Review – Metropolismania

Some games are hard to put down. Often this is because a game is great fun, but entertainment isn’t always the force that drives us to keep playing. Sometimes we continue gaming because of a lack of clearly defined beginnings and endings; we don’t know when or where to stop so we just keep on going. Oddly enough, games that break play into nearly infinite tiny rounds deliver the same psychological effect as games that have no levels nor turns.

Will Wright and Sid Meier are experts at creating addictive gameplay through this method. Both Pirates! and Sims lack any clear level progression, while Civilization cuts up play time into such minute turns that each feel too short to be considered optimal stopping points. “Just one more turn!” is a cry familiar to anyone who has fallen victim to Meier’s brilliant design.

Hope you don’t mind working for Hitler.

It is almost as if Natsume studied these classics and decided they would perform an experiment: “What if we designed a bad game that is addictive? →  All I want for Christmas is my PSP.

Review – Onimusha Warlords

Back where my folks live in Pennsylvania, local cable picks up Channel 63 of New Jersey. Despite being a local, American owned station, Channel 63 fills all of its time slots with shows and commercials from Japan and Korea. This, of course, means that at any given hour you can find all kinds of ridiculous Samurai drama.

These shows are always the same; the men are loud and gruff, the women soft and gentle. The costumes are cheap, flamboyant, or in the case in which a demon is present, both (this is most of the time). The plots are ridiculous, with characters running around in the most awkward and confused ways regardless of what is going on. And every episode of Samurai drama ends with coming attractions that are preceded by bold blocks of kanji with flames in the background.

Now, here’s the best part of all; Onimusha, one of the first highly praised, highly rated Playstation 2 games, has all of these things and more. →  Welcome to read.

Review – Devil May Cry

Now that I look back, a lot of action games from the N64/Playstation era were trash. Most involved rudimentary combos, bad controls, and unnecessary platforming elements. They weren’t good at taking advantage of 3d, and looked ugly as sin to boot. You were better off finding a copy of Final Fight or Contra if you wanted a polished action experience.

Even today, it isn’t hard to see why those classic 2d action games were, and still are, so damn good. They realized the importance of simple, precise control that gave the player all the tools they needed to succeed against the onslaught of enemies. Victory required the player to keep a cool head among the chaos, and to find enemies’ weaknesses by recognizing patterns. Easy to learn, difficult to master, the satisfaction of completing a good action game was often unrivaled.

Dante judges those who violate his fashion code.

Action games have improved greatly this generation, and much of this is thanks to Devil May Cry. →  Postsona 3 FES

Review – Kya: Dark Lineage

Kya: Dark Lineage
Developed by Eden Studios
Published by Atari
Released 11.18.03

Fear my banana horn.

Kya: Dark Lineage is usually compared to Beyond Good and Evil, most likely because they are both action platformers with female leads. The similarities just about end there, since BGE is damn close to the epitome of the genre, while Kya is more a stock, run of the mill, average game. Of course I played to the end so there had to have been something there that made me play it.

The game starts off with you and your brother getting sucked into an alternate dimension via your father’s basement laboratory. You arrive among a few anthropomorphized dog like creatures who are all running away from some anthropomorphized wolf like creatures. This opening sequence introduces most aspects of the game, as it includes fighting, running, jumping, problem solving, and sneaking. Once you arrive back at the village, you meet with the elder who informs you that Brazul (cookie cutter bad guy) is turning all of the dogs (Nativs) into wolves (Wolfen). →  Show me the reading!

Review – Shadow of the Colossus

Shadow of the Colossus
Developed by SCEA
Published by SCEA
Released 10.15.05

Apparently all reviewers of Shadow of the Colossus must first reveal their Ico credentials. Ico was released in September of 2001, and I had my eye on it from early in its life cycle. For one reason or another I only ended up purchasing the game about a year and a half later. Since then, the more I’ve played the further it has climbed up my list of favorite games. I enjoyed the graphical style, puzzle elements, storyline, I even like the fact that the fighting was terrible, because it made the whole experience of being a young boy lost in a dangerous castle more believable. I felt the same way about the lack of menus and on-screen interface. I fully bought into the idea that the game was art, and the most heartfelt story ever told on the medium. Needless to say, I was excited by the prospect of Shadow of the Colossus. →  Uncharted Waters: New Horeadin’s