Ninja Blade
From Software's title Metal Wolf Chaos from a few years back had a little bit of a cult following due to the sheer absurdity of the plot - Aliens attack, so the President of America gets in his Mech Walker and shoots missles at them on the Washington Mall. Ninja Blade is a verrrry loose sequel (it's more a case of taking place in the same universe), where you are a ninja and also a member of a military special ops team who parachutes into Japan to fight giant mutated zombies using blade boomerangs that shoot fire when you're not manning a helicopter minigun.
If that sounds a little insane, you've got the right idea. From set out to make a game that plays like a balls-out action movie, and it straight-up delivers. Ninja Blade doesn't play around with twisting storylines or romantic subplots, nor are they particularly interested in character progression. The game is all about setpieces - and boy does it have some amazing ones.
Mechanically, the game is almost a clone of the God of War series - you use a variety of weapons to beat up mooks, get orbs, upgrade your gear and advance through the level. It does a good job of making movement a priority, making you feel suitably ninja-like as you swing across rooftops and wall-run with the best of them. The monsters look freaked out and suitably gross, and you have several customization options for your own character's appearance (which are carried over in cutscenes, thankfully).
The reason to buy a ticket for this particular ride, however, is the boss battles. If you've played the first hour of God of War II, you have a good idea what "epic battle against giant opponent" is like. But Ninja Blade blows that fight out of the water. The moment you fall in love with this game is when you are fighting a giant snail, who vomits the contents of a parking lot at you while you're in midair. You then fly down to a motorcycle, start it up and proceed to drive down the backs of other cars as they're thrown at you before hitting the snail with the motorcycle just as you throw a shuriken at the gas tank.
Basically, Ninja Blade asks the question, "Would a 14 year old boy think this was awesome?" and if the answer is "No," they leave it out of the game. It's a constant game of one-upsmanship that always leaves you smiling. Ninja Blade doesn't tackle any elements of the human condition; it knows what it is and does it very, very well.
It doesn't have the legs that an RPG or online fighter/shooter has in terms of replayability, and seeing the monster a second time when you're replaying a level for a time attack score lacks its initial punch, but the ride that is Ninja Blade is well worth the time you invest in it.
Graphics: Acceptable. The creature design is stellar, though the levels have a lot of "sameness" 4.
Sound: The weapons go whoosh and clink, and the monsters groan, but it isn't anything that stands out, for good or bad. 3.
Controls: The game piles a lot of options and it turns into a finger-contorting Simon once you're fully-powered. 3.
Tilt: Just fun as hell. A short ride, but time-attack modes gives it some replay value. You'll have a smile on your face start to finish. 5.
Overall (not an average): 4.
Showing posts with label Beat 'em Up. Show all posts
Showing posts with label Beat 'em Up. Show all posts
Friday, January 21, 2011
Tuesday, April 13, 2010
TMNT
TMNT
Ahh, a movie tie-in game. Fantastic, time to rip this game a new--what? It's not terrible in every way? Oh, well then I'll slag it down for late-era PS2 graphi-- eh? It's a joy to look at? Well then, time to rip it apart for its piss-easy challenge- what, not going to cut me off? Oh, it does take four hours to finish start-to-end with no replay. Well then.
The new TMNT movie was suprisingly good; not nearly as much so as the original Elias Koteas vehicle (which holds up shockingly well today, especially the puppetry), but an exceptional bright spot on the long, CGI-laden wave of 'kiddy flicks.' The game is no different- it's pleasant enough, above average with a few shameless nods to better games, but does nothing to really make it a hidden gem.
Graphically it moves like a Ninja Gaiden; most of the animations make you feel like a gimped Ryu Hayabusa, which is not the worst thing they could've shot for. There's great subtle color-coded pathing to keep you headed towards the path you need to be on (though it's mostly pointless as unfortunately TMNT is a game world where two-foot high bushes and chain-link fences make effective walls against masters of ninjitsu. The game employs a sort of quasi-cel-shaded effect for the characters, and bears a pretty effective likeness to the movie, which you basically replay over a few hours time.
The sound effects are pretty much canned through-and-through, and while Splinter's occasional voice-over hints are nicely done, the constant angsty internal monologue the turtles keep during gameplay is aggrivating. Music is straight from the movie's soundtrack, with no throwbacks to either the beat-em-up or cartoon that spawned it. This is a game determined to ignore its pedigree.
