REVIEW: Mystery Dungeon: Shiren The Wanderer
Developer: SEGA| Publisher: SEGA | Format: DS
Reviewer: Craig Jay Gallagher The
ability in games to save at will, gain extra lives, pass by regular
check points and generally depend on the ability to begin close to
where you are should you die has long been a traditional feature of all
games. Not so in Mystery Dungeon: Shiren The Wanderer where dieing
during the game really does result in the end of the game. Death is
greeted with a return to square one, there is no second chance.
You have to begin anew with no coin, skills reset and all your gear
lost. Accepting this simple fact will either allow for a uniquely
enjoyable gaming experience or have gamers shrugging their shoulders
and looking for the latest brain game in it’s place.
The game is quite simple to get to grips with. The main thrust of
the story follows Shiren, a Ronin living in a monster filled Feudral
Japan who must ascend a rather imposing mountain and defeat the
legendary golden Condor that makes the mountain it’s home. While simple
in theory the game is anything but.
Given the one attempt approach gamers can be forgiven for any
trepidation. To counter this, gamers are able to stash weapons, spells
and assorted other items in warehouses located across the map for later
use. The continued attempts at the game mean that the world is
constantly changing and evolving. Once harsh, treacherous areas can be
made easier to pass while helping fellow travellers will often result
in them tagging along or opening stores in a town where Shiren is
always welcome.
One of the most often felt emotions while playing the game is
crushing disappointment. There is nothing worse than crossing the world
and then dieing due to a stupid miscalculation on your part. .
It’s a harsh outcome but one which ultimately leads to a much more
satisfying game. The range of ways to die is quite diverse stretching
from being slain by an enemy to starvation to falling into a damned
trap meaning that death is always entertaining.
The online capabilities are extremely well implemented. Shiren can
call out for help as he lays dieing and if another gamer hears his
plea, then they can attempt to rescue him. If they do so successfully
then Shiren is revived and all his goods returned to him. At times
waiting to be rescued can be a long lonely experience and gamers will
often just take the hit and start again.
Given the difficulties, not many will warm to Mystery Dungeon:
Shiren The Wanderer but for those that do they will discover one of the
most rewarding DS experiences around. Highly fun, original and
entertaining, gamers should really give this Ronin a chance.
REVIEW: Gran Turismo 5 Prologue
Developer: Polyphony Digital Publisher: SCEE | Format: PS3 Reviewer: Craig Jay Gallagher
to be the finest real world driving simulator, and chances are that it
will deliver upon this promise when released. Till then we have Gran
Turismo Prologue which can only be described as a teaser. While its
absolutely amazing to look at and be technically awe inspiring it’s all
just a little underwhelming.
The setup is pretty much the same as in previous titles. You compete
in a number of races, constantly unlocking new events and classes all
the time earning credits which can be used to purchase better and
better cars. Thankfully you no longer have to complete those damned
licence tests in order to begin racing. That said there is an extremely
challenging learning curve which gets more and more difficult over the
several different race formats.
The various racing formats are the usual generic race, time trial,
single laps and overtaking. Starting with just 35,000 credits you must
purchase the most basic of cars. After completing a few races you will
have enough credits to purchase a more powerful vehicle or you can save
your credits and complete a 10 race series to win an extra exclusive
new car. There is no option to upgrade individual car parts though as
the game progresses you acquire the ability quick tune your car.
GT relies on proficient driving allowing no margin for gamer errors.
The control system is technically awe inspiring. They are perfectly
accurate without over becoming over sensitive. This allows precision
driving which results in the most fluid driving experience on any
console though damage modelling remains something of an oversight. The
illusion of real world driving is quickly killed by the ability to
bounce off walls at 160mph and continue driving.
Given the budget price tag Prologue is a must own title. Even though
it is little more than a prelude to what is to come, it still remains
the finest driving title on the PS3 or any console for that matter.
REVIEW: Brain Assist
Developer: SEGA| Publisher: SEGA | Format: DS
Reviewer: Craig Jay Gallagher
and a bit bland the title Brain Assist informers gamers of what type
game they’re getting. While the translated text may at times be side
splitting hilarious the game never promises to help with grammar, what
it does hope to help improve is your usage of your “right brain”.
What your right brain controls is a number of functions including your
artistic abilities and your imagination.
The gameplay is pretty simple. You take a number of tests which
through completion allegedly help improve your mental power, though no
matter how much I try telekinesis is still not a viable option. There
games are a series of mini games including Quick Numbers, Match Games
and colour based games.
To be honest these can’t even be classed as real games, they’re more
mental diagnostics which kill some time but aren’t exactly challenging.
Spot the Difference is the most basic of game types. Two pictures
appear on-screen and you must decide if it is identical or not. As the
game gets on these differences grow more and more difficult to find and
you soon find that time either runs out or you keep picking the wrong
option.
After completing all the mini games a few times your ready to
evaluate just how capable your brain is. The tests are two fold, each
featuring four games which you must complete. There are about ten
problems contained in each of the games which must be completed. As is
par on course for these games, the difficulty level quickly rises.
While far from a bad title Brain Assist is just a little too much of
a backward step from a number of superior brain training titles already
on release. As a starting point it is worth picking up and playing
through till you move on to something a little more substantial.
REVIEW: Time Crisis 4
Developer: Nex | Publisher: Namco | Format: PS3
Reviewer: Craig Jay Gallagher Light
Gun games are one of the last remnants of a bygone age valiantly
struggling for some sort of relevance in a market where the novelty of
pointing a piece of plastic at your TV has worn off.
