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Wednesday, April 13, 2011


Moving Forward
I don't know how many people actually read this, however I'm now shutting down for good. MyOtaku has served it's purpose well, however, as it stands it does not accomodate me with my particular needs. I have moved all of the previous entries, as well as all future entries to this website:

www.aquaticambience.wordpress.com

I am looking forward to take off with my freelance writing, and hoping that I move quickly with my development.

Until next time, so long.

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Friday, April 8, 2011


Review: Pilotwings Resort
Developer: Monster Games/Nintendo
Published: Nintendo
Genre: Flight Simulation
Release Date: 3DS
NA – March 25, 2011
EU – March 27, 2011
JP – April 14, 2011
AU – April 14, 2011
Rating: ESRB E
MSRP: $39.99
Console Played On: 3DS

When the need for a casual flight sim, with easy going objectives and a laid back feel arises, Pilotwings Resort steps up and rises to the call. Having nearly a 15 year break from the franchise, Nintendo chose an ideal time to launch a sequel to the franchise. I was certain that a game of this caliber, with a very small fan base of only the most hardcore gamers would be laid to rest after the Nintendo 64 title, Pilotwings 64, was launched. However, born anew under the turn of the new revolution for handheld games, Pilotwings Resort brings all of the fun into a whole new dimension.

Pilotwings Resort is very self explanatory from the moment the game is turned on through each and every menu. From the title screen, there are two separate game modes available: Mission Mode and Free Flight Mode. The other menu option (aside from Options) is Diorama, where unlockable images of the vehicles are placed to view. Fans may recognize the island that the game takes place on. It is none other than Wuhu island, the same place used in Wii Fit and Wii Sports Resort.

In Mission mode, the objective is to advance through the classes, starting at Training and ending with Platinum, totaling 42 missions all together. Each mission is assigned a specific vehicle that must be used to complete the objectives while being graded on the very familiar scale. This scale measures how fast the mission was completed (with a time set to obtain the most points), how many rings/orbs/speed panels must be obtained, landing impact, and landing accuracy. These points are then tallied up at the end of a stage and give a ranking of one, two or three stars. The three stars can also be outlined in red, signifying a perfect score (140/140, for example).

Free flight mode isn't as simple as it sounds. Using any vehicle, the player is able to freely fly about the island with only one restriction: a time limit. While flying, there are balloons, rings, trophies, stunt rings and information circles that can be flown into to collect. As those items are obtained, more time is given during free flight, and dioramas are unlocked. The vehicles available to use are based on which ones were unlocked during the Mission mode, so there is a lot of reliance upon each game mode to complete the game. The game also requires the player to use all of the vehicles to obtain the different balloons and rings, as only the ones applicable to the vehicle being used are actually highlighted and able to be accessed during that flight.

Some of the new features that they've added is the ability to use a Mii saved on the console to be the avatar within the game. The Mii isn't blatantly visible except when a mission is over, or the vehicle has been wrecked in some manner. Speaking of, wrecking in this game no longer constitutes an immediate mission failure, but rather restarts the aircraft in the last viable place to continue the mission. This makes for a much more fluid experience as the player is no longer required to restart from the very beginning just because of one simple mistake. There are also the addition of speed plates. These plates require the vehicle to be traveling at a certain speed to break through them and score the points. This can also be challenging, as the plates must be broken towards the center as well to obtain the maximum points. Therefore accuracy and speed are both needed to ensure a good score at the end of a level. There are also a few brand new vehicles that have been added to the repertoire that add quite a new flair to the game. While I will not spoil all of them, I will talk about one: the squirrel suit. Quite easily the biggest surprise, the character starts off with a jet pack, and after flying through a special ring, the Mii throws off the jet pack. Much like sky diving was in the old games, the character is plummeted towards the island. However, the suit that the Mii is equipped with is webbed under the arms and legs, allowing for wind resistance to slow and maneuver the character within the sky. It absolutely blew me away the first time I saw it.