Controlling the turtles is actually pretty fun the first time through- they have wall-running, sheer-rock-face-climbing and nunchuck-wave-gliding down and it is fun to do. Unfortunately, you'll spend most of your time just holding up and running forward. Absent any real challenge (enemies only spawn at pre-set "Fight Scene" locations), you're left with a long slog through pretty and generally non-repetitive but completely useless hallways.
In the end, with about five hours of boring gameplay, TMNT ends up being a very pretty, very long interactive movie. I heartily recommend watching the new movie, but the new game gets a pass - unless you're an achievement grinder, as every achievement is storyline-based and you will get all 1000G from a single evening's gameplay.
Graphics: The game shines here, the locations are varied and well-integrated with the design ethic. 4.
Sound: Repetitive sword-swings and "hi-ya!"s when you jump get old fast. 1.
Controls: Actually pretty fun, but the lack of a chance to test your skills gimps it. 2.
Tilt: Challenge-free fun. Play it for a night on a rental or GameFly, never think of it again. 1.
Overall (not an average): 1
Ahh, a movie tie-in game. Fantastic, time to rip this game a new--what? It's not terrible in every way? Oh, well then I'll slag it down for late-era PS2 graphi-- eh? It's a joy to look at? Well then, time to rip it apart for its piss-easy challenge- what, not going to cut me off? Oh, it does take four hours to finish start-to-end with no replay. Well then.
The new TMNT movie was suprisingly good; not nearly as much so as the original Elias Koteas vehicle (which holds up shockingly well today, especially the puppetry), but an exceptional bright spot on the long, CGI-laden wave of 'kiddy flicks.' The game is no different- it's pleasant enough, above average with a few shameless nods to better games, but does nothing to really make it a hidden gem.
Graphically it moves like a Ninja Gaiden; most of the animations make you feel like a gimped Ryu Hayabusa, which is not the worst thing they could've shot for. There's great subtle color-coded pathing to keep you headed towards the path you need to be on (though it's mostly pointless as unfortunately TMNT is a game world where two-foot high bushes and chain-link fences make effective walls against masters of ninjitsu. The game employs a sort of quasi-cel-shaded effect for the characters, and bears a pretty effective likeness to the movie, which you basically replay over a few hours time.
The sound effects are pretty much canned through-and-through, and while Splinter's occasional voice-over hints are nicely done, the constant angsty internal monologue the turtles keep during gameplay is aggrivating. Music is straight from the movie's soundtrack, with no throwbacks to either the beat-em-up or cartoon that spawned it. This is a game determined to ignore its pedigree.
Controlling the turtles is actually pretty fun the first time through- they have wall-running, sheer-rock-face-climbing and nunchuck-wave-gliding down and it is fun to do. Unfortunately, you'll spend most of your time just holding up and running forward. Absent any real challenge (enemies only spawn at pre-set "Fight Scene" locations), you're left with a long slog through pretty and generally non-repetitive but completely useless hallways.
In the end, with about five hours of boring gameplay, TMNT ends up being a very pretty, very long interactive movie. I heartily recommend watching the new movie, but the new game gets a pass - unless you're an achievement grinder, as every achievement is storyline-based and you will get all 1000G from a single evening's gameplay.
Graphics: The game shines here, the locations are varied and well-integrated with the design ethic. 4.
Sound: Repetitive sword-swings and "hi-ya!"s when you jump get old fast. 1.
Controls: Actually pretty fun, but the lack of a chance to test your skills gimps it. 2.
Tilt: Challenge-free fun. Play it for a night on a rental or GameFly, never think of it again. 1.
Overall (not an average): 1
Monday, April 12, 2010
Teenage Mutant Ninja Turtles 1989 Arcade
TMNT 1989 Arcade
There's something about a well-crafted beat-'em-up that's just timeless. Endless goons, fun animations and a solid strategy that exists at a higher level if you want to find it, that makes for an excellent Saturday afternoon at the mall with a pocketful of quarters. Digital Eclipse get shit on a lot for no-effort ports to XBLA, but with the TMNT Arcade, they managed to get everything important right, and restore honor to this game after the terrible NES port all those years ago.
The plot is pretty straightforward, and should be familiar to any child of the 80's: Shredder has kidnapped April, and the titular turtles must rescue her and defeat Shredder. The colors are vibrant and there is no slowdown or clipping, remnants of the limitations of the NES port from days of yore. The sprites run around in 2.5-D, slashing and throwing Foot Clan soldiers on their way to the Technodrome. The bosses look great, colorful and oversized with their trademark voice samples intact.
