Posts Tagged ‘ corduroy-turtle

Review: Mega Man 10 DLC: Bass and Special Stage 1 11 April 2010 at 9:00 am by Admin

Review: Mega Man 10 DLC: Bass and Special Stage 1 screenshot

The first two batches of Mega Man 10 DLC are out, and both are tailor-made to please the most loyal of Mega Man fans. Bass mode and Special Stage 1 bring us characters who have never been seen in a NES-style Mega Man game, and the results aren’t entirely what I expected. I thought I knew these guys. I’ve played as Bass before in Mega Man & Bass, and I’ve fought Special Stage 1’s Enker in both Mega Man on the Game Boy and Mega Man Soccer on the SNES.

I thought I knew what to think of these two Mega Man haters, but I’d never seen them like this. The results of bringing Bass and Enker to the 8-bit Mega Man world are both exciting and strange.

But are they worth 1-2 dollars?

Hit the jump to find out.

Mega Man 10: Bass Mode DLC (WiiWare [reviewed], Xbox Live Arcade, PlayStation Network)
Developer: Capcom
Publisher: Capcom
Released: April 5, 2010 (WiiWare) / April 7, 2010 (XBLA) / April 8, 2010 (PSN)
MSRP: 200 Wii Points / 160 Microsoft Points / $1.99

First off, I’ll tell you that I’m not a fan of Bass. I see him as the Poochie of the Mega Man series: a Scrappy-Mega-Man-Doo that Capcom brought in to try to make the original Mega Man games feel “current” and “hardcore” in the 16-bit era. While just about every Mega Man character in the pre-Mega Man 7 games has a certain timeless simplicity to them, Bass is clearly an overly detailed, attitude-packed child of the mid-’90s. I enjoyed Bass in Mega Man & Bass, but enjoying and respecting aren’t the same thing. Everything about the guy — the permanent snarl, the unnecessary facial scars, the purple bullets — screams “trying too hard.” Bass isn’t quite as bad as Shadow the Hedgehog when it comes to being “h4rdc0r3,” but he comes close.

Mega Man 10 works to change that. The purple bullets are gone, the facial scars aren’t as prevalent, and most importantly, Bass has gone 8-bit. Though I’d imagine that he’s not all that psyched about it himself, the anti-hero of the Mega Man universe has now officially traded in his oversized hands and feet for a gigantic head and fat little belly. Though his design is still a little overcomplicated compared to Mega Man and Proto Man, this is still the most palatable version of Bass I’ve seen yet. He finally “fits” with the Mega Man world that I grew up with. That may not mean much to Mega Man non-fans out there (who are reading this for some reason), but for the rest of us, seeing Bass go retro is a big deal. Imagine if the next live-action Star Wars project featured Jar Jar Binks, but instead of being fully CG, he was now a guy in a suit and his “mesa no bombad” dialog was replaced with Chewbacca-inspired guttural fish-grunts, and you’ll get the idea of what it’s like for me to see Bass in Mega Man 10.

Old-school fans of Bass shouldn’t fret. There are a lot of nice details thrown in to keep the character feeling like the Bass that we grew to know in 16- and 32-bit. He’s got the same “angry” dash, the same clenched-ass pose as he teleports onto the screen, and the same cyber-wolf-dog pal Treble — all now in glorious 8-bit. Some will take this to be a downgrade. I see it almost like a LEGO-ization, a Mighty Mugg-ified version of the Bass I once tried to ignore. And it works.

As for how he plays, Bass has most of the moves he had in Mega Man & Bass. He can shoot in any direction other than straight down. He has automatic rapid-fire; a dash move that, when combined with a jump, sends him flying about twice as far as a regular jump; and the ability to fuse with his wolf-dog to form a flying, spread-shot-shooting version of his former self. The only thing Bass is missing is his double jump, which I assume Capcom left out for fear that it would break the game too much.

Well, if that’s what you were afraid of, Capcom, I’ve got bad news for you: it’s too late. All the other stuff Bass can do breaks the game anyway. When he fuses with Treble, he can fly over huge portions of levels without any risk of danger, and thanks to his ability to shoot straight up, almost every mid-boss in the game can be killed in a few seconds by standing under it and firing upward. That works against a lot of regular bosses, too, as well as random enemies. What were once some of the most challenging parts of the game are now painfully easy.

