Showing posts with label WB Games. Show all posts
Showing posts with label WB Games. Show all posts

Thursday, June 14, 2012

Second Opinion - Lollipop Chainsaw


Lollipop Chainsaw is probably one of the weirdest games I have played this year. However, it's also easily one of the best experiences I've had with a game, due in part to it's interesting concepts, writing, and music. The more I heard about this game as the release got closer, the more I was sold on the idea of a cheerleader slaying zombies with a chainsaw and making rainbows erupt out of them in place of blood and guts. In fact I was sold so much on this game, that this is the second game that I have ever attended a midnight launch for, the first being God of War III. In any case, I had a good time with this game, though it has some minor flaws.

But first, I'd like to discuss what I liked about it. One aspect I would praise is the writing by horror movie writer/director James Gunn, which perfectly sets the tone of how crazy the game can be, with some clever dialogue between the main character Juliet and Nick, her boyfriend that's a decapitated head. The voice acting does a good job at bringing the game's characters to life, including the numerous bosses you must defeat along the way. The game's soundtrack is also really well put together, with some amazing original music mixed in with various licensed songs such as Lollipop by The Chordettes, Mickey by Tony Basil, and You Spin Me Round (Like A Record) by Dead or Alive.

While I'm talking about music, I would like to talk more about the boss battles. The bosses in this game are called the Dark Purveyors, who are various rock gods that each embody a different style of music. As such their levels leading up to them follow some sort of theme relating to their musical genre. Though the Dark Purveyors don't have much going for them in terms of character, it does not stop them from being memorable. Lollipop Chainsaw is also probably one of the only times where I've actually wanted to replay a boss battle, if only because of how awesome that boss is.

As for those flaws I mentioned earlier, while there are a few (including my previous comment on the bosses), they are relatively minor. At times the graphics seem a little outdated, though not too jarring for the current generation like I Am Alive. A little more variety in the gameplay would've been nice, but I still nonetheless had some fun while chopping down zombies in various ways with a chainsaw, even if I was required to purchase more button combinations through the in-game store. Some parts of each level can be a little infuriating, but fortunately once you get past them you don't have to go through them again later.

Lollipop Chainsaw is a unique take on zombie games that I think fans of the genre should at least check out once. While this is my first experience from the mind of Suda51, I think anyone that has played his odd creations may have an enjoyable time with this game's short campaign, as I did. Once you go through the story once, you may find yourself wanting to replay parts of it over and over again.

Wednesday, June 13, 2012

Lollipop Chainsaw - Zombie Slaying With A Twist


Among the many titles I looked forward to this year, one of them was Lollipop Chainsaw, created appropriately by Suda51. Early screenshots and trailers gave me a good idea of what to expect and almost immediately I grasped onto the idea of a zombie game with a cheerleader as the main protagonist, though it probably helped that said cheerleader was featured prominently. I was hyped enough in fact that I went to a midnight launch party that had a few people there who worked on the game.

You could even play the game in an immobile decorative bus.
After starting the game up the next morning, I was surprised to have been able to play through the entirety of the game, so I realized then that I'd have to write this review up a bit earlier than I expected. Now that I've given myself a chance to think about my experience, I'd say that while I'm very satisfied, I feel that it could have been improved in some way.

The core premise of the game sounds simple at first. It's a hack and slash game about a cheerleader wielding a chainsaw exterminating her school of a zombie infestation. What makes this a bit stranger is that on top of that, her boyfriend, Nick, ends up being a disembodied head hanging by her skirt and a man named Swan  has summoned forth various zombie rock gods as part of a ritual to destroy the world by turning everyone into a zombie. It was these ideas that sold me on the game in the first place and I enjoyed the story that played out as a result of it. Sure it's silly and over-the-top, but thankfully in all the right ways to keep me invested and excited the whole way through.

This is due in part to the characters, who have such unique personalities that seeing them hit can produce hilarious results. The most fun I had was with the main character, Juliet Starling, who constantly skirts the line between innocence and violence in her dialogue and actions. Interactions between Nick and the rest of her family were some of the best, with sanity clashing against an entire family of zombie hunters who treat the most supernatural phenomena as no big deal. Even the rock god bosses come off as wild and insane, though a little one dimensional, but in a cheesy way that preserves the feeling of the game nicely.

