Reviews

Exorcist Review

Exorcist Review 150 150 GAMESFWD

A unique premise and gameplay mechanic help to set Exorcist apart from the crowded puzzle genre on the iPhone/iPod Touch platform. This title utilizes both the touch and accelerometer capabilities of the iPhone/iPod Touch quite well and features worldwide online rankings. Exorcist is limited to only one game mode, though because of this it becomes a great short-session game.

Exorcist falls directly into the category of game that is easy to pick up and difficult to master. There is really only one goal to achieve and one mechanic to grasp, but doing so requires quick reflexes, some strong hand-eye coordination and a bit of brain muscle.  I have never played a game that uses a mechanic quite like Exorcist, but I will do my best to explain it. More…

The play field in Exorcist is a circle broken up into quadrants. The main goal is to fill each quadrant with four components; a Bat, an Eyeball, a Spider and a Snake to create spells. These components will appear in buckets around the circle and you move them into the quadrants by pressing one of four buttons located in the corners of the screen and then tilting your device towards the component you want to capture as a wand spins around the circle like the hand of a clock. Trust me; it’s not nearly as complicated as it looks in writing.

The components will appear as one of three colours and if you are able to fill a quadrant with four components of the same colour you will receive a score bonus and gain a life. Free lives will also appear as a heart in one of the buckets from time to time. Lives are lost when you leave a component in a bucket for too long. At first, this is a non-issue, but as the game speeds up it can be difficult to match components in time.

A Mana Jar will also be filled when you fill a quadrant with four components of the same colour. Once you fill half of the Mana Jar with one colour, it can only be filled with that colour. You can also touch a half-filled jar to empty it and start filling it with a different colour.

Once the Mana Jar is filled, you can touch it and use one of three spells depending on the colour that it was filled with. Yellow is Time Mana, which slows the game down for ten seconds. Blue Explosive Mana clears all the quadrants and green Mana replaces all of the components in buckets with a Skull that can be used as a wild card.

The control method in Exorcist does take some getting used to and there were a few times when I first started playing that I felt overwhelmed and a bit frustrated. It only took about half an hour to really get used to it though and started to feel quite natural at that point. The game is best played with your device held flat and it will be calibrated every time you start or continue a game.

The art style in Exorcist is what I would describe as cartoon horror. The play field is surrounded by a scene featuring a spooky, glowing house some old-looking trees and even a headstone. The component shapes are easily distinguishable from each other and their bright colours stand out against a dark background.

The music and sound effects in Exorcist really help to establish a mood and suit the theme of the game perfectly. The production on the music and sound effects is above average, featuring rich, full, warm-sounding tones. My only complaint is that the sound level is a bit soft overall and I needed to turn up my device quite high to appreciate it. You can also listen to music from your device’s library while retaining the game’s sound effects should you choose.

It is difficult for me to award Exorcist an above-average score simply because there is not a whole lot to it. What is there however is refined and well done and I’ve enjoyed the time I’ve spent with the game quite a bit. I find myself getting a bit farther every time I play and the action is fast enough to keep me playing when I lose; a good sign for any puzzle game. Exorcist is most enjoyable in short sessions and is perfect for a short bus or train ride. Just be sure to look up once in a while so you don’t miss your stop.

X-MEN ORIGINS: WOLVERINE REVIEW

X-MEN ORIGINS: WOLVERINE REVIEW 150 150 GAMESFWD

The Wii version of  X-Men Origins: Wolverine suffers from just about every problem common to movie-licensed video games. While the combat system can be fun for a couple of hours, the game is heavily weighed down by repetitive enemies and bosses, poorly implemented and archaic design choices and a downright ugly presentation.

After seeing how well the Uncaged Edition of X-Men Origins: Wolverine for PlayStation 3 and Xbox 360 was being received by fans and the gaming press alike, I had somewhat high hopes that the Wii version would be competent as well. These hopes were dashed within ten minutes of starting the game as I failed an obtuse quick time event and saw the game over screen before being forced to watch an unskippable cut scene for the second time.

X-Men Origins: Wolverine tells the tale of a man that sets out for revenge after the woman he loves is brutally murdered in the Canadian wilderness. I haven’t seen the film, but it seems that this game parallels that story more so than the Uncaged Edition. Though it is rather generic and predictable, the story will undoubtedly be the highlight of the game for X-Men or Wolverine fans who end up playing this version of the game.

