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Android Review: Angry Birds

In early September, one of the most popular game on the iPhone fluttered onto the Android platform in the form of a "Beta Lite" version. The beta included 15 puzzles, but definitely left Droid users salivating for more.

For those that don't know about Angry Birds, the game is a physics-based puzzle game that requires the player to launch birds at structures that house pigs. The object of the game is to collapse the structure in such a way that it crushes, skewers or impacts all of the pigs. Once the pig is defeated, he'll vanish and add 5,000 points to the map score.

For a game such as this, how well the gameplay works is almost fully reliant upon how well the physics work. Luckily, Rovio Mobile has done a great job fine-tuning the physics. From the way that the structures collapse to the amount of pressure or impact that is required to defeat each pig, Angry Birds will rarely leave you legitimately questioning the engine. There are occasional occurrences where a block of wood or cement will stick onto another in a strange way, but those times aren't incredibly noticeable.

The other part of the gameplay that matters to a high extent is the launch system that the player uses to blast the birds onto their final destinations. To launch, the player simply uses the touch screen to pull back and aim the slingshot. Releasing will fire the bird at the trajectory and power defined by the pull-back. This works just as well as you'd expect. The only issue that we've really encountered is a small glitch that will sometimes cause the camera to pan when pulling back to preparation to launch a bird. While it's a rare glitch, the consequences can result in the attempt at the map being completely over.

All of this gameplay leads to one basic concept being proven true yet again in the realm of gaming: complicated simplicity, as contradictory as it sounds, breeds addictiveness. Just as Tetris, Puzzle Bobble, and Peggle before it, Angry Birds takes a seemingly easy objective and builds challenging obstacles around that goal. The formula works perfectly and has helped the game elevate to previously unexplored levels for most mobile titles.

The way that Angry Birds accomplishes this is by ingenious level design. The maps are each very intricate, but not to the point that they will confuse you. The structural integrity of each map looks as though it was designed by an architect or an engineer of some sort. Not only do the structures stand up and collapse perfectly, but each structure is designed in such a way that chain reactions can be set off to allow the player to reach higher scores and eventually score three stars on the map.

The Android version is significantly smaller than the iPhone version, containing 63 maps, rather than the about 150 included in the iPhone version. That doesn't mean that the game is a poor value. In fact, it might be the best value in the Android app store. While the iPhone's full version is $3, the Android version is completely free.

The only downside to this is the fact that it is ad-supported. Every so often, you'll catch a small advertisement popping up in the lower right corner of your screen. It's no big deal, but you may accidentally touch the ad, which will immediately open in your browser, causing your session to go on hiatus. Luckily Rovio has implemented true multi-tasking since the beta, which means that just because you accidentally exit the screen doesn't mean you have to start the map over. If you really don't like the idea of having ads, Rovio has assured us that a paid version that is ad-free is coming down the pipes sometime soon.

Angry Birds is the perfect example of what a mobile game can and should be. The game is easy to play, accessible to nearly everybody and something that can be started or stopped at any time. You'll start off simply trying to make it through each map, but soon enough, you'll be replaying maps hundreds of times trying to achieve three stars on every map. If you are the owner of a Droid and you don't have Angry Birds, you need to get on over to GetJar.com and download the app for free.

Review: Sonic the Hedgehog 4: Episode 1

16 years. It's been 16 LONG years since Sonic the Hedgehog 3 came out. Since then, we've gotten great games like Sonic & Knuckles and Sonic CD, but no Sonic 4. We've also had our fair share of subpar titles, which any casual or hardcore Sonic fan will be quick to remind you. After over a decade, however, Sonic Team has decided to bring its beloved Hedgehog back to his very solid roots; the 2D console game.

Sonic the Hedgehog 4 has been hyped as the game that will bring the Blue Blur back to his glory days, but can this new title live up to that near impossible expectation, or will it just leave more fans struggling to defend their favorite video game icon? Let's just say this: it certainly doesn't bring Sonic back to his days of old.

Upon selecting the title from your respective console's desktop, you'll be greeted with the nostalgic "SEGA!" soundbyte. If that doesn't get you excited to run from left to right at a blistering pace, we don't know what will.

Once you start the title, you'll notice the nice fresh coat of paint that has been given to the title. Looking at the graphics, the title looks crisp, but Sonic just looks like he sticks out off of the background. The way Sonic interacts with the environment is fine, but his motions seem very unnatural. When he flies through the air, the motion looks awkward, but the biggest issue comes with the way he speeds up.

Once Sonic starts moving, he picks up speed, but his animations look like he's still walking or jogging. This is also reflected in the physics, which are at the point that they are both awkward and a problem with the core gameplay.

