plants Vs Zombies Review
THEIRS A ZOMBIE ON OUR LAWN....WE DON'T LIKE ZOMBIES ON OUR LAWN!
You would be forgiven for saying you've had your fill of tower defense games. The past couple years has seen a flood of these strategy clones filling casual portals like the iPhone and PC. But you know who might be able to bring you back: the people that brought you Peggle. PopCap, one of the best casual developers and publishers around, has delivered Plants vs. Zombies, its first tower defense game. While it uses the basic mechanics of all efforts in this genre, it boasts charm, personality, and gobs of gameplay variety. The result is another addictive experience that will appeal to all walks of gamers.
Zombies are creeping on your lawn, and your garden is your last line of defense against these brain-crazy cannibals. You have some pretty peculiar (but useful) plants at your disposal, including pea shooters that spit green balls at the undead, hot tamales that burn everything in their path, and Venus zombie traps. By planting various seeds in strategic locations around your lawn you may be able to hold off the onslaught and keep them from entering your house and eating your brain.
Unlike many tower defense games there isn't a winding path the zombies follow towards your home. The yard is divided into six rows and zombies shuffle in fairly orderly. They won't cross over into other lanes but you will find multiple bodies coming in on one row. It's a very simple concept and, in fact, when you first play Plants vs. Zombies you may find it to be too laid back; too easy. But the real draw here is the incredible variety of plants (towers) and zombies. There are 48 kinds of plants with numerous offensive, defensive, and production capabilities, and 26 different zombies. Completing each level in the game will unlock a new plant or item to add to your arsenal. These constant rewards really keep you involved and will have you saying "just one more level" long after you initially thought there wasn't much to the game.
At the start of each round you can pick which seeds to take into battle. You only have a limited amount of slots in your inventory, although you can increase your stash over time. With such an assortment of abilities and resource demands, half the battle is in picking effective weapons. The array of choices means you can customize your strategy and confront the undead on your own terms.
There is also a wide variety of gameplay styles. Some levels take place during the day and some at night, which has a large effect on what plants are available to you, how you harvest sunlight (your resources), and what environmental obstacles you encounter. Interspersed among the regular levels are more arcade-like variations on the tower defense formula. You may lose the ability to select plants and instead deal with pre-selected weapons that come down a conveyor belt. Or you may be presented with a lawn full of vases waiting to be smashed – some hiding treasure, some zombies. There are even fun mini-games, a survival mode, and puzzles that let you play as the zombies. You can't go more than a few minutes with this game without discovering something new and delightful.
Adding to the game's charm is the cast of zombies, ranging from dancing Michael Jackson types straight out of the Thriller music video to aquatic zombies that ride dolphins (you have a pool in the backyard). The undead are amusingly animated and the game looks great in action. These aren't your gruesome Left 4 Dead or Resident Evil zombies. This is a zombie game for the whole family (never thought I'd say that).
Plants vs. Zombies also has a catchy, organic soundtrack that becomes more intense as your yard is flooded with enemies. The light voice acting gives the undead character as they lurch toward your house grunting and moaning for brains.
Presentation
9.5-Loads of features and a slick interface. There's a lot more content here than in most tower defense games.
Graphics
7.5-Looks like a very pretty Flash game.
Sound
8.0-Catchy, lighthearted, and spooky tunes that build in intensity as zombies fill the screen.
Gameplay
9.0-Something new and delightful is waiting to be discovered with each new level. You'll be saying "just one more level" long after you planned to stop playing.
Lasting Appeal
8.5-Level after level after level of zombie thwarting leads to mini-games, puzzles, and a survival mode.
OVERALL
9.0
You would be forgiven for saying you've had your fill of tower defense games. The past couple years has seen a flood of these strategy clones filling casual portals like the iPhone and PC. But you know who might be able to bring you back: the people that brought you Peggle. PopCap, one of the best casual developers and publishers around, has delivered Plants vs. Zombies, its first tower defense game. While it uses the basic mechanics of all efforts in this genre, it boasts charm, personality, and gobs of gameplay variety. The result is another addictive experience that will appeal to all walks of gamers.
Zombies are creeping on your lawn, and your garden is your last line of defense against these brain-crazy cannibals. You have some pretty peculiar (but useful) plants at your disposal, including pea shooters that spit green balls at the undead, hot tamales that burn everything in their path, and Venus zombie traps. By planting various seeds in strategic locations around your lawn you may be able to hold off the onslaught and keep them from entering your house and eating your brain.