Still, the game is very hilarious and finds some new way to get at least a chuckle out of the player. Character dialogue is a big factor in this, but other physical actions such as seeing rainbows erupt out of corpses or running over zombies in a combine helps with more visual gags to round itself out. The prevalent meta-humor from James Gunn's script is also funny at the right times, including a scene in a later level that explicitly refers to zombies and video games (specifically the player character killing zombies in a video game that are playing a video game about killing zombies).

In terms of actual gameplay, this is where Lollipop Chainsaw falls apart a little. Levels usually have you clearing a room of zombies to advance, sometimes with a variation in that you have to either kill a specific number of zombies or accomplish a specific task. Either way, the fighting begins to feel a little repetitive since there are only two main types of zombies, strong and weak, and plenty of sub-types with their own moves, like football zombies being able to tackle you and police zombies being able to fire bullets. It's not like you need increasingly specific strategies to kill each individual type, since common strategies will work wonders in the long run, which I can see helping with accomplishing the goals faster before they reach certain levels of tedium.

The levels themselves however do sometimes inject a lot of variety to keep things interesting. However this can lead to some of the more frustrating portions of the game, such as killing zombies while Nick runs three times around a baseball diamond possessing a headless body. Every level seems to have at least one frustrating section that takes a few tries to get past, so I feel that a little more balancing in the various sections would have made them less of a nuisance. I could also say that lowering the amount of loading screens would help as well, since there are plenty of them to go around.

Weapons that Juliet has at her disposal are her default chainsaw weapon, which can turn into a gun, and even Nick himself, who utilizes a game mechanic where using a Nick Ticket can select a somewhat random ability using his head. They all function well and serve to invite creative ways to kill off the zombie hoards. The only problem with the chainsaw would be the lack of available combos from the beginning, since even the most basic combos need to be purchased from the store for use and certain items and combos are only available at specific points in the story. This still did not prevent combat from being fun at times from the crazy combat implements.

When you do get to the rock god bosses, known officially as the Dark Purveyors, you'll find that not only do they all embody some specific genre of music, but they are all multistage fights. This was something I didn't anticipate, but I found gradually that knowing this can help you plan during the fight to deal with whatever strategy they'll use. They are also the type where generally whatever you learn during the level becomes the way to kill them, a fact which did not really bother me due to the ways they are made interesting (in what other game would you find a boss that literally shouts giant words as one of their attacks?).

On the subject of music, I thought that the game was very well scored and had an excellent selection of licensed songs as well. From electronic and psychedelic to heavy metal and rock, the entire soundtrack fits the game perfectly. I laughed hard when I heard Toni Basil's Mickey play upon activating Juliet's sparkle power the first time; same with hearing Lollipop play while in the in-game store. Graphically, the game looks a little outdated, though still within this generation of consoles. The unique visual style makes up for this, including the cool comic book motif on the HUD and menus, as well as the button prompts.

While Lollipop Chainsaw is short, you can beat it in a day, its unique characters and sense of humor help to make up for its annoyances. Fans of the works of Suda51 will likely find this game intriguing enough, but I also encourage others to give this title a shot no matter how they feel about zombie games. As far as I'm concerned, I had a fun and unforgettable time.

Monday, October 24, 2011

Batman: Arkham City - The Best Superhero Anything Ever

Cropped PC box art, because the internet rejected the NTSC PS3 box art for some strange reason.

After playing the masterpiece known as Batman: Arkham Asylum, I wasn't really sure what to expect from Arkham City. I mean, I had a vague idea of what would happen based on tidbits provided of the story and characters to appear, but I didn't know what direction the game would go in or how it would play out. Until last week, that was all a mystery that I spent a long time solving. The finished product has turned out to be so good by its own merits and as a sequel that I really don't know where to begin.