The gameplay is the main issue that older Sonic fans will find with this title. The controls are very much the same as Sonic 2, which doesn't sound like a problem at all, but when combined with the new physics, the unimaginative level design and the strange inclusion of the homing attack from the 3D titles, it just doesn't feel right. In fact, even as you come to the end of this very short title, you still don't feel used to the gameplay mechanics. The best way to describe the gameplay has to be "counter-intuitive."

Creative level design is where the 2D Sonic games have always florished. One would think that in the nearly 15 years since the most recent 2D console release, Sonic Team would have come up with some original level designs that could have been used for the grand re-entering into the genre. Unfortunately, original ideas are few and far between. Nearly every nuance and challenge in each level has been lifted from a previous game in the series.

The game is incredibly short, consisting of only four Zones. The first zone is basically the typical Green Hill Zone-type zone from Sonic the Hedgehog. The second zone is essentially a rip-off of Sonic 3's Casino Night Zone. The third zone is he most original zone, but still borrows many elements from Sonic & Knuckles' Sandopolis Zone. The final zone, the Mad Gear Zone, is basically an amalgamation of every previous final zone found in a 2D Sonic title.

Each zone does have its own gimmicks, however, which gives the title a bit of a fresher feel. From running through a dark area lighting bombs and torches with a flame you carry, to overturning cards to gain items and rings, this is where the most original ideas come to life. There's even cart-based segments like those found in Donkey Kong Country, but they end up feeling too scripted and very brief.

Boss battles have also been a bright spot in the Sonic franchise in the past, as well. Unfortunately, nearly every element of every Boss Battle found in Sonic 4: Episode 1 has been taken from previous battles. The most infuriating moment came at the end of the final zone. Dr. Eggman (a name that desperately needs to go back to Dr. Robotnik) and Sonic blast into space and unlocks a new world. Sega bills this world as an epic "Final Showdown in Space".

All this amounts to is Sonic fighting through all of the previous boss battles from earlier in the game. Once you make it through this insulting final level, you are greeted with the most incredible slap in the face. The final showdown is none other than another boss stolen from a previous Sonic title, the final boss from Sonic 2.

The final straw for this game has to be the length, or lack thereof. Four zones is not nearly enough to justify the price tag, especially when long, enjoyable titles like Dead Rising: Case Zero are only $5. To put things in perspective, the original Sonic the Hedgehog, which was released in 1991, had six zones. There is no reason that Sonic 4: Episode 1 should be charging $15, the price of a premium Xbox Live, PSN or WiiWare title. The fact of the matter is, though there are save and level select features, it is incredibly easy to beat the game in one sitting. The only redeeming part of the game's length is the fact that the search for Chaos Emeralds are back, which can allow you to re-attain Super Sonic status yet again.

There is no doubt that Sega wanted this game to succeed. They put a lot of work into it and even delayed the title by a full season, but the game still feels empty and rushed. There's no reason that this title should play like this. Sonic used to be about precision and speed, but Sonic 4 strips those aspects from the title. The biggest travesty is the fact that nearly everything in this game has been seen before in previous titles. The game puts all of its eggs into one basket: nostalgia. Nostalgia was obviously what everyone was looking for when they went for this title, but it can't fuel a title on its own. There has to be some innovation and sense of progression in order for the title to earn the right to be called a sequel to the great Sonic 3/Sonic & Knuckles. To be perfectly blunt, this game is nothing more than a glorified remake.

Here's an idea: why not keep it to one release? Why bring it out episodically? There's no reason that they couldn't have delayed it until 2011 and made it one full title, much like the company's previous main competition, Nintendo, has done in the past with the New Super Mario Bros. franchise. Sonic 4 was supposed to reaffirm a sense of hope in the Sonic franchise, but instead all the game did was make the remaining believers question their faith. If you are still curious about the title, do yourself a favor and check out the trial version first.

Review: NBA 2K11

 

Do you like Michael Jordan? Well, it doesn't matter if you like Michael Jordan! 2K Sports' Visual Concepts has gotten into bed with arguably the greatest athlete (all sports withstanding) ever. Does this holy matrimony work in the end? Yes, yes it does.

When you boot up the game for the first time you'll be presented with what can be called a Michael Jordan fan's orgasm of a moment. Assuming that you're well aware of the lore Michael Jordan carries with him, the first glimpse of the game is Michael running out of the old Chicago Stadium tunnel as very familiar music plays from the stadiums sound system as the crowd goes wild in anticipation of MJ joining his team on the court. The camera follows MJ out the tunnel and you're put immediately into the throws of the 1991 NBA Finals with the Chicago Bulls vs the Los Angeles Lakers.

Scottie Pippen with his famous flat-top fade is all there, as well as Horace Grant with his "scubaman goggles". Additionally the commentary is on point with tons of references back to 1991 stats and other random quips. Mind you, this isn't an all Bulls affair once you complete all of the Jordan Challenges and soared through the rest of the Jordan specific experience Visual Concepts has tailored. All of the teams that come along for the ride via the Jordan Challenge as Chicago Bulls opponents can be selected for regular exhibition play as well so you can get your Carl Malone or Larry Bird on at anytime.