Unlike many tower defense games there isn't a winding path the zombies follow towards your home. The yard is divided into six rows and zombies shuffle in fairly orderly. They won't cross over into other lanes but you will find multiple bodies coming in on one row. It's a very simple concept and, in fact, when you first play Plants vs. Zombies you may find it to be too laid back; too easy. But the real draw here is the incredible variety of plants (towers) and zombies. There are 48 kinds of plants with numerous offensive, defensive, and production capabilities, and 26 different zombies. Completing each level in the game will unlock a new plant or item to add to your arsenal. These constant rewards really keep you involved and will have you saying "just one more level" long after you initially thought there wasn't much to the game.
At the start of each round you can pick which seeds to take into battle. You only have a limited amount of slots in your inventory, although you can increase your stash over time. With such an assortment of abilities and resource demands, half the battle is in picking effective weapons. The array of choices means you can customize your strategy and confront the undead on your own terms.
There is also a wide variety of gameplay styles. Some levels take place during the day and some at night, which has a large effect on what plants are available to you, how you harvest sunlight (your resources), and what environmental obstacles you encounter. Interspersed among the regular levels are more arcade-like variations on the tower defense formula. You may lose the ability to select plants and instead deal with pre-selected weapons that come down a conveyor belt. Or you may be presented with a lawn full of vases waiting to be smashed – some hiding treasure, some zombies. There are even fun mini-games, a survival mode, and puzzles that let you play as the zombies. You can't go more than a few minutes with this game without discovering something new and delightful.
Adding to the game's charm is the cast of zombies, ranging from dancing Michael Jackson types straight out of the Thriller music video to aquatic zombies that ride dolphins (you have a pool in the backyard). The undead are amusingly animated and the game looks great in action. These aren't your gruesome Left 4 Dead or Resident Evil zombies. This is a zombie game for the whole family (never thought I'd say that).
Plants vs. Zombies also has a catchy, organic soundtrack that becomes more intense as your yard is flooded with enemies. The light voice acting gives the undead character as they lurch toward your house grunting and moaning for brains.
Presentation
9.5-Loads of features and a slick interface. There's a lot more content here than in most tower defense games.
Graphics
7.5-Looks like a very pretty Flash game.
Sound
8.0-Catchy, lighthearted, and spooky tunes that build in intensity as zombies fill the screen.
Gameplay
9.0-Something new and delightful is waiting to be discovered with each new level. You'll be saying "just one more level" long after you planned to stop playing.
Lasting Appeal
8.5-Level after level after level of zombie thwarting leads to mini-games, puzzles, and a survival mode.
OVERALL
9.0
Monday, July 26, 2010
Dragon Quest IX (Sentinels Of The Starry Skies)
You are a Celestrian, a blessed being with wings and a halo who dwells high above the mortal realm. After completing an apprenticeship under your master, you become the guardian of a small village. It is the duty of Celestrians to look out for their fragile charges, keeping them free from harm and answering their fervent prayers while remaining invisible to human eyes. A calamity causes you to be thrown from your lofty home and strips you of your angel-like trappings. Now you are visible and vulnerable--mortal in appearance if not in truth--and it falls to you to explore the world below and hopefully find a way to restore your divine powers.
The character creation process allows you to choose your gender and then your overall build and appearance from a selection of options. Once you're ready to add three companions to your party roster, you can apply the same selection process to recruitment to personalize them somewhat as well. All the character art has that Dragonball flavor, but your group is truly defined by its gear. There's a wealth of different types of armor to equip that goes well beyond the tired territory of chain mail and leather boots. Fishnet stockings and high heels, T-shirts and jeans, boxers and briefs are only the beginning of a wardrobe filled with all sorts of madness. You'll have characters in full-plate armor next to compatriots with equally powerful gear that look like they should be going swimming instead. It keeps equipment gathering interesting in a way that goes beyond increasing your stats and allows you to indulge in some truly horrible and hysterical fashion sense.
