Following the success of the original release of Destroy All Humans! in 2005, developer Pandemic Studios released a follow-up in 2006, Destroy All Humans! 2. Much like the original game, I distinctly remember seeing this game in store displays, including a playable demo, and while I never played it, the name stuck with me. In my hype for the Destroy All Humans! remake, I bought a copy of Destroy All Humans! 2 on the original Xbox, not knowing if a remake of that game was in the works or not. Indeed, a remake of this game was announced as Destroy All Humans! 2: Reprobed, which made me realize I was in a unique position to compare the original release to the remake, since I went into the original game’s remake blind. Playing this game immediately following Destroy All Humans! (2020) is an interesting experience in itself, and while I liked it on a gameplay level, I had mixed feelings on it from a storytelling perspective.
Wednesday, August 31, 2022
Wednesday, December 8, 2021
Nicktoons Movin'
Though more EyeToy games were released following EyeToy: Groove, not many of them were released in the US, where instead the third game to be released for the peripheral was Nicktoons Movin’. Based on various Nickelodeon shows, it became the first EyeToy game in the US to not be developed by London Studio as well as the first to be based on a licensed property. In an effort to complete my EyeToy collection, I found this one for cheap at a local game store, not knowing what to expect going in. Once I played it, however, I walked away a bit disappointed for reasons beyond its content.
Wednesday, January 20, 2021
Devil Dice
As with any major console release, “homebrew” development exists to allow people to make their own games for a given system in an unofficial capacity. However, it’s not too often that any of said games get an official major release. Such is the case with Devil Dice (XI [sai] in Japan), a dice puzzle game from developer Shift of God Eater and Code Vein fame, originally developed for the Net Yaroze homebrew platform. After stumbling upon Devil Dice’s existence after having already owned its follow-up title, Bombastic, I managed to find it in a used game store on a trip to Texas, though I didn’t get around to playing it until recently. After getting the chance to play it, I found it to be a rather unique and enjoyable title in the puzzle game space.
Thursday, October 31, 2019
SpongeBob SquarePants: Battle for Bikini Bottom (PS2)
Saturday, June 14, 2014
Sphinx and the Cursed Mummy
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| Mummy puzzles often require the Mummy to do harm to himself, in this instance dividing himself into three. |
Sunday, April 13, 2014
Second Opinion - South Park: The Stick of Truth

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| The eponymous Stick of Truth, right before being stolen by Drow Elves. |
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| A small sample of combat in-game. |
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| Once you find Jesus (among others), you can summon him during combat once per day. |
Wednesday, March 12, 2014
South Park: The Stick of Truth
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| The original box art from when THQ was to publish the game. It also would have had Kinect functionality so you could berate Cartman. |
Saturday, August 31, 2013
[OLD] Saints Row IV - Everything You Want in Open World Gaming

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| Emperor Zinyak at his throne. |
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| The Dubstep Gun, the best weapon in the game (no, really). |
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| You didn't believe me about the guitar case, did you? |
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| Yay! More Genki! |
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| I find your lack of Metal...disturbing. |
Saturday, December 29, 2012
[OLD] Darksiders II: Death's Door (Comic) - A Comic Fit for a Horseman
Among my many Christmas gifts, one of the things I received was a thin hardback collecting a digital comic tie-in to Darksiders II. Naturally I was curious about its contents and just decided to read it. Since I've read it from the hardback I was able to see the entire story in one shot, which I believe was the most effective way to read it. With that said, this is a video game comic that, while well-written, is still most effective as a tie-in.
The story, as scripted by Andrew Kreisberg and David Slagle, serves as a prequel to the video game Darksiders II. Bascially, Death is asked by the angel Abaddon to slay a demon in the White City that has killed several of his men. To accomplish his task, Death sets off to find the right weapon to do the job and even revisits a part of his past. Admittedly it's a pretty short story that can be read relatively quickly, if only due to the entire story being 60 pages long and operating somewhat under modern comics decompression. However, in that short space it is able to not only introduce certain characters and concepts that are important to the parent game, but also show us how exactly Death got his horse, Despair. When I read the dialogue, I was able to hear everyone's voice from the game in my head, a sign that the characterization was down pretty well. There is also a character that is introduced and then never appears within Darksiders ever again, but it seems to be a necessary evil to move the plot along. The script, then, does a good job at being a companion piece to the game, but isn't really much more than that, since the final panel advertises Darksiders II as a continuation. Still, I feel that under the circumstances, Kreisberg and Slagle did a good job.
