Tech-Gaming

Lunar: Silver Star Harmony Review


SeanNOLA's Take: For those in need of a history lesson, Lunar: The Silver Star was originally released for the Sega CD back in 1993.  It was a revolutionary game for its time, being one of the first console RPGs to incorporate anime FMVs and voice acted in-game dialogue.  That innovation alone was enough to make Lunar the first must-have title for the Sega CD, but early-adopters were surprised to find a very well-rounded title underneath the shiny veneer of new technology.  We ooh’d and aah’d as we joined Alex on his journey through colorful destinations, like the floating city of Vale and Ghaleon’s moving fortress, the Grindery.  The turn-based battle system incorporated a free-moving mechanic, where characters automatically moved around the battlefield to get closer to their target, which added a layer of depth to the combat that made each confrontation unique and engaging.

Some years later, the game was rebuilt, from the ground up, for the Sega Saturn and PlayStation.  The anime cut-scenes were redrawn to include more than 16 colors at a time, and the sprites and environments were remade at a higher resolution.  It was remade again on the Game Boy Advance as Lunar: Legends as a Cliff’s Notes version of the original story. Now, the game has been completely overhauled once again for the PSP, using digitally remastered video from the PlayStation version of Lunar: Silver Star Story Complete.


Series connoisseurs will notice that Silver Star Harmony boasts beautiful hand-drawn characters and environments, in isometric perspective for the first time, that are a vast improvement from the original chunky 16-bit characters.  The dungeons are no longer made up of a series of repeated tiles; instead they are meticulously painted in fine detail, which has allows for new puzzles and encourages exploration.  Random encounters are also a thing of the past, and have instead been replaced by goons roaming freely through the dungeons that will run toward and attack you if you are spotted.  The turn-based battles remain relatively unchanged: combatants take turns attacking, and move freely about the battlefield.  However, the fights in Harmony are much faster than its predecessors, so plowing through a dungeon full of monsters doesn’t feel as much like a chore as it used to.

Lunar vets will also be pleased to know that Harmony expands the story to allow the player to take control of Dragonmaster Dyne, the mythical Dragonmaster from a bygone era, and Alex’s greatest hero.  For the first time, players will be able to witness the final battle of Dyne and the Four Heroes as the rescue the Goddess Althena, rather than simply hearing the story told through townies and yahoos that you come across during your quest.  However, this extra content feels half-hearted and shoe-horned, and is arguably least interest part of the game.


Lunar: Silver Star Harmony is hands-down the definitive Silver Star experience.  The cutscenes have all been remastered, and although they fail to take advantage of the PSP’s widescreen, they look great.  All audio has been rerecorded and sounds crystal clear, especially compared to the source material.  The game is paced better than any contemporary JRPG I have played in recent memory, which is great if you want to get in, relive the Silver Star Story and move on to your next adventure.  I suggest every JRPG fan, whether you are a fan of the original game or a newcomer, to pick this title up.  If this is what comes from iterating on the same game ad nausium, then bring on the remakes: I can’t wait for Eternal Blue Harmony.


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String Quintet- Racquet Sports Review


One of the most beguiling features of the game business is the way innovation reverberates throughout the industry. Case in point: In 2009, Microsoft attempted to replicate Nintendo’s success when they announced Project NATAL, a device which permits a player to control a game through body movement. Months before the expected release of Microsoft’s peripheral, Ubisoft beat them to the punch with an affordable USB camera for the Nintendo Wii.

While we didn’t get a review copy of the first Wii title to integrate camera support- Your Shape featuring Jenny McCarthy, we were able to get our hands on the recently released Racquet Sports. The disk forgoes the strict regimens found in its motion tracking predecessor, instead focusing on recreating some of the casual activities found in games like Wii Sports and Wii Sports Resort.