Perhaps I should begin with the combat. While the overall system retains familiarity from Arkham Asylum, it feels much more like a rhythmic dance where you learn more steps as you go. The general flow is fantastic, and combined with the ability to quick-fire more of the Dark Knight's gadgets made it feel more natural as well. Bruce Wayne gets to show off his full strength, but you also get the opportunity to fight strategically. Not only are there more enemy types to contend with that have a specific weakness, such as stunning a shield-bearing enemy with the cape and then dropping on them from behind, but there are instances where you have to keep an enemy conscious in order to interrogate them for the locations of Riddler secrets.

Not only is combat brilliantly done, but the enemies are also a bit smarter this time around. Not only will they now check around an unconscious body for Batman's hiding spot, they will even adapt to a certain extent, eliminating gargoyles gradually should you let them. It's also fun to listen to their dialogue, as with Arkham Asylum, since they not only have their own stories to tell but they can also fill you in on minor events in the story and give a unique insight on what goes down within the walls of the city-turned-asylum. In the times where Batman is a predator in the night, the dev team really made it satisfying to outsmart a room full of armored thugs.

And on the subject of the gadgets, much of them are carried over from the last game along with some new additions. These are mapped well onto the d-pad, allowing one to switch between them as they see fit. Weapons such as a freeze bomb or a remote disarming tool find practical use in not only combat, but also completing Riddler challenges and finding his trophies around the entirety of the city.

Since I've mentioned Riddler challenges a couple of times already, it's about time I clarified by stating that there is a lot you can do in this game, and I mean a lot. Not only are there a staggering 440 Riddler challenges to complete in the more open world of Arkham City, but plenty of side missions where the player gets to interact with more of Batman's lengthy rogues gallery, including the lesser known Mad Hatter, Deadshot, and Calendar Man (I am not intimately familiar with Batman's history or his fanbase, so I don't know how obscure some of these enemies are to them). Those who play a game to get 100% completion may like the fact that they'll be inside the city for a long time; I must have played the game for tens of hours and I've only completed about 43% of the game so far. This was what I liked about the game, since I really felt like I was getting my money's worth, but I was a little disappointed that the stat screen didn't tell me how long I was playing (otherwise I'd be able to give a more exact time estimate).

I realize that I've gone this far without talking about the story, penned by none other than Paul Dini. I can't exactly say too much about it, as it's very twist-laden, but I can tell you this much: The game hits, or maybe even punches you, right off the bat with a killer twist. Hugo Strange already knows that Batman is Bruce Wayne. He will stop at nothing to be able to tell the world about it, to the point of capturing him in an attempt to break him psychologically. However, Bruce manages to fight his way out into the open and suit up, beginning a string of events that all build tension towards the big mystery of the game, with layers of intrigue, alliances, and rivalries, as Batman also tries to find out just what Protocol 10 is. Sadly, I can only go this far without spoiling the plot, at least on his side of the story.

It may not be a surprise to some of you, but Catwoman is now a playable character as well. Rather than give her her own story mode, the brilliant decision was made to have her part in the events be interwoven near flawlessly into the story. While it's great to see how her sections help explain minor events in the overall plot, it's even more fun to control her. Compared to Batman's powerful approach to fighting, Catwoman makes him seem slow by comparison. This is probably helped by putting less emphasis on gadgetry, since she has all the tools a cat burglar would need or be able to fit into her tight suit, and instead diverting focus to her speed in combat that more than makes up for her lack of strength. In another stark contrast to the Dark Knight's style, Catwoman's preferred method of clearing a room seems to have more of a stealth approach in mind, which made pretty good sense considering she can climb across ceilings with specific surfaces.

While I do praise the Catwoman segments, I must bring up that accessing her can only be done through an online pass. As I acknowledge that this is rather unfortunate for those who wish to purchase the game used, I would recommend those people to either try and pick up a new copy to avoid paying for her separately, or purchase a used copy at GameStop where everyone will get a Catwoman code regardless of condition. In any case, you should definitely download her to have the complete experience.

