Reviews

Dungeons and Dragons: Daggerdale Review

Dungeons and Dragons: Daggerdale Review 150 150 GAMESFWD

Dungeons and Dragons: Daggerdale is the latest in a long line of mediocre video games based on the classic pen and paper role playing franchise. This dungeon-crawling action RPG is weighed down by tedious, repetitive gameplay and a number of presentation problems.

The premise of Dungeons and Dragons: Daggerdale is that Rezlus, servant of Bane has taken over The Tower of the Void and plans to destroy the land of Daggerdale. The stories in this type of game don’t usually add much to the experience and this game is no different.

The story of Dungeons and Dragons: Daggerdale is made further irrelevant because of a lacklustre presentation. A couple of cutscenes are presented in a graphic novel style with full voice overs, however most of the story it told through silent, blocky in-game character models that look like and act they were created in the early days of the PlayStation 2.

The rest of the game unfortunately is not much prettier. Washed out muddy colours, generic and repetitive enemy design and blurry textures are accompanied by severe screen tearing, pop in and frame rate problems.

The only positive thing I can say about the look of Dungeons and Dragons: Daggerdale is that equipment changes appear on your character, along with some decent visual flourishes that denote status effects or equipment traits.

Sound design in the game is also rather poor. The sound level is noticeably muted, music is almost non-existent and the sound effects are weak.

Most fans of action RPGs would probably agree that collecting loot and upgrading your equipment is a big part of the fun. This eventually becomes the case in this game, but I was halfway through the five to six hour campaign before I actually started seeing items of interest appear. While there is a good variety of weapons and armour, complete with individual stats and traits, there is no weapon customization to speak of.

There is also little character customization to be had in Dungeons and Dragons: Daggerdale. At the beginning of the game you can chose one of four preset classes; human fighter, dwarven cleric, halfling wizard and elven rogue, the lone female option. Skills–each with three levels–and traits are unlocked in order based on your level and follow a linear progression. There is no option to re-class your character or take on a second class.

You can map up to seven actions, skills or items to the face buttons, with the left trigger used to swap skill sets. The rest of the controller’s buttons are also used, with the camera mapped to both the d-pad and right analogue stick.

Being comfortable with your control setup is important, because you will essentially be mashing your attack and skill buttons for the duration of the game. There is little to no strategy involved in combat, regardless of which class you choose.

It is not uncommon for action RPGs to boil down to a formula of clearing out a room of enemies and moving on, in Dungeons and Dragons: Daggerdale it becomes extraordinarily tedious. The quest structure has you backtrack through each dungeon several times, facing groups of enemies that respawn in the exact same numbers and locations every time you pass through an area.

Enemies scale in level as you advance through the game, but I constantly felt over levelled which made the whole thing feel too easy and sucked away what little fun that was to be had with the combat entirely. I knew what was coming around every corner and which attack or skill was effective.The campaign is broken into four chapters, each containing several quests and side quests, though the last chapter is but a surprisingly short boss fight. Quests invariably entail making your way to a location and destroying a group of enemies or structures. There is no checkpoint system during missions, so if you die or fail, you are forced to start the quest from the beginning, many of which are 10-20 minutes long.

Once you complete the campaign, you will find your character back in the game’s first dungeon with nothing to do but beat up on the same hordes of enemies you already dispatched a dozen times and max out your character at level ten.

You can also play the campaign with up to three others locally or via Xbox LIVE. Players are held within about half of a screen of each other by an invisible tether and can revive each other if they fall. Unfortunately, the game’s already shaky performance takes a big hit in multiplayer.

With action RPG titles like TorchlightDungeon Siege III and even Deathspank available on the Xbox 360, it’s hard to make a case for Dungeons and Dragons: Daggerdale for anyone but the most ardent and patient fans of the franchise. The short, yet tedious campaign, substandard presentation and performance and lack of customization options made it hard for me to find any real pleasure in playing this game.

NINTENDOGS + CATS REVIEW

NINTENDOGS + CATS REVIEW 150 150 GAMESFWD

The Nintendo 3DS is home to the second iteration of the popular virtual pet franchise. nintendogs + cats comes in three flavours; Toy Poodle, French Bulldog and Golden Retriever and as its title suggests, now includes cats. While each version of the game contains nine unique dog breeds, all offer the same three cat breeds to chose from.

nintendogs + cats closely follows the concept laid out the previous versions for the DS, and revolves around feeding, cleaning, playing and competing with your puppy. Voice recognition is central to the game and works pretty accurately, according to your dog’s level of obedience.

Being on the 3DS, you have the option to view and interact with your pets in 3D. I found the calibration to be very good and could look at the screen at a regular playing distance with the 3D effect at full strength. However, I tended to play with the 3D turned all the way down, since it didn’t add very much to my experience.

Each day, you can teach your dog up to three tricks. They will be used in competitions to earn money for supplies, accessories, toys, furniture for your house and additional pets. The game starts off by giving you $1,000 for your first puppy and basic supplies.

Your puppy can perform in any of three events—lure coursing, obedience trial and disc competitions—which progressively unlock higher difficulties, offering bigger cash awards. For the obedience trial, you will need the augmented reality (AR) cards included with the Nintendo 3DS hardware.

The key to succeeding in these competitions is training. You can do so by hitting the gym or the park regularly in different parts of town. When you take your dog for a walk, you will eventually gain access to these new areas—downtown, seaside and the mountains—which can be accessed by following signs along the road. It is great to have new routes to walk down, however, the game could have benefited from including a map or list of the venues in each area.