 

Where the overall game shines is in the details. Even in the pause menu, faded in the background of the buttons on screen you have Lebron James clutching his newly adorned Miami Heat Jersey from the infamous "The Decision". Pause the game again and you'll be greeted with yet another image of someone else from around the league. Occasionally, while taking the ball up the court stats of the current ball handler will make it to the lower third stat breakdown so you can see how that player is doing so far. Again, a very subtle inclusion, but something that adds that little touch to the presentation. 

During any given game what you'll immediately notice if you've played any of the previous NBA 2K titles is the dramatic improvement in the defensive play. Passing lanes are covered in such a way that it will require you to rethink the way you play the entire game. No more are the passes to players who are clearly out of position only to magically still receive the ball even if their back is turned to the play viable anymore. Lazy passes will get stolen. If you're thinking about passing the ball up court, think twice or maybe even four or five times before you make that pass. If you go into this game thinking old habits will roll right into 2K11 you will be frustrated beyond belief when pass after pass is tipped or straight up stolen time after time. An issue found when going into the paint a few times though is that your player will literally get stuck and not be able to shoot the ball even if you have driven into the paint only a few feet from the basket. Commanding your player to pivot is the only response that still works if this happens. It's something that is extremely infrequent ( and hopefully just a bug), but nonetheless is infuriating when it does happen.

Again, when was the last time you played a basketball game and actually had a 'kicked ball' happen? That's the amount of detail found in NBA 2K11.When was the last time you saw a computer controlled team get a back-court violation called on them? Never, right. The AI in the game makes mistakes which really adds to an experience that feels authentic.

 

Then there's My Player. And as you'd expect, My player is where you can create a player and draft him onto your team of choice assuming you get that far through the Draft Combine that is now included in the game and not a separate experience as in the past with your created player. The usual is all there, like creating the physical appearance, play style for every possible signature move, what type of eye brows your doppleganger will have down to what brand of shoe (including various styles offered by the selected brand) you want to parade around in.

Expect to put a good deal of time into creating your player if you at all care what he looks like. If options are what you like, that is exactly what you get. Unfortunately all is not rosey. During this entire process the "2K insider" will popup on the bottom right side of the screen with random and mostly off the wall comments and quotes from figured around the basketball world. Calling this annoying after only the 3rd time hearing it is a brash understatement. Whoever okayed this needs to be slapped on the wrist hard.

Collecting up to 40 different JORDAN shoes is also apart of the overall process. Complete drills and other accomplishments and you'll get rewarded by being able to equip certain special items. While in a Jordan Challenge you may notice Michael Jordan with his signature shoes on, but the rest of the players on the court are wearing current day Jordan shoes. A weird omission for sure, but a small distraction it definitely is. During a quickgame or NBA Today game you'll get previews for upcoming games that are on the real NBA Schedule so you can play them on that day for yourself which is now a staple of the 2K Sports games all around in general, but the interface has been overhauled this time around. Some may not like it, some will.

One of the often omitted or just plain skimped on portion of any sports title is the Half time show. There's no Chris Berman like genius like the fabled NFL 2K5, but instead you're greeted with the majority of advertising you'll see in the game as highlights from the first half of the game and around the league are recapped. The entire thing is draped in the colors and logo of HP in the guise of the HP Halftime update. Much like certain other brands in other games (*cough* Snickers *cough*) you will see HP ALOT. 

 

There's a 'see who's online' option in the menu much the same as some other titles so you can page through your friends list without having to step out of the game into the friends list of the system (Dashboard/XMB) which is becoming somewhat of a standard. Then there's the nail in the coffin for virtual sports gamers everywhere in the direction of whether you should pick this game up. Relegated to the PC only for the longest of times in sports games was a feature that allowed you to save and quit mid-game. NBA 2K11 has this feature on a console and it is glorious. Have something interrupt your b-ball action like "real life", so what. Pop into the menu, select 'Save and Quit', and feel at ease as you load your saved game for when you return to the court at a later time.

When it comes down to it this game is not for the faint of heart looking to just throw the ball around from time to time. Basketball fan's will literally get all hot and bothered by the sheer amount of detail found in NBA 2K11. Whether you're a Jordan fan or not, you'll be given a taste of what so many consider the golden age of the NBA with some rather convincing recreations of basketball yesteryear.

Pickup and Play modes are there (NBA Black Top), but the meat of the game is in its astoundingly good simulation of the NBA. With today's technology and know how, this is easily the best simulation of basketball you are going to get.

 

XBLA Review: Comic Jumper: The Adventures of Captain Smiley

Twisted Pixel, the geniuses behind XBLA favorite, 'Splosion Man, have returned with another off-the-wall title. This time, instead of 'Sploding your way through a labratory, you'll be blasting fools away as you travel through four different comic books.