Almost immediately, it becomes clear that this version of X-Men Origins: Wolverine fell victim to the same fate that many licensed games on Wii do. It is a direct port of the PlayStation 2 version and was likely rushed to completion in order to get it released at the same time as the movie. Developer Amaze Entertainment (Spider-Man: Web of ShadowsShrek the Third) have also implemented quite a few design choices that would have felt bad even five years ago such as invisible walls, hordes of mindless and generic enemies and doors that magically unlock after defeating said enemies.

Should you be able to overlook these core flaws, you will be left with a completely linear gameplay experience that lasts five or six hours and has little to no replay value. Players are tasked with simply moving from area to area while clearing out enemies that seem to spawn out of nowhere. There are some very light environmental puzzles to solve, but it is next to impossible to get stuck in this game.

Along the way, you will also be thrust into quite a few quick time events (QTEs) that are more annoying than challenging or skill-testing. QTEs are used to open doors, lunge to otherwise inaccessible areas and frequently during the game’s few, repeated boss fights. In many cases, failing a QTE will result in you seeing the game over screen and having to restart a section. I found this extremely frustrating at times, given that the game often gives you a three second window to perform an action, but rarely tells you which action. In one case, I actually found myself having to not perform an action in order to progress, though the game was telling me to.

Thankfully, X-Men Origins: Wolverine autosaves after every single section of the game, so you’ll never have to repeat more than a few minutes should you run out of energy, or experience the more common scenario of failing a QTE or mistakenly falling out of a level. I found this title rather easy from start to finish and little besides my patience was challenged during my play through.

A RPG-like upgrade system is in place, with health and attack enhancements available for purchase using experience points earned from felling enemies, completing missions or finding hidden observer droids. While it was satisfying to upgrade my health bar or unlock a combo, I quickly found that Wolverine became overpowered, taking away what little challenge or satisfaction the God of War inspired combat system started out with.

There is a rather deep combo system in X-Men Origins: Wolverine, however the game can be beaten by simply mashing on the attack buttons and without blocking enemy attacks. I was pleased that attacks were mapped to the B and Z buttons rather than to a Wii Remote or Nunchuck motion. Motion controls are almost exclusive to QTEs and rarely require any degree of accuracy. My biggest complaint about the controls is that as a port of a PS2 game, no Classic Controller support was added. Not only would the option provide greater accessibility for physically disabled players, it simply feels more natural for this type of game.

Speaking about accessibility, or lack thereof, X-Men Origins: Wolverine has no subtitles for people who are hard of hearing. I feel that subtitles, along with customizable control schemes should be standard across all games and platforms at this point and that there is no excuse not to implement these options.

The principal cast of the movie including actor-producer Hugh Jackman and Liev Schrieber lend their voice talents to the game, though the performances unsurprisingly feel lifeless and phoned-in. The enemies you dispatch always seem to have something to say, but this chatter is limited to a few phrases that repeat ad nauseum and sound like they were all recorded by the same voice actor. The rest of the audio presentation really fares no better. The soundtrack is extremely generic and sounds like that of countless action games and movies before it.

The graphics look quite bad, even by PS2 standards. This title does run in 16:9 and 480p, but suffers from a completely erratic frame rate, blurry textures and a bland colour palette primarily made up of greys and greens. The story is told through a patchwork of down sampled movies from the PS3/Xbox 360 version, in-game cut scenes and written text in between some missions. The whole package feels disjointed and unfinished and the end of the game is completely anti-climactic, offering little satisfaction when the surprisingly long credits roll.

At first, I thought that this T-rated version of X-Men Origins: Wolverine would be a viable alternative for parents of young fans over the brutally mature and bloody PS3/Xbox 360 version, but I was quite mistaken. The blood is toned down quite a bit in this version but it is still rather prevalent. I was also surprised at how much foul language was in this title. Because of this, it’s hard to find an audience to recommend this version of the game to.

Frankly, unless the Wii is the only console available in your household and you are nothing but the hugest of Wolverine or X-Men fans I would suggest steering clear of the Wii version of X-Men Origins: Wolverine entirely. The Uncaged Edition on other consoles is a much better and viscerally satisfying experience for those looking for some mature God of War or Conan-style action and the DS edition is much more suited to a younger audience.

Positives:

+ Combat System can be Fun

Negatives:

– Ugly Presentation
– Disjointed Story
– Repetitive Enemies and Boss Fights
– More Frustrating than Challenging

TRIXEL REVIEW

TRIXEL REVIEW 150 150 GAMESFWD

The iPhone/iPod Touch platform certainly has no shortage of high-quality, original puzzle games and Trixel is no exception. This title is challenging without feeling frustrating, features a simple yet charming presentation and has loads of content to work through.