Disc Competitions are a Great Way to Earn CashIf you rarely take your dog out training, you will be reminded to do so by the people you come across during your walks. They will occasionally suggest that both of yours dogs go play together at the park. Training with other dogs can sometimes be difficult, since better trained dogs are likely to interfere by jumping into the action. In addition to helping your pup gain valuable competitive skills, regular training will help ensure that your dog maintains a healthy weight (mine went from “skinny,” to “ideal” and “plump” after a few days of not training).

When out on walks, you should guide your dog toward patches of grass for it to pee, pick up its poop by tapping on it when it appears on the screen (interestingly, you never have to buy new baggies for this purpose), and tug on its leash when it starts sniffing at garbage.

A treat icon will appear on the side of the screen when your dog responds to the tug, which you can tap before it disappears to give to your puppy as a reward. The weather will occasionally be rainy creating puddles in which your pup will want to play. If you dog behaves, you can tug on its leash again before it gets dirty.

You will come across other interesting venues during your walks, such as a cafe where you and your dog can share a treat and a boutique shop where you can purchase unique items. Your dog will also find presents along the way, ranging from toys and treats, to materials that can be recycled and turned into new items at the second hand shop.

You can access this and the other main shops from the “Go out” menu when in your house. There, you will find the usual Pet supplies, Accessories and Interiors stores, along with the Kennel where you can purchase additional pets, including cats (it is good to note that cats offer much fewer options than dogs; they don’t respond by name, learn tricks, participate in competitions or come out for walks). You will also find a Pet Hotel where you can temporarily drop off one of your animals, though I am not sure what purpose this serves.

The pedometer feature built into the 3DS also lets you take your virtual dog out for a real life walk by selecting the option in the “Go out” menu. Once activated, you shut the lid of your 3DS and insert the device into a backpack to count your steps. The longer you walk, the happier your puppy will be.

You will also earn a special gift for reaching certain numbers of steps and the game keeps a total of the steps walked with your dog. I have tried using the feature by inserting the 3DS in a side bag and found that almost no steps were registered. You can also turn on the wi-fi on the 3DS while in this mode to enable StreetPass functionality and the game can receive SpotPass updates such as new pets to meet.

Puppies Respond to Your Voice and FaceOther interesting features include face recognition, where when you place your face close enough to the screen, your dog can recognize you and lick the screen. You can make your puppy wear Nintendo-themed hats by using the AR function in your supplies, though it would have been fun if using this feature actually unlocked the hats in your inventory for permanent use.

You can also take pictures of your pets, from the menu or by pressing one of the shoulder buttons. nintendogs + cats includes a journal, in which you can take handwritten notes about your pet. I found this feature to be incomplete and have not made use of it. I would have liked to see it keeping track of your pup’s milestones automatically, like a mission log.

The control scheme is pretty straightforward. The game mostly uses voice controls, to call dogs by name and to make them perform tricks. While you can call your pup by tapping the screen three times or tapping the central “calling button” in the menu, there appears to be no alternative means of calling out tricks. I see this as an accessibility drawback as well as a limit to playing the game in public places. This could have easily been remedied by assigning various button combinations for each trick. No buttons are used in the game, aside from the shoulder buttons, so this would not have interfered with other functions.

The graphics are pretty solid, especially the pet animations which are quite detailed and feel realistic. The only hiccup I found were when I had more than one pet at home, where they would clip each other when they moved in close proximity. There is also no way to control the camera unless your pet is standing right in front of you. I found this took away from the experience, particularly when witnessing your pet playing with a toy and going out of view.

While nintendogs + cats is engaging and very sweet, it does little to innovate from previous versions in the series. For that reason, I am not sure that I would keep on playing the game after finishing all the levels of competitions and winning them, and the game loses its novelty pretty quickly. However I might go back once in a while, because I do feel bad for neglecting my pet, even if only virtual. It would have been nice if missions or some other new dimension had been added to the game to really keep you coming back, but all in all it’s a nice way to pass the time.

Positives:

+ Good Voice Recognition
+ Pedometer Function
+ Charming Way to Pass the Time

Negatives:

– Not Much Different From Previous Versions
– Very Limited AR Integration
– Accessibility Options Are Limited

NINTENDO 3DS HARDWARE REVIEW

NINTENDO 3DS HARDWARE REVIEW 150 150 GAMESFWD

The 3DS from Nintendo is a worthy upgrade and sets the tone for the next generation of portable gaming. It features a solid build quality, the ability to take 3D photos, real-time online functionality and built-in augmented reality software.

Of course, the 3DS can also display content—from the system menu to games and videos—in 3D on its upper screen without the need for glasses, which is arguably the biggest appeal of the hardware. However, there are some quirks and limitations to the 3D technology.

To view the 3D effect, the 3DS should be between nine and 14 inches from your face, directly in front of you. The “sweet spot” for optimal viewing can vary widely from person to person, so luckily the hardware includes a slider to control the intensity of the effect, meaning users can optimize their viewing experience.

The 3D effect can be turned off completely, which leaves you with a crisper, brighter 2D image and often results in game software running at a higher frame rate. 3DS software is typically limited to 30 fps in 3D mode.

It is recommended that those with children under seven years of age disable 3D using parental controls, to prevent their children from potentially damaging their vision.

3D is not mandatory and Nintendo is actively discouraging developers from creating software that is 3D dependent. While this means more people, including young children and those incapable of seeing stereoscopic 3D (stereo blind) can enjoy playing games on the 3DS, it also means that 3D will be relegated to a display enhancement and not a gameplay revolution like the Wii or DS were upon release.