Comic Jumper: The Adventures of Captain smiley is really a hodgepodge of several different titles. The game takes the gameplay of Duke Nukem, the graphics of 'Splosion Man and the wise-ass nature of Matt Hazard and puts it into one title starring a superhero with an emoticon for his head.

Captain Smiley is definitely not your typical hero. He's clumsy and jealous, but the real kicker is that the star on his chest is actually attached to him biologically. Not only is this star (aptly named 'Star') a separate character altogher, but he constantly gives Captain Smiley a tough time, which leads to some very entertaining banter.

The story is definitely one of the most original concepts in the history of the Xbox Live Arcade. You star as the previously introduced Captain Smiley, one of the biggest stars in comic books. Unfortunately, as you'll see for yourself in the first mission, Captain Smiley's comic has been terrible lately. A very funny live-action cutscene after the first mission shows the comic being buried at a playground, given away for free at comic shops and even used as toilet paper (ok, thankfully you don't actually see this, but it's definitely implied).

The sales of the comic have turned down so sharply, that the team is actually broke and getting canned. Turns out that the only thing Captain Smiley can do to make some money and attempt to save his comic series is to actually make cameos in more successful comics. That's exactly what you'll be doing throughout the entire game. You'll go from comic book to comic book, completing missions to help the characters in each universe.

The graphics are very nicely done. You can certainly see the 'Splosion Man-esque graphical style throughout the game. As you travel through the four comics, the art direction changes. This is a great touch and as you go, you'll see everything from modern comic-style to cel-shaded to black and white. The character models are very embellished, as they are in comics. Basically, if you are into comics, you will love the graphical direction of Comic Jumper.

 

The melee gameplay of Comic Jumper, however, is hit-or-miss. The beat 'em up aspect of the game can be a little frustrating. While the game does do a good job of giving the player a few different ways to interact with up-close adversaries, the combat can feel a bit clunky. This is very much remedied as you get futher into the game and get to use various weapons in melee combat.

We much prefer the gun combat, which can actually become really rather difficult. The main difficulty-increasers are certainly the enemies, who can take a lot of punishment. They also have a knack for over staying their welcome at times, with enemies coming out just as you thought you made it through that particular wave. You'll definitely find yourself in your fair share of Contra-esque firestorms. Luckily, the game does a generous job of giving the player checkpoints, which you'll definitely need since you don't regenerate health unless you die.

The controls during gun sections are pretty intuitive and fast-paced. You use your left stick to run through the levels and your right stick to aim. To make matters easier, you use the right trigger to fire and the left trigger to jump. It all works out very well, but if you prefer to do it another way, you can also use the face buttons for a more old-school feel.

Throughout the title, you'll find various Easter-Eggs for other Twisted Pixel titles. The best tip of the hat has to come in the form of actually having 'Splosion Man and The Maw arcade machines in Captain Smiley's lair. Of course, to play them, you actually have to own the games through the Xbox Live Marketplace, but it's neat to see them in there. Captain Smiley and Star even make reference to the criticism that many people had concerning Twisted Pixels' DLC releases for The Maw, which is incredibly humorous and does a great job of addressing the critics.

Overall, Comic Jumper is a game that takes a level or two to feel better than average, but once you get going, the story and above average gameplay will grip you unmercifully. The banter between Smiley, Star and the other characters are as entertaining as we've ever seen in any title, and the story is always entertaining to the point that you'll find yourself laughing out loud on occasion. At $15, you'll get more innovation and fun than you will in most $60 retail titles. Sure, the game has a few flaws, but they are very easily overlooked when the overall product is this well-made.

XBLA Review: Hydrophobia

Hydrophobia has been billed as "A Digital Tsunami of Epic Proportion". Whenever we see the word "epic" in a description, we are always somewhat skeptical. In this case, however, there are few things more epic than the situation the characters in Hydrophobia are in.

In the beginning of the game, the character awakens and the player learns that several years ago, the world was flooded, wiping out much of the population. To take refuge, Kate, the main character, has joined thousands of other people on an enormous, city-sized ship called The Queen of the World. Kate decides to go out and partake in the "Party of the Century" to celebrate the anniversary of the ship itself.

Unfortunately, things go the way that they usually do during big celebrations in video games, that is, they don't quite go as expected. Rather than fireworks and fun, Kate is treated to a full-blown terrorist attack that threatens to plunder the ship and it's citizens into the overgrown ocean. While the ship slowly goes down, it looks like it's up to Kate to save the floating albatross.

It turns out the terrorists are operating on a fanaticized version of social theorist, Thomas Malthus' theory on population growth. With this, the terrorists operate on the idea that humanity has over-populated the earth to the point that the planet cannot support the race through its resources. Thus, the group has sprawled their slogans, "Save the World - Kill Yourself" among them, across the ship, creating an eerie setting.