The one thing the game manages to do very well overall, besides looking absolutely gorgeous, is building and keeping a suspenseful atmosphere, with a good score to compliment the tension. When there is a lot going on at once, it's easy to get the feeling that you never know who will need saving next or where a villain will strike. It helps that the ever-twisting plot thread successfully kept me on the edge of my seat. Aside from this, there are very smartly placed symbolic imagery. It's moments like when Catwoman manages to steal from Hugo Strange only to be torn between the loot and saving Batman, with her decision symbolized by the red and green directional arrows on the ground suddenly representing her karma or finding the exact location where Bruce's parents died so he can pay his respects that really help to establish the city itself as a character in its own right.

Now, after looking back on all that went on in the game, I can say that Batman: Arkham City is not only the absolute best licensed video game on the market, but perhaps even the best video game I have ever played in my entire life. With a near perfect arrangement of elements, excellent voice acting and characters, and an ending that hits you effectively with the emotional impact of a meteor, Arkham City is a game that elevates Batman to a new high that will be hard to top for quite a good while. It is, quite simply, a game that absolutely no one with the technology in their possession with the capability to play a video game should even think about missing out on.

Sunday, September 18, 2011

Batman: Arkham Asylum


In the year 2009, Rocksteady Studios released their second game ever, Batman: Arkham Asylum, to much commercial and critical acclaim. While I was largely unfamiliar with the overall Batman universe, I did find the game intriguing at the time and thankfully it did not disappoint one bit. Naturally I became excited by the idea of a sequel, Batman: Arkham City, currently slated for an October 19, 2011 release. In order to build up to this, here is my review of Batman: Arkham Asylum.

To begin, Arkham Asylum is not your average licensed video game. While it does draw a lot from the Batman name, the game uses that more to its advantage, rather than its detriment. It infuses years of comic book history with Victorian architecture to create a dark, mysterious, and sometimes frightening atmosphere unlike BioShock's dystopian city of Rapture. It's not just a set piece, it's an environment filled with immense attention to detail and structure so nicely done that you'd think it was real. The asylum manages to almost stand as a character in its own right, as the interior walls ooze with personality and help to subtly guide Batman to his destination.

With Joker at the reins, the many inmates and transferred Blackgate prisoners roam free at his command. The interesting thing about the enemies, and even the guards, is that like the rest of the game they don't feel like the run-of-the-mill cookie cutters found in most others. They are capable of converstaion, interacting with the environment, and even hinting at their own self-contained stories. Each new encounter also helps to show the kind of person Batman is and help him to figure out how to approach a given situation.

In some scenarios, Batman can display his "demon of the night" persona to the fullest by striking from the shadows and instilling fear into the hearts of his foes to the point where they can be easily taken out. In others he can show off his detective prowess by utilizing his high tech gadgetry to follow a DNA trail, or his (and your) skills of perception to solve all of the Riddler's riddles. The combat system is also one of the most well-crafted in gaming and it nicely shows off Bruce Wayne's true capabilities. With graceful counterattacks and the ability to use batarangs in a pinch, plus a satisfying finishing blow, the game makes the player feel a lot like the Dark Knight himself effectively.

Equally amazing and fun are all of the different gadgets Batman gains throughout the campaign. Similarly to Metroid, some areas are inaccessible until a particular item is obtained. The things you can discover in return however are well worth it, from the many character bios and challenge maps to several audio interviews that really gives the player insight into the villains and the history of the titular place. There is definitely a great incentive to continue exploring Arkham no matter how long you've been crawling through its vents.

While the plot is indeed interesting, it doesn't really go past the idea of Joker taking over Arkham Asylum. Still, this isn't a bad thing, as the game makes up for this greatly by delivering some truly stunning and unforgettable moments. These moments are very well done and continue to show us more about the world of Batman, including some clever nods to the comic book it's based on. I liked these, as it helped me get to know and understand the Batman universe a lot better than before I played.

What helps this game out greatly is the superb voice acting, featuring the return of Kevin Conroy and Mark Hamill in their respective iconic roles as the dark knight and the clown prince of crime. Some voice actors also reprise their voices from the 1990's animated series, such as Arleen Sorkin's Harley Quinn, but overall the characters are very well cast and bring out the most of their characters. Standout examples include Steve Blum as Killer Croc and Dino Andrade as The Scarecrow, both of which manage to make the villains they voice genuinely threatening, making their presence all the more powerful.

