28th
October
2007
My biggest concern for this game was that Neversoft was going to screw up the gameplay and presentation that that other games in the series had going for them.
Fortunately, neither is true:
- Gameplay is exactly the game, with the only possible exception (after doing a quick GH2 right after Gh3 test) is that there may be more time to see notes before you hit them — but not much. I do think the Star Power indicator is a bit more noticeable (instead of going from grey to blue glowing, the meter “grows” out of the indicator and you don’t have to look too far to see it), though on the opposite side, the resistive wire multiplier indicator is a bit tougher to tell (being the color of the font instead of the bg color of the indicator). I do appreciate the note streak indicator for trying to hit those achievements; the “50 note streak!” announcements the game gives can be distracting the first one or two times, but actually with that note streak indicator, you know what those mean and can safely ignore them later. The boss battle I’ve had (Tom Morello on Medium) is a nice addition to prep you for competitive multiplayer those was a bit too easy. We’ll see how Slash and The Devil go down later.
-I like the presentation a bit more; the menus and the like are the same feel of being a scrapbook-type thing. There’s little animations when you move to each next stages which is a bit nicer than just the tour bus thing. I do like the choreography of the performance a bit more — while its still focused on your guitar character, its aimed more as a music video and cycles around the other members of the band a bit more, without these stuff being distracting to the guitar playing part.
Also, having a lot more masters really helps - the song quality is easily much better than those songs without masters.
Of course, difficulty may be in question and I’ve heard early reports of huge jumps between Medium and Hard– I’m halfway through medium’s set list and yet not to 5-star a performance, so we’ll see how that works out.
posted in guitar-hero-3, initial-impressions, rhythm, xbox-360 |
25th
October
2007
Zack and Wiki feels like a mix of point-and-click adventures with the minigame concept of WarioWare using the Wii remote, and so far seems pretty good. Generally, you point where Zack, a pirate wannabe, goes or investigates on the level, picking up objects or other actions. If a monster appears, you can cause Zack’s partner Wiki (a strange flying monkey-like thing) to transform into a bell to cause the monster to transfer into a usable object. With this objects or other pieces around, you then need to figure out how to avoid traps or cross chasms or the like; using this objects requires to mimic the action , sawing a tree is done by holding the remote horizontally and moving in and out of the screen repeatedly. Each stage is rather short (so far) but can be repeated to improve you score on it… what this does, I don’t know yet.
It looks pretty good, even if it mimics some of the Zelda animations (such as when Zack pulls an item from a chest). However, I’ve only gotten a chance to play a few levels so far to get a better sense for how big this game is.
posted in action, adventure, initial-impressions, nintendo-wii, zack-and-wiki |
25th
October
2007
Played through the first couple of levels of this. The first level is basically the level from the demo, but I had originally played the disk-based demo which had just enough slowness to it to feel off, but I’ve come to learn that that was an earlier build; the demo presently on the PS Store is supported to be speedier, and of course the game itself definitely is at the right pace.
I haven’t gotten too far to get all the new improvements, but there’s two major additions that seem to feel right. The first is that some objects are considered more like “gadgets” though they have one-shot uses (this includes the Disco ball) — that is, they’re almost like special grenade types instead of the usual weapons in the game. The other feature is the ability to advance the increase in power in weapons outside of the experience levels used in previous games by using raritanium in a “tree” of possible improvements, almost like FFX’s sphere grid to a much smaller extent.
Gameplay is otherwise straight consistent with the rest of the games, and doesn’t feel too heavy on using weapons. So far so very good.
posted in action, initial-impressions, playstation-3, ratchet-and-clank-future-tools-of-destruction |
21st
October
2007
posted in action, first-person-shooter, half-life-2, half-life-2-episode-1, half-life-2-episode-2, half-life-series, pc, portal, review, team-fortress-2, the-orange-box, xbox-360 |
21st
October
2007
(This is an early review I did on Shacknews prior to my more normal approach (fixed for some spelling problems) and the new ratings are based on my opinions then and today on the game)
Ok. This game qualifies as one of the weirdest, yet most enjoyable games I’ve seen in a long time. It has nearly no other game that can be said to be in the same genre, and really clears it’s own niche.
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posted in action, katamari-damacy, katamari-series, playstation-2, review-repost |
20th
October
2007

Game sequels can be tricky things; you want to give the players more of the gameplay that likely helped to sell the first game, but you need to find ways to vary it or change the approach to make it more than just an expansion pack. It also doesn’t help when the creator of the idea has washed his hands of it, requiring new people to figure out how to make the sequel better than the original. These are the primary problems that plague Beautiful Katamari by Namco-Bandai - while the core gameplay is exactly what one should expect from the Katamari Damacy series, the overall game lacks the soul that really made both Katamari Damacy and We Love Katamari work well. It further has a probably of being too little game for even the reduced price tag it is being sold at.
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posted in action, beautiful-katamari, katamari-series, review, xbox-360 |
20th
October
2007
I started this game a while ago, and I think other things came up that I didn’t get back around it. But I’ve been working on it more, and while there some interesting elements to the game, it seems very esoteric in its approach.
The game uses a minimalistic interface, with the top screen (generally) showing a professor and his dog in a typical pixel graphic (with black outlines), while the character you control and most of the rest of the game world is closer to watercolor without such outlines shown on the bottom. Furthermore, the game puts you as a third entity that the professor character talks to, and that is in vague control of the main on-screen character. There’s minimal background of the story and most of it seems to be given as the story unfolds in the game. You move the on-screen character around either through dpad or via stylus, and when you come to a creature to fight, you have to put the character in a fighting stance and then let him duke it out, hitting automatically without your intervention — sort of a one step away process like controlling a Sim. There’s a lot of stats that basically grow with repeated use; do a lot of fighting and you’ll gain strength, for example, but there’s not much explanation of these. Fortunately, while having the on-screen character fall in battle will happen a lot, you only have to restart back from the beginning of the level, and it’s not a game-over type situation.
It’s just a weird game, and I’m more interested to see how it will end up then the actual rest of the mechanics.
posted in contact, initial-impressions, jrpg, nintendo-ds |