Unlike Your Sports, Racquet Sports doesn’t stubbornly require the use of the camera accessory. In fact, frugal gamers may purchase the disk without the peripheral for a reduced MSRP, and use their existing Wiimotes to control their on-screen athletes. Owners of the WiiMotion Plus attachment even receive a few supplementary shot variations, although they don’t radically alter Racquet Sports’ core mechanics.

Each of the recreations in Racquet Sports- tennis, ping pong, squash, badminton and beach tennis, share the same basic control tenets. Forehand and backhand strokes are initiated by a swing of the controller with a left or rightward sweep, respectively. To execute a drop shot that sends opponents dashing to the net, gamers depress the ‘B’ button while making contact. Like Wii Sports Tennis, players won’t control the position of their character; the game automatically moves athletes around the court. Shot trajectories are determined by a combination of player timing and an assessment of the player’s swing. While Racquet Sports’ system doesn’t allow the range of shots offered by Grand Slam Tennis, it also avoids the sporadic missed swings associated with the Electronic Arts title.
 

Racquet Sports feels radically different when using the USB camera, obliging players to alter their swinging actions. As the system has to interpret body motion, there is a small amount of lag introduced by the peripheral. While this doesn’t spoil the game, it does require players to anticipate their swings, particularly if they’re grown accustomed to the Wiimote-based input method. Gamers are also required to stand in a designated area about four feet in front of the camera, limiting the amount of superfluous physicality associated with Wii-based sports games. Generally, the Racquet Sports was able to discern controlled swings consistently, however, the game did seem to respond sluggishly to the downward-hand movement used to exit replay mode.

Although Racquet Sports has six different modes, each presents the game’s five sporting events with restrained variation. Training challenges players to hit the ball or shuttlecock in a designated square, while Quick Match rewards player will an assortment of unlockable items to accessorize their avatars. Party Mode sole disparity is giving players specific rules at the commencement of each match, such as switching their Wiimotes to the other hand.


Graphically, Racquet Sports meticulously evokes the both the charm and polish of the Wii Sports series. From the well-rendered locations which stimulate a sense of natural serenity, to characters which recall Mii’s with their rotund bodies and detached appendages, the game doesn’t veer far from the Nintendo canon. Fortunately, the title’s uncomplicated visuals allow Racquet Sports to keep its framerate high, permitting players to easily track the trajectory of every ball and shuttlecock.

With a limited amount of gameplay diversity, Racquet Sports is only an obligatory purchase for Wii owners who find elation on the virtual court. Since each of the title’s five games play similarly, with variations in physics and regulations, the game doesn’t feel as satisfying as Wii Sport’s Resort’s range of diversions. Had the title incorporated a healthy selection of mini-game challenges to offset the tedium of competitions, the game could have been easier to recommend. Nevertheless, for Wii owners eager to give motion-tracking a try, Racquet Sports is a respectable attempt.


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New Releases 3/14-3/20: Full Spectrum Warrior Edition


This week presents a spectrum of new diversions which range from Kratos’s muted hues and crimson splashes to the vibrant tones of the latest iteration of the Pokémon franchise. While most of this week’s releases can easily be categorized into either darker, more solemn titles or colorful, lighthearted amusements, there at least one outlier- Fragile Dreams: Farewell Ruins of the Moon. The game combines imaginative character design with a gloomier palette as players explore a desolate world. Color us interested. 

360
Dragon Age Origins: Awakening
Metro 2033
Perfect Dark
Resonance of Fate
Supreme Commander 2

PS3
Dragon Age Origins: Awakening
God of War III
Resonance of Fate

Wii
Build a Bear: Friendship Valley
Fragile Dreams: Farewell Ruins of the Moon
Hall of Fame Ultimate Hoops Challenge
Pizza Delivery Boy
Sam and Max: Beyond Time and Space

DS
Build a Bear: Welcome To Hugsville
Infinite Space
Pokemon HeartGold
Pokemon SoulSilver
Sonny with a Chance
Spectral Force Genesis

PSP
No Releases

PC
Command & Conquer 4: Tiberian Twilight
Dragon Age Origins: Awakening
Metro 2033
Sol Survivor

DesertEagle's Pick: As a role-playing aficionado, I'm looking forward to tri-Ace's Resonance of Fate, which not only offers the mix of real-time and turn-based combat I yearn for, but also allows players to radically rework each protagonists' appearance. The dulcet tones of Nolan North are just icing on the cake.