As you play through the title, you'll notice numerous similarities between this game's style of play and that of another revolutionary title, Mirror's Edge. To get from point A to point B, Kate must free-run, climb and jump from ledges and ladders. Often times, she'll be doing so with obstacles closing in on her, such as an elevator that is about to see it's brakes fail while she's in the shaft, so she's pressed for time as well.

The Mirror's Edge style of gameplay is present in the combat as well. Throughout the adventure, Kate will encounter several of the Malthusian terrorists, all of which are heavily armed. Even later on, when Kate receives a pistol, she is still out-matched and out-skilled. Therefore, she must take roundabout methods to take out the patrolling enemies.

Since Kate must utilize various tactics, such as defeating enemies by destroying environmental hazards surrounding them. This is where the game shines. The water flows in an incredibly natural manner, which is unlike anything we've seen in any game before. Water can sweep you or your enemies away, so you must plan very carefully when attempting to take out enemies.

Despite the great aspects of the game, there are definitely a few misfires. The navigation, while not terrible, does feel a little jerky at times. Running and jumping will sometimes leave the player feeling a little out of control, which will cause a few deaths throughout the story. The free-running is also nowhere near as controlled or fluid as seen in other titles that use similar mechanics, like Assassin's Creed or the aforementioned Mirror's Edge.

Aside from a few strange textures and some pretty bad voice-acting, the presentation in Hydrophobia is among the best offered on the Xbox Live Arcade. The water, as mentioned before, looks and feels as good as it has in any title, retail, downloadable, or otherwise. The environmental damage, which also plays a big role in the title, works as well as one could hope.

Throughout the story, players will also put a device called a MAVI to good use. The MAVI, which acts kind of like a highly advanced iPad, will put several detective style tools at Kate's disposal. The device will be used to hack locked doors and computers, detect useful objects within the environment, and even scan ahead to alert Kate of danger. The device is very useful, but can feel like a bit of a burden at times, as some of the situations feel a bit forced.

In addition to the story, there are a few things that will add to the replayability, including a pretty cool challenge mode, which rewards players for keeping their chain multiplier up and using the room's hazards to their advantage. Also, while you're running through the campaign, you'll be coming across several different types of collectibles, including quotes from Thomas Malthus, which will help the player to better understand the motives of the social theorist.

Overall, Hydrophobia is one of the top Xbox Live Arcade titles of the past several months, but there are a few key things keeping it from being in the running for Downloadable Game of the Year. With a slightly improved free-running engine, as well as a better voice acting team, the game could've been one of the best titles available for the Xbox Live Arcade. Instead, what we get is a satisfying adventure that capitalizes upon the theme of a reluctant hero to the fullest. Hydrophobia is worth the purchase price of $15 if you are truly looking for something a little different, yet slightly familiar.

iPhone/iPad Review: Rocketeer

The iPhone has some pretty sweet apps, but have you ever felt like you might want to take a few rocket men and launch them into a black hole? Well Rocketeer, Wired Developments' new physics based aiming game, might be able to fill that void in your app library.

Rocketeer's setup is about as simple as it gets. You have a spaceship on one side and a wormhole on another. The goal is to aim your Rocketeer into the wormhole to transport him to the next level. It's not always so simple, however, as planets and meteor belts will be glad to get in your way.

To remedy this, Wired Developments actually uses the concept of gravitational pull to swing the Rocketeers around these obstacles. The bigger the planet, the stronger the pull. This means that you'll have to pay close attention to not only the layout of the planets, but also the size.

 

The game, like most games on the market, starts the player off with a set of training wheels. You'll begin by passing by one planet, then two, then three until you fully understand the concept of the gravitational pull. There were a few points that I felt a little overwhelmed, but not to the point where I got frustrated, so the developers did a good job ramping the difficulty curve. Before you know it, however, you'll be blasting your Rocketeers through more difficult puzzles and bouncing, spinning and even rapid-firing them towards the wormholes.

The graphics are pretty run of the mill, but look very nice and crisp on the display. The mixture of 2D and 3D graphics works well in the game's formula and plays really nicely, especially on the amazing displays of newer devices.

Overall, Rocketeer is a well-made game that combines interesting concepts with an addicting gameplay style. The game does a good job of taking a simple style of play and making the most of it through little innovations and tweaks upon the original idea. The game won't be replacing your Angry Birds addiction anytime soon, but it's definitely a worthy companion to the title.

XBLA Review: Sonic Adventure

In 1999, my perception of video games was changed forever. The Sega Dreamcast, which was, at that time, the most powerful machine on the market, came out and featured the 3D re-imagining of the Sonic the Hedgehog series, entitled, Sonic Adventure.

The title was a pivotal title in the franchise and really set a new standard for the platforming genre. The game did a phenomenal job of taking levels that look like they are ripped straight from the 2D Sonic games, and transforming them into the 3D realm.

