Showing posts with label Platformer. Show all posts
Showing posts with label Platformer. Show all posts

Monday, January 31, 2011

'Splosion Man

'Splosion Man

When everyone involved with a project clearly loves it, it shows. Soulless cash-in movies and games are everywhere, and then there are labors of love that just radiate polish. I come here to praise 'Splosion Man, not to 'Splode him.

"A platforming/puzzle game with a heart of gold (and explosives)" is the phrase that best describes 'Splosion Man. But here's another look:

Jenkins swiped his card and the airlock hissed open. He stepped in and steeled himself for the rush of nitrogen-rich air pushing down on him from the vents above, smelling slightly of ozone today. The buzzer rang and the green klaxon spun, so he pressed the ‘open’ button and stepped into the facility.

He’d been working here for a little under a year, and still had no idea what the entire project’s goal was. His department, the one he’d been recruited from Celsius AB for, was working on new ballistic propellant systems. He imagined it was a top-secret government project, but found it odd he hadn’t met with any G-men to get his Secret clearance renewed.

The whole building was just a little strange – very high ceilings, long hallways to nowhere, strange L-shaped dead ends that required you to call a liftjack just to get to the area you needed, but the pay was outstanding and he was free to work in an environment that rewarded results instead of incremental advances tempered by safety precautions. He liked that about this facility.

What he didn’t like, was Dinkelman. That corpulent leviathan was trundling towards him even now, a bearclaw in one hand and a clipboard in the other.

“Huh heh, Jenkins what are you doing down here?” he said, an errant crumb tumbling out of his mouth and onto his white smock, where it settled on top of a fold.

“I need to talk with Abernathy about a theoretical emulsifier for my project. Is he in his office?”

“He’s around. Think he went in the break room. We got a new air hockey table!” Dinkelman was never one to talk shop when he wasn’t at his desk. Jenkins pushed past him and followed the glowing blue arrows to floor 1-13’s office wing, glancing up at the mounted smartgun as it trained itself on him. Security was a top priority here.

Abernathy was in his room, standing next to a large lever. Jenkins rapped twice on the blue force-field to catch Abernathy’s attention and the red-bearded scientist, eyes covered by a pair of slitted view-goggles jerked and looked over, pulling the lever to lower the force door and let Jenkins in.

“Ahh, Jenkins,” Abernathy said. “How good to see you today. How are things down in 2-3?”

“Not bad. The acid baths seem to be tempering the propellants the way we want them to. It’s actually what I wanted to talk to you about. There’s a system subroutine that’s acting up and –“

Jenkins cut his sentence short as the floor rumbled slightly. Both men looked around for the source; subsonic vibrations were not uncommon, though it usually meant something had gone wrong somewhere and that there would be an announcement shortly. The two men turned their heads and listened, but the sound had stopped.

A moment later, though, the doughy scream of Dinkelman echoed off the walls, along with a high-pitched whine of the smartgun spinning up. The two men listened in horror as Dinkelman was apparently shredded by the smartgun’s caseless ammunition tearing into his flesh, and the screams were getting louder – as if Dinkelman was actually advancing on the gun’s position in spite of it barking fire at him. The screaming finally stopped, and Abernathy lowered his head. Jenkins followed; even though he despised Dinkelman professionally, he was still a human being.

There was a loud report, followed by two more from below, loud enough to spook Abernathy into raising a second, closer force field locking himself in with the lever and computer terminal. A bright glow came from the nearby junction, getting brighter and accompanied by an unconscionable cackle. As Jenkins turned in horror, the true purpose of the facility became clear – the munitions, plasma field research, augmenting intelligence programs, it all fell into place as the monstrosity came spinning over the lip of the column.

They were building a living bomb.

The thing - Jenkins didn’t know whether to call it a man or not – ran directly at him. Jenkins could feel the heat coming off its body, black Kirby dots crackling throughout its frame and giant optical receptors looking like two frosted bunt cakes turned on their side resting atop the pile of flames. He turned to pound on the blue force-field.

“Abernathy, you monster! Let me in! I’m out here with this…this creature!”

Abernathy shivered visibly and pointed at something directly over Jenkins’ shoulder. The heat was unbearable, but Jenkins managed to twist his torso and turn his head enough to put his eyes level with what could only be described as the creature’s mouth, gaping open with white textbook-sized square teeth.

It leered at him, the heat melting Jenkins’ pass-badge to his lab coat, and uttered a single word.

”Splode?”
It's just a great, fun game. Everyone should play and love it. The fact that there are literally two full campaigns, one designed specifically for co-op, is great. The achievements are perfectly done, there's not one but two ending credits songs, live-action setpieces and a delightfully off-kilter design ethic through the whole thing.

Graphics: Awesome. 'Splosion Man looks great, and the scientists are adorable. 4.
Sound: Better than amazing. Between the song about pastries and 'Splosion Man's Daffy Duck impersonation, you couldn't ask for more. 5.
Controls: The mappable controls from the menu are a highlight. 5.
Tilt: Completely endearing from start to finish. 5.
Overall (not an average): Tendrils' Top Pick.