Playing as Bass isn’t totally unbalanced. There are a few times when his weaknesses (half-damage bullets; an inability to run and shoot; an inability to shoot through walls) make the game a hair more challenging. The field of rocket-soccer balls in Strike Man’s stage is definitely harder to manage with Bass. Problem is, if any part of the game does turn out to be harder to manage with Bass, nine times out of ten, you can just fly over it. Had they made the Treble fusion power-up something you had to unlock, instead of something you get from the start, then maybe this wouldn’t be such a problem. As it stands, Bass mode is a little too easy to be totally awesome. It’s nice to get revenge on all the enemies that kicked my butt the first time I played Mega Man 10, but to see them go down this easy is a little anticlimactic.

Also disappointing are the meager changes made to the game’s story when playing with Bass. Capcom was cool enough to add Bass’s face to the title screen after you buy him, but other than that, the Bass-specific additions to the game’s story/cut-scenes are minimal. Other than slightly altered dialogue in the game’s ending, and an admittedly cool new shop (complete with more weird cameos and new music), there isn’t much new here. That said, there may be more to the character that I just haven’t found yet. It was just yesterday that I saw the special effect that Bass’s rapid-fire has on the game’s shielded enemies.

Just like with the rest of Mega Man 10, I think Mega Man fans will be satisfied with Bass mode, but it will help if they set their expectations to “low.” With a little more balancing and a few additional cut-scenes, Bass could have been a truly amazing addition to the game. As it stands, playing as the wanna-be robo-bad-boy is just…

Score: 7 — Good (7s are solid efforts that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)


 

Mega Man 10: Special Stage 1 DLC (WiiWare [reviewed], Xbox Live Arcade, PlayStation Network)
Developer: Capcom
Publisher: Capcom
Released: April 5, 2010 (WiiWare) / April 7, 2010 (XBLA) / April 8, 2010 (PSN)
MSRP: 100 Wii Points / 80 Microsoft Points / $0.99

Mega Man 9’s special stage is a tough act to follow. It was more than twice as long as a regular stage, contained every mid-boss in the game, and had some of the best music in series history. Though Mega Man 10’s first of three planned special stages doesn’t manage to excel in those areas, it does enough new stuff to feel like a worthy follow-up to its predecessor.

Like so much of Mega Man 10, this special stage doesn’t feel quite as inspired its Mega Man 9 equivalents. As with all the time attack stages in Mega Man 10, you start special stage 1 with all your weapons, just one life, and no E-tanks or other items. These limitations add a certain “survival mode” flavor to the proceedings, which works to add a sense to urgency to every event. The music is a nice metal chiptune mash-up in the style of Solar Man’s stage theme, with a bit more emphasis on virtua-guitar solos. It’s a catchy but forgettable number, one you’ll sing along to while you’re playing, but stop as soon as you’re done. The stage looks good, too, albeit in a similarly nondescript manner. Unlike the best stages from the Mega Man series, there isn’t much of a unifying motif here. There are a lot of instant-kill spikes, but that’s about it for a theme.

Don’t let that discourage you, though; most of the spikes are easy to avoid. There is a traditional Mega Man “disappearing blocks of spikes” area, but it can be easily flown over with the Rush jet. Other than a few vertically scrolling sections, and a couple of tricky conveyor belt bits, there isn’t much here that will kill you. The stage isn’t very long, either, with no mid-bosses to extend the experience. I’d expect the average Mega Man fan to get to special stage 1’s boss on their third or fourth try, which I’m guessing will take about twenty minutes.

That’s not to say that you’ll be done with the stage that quickly. I got killed by Enker at least five times before I finally beat him. Enker is a bastard, plain and simple. He’s much smarter and unpredictable than the eight “regular” bosses from Mega Man 10. I don’t want to spoil all his secrets for you, but I will tell you that his attack pattern can’t be easily memorized, and simply shooting him as much as possible may not be the best idea. One thing’s for sure: this guy could kick Fake Man’s ass any day of the week.

The coolest thing about the whole package? If you get through all of it alive, you actually get a reward. Beating Enker scores you the Mirror B., a new weapon for Mega Man that is usable in any time attack stage, or after selecting Mega Man in a new game of campaign mode. Like the sword that Enker uses against you, the Mirror B. reflects projectile attacks back at enemies. It works a bit like Proto Man’s shield, except you can use it while jumping or standing, and it reflects energy back in a more powerful, wider bullet. It doesn’t seem to have any practical use against the game’s bosses, but it works great against Sniper Joe and your standard Hard Hats. Replaying the game with Mirror B. almost feels as different as playing it with Bass or Proto Man, and that experience only promises to get better after scoring the weapons from Punk and Ballade in special stage 2 and 3.