However, a comic book cannot exist without its art, which I think is a highlight of this book. The combination of Roger Robinson's pencils/inks and Michael Atiyeh's colors really help the world of Darksiders II come to life on the page. There are plenty of large panels and splash pages in the book, but these also serve as a good way to showcase their talents. The art is very dynamic and has a sense of fluidity, which is effective for the many fight scenes and varied camera angles, along with highlighting big moments. At a couple of points there are scenes that take place in the past, and in one case another character's perspective, which the art is very good at with differentiating between. There are some beautiful shots of the River Styx and a mixture of light and dark tones that allow each environment to stand out and remain believable within the realms of the game. The characters also look the way they should, down to the proportions and scale, which shows that the duo actually knew what they were doing.
My only complaint about the hardback I read from would be the lack of a cover gallery. I'm used to comic book compilations supplying the covers to each issue either between issues or at the back, so the lack of them here either means that they all have the same cover online, which an internet search proved false, or Dark Horse decided not to do it for some reason. I feel a little robbed of being able to see more good art on display, but at least Joe Madureira and Avery Coleman's cover for the hardback is eye-catching and garners interest in Death's exploits. While passing between issues, I was also able to tell where each cover would probably have been, thanks in part to how each issue was written.
Overall, Darksiders II: Death's Door is a good companion piece for Darksiders II. The story is paced well, but is pretty short at only 60 pages for six issues (Issues 1-5 plus Best Buy's exclusive Issue 0). However the art makes up for this and is very complimentary to the action. It's a great read for fans of the Darksiders series, but outsiders should only really consider a read if they plan to play Darksiders II before or after; it just reads better that way.
Tuesday, August 21, 2012
[OLD] Darksiders II - The Apocalypse Continues, And It's Still Awesome
Tragedy has struck within the gaming industry. Long-time developer and publisher THQ is suffering from heavy financial trouble, closing down studios while cancelling various projects and narrowly avoiding a NASDAQ delisting. At this point, the company needs to put quality above all else if it wishes to thrive into the next gaming generation, a strategy that they have recognized and have tried to emphasize over the last few months. With both success and failure along the way, they need a hit game now more than ever. Despite a slightly flawed presentation, I greatly hope that Darksiders II will be what gets them back on their feet.
I'll admit that the following premise is something that I couldn't look up in an instruction manual or on the back of the game box for reference and instead had to glean from a couple of websites, since apparently we are in an age where we don't like manuals and the best we can get is a piece of paper (which may or may not fold out) that may or may not tell you anything (this one at least has the courtesy to give you the control scheme): After War is captured for his supposed crimes against the Kingdom of Man, the Charred Council inform the other three Horsemen of it. Death, knowing his brother to be the most honorable and incorruptible of them and would never trigger the Apocalypse early, is enraged by this. Believing it to be conspiracy, he defies the Council and sets off on a personal quest to find evidence that will clear his brother's name. His journey takes him across The Abyss, a place between the three realms, where he seeks the beings that reside there for assistance.
In true Darksiders fashion, the game takes the player through the story by homaging some of gaming's greats. While I still got a God of War and Devil May Cry vibe, with a hint of Portal, I also felt a little Prince of Persia in the mix while playing this time around. As with the first game, I've heard comparisons with The Legend of Zelda, combined this time with Diablo. I haven't played any games related to both of those franchises so I can't really agree with these statements. However, based on what I've heard about the gameplay from them, I can sort of see what they're talking about if not exactly. In any case, the returning elements have been improved upon and the new additions help raise the game to a new high.
Unlike its predecessor, Darksiders II has a heavy emphasis on RPG elements. It is possible now to have an inventory of various items, including primary weapons (Scythes) and secondary weapons (Maces, Arm Blades, Hammers, etc.), greaves, upper and lower body wear and talismans. These items and weapons can be obtained through breakable objects or killing enemies and each item has various stats associated with it depending on what you find. This creates a deep level of customization to suit any and all play styles, which I've found can change depending on what you find to be more practical. For example, I started primarily using scythes with heavy weapons for crowd control, but after a certain point in the game I used a particular set of arm blades near exclusively, emphasizing speed and using scythes to extend my damage combos.
