Review: Ninja Gaiden Sigma 2

Posted on September 30 2009 at 06:15 PM

Review: Ninja Gaiden Sigma 2 screenshot

When people think of ridiculously difficult action games, they tend to gravitate instantly toward Ninja Gaiden. Personally, I feel Ninja Gaiden relies instead on being "annoying" rather than "challenging," but that's just me. Still, no matter how irritating the game gets, one can't deny it's a finely crafted experience, and can be quite empowering in the hands of a skilled player.

Ninja Gaiden 2 has been an Xbox 360 exclusive for well over a year, but as usual, Tecmo has been waiting in the wings to produce Ninja Gaiden Sigma 2, a PS3 version of that annoying-but-somewhat-awesome sequel in which a ninja flips out and starts kicking the crap out of demons for no sensible reason.

Sporting new characters, online co-op and a number of visual tweaks, is Ninja Gaiden Sigma 2 the ultimate version of Ryu Hayabusa's ridiculous journey around the world, or are Xbox 360 users missing out on nothing spectacular? Read on as we put this game through it's paces ... and jiggle some boobs with our SIXAXIS.

Ninja Gaiden Sigma 2 (PS3)
Developer: Team Ninja
Publisher: Tecmo

Released: September 29, 2009
MSRP: $59.99

Let's get the most important thing out of the way first: The boob jiggling in this game is absolutely bloody stupid. Like two jello cups in the wind, they barely even move and the way do move is kind of creepy and unsettling. Tecmo gets points for the creativity of its sexism, but the delivery leaves a lot to be desired. That's not even considering the fact that one of the women whose breasts you can manipulate is supposed to be fourteen-years-old.

The jiggly boobs is but one of the aesthetic changes made to Ninja Gaiden Sigma 2, the most dramatic of which is the severe toning down of the gore. In the original NG2, players could paint the floors and walls in the claret of their enemies, as rent limbs and decapitated necks would spray beautiful fountains of the stuff in all directions. For a game that was taking itself more seriously than it should have, the buckets of blood served as a dose of much-needed silliness and helped to give the game a sense of gratuitous charm.

I don't know who Tecmo thinks it's kidding, but removing the blood does not make for a classier game. In actual fact, it makes the experience feel so much more lacking. You wouldn't think that the reduction of blood would really have a huge impact on one's enjoyment, but in a game like Ninja Gaiden 2, where an arm is torn off every few seconds, the lack of blood directly corresponds to a lack of satisfaction. Simply put, this game suffers through the very poor decision to reduce the gore.

It's still there, but only as minor splashes and stains on the weaponry. Much of the blood has been replaced by inappropriate purple light that shines from wounds in a very unrewarding manner. It just doesn't feel as good as it once did to perform an execution on a prone enemy ninja when he's vomiting purple all over the place. Compared to original version, this PS3 remake has considerably less character.

Less character, but more characters. Ninja Gaiden Sigma 2 adds to the main story of the original game with three brand new chapters featuring a trio of well-endowed, barely-clad female warriors. Interspersed throughout the main story, these new levels are a welcome break from Ryu's adventure and provide some interestingly fresh moves, weapons and abilities to get to grips with. While the new levels are welcome, they are certainly nothing spectacular, simply thrown into the story with recycled bosses and environments. It's fun to play as them, but you never get to play with them very much at all.

Also new to NG2 is the "Team Play" mode. This is a series of arena battles designed for online co-op play (or offline with an AI partner). This is actually a very fun addition to the game, although I detected a bit of lag throughout the online battles I fought. When the online isn't lagging, co-op is great and well worth trying out, especially if you're better than your partner and can show off your selection of moves and character costumes while he's just hammering one button with his puny little sword ... before he gets himself killed and wastes your time.

Outside of these changes, Ninja Gaiden Sigma 2 is business as usual. It still looks absolutely stunning, and the combat flows as impressively as always. The same memorable battles are there, and the same annoyances such as endless rocket launchers, tiny little biting fish, and cheap shots are all in abundance. PS3 loyalists who have not played the original version will be satisfied with the magnitude of weapons thrown at Ryu as he progresses, and feel accomplished when they battle toward the final confrontation with the Archfiend. It's still an incredibly solid game, although I personally have never found this series as much fun as, say, Devil May Cry.

There are a few technical irritations with the game, sadly. Despite a mandatory install, the loading times in NG Sigma 2 are frequent and more lengthy than they should be. It also takes an inordinate amount of time to enter and exit the shop screen. Even pausing the game can be a bit laggy at times. If a game is forcing data on my PS3 hard drive, I expect it to run smoothly and efficiently. The wait between screens simply isn't acceptable.