From a personal standpoint, the 3D works and I usually have it set to 80-100% strength. However in the case of playing Pilotwings Resort, I need to turn it down to about 30% or the image will become blurry and defocused.

I also have difficulty seeing the 3D effect without my glasses as one of my eyes is substantially weaker than the other. I suspect that if I was equally blind in both eyes the effect would work again. Also, I have never been able to see “magic eye” posters, but can see the 3D effect of the 3DS.

The Aqua Blue Version of the Nintendo 3DS

The Aqua Blue Version of the Nintendo 3DSThe 3D, widescreen upper display looks very nice It’s crisp and bright and is a great showcase for the increased horsepower of the 3DS compared to its predecessor or the PSP. Graphically speaking it looks in line with Wii software and the 3DS undoubtedly has the best graphics of currently available handheld devices.

The audio fidelity also seems better than previous DS consoles, though it could just be perceived because of better speaker hardware. The 3DS has a fully-featured music player that includes eight visualizations, the ability to adjust tempo and pitch, add effects or even play along with a kick and snare drum.

The Nintendo 3DS Sound application also allows users to record and edit almost 200 samples of ten seconds or less.

Also built into the 3DS operating system is the AR (augmented reality) Games application. Each 3DS system comes with six cards featuring familiar Nintendo characters. When these cards are placed on a flat surface and scanned using the AR Games application, they transform the world around you into a gameplay environment.

I won’t ruin the surprise for you, but using the AR Games cards for the first time gave me a sense of childlike joy I haven’t felt from a gaming device in some time. It’s a really cool feature that could be implemented into retail games. Hopefully we see Nintendo release new sets of cards or package them with retail games as an enhancement.

Face Raiders is a built-in AR game that uses projects photos you take onto floating heads that you must shoot with the A button. You must literally look around your environment, utilizing the built-in accelerometer and gyroscope of the 3DS to aim. Its a fun little novelty that showcases the features of the 3DS, but its quite shallow and didn’t hold my attention for even an hour.

The Mii characters that became ubiquitous on Wii are integrated into the 3DS experience in a major way. When you open the Mii Maker for the first time, you will create your personal Mii that essentially serves as the main identity of your system. You can make a Mii from scratch, use the inner camera to snap a photo, or even import from your Wii.

The StreetPass Mii Plaza acts as an online hub of sorts. When in sleep mode (on but closed), or while playing a game, the wireless StreetPass technology actively looks for other 3DS signals in the area and can transfer game information and Mii data. Using this feature allows you to populate your StreetPass Mii Plaza.

There are some games built into the StreetPass Mii Plaza also. Find Mii is a dungeon-crawling adventure of sorts that requires you to hire heroes. This can be accomplished using StreetPass, or by spending Play Coins. Play Coins are earned by simply walking around with your 3DS in sleep mode and utilizing a built in
pedometer system. You can earn up to ten Play Coins a day, which only takes 1000 steps to get.

Once you hire heroes, they set off on a journey to find your Mii and will encounter enemies along the way. Defeating enemies will earn you special hats to place on your Mii. Your heroes can perform one action before they are exhausted, so getting through Find Mii could take a while.

You can also use Play Coins and StreetPass encounters to play Puzzle Swap. This simply entails collecting a number of pieces to view a 3D picture.

There are some more practical features built into the 3DS as well. Game Notes allows you to jot down notes for suspended game software, which can be very useful if you need to stop playing suddenly and don’t want to forget what you’re doing.

A detailed Activity Log tracks your play time for software and system functions, as well as your pedometer data. It can be sorted in a number of ways and even keeps a cumulative monthly total.

There are a ton of bells and whistles included in the 3DS operating system, but Nintendo still can’t seem to get the basic user interface experience right. Menus are needlessly cumbersome and obtuse and managing your friends list or data can be a real chore. It’s familiar and somewhat expected, but if there was one thing I’d improve about the 3DS, it’s the UI.

The actual 3DS hardware is a bit thicker and shorter in length, but isn’t that much different from a DSi outside of its technological upgrades. The d-pad, face button and trigger hardware haven’t changed, though there are some layout changes.

Face Raiders is a Built-In Augmented Reality Game

Face Raiders is a Built-In Augmented Reality GameThe d-pad has been moved down to accommodate the new analog-style circle pad. The circle pad is tight and responsive, however I found that the d-pad is set a little low to operate comfortably during long play sessions.

Start and select have been moved to under the touch screen, along with a new home button that allows you to access the UI while using software. The camera has been moved to above the top screen and an Infrared port has been added.

A change I did not care for at all was going from a digital volume control back to a tiny slider like on older DS hardware. A wireless switch that can be toggled at any time is on the other side of the unit. The SD card slot has switched sides and the telescoping stylus housing has been moved to the top.

The hardware feels solid for the most part, but can clearly be improved from both a functionality and an aesthetic standpoint. Battery life could also be improved, as you can expect the unit to last about 3 hours on a full charge when using 3D and wireless functionality. The included charging cradle is really more of a necessity than a luxury.

I’ve spent a solid week with the 3DS and a number of games and for me, it was a very worthwhile upgrade from the DSi. It’s not a huge generational leap in terms of gameplay or even graphics just yet and the 3D effect is primarily cosmetic, but it’s just enough of an advancement to be relevant and feel fresh.