The Time Crisis franchise was the last game to bring anything of note
to the genre and here in it’s fourth outing, it’s first on the PS3 it
combines traditional lightgun duck and shoot fare with the freedom of a
traditional FPS.
Like the Wii sensor bar the new G-Con3 comes with a sensor, though
unlike the sleek and simple Wii variant the G-Cons sensor consists of
two rather imposing sensors which are placed at either end of your TV.
The gun its self is a large orange contraption which resembles a
much bigger version of the G-Con2 with the added bonus of a jutting
handle to the left of the barrel, some extra buttons and an analogue
stick at the back. These buttons and sticks are used to control the
character in the game. This redesign actually turns a rather cumbersome
old model into a comfortable and natural feeling piece of equipment,
granted that you are in fact right handed.
Playing Time Crisis 4 is a rather mixed bag. The traditional option
of duck and shoot is fully explored in the arcade. Taking a handgun,
shotgun, grenade launcher or submachine gun you can literally lose
yourself in a barrage of mad cap violence. It’s generic as hell and
takes it’s self far too seriously but at the end of the day it delivers
exactly what it promises. The story involves some terrorist group with
evil intentions and the three law enforcement officers attempting to
thwart said evil plans.
The main thrust of the game is based around the games main selling
point, the modernisation of light gun gaming. The new revolutionary
step for the genre so to speak. Or it would be if it all didn’t feel
so, meh. The controls are the same as in any FPS, you use the left
analogue stick to move and the other one to look up down and all
around. The only difference is that you still use the light gun to aim.
The rudimentary implantation of this development is decently done
even if some aspects are shockingly bad. One encounter between yourself
and a helicopter is torturous due to the fact that tracking a
helicopter with your gun is extremely difficult when moving and aiming
at the same time.
If TC4 had been released a decade ago it would have been a landmark
title, as it stands it’s an adequate distraction. While far from the
promised next step for FPS it still remains a decent time waster which
arcade fans will lap up. For everyone else there’s Call of Duty 4.
REVIEW: Rainbox Six: Vegas 2
Developer / Publisher: Ubisoft | Format: Xbox 360
Reviewer: Craig Jay Gallagher Last
year’s Rainbow Six: Vegas 2 was one of the stand out titles of the
year. It set a new standard for Tom Clancy games and introduced one of
the series finest story lines. The ending left gamers wanting more and
Ubisoft have obliged.
When approaching Vegas 2 it’s essential that you are familiar with
the first game as the sequel follows on from the events depicted in it.
We get a more fleshed out version of the events which lead up to the
initial terrorist attack and a more in-depth look at the individual
stories within the team. All this and an ending which is positively
cinematic.
Much like the story concerns the same incident the gameplay remains
pretty much identical to the first game. That said there are a few
changes and new additions. The ability to sprint is now an option,
which is pretty handing for finding cover to escape enemy fire. The
ability to level up through the completion of objectives is another
addition which is much appreciated. Completion of key tasks, such as
making a certain number of head shots. You can then use these level up
bonuses to purchase new weapons and gear. Everything else pretty much
remains the same, which is a god send for seasoned veterans of the
series and an easy pick up for new comers.
Tom Clancy endorsed games are an almost monthly release, which would
have grown pretty old at this stage were it not for the overwhelming
quality of the titles. No other gaming series has gone from strength to
strength with each release. Vegas 2 isn’t just an essential purchase,
it’s the only game you’ll need
REVIEW: Lost: Via Domus
Developer / Publisher: Ubisoft | Format: PS3 Reviewer: Craig Jay Gallagher
time coming. Ever since the phenomenal success of the first show, a
game was inevitable. After much waiting, Lost: Via Domus is finally
here. It promised to brings us a whole new chapter concerning the
survivors of Oceanic Flight 815 and possibly even offer some answers to
the many questions plaguing fans of the show.
The initial load of Lost, when put in for the first time takes
several minutes, which given that there is only 4-7 hours of gamesplay
is quite astounding. The games greatest problem lies therein. Asking
gamers to part over 60 euro for a game which can be cleared in an
afternoon is a bit of a joke.
The story unfolds in a slow
methodical way. Information comes in drips and drabs, slowly shaping
our protagonists story. Taking place mainly within the confines of
series 1 and 2, you take on the mantle of a previously unseen character
whom has been there since day one. Fans of the show will instantly be
up to speed, but those unfamiliar with the cult of Lost will be pardon
the pun, lost.
Solving puzzles is the key to progression. These range from the
rather simplistic and oft repeated, use of fuses to power up object to
the rather torturous use of flags to guide you through the jungle.
While it may sound simple, doing so when chased by the dreaded black
smoke is quite a task. One of the most welcomed inclusions is that back
tracking is rarely needed as the game will skip to where you need to
be.
Visually, Ubi Soft Montreal have out done themselves. The island
looks fantastic, with the crashed plane on the beach looking all most
life like. The jungles look lush and vegetation reacts to your moving
past them in a believable manner. The soundtrack also deserves mention.
It’s straight from the show which when combined with the awesome
visuals makes for a true Lost experience.
While successfully re-creating the look and feel of the show Lost:
Via Domus is a winner. However the short playing time makes difficult
to recommend the game as anything more than a weekend rental.