Despite the fact that it’s a little short and a little easy, the challenging boss fight and the weapon you score afterward make special stage 1 a must-buy. I give it a…

Score: 8 — Great (8s are impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.)


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+ USB memory storage support hits Xbox 360 By Admin 06 April 2010 at 3:20 am and have No Comments

USB memory storage support hits Xbox 360 screenshot

Folks who turn on their Xbox 360 today will find a system update waiting for them. This is the previously mentioned update which allows you to use USB Memory devices with your console as a replacement for memory cards or, for the desperate, a hard drive.

Just as a reminder of how it’s all going to work, you’ll have to have a USB storage device with at least 1 Gb of space on it. The maximum amount of storage you can use — regardless of the device’s maximum — is 16 Gb and each console can have up to two devices registered to it.

Kinda makes the 512mb memory card I bought so long ago feel really out of date, but I’m looking forward to being able to keep all my Rock Band DLC on my keys so that I can more easily play it wherever I am. Plus, I’m sure it will be helpful for some who’ve either never bought a larger storage option or refused to due to their exorbitant prices.

Xbox 360 System Update – USB Memory Support [Major Nelson]

+ Get your face into The Conduit 2 By Admin 04 April 2010 at 4:00 am and have No Comments

Get your face into The Conduit 2 screenshot

Sega America has announced a contest for The Conduit 2 which has a damn neat prize. Called the “Conduit 2 Get Your Head In the Game Sweepstakes,” winners will have their likeness put into the game.

The grand prize will put your mug on “a wanted style poster” somewhere in the game, while two first prize winners will have their faces put somewhere else at a smaller size. All three of them, along with four second prize winners will get a signed “collector’s book” and copies of the game.

I love it when companies do this stuff. I think it’s a pretty universal dream amongst videogame fans that they could one day be a part of them and this is as good a chance as any to leave your mark. All you have to do to enter is head over to the Conduit 2 website and sign up. 

Conduit 2 Get Your Head in the Game Sweepstakes [Conduit 2 Official Site]

+ Bungie explodes with Halo: Reach details By Admin 03 April 2010 at 4:00 pm and have No Comments

Bungie explodes with Halo: Reach details screenshot

It looks like the guys at Bungie just can’t keep their mouths shut anymore. With the beta for Halo: Reach just a month away they’ve unloaded a whole crap ton of details about the game at Bungie.net. Some of this was discussed in our preview of the multiplayer and shown off in the trailer, but there’s plenty of new details in there for Halo fanatics to dissect.

As a casual Halo player this all seems fun to me, but I’m sure some people will be upset by the new five shot kills instead of four with some guns. I especially like the changes they made to the Elites who are now much stronger, faster, bigger and all around better than the Spartans. This means that in some multiplayer modes you won’t be able to play Spartan vs. Elite, but within the universe of Halo it makes a lot more sense that the Elites would function in a vastly different way than the Spartans.

Aside from that the big news to take from the post is the discussion on how exactly Load Outs will work and the new armor types. The Armor Lock is especially interesting (and bad ass looking), since it allows for invincibility. The down side? You can’t move. Expect glowing blue flames to become a sniper’s favorite sight.

Oh, and then there’s that listing and description of the weapons and vehicles in the game and how they will work. You know, the stuff no one cares about.

Bungie Weekly Update: 04.02.10 [Bungie.net, via Blast Magazine]

+ Pre-order Green Day: Rock Band with GameStop, export tracks for free By Admin 02 April 2010 at 1:30 pm and have No Comments

Pre-order Green Day: Rock Band with GameStop, export tracks for free screenshot

Unlike The Beatles: Rock Band, the 47 tracks on the upcoming Green Day: Rock Band won’t be held hostage on the game disc. Instead, PlayStation 3 and Xbox 360 owners will be able to export the songs to their hard drives for play in Rock Band 1-3 for a fee of $9.99.

But for those who pre-order it at GameStop, they can keep that ten spot in their pockets. The retailer is offering up a token to export all 47 tracks with a pre-order. Alternately, fans can pick up Green Day: Rock Band Plus for $69.99, which features a similar token, as well as six additional Green Day song downloads (and fancy box art). 