I would highly suggest researching the available titles and even trying an in-store display to be sure the 3DS is for you. The launch lineup is rather thin, with the next wave of major titles not expected until Fall of 2011. Of course, the 3DS is backwards compatible with your DS and DSi cartridges as well.

It should be noted that an update will be made available in May of 2011 that will allow you to transfer your DSiWare purchases to the 3DS and access the 3DSWare store and utilize the built-in Internet browser.

Positives:

+ Glasses-Free 3D Display Works as Advertised
+ 3D Photo Application and AR Games
+ Solid Hardware Build

Negatives:

– Relatively Short Battery Life
– Can be Tough to Find the “Sweet Spot” for 3D Viewing
– User Interface is Cumbersome

PLAYSTATION MOVE SHARP SHOOTER ATTACHMENT REVIEW

PLAYSTATION MOVE SHARP SHOOTER ATTACHMENT REVIEW 150 150 GAMESFWD

The PlayStation Move Sharp Shooter Attachment is one of the most immersive, advanced and realistic video game gun peripherals ever to hit the market. However, it does have some ergonomic quirks and a rather high cost of entry.

To use the PlayStation Move Sharp Shooter Attachment, you need a PlayStation Move Motion Controller, a PlayStation Move Navigation Controller and a PlayStation Eye, meaning before you even have a game to play, you must invest about $160 including the cost of the gun itself.

Assembling the PlayStation Move Sharp Shooter Attachment is quite easy. The PlayStation Move Motion Controller is housed on the top under a locking snap mechanism and makes use of the output port of the controller. The PlayStation Move Navigation Controller rests in the bottom handle.

Once assembled, the PlayStation Move Sharp Shooter Attachment is about 21 inches long. With its telescoping stock extended it grows to about 25 inches. The assembled unit weighs in at about three pounds.

This Peripheral Has no Shortage of Input OptionsThe PlayStation Move Sharp Shooter Attachment has a veritable arsenal of inputs. The spring-loaded trigger is very smooth and responsive and is accompanied by a three setting rate of fire switch. Under that is a Move button which is generally mapped to an alternate fire or grenade input. The Move button has a “safety” lock mechanism to prevent unwanted firing.

Above the trigger on either side of the gun are triangle and square buttons that are generally mapped to weapon switching or secondary actions.

The handle that the PlayStation Move Navigation Controller is in has a shotgun-style pump action for reloading and there is even a button on the bottom of the gun that simulates snapping a clip of ammunition into place.

My issue is that the PlayStation Move Navigation Controller is in an unnatural-feeling location. Utilizing the analog stick, d-pad, two face buttons and two triggers effectively can be awkward and challenging. Putting the controller in a more vertical position or allowing it to twist from side to side would have made it more comfortable to operate.

If you can stomach the cost of entry, you’ll find what is arguably the best home console gun peripheral ever in the PlayStation Move Sharp Shooter Attachment. However, with a currently limited compatible software selection of less than half a dozen titles, it’s very hard to recommend people who don’t already have the required hardware.

Positives:

+ Provides an Immersive and Realistic Shooting Experience
+ Lots of Well-Built Input Options
+ Ambidextrous Design

Negatives:

– Start Up Cost is $160 without a Game
– PlayStation Move Navigation Controller Placement can be Awkward to Use

MATT HAZARD: BLOOD BATH AND BEYOND REVIEW

MATT HAZARD: BLOOD BATH AND BEYOND REVIEW 150 150 GAMESFWD

Fans of tough as nails arcade gameplay in the vein of Contra or Metal Slug will get the most out of Matt Hazard: Blood Bath and Beyond while those looking for the next great 2.5D side-scrolling adventure will be disappointed by linear, uninspired level designs.

Matt Hazard is an out of work old-school video game character whose best days are behind him. Things get worse when his arch nemesis General Neutronov escapes into the Marathon Megasoft game server and kidnaps a past version of Matt Hazard with the intention of deleting it and thus ending his existence entirely.

Matt Hazard’s sidekick has the ability to teleport him into any of the games on the Marathon Megasoft server that General Neutronov escapes to. These fictional video games often parody the look of real-life titles like Mirror’s EdgeBioshock and Elevator Action, though the gameplay of Matt Hazard: Blood Bath and Beyond remains almost exclusively rooted in run-and-gun territory.

Much like the 2009 critical and commercial failure Eat Lead: The Return of Matt Hazard, this follow-up features juvinile, self-referential humour that plays on a number of video game clichés and highlights Hazard’s own real-world shortcomings. Hazard himself is reminiscent of Duke Nukem or Serious Sam and comes complete with a number of spoken puns and one-liners.

The story in Matt Hazard: Blood Bath and Beyond is pretty much nonexistent, but there are text-based cut scenes that precede the game’s eight levels to set up the premise of each one and crack a few jokes. The game is not particularly well-written or funny, but it is constant with its humour and I will admit to laughing once or twice at the dialogue of General Neutronov.

Each level will take about 15-20 minutes to complete during your first run through the game and each culminates with a boss fight, most of which are rather well done. Despite the levels being intricately detailed, they are also extremely linear except for a couple towards the end that feature branching paths. You are unable to backtrack through levels, so obtaining all of the collectibles in Matt Hazard: Blood Bath and Beyond will require multiple playthroughs of some levels though a Quick Play mode that is unlocked after beating the game.

In between levels, you get to play Ragdoll Pachinko using coins that you collect by killing certain enemies. This fun game of chance would make a great iPhone/iPod Touch App and determines the bonus score you receive at the end of each level, which will likely drive some of those with aspirations of climbing the leaderboards crazy. There are also colleciable Game Boxes to obtain for each level, which do little but provide a bit of extra personality to the game.