Despite all the innovation, in the eyes of many, the title was far less than stellar. Despite the great points, there are certainly enormous, unavoidable issues that cannot be ignored and have only become amplified with age.

Before we get into the issues that exist with the title, let's examine how the title's presentation has held up over the years. The first thing the player will be greeted with upon entering the title is a fantastic opening cutscene.

For those that are seeing it for the first time, the graphics hardly look like they've been out for 11 years. The CGI is incredibly advanced for it's time and the soundtrack featuring Crush 40 is fantastic. For those that have seen it and remember the game from it's Dreamcast days, this cutscene will act as a welcoming back with a heavy dose of nostalgia.

For how old the title is, the game really does look great. There's definite signs of aging, but the gameplay doesn't look terrible and certainly looks good for an Xbox Live Arcade title. The sense of speed has always been great and while it's definitely not as fast as newer titles like Sonic Unleashed, it's definitely faster than most titles today.


The issue with the speed is that the technology wasn't quite fine-tuned enough to keep up with Sonic's speed, as you'll notice parts of the level loading in the distance as you run through levels at top speed. The loading never causes any major hiccups in gameplay, though there will be some framerate drops from time to time.

The only real issues with the presentation lie in the actual port-job itself. The most noticeable issue is with the aspect ratio. If you have a widescreen television, blue bars will appear on either side of the screen, which is to compensate for the fact that the game was not originally made in widescreen format. The other problems are in the audio. A few minor audio glitches exist from the port, but it's mostly just an absence of background sounds in cutscenes.

Despite the terrible lip-syncing and mostly embarrassing, the presenation was never the issue of contention with Sonic Adventure. The problems that critics always pointed out were the awful camera and the awkward controls. Unfortunately, both of those issues are still present and they have only become worse with age.

The camera is pretty rough, to be perfectly honest. While players can control the camera with their right stick, it does little to remedy the issue. Players will find themselves falling to their deaths or running right into enemies due to the camera angle. If you look back at reviews from when this title came out, you'll notice that this is actually one of the only negative things pointed out.

The gameplay of Sonic Adventure is a peculiar case. The strength of the gameplay is that it is diverse, as you can choose between several different characters, each with their own abilities and style of gameplay. Sonic runs through the levels very quickly and uses various platforming elements and Tails goes through levels slower than Sonic, but can fly, which adds to the platforming fun, but the gameplay only gets more varying from them.

Knuckles has the ability to glide and climb, but rather than making it from one point to another, his missions are focussed around finding shards of the Master Emerald. Despite their fresh ideas, these treasure hunting levels are one of the main downsides of the game. The missions are overly frustrating and really serve simply to elongate the time that the players will spend on the title.


While those are the three main characters, there are three other shortened stories from some of the franchise's auxiliary characters. Amy, from Sonic CD, makes an appearance as a playable character. In her story, you are working to escape from a pursuing robot the whole time, with only a giant mallet as your weapon. E-102 Gamma is a robot designed by Dr. Robotnik, but becomes self-aware and goes on a one-bot mission against the dictator. The rogue bot's story is probably the most fun and focuses on slowly and methodically going through missions and blowing everything up on the way to the goal.

The final story is definitely the most questionable one. Big the Cat, a new character in the Sonic series, has an incredibly slow pace and has missions that are centered around... fishing. When you think of Sonic, you don't exactly think about fishing, an activity that relies on patience as it's main key to success. The story is interesting, but overall the gameplay is frustrating and very tiring after even just one mission.

After beating all of the stories, a seventh story mode unlocks that features one final, epic battle between the team and Chaos, the most well-developed boss in the Sonic franchise. The fight is laid on a bed of Crush 40's "Open Your Heart", which gives it an amazing feeling, but by the time you beat the battle, you'll be sick of it.

If playing through missions at a blistering pace isn't really your thing, there are other actviities to do in Sonic Adventure. The most notorious activity is definitely the Chao mini-game. The mini-game acts much like virtual pet game, where you adopt a Chao and raise, feed and even train it to compete in races. It's fun and can definitely pass the time if you are sick of running from Point A to Point B.

Other than that, you can spend your time collecting emblems throughout the Sonic Adventure maps and missions. Each mission consists of three sub-missions (much like Mario 64 did), so there are three emblems to get from each mission. In addition to those emblems, there are also emblems to find throughout the various maps. Some can be pretty challenging to hunt down, so those that are completionists might have their work cut out for them. If all else fails, you can always take a break and blow stuff up as E-102 or play some pinball at the casino as Sonic.

All in all, Sonic Adventure acts as the perfect introduction to the line of Dreamcast titles coming out on current generation consoles, just as it was a perfect introduction to the Dreamcast itself. There are definitely problems that are brought about from the port, as well as the game's age, but the gameplay is fun most of the time and the issues can often be circumvented.