TideGear's Pick: I'm definitely interested in Spectral Force Genesis and Fragile Dreams: Farewell Ruins of the Moon, but there was no mental debate this week! Infinite Space is absolutely my pick.  Not only have I been waiting for this since it was announced, I've been waiting for a spaceship sim like this even longer. It seems accessible yet super deep, and I already know I love the aesthetic.


SeanNOLA's Pick: I am a little surprised that DEagle didn't mention God of War III; I can't really say that I'm looking forward to it, as Kratos has never really seemed that interesting to me, but I think it deserves a nod from at least one of us, seeing as how it IS a pretty major release.  My pick of the week is Pokemon: Soul Silver.  I haven't touched a Pokemon game since I polished off Blue 12 years ago, but for some reason I have been jonesing to force adorable animals to fight to the death for the past few months.

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Role Playing Regality- Final Fantasy XIII Review


After years of eager anticipation by series fans, Final Fantasy XIII has arrived, with a wealth of undeniable charms. From the title’s opening cinematic- with its sweeping shots of picturesque landscapes and nearly photorealistic characters, to a requisite epic final boss showdown, the game is overflowing with high-definition sumptuousness. Yet, the lauded Crystal Tools engine permits for more than just posh polygon pushing- it allows each of the title’s protagonists to convey emotions through the subtlest of motions. From the widening of an eye in amazement to a mouth taunt with restrained sneer, Final Fantasy XIII’s ability to convey the understated nuances of interaction are nothing less than incredible.

Equally adept is the game’s narrative construction, which lives up to the expectations set by the franchise. As a testament to the Final Fantasy XIII’s storytelling capabilities, I was affected by a character with only two lines of dialog in the title’s commencement. Although some players might scoff at the game’s propensity to drift into the melodramatic, Japanese role-playing aficionados will recognize the traditional tenors exhibited by the title. Like more recent entries in the Final Fantasy series, even seasoned players by be initially overwhelmed by the game’s argot. Fortunately, players can access an in-game databank, while returning players are given a helpful synopsis of proceeding events as the title loads.


Variety is constructed by Final Fantasy XIII’s shifting control of characters. Evoking FFVI’s mechanic, control varies across the title’s roster of six protagonists, which helps maintain the title’s brisk pace through its forty hour plus campaign. Sporadically, plotlines intersect and even flashback, displaying the game’s carefully crafted trajectory and exhibiting new facets of each character. While each of the title’s heroes are familiar archetypes- ranging from the dashing hero with the heart of gold to the young woman bursting with optimistic innocence, the game’s narrative tapestry focuses on the interaction between characters, rather than each individual’s timeworn personality.

Yet, arguably Final Fantasy XIII’s paramount aptitude is the title’s multifaceted battle system. At first, combat is woefully simple, requiring a strategy no deeper than selecting an ‘auto battle’ option to robotically strike foes, as the game’s Active Time Battle gauge fills. Soon, layers of new elements are added, each with an optional tutorial. Within a few hours, players are introduced to Paradigms, which are preset (and customizable) classes for each member of the party. By shifting paradigms mid-battle, teams can be given different goals, from maintaining a defensive stance and maintaining each characters' HP, to all-out aggressive attack. Players are encouraged to be actively involved in each enemy encounter- not only will the survival of boss battles require a healthy amount of Paradigm changes, but the speed and ferocity of each clash is used in calculating the game’s distribution of post-skirmish loot.