The music is a faithful recreation of the original arcade's tunes, reworking the original TV series's thirty-second song into several compositions. Slashes and explosions are just as you remember them, too, but no mastering for surround-sound systems (a fault to hold against Digital Eclipse, I suppose). While the music is nostalgic and all, I can't help but wonder if another company with a little more effort might have created new arrangements to give each stage more of a personality.
Controlling the turtles on the 360 is a breeze, but there is no button mapping available. Thankfully, the attack and jump buttons are all you use, so there isn't too much fault to be had (unlike, say, TRON, which tried and failed to emulate a dial-wheel controller), and while oddly the netcode is unforgiving to HPBs and their dial-up connections, lag is throttled by a full-party pause rather than clipping and creating more problems.
There isn't too much to say about this game: the tight controls, solid beat-em-up street cred and nostalgia for a simpler age of play does what it wants, and does it well. 'Drop in-Drop Out' play would be welcome, but doesn't jibe with the 20-credits-to-beat-the-game plan the game lays out for you. Fun Fact: TMNT 1989 was the first Arcade game to have Secret Achievements, with 1 for 0 G ("In the Dark"). I wish I could give this game a 3, but it just doesn't innovate enough. A faithful port, but at the end of the day, it is exactly the game you played as a kid.
Graphics: Exactly as you remember them; top-notch SNES level sprites. 3.
Sound: Faithfully recreated, but doesn't try to do anything fancy. 3.
Controls: No button-mapping and occasional laggy netcode. 2.
Tilt: It's a relaxing stroll through the Turtles world, but offers little replay. 3.
Overall (not an average): 2.
There's something about a well-crafted beat-'em-up that's just timeless. Endless goons, fun animations and a solid strategy that exists at a higher level if you want to find it, that makes for an excellent Saturday afternoon at the mall with a pocketful of quarters. Digital Eclipse get shit on a lot for no-effort ports to XBLA, but with the TMNT Arcade, they managed to get everything important right, and restore honor to this game after the terrible NES port all those years ago.
The plot is pretty straightforward, and should be familiar to any child of the 80's: Shredder has kidnapped April, and the titular turtles must rescue her and defeat Shredder. The colors are vibrant and there is no slowdown or clipping, remnants of the limitations of the NES port from days of yore. The sprites run around in 2.5-D, slashing and throwing Foot Clan soldiers on their way to the Technodrome. The bosses look great, colorful and oversized with their trademark voice samples intact.
The music is a faithful recreation of the original arcade's tunes, reworking the original TV series's thirty-second song into several compositions. Slashes and explosions are just as you remember them, too, but no mastering for surround-sound systems (a fault to hold against Digital Eclipse, I suppose). While the music is nostalgic and all, I can't help but wonder if another company with a little more effort might have created new arrangements to give each stage more of a personality.
Controlling the turtles on the 360 is a breeze, but there is no button mapping available. Thankfully, the attack and jump buttons are all you use, so there isn't too much fault to be had (unlike, say, TRON, which tried and failed to emulate a dial-wheel controller), and while oddly the netcode is unforgiving to HPBs and their dial-up connections, lag is throttled by a full-party pause rather than clipping and creating more problems.
There isn't too much to say about this game: the tight controls, solid beat-em-up street cred and nostalgia for a simpler age of play does what it wants, and does it well. 'Drop in-Drop Out' play would be welcome, but doesn't jibe with the 20-credits-to-beat-the-game plan the game lays out for you. Fun Fact: TMNT 1989 was the first Arcade game to have Secret Achievements, with 1 for 0 G ("In the Dark"). I wish I could give this game a 3, but it just doesn't innovate enough. A faithful port, but at the end of the day, it is exactly the game you played as a kid.
Graphics: Exactly as you remember them; top-notch SNES level sprites. 3.
Sound: Faithfully recreated, but doesn't try to do anything fancy. 3.
Controls: No button-mapping and occasional laggy netcode. 2.
Tilt: It's a relaxing stroll through the Turtles world, but offers little replay. 3.
Overall (not an average): 2.