Ninja Gaiden Sigma 2 is worth checking out for PS3 owners who like hardcore action games and have never played the Xbox 360 version. The new additions, however, simply aren't worth replaying the game for if you have the original version, and the removal of the blood has done the game a significant disservice. If you only have a 360 and were worried that Tecmo was gypping you, don't worry. You've not really missed out on anything important. It's still a really good game and a worthy addition to the PS3 library, but it's not quite as rewarding as the original and while the online co-op is a very notable feature, the game's new toys just aren't enough to make this a truly must-have title.

Score: 7.5 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)

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Play Monopoly With Real World Streets

Posted on September 13 2009 at 02:34 AM

Remember playing the Monopoly Board Game when you were a child? Then when it came out on PS2, that was just like WOW! (well, maybe not). Now it has hit the internet, and the entire world is playing. Yes, this is Monopoly using Google Maps.

The game is called Monopoly City Streets and the objective of the game is to buy streets around the world, make some money through rent and sabotage other users' properties and streets.

Before I get started on how to play the game, let me give you some background information. It has been live since the 9th of September. It is an online game that loads entirely in your browser. There is nothing to download and you only need to register in order to play it. However, on the 11th of September, the Monopoly City Streets Blog announced that they will be restarting the game in about a week's time. This is to ensure that every knows what they are doing and how to use it. So it is best to join, get the feel of the game, and then when it goes live, you can rule a suburb, city or a country. Also, the game will only be active until 31st January 2010, but they don't know what they will do to the game afterwards. So get your hands on it while you still can!

Playing the Game

To play the game, simple go to this website and click on 'Play'.

Then just find a street you would like to buy, anywhere in the world. Since the game has been running for a while, all the good streets are taken. So find an area that you like, and expand from there. Most of the world is playable, but there are a few exceptions.

Since I am located in Melbourne, I am going to start my street purchases there. The streets that are blue have been purchased, but you can offer a deal to buy them from the current owner, obviously it will cost a bit more. Also note that some streets are not available to be purchased as you can see in the image below, Collins St. cannot be purchased.

So since Melbourne is too busy for me, I am going to purchase a road that is a bit out of town. You may also have noticed that we have not registered yet. You can do this when you purchase your first street. I am going to purchase Springvale Rd. So just find it on the map, then click on the street name in the box on the right.

Once you click on the street you want to purchase, a registration box will appear. You also get M$3,000,000 in Monopoly money to spend.

Now, I want to build on the street. Since I am not rich, I will start of small. Click on the street, then select 'Build Property', then select what type of building you want to build. I am just going to buy a small City Centre Cottage. The game will give you options on where to build the house, then just select it on the map.

Fortunately, I still have heaps of cash left. I am going to buy another street in the area. Click on the 'Buy Street' button on the bottom toolbar (it looks like a pile of money), find a street and repeat the process again. I found a good long stretch of road and now I am going to develop it.

As I said before, click on the street, select 'Build Property' and select your what you want to build.

Your buildings will now appear. As you progress through the game, just like the Monopoly Board Game, you can also get Chance Cards. Bugger! Oh well.

I hope that I have inspired you to play. It is quite fun, but remember, everything I have done today will be lost when the game resets. I better get in early and buy up big when it starts again in a week's time.

If you want to play, just go to the main page, start buying and building an earning. Also read the FAQs and the Game Rules.

Are you a fan of Monopoly? Will you play this game? What streets have you purchased? Let us know.

Did you like the post? Please do share your thoughts in the comments section!

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Review: Darkest of Days

Posted on September 11 2009 at 03:35 AM

Darkest of Days is the worst first-person shooter of this generation.

There it is. This attempt to be a clever, interesting FPS experience is, without a shadow of a doubt, the single worst first-person shooter to appear in the past five years. It is a game for which hyperbole is perfectly acceptable. A game so awful that simply writing about it cannot do it justice. The game isn't simply bad; it's the lowest of the low, a game so bad that its very existence defies all sense of reason and logic.

So, what did we think of it? You won't know until you read our review!

Darkest of Days (Xbox 360 [reviewed], PC)
Developer: 8monkey Labs
Publisher: Phantom EFX
Released: September 8, 2009
MSRP: $49.99

You know how you can tell if a game is bad? Look at the Achievements list. If you see a full retail game with thirteen Achievements worth several hundred points apiece, you can get a good idea of just how little the developers cared when they made the thing. Darkest of Days is the perfect example. Right down to its very Achievements, the game sucks.