Final Fantasy XIII's cutscenes might represent the contemporary pinnacle of CG craftsmanship. Each is gorgeously rendered, and often eerily lifelike. Players that gaze into the eyes of each of the game’s heroes will not see the conventional empty mannequins that permeate most now-gen titles, but rather actors that appear consistently genuine. Close-up shots between characters feel extraordinarily intimate, not just from the rendering of each facial hair and curling eyelash, but from each scene’s polished staging and sense of movement.  Almost as confident are Final Fantasy XIII’s in-game graphics, which except for infrequent drops in framerate and the occasional sporadic flat texture, look stunning.  Aural purists will revel in both the game’s voice-overs and soundtrack, especially when the later swells into mounting orchestral pieces that frame the on-screen action expertly.

Despite an extensive array of virtues, some players might find a single significant impediment in Final Fantasy XIII’s expedition- the game’s linear nature. Those expecting familiar franchise rudiments such as speaking to townsfolk, minigames, and supplementary discovery will be dismayed to know that the first ten chapters of the game push players down preset pathways. During this extended duration, there are small alcoves for exploration, but they are limited to impasses that hold an item or a bit of currency. Once players are about twenty-five hours in, the game allows adventures to venture on a multitude of side-quests, and familiar exploratory elements surface. For some, these opportunities will arrive inexplicably late; others may be too wrapped up in the game’s other potencies to be concerned.


There’s little doubt that Final Fantasy XIII is a milestone; the game’s lavish visuals and captivating battle system look to remain unsurpassed for the foreseeable future. While some will admonish the game’s linearity, there are enough triumphant components for role-playing aficionados to relish in for weeks. After years of frenzied expectation, Final Fantasy XIII has arrived; players will be pleased to know that the title meets the expectations set by every minute of its protracted anticipation.

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Plastic Fantastic- Toy Soldiers Review


DesertEagle's Take: In the early 2000’s I was a perpetual pushover for 3DO’s Army Men console franchise. I naively purchased each successive game in the series, hopeful that the developer would craft a diversion that blended intense warfare with a robust dose of wholesome charm. Over the years, each entry failed to evoke the enjoyment generated by a set of simple, plastic soldiers, and I became convinced that no one would ever do the little green guys justice.

While the protagonists in Signal Studios recent release- Toy Soldiers, hail from the Great War rather the World War II era, this selection never impedes the title from becoming one of the greatest recreations of bedroom battlefields. In fact, the game’s selection of period is remarkably savvy, as it circumvents the current deluge of war games set in the 1940’s. Those worrying that the weaponry of the early 20th century is dreadfully antiquated and lacking the verve of a more contemporary arsenal may be surprised by Toy Soldier’s bombast. From domineering artillery to vile clouds of mustard gas, each ordnance packs quite a satisfying wallop. 


Nearly as inspired as Toy Soldiers’ setting in the game’s core mechanic which skillfully fuses a tower-defense elements with a healthy dose of Beachhead’s invader-repelling confrontations. Gamers place a variety of turrets in predetermined locations in an effort to exterminate consecutive waves of hostiles. Determining each unit’s placement requires a bit of strategic deliberation, as each fallen foe rewards the player with currency that can be used to augment the player’s existing arsenal. Unlike the majority of TD titles, Toy Soldiers allows players to man any tower- gunning, shelling, sniping or gassing adversaries in a gratifying manner. This small variation completely changes Toy Soldiers’ dynamic, giving the musty genre a much-needed shot of adrenaline.

Fortunately, taking control of each defensive structure offers more than just an opportunity to exercise a restless trigger finger on assaulting antagonists. While the game’s does an admirable job at protecting your base, it’s no match for a zealous humanoid. Periodically, players can also control allied armor or airplanes, giving gamers a few gratifying moments to hit opponents with some old-fashioned shock and awe. Smartly, Toy Soldiers makes you struggle for success in each stage, especially when players confront giant, mechanical, troop-spewing bosses.

Although Toy Soldiers' $15 price may be intimidating, aficionados of titles which adeptly blend strategy with action will find more than enough gratification to justify the cost. While I would have liked to have seen a cooperative component in the game, the amount of polish, and originality offered by Signal Studios creation means that I’ll be returning to these minute militias with frequency.
 