Visually, the game is beautiful. With no 3D, it is easy to see that the 3DS makes leaps and bounds above the DS/DSi's graphics. With much smoother polygons, as well as a further visibility range, it is quite easy to see the difference between the two systems, and just how much raw power that the 3DS is capable of. Where the "awe factor" really comes into play is the 3D aspect. It took my eyes a bit of getting used to, but, as stated in my 3DS first impression, that the 3D slider does not make the images pop out of the console, but rather adds depth to the game, allowing the player to determine distance with greater ease. Rings are much more easy to fly through, there is no more last minute correcting to fly into an orb, and accidental tree smashing are no longer a problem. The aircraft's relative distance to everything in it's surroundings are all very clear now. This became very apparent when I had to fly through a cave. I (nearly) made it through without hitting a wall. I got a little bold, however, and went a bit faster than I should have.

Musically, the game does retain the peaceful soundtracks that I can remember from the older games. Flying a hand glider will present much softer music than, say, using a jet pack. I personally was not overly impressed, and actually don't feel like I am missing anything when I turn it down to listen to something else. Still, the game is not renowned for its impeccable soundtrack, and therefore, I have not judged too harshly on it. It still goes with saying that listening to the soundtrack will not spur the urge to hunt on import sites to purchase a copy to listen to outside of the game.

A few things I wish they had or kept within the game were the second rendition of the hand glider. In the Nintendo 64 version the player was presented with a hand glider that had an enormous wingspan. It looked a lot more incredible flying with that than the stumpy hand glider that is usable in this game. Also, I miss having the instructors for each flight class. A flight simulator is hard to give 'personality' to, but those instructors, who were done away with after the first game added personality and flair to the game. They were proud when the player's score was high, disappointed when it was sad, and angry when the player made foolish mistakes. It might just be my own personal preference, but I do believe they added an element into a flight sim that simply will not be found anywhere else. With the addition of the 3DS's new online capabilities, some way of sharing best times or even flying with friends would have been a simple, yet effective way to prolong the life of the game. While it has a decent amount of re-playability, Pilotwings Resort, unfortunately, will not last forever.

Overall, for brand new 3DS owners, Pilotwings Resort is the perfect game to not only demonstrate the capabilities of the 3D features, but also a perfect introduction game to ease the player's way into the 3D gaming realm. Without being high stress, games like this are few and far between. Offering seven vehicles, 42 missions, and hundreds of collectibles during Free Flight mode, there is enough content in this game, despite its multi-player drawbacks, to make Pilotwings Resort a solid game to own.

Likes:
+3D is gorgeous
+Lots of objectives
+New vehicles

Dislikes:
-Soundtrack is okay at best
-No multi-player functionality
-Re-playability is low after game completion

Innovative:
~Vehicles
~Crash Sequence
~Free Flight Mode is Objective oriented

Peter Thomas gives this game a 7.5/10

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Wednesday, March 30, 2011


Heavy Rain - Quantic Dream - PS3
Sorry for the delay on reviews. I was having issues about posting this, where I got into a bit of a debate on the rating of this game. I gave it a 10, but the co EIC's at Unknown Gamer didn't feel that this game, nor any game, for that matter deserves a 10. Their argument? "No game is ever going to be perfect, so no 10's shall be given."

Well, that's BS in my eyes. I could look for flaws in EVERY game. So why should there be a 10 point system if 10 is never used? I was extremely upset at this point and decided to take the mature route. I took my review down, and posted it here. I'm not upset with everyone, and I will still write for UKG, but I refuse to review anything that I feel is a 10. If this is the kind of flack I'm going to receive, then I would rather not deal with it, especially if I'm not getting paid.

If they want to know why they don't have my review now, it's simple: I wrote a Heavy Rain review geared for a 10, not a 9.5. If they want a 9.5 review, someone else should do it.

-Peter

Developer: Quantic Dream
Published: Sony Computer Entertainment
Genre: Interactive Drama
Release Date: PS3 Exclusive
NA – February 23, 2010
EU – February 24, 2010
AU – February 25, 2010
UK – February 26, 2010
Rating: ESRB M
MSRP: $59.99
Console Played On: PS3

Heavy Rain is one of those games that is not easily forgotten. The game stars four main characters, whose stories start separate, but gradually intertwine within each other to create a compelling, and emotionally driven storyline. The Origami Killer, a deranged lunatic who abducts children, murders them, and leaves behind a small origami figure within the child’s hand is the main antagonist of the game. The main character is Ethan, a distraught man who is struggling to keep his family together, and is pushed to the brink of insanity when his only son is kidnapped by the Origami Killer. His story, along with Madison, a photojournalist who suffers from insomnia; Norman, a profiler detective from the FBI covering the Origami Killer case; and Scott Shelby, a retired detective turned private investigator, become deeply woven in a powerfully emotional story.