But in the end, it's all about battle readiness, and picking your balance of character classes is as important as what type of shoes to wear. The basic professions available are minstrel, warrior, priest, mage, thief, and martial artist. Your own character will always start as a minstrel, while you can tailor the rest of your group as you see fit. Each class can equip specific types of weapons and armor and will learn specific spells as it grows more powerful. Gaining levels will also earn you skill points, which can be applied to weapon proficiencies that enable more damage and new abilities, as well as class proficiencies for additional battle abilities. You can change professions at an abbey that becomes available some hours into the game, and while you'll start new vocations at level one and without any spells you learned as a different class, you will keep any skill point abilities you purchased. If you decide that leveling a priest is a pain and that you'd like to go back to your old job, you will again assume your previous level and all of your spells while losing those priest spells. It's rather a big deal to switch professions because you'll have to invest some time to get those characters back up in terms of their levels, but it opens the door for determined players to mix and match powerful abilities.
Bringing those skills to bear against foes is as easy as heading out of town and scanning your surroundings for the nearest meowgician. New to this installment in the series is the ability to see monsters roaming the dungeon and world environments, so you can more easily trigger battles or just thread your way around skeletons and ghouls to be on your way. Creatures will still sometimes charge at you if you're of a lower level, but if you need to quickly regain your spot in the dungeon du jour, it can be done without too much fuss.
The actual fighting is classic turn-based fare, with you issuing orders to your party and then watching the action unfold. There are some basic AI tactical options that you can set for your three followers that will have them focusing on healing, conserving their magic, attacking at will, and so on, or you can choose to just manage each character individually. Because monsters can show up in large groups, it's important that you're careful to split the action to take out your most dangerous foes as quickly as you can. While you can run from battles, and while you learn spells that let you easily leave dungeons and warp back to towns, the game is by no means a cakewalk. There are some seriously deadly creatures out there that command a lot of respect, so you don't want to skimp on leveling and empowering your party. This can turn into a bit of a grind, but the visual variety of monsters keeps things from getting too mundane.
The character creation process allows you to choose your gender and then your overall build and appearance from a selection of options. Once you're ready to add three companions to your party roster, you can apply the same selection process to recruitment to personalize them somewhat as well. All the character art has that Dragonball flavor, but your group is truly defined by its gear. There's a wealth of different types of armor to equip that goes well beyond the tired territory of chain mail and leather boots. Fishnet stockings and high heels, T-shirts and jeans, boxers and briefs are only the beginning of a wardrobe filled with all sorts of madness. You'll have characters in full-plate armor next to compatriots with equally powerful gear that look like they should be going swimming instead. It keeps equipment gathering interesting in a way that goes beyond increasing your stats and allows you to indulge in some truly horrible and hysterical fashion sense.
But in the end, it's all about battle readiness, and picking your balance of character classes is as important as what type of shoes to wear. The basic professions available are minstrel, warrior, priest, mage, thief, and martial artist. Your own character will always start as a minstrel, while you can tailor the rest of your group as you see fit. Each class can equip specific types of weapons and armor and will learn specific spells as it grows more powerful. Gaining levels will also earn you skill points, which can be applied to weapon proficiencies that enable more damage and new abilities, as well as class proficiencies for additional battle abilities. You can change professions at an abbey that becomes available some hours into the game, and while you'll start new vocations at level one and without any spells you learned as a different class, you will keep any skill point abilities you purchased. If you decide that leveling a priest is a pain and that you'd like to go back to your old job, you will again assume your previous level and all of your spells while losing those priest spells. It's rather a big deal to switch professions because you'll have to invest some time to get those characters back up in terms of their levels, but it opens the door for determined players to mix and match powerful abilities.
Bringing those skills to bear against foes is as easy as heading out of town and scanning your surroundings for the nearest meowgician. New to this installment in the series is the ability to see monsters roaming the dungeon and world environments, so you can more easily trigger battles or just thread your way around skeletons and ghouls to be on your way. Creatures will still sometimes charge at you if you're of a lower level, but if you need to quickly regain your spot in the dungeon du jour, it can be done without too much fuss.
The actual fighting is classic turn-based fare, with you issuing orders to your party and then watching the action unfold. There are some basic AI tactical options that you can set for your three followers that will have them focusing on healing, conserving their magic, attacking at will, and so on, or you can choose to just manage each character individually. Because monsters can show up in large groups, it's important that you're careful to split the action to take out your most dangerous foes as quickly as you can. While you can run from battles, and while you learn spells that let you easily leave dungeons and warp back to towns, the game is by no means a cakewalk. There are some seriously deadly creatures out there that command a lot of respect, so you don't want to skimp on leveling and empowering your party. This can turn into a bit of a grind, but the visual variety of monsters keeps things from getting too mundane.
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