The RPG styling also has two things that come with the territory: shops and a level system complete with skill trees. During gameplay you can collect Gilt, the currency of the Darksiders universe, which can be used to purchase just what you'd expect: items, weapons, health and wrath potions and extra combat moves. The amount of Gilt that can be obtained is infinite, but the rate of collection is surprisingly high. You can even sell off items to afford new ones from vendors, a highly recommended action for many reasons, with the most powerful weapons coming at an appropriately high price. By the time I considered myself finished for my review however I had above 200,000 Gilt on me, which is well more than enough to get by at the end game.
As for the level system, killing enemies and completing quests rewards the player with XP and increases the length of a gray bar present on the HUD. When the bar reaches the end, Death levels up and gains stat boosts and a skill point. Skill points can be spent within two different skill trees, representing his skills as a Harbinger, directly tying into direct assault, and a Necromancer, involving spells that summon forth different beings. Skills gained here can be extremely useful in combat, my favorite one in particular being one that allows you to summon forth flocks of demonic crows to damage enemies and harvest you more health and wrath. It is even possible, through interaction with the returning character Vulgrim, to reset your skill trees and reassign skill points for your personal pleasure. However, I'll admit that once I maxed out all of the crow skills and got raising the dead to a good level, I could easily depend on my summons to take down larger enemies much faster to the point where I almost never took my scythes out.
Combat feels a little different when handling Death rather than War. For one thing, the combat felt faster and more fluid, with an equally fluid dodge mechanic in place of blocking to help emphasize the speed. This gave me more thrills and while actions are still determined by pressing only two buttons for the most part, the various moves and weapons available, including Strife's Redemption gun, offered a different atmosphere. The enemies are still very detailed and stylized, with AI that gives the player a challenge as well, especially when it makes taking down the tougher ones a lot more thrilling and makes the player feel like the pale rider himself.
As with the combat, I noticed an improvement in the platforming abilities of Death. While it's not really platforming in the normal sense, there's still plenty of wall running a la Prince of Persia. It is possible to use the environment in new ways to continue momentum while going to the next spot, including wall posts, wall jumping and posts that require a device not unlike Nero's Devil Bringer arm from Devil May Cry 4. I once again use the word fluid to describe the motions involved in this and puzzles which require these acrobatic feats are challenging enough that you actually feel smart for completing them. Other puzzles reward the same feeling, especially when powers earned later in the game make them increasingly elaborate.
Some of the platforming and puzzles actually involve the returning Voidwalker item from Darksiders, though it only fires blue portals this time around. I felt that it was integrated much better into the gameplay here, including the visual style of the portal-able surfaces and the fact that they now fit behind the entire portal every time. A new upgrade for it also helps a brilliantly designed puzzle level, though I won't really spoil it to keep the surprise there.
The environment in this game is much larger compared to its predecessor, giving it a more open world. Death's horse, Despair, can be used to get across the landscape fairly quickly, with a fast travel option to make it easier to get to locations marked on the game map. Everything also feels larger, creating a larger sense of scale. At times this can make it a little confusing to figure out where to go next in an area without an obvious symbol on the HUD map. Fortunately, Death's crow, Dust, can be commanded with a click of the left stick to show you the way to the next location. It's a nice feature, though I've found its effectiveness to sometimes depend on what your surroundings are like.
As I felt with the previous installment, the story, while still intriguing and original, is something I didn't feel completely invested in. While it does expand on the story well and focuses on Death's character in allowing him to question his morality, I still didn't get a sense of how big the apocalypse truly was, since "Earth" still means that one city we saw previously. There are interesting characters however and the explanation for the events, a great corruption, seems to make some amount of sense. It is fascinating to think about how both Darksiders games thus far take place at the same time, which means that an expanded pattern would mean a singular story told in parts, but I still didn't feel that hook to get me truly engrossed in the world and characters. To put it simply, it's like turning an amp that can go to 11 only up to 10; 10 is powerful indeed, but sometimes you need that extra kick and need to crank it to 11.
Before I end my review however, I'd like to talk about codes. More specifically, the sheer number of them this game has. My GameStop pre-order got me the Death Rides Pack containing additional side quests (one); I had to input the code for the online pass (two); The Limited Edition, automatic upgrade, came with a code for the Argul's Tomb DLC (three) which I had to input on another website to try and get a redeemable code (four); I decided to buy the strategy guide under the promise that I would get the Fletcher's Crow Hammer (five) if I redeemed the code on another website to get a redeemable code (six); If you "Like" a Facebook page, you get a code for Rusanov's Axe (seven); Signing into your THQ account before actually starting to play grants you codes for the Van der Schmash (eight) and Mace Maximus (nine).