TideGear's Take
: Despite being a fairly new concept, the tower-defense genre has become over-saturated, leaving the quality entries to tread water in hopes of being noticed. While the setting and aesthetic of Toy Soldiers may not be an integral part of the gameplay, it's well-implemented and should capture the attention of many of the right people. Those who are roped in by what they see, will be rewarded with clever game mechanics under the surface.

Ever since I played
Activision's takes on Battlezone, I've been a fan of strategy games that find a way to throw you amongst the crossfire. PixelJunk Monsters is a good example of a tower-defense game that does this right. It makes the battles feel more important to the player. In Toy Soldiers, the player is still basically an invulnerable flying camera as in many strategy games. The difference here is that to fully maximize your units' potential, you will often need to take control of whichever unit is most vital to your current success. The AI is competent, but seems to be a bit too conservative with what is actually unlimited ammo (though guns can overheat and need to be reloaded).

Being a tower-defense game, the enemy AI is mostly non-existent and seems to charge across preset routes, regardless of what may impede them.
Toy Soldiers attempts to solve this issue by having units, like infantry and cavalry, use somewhat direct, but varied routes. This works to up the realism for the most part, but I would have liked to see close groups of enemies scatter when fired upon. Enemy aircraft, however, do attempt to avoid gunfire.


Overall, you will need to know when and where to place units, which units to take control of and when, and how to most effectively utilize your units. Friendly aircraft seem to only be flyable by the player (and not AI). While they can initially seem fragile and ineffective, they have agility, speed and powerful bombs that can turn a bad situation quickly when used adeptly. This is where the game requires the most of your reflexes, but it also seems more-or-less optional.


I consider
Toy Soldiers to mostly be a success. The map design is quite clever, and new units are unlocked just fast enough to keep you going. I, like DesertEagle, wanted some kind of cooperative mode. Such a mode has the potential for excellence. There's obviously been a lot of love poured into the games visuals and sound. The contrast of blaring, blazing gunfire in a huge toy-set world is intentionally jarring as enemy units break into small plastic pieces. The warm, scratchy phonograph-cylinder music helps to remind you that this may be a game, played with toys, but World War I was a real war where real human lives were lost. If you're a tower-defense game fan, and want one that does things notably different, Toy Soldiers is a safe bet. Otherwise, you may want to wait for the $15 USD (1200 points) price to drop.

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Cavernous Conundrum- Lazy Raiders Review


Developing a successful game demo is not unlike fishing. Tantalize potential prey with a captivating mechanic, drawing their focus to the dazzling display in front of them. At the moment they are mesmerized by the bait, lure them in quickly. I was as weak as a walleye when recent release Lazy Raiders throw out its line. The title’s seductive synthesis of simple action along with pleasing puzzle elements is certain to be irresistible to fans of each respective genre.

Like Cameltry (also known as On the Ball and Labyrinth) gamers don’t directly control the game’s portly protagonist, Dr. Diggabone. Instead the move the entire stage, sending the archeologist rolling and bounding through each of the title’s eighty levels. Pushing right or left on the analog stick rotates the stage in the desired direction, allowing Diggabone to roll down hills and imperviously fall down any open shafts. Additionally, a tap on the ‘A’ button will instantly invert the map, turning the floor into a ceiling. Although this simple mechanic is perpetuated through the whole game, each level brings a variety of interesting obstacles- from color-coded keys which open corresponding doors, to volatile TNT boxes, and spikes.


Each map’s primary goal is to retrieve a golden pick. Additionally, players longing for leaderboard status will want to sweep each stage clear of treasure or alternately, complete the level as quickly as possible. Having multiple objectives for each level secures Lazy Raider’s replayability- often I found myself clearing the level, then instantly replaying in an attempt to secure a disregarded trinket.  These motivations are also heightened by the aforementioned scoreboards which track both worldwide and rankings among your Xbox Live friends.  Lazy Raider’s even tracks the net worth of all your archeological unearthings, giving players a keen sense of accomplishment through the game.