Interactive dramas are not widely known as a popular style, so to pick one up and play it was an experience in and of itself. The game is played not on a scale of “beat the game or it is game over,” but rather an “every choice has a consequence.” Every action that is taken throughout the game influences what sort of ending is received and those consequences could cause any or all of the said main characters to die. The mystery of the Origami Killer could remain a mystery, and the kidnapping could end in murder, just as all the rest have. There are so many possibilities within the game; it is almost too complex to think about simply through words.

How far would you go to save your loved ones?
Graphically, the game is breathtaking. Within the game, the developers show how they modeled real people to achieve the facial expressions, which are so real it is as if a movie was being played. There are no animations where arms glitch funny, or a leg mysteriously falls through the floor. The motions were all captured using tiny cameras on real human bodies. Therefore, if an arm can bend in a certain way, then it can in the game. This plays in well with the trials that Ethan will have to face to save his son from the killer. Everything was rendered from the same images and polygons, so the cutscene characters are the same ones being used to play through the game.

The gameplay mechanics are simple, and yet quite complex at the same time. On a very basic level, Heavy Rain is played with a series of well timed button presses, tapping and holding, with a mixture of joystick rotating and controller shaking. Combining some or all of these actions together will allow the character currently being used to interact with his or her environment or surroundings. This can be as simple as pressing X, or as complex as holding X first, until square shows up, holding that and X, and then shaking the controller to allow the character to climb a fence. Quantic Dream really did a wonderful job integrating a simple control scheme to feel more involved than it really is. During the course of the game, R2 will allow the player to listen to the thoughts of your character at any given moment. This not only allows insight of what the character is thinking, but allows greater depth and understanding of the characters within the game.

Listen to the thoughts of your characters, they'll help you through the game.
The story speaks volumes for itself. I personally got emotional through various parts of the game, and was involved from beginning to end. At the very beginning, it can be a little slow at first, but the game really uses that introduction to teach players the functionality of the controls, and how your actions change the outcomes. The player will also be presented with moral choices to make through the game that make the player question whether or not the decision that was made was actually right. The game, as spoken by the producer, is only meant to be played through once though, as you get the best experience making all of the choices the first time around, and reaping those consequences (both good and bad) the entire way through. At any point in time, the decisions and actions can be costly, even going as far as to killing off all of the main story characters, allowing the Origami Killer to remain free.

I can honestly say the only flaw within the game is the fact that it is really only meant to be played once through. The decisions that are made the first time around are spontaneous and, therefore, are the staple of how the game is meant to be played. Afterwards, obtaining trophies is all that is really left, and that is simply a matter of replaying chapters in a different fashion to earn them. Do not get me wrong, the first play through will be glorious in and of itself. However, like a good book, once the ending has been revealed, re-reading that book does not have the same luster as it did prior.

The player's actions can cause a character to die at any moment.
Overall, Heavy Rain is a must have for anyone looking for the reason why gaming is an art form, and not just a hobby. With a compelling storyline, a gripping plot, beautiful surroundings, and one of the most unique ways of playing a game that I have ever experienced, Heavy Rain is a game that in and of itself makes having a PS3 worthwhile.

Liked:
+Incredible story and realism.
+Highly fleshed out characters
+Unique gameplay (enhanced with Playstation Move)

Disliked:
-Limited replayability

Innovative:
~Gripping story from beginning to end
~Interactive drama is brand new for PS3, and is a unique genre overall
~Listening to the thoughts of the characters

Peter Thomas gives Heavy Rain a 10/10.

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Monday, February 28, 2011


Castle Crashers - The Behemoth/Microsoft - 360
Developer: The Behemoth
Published: Microsoft Game Studios
Genre: Action RPG
Release Date
X-Box 360 – August 27, 2008
PS3 – August 31, 2010 (NA), November 3, 2010 (EU)
Rating: ESRB T
MSRP: 1200 Microsoft Points
Console Played On: Microsoft Xbox 360

Castle Crashers is a typical side-scrolling beat-em-up that’s not so… well… typical. The Behemoth has taken this old formula, added a little spice to it (some role playing elements), and stuck it in the oven to reheat, and when it came out, it was a smoldering hot dish with a bit of flair added in. The objective of Castle Crashers is to rescue the four princesses that have been abducted by the evil dark wizard, who just so happens to wreck the town while he is at it. The game starts off with four unlocked characters: a fire knight, an ice knight, an electric knight, and a poison knight. The Behemoth does a fantastic job recreating this age old formula into something new, exciting, and quite frankly, a blast to play.