With a pre-order only being $5 (and going towards your purchase), if you intended to pick up Green Day: Rock Band (and own other versions of the music game), then this seems like a pretty good deal. That is if you’re into Green Day saving money, of course.

+ The Incredibles outfits, level comin to LittleBigPlanet By Admin 30 March 2010 at 6:20 am and have No Comments

The Incredibles outfits, level comin to LittleBigPlanet screenshot

New The Incredibles costumes and a level pack are headed to LittleBigPlanet in April, Media Molecule has revealed.

The pack will come with nine costumes, including each one of the Incredibles, allies Frozone and Edna Mode, and baddie Syndrome. The level pack will hit the PlayStation Store at the same time as the costumes, and will feature “memory landmarks from The Incredibles, and masses of other collectables.”

Sometimes I think Media Molecule just puts together these LittleBigPlanet costume and level packs because they can. I mean, The Incredibles? Really? That movie came out six years ago! I guess when you’ve shipped one of the most popular and recognizable games of this generation, at-whim partnerships like this one are only a phone call away.

Can we get some Boogie Nights costumes? I’m ready to pay through the nose for a Dirk Diggler, Buck Swope, or Rollergirl outfit.

The Incredibles are coming to LittleBigPlanet [LittleBigPlanet]

+ Sonic 4 gets Wii screens, online leaderboard confirmed By Admin 25 March 2010 at 2:00 am and have No Comments

Sonic 4 gets Wii screens, online leaderboard confirmed screenshot

We’ve seen Sonic the Hedgehog 4 on Xbox 360, and it looks damn good. How does it fare on Wii? According to these new screenshots, revealed by Nintendo of America, it’s not too shabby at all. According to Nintendo, the game will feature full HD resolution, so there’s a reason it looks so nice!

The WiiWare version of Sonic 4 will feature everything that the more powerful consoles provide, including online leaderboards. Widescreen format was also hyped as a feature, which is kind of sad that a Wii game would have to pimp that as a bonus, but there you are. 

In any case, the Wii alternative is coming along nicely, and that’s not a bad thing.

2 New Sonic 4 Wii Screenshots and Online Leaderboards Confirmed [The Sonic Stadium]


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+ GDC10: Gabe Newell: DRM lowers a game’s worth By Admin 12 March 2010 at 6:40 am and have No Comments

GDC10: Gabe Newell: DRM lowers a game's worth screenshot

Valve boss Gabe Newell recently touched upon the always thorny subject of DRM, stating that it lowers the value of games and that it doesn’t do anything for customers. Obvious statements, but popular ones, as his speech drew a round of cheers from a packed Games Developer’s Choice audience. Newell had just won the Pioneer Award. 

“One thing that you hear us talk a lot about is entertainment as a service,” opines Newell. It’s an attitude that says ‘what have I done for my customers today?

“It informs all the decisions we make, and once you get into that mindset it helps you avoid things like some of the Digital Rights Management problems that actually make your entertainment products worth less by wrapping those negatives around them.”

Some could and would argue that Valve’s Steam service is a form of DRM in its own right. The difference between DRM like Steam and DRM like Ubisoft’s restrictions, however, is that Steam is not f*cking bullsh*t. 

GDC: DRM damages the value of games, says Newell [Develop]

+ GDC 10: Sony’s Move trailer: Wireframed imagination By Admin 11 March 2010 at 2:00 am and have No Comments

GDC 10: Sony's Move trailer: Wireframed imagination screenshot

We’ve seen enough living room family gaming promotional videos to last us a lifetime. Nintendo started it with the Wii a few years back, but here recently both Sony and Microsoft have been putting their own versions out with their new alternative control schemes. Today we saw a trailer that showed off what Sony’s new controller, the motion sensing Move, could do.

The trailer we saw at Sony’s press event featured wireframe overlays of what the Move controller was to represent in each gaming situation shown. Golf clubs, boxing gloves, ping pong paddles. You know the drill. The wireframes were like Sony’s own high production value touch to the living room family gaming videos. If you pull out the glowing orbs, you kind of get the feeling that you’ve seen this video before.

Later, the trailer shows examples of many of the Move games we got to try out. Look for our hands-on reactions soon.

+ Review: Toy Soldiers By Admin 03 March 2010 at 8:00 am and have No Comments

Review: Toy Soldiers screenshot

Ironic war games involving plastic army men is nothing new. After all, who can forget Army Men? Likewise, tower defense games are a dime a dozen these days. You know what we haven’t see yet? A tower defense game involving plastic army men! Synergy is equal to innovation, folks!