Trixel is a logic-based tile-matching game that tasks players with recreating patterns by sliding and flipping coloured tiles across the game board. The game starts out simply enough, but soon escalates into a highly refined challenge that will keep puzzle fans scratching their heads for hours.

The early puzzles in Trixel are played on a small playing field and can be solved with relative ease by sliding and flipping the tiles to match a pattern displayed in the upper left of your screen. The tiles flip between two contrasting colors and you can only be moved horizontally and vertically at first.

The 100 plus puzzles in Trixel are broken down into four tiers; easy, medium, hard and bonus.  Each puzzle is scored as gold, silver or bronze depending on the amount of moves it takes to solve. Early puzzles can be solved in less than five moves, but by the time you reach hard mode you will be looking at a 5×5 square playing field with puzzles that will take at least 25 moves to solve. Taking too many moves will cause you to fail that puzzle and have to restart it.

As you make your way through the easy puzzles you will be introduced to special tiles. Some tiles will allow you to move diagonally, while others will warp you from one part of the playing field to another, bomb a section of the field to flip multiple tiles, or even nuke the whole field to flip every tile. Sometimes crystals will appear after you flip a tile. These crystals can be collected and spent on things like undoing moves or even used to skip levels entirely.

The medium puzzles in Trixel introduce sequence tiles that must be flipped in order. Arrowhead tiles will flip entire rows or columns. Coloured nukes will flip all the tiles to a specific colour. Blinking tiles contain two items and counter tiles must be landed on a set number of times in order to complete a puzzle. Finally, rollback tiles are introduced in the hard puzzles and will reset all the tiles to their initial state.

You will soon realize that these special tiles are not meant as aids, but to create some fiendishly tricky puzzles that will test your logic and ability to plan ahead. Getting a gold ranking, even in the latter part of the easy puzzles can be difficult. However, because Trixel is scored by the number of moves it takes you to solve a puzzle and is not timed, the main mode of the game does not become frantic or frustrating.

Once you have completed enough puzzles, Race The Clock mode becomes available. This mode certainly is frantic and provides a marked increase in challenge over the main puzzle mode. The goal is to solve 12 puzzles in a row in the shortest possible time while being confronted with a countdown timer. Collecting crystals in this mode will allow you buy a few extra seconds. Puzzles are not scored by the amount of moves in this mode, beating them is simply a matter of survival. There are four levels of difficulty in Race the Clock mode; relaxed, fast, frantic and furious, providing a further 48 puzzles to master.

The graphical presentation of Trixel takes a minimalist approach and is perfectly suited to this type of game. Everything is drawn in crisp 2D and features bright colours and clean lines. The tiles are big enough that they can be slid or flipped with ease using a single finger or thumb. I really appreciate that because I find that touchable buttons in iPhone/iPod Touch or DS titles are often too small or awkward. This also helps Trixel to be one of the more accessible iPhone/iPod Touch titles I’ve encountered.

The in-game music and sound effects also suit Trixel rather well and are quite pleasant on the ears. Like all good iPhone/iPod Touch games, Trixel allows you to listen to music from your device library while playing the game.

It’s hard to find any major faults with Trixel. The included puzzles are incredibly refined and the difficulty ramps up at a very manageable pace. There is enough content to keep players interested for several hours and the $2.99 asking price is spot on. There are some things that could be included in future updates like more puzzles, a puzzle editor or online leaderboards to track Race the Clock mode scores. Even without these features however, Trixel is among the top tier of recent portable puzzle games, whether on the iPhone/iPod Touch or not.

Positives:

+ Clean, Crisp Presentation
+ Highly Refined Puzzles
+ Accessible, Playable with One Finger
+ Challenging without Frustration

Negatives:

– No Puzzle Editor

WARIOWARE: SNAPPED! REVIEW

WARIOWARE: SNAPPED! REVIEW 150 150 GAMESFWD

Though it has only 20-30 minutes of gameplay, WarioWare: Snapped! serves as fun technical demonstration of the enhancements found in the Nintendo DSi. The title uses one of the DSi cameras to bring a sort of motion-controlled experience to the handheld console while retaining all the quirky charm of its predecessors.

The latest in a lifetime of moneymaking enterprises sees Wario open a theme park with the help of some familiar faces. Wario Park has four roller coasters to ride, each being a series of five themed minigames. One coaster features Wario, while the rest feature Mona, Jimmy and Kat and Ana respectively.