We're actually all still wishing that Sega would just continue with the Sonic Adventure series, rather than try to revitalize the 3D Sonic games with gimmicks, as they did in Sonic Unleashed and Sonic Heroes. If you've ever been curious to check out a good 3D Sonic the Hedgehog title, Sonic Adventure might just be the one to help you check that goal off your list.

XBLA Review: Plants vs. Zombies

I need to preface this review with a confession. I know it will likely cause many to look down on me and will make it so I lose a lot of credibility in the video game communities, but I feel it necessary to issue this disclaimer: I have never played Plants vs. Zombies prior to it's release on Xbox Live Arcade this week. Shocking, I know. The title, which has been critically acclaimed pretty much across the board, just made it's first appearance on a home console and it's making me regret not trying the title until now.

For those of you that are as new to the title as I am, Plants vs. Zombies is the epitome of a well-executed tower defense title. You are a gardener that is in charge of strategically placing defensive plants throughout your backyard to prevent invading zombies from reaching your house. You'll have a variety of plants to choose from, with more unlocking as you get deeper into the arcade mode, from peashooters, which are the most basic defensive unit, to sunflowers, that are used to gather resources.

The game maintains a perfect difficulty curve and does a phenomenal job of easing the player into the more difficult and advanced levels, making sure the player has the skills necessary to survive before tossing them into the deep end.

Once the player is tossed into the deep end, however, they had better be prepared for all-out war. As you continue along your zombie-fighting journey, you'll encounter nearly 30 different types of adversaries looking to devour your brains.

You'll start off with normal, easily defeated zombies, but you'll eventually begin encountering super-powered zombies that have shields, armor or even special abilities. The first zombie that will likely knock you down is one that comes out and dances, which summons four zombies that will walk through and wipe out any plants in their path.

The developers seem aware of the issue with most tower-defense titles: the fact that the formula is so simple that the gameplay tends to get old slightly quicker than games in other genres. With that in mind, PopCap has brilliantly diversified the gameplay by adding new dynamics for levels that take place during the nighttime. It's more difficult to plant new plants due to the lack of sunlight, so you'll be required to get a little creative.

 

PopCap has even helped those that get bored quickly by throwing mini-games in for good measure. Every now and again, you'll have the chance to go zombie bowling or play whack-a-zombie, which are surprisingly fun.

The biggest addition to the game has to be the Co-Op and Vs. modes, which make the game Xbox Live worthy. Co-Op mode is exactly what you would think it is, but Vs. mode actually allows you to play as the zombies for the first time in the series' history. The mode definitely adds a new twist to the game and will give fans of the previous iterations of this title something to really look forward to.

There's no denying that Plants vs. Zombies has unbelievable staying power. Most people who have played this game have bought it through several formats, which is further testament to this game's greatness. At $15, you can't really ask for much more in way of gameplay. If you've never played Plants Vs. Zombies, but, like me, have been wondering what all the hype is about, go download the Xbox Live Arcade version of this title now!

XBLA Review: The Deadliest Warrior

For those living under a rock for the past couple of years, Deadliest Warrior is a television show on Spike, which takes some of the most debated upon match-ups between the most fearsome combatants in the history of civilization, confers with experts and declares a victor in the "battle" at the end of the show.

Now, for those living under a rock for the past month and a half, Deadliest Warrior is also an Xbox Live Arcade release by Spike Games that has very much divided the gaming community. While some praise it's simplicity, others have bashed it's tendency to reward button-mashing and bare-bones design. We felt it was only necessary that we give our take on this controversial, yet popular title.

From the get-go, Deadliest Warrior will remind you of the 3-D Mortal Kombat titles. From the battles that see blood spraying everywhere to the way the characters rotate around eachother, the only thing really missing is the iconic announcer declaring "Finish Him!" as Scorpion engulfs his enemy in flames. Even a form of fatalities exist that rival the sheer brutality of those that made the Mortal Kombat series so popular.

Unfortunately, the game is not very rich in features. You have an arcade mode, where you choose a warrior and fight through all of the adversaries in the game, back to back. There are no bosses, but there are "Test Your Might" type of challenges, that fall somewhat short of the car-punching challenge in Street Fighter.

One challenge will require you to run through a meat-locker, slicing up all of the hanging pieces of meat. This activity falls short of being fun or challenging, but one where players face off against one enemy head-on, where each blow leads in some form of dismemberment, is much more fun, if not way too quick.

When facing the AI in arcade mode, the game has a very steep learning curve and will often frustrate when not on the easiest levels. The game takes full advantage of it's knowledge of the fighting engine and uses various one-hit kills and dismembering blows to take you down quickly and relentlessly.

While the single player may be a bit monotonous after a few run-throughs, the multiplayer is a blast if you have a few people watching and commenting. The yells of "ohh!" will definitely add to the competition more so than they would another title or genre. There's just something about watching characters decimate one another in a group setting.