Yes, I did actually deal with that many codes to get what I was entitled to. To add to the pain, the system seemed overwhelmed upon release, delaying when I actually got my codes, and when I could access the two sign-in weapons, by up to a day. It is simply crazy when a game like this has that much DLC right off the bat, especially when the player has to jump through so many hoops just to try and get everything they qualified for. If that wasn't enough, I still haven't gotten the code for Argul's Tomb at the time of this writing (a full week after release), which seems to indicate that its not even available yet. Maybe they should cut down on this the next time around so people don't get so exhausted.
At this point, I'd also like to address one complaint that I have about the game: Inventory space. Inventory, while seemingly big, is also very limiting. It may not hit you for quite a while, but at some point you may have no room if you're a gamer like me that absentmindedly keeps it full until the game informs you that you need to remove some stuff (this describes how I've managed to play every RPG ever). This would be alright with me if not for one particular event. A bonus boss exists in the game known as the Deposed King and I lost when trying to fight him while with too low a level to do anything. To that end, I decided to wait until after beating the game before trying again, since I knew I would be a lot stronger then. Well, after a few days, I tried again and after a couple of tries reigned victorious. I was finally ready to receive the Legendary item for beating him, the Scepter of the Deposed King, but then my heart sank when the game told me that I was unable to get it because my inventory was full.
After calming down greatly from the initial frustration of this event, I realized how it could still have given me the item if Vigil wanted to program it with a fix in mind instead of depending on everyone's inventories to be practically empty at the time. Either: The game could tell you to expel some equipment first, meaning that it would buffer the item into the inventory when sufficient room (one slot) was created; they could have made the item a drop in this situation instead of automatically trying to give it to you, meaning that the game would automatically put it in your inventory unless it detected insufficient space in which case it becomes an item you can pick up; they could have taken advantage of the Serpent Tome system to reward you with Legendary weapons and items.
To elaborate, Serpent Tomes are physical locations in the game that work similarly to an in-game email client. Periodically, or when you enter an item code, the game will alert you when a new item has been sent to you. When you go to a Serpent Tome and open a message, the item gets added to your inventory. In fact, if you have an online pass, it is possible to send or trade items with other players. I think that if they also applied this to Legendary weapons as a backup, I wouldn't need to try and get someone to send me their Scepter. Then again, I'm the kind of gamer that likes to have a full set and earn it properly, so at some point in the future, I might try to replay the game through a New Game Plus to try and regain the scepter.
One final minor complaint: navigating every menu is done exclusively with the left analog stick, rather than the more natural D-Pad. This threw me off a bit at first and as I played, I began to think of different ways that navigation could have been handled and yet still incorporate both sticks. For example: D-Pad to navigate and left stick to scroll descriptions on items menus, with the right stick to still search the map screen.
Darksiders II is a great improvement over the original. While the story still isn't completely engaging, plus a couple of other annoyances, the improvements to combat and puzzle solving alone make this game well worth picking up. In a time of financial crisis, I hope that enough people get this game so that THQ may still thrive as a publisher and that Vigil may be able to work on a Darksiders III; this series is really growing on me.
Tuesday, June 19, 2012
[OLD] Darksiders - The Apocalypse Begins, And It's Awesome
In preparation for Darksiders II, to be released August 14, I took it upon myself to play the original Darksiders. I'll be honest, the first time I played this game a couple of years ago, I started playing and never got around to finishing it. I believe it was due to outside circumstances, but I regretted not being able to finish it. So on my second go round, and for the 200th review of this blog, I began my quest anew and found myself drawn into a fascinating and enjoyable 16+ hour game that's got me excited even more for the sequel.
The apocalypse has broken out on Earth, aka the Kingdom of Man, and War, one off the Four Horsemen, is there to fulfill his duty. However, it turns out that the end of days was set off prematurely, and the Charred Council blames the horseman for it. Out of the seven seals that would need to be broken to kick things off, one remained intact. While the council wants to execute him to death, War asks to find the one responsible for summoning him early, declaring that he is innocent in the matter. The council accepts his request, sending him back with a companion named The Watcher to keep track of his whereabouts and actions. It turns out that a century has gone by, and to find the one he seeks, War will need to strike a deal with a demon named Samael, who craves the still-beating hearts of the Chosen.