Fans of side-scrolling shooting games will be pleased to know that Matt Hazard: Blood Bath and Beyond is a rather difficult entry in the genre. It was not uncommon for me to experience 20-30 deaths in a level my first time through the game, especially while trying to figure out boss patterns or falling victim to platforming sections that are made frustrating by floaty controls.

The three levels of difficulty do nothing to the game itself, but rather they adjust the amount of lives and continues that you start the game with. The lowest difficulty affords you with unlimited continues while the most difficult allows none. Leaderboards can be sorted by difficulty, so it’s easy to know exactly where you stand.

Matt Hazard: Blood Bath and Beyond can best be described as a blood-soaked mashup of Metal Slug and Contra and generally sees you running left to right while destroying everything in your path, though action does take place on a third dimension occasionally. When you see enemies in the background, you can focus on them by holding the left trigger.

You can also make Hazard stand in place and aim using either of the bumpers or toss grenades with the right trigger. Shooting and jumping are mapped to face buttons, as is Hazard Time; a short burst of power and invulnerability. Movement is mapped to both the left analog stick and d-pad

Though functional, the control scheme can be cumbersome and it lacks the fluidity of a title like Shadow Complex. The right analog stick is not used, but one-handed gamers may have difficulty with Matt Hazard: Blood Bath and Beyond because it uses both triggers or bumpers and face buttons in tandem.

One area where this game shines is in its graphical presentation. Every level is extremely detailed and the lighting and shadows are among the best I’ve seen on Xbox LIVE Arcade. Even during heavy action and boss fights Matt Hazard: Blood Bath and Beyond runs at a smooth 60 frames per second with no screen tearing. One fault that did annoy me was the tendency of enemy bullets to be obscured by lighting effects or bright spots in the background.

Aside from Matt Hazard’s in-game speech clips, there is little about the audio design that stands out. Weapon and explosion sound effects are adequate, but on the thin side and the soundtrack was completely forgettable, if not well-themed.

I did enjoy the few hours it took to complete Matt Hazard: Blood Bath and Beyond once I got used to the controls, however there was very little to draw me back when I was done and I can’t help but feel it would have been a much better value at a $10 price point.  High score chasers will get the most out of this game while casual players may wonder exactly what they paid a premium price for.

As long as you know what you are getting into and not expecting a sprawling adventure like Shadow ComplexTrine or Bionic Commando: Rearmed, there certainly is some fun to be had with Matt Hazard: Blood Bath and Beyond and you can even play co-op with a buddy on your couch or via Xbox LIVE.

Positives:

+ Excellent Graphics and Performance
+ Humourous Story and Parodies
+ Lots of Personality

Negatives:

– Linear Level Design
– Floaty Platforming Controls
– Somewhat Cumbersome Control Scheme

SINGSTAR DANCE REVIEW

SINGSTAR DANCE REVIEW 150 150 GAMESFWD

SingStar Dance allows up to four friends to sing and dance along to 30 pop hits using PlayStation Move Motion Controllers, a PlayStation Eye and two included microphones. Players can also upload and share their performances to the My SingStar Online community.

Unfortunately, the dance element is far from intuitive and lacks enough content to be compelling. Long-time SingStar fans will also find a high ratio of content that has been previously released on disc and as DLC though the SingStore.

For the uninitiated, the SingStar series are karaoke performance games that, in most cases, feature the original music videos of popular songs form the 1960s to present day. Players are scored on both their pitch and timing across three difficulty levels. There is no way to actually fail a song in SingStar and the games thrive in a social gaming environment.

SingStar Dance, as its name suggests, adds dancing to the mix by way of one PlayStation Move Motion Controller per dancer. During dance-enables songs, a recorded professional dancer will appear on the right side of the screen.

Players must hold their Playstation Move Motion Controller in their right hand and attempt to follow along to the on-screen dancer as they perform choreography. This controller-based approach to dancing doesn’t feel very natural and the choreography relies heavily on right arm motions, oftentimes looking awkward.

Should a friend want to dance with you, the game will switch to a two-person routine that includes distinct co-operative moves and features a second on-screen dancer to follow. This helps add some variety to the dance routines and keeps the game marginally interesting. For the most part, however, the dancing adds nothing positive to the SingStar series and simply isn’t very fun.

Though the developers did include a practice mode, I never seem to feel comfortable with the routines, given their unnatural overuse of your right arm and no system in place to remind you of the next move. I feel like I’m blindly trying to follow along with a music video rather than really learning a dance routine.

The biggest problem with SingStar Dance is its content, or rather lack thereof. The 30 on-disc songs make great choices as dance songs and do represent good value thanks to the inclusion of music videos and two dance routines for each, however these are only 30 songs out of a library of almost more than 1000 including the PS2 SingStar titles.

I’ve been playing SingStar since it was introduced to North America and even imported the UK version of the first PlayStation 3 title months before it was released here. I have a library of well over 300 songs at this point, so to only be able to use less than 10% of them in dance mode is sorely disappointing and makes this edition feel like a cheap novelty.

About a dozen dance-enabled add-ons for previously released songs are available on the SingStore at this time at a cost of $0.49 each (songs themselves are $1.49). I should note that dance add-ons only work with content purchased on the SingStore and not with disc-based content released prior to SingStar Dance.

Obviously it would be logistically impossible for the developers to add distinct choreography to the entire SingStar library, however what they could have done is created a pool of generic dance routines that could be used with any song of a certain length or at a certain tempo.