The number one issue that has divided players and critics on this title, however, is the core gameplay. The game's defining aspect is that it sacrifices combat-system depth for "realism", in that it relies heavily on one-hit deaths and a single combo taking down a player for good. This works well in that context, but the lack of overall depth will leave many fighting game vets longing for more.

Another issue is in regards to the fact that many fights will just break down into the players button mashing their way to victory. While other franchises, like Street Fighter and Mortal Kombat, have found a way to neutralize that breed of player for the most part, in Deadliest Warrior, players of that nature tend to thrive.

The movement can a little off and artificial, particularly when the characters run in an opposite direction of the enemy and don't auto-turn to face the enemy. This is a key flaw in the overall gameplay and will, more times than not, end up hurting the player who is attempting to honestly evade attacks (a key component to this title).

The graphics look dated, but at the same time, they aren't awful when you consider that this title is a $15 download. The game really looks about on par with the previous generation Mortal Kombat titles. The blood spurts out nicely and the character models look great. Of course, it's always nice to have destructible environments, which this game does have to an extent. Having a pirate hiding in the bamboo forest, only to run in with your samurai and chop that forest to the ground, along with him, is very satisfying.

The Deadliest Warrior is going to be very hit or miss for you, depending on what you're looking for. If you want depth and fights that always seem "fair", then you might want to skip on this title. However, if you want a title that is fun, satisfying and fully backed by it's developer (the promise of new DLC characters coming soon has been stated over and over again by Spike Games), then you'll definitely want to check out The Deadliest Warrior on Xbox Live Arcade.

Indie Game Review: Jump'n Bounce

 

Sure, most games in the Xbox Live Indie Games section are gimmicks featuring avatars or somewhat short-lived, but every so often, a gem comes along that just separates itself from the rest. Jump'n Bounce, a game developed by DeRail Games, is a retro arcade-style title that is both addicting and well-made.

The game  is the first of three "new retro arcade" titles that DeRail will be releasing into the Xbox Live Indie Games library featuring the smile emoticon, Hug. Jump'n Bounce requires you to get from the start point of a level to the goal, which is represented by a large star, much like in the Mario 64/Mario Galaxy titles. While the mission is simple, actually completing the mission is not always so easy.

Much like most arcade titles, the first couple of levels act as an easy tutorial, building the confidence of the player, while teaching them the ropes of the game. The learning curve is a sharp one, however, as the next few levels will likely knock the player down and have them begging for mercy.

Each level contains checkpoints and several obstacles, including spark-like creatures that move in simple, predetermined patterns, to Sonic the Hedgehog-esque spikes. Touch any of these obstacles and Hug will explode and he will be transported back to the last checkpoint.

Along the way, Hug will be able to collect retro sprites that will give the player bonus points and extra lives, which will be VERY valuable as the levels get more and more difficult later in the game. Luckily, if you run out of lives, there is a continue option at the main title screen.

With most levels, the player will be able to determine for themselves what the path of least resistance is. In an ingenious turn of level-design, DeRail decided to include several paths in each of the levels. Some will be there for the beginners to just simply pass through, while other paths will be there for the high-scorers and speed demons.

Everything about this game's presentation screams "retro," which is the main goal of the title. The entire level is presented at all times, which allows players to plot their every move out before they get to hopping and prevents players from hopping into a hidden danger due to awkward camera angles. Overall, the entire game is just one big nod to the designers that forged the way for the current kings of video games.

Just like the retro arcade titles, there is an actual high-score leaderboard, which allows for name entry. If you're the kind of person that shares your Xbox with someone else, this will definitely spark some great competition. Entering the game, only to see that your roommate has beaten your latest high-score is one of the greatest motivators to try and improve.

The gameplay feels tight and responsive. As Hug, you have three ways to move. You can jump, which is the base move, you can double tap the jump button and perform a valuable double jump, and you can slam Hug down hard after a jump, which will allow him to break through the softer bricks and get him to the jewels and 1-Ups.

With all the praise we've given the title, we haven't even covered the best part of the title: the price. While this probably could've passed for a $5 title on the Xbox Live Arcade, this title is able to be added to your library for the measly sum of $1 (80 Microsoft Points). With all of the prices going up on Xbox Live, it's nice to find a great value like this.

That being said, if you're a fan of classic platforming and feel like administring yourself a healthy dose of nostalgia without the dated-feeling, you'd be foolish not to pick this title up. Even if you're worried about the lack of features and modes, which can be an issue for those extended play-sessions, you'd be foolish to skip the free trial mode, which will give you a perfect glimpse into what this game is really all about. Jump'n Bounce is easily one of the top titles, if not THE top title, in the Xbox Live Indie Arcade. The bar has been set by DeRail Games for all Indie developers.