The premise had potential, but it's clumsily implemented and written by people who lack the required skill to make it work. You start the game as one of General Custer's soldiers who is due to die at the battle of Little Big Horn, but just before you meet your doom, you are whisked away by time travelers. Within five minutes, you are drafted into a Quantum Leap-style organization that is fixing historical mistakes, and even though you should be completely freaking out and struggling to cope with the crazy technological magic that's happening, you accept this role without question and are suddenly hopping through time, using weapons you've never seen before, let alone trained with, and dealing with history that, from your perspective, hasn't even happened yet.

I can suspend disbelief for my videogames. I've played Metal Gear Solid games and can accept some of the most ridiculous plots out there. However, do not tell me that a Civil War fighter can go from nearly dying during his own time to shooting shit up in World War I after being transported to the future within the hour, and be perfectly okay with that. It's not exactly refined of me to say it, but this game is stupid. Straight-up stupid.

Despite how bad it is, the plot is pretty much all this game has going for it, complete with its embarrassingly inane dialog and sub-par voice actors. As bad as the story is, the gameplay is far, far worse. This is the kind of FPS action I'd barely find acceptable on an N64 or PlayStation, let alone the Xbox 360.

Most of the game is spent walking. That's what you do. You walk from one place to another. Sometimes you can get through a chapter without needing to fire more than a clip of bullets. Often there are periods of walking that last so long that there are checkpoints between two empty distances, where all you've done is walk. Mid-walk checkpoints. Seriously. The walking sections aren't helped either by the ludicrous amount of illogical invisible walls and equally invisible "mission areas" that cause a 'game over' should you step behind an unseen line of death.

Compared to the shooting, however, the monotonous walking is a blessed relief. Combat is horrible, and that's putting it kindly. The developers thought they'd be clever by putting period weaponry into the game, without caring about the fact that period weaponry sucks, and it's not fun to play with a single-shot musket that takes forever to reload. Sure, it's historically accurate, but it's not enjoyable in the least, which is why you don't get Civil War shooters in the first place. Weapons are hard to aim, with obscuring sights attached to most of them, sporting a sluggish rate of fire and a small ammo clip. As the levels progress, you will get access to a few more "futuristic" weapons, but they are barely much better, with not one firearm standing out from the general shooter weapons you can get in any FPS. You can also upgrade the weaponry with a slapdash and rudimentary upgrade system, but you'll barely notice the difference.

The frustrating shooting is compounded by the fact that it's nearly impossible to distinguish allies from enemies, thanks in no small part to the muddy graphics and the fact that most of the game is daubed in a grotesque shade of brown. What's more, both allies and enemies alike will run around the battlefields like headless chickens, possessing no rhyme or reason in their random actions and contributing to the clusterfuck that is every single level of this piss-poor excuse for a videogame.

Of course, it wouldn't be a bad FPS without graphical glitches, and there are plenty of those. From character models that stutter and freeze, to players sticking to scenery, to horrendous framerate issues that flare up whenever the game tries to do anything even partway epic, Darkest of Days is packed full of every technical failure under the Sun, making this game the complete package of feckless garbage.

Every now and then, the game tries to be interesting by throwing enemies at you that are surrounded by a blue haze. The blue haze indicates historically important characters who must be kept alive. You can incapacitate them by shooting their legs or throwing stun grenades at them, but if you shoot them, you get less upgrade points between levels. While in theory it's an interesting idea, their inconvenient placement and the messy chaos of battle means that they're little more than frequent annoyances who are often best ignored.

The more I suffered through Darkest of Days, the more a test of mental stamina it became. I have not been this angry, confused and downright disgusted by a videogame in a long time. I am an atheist, but I was praying to gods that I didn't even believe in for sanctuary from this torture. Every level I beat I hoped would be the last, but as soon as I ended one stage, two would pop up in its place. Darkest of Days is like a Hydra in that regard. A Hydra made out of shit.

Not once, during the entire course of the game, is the experience ever fun. Not once. The game only threatens to be perhaps marginally interesting one time and one time only, during the World War II level where you are being marched through a Nazi POW camp. However, the frequent slowdown and glitching animations throughout the scene effectively eliminate any sense of atmosphere that could have been built, and things are soon back to normal with the game being excruciatingly awful within two minutes.

I simply don't know how games this bad get made. Did anybody test it? Did anybody care? Did anybody stop to think about how much fun it is to be shot at by brown enemies hiding in brown grass that can't be seen through the scope of your brown gun? Did nobody question how anybody was supposed to enjoy firing a single-shot musket at endless swathes of cloned enemies who had plenty of cover while the player is forced into the open? Did anybody not think to let the player absorb more than a few shots before falling down dead? Did anybody not wonder if the lack of halfway decent anti-aliasing might hurt people's eyes?