A really great way to describe the experience of Darksiders would be to say that it feels like a combination of multiple game franchises. In my case, I would describe it as a mixture of God of War, Devil May Cry, and Portal; I've heard others also state The Legend of Zelda as a big influence on the overall design, but since I'm one of those people that has yet to play a single game from that franchise, I feel unqualified to agree. Even so, while they might say that imitation is the sincerest form of flattery, I feel as though Darksiders is much more than a cheap imitation.
The God of War influence I spotted was in the combat. God of War's classic two-button layout, where Square is for light attacks and Triangle is for heavy attacks, fits in with the game's absolutely perfect control layout and allows War to make the battle seem more visceral and gives the player the feeling of ultimate power as one of the horsemen of the apocalypse. Heck, the Circle button is even used to display a unique finishing move for each enemy, just like Kratos himself. Where this game decides to introduce its own spin on the formula is how instead of a heavy attack, the appropriate button will use a secondary weapon instead, allowing for varying attacks to help easily clear an area of enemies. In addition, he can access an array of extra abilities in the vein of God of War's magic, as well as access a Chaos form by filling up a gauge through battle in a similar fashion to Kratos. Despite the similarities, I feel that the combat was executed very well, with plenty of enemy variety and additional tactics to keep players on their toes and get in the zone.
On the subject of weaponry, this is where I form my Devil May Cry comparison. This is not in the actual weapons themselves, but rather the amount of weapons available. While Dante definitely isn't short on weapons in his career as a professional demon slayer, War seems equally capable at gathering an impressive arsenal. While his Chaoseater blade never leaves his side, other weapons like a Scythe and Tremor Gauntlet can be interchanged to help suit an individual's play style. He can even use a bladed boomerang or a gun with limitless ammunition when locked on, among other useful items. I enjoyed the array of weapons available and experimented with different combinations to find what would work best not only in combat, but also what would have the best application for the next part of the level.
But why Portal, you might ask? Well, in a later portion of the game, War acquires a device called the Voidwalker, which is essentially the Portal Gun, down to firing orange and blue portals on a specific surface, which appears here to be stained glass circles. The only difference is that momentum doesn't transfer between portals unless you charge the shot and you can actually fire portals through portals to extend your reach. This is essential for some of the puzzles, which is also where my connection to the franchise comes from. The puzzles in this game are very creative and can even stump you for a moment as you try to figure out exactly what you'll do. While some of the complexity made a level or two feel a little long, I still enjoyed solving them and feeling a strong sense of satisfaction upon completion.
On a technical note, I thought that Darksiders looked pretty good. The graphics may not be the best in gaming, but the detail achieved and the intricacy of the characters models had me impressed. Everything looked stylized with a carved edge and a smart angular appearance that still allowed everything to flow organically. I even saw a pretty good smoke trail from The Watcher and flow in the long hair of some of the characters.
One aspect I'll readily praise is the sound quality. The game has an amazing score that perfectly captures the feel of the events, even during the most mundane things. Voice acting is also top notch, featuring memorable performances from such names as Liam O'Brien, Phil LaMarr and Mark Hamill. I enjoyed hearing the characters interact, especially when thinking of some of their other roles, and felt that everyone sounded just right.
If there's one area the game doesn't feel right in, it would be the story. While the tale is very intriguing and original, I couldn't feel myself getting invested in the entirety of the events, part of which is due to the apocalypse not being given an appropriate scale within the context of the event. If there was a much larger scope to show the gravity of the situation and what exactly hangs in the balance, then maybe I would have cared a little bit more instead of feeling a little indifferent. Nevertheless, there are some interesting character moments and twists set that are worth seeing, plus a world that I would actually like to see more of with its depiction of mythology.
Darksiders is one of the more unique experiences that I've had in gaming. While a lot of its core concepts are indeed borrowed from other franchises, the way that Vigil Games used and combined them shows that they are not only passionate, but also creative in their ability to build upon their inspirations. Save for a couple of things, this game is one that I would readily recommend people to play if they want a well made action-adventure title to satisfy their hunger, especially since it ends with a great cliffhanger that teases a lot of potential for a sequel.
Now its time to wait a little bit and see just what they'll do with that potential.