WarioWare: Snapped! is played entirely using the inner camera of the DSi to track the movement of your head and upper body. This creates motion-controlled gameplay similar to that found in games that use the PlaySation Eye or Xbox LIVE Vision Camera on home consoles. More…

The Nintendo DSi is laid flat on a table with the top screen tilted at a 120 degree angle in order to play WarioWare: Snapped!. At the beginning of each coaster, the game will attempt to calibrate the camera by having players align their face and hand with an on-screen indicator. The calibration checks that the play area is adequately lit and that a player’s skin tone contrasts enough from the background.

The technology certainly is not perfect; there are a number of factors that can influence the recognition of a player’s face or hands. Lighting and background colour are certainly the largest factors, however I had some troubles while wearing my glasses as well. The in-game manual also suggests that difficulties may be encountered in the case of thick facial hair, light hair colour or if a player’s eyebrows are obscured.

For the most part, however the motion recognition in WarioWare: Snapped! works rather well and does manage to provide a console-like experience anywhere a DSi can be set down. Intelligent Systems has made some concessions in gameplay to accommodate the new input method. Much like WarioWare: Smooth Moves on Wii, this titles pauses before each minigame to allow players to realign themselves or get into a new position. The time limit of each minigame has also been markedly increased to 20 or 30 seconds.

Upon completing the five minigames of each coaster, players are presented with a slideshow of themselves making the motions required to play, sometimes with enhancements drawn on them. These slideshows will appear on the title screen, however there is no way to save the photos or slideshows created by WarioWare: Snapped! and they will be erased if the DSi is closed or if players exit the game.

Saving photos or slideshows would have been a welcome feature as the four coasters have players making some very distinct motions that would be fun to share with friends. Wario’s coaster features big expressions and movements, Mona’s asks players to align their body with on-screen objects. A variety of actions are performed during the coaster featuring disco king Jimmy, while Kat and Ana have a second player join in the fun.

The whole package can be completed within half an hour, less if there is no one around to act as a second player. Those looking to get the most out of WarioWare: Snapped! will want to play through the interactive credits as well. This stage sees players moving their head in order to pilot a roller coaster through the names and titles of the staff in order to score points.

The audio/visual presentation is exactly what one would expect from a handheld title in the WarioWare series. Everything features a hand drawn look, bright colours and an oddball charm that has become synonymous with the series. The music and sound effects should also be familiar to those that have played the previous WarioWare titles.

Though very brief, WarioWare: Snapped! does a great job of showcasing what the Nintendo DSi inner camera is capable of. It’s not flawless, but it does succeed in bringing motion and spatial recognition to a handheld game system. Because there are no peripherals involved and the game can be played while seated, I’d argue that this motion control method is more accessible to physically disabled users than titles found on Wii or camera-based games found on other consoles.

WarioWare: Snapped! Would best be played by people within the first few days of owning a DSi. It is not much more than a tech demo, however it is an effective one and is definitely worth a look to those seeking a title that takes advantage of the DSi hardware and a provides a glimpse of what is to come in future games on the upgraded handheld.

Positives:

+ Motion Tracking Works Surprisingly Well
+ Retains Art Style and Charm from Previous Games
+ Takes Advantage of DSi Hardware

Negatives:

– Extremely Short, Very Little Content
– Cannot Save Photos or Slideshows

Azkend Review

Azkend Review 150 150 GAMESFWD

Developer MythPeople brings a retail quality puzzle game to the iPhone/iPod Touch platform with Azkend. It has many of the elements found in the popular and addictive games at websites like RealArcade or PopCap Games; attractive graphics, a lengthy Adventure Mode and of course, excellent gameplay that has the power to keep you up late at night.

Azkend tells the story of a traveler trying to return an ancient Relic to a temple in the far east in order to lift a curse. Along the way he will encounter more than 60 unique levels of match three style puzzles as well as some hidden object gameplay. Thanks to a great power up system, a thoroughly realized art style and a core mechanic that feels like it was made for the iPhone/iPod Touch, Azkend has fast become one of the best puzzle games available on the platform.

Since Bejeweled arrived a few years ago, match three style puzzle games have become extremely popular amongst casual players. Fans of those games will find a lot to like about Azkend. The game feels instantly familiar, but brings quite a few unique traits to the table.

Azkend is played on boards made up of hexagonal tiles. Players simply touch a tile and drag their finger to slide over adjacent matching tiles to make groups of three or more. Once a set of tiles has been matched, their backgrounds become blue. Turning all the background tiles blue will release a Talisman piece or jewel. The ultimate goal is to have that treasure reach the bottom of the board by clearing the tiles directly underneath it.

There are a lot of subtleties in the core gameplay that keep Azkend feeling fresh for hours. First is the lightning system. Every time a set of tiles containing a non-blue tile is matched, part of a lightning meter fills. When the five levels of the meter are filled, lightning bolts will hit the board and help to clear remaining tiles. The lightning can also be summoned by matching seven or more tiles in a single turn.