There is no excuse for this game. While the lack of budget is highly obvious, the lack of intelligence and design skill has no justification. A low budget cannot explain a game that is mostly walking from one point to another, interspersed with the worst FPS combat yet seen on a high-definition machine, with weapons that should never, ever be included in a videogame. Darkest of Days is unacceptable.

Please do not play this. It is not just bad, it's painful. Sometimes a bad game is worth playing just to see how horrid it is, but I do not advise you try such an experiment with Darkest of Days. It is capable of ruining an entire evening, and I am actually ashamed that I now have an Achievement on my Xbox Live profile that reads, "Completed Darkest of Days." That is a stain against my name that shall be carried to the grave. I have nothing but a disgusted, spiteful contempt for this affront to the first-person shooter genre and this embarrassment to gaming.

Darkest of Days is the worst first-person shooter of this generation.

Score: 1.0 -- Epic Fail (1s are the lowest of the low. There is no potential, no skill, no depth and no talent. These games have nothing to offer the world, and will die lonely and forgotten.)

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Review: Metroid Prime Trilogy

Posted on September 07 2009 at 08:26 PM

Review: Metroid Prime Trilogy screenshot

Metroid Prime Trilogy is quickly becoming known as the Wii's equivalent to The Orange Box, and if you've played The Orange Box, you know how big a compliment that is. Thing is, I know there are a lot of you who still don't know about what makes Metroid Prime Trilogy so great. These three games (now available on one disk with Wii-tailored controls) tend to be either adored or ignored. I'd wager that's because most people see the word "Metroid" and "first person" and assume that immediately know what the Prime games are all about.

If you are one of those people and you haven't played a Metroid Prime game yet, why not hit the jump and see what really makes these games tick? It is quite possible that you are missing out on some of the best puzzle/action/platforming of your life.

Metroid Prime Trilogy (Wii
Developer: Retro Studios
Publisher: Nintendo
Released: August 24, 2009
MSRP: $49.99
In case I were not totally clear, Metroid Prime Trilogy contains Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption. That's it, no new content. If you already own these three games and don't think that Prime 3's Wii-style control scheme is superior to the original's Gamecube controls, there is really no reason to buy this compilation. Sure, Prime 1 and 2 have seen some minimal texture upgrades, and the package comes in a neat metal case complete with some exclusive artwork, but that's all that's going on in terms of new stuff. That doesn't mean that Metroid Prime Trilogy isn't one of my favorite game purchases of the year. Playing the games again from start to finish has been an extreme joy, and it's something I wish I had the excuse to do more often.
So, what makes the Prime games so great? Well, contrary to common belief, it's not that they share so much in common with Super Metroid (though that certainly doesn't hurt). Aesthetically, the first Prime game does share a lot with that SNES classic, but in terms of what the player is tasked to do on regular basis, the games are actually pretty different. Super Metroid is a fairly fast paced, action/exploration-oriented 2D platformer. The longest period of time between jumps in an average game of Super Metorid is probably two seconds. The game is also crawling with enemies. Though most of them are avoidable, most players will spend a lot of their time in Super Metroid with their fingers rapidly alternating between the fire button and the jump button. As far as rhythm goes, the game is all jumping/shooting/running/shooting, with the occasional moment of struggle or frustration when faced with a blocked path or dead end.

That's not how the Prime games flow. Well, technically, they each have their own distinct rhythms and patterns, but that'll be discussed later. For now I'm generalizing, and in general, the Prime games are much more methodically paced obstacle courses than the 2D Metroid titles. Almost every game requires some thought and analysis to get through, not to mention the application of new strategies and techniques. Even the rooms that can be cleared with just jumping and shooting require you to really think about where you jump and what you shoot. Pretty quickly, the Prime games require genuine study of every nook and cranny of every room. Sure, Super Metroid also rewards players for throwing on the X-ray scope everywhere you go, but that will just help you net more extraneous power ups and luxury items. In the Prime games, full exploration of your surroundings is almost always required to move forward. Nearly every room is a puzzle, and the variety of tactics required to solve these puzzles is really what make the Prime games special.
The first game in the series definitely plays it the most safe, but it's still a fantastic example of puzzle-platforming design. The game's main goal is to faithfully represent the ideals of Super Metroid in a 3D world, and you couldn't ask for a better adaptation. The music, the weapons, and nearly all of the power ups are there, but their implementation is altered to fit the X,Y, and Z axis gameplay structure. Rediscovering the joy of the wave beam is a must for any fans of the 2D Metroid games, but there is absolutely no reason why fans of the 2D Zelda titles or other games in the genre wouldn't love Prime 1 too. It's an immensely well crafted title that's hard to find fault with.

