Review – Wheelman

Wheelman is a straightforward looking Grand Theft Auto clone, made by a dying publisher and featuring the voice and likeness of Vin “I End Lives” Diesel. A recipe for failure if there ever was one, save for the fact that Diesel’s track record with the game industry has been stellar. After the two Chronicles of Riddick games, Wheelman becomes the third release blessed by his Tigon Studios label, and like the others, is better than you might expect.

The key thing to remember about Wheelman is that it isn’t aping the Grand Theft Auto series as a whole. Specifically, it bases itself on GTA 3. All the extra cruft that Rockstar would later add to their series is nowhere to be found here. You have driving, on foot action, and a couple of secrets to find. →  When one person suffers from a delusion, it is called insanity. When many people suffer from a delusion it is called a game.

Review – Another Code: R A Journey Into Lost Memories

Another Code:R A Journey Into Lost Memories (herein abbreviated to AC:RAJILM) is from the same developer behind the rather excellent Hotel Dusk. So I was somewhat excited when AC:RAJILM was announced for the Wii.

After an extensive playthrough, it seems that this excitement was altogether misplaced. This is not necessarily to say that the game is bad, or that this review will be negative, but just don’t expect to ever get excited in AC:RAJILM.

It seems that CING, when mixing up AC:RAJILM in the laboratory, accidentally got some of the quantities of the point ‘n’ click ingredients wrong. They have definitely made an adventure with pointing and clicking but some of the elements aren’t optimally balanced.

So, for example, a staple technique used in these kinds of games is to give players lots of things to investigate, the payoff for throroughness being hidden items, secret bonuses, hints or extra flavour. →  Densha de Read! Shinkansen

Review – Digital Devil Saga 2

I have heard it said that the second Digital Devil Saga was rushed. The four hour long final dungeon might be evidence of this, given that the whole game is still only about 25 hours long total. This makes DDS2 only a bit longer than the first one. While DDS2 maintains the solid Press combat system of the first game, in terms of scope and story, it is leaps and bounds more engrossing.

In Digital Devil Saga 1, the player would often find himself wondering what in the blazes could be going on. Each new answer brought with it two or three new questions, making for a veritable hydra of a storyline. While DDS was interesting enough on its own, DDS2 actually does answer all of these questions. It adds a few more at the end, but they are the usual questions one might expect of the genre – “What is the nature of mankind?”, →  Are you ready for some readball?

Review – Muramasa: The Demon Blade

“An ancient pond. A frog jumps in. The splash of water. Hmm… Not a bad haiku.” -Old Man living in Sagami

Muramasa is like a haiku. It’s simple and concise. It comes from an ancient era where a direction pad and a button or two were all anyone needed to escape into virtual reality. Its three metric phrases are its combat, its art and music, and its role playing. Games like this are rare these days in the retail world, having been mostly contained into digital distribution and indie divisions. I don’t know how this one managed to make it onto store shelves, but I commend whoever was responsible.

Muramasa is set in mythological Japan, where mortal life rides upon the outcome of conflicts between the gods and demons, and human civilization sprawls across the countryside. →  Now with fewer vowels.

Review – Silent Hill: Homecoming

The last time I reviewed a Silent Hill game, I was playing through SH:Origins, a PSP original developed by an American team with a greater focus on combat than previous games in the series. At the time, I made two points which I thought encapsulated the nature of Silent Hill games. Firstly, I asserted that reliance on locked doors, constant map checking, and finicky combat are an easy way to make your game feel tedious, repetitive, and full of cheap parlor tricks. True they can help create a frightening and oppressive tone when used correctly, but I would argue that no one has been able to do that since the very first game. Secondly, I stated Silent Hill games benefit from their tendency to shape enemies and environments around the mental projections of their protagonist. →  A delayed article is eventually good, a rushed article is all we post.

Review – Cursed Mountain

Cursed Mountain is the latest game in the survival horror mountain climbing genre. It really wants to let everyone know that it’s scary, it has angry contorted faces all over the place, deep dramatic music, and lots of dark shadowy stuff everywhere. It also really wants to recreate the feeling of climbing up a mountain. You will have to literally climb every inch of this huge mountain. Except for a few parts where they jump you ahead a little, since only so much mountain can fit into a ten hour game.

This videogame is less “survival horror” (most noticeably absent from the game is the whole “survival” aspect) and more of a genre that I made up after playing Gears of War, which I like to call “on rails but not really.” →  They’re reading her… and then they’re going to read me!

Review – Digital Devil Saga

Atlus has a reputation for releasing games that appreciate in value. They print a bunch of copies, but they sell slowly at first but eventually you’ll need to trade in a console or two to have enough credit to pick them up.

Recently, they have been trying to curb that reputation – partly by printing more copies of new titles, but also by reprinting old games. Shortly before the ultimate demise of the PS1, they reprinted Persona 2, for example. More recently, they reprinted three Shin Megami Tensei PS2 games: Nocturne and the two Digital Devil Saga games, each of which had been selling for more than $60 for a good while.

Being the dedicated RPG enthusiast I am, I completed my PS2 SMT collection with the two DDSes when I heard the news. →  Readlevania

Review – Wanted: Weapons of Fate

These days, it does not take much to get a 3rd person, cover based action game greenlighted for production. Do you have some sort of licensed property to link it to? Then you’re golden! But if you really want to spice it up, find a property that has some sort of silly gimmick for you to work with. That will help justify having the publisher spend millions (and the consumer $60) on a disposable six hour experience. This is exactly the kind of mentality behind Wanted: Weapons of Fate, the tie in game to 2008’s Angelina Jolie vehicle developed by recently defunct developer GriN. In such a crowded genre, Weapons of Fate likes to think of itself as being different and better from the rest, similarly to its source material, this is nothing more than a case of self delusion. →  Game is dead. Game remains dead. And we have killed it.

Review – Personal Nightmare

There once was a time where games were designed to ease the player into the gameplay, get him addicted, and then proceed to murder him. This was naturally because the games could only be sustained through a diet of quarters, and demanding a constant flow of money from addicted players was the most effective way to separate a gamer from his cash. Games today have the liberty to come in a lot of forms and sustain themselves in many different ways, so that cliché difficulty curve isn’t used so often anymore. Personal Nightmare, for example, simply murders the player right off the bat.

Personal Nightmare was made by Horrorsoft, creators of Waxworks (which I reviewed previously). Both inhabit the very specific niche genre commonly called “survival horror,” although they existed before that term was coined. →  Ridge Reader V

Review – Hearts of Iron III

Paradox Interactive is becoming known in the innermost of hardcore gaming circles as “the only grand strategy gaming company left on earth,” a level of praise earned by their constant desire to take giant swaths of history and make games out of it. Instead of reading this, you could in fact be playing what we insiders call the “unnecessary gauntlet” of grand strategy gaming: repeating all of human history from 200 BC to 1956, the last moment in history that needs to be covered because Eisenhower’s presidency is the absolute pinnacle of mankind’s achievement. Year by year, hour by hour. No, Paradox Interactive doesn’t cheat like Firaxis, doesn’t do things like assigning one turn of gameplay a five year value in world time. You want to play five years? Then you better be prepared to play them out. →  Keep it warm.