Sadly not every moment is great. In fact, the final encounter that the game builds up to the entire time is a bit of a letdown. I would agree that there was a rather odd yet interesting concept introduced that was squashed by Batman's own morality, leading to the worst boss battle in the game.

Thankfully, that's the only real complaint I have with the entire game. There is almost absolutely nothing wrong with the overall product, as it provides an experience absolutely anyone should play. Now let's see if Arkham City can top this and provide something even better.

Monday, April 25, 2011

Mortal Kombat (2011) - A Fitting and Gory Revival


As a series that began life in the arcades, Mortal Kombat is one notable for having some of the goriest combat ever seen in a video game, as well as being the series that would lead to the creation of the ESRB. I have had almost zero experience with the franchise, save for Deception and MK vs DCU. However, I do know that after playing this, Ed Boone and his team at NeatherRealm Studios have lit up a flame in me that craves more Mortal Kombat.

The character selection here is diverse, with 26 different fighters present. The list is made up of characters virtually exclusive to only the first 3 games, with iconic characters like Scorpion and Sub-Zero mixed with the likes of Kitana and Sektor. Each one has their own unique set of moves and ways to fight, which makes it certain that anyone playing will find a character that suits their own fighting style, such as Stryker for some reason finding a resonance with me. The PS3 version, the one I played, also has an exclusive in the form of Kratos, who was perfect for the game and had his moves integrated perfectly into the game, as well as his visceral way of dealing with enemies in God of War.

You would not believe the amount of detail put into Mortal Kombat, clearly coming a long way from digitized actors. The characters have been painstakingly rendered on the inside as well as the outside, so a lot of body and clothing damage can be seen as the battle goes on. In fact, there are some background events and details that would require you to take your eyes off the fight just to catch a glimpse of them. Images of combatants fighting in the background, a speeding train, or even a dragon fighting a helicopter are all beatifully rendered and provide a unique atmosphere to each and every stage. Even the new X-Ray moves that show literal bone-crushing force are rendered with impressive detail for a fighting game, although this particular spectacle can make you cringe if you have a weak stomach.

Compared to the 3D MK games that I had played, the controls here were fairly easy to pick up and use. It felt great taking individual moves and forming combos of my own, rather than having to memorize an insanely long button combination. On top of this, the controls were very tight and responsive, allowing me to fight without any trouble. The movements were also very fluid, which can lead to some pretty frantic action. It's even more frantic when you're playing the Tag Mode, which has you using two characters or working together with someone else. I also enjoyed seeing each characters' fatality in action, which shows the amount of effort the team put into giving each character their own identity.

Single Player has a wealth of gameplay modes, the longest of which is the Challenge Tower, which has a total of 300 challenges designed to test your abilities as well as give you experience with each fighter, which the Story also does a good job with. I spent a few hours on the Tower, and I'm still not done going through it, but I love it so far, even with the silly reasons that some of them even happen. There are also the 4 Test Your modes, but the big incentive for completing the different modes would be for gaining Koins for unlocking the vast amount of secrets in the Krypt, which includes concept art, alternate costumes, and Fatalities among other things. It would probably take me a few days to finally unlock everything in the Krypt, but it's a challenge worth taking.

The only real complaint I have is with the enemy AI during the Ladder challenges and Story Mode. While fights are supposed to get challenging as you advance, the enemy combatants seem to eventually have the reflexes to catch a bullet and then some. This is more noticable on higher difficulties, where it seems like just getting to the final boss is near impossible, even when I stretch my skills to the limit. I know challenge is expected, but just simply increasing their speed is something that didn't work for Street Fighter IV, and it certainly isn't a good way to go about it. It all boils down to fake difficulty in the end.

Playing Mortal Kombat has been a thrilling experience thus far, and I can't wait to play it even more in the future. I can't comment on the online modes, as PSN happened to be down while I was playing, but I will likely check that out when it comes back online. MK Veterans will be very happy with this game, as will those just getting into the series. I could reccomend it to anyone, but only if they are 17 or older. Simply put, this is the best Mortal Kombat game I have ever played, and it definitely proves that MK is here to stay for a long time.