Easily frustrated gamers who typically avoid single-solution challenges should appreciate Lazy Raider’s difficulty. Not only are players given unlimited lives, but participants can instantly reset any stage with a press of the back button. Fortunately, Dr. Diggabone’s hearty girth allows him to be more than a one-hit wonder; touching any of the title’s impediments will flash the hero red, only killing him if the player maintains contact with the object.


Visually, Lazy Raiders shines thanks to its unwavering framerate and adorable art style. The game’s later levels not only require a bit of strategic planning, but also quick reflexes to navigate the labyrinthine environments and avoid abundant obstacles. Thanks to a speedy refresh rate, any Diggabone deaths are instigated by the player, rather than a languid display, or unresponsive input system. Although each stage takes about six seconds to load, the results are worth the short wait- each character and obstacle is drawn with noticeable detail from the craggy edge of a granite block to each shimmering gold artifact. Players that are tired of combing mazes with the game’s main hero may alternatively use their own avatars.

By adeptly combining uncomplicated arcade action with a robust dose of puzzling, Lazy Raiders has the potential to appeal to a wide swath of gamers. I encourage players remotely interested in either genre to give the title a try; they’ll likely find themselves defenseless against the game’s profuse charms.


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The Tech-Gaming Podcast, World 2-4



This week, we welcome Nathan Fouts, creator of Weapon of Choice and Shoot 1Up to our show. The developer shares his reaction to critics, surprising artistic influences, as well as discusses future projects. Role-playing fan will appreciate SeanNOLA’s Lunar: Silver Star Harmony impressions, while fans on wanton destruction might find welcome DesertEagle’s latest target of admiration. Not to be undone, TideGear gives up a healthy round-up of the latest iPhone diversions.

Don’t forget to 
send your questions for our next mailbag, and subscribe to the Tech-Gaming Podcast on iTunes. Commenters who leave their email address in this post, will be automatically eligible to win a free download code for Shoot 1Up. 

This podcast contains explicit content | Download | Duration: 01:58:13

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Major League Baseball 2K10 Review


When last year’s Major League Baseball 2k9 development duties were abruptly passed from Kush Games to Visual Concepts prior to the game’s release, it was like a wide-sweeping rooster change for a playoff-bound ball club. While some of the fundamentals were undoubtedly displayed, there were enough on-field gaffes to tarnish the most resolute fan’s admiration.

Just in time for spring training, MLB 2K10 has hit the field, showing a significant amount of progress garnered in the offseason. Although the game isn’t flawless- it still makes the sporadic, inexplicable error, 2K10 is undeniably enjoying. It’s also the first time the title has presented a real challenge against crosstown rival MLB: The Show, which is widely considered the top contemporary baseball diversion.


An essential element in any baseball game is an appealing and intense recreation of the showdown between pitcher and batter. Fortunately, 2K10’s confrontations are well-engineered, and often smolder with intensity. When on the mound, players select a throw from each pitcher’s repertoire, using the right stick to determine the ball’s intended destination. The actual pitch requires a two-step release: first players move the left stick in a specified direction, then they sweep the stick in prescribed movement once an on-screen reticle is filled. Flubbing any part of the gesture can lead to an under or overthrown, or even wild pitch; making each strike thrown feel like a small achievement. While pitching can be cumbersome at first, within a few games players will be throwing breaking balls with major league accuracy.

Hitting also utilizes the analog sticks for an ample variety of batting options. Swinging is recreated with the right stick, and offers players the ability to make contact with the ball, take a defense swipe, or aim for the fences with a power swing. If contact is made, the direction that the left nub is pressed can influence the ball’s trajectory, as players can send choppers through the midfield, drop one in the gap, or send a screamer down either side of the field. Hitting is appreciatively challenging on the game’s upper difficulty levels, and circumventing the homefests evident in 2K9.