What really sets Azkend apart however is its power up system. After every five boards the Talisman pieces that have been collected are assembled to create a usable power that can  help to clear larger amounts of tiles. Special tiles will begin to appear on the boards and matching them will unleash the power of the player’s chosen Talisman. The powers can be triggered by as little as four matching tiles but will become increasingly effective if more tiles are matched at once.

There are eight unique Talisman powers in all for players to collect over the first 40 boards of the game’s Adventure Mode, while the remaining boards are spent collecting jewels to fill the ancient Relic and allow it to be returned to its home temple. The Talismans allow powers such as bombs, hammers and extra waves of lightning to be unleashed in order to help clear boards. Later in the adventure, Talisman choice can play a huge role in the success or failure of clearing a board. I can not stress enough how much the Talisman powers add to the Azkend experience.

There are several unique tiles in Azkend to help add some variety to the game as well. Steel tiles have to be matched on twice in order to turn blue. Other tiles like those encased in ice or infected by tar must have a tile next to them cleared in order to make them usable. There are also locked tiles that will be placed to block areas of a given board. These must also have a tile cleared next to them to be cleared. Finally there are wildcard tiles that let you to string sets of matching tiles together, allowing for longer chains and more lightning being unleashed.

Aside from the excellent core mechanics and power up system, Azkend features several levels of hidden object style gameplay that also serve as plot points. The game is broken down into a series of ten weeks. At the end of each week, our traveler reaches a new temple and has a mysterious vision. Players will be presented a small section of a beautifully drawn picture to match with an area of the larger scene. Matching all the vision sections within an allotted time will provide a time bonus for the following seven puzzle boards.

While players may not even notice the timer on many of the early boards, a few extra seconds can make all the difference as the difficulty ramps up. Each board in Azkend has its own shape and tile placement. By the end of the Adventure Mode there will be multiple steel tiles, locks and even holes in the board waiting to challenge a player and the two or three minutes the game allows you to clear a board will start to feel very short indeed.

After clearing the four to five hour Adventure Mode, players can return to any board on the map and attempt to get an expert level rank by clearing it with more than 50% of the allotted time remaining. There is also a robust Survival Mode to keep you busy. In Survival Mode, players use one of the eight talisman powers to survive as long as possible on a board. Every time the board is cleared, a star is earned and the board is reset.

I had no trouble spending over six hours with Azkend and I still didn’t manage to complete everything the game has to offer, including unlocking all of the in-game achievements. For less than the price of a take-out lunch, Azkend provides an excellent, highly-polished game at a great value. This really is a retail or Xbox LIVE Arcade quality title in the palm of your hand and it deserves a spot in any iPhone/iPod Touch owner’s library.

SIMANIMALS REVIEW

SIMANIMALS REVIEW 150 150 GAMESFWD

The latest Nintendo DS title in the The Sims series from EA, SimAnimals takes you through a lighthearted mission of returning the land to its original natural beauty. Playing as an omniscient hand you will take care of 10 different locations by cleaning them up, growing plants and attracting new wildlife.

This simple management game is charming thanks to its numerous goals and achievements which offer hours of game play that can easily be enjoyed in long sessions or short bursts. SimAnimals is reminiscent of the Viva Piñata series on the Xbox 360 and DS but unlike its counterpart, this game presents no real conflict and offers a more linear and manageable gameplay experience.

Starting out in a backyard, you will be introduced to the game’s basic functions. You are equipped with a backpack in which you can store practically everything, from seeds and plants to animals in need of protection and even rain clouds. As you slowly rebuild this garden, squirrels and bunnies will be attracted to the area.

Each area comes with two goals to achieve, whose completion will determine your medal ranking. These goals vary and generally include multiple steps like attracting an animal, letting you pet it, having it build a nest and it giving birth to offspring.

As you progress through the game’s new areas, you will unlock more and more types of animals and plants, which will attract other species and so on. Some areas will be littered with debris that you will have to remove before animals can feel comfortable. There is a total of 72 plants and 20 animals ranging from rabbits and birds to deer and wolves. Each species has specific requirements in order to establish its home in an area.

When tending to plants, you will find yourself constantly checking their status to ensure that they are well watered and have enough room to grow. Certain plants require more care than others. Some will only appear when the area is in very good shape and help to attract the fussiest of animals. Plants left untended for too long will die off.

Animals can also get scared and leave if they are not treated well. You will be able to gauge your progress within an area by checking the happy-point meter on the top screen of the DS. This bar counts the total of happy faces released by plants and animals to unlock two special abilities as it fills up.