Because of its awkward dance mechanics and re-hashed song selection, I can safely say that SingStar Dance is my least favourite edition in the entire series and that I’ll likely never play it again other than to show my friends how bad it really is.

The one-armed dance mechanic can be easily cheated, the rap system is still completely broken and I already had more than 30% of the included songs in my library; a problem likely to happen to many long-time SingStar fans.

Positives:

+ Great Social Gaming Title
+ Can Record, Upload and Share Content with Large Online Community

Negatives:

– Dancing Mechanics are Not Fun, can be Cheated
– Content Overlaps with Older Discs and DLC
– Less than 45 Dance-Enabled Songs in a Library of over 1000

KINECT FOR XBOX 360 HARDWARE REVIEW

KINECT FOR XBOX 360 HARDWARE REVIEW 150 150 GAMESFWD

When it works properly, Kinect for Xbox 360 provides a remarkably intuitive and immersive, controller-free gaming experience. However extremely restrictive play space requirements may prevent some gamers from getting the most out of the device.

Kinect for Xbox 360 utilizes an RGB camera for functions such as facial recognition. An infrared depth sensor allows the device to see your play area in 3D under any lighting conditions and a multiarray microphone allows for both voice commands and headset-free communication with friends.

Setting up Kinect for Xbox 360 is a simple and straightforward process. The sensor requires a power source and should be placed in the centre of your TV at a height of two to six feet (61-183 cm). According to the packaging and instructions, the sensor must be at least six to eight feet (183-244 cm) away from where you will be playing.

In my experience, however, this is simply not enough space for Kinect for Xbox 360 to function properly. At my initial sensor placement of four feet (122 cm) high and 7 feet (213cm) away from where I was standing, the Kinect sensor simply could not see enough of my body—I am 5’6” (168 cm) tall—and my floor to accurately detect my movements or create a Kinect ID through facial recognition regardless of lighting conditions.

After some adjustments, namely placing the Kinect sensor on my centre channel speaker at a height of about six feet (183 cm), I was able to successfully calibrate the device using a somewhat odd-looking calibration card included in the package. I was unable however, to properly go through the Kinect ID setup without moving my couch and creating a ten by ten foot (348 cm) play area.

This strict space requirement is the biggest downfall of Kinect for Xbox 360, particularly for those living in urban environments like apartments and condos. Having to clear our living room every time we want to play will likely hinder the amount of time we spend gaming with Kinect after the initial excitement and holiday social season pass.

With all of that said, once I got everything working properly, including a quick and easy voice calibration I started having fun. Lots of it, too. There is an inherent intuitiveness about using Kinect for Xbox 360 that makes it feel oddly natural.

If you wave to your Kinect sensor or say “Xbox Kinect” while on the standard Xbox 360 dashboard, you will be taken to the Kinect Hub; a voice and hand-controlled version of the dashboard. From here you can create Kinect IDs, use the Kinect tuner, or start up the Video Kinect communication tool. Unfortunately, you cannot access functions like system settings or memory management through the Kinect hub.

You can bring up the Kinect hub in-game by making a specific gesture for a few seconds in order to check your messages or just pause the game and take a break. In my experience during the first week after launch, Kinect gaming has been physically demanding, but also very enjoyable.

The sensor comes bundled with a Kinect Adventures disc that also contains demos for the insanely fun Dance Central, futuristic fitness game Your Shape: Fitness Evolved and Kinect Joy RideKinect Adventures itself is a middling collection of minigames, though it does feature online play and the ability to share content like photos through a dedicated website called Kinect Share.

Both Dance Central and Your Shape: Fitness Evolved excellently showcase the capabilities of Kinect as a full-body tracking motion control device and will likely become many Kinect for Xbox 360 adopters’ first two purchases as they were ours. Kinect Joy Ride is a rather shallow kart racing game that can be played while sitting down.

At this time, Kinect for Xbox 360 is rather inaccessible for physically challenged gamers. Though voice commands may help some in controlling media playback, the bulk of software available requires an able-bodied, if not physically fit player. A seated or one-handed player can simply not play most of what is available at all. On the bright side, hybrid games that use a standard controller as well as Kinect functionality are on their way and may prove to be more accessible.

Kinect for Xbox 360 is a very promising technology that can create a truly unique and immersive gaming experience for up to two players at once and represents a good value. It lays a solid groundwork for the future of controller-free gaming, however certain aspects, particularly the space requirements and rather noticeable lag contribute to a feeling of the technology not quite being ready.

Positives:

+ Truly Unique and Immersive Gaming Experience
+ Best Device for Active Gaming like Dance and Fitness
+ Arm and Voice Controls are Great for Media Playback

Negatives:

– Space Requirements Exceed Those Listed on Packaging
– Not Accessible to Disabled Gamers at Launch
– Two Player Limit

HEROES OF KALEVALA REVIEW

HEROES OF KALEVALA REVIEW 150 150 GAMESFWD

This colourful match-three puzzle game presents players with the added dimension of managing a simulated village. Available for iOS devices, Mac OS X and PC, Heroes of Kalevala is both pleasant and attractive, offering over 140 hand-crafted puzzles.

Behind the game is the premise that an evil witch is truing to take over the land of Kalevala. With the help of mythical heroes, players must solve puzzles to acquire gold used to buy houses and other village necessities so that residents can inhabit the land.