The story starts out in a little party that the knights and civilian are all enjoying. A little bit of music, some good food and dancing for everyone! That is, until the day is completely and utterly ruined by the dark wizard, who selfishly takes the kings crystal and all four princesses. Thus begins the journey of the Castle Crashers! There are over 30 stages to play through, and the story is rather entertaining. The humor is very sarcastic, with a strange affinity with stool. I know this sounds foul, but I promise upon playing the game, the stool fits into the storyline perfectly. While it is difficult to really establish a story when the majority of the game is meant to be a series of button mashing, Castle Crashers does a really nice job keeping everything flowing in a neat and orderly fashion, despite the chaos.

With that being said, while being a beat-em-up style, the game doesn’t require severe cramping of thumbs to get the job done. They offer various combos in the form of mixing light attacks with heavy attacks, culminating various results from it. These attacks are unlocked as you progress through your levels. Each level up grants a knight stat points to place into attack, magic, defense and agility. The knights are also equipped with various types of magic, depending on the knight you use. There is also a slight variation between the looks of each magic, with many types of ways to use the magic (wide area, focused bullet, etc.). Castle Crashers also offers various sub weapons, from a bow and arrows, to a sandwich to turn the knights into giant, muscle headed rage machines.

The multiplayer feature is nothing new in terms of this style of game. Where The Behemoth has taken things a step further is by allowing knights to battle it out in various arenas and mini games within the game. The two mini games available are called “All You Can Quaff” in which the player presses buttons alternatively to eat food as fast as possible, and “Arena” where the player may partake in five different events. Also, at the end of any level where a princess may be rescued, the knights are forced to battle it out to the death, as only the strongest knight may stand victorious and receive the kiss from the princess. The mixture of cooperative and competitive game play adds for a surprising twist during the stages.

Castle Crashers has a plethora of different things that make it fun in terms of replayability. There are several pets (called animal orbs) that can be collected throughout the stages that give you various bonuses or perks. Some are as simple as allowing a knight to jump higher, while others give more experience for each enemy defeated. There are a slew of weapons that are both well designed, and hilarious. The knights can wield anything from an ice sword to the leg of a skeleton. I even fought with a giant piece of sausage at one point. After completing the game, there is an insane mode that becomes available, which grants the ability to play through the game one more time on a much harder difficulty, but allowing more experience points to be earned. With four characters to start, and 23 total playable characters (not including downloadable/secret unlocks), 64 available weapons (not counting DLC, for PS3 there are 69), and 26 animal orbs, there is plenty to do within Castle Crashers. There are also mini games that can be played outside of the original adventure.

Graphically, Castle Crashers is a 2D side scroller, so there isn’t anything that stands out. However, everything is illustrated vibrantly, and nothing looks like anything seen in another game. It reminded me of the kind of art that we are seeing in Flash powered games now. That being said, the graphics really didn’t do anything for me. It is different, but nothing is over the top. Musically, however, the game is impressive. The soundtrack isn’t doesn’t always fit with the game, but it’s really unique in that aspect.

All in all, Castle Crashers proved that games using old formulas can still bring something new to the table and be exciting and original. The Behemoth team has done an excellent job redefining what it means for a game to be a side scrolling beat-em-up. There are many facets to this game that make it an enjoyable experience for anyone to pick up and play, and have a good time doing so. As with any game of its kind, the feeling of repetitiveness will loom overhead as the formula is constructed to only go so far. Do not take that as a fault though, as I still feel this is a solid game to have in any gamers’ collection.

Liked:
+Tired formula born anew.
+Tons of characters, weapons and collectables.
+Extremely replayable.
+Music was catchy.

Disliked:
-Repetitive
-PvP is a little one sided

Innovative:
~Weapons, Knights and Magic is all fresh and new
~Pet System
~Catchy, upbeat music

(Rating: 8.0 / 10.0)

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Tuesday, February 22, 2011


Costume Quest - Double Fine Productions/THQ - 360
This was the review I wrote to get my job at UnknownGamer, hence the difference in style. This is probably how most of them are going to look from now on.