Following a contemporary trend in sports titles, MLB 2K10 allows players to design a custom player, and guide his ascension from the Double-A minors into the big leagues. Virtual athletes are given experience points to spend on a wide variety of skills, and well as the ability of modify the name, likeness, and built of their player. Enjoyment of the My Player component will likely hinge on a gamer’s desired position on the team. Playing as a pitcher will present participants with adrenaline-filled trials, such as maintaining a modest lead, while catchers are often tasked with irregular pop-up catches. Regardless of a gamer’s position choice, each successful play is rewarded with points that can be used to bolster your athlete’s abilities.

Another prevalent facet of contemporary sports games is the ability to continually update the game’s stats to mirror their real-world counterparts. Players saw this in NBA 2K10’s NBA Today element, and MLB 2K10 offers this noteworthy component as well. Being able to jump right in to any current game, and play with actual team line-ups, and up to the minute stats is undeniably enjoyable and well worth the 20-30 seconds it takes for 2K10 to update every time it’s loaded up.  


While MLB 2K10 does many things right, it might allow frustrate fastidious baseball aficionados. Playing through a nine-inning game without seeing the AI make at least a few dubious decisions is improbable. I’ve witnessed baserunning aptitude that recalled little league proficiency, fielders who seemed unaccountably distracted, and trades that should have been scoffed at. While these quirks can spoil the game’s sense of immersion, rarely are they so infuriating that gamers will want to stop playing. Hopefully, Visual Concepts will eliminate most of these idiosyncrasies next season.

One of these largest graphical flaws of the MLB 2K series has been its floundering framerate. Fortunately, this has been remedied in MLB 2K10; during play, the refresh rate rarely faltered, even when playing again online opponents. Generally, the game is visually pleasing with well-drawn stadiums and a healthy amount of animation routines, only being sullied by the bland crowds and occasional poorly rendered player face. Sonically, the game’s commentary by Steve Phillips, Gary Thorne and John Kruk is consistently amazing, and might fool listeners into thinking they are eavesdropping on an actual game.


Returning from a lackluster season, Major League Baseball 2K10 shows remarkable improvement, offering a worthwhile recreation of some of baseball’s essential elements. While the title still displays  the occasional head-office and on-field glitch, these anomalies happen with a frequency that shouldn’t blemish a player’s appreciation of the game. If Visual Concepts can maintain this level of renovation through next season, the rivalry between 2K11 and Sony’s The Show could be as exciting as game seven of the World Series.


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New Releases 3/7-3/13: Pixel Persistence Edition


While sequels are an unexceptional occurrence in our pastime, it’s not often you see several franchises simultaneously run into the double digits. This week, iterations of both the Final Fantasy and Mega Man series have progressed into that territory, each continuing to broaden its fanbase into stratospheric proportions. We’ll see if these week’s new IPs, ranging from the Hudson’s entry into the survival horror market, to Ubisoft’s compilation of  racquet-swinging recreations display the same longevity.


360
Final Fantasy XIII
Resident Evil 5 Gold Edition
Scrap Metal

PS3
Final Fantasy XIII
Mega Man 10
Resident Evil 5 Gold Edition
Yakuza 3

Wii
Calling
Max and the Magic Marker
Racquet Sports
Sam & Max: Season Two - Beyond Time and Space
The Daring Game for Girls

DS
Foto Showdown
The Daring Game for Girls

PSP
BlazBlue: Calamity Trigger Portable

PC
Assassin's Creed 2
Order of War: Challenge
Project Runway
Rise of Prussia
Sam & Max: Season Two - Beyond Time and Space
Warhammer 40,000 Dawn of War II: Chaos Rising

DesertEagle's Pick: After months of eager anticipation that was left me as jittery as a newborn Chocobo,  I am ready to head Final Fantasy's XIII's call. Hopefully my adventures on Gran Pulse will also leave me enough time to try BlazBlue: Calamity Trigger Portable- I love a good fight on the morning train.