The puzzle gameplay is straightforward and includes a few special touches making it a unique experience. Puzzle boards have irregular shapes which range from level to level. Using a match-three mechanic similar to Bejeweled or Puzzle Quest, players must turn the background of every tile to blue before the time runs out. Doing so will complete the level.

Cleared pieces are replaced by others that cascade down but because of the irregular shape of the board the pieces that fall don’t always come in the location you might expect.

Happiness is the key to your success. Depicted by green happy faces above their heads, every happy resident will earn players ten bonus gold at the end of a puzzle. Making them happy is simple enough and requires the purchase of items for your village, such as trees.

If there are not enough happiness-inducing items in your village, residents will walk around with red sad faces above their heads, meaning no extra gold can be earned from them during a puzzle.

The witch’s evil crow will gradually circles the puzzle board, acting as a timer and progressively eating away at bonus gems. If it reaches its starting point before you turn all of the tiles blue, you will have to restart.

Players can slow down the crow’s progress by momentarily stunning him, either by making a match with pieces that touch it or by using a bomb in its proximity. The game keeps tracks of how many levels players have failed, so it is often best to restart a level when you think that it won’t be cleared in time.

As you play Heroes of Kalevala, your village will move up in rank starting at bronze, followed by silver and gold. As you advance, you will unlock new items in the shop. These range from different types of trees and larger buildings, to happiness-inducing items like fountains or sundials, and jobs like gardener, carpenter and farmer.

While jobs are meant to increase your village’s capacity, there is little to do beyond giving job hats to villagers. Players will eventually unlock the Settler, who they can purchase to open the next village. Before start a new village, you can select an amount of gold you want to transfer over to give you a head start.

Puzzles are numbered according to your overall progress, and are not assigned to a specific village. You could conceivably play all 140 plus puzzles without leaving the first village.

Heroes are also progressively unlocked as you collect gold in each village. They are used in puzzles and appear as character pieces on the board. Match them to use a hero’s special ability, which clears extra pieces on the board and turns tiles blue. Before beginning a new puzzle you will have the option to chose which unlocked hero you wish to use.

As you advance through the game, additional puzzle components with special clearing conditions are introduced such as a locked tiles, ice tiles, stone tiles and tar tiles. Alternatively, using a bomb will also work to remove or break down some of these special tiles. Small bombs appear by making four-piece matches, while larger bombs come from matches with five pieces or more. Some bombs will appear on the board at the beginning of a puzzle.

The simulation aspect of Heroes of Kalevala could have been more deeply explored. As it stands, there is very little to manage beyond buying and placing items. Once there are enough trees per resident, your job is done, until you can buy more houses and trees. It would have been interesting to add more challenges in your village such as needing to water trees regularly or repair houses.

The presentation is quite nice with brightly coloured 2D graphics. Central to the game, the heroes are very well drawn and detailed, their appearance reminiscent of Greek gods. The puzzles are also neatly designed, with clean looking graphics and tiles that change according to the village you are in.

The village backgrounds are attractively-coloured and detailed though the residents look underwhelming as basic sprites which occasionally clip into their surroundings. The soundtrack that accompanies the game is orchestrated and pretty.

The touch-based control scheme in Heroes of Kalevala is generally good, though it could use a some tweaks. Unsure whether it is because the controls are too sensitive or that the tiles are too small, there were a few instances when I tapped the touch screen to select a tile and the software selected another. This became a problem when pressed for time, especially when this mis-selection led to an unplanned match, thus ruining planned sequences or timing and requiring a do-over.

After five and a half hours of game play, I have completed 70 levels, unlocked all four villages, including one which I have finished and gold-ranked, and unlocked nine out of ten heroes. The game contains no difficulty settings but starts out very easy and ramps up in difficulty as you progress. However, it becomes easy again about half way through once you unlock most of the assists. Players can continue playing the puzzles indefinitely after having completed the storyline.

As a puzzle game, Heroes of Kalevala is fun and original, though familiar in its mechanics. With its varied puzzle formats and contents, the game can easily be played for a few hours at a time or in short bursts with little redundancy.

However, the village component could have been much deeper. Without the need to tend to your village or manage villagers beyond settling them in, this feels like a wasted opportunity. However, the overall product is still enjoyable and a solid pickup for fans of the puzzle genre.

Editorial Note: The team at 10tons Ltd. provided Game Forward with a review build of Heroes of Kalevala for iPhone and iPod Touch. It is also available on iPad for $4.99 and for Windows PC and Mac OSX at a suggested price of $9.99

Positives:

+ Fun and Varied Match-Three Puzzle Mechanic
+ Detailed Graphics, Supports Retina Display
+ Excellent Soundtrack

Negatives:

– Village Simulation Lacks Depth
– Controls can be Inaccurate, Too Sensitive

GUITAR HERO: WARRIORS OF ROCK GUITAR CONTROLLER REVIEW

GUITAR HERO: WARRIORS OF ROCK GUITAR CONTROLLER REVIEW 150 150 GAMESFWD

The Guitar Hero: Warriors of Rock Guitar Controller features a modular design, “solid body” construction that reduces the chance of hardware malfunction and is the most lefty-friendly plastic guitar on the market today.

The touch strip that was introduced with the Guitar Hero: World Tour controller has been removed in favour of having all the internal electronics near the base of the controller’s neck. Instead of the neck detaching from the body, only the head does.

This design means less chance for the contacts to become damaged or loose over time, which was an all-too-common and frustrating flaw of previous controllers. The new design also allows for some customization, because the body’s “wings” can be detached and replaced.

I received a set of bonus wings with my purchase and found the process of switching them quite cumbersome because of a the locking mechanism.