At one-third up the meter you will gain the ability to create wind. At two-thirds through you can create lightning which is useful to remove large waste, but that ability can set plants and trees on fire. When the meter is full you will have unlocked the next area. There is no penalty for losing all of your happy points.

The controls are relatively simple. I found it easiest to use the d-pad to manoeuvre around the map; however, you can also touch the edge of the touch screen to move around the map in any direction.

Most of the game’s actions like tree shaking, petting animals and pollinating plants are performed using the stylus and shoulder buttons of the DS in tandem. Using the wind skill requires you to blow into the microphone.

The audio in SimAnimals is minimal but suits the game well. Levels contain no music but include subtle sound effects when performing actions like shaking trees, watering plants and earning happy-points. The menus play song loops of a cheerful and kid-friendly variety.

The in-game graphics feature basic 2D animated sprites and relatively detailed environments. The world map is very basic, a single image with sign posts pointing to the game’s ten areas. The colours could have been a little brighter, but I find myself saying that a lot on the DS. There are a few pieces of in-game art which remind me of story book pictures. A few more of these images would have helped give the game a bit more personality.

I have played some of the The Sims games in the past and was never very fond of them. However, I found SimAnimals to be a very enjoyable management-style game. Its seemingly unlimited number of unlockable plants and animals made me smile with every little bit of progress and thanks to its basic and forgiving gameplay, SimAnimals turned out to be a surprisingly good casual game.

Positives:

+ Lots of Gameplay for a Casual Game
+ Moves at a Comfortable, Manageable Pace

Negatives:

– Bland, GBA-esque Graphics
– Sparse Sound and Music

Mad Catz Official Street Fighter IV FightPad Review

Mad Catz Official Street Fighter IV FightPad Review 150 150 GAMESFWD

Third-party controllers have the tendency to be terrible, they break easily and so forth.  So how does the Mad Catz Official Street Fighter IV FightPad for Xbox 360 fare? Amazingly well: especially considering Mad Catz’s track record as of late with putting out crappy accessories like console skins, controller skins and substandard controllers.

The FightPad has an interesting shape; it reminds me of the revised Sega Genesis controller. One of the first things anyone will notice about the FightPad is the lack of analog sticks. This is because the FightPad is for fighting games, where analog sticks are almost never needed. But that isn’t to say it doesn’t have analog stick functionality.

On the back of the controller there is a switch that allows you to set the D-Pad as the D-Pad, left analog stick or right analog stick. This feature is useful for playing games that may otherwise be incompatible with a digital controller.

People who play fighting games on the Xbox 360 know all too well just how horrendous the D-Pad is on a standard controller. However, the FightPad D-Pad feels solid and very sturdy. It’s not perfect (I still have trouble sometimes, pulling off Hadoukens – down, down forward, forward+Punch), but it’s a massive improvement over the standard D-Pad.

Another stand-out feature is that the right bumper and trigger are on the front as opposed to on the top of the controller. This gives the FightPad a more arcade feel and provides a 6-button layout popular with fighting game fans. It also gives physically disabled gamers more access, which is huge plus.

As far as applications/tests go, I’ve been able to test the FightPad with Super Street Fighter II Turbo HD RemixSoul Calibur IV, and Bionic Commando: Rearmed (I can’t find my copy of Ninja Gaiden II). In all three titles it worked flawlessly, save for some Hadouken attempts in SSF2THDR.

The only real con I can see about the FightPad is the Turbo button. For some reason, I can’t get it to work by holding it down for a few seconds as stated in the manual.

The Mad Catz Official Street Figher IV FightPad is a surprisingly well-built third-party controller and quite helpful for physically disabled gamers because it provides easier access to two shoulder buttons.

Brian’s Note: Though we reviewed this wired controller on the Xbox 360, it is also available for the PlayStation 3. It is available in five editions featuring the characters Ken, Ryu, Chun-Li, Blanka and Akuma. Unfortunately, in Canada, the FightPad is available exclusively at EB Games at the jacked-up price of $59.99.

ULTIMATE SHOOTING COLLECTION REVIEW

ULTIMATE SHOOTING COLLECTION REVIEW 150 150 GAMESFWD

Budget software publisher UFO Interactive Games has brought three arcade SHMUP (Shoot ‘em up) titles from MileStone Inc. to North America in compilation form. Fans of the old-school, hardcore genre will be able to play two of the included games for the first time on a home console without importing.