SeanNOLA's Pick: The other day, I was crossing the street, and a bus sped by, just barely missing me.  I think that bus may have actually killed me and sent me to Gamer Heaven, because the idea of walking into my local game shop at midnight and walking out with Final Fantasy XIII, Yakuza 3 and the Monster Hunter 3 demo seems too good to be true!  (And yes, I am including a demo in my weekly picks.  Deal with it.)

TideGear's Pick
:
Being a fan of Guilty Gear, I may need to pick up BlazBlue: Calamity Trigger Portable for another bizarre fighting fix. As a hardcore stealth-genre fan, and owner of a great gaming PC, Assassin's Creed 2 is my pick this week.

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Bullet Heaven- Shoot 1Up Review


In their infancy, shoot ‘em up games (affectionately known as ‘shmups’) challenged players with defeating waves of enemy aggressors, while simultaneously dodging their intermittent attacks. As technologies advanced, the genre became increasing complex, allowing each new iteration of the shmup to bring an ever-increasing amount of enemy shots to dodge. By the late 1990’s the once-popular pastime had reached its awkward teenage years, and disavowed mainstream acceptance with its uncompromising hardcore inclinations.

With this stanch focus, ‘bullet hell’ shooters where born- diversions which required players to dodge clouds of enemy ammunition with relentless accuracy. Like many others who watched the shmup advance- I lacked the time, determination, and razor-sharp reflexes which were a requirement for success in this new bullet-busy realm. Worse, I felt the beloved genre was slipping into an extended stagnancy, as only a few titles introduced any new concepts into the shooter.


Shoot 1Up- the latest release from Mommy’s Best Games offers shmup fans the largest dose of originality seen since 2003’s Ikaruga. The title’s hook is astonishingly simple- certain defeated foes drop extra ships. Instead of banking those crafts for play once your current vessel is expired, they become part of the player’s on-screen arsenal. By using the left and right triggers, gamers can control the formation of the attack armada, empowering the game with a fascinating risk/reward dynamic. Players can dodge enemy attacks with a tight cluster, or expand their collection and fill the screen with a dazzling barrage of offensive firepower complemented by a powerful plasma auger.

One of the game’s other innovations is the inclusion of branching pathways in each stage, allowing gamers to remain in the conventional vertical shooting orientation, or even allow free-directional scrolling similar to the Thunder Force series.  Shoot 1up’s power-ups are equally novel – a ghostly power-up provides gamers with a mirrored cluster of ships that are invulnerable to attack. Considering that formulations can be up to ship ships deep (and 60 in the game’s hyperactive cooperative mode), the game often displays a tidal wave of kinetic energy.

Yet only on the game’s ‘serious’ difficulty does the title ever approach the impenetrability typically associated with ‘bullet hell’ shooters. On the game’s less exacting levels of difficulty, Shoot 1Up doesn’t require the surgeon-like precision in order to see the game’s closing credits. As such, gratification comes from achieving high scores and the brief obliteration of every on-screen enemy rather than managing continues or finding the ideal attack pattern. While some might say that the title’s experience is too brief, I’d remind them of the game’s ridiculous one dollar price, or the length of some of history’s supreme shmups.


Visually, Shoot 1Up more closely resembles full-priced XBLA fare, rather than its indie-game brethren. Like Mommy’s Best's Weapon of Choice, the game is teeming with vibrant bio-mechanical creations, from gargantuan spiked protozoa to androids with plasma shooting breasts. Of course, there’s also the healthy amount of absurdity- from impaled dragonheads on the end of broadswords to killer whales undergoing extraterrestrial autopsy.

If there’s ever been a reason to venture into the 360’s Indie Game repository, Shoot 1Up is the reason. It’s an intensely gratifying shmup surging with innovation and polish, selling for a tenth of the price of equivalent diversions. Shmuppies rejoice, the title might just be strong enough to initiate a shooter resurgence.


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