The strum bar feels extremely responsive and even after playing through the Guitar Hero: Warriors of Rock Quest Mode, the fret buttons feel new and they sound markedly quieter than on previous controllers we’ve owned

Though slightly smaller than recent guitar controllers in length, The Guitar Hero: Warriors of Rock Guitar Controller feels comfortable and correctly weighted and the strap location feels more natural regardless of the handedness you play.

From a personal standpoint, this is the best Guitar Hero controller yet because the designers have finally included those of us that use the lefty flip option in their plans.

Though the whammy bar is still in the way a bit, the d-pad has been moved to a more central location and sunken, meaning no more aggravating, combo-breaking strums from accidentally brushing against the d-pad while playing.

The Guitar Hero: Warriors of Rock Guitar Controller is perhaps the most accessible to physically challenged players yet as well. With the wings removed the guitar becomes a rather small, thin stick that could be modified or mounted for any number of table top or lap top uses with relative ease.

The removal of the touch strip may be lamented by some hardcore players, but for most players looking to replace an old controller, the Guitar Hero: Warriors of Rock is an excellent choice thanks to its solid build quality and more universal design.

Positives:

+ Solid-Body Construction
+ More Lefty-Friendly Design
+ Modular Design could be Adapted for Accessibility Needs

Negatives:

– Touch Strip was Removed

DEAD RISING 2: CASE ZERO REVIEW

DEAD RISING 2: CASE ZERO REVIEW 150 150 GAMESFWD

Dead Rising 2: Case Zero provides players with an idea of what to expect from the sequel to the 2006 Xbox 360 exclusive Dead Rising and introduces new protagonist Chuck Greene. This demo-cum-prequel also reassures fans that almost everything they loved about the first game is intact and the tense, time-constrained gameplay experience has not been watered down.

Chuck Greene is a motorcycle stuntman with a big problem. His daughter Katey has been infected with a virus that will turn her into a zombie unless she gets a shot of a drug called Zombrex every 12 hours. We are introduced to Chuck and Katey as they pull into a gas station in the small desert town of Still Creek in search of supplies.

The pair ends up stranded in the zombie-riddled town after their truck is stolen. Chuck needs to find Katey’s next dose of Zombrex and get her out of town before the military arrives and invariably takes her to a quarantine zone.

Players will encounter a number of missions in Dead Rising 2: Case Zero. Chuck will be able to collect important items, escort survivors to safety or simply slaughter as many zombies as he can during any given play through.

Like the first game, a varied set of achievements will have most playing through the brief 90 minute campaign several times. It’s next to impossible to do everything in one run because of severe time constraints. Players will have to manage their time and resources and make decisions about what is most important to them during a playthrough.

Should you reach any one of several endings or succumb to the zombies, your experience and money will carry over to your next playthrough, meaning Chuck will be stronger from the get-go and certain tasks will be easier to complete.

Chuck has a level cap of five in Dead Rising 2: Case Zero, but any experience and level-up bonuses you receive will carry over to the full Dead Rising 2 game. This self-earned “head start” is an excellent bonus for fans that plan on purchasing the full game for Xbox 360.

Almost everything in Still Creek can be used as a weapon, from newspapers and handbags to swords and guns; all of which do varying degrees of damage to the ever present zombie horde. Chuck has a rather limited inventory space that shares weapons and health-replenishing food items. Players must manage this space effectively to survive, let alone succeed.

A new weapon combination system essentially replaces the photography system found in the original Dead Rising. This system allows Chuck to combine items he finds around Still Creek—such as a shotgun and a pitchfork—to create more powerful zombie killing tools; many of which have hilariously gruesome effects.

Using combined weapons earns Chuck extra experience and nets players Combo or Scratch cards that often provide additional bonuses like double experience. Any cards earned in Dead Rising 2: Case Zero will carry over to the full game.

The controls have been made more player-friendly this time around and should feel comfortable to anyone that plays third-person action games. Jump, attack and action commands are mapped to the face buttons, triggers are used for aiming and shooting and the bumpers cycle through your inventory.

Control is good for the most part, but platforming to access higher ground can be pretty clunky and often requires pinpoint timing. A finicky camera can also create problems on occasion.

Dead Rising 2: Case Zero can feel sluggish in general because of a less than optimal frame rate that struggles to maintain 30fps most of the time. In fairness, there are a greater number and variety of zombies on screen than in Dead Rising, but the slowdown is quite noticeable and consistent.

The game looks pretty good overall and the town of Still Creek is very detailed, but textures can be quite blurry up close and there are very prevalent instances of tearing and clipping. The excellent lighting engine of Dead Rising seems conspicuously absent as well, likely because of a game engine change.

It’s safe to say that outsourced, Canadian developer Blue Castle Games gets Dead Rising. They managed to improve on a cult-classic experience in many ways without pandering to those that found the original too difficult. The only concession they made was the addition of two extra save slots, though players can still “save themselves into a corner” rather easily.

Dead Rising 2: Caze Zero presents  a more “human” and meaningful narrative than the original and provides a unique experience separate from the two main games. By the time I collected all 200 achievement points, I’d spent at least five hours with the game. Tremendous value for both existing fans and those new to the series.

Positives:

+ High Replay Value, Lots of Content for $5.
+ Tense, Time-Constrained Gameplay is Intact
+ Weapon Combo System is Very Fun
+ Good Narrative, Writing and Voice Acting

Negatives:

– Frame Rate, Tearing and Clipping Issues
– Load Times are Excessive