Wednesday, March 31, 2010

Bionic Commando: Rearmed

Bionic Commando: Rearmed

Once a series gets itself a hit, job one of everyone at the company is immediately milk that franchise for all it's worth. Nintendo understands this most succintly, slapping its properties' names on absolutely everything in order to push units. Other companies produce spinoff after spinoff or just keep cranking out sequels, innovating little and just upgrading graphically. Bionic Commando entered the "Iconic" phase of its career after just one fantastic game, and nothing was ever made of it, save for maybe a lazy port or two on a handheld system.

This changed during the "Summer of the Arcade," and Bionic Commando: Rearmed was (along with Castle Crashers) the cornerstone of that campaign. A full-on reimagining along with totally upgraded gameplay that still keeps the charm and no-jump-ness of the original, along with its balls-hard challenge.

Bionic Commando: Rearmed starts with a very simple formula: A platforming side-scroller with no jump button, instead you need to use your claw to swing through environments, rescue the POW and stop General Killt from completing the "Master D" project. Nothing fancy, but Heaven is in the details. The original dealt with the chiptunes and color palette of the NES, but the Reimagining (calling it a remake is completely unfair) goes all-out. It is also a proof-of-concept as a piece of salable advertising for the new, fully-3D next-generation Bionic Commando game releasing early in 2009. While it wasn't expected to turn a profit, it sold like gangbusters and proved that with enough hype and (gasp) effort, you can make an AAA title on a digital distribution service to console gamers profitable.

This is a beautiful title, and while it is unashamedly 2-D, this just lets them put that much more work into gorgeous painted backgrounds. New puzzles abound, and for those that played the original like crazy, things are both familiar and new to them. Bosses make a triumphant return as something to be 'solved' rather than simply ignored in favor of blowing the main control panel in each stage, and Groeber is now truly a force to be reckoned with instead of a recurring sub-boss.

Controlling Joe is just as fun as always, and swinging from lamp to lamp is a joy. There's really nothing more to say; there's a few physics-based quirks to take advantage of in the game that weren't in the original, but the mechanic remains totally unchanged from the original twenty years ago. The music, likewise, is stirring and suitably patriotic for your missions.

Honestly, this is a title that could easily have released at twice its price, and the fact that it didn't shows a lot of guts on the publisher's part, sticking to their guns to get this game in as many homes as possible, and the gambit worked. The game is just as challenging as the original, but with proper new-generation "three lives per level, not ever" ethics it is a firm but fair difficulty.

Graphics: Superb for any generation; superlative for its price tag. 4.
Sound: No voice acting, but the music and sound effects are great. 4.
Controls: Aggrivating in a good way; you know exactly what you want to do and how to do it, it's just down to execution. 3.
Tilt: Nostalgia meets actual effort in a port - make than a reimagining of an almost-forgotten classic. 5.
Overall (not an average): 4.

Wednesday, March 3, 2010

LEGO Batman

LEGO Batman

At a certain point, kids have to grow up, and leave their toys behind, living on in their memories as they grow more distant and tinted the color rose. We all had a favorite toy growing up, but no matter your toy, everyone loved LEGO blocks and the cool stuff they built. Traveller's Tales has made a company out of harnessing that good will, coupling it with something else from your childhood, and selling it to you for $50.

LEGO Batman is no exception. It's the tried-and-true Traveller's Tales formula: action platforming, mild puzzle-solving elements, and shoddy driving stages. TT have something a lot of other developers don't, a sense of humor, and the super-severe attitude of modern Batman really lends itself to the LEGO style of wacky hijinks. A lot of the cut scenes and loading screen texts are genuinely funny, and that goes a long way to excusing the now-nearly-tired gameplay formula. You jump, punch, shoot and build your way through 30 stages, including frustrating non-puzzles that are obvious if you have the mindset for them and impossible if you don't.

The backgrounds are lush, and the music (mostly from the 1989 Batman movie's score) are great, and instead of standard grunts, there are over a dozen little effects giving each brick-shaped character a personality, from the Joker's goofy method of pulling levers to Catwoman sashaying instead of walking across a room. Surprises and easter eggs abound, and the achievements are a fun collection of goofy puns and fun side missions.

If it sounds like this is a glowing endorsement of the game, it's because it is. The formula improves everything about the LEGO series: more jokes, less tedium, interesting puzzle and neat unlockables, coupled with a great respect of its source material. There are some balance issues (why ever use the Riddler or Scarecrow when the "mind-control character" Mad Hatter is better in every way?), and the most tiresome parts of free play are cycling through the endless goons/useless bat-suits in each stage to get to who you need. And the frustration of your buddy getting hung up or simply not staying put while you try and solve a puzzle is an annoyance they've never quite figured out, it's generally not enough to seriously detract from the game.

If you've never played a Traveller's Tales LEGO game before, I'd be hard-pressed to recommend any other one than this one, and if you're a long-time fan, this is a more-than-successful send-off to the LEGO series, as TT has said that they're sick of doing them and want to move on. While I love my little square superheroes, I can't say I disagree with the decision.

Graphics: Beautiful backgrounds and unique animations, but doesn't push the system to its limits. 3.
Sound: Great effects and grunts from the characters, and a fine selection of the Burton score. 3
Controls: Platforming can be tricky, and your AI's pathfinding is as wonky as ever. The driving stages are improved, but still counter-intuitive. 2
Tilt: Fun, and more importantly funny game riffing on Batman. Evokes childhood delight and is just a joy to play.
5
Overall (not an average): 4