The compilation is dubbed Ultimate Shooting Collection, though many SHMUP fans would agree that the games included here are more of the mediocre variety. There are some emulation quirks, but the package features complete soundtracks, multiple control options and the ever-popular TATE mode for those brave enough to turn their TV on its side.

Chaos Field was previously available on GameCube in North America while Karous (Raven) and Radirgy (Radio Allergy) are available here for the first time and exclusive to Ultimate Shooting CollectionKarous and Radirgy were both released in Japan on the Dreamcast, with the latter also seeing PlayStation 2 and GameCube releases there.

Needless to say importing Japanese consoles and software is an expensive endeavour, so finding these three games on one disc for an asking price of $30 is a great deal provided you are a fan of the SHMUP genre.

The three games are all vertically scrolling SHMUPs and because they were made by the same developer around the same time, they come off as very similar to one another. I’ll break down the characteristics of each game.

Chaos Field is probably the most unique of the three. It consists of a series of boss battles against single, large opponents as opposed to levels filled with hundreds of generic enemies. Like Ikaruga, players can switch between two parallel dimensions, in this case called fields.  The Order Field makes enemies weaker while the titular Chaos Field is more difficult to survive in but yields more points.

Players can choose from three ships, each with its own speed and weapon characteristics. All of the ships are equipped with a sword attack that can be used to dispatch of enemy bullets. Each ship also has unique Lock On and Wing Layer special attacks.

Radirgy sets itself apart with its colourful cel-shaded art style and mobile phone inspired interface. Three ships of varying speeds are available to use. Players also choose from three types of attacks; a wide shot laser, a large bullet bubble attack and the 1-2-3 laser.

The sword attack in Radirgy can be used to attack enemies as well as to eliminate enemy fire. A shield will appear in front of the player’s ship if they stop firing for a couple seconds as well.  Keeping with the mobile phone feel of the game, players will receive e-mails containing bits of story or helpful information about bosses.

Karous is very similar to Radirgy in both look and gameplay. It also employs a cel-shaded look, though much darker in colour and feel.  In Karous, the player’s ship will be upgraded as they play. Shot, sword and shield can all be leveled up to a maximum of 100. Karous also uses a unique bomb system that shields the ship and destroys enemies and incoming fire surrounding it.

All three games provide users with options commonly found in arcade to console ports.  Difficulty level, starting amount of lives and intervals at which players earn extra lives can all be tweaked.

Karous and Radirgy are both presented in the traditional way for most console ports of vertically scrolling SHMUPs. The action takes place on a vertically oriented field in the centre of the screen surrounded by empty space on both sides.

Chaos Field is presented in the 16:9 aspect ratio on this compilation and is not compatible with TATE mode. Karous and Radirgy both support TATE mode, which looks fantastic on a widescreen TV. As with many Wii games, Ultimate Shooting Collection is not true 480p, leaving small black bars on the sides of the screen.

Ultimate Shooting Collection is a bare-bones affair as far as compilations go. Essentially this is just three ROM images on a disc wrapped in a menu. There are no videos or interviews to be found here. There are no unlockable games, nor any artwork to view.

There are however, complete soundtracks for all three games; 39 tracks in total. These music tracks are unlocked and available for players to listen to the moment they boot up the disc. While I didn’t find any of the music to particularly shine, this is a nice inclusion for fans or those that become fans while playing.

Also noteworthy is the fact that players can use a GameCube controller or Classic Controller in addition to the default Wii Remote and Nunchuck combination. This feature provides many options for players depending on their preference of analog sticks and d-pads.

Ultimate Shooting Collection probably won’t create a lot of new SHMUP fans and those already interested in this compilation are probably aware of the games included and their reputations as middle of the road titles.  Many of these fans also know that very few SHMUP titles make it over here these days and will probably be happy to play anything they can get.

At $30 this compilation is technically a steal regardless of content. Getting all three of these titles in your living room a few months ago would have cost hundreds of dollars. UFO Interactive Games has done a great service to hardcore SHMUP fans by bringing Ultimate Shooting Collection over at a reasonable price.

Positives:

+ Great Value
+ Included Soundtracks
+ TATE Mode

Negatives:

– Bare Bones, No Extra Features
– Mysterious Load Times
– Games Included are Mediocre

EUROPEAN COMPANY TO RECYCLE PLAYSTATION CONSOLES

EUROPEAN COMPANY TO RECYCLE PLAYSTATION CONSOLES 150 150 GAMESFWD

UK based The Electronic Waste Company has closed a deal with Sony Computer Entertainment Europe to handle the recycling and disposal of Europe’s old PlayStation One consoles. The contract is expected to process about 250 tonnes or 300,000 console casings in its first year.