Monday, March 29, 2010
Iron Man
Iron Man
Movie Tie-In games are always a crapshoot; many times they get rushed out the door in a terrible, unplayable mess. Iron Man dodges this ignoble fate - barely. If you were jazzed about the movie (and let's face it, it was a pretty awesome movie), this game does a great job recreating several scenes from it, completely with original Robert Downey Jr. voice-over work (which is pretty classy for a tie-in game), while being a servicable mission-based beat-em-up.
The graphics are uneven - Shellhead looks great, but the backgrounds and enemies are repetitive, nondescript and brown. There's a lot of space to explore, and some locations are reasonably unique, but to capitalize on the game's strongest asset (flying), the stages are huge, and thus either bland and empty or just uninteresting as you go hurtling past them.
The music in the game is present pretty much only in the menus, and then is just a score, but the explosions seem resounding enough. The complete voice-over preformance by Robert Downey Jr is something I can't stress enough. There is almost no excuse in this day and age not to have the best voice-acting talent available. Mass Effect managed to have full voice-overs for a giant, branching RPG for both a male and a female character; no game should aspire to less.
It's clear that one concept was emphasized throughout: "How Awesome would it be to fly around like Iron Man?" The team at Secret Level took that idea and absolutely ran with it, and flying feels great, although the controls do have a steep learning curve, but the aim-assist mitigates the difficulty involved in moving in three dimensions. But when the After-burners kick in and the Bronze Bombshell flies in to save the day, there's really nothing like it. Unfortunately, the missions he participates in do drag on pretty quickly, being barely interesting as it becomes checkpoint blasting at its finest. A little structure is never a bad thing, but this game takes it just far enough to be restricting, but not as far as, say, The Club, where the missions are tight enough to be endlessly replayable in search of a high score.
There's a lot to like about Iron Man, but it is in the end just shy of being a great game.
Graphics: Iron Man looks fantastic and his movement is slick. Still, the environments he plays in are lacking. 3.
Sound: Great voice-over work by Downey; everything else is so-so. 4.
Controls: Steep learning curve to getting Shellhead to do what you want, but flying feels great. 3.
Tilt: If it were a T-shirt, it would be sized "Extra Medium." 3.
Overall (not an average): 3.
Movie Tie-In games are always a crapshoot; many times they get rushed out the door in a terrible, unplayable mess. Iron Man dodges this ignoble fate - barely. If you were jazzed about the movie (and let's face it, it was a pretty awesome movie), this game does a great job recreating several scenes from it, completely with original Robert Downey Jr. voice-over work (which is pretty classy for a tie-in game), while being a servicable mission-based beat-em-up.
The graphics are uneven - Shellhead looks great, but the backgrounds and enemies are repetitive, nondescript and brown. There's a lot of space to explore, and some locations are reasonably unique, but to capitalize on the game's strongest asset (flying), the stages are huge, and thus either bland and empty or just uninteresting as you go hurtling past them.
The music in the game is present pretty much only in the menus, and then is just a score, but the explosions seem resounding enough. The complete voice-over preformance by Robert Downey Jr is something I can't stress enough. There is almost no excuse in this day and age not to have the best voice-acting talent available. Mass Effect managed to have full voice-overs for a giant, branching RPG for both a male and a female character; no game should aspire to less.
It's clear that one concept was emphasized throughout: "How Awesome would it be to fly around like Iron Man?" The team at Secret Level took that idea and absolutely ran with it, and flying feels great, although the controls do have a steep learning curve, but the aim-assist mitigates the difficulty involved in moving in three dimensions. But when the After-burners kick in and the Bronze Bombshell flies in to save the day, there's really nothing like it. Unfortunately, the missions he participates in do drag on pretty quickly, being barely interesting as it becomes checkpoint blasting at its finest. A little structure is never a bad thing, but this game takes it just far enough to be restricting, but not as far as, say, The Club, where the missions are tight enough to be endlessly replayable in search of a high score.
There's a lot to like about Iron Man, but it is in the end just shy of being a great game.
Graphics: Iron Man looks fantastic and his movement is slick. Still, the environments he plays in are lacking. 3.
Sound: Great voice-over work by Downey; everything else is so-so. 4.
Controls: Steep learning curve to getting Shellhead to do what you want, but flying feels great. 3.
Tilt: If it were a T-shirt, it would be sized "Extra Medium." 3.
Overall (not an average): 3.
Labels:
Beat 'em Up,
Flight,
Overall 3,
Rated T,
XBox 360
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