Game: Costume Quest
Developer: Double Fine Productions
Published: THQ
Genre: RPG
Release Date (NA and EU):
NA: October 19, 2010 (PS3)
EU: October 20, 2010 (PS3)
NA: October 20, 2010 (360)
Rating: ESRB E10+
MSRP: 1200 Microsoft Points
Console Played On: Microsoft Xbox 360

Costume Quest begins with the role of young Reynold (male) or Wren (female), who just moved into a new town around Halloween. On Halloween night, their parents insist that they should go out with each other to make new friends, but their actual goal is to ditch the sibling and come home with as much candy as possible. Either sibling (depending on your choice) is then abducted by creatures called Grubbins, who are there to take all of the candy from the unsuspecting town. Costume Quest is one of the most innovative twists on an RPG that I have seen in quite some time.

From the moment the game is turned on; the player will immediately notice that this game is unlike any normal RPG tale: the sense of humor is subtle, but it is hilarious within the story. The relationship between the main character and the sibling is easy to relate to (assuming one has a sibling to relate to) and makes for some interesting dialog and snarky remarks. The objective of Costume Quest is simple: find the sibling, while raiding the neighborhood of as much candy as possible in a door-to-door trick or treat fashion.

Throughout the course of the game, there are many side quests to obtain that have many rewards, including various objects from battle stamps to Creepy Treat Cards. The battle stamps can be equipped to each of the party members to give them different abilities in battle. These range from added HP and attack power to paralyzing an enemy for a few turns with toilet paper. Creepy Treat Cards are simply a collection that must be filled in order to complete an achievement during the game’s progression. There are also various costume parts hidden throughout the town, which are one of the games main premises and carry with them many abilities both inside and out of battle.

Battles take place by either smacking a Grubbin with your candy pail, or by fighting random Grubbins who have invaded the houses around town. It is a typical turn-based RPG in the sense that each side takes turns fighing, with the heroes generally taking the first turns. When attacking, the game prompts the player to enter a certain button or perform some action (such as rotating the joystick) to allow for more damage. Likewise, when being attacked the player can press a button accordingly and reduce the damage to the characters. This usually is the difference between life or death, so a player cannot mindlessly jam the A button like some other RPG’s allow. One of the most unique aspects of the game is that the abilities that each costume offers are incredibly well thought out for each. The player is offered the option to use the ability after three turns have passed, and every one does something different from normal damage with fire damage over time, to healing and resurrecting party members. This is usually accompanied by an amusing animation that works to highlight the characters ‘superpower-like’ ways.

The music and visuals are very fitting for the game. Musically, the game’s eerie soundtrack is soft, but powerful enough to set the tone for what’s going on within the game’s story. There are haunting soundtracks that add just a touch of suspense (but not much, compared to the cutesy graphics). The art is very clean and well manipulated, and while I noticed a little slow down during the graphically intense parts, there was nothing so overbearing that absolutely could not be overlooked. The shadows and atmosphere are key to providing this game with the Halloween-ish feel through and through.

Overall, the game was a very solid game to play, giving a new take on the traditional RPG, with elements fun enough to keep the player engaged. There is a very low level cap, so there is never a feeling of grinding out levels to beat bosses. As long as the player keeps in mind the elements of pressing a button during battle, chances are the game will not be challenging to the point where it cannot be completed. My only peeve with the game was that it felt incredibly short, with only a few areas the player was able to explore). They have recently added DLC, however, which I have not had a chance to experience yet. With over 20 quests, nine costumes, and enough dialog to keep the player from ever getting bored, this game is a must have for any gamers who love RPG’s and are looking for something that brings a new element of game play to the table. After all, how many times can anyone say they saved their sister/brother AND brought home more candy than their pillow case can hold in a single Halloween night?

Liked:
+Originality and story.
+Creative costumes/abilities.
+Refreshing RPG elements.

Disliked:
-Too short.
-Repetitive.
-Difficulty wasn’t consistent.

Innovative:
~A holiday meets an RPG.
~Amusing dialog.
~Costume utilization.

Unknown Gamer gives Costume Quest an 8/10.

(Rating: 8.0 / 10.0)

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