The recycled consoles will be provided by Sony through returns for upgrades or refurbishment. The Electonic Waste Company specifically pledges to reuse or recycle 100% of the equipment, stating that none of it will be sent to landfills. Some of the plastic yielded from the recycling process is already set to be used in the fabrication of pens and chairs.

“The quality of materials produced at this stage of the recycling process is fundamental in enabling PlayStations to be effectively recycled. We work with experts in a number of fields to minimize the environmental impact of our operations and believe the Electronic Waste Company is able to meet our high standards,” said Gregor Margetson, Sony Computer Entertainment Europe’s Environmental Programs Manager, in a news release.

Approximately 300 million PlayStation One consoles have been sold across the world since the console’s launch in 1994. About 100 million of these were sold in Europe.

Castlevania: The Adventure ReBirth Review

Castlevania: The Adventure ReBirth Review 150 150 GAMESFWD

Set 100 years after the first Castlevania game, this reimagining of a 1989 Game Boy favourite sees you guiding Christopher Belmont through a treacherous mansion in search of Dracula, who has risen to terrorize humanity once again.

Castlevania: The Adventure ReBirth looks, sounds and plays like a souped-up SNES title and most closely resembles Super Castlevania IV. Though the game takes place in six somewhat linear and strictly-timed levels, there are still plenty of secrets to uncover in Dracula’s castle.

When you start the game you are greeted with a myriad of difficulty and control options that allow you to customize your experience. In addition to standard difficulty settings, you can adjust the amount of lives you start with and toggle whether or not Christopher is knocked back when struck by and enemy.

You can play Castlevania: The Adventure ReBirth with a Wii Remote on its side or with a Nunchuck attached. You can also use a GameCube controller or a Classic Controller and both action buttons are fully re-mappable in all four control options. Everyone should be able to find a control set and difficulty level that they are comfortable with thanks to the simple, yet often overlooked inclusion of customizable controls and traditional controller support.

Once in the game, you are thrust immediately into action. For the uninitiated, classic Casltlevania gameplay typically has you lumbering through levels with your trusty whip in hand while you are assaulted by otherworldly creatures like zombies, skeletons and, of course, vampire bats. Christopher Belmont controls like a tank wearing lead boots, though his movement is easy to get used to.

Along the way, you will encounter powerful sub-weapons such as axes, knives and holy water. These sub-weapons are fuelled by hearts you collect by destroying candles and other various light sources. You can also collect gold and jewels that add to your score and food items that replenish your health.

Though the game is quite linear compared to open-ended Castlevania titles such as Symphony of the Night or Order of EcclesiaCastlevania: The Adventure ReBirth is full of breakable walls, branching paths and even shortcuts through levels. Exploration is usually rewarded with a powerful weapon or high-scoring items.

You can earn extra lives through score, which can come in quite handy as this game is decidedly old-school in ways beyond the look and gameplay. When you lose a life, you are respawned at the last checkpoint. Should you lose all your lives and need to continue, you will have to start an entire level again and if you turn the game off you will be forced to start from stage one.

Luckily, making your way through the game only takes about two hours, so average players could easily tackle it in an afternoon. Replay value comes from trying to find all the secrets and shortcuts in the castle and maximizing your score, just like it did 20 years ago in many 8 or 16-bit era games.

Though each stage has a strict time limit, I found that there was always plenty of time to explore and dispatch enemies. Each stage has a sub-boss in addition to a boss encounter, but they are generally short so there’s no need to cache time. I found the game much more rewarding when I took the time to thoroughly explore each level.

Castlevania: The Adventure ReBirth 
is a great-looking game and surpasses the original SNES offerings in a number of ways thanks to modern processing power. Large on-screen characters, muliple scrolling backgrounds and great lighting and rain effects are punctuated by flawless 60fps performance. The game also features some display options that you can tweak to best suit your television.

The music is also quite well done and sounds like it is straight out of a vintage game. Konami games always had some of the best music on the NES and SNES and the work of Manabu Namiki is easily up to the high standards set more than 20 years ago.

With the possible exception of adding online leaderboards, I can’t think of a single thing  would change about Castlevania: The Adventure ReBirth. It finds a great balance between old and new and is scaleable enough to be enjoyed by both casual fans and those looking for a stiff challenge.

If this game was released as a sequel to Super Castlevania IV on the SNES, many of us would have gladly paid full price for it. Any fan with even a passing interest in 2D side-scrolling gameplay would be well-served to spend $10 on and a few hours with Castlevania: The Adventure ReBirth because it is a shining example of the genre as well as one of the best retro remakes available on any platform to date.