My favorite game in series comes next. Metroid Prime 2: Echoes is often looked at as the bastard child of the Prime Trilogy, but I love it. Ironically, it's the things that others don't like about the game that make it so special to me. Echoes takes the most risks out of all the Prime games, and for my money, it's the best example of what makes the Prime series so special. Like I've been saying, to me the Prime series is all about entering a room, examining it from head to toe, and figuring out exactly how to "conquer" it. Prime 2 offers the greatest level of variety and ingenuity in tasking the player with "room conquering", and that's why I love it best.
The central gimmick of the game is the light world/dark world dichotomy, much like the one used in The Legend of Zelda: A Link to the Past. Not only does Samus have to use a variety of beams, morph balls, and visors to get from one place to another, she needs them to contend with the challenge of traversing two different dimensions.

The dark world here offers so many opportunities of new obstacles. For starters, just surviving in there requires that you carefully plan your moves from safe spot to safe spot. Just existing in the dark world eats away at Samus hit point by hit point, and the only places she's safe are under the specifically placed light bubbles. Figuring out how to move from light bubble to light bubble, dimension to dimension, as well as the standard "room to room" progression present in Prime 1 allows Prime 2 to provide the most complex and interesting challenges in the series. Add to that the increased need for ammunition conservation, the visually stunning new light and dark suits, the brilliant implementation of Screw Attack, the introduction of Dark Samus, and the highly underrated four player split screen versus mode, and you have the most compelling, most Prime-y Prime game of the bunch.
Prime 3 is my least favorite. It seems that after the lukewarm reception of Prime 2, Retro and Nintendo felt that with this tri-quel, it was time to take things in a more mainstream direction. Where Prime 2 is all about throwing as many different types of obstacles at the player as possible, Prime 3 requires the least amount of tactical thinking and room analysis out of all the games in the series. It's more linear, more action-oriented, and quite heavy with in-game dialog (at least by my Metroid standards). If Prime 1 takes the central concepts of Super Metroid and brings them to 3D, then Prime 3 could be said to do the same for Metroid Fusion. It's still got a lot of great puzzles and power-ups, but compared to other Metroid titles, it's a much more traditional, straight forward action game. The few new ideas present, like the ability to use your ship like a tow truck and use damage to transform your suit into a Phazon powered walking tank are all cute, but aren't particularly smart or memorable.

It's funny, because when Prime 3 first came out, it quickly became my favorite game in the series. I see now that my initially appreciation on the game had practically everything to do with the way the game controls. Now that Prime 1 and 2 have the Wii-controls attached as well, Prime 3 doesn't seem quite as wonderful by comparison. Prime 3 is still a great game; it's by far the best looking title in the series, and those who love action and sci-fi storytelling may prefer it to Prime 1 and 2, but those who play Metroid for the sense of isolation and exploration may be a tad disappointed.
About that control scheme; it's a constant puzzle to me that some people still prefer to play 3D shooters with two analog sticks. Honestly, I can't help but suspect that it's just a generational thing. I know a lot of old people who also think that Frank Sinatra was more musically talented than The Beatles, and that has everything to do with the fact that by the time The Beatles hit, these people were too set in their ways to accept anything new. That's the only thing I can think of that could block someone's appreciation of the Wii-pointer's use in the FPS genre. I don't care how easily your arms get tired, it's just more involving and immersing to aim at the screen and shoot exactly where you want to shoot. You don't have to extend your arm all the way, people. You can keep your arms down just like you would with a regular controller and simply aim from the hip. It worked in the days of the old west, and works on the Wii as well.

OK, sorry for the tangent. To wrap up. a few last word about the Prime series. These games are often called "First Person Adventures" as opposed to "First Person Shooters". I think that's pretty damn weird, because the Halo games certainly offer their fair share of adventure, and the Prime games sure have a whole lot of shooting. I think what people are trying to say with the whole "First Person Adventure" nonsense is that the Prime games require for you to think and shoot, and not just one or the other. That's true enough. Overall, I'd actually be more likely to recommend Metroid Prime Trilogy to fans of Portal than fans of Halo, though I'd imagine that fans of either game would find the game(s) to be worth the purchase. This is about as well crafted as videogames get. If you don't have already these three games in the "sold separately" incarnations and/or if you like the way FPSs play on the Wii, you owe yourself the privilege of owning Metroid Prime Trilogy.
Score: 9.5 -Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title.)

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