In all fairness, Toy Soldiers, part of the Xbox Live Arcade “Block Party” season, is more original than that. Yes, it’s a tower defense game, yes it’s a war game involving toy soldiers, but its interactivity and strategic focus helps make it stand out, and may even lend an appeal to those who don’t normally care for the whole “build, watch and wait” formula of an increasingly saturated genre. 

So, Toy Soldiers is slightly more original than you may have thought, but is it any good? Well, let’s read this review and find out. Sally forth, lads!

Toy Soldiers (Xbox Live Arcade) 
Developer: Signal Studios
Publisher: Microsoft Game Studios
Released: March 3, 2010
MSRP: 1200 MS Points

At its core, Toy Soldiers is yet another tower defense game, and it contains all the trappings you’d expect. Various enemy units spill forth from area of the map, with an eye on your home base. If enough enemies reach the home base, it’s game over. Players have to build various weapons to decimate the enemy forces before they reach their goal, with different weaponry suited to take down different enemy types. You with me so far? Good. 

Toy Soldiers is set in fully 3D environments, with some considerably expansive maps. Unlike other tower defense games, players are tightly restricted in terms of where and how many weapons they can place. There are small circular areas on the map for placing small weapons, and large square areas for placing big ones, and players will have to work out the best positions for their increasing range of death dealers. Placing weapons does, of course, require money which is earned with the destruction of enemy units and certain pieces of the environment.

All of the weapons are suited to particular tasks, and players will have to place them where their effects can be maximized. Machine guns and chemicals will take down infantry in a pinch, while mortars and howitzers are needed to deal with tanks. As the game progresses, players will need anti-air units to deal with attack planes and bombers as well. Each weapon has a use, and as the campaign continues, each one can be upgraded two times to become a terrifyingly powerful asset. 

As far as tower defense games goes, Toy Soldiers is one of the best I’ve seen. I can’t say I’m the biggest fan of the genre, so Toy Soldiers felt like a breath of fresh air. For the most part, the game is well balanced and extremely satisfying. Provided a player is sensible and learns where the enemies are coming from, most threats can be dealt with efficiently and if upgrades are applied sensibly, the enemy can be decimated with incredibly rewarding results. The 3D space and focus on action as opposed as slow, methodical strategy keeps things hopping along very nicely, too. If plays are feeling antsy, they can also take direct control of a unit and open fire themselves. This is the only way players can earn bonus multipliers with increased cash rewards, so it’s always worth getting personal. 

Toy Soldiers‘ biggest asset, however, is the use of special vehicles in order to keep players occupied while their weapons are holding the fort. Two different types of tank and two different planes are playable during the course of the campaign, allowing players to take the fight into their own hands and hold particularly important areas that the weapon units can’t quite deal with. Sometimes, these vehicles will be essential, especially when enemy weapons show up to stop you building your units. Taking control of a gas-spewing Whippet tank is loads of fun, and the aerial combat between planes is surprisingly decent, if a little hard to control. The only major criticism is that the vehicles are very slow indeed, and trudging from one point of the map to another in a tank can be a major drag, especially as exiting the vehicle will destroy it if you don’t return with ten seconds. 

The majority of the game is terrific, but Toy Soldiers lets itself down with the incredibly annoying boss battles. These fights are visually impressive, as gigantic war machines take to the field and make their way toward your toy box with terrifying inevitability. Unfortunately, their HP counts are incredibly high and if a player doesn’t know a boss fight is coming and how, exactly, to tackle it, they will get destroyed and would have to restart an entire level. Even doing exactly what the game tells you to do can have little impact on the bosses on a difficulty any higher than casual. They simply take too long to beat. The last boss, which requires intensely particular preparation that a first-time player couldn’t predict, is an especial drag.

As well as the single player, Toy Soldiers boasts a multiplayer mode in which two opposing forces protect their own toyboxes from incoming attack. As well as spending cash on weapons, players can also buy and send out their own attacking units such as cavalry or armored vehicles. The player-controlled vehicles also appear, giving each side a worthy defense. It’s pretty fun and could possibly hook quite a few players, although the lack of match variety may fail to keep players hooked for very long. 

Toy Soldiers is a great tower defense game for fans of the genre, and a pretty solid experience even for those who normally don’t like such titles. Well worth checking out and could easily provide a day’s distraction at the very least, with potential to become addictive for those who just love watching plastic army men burn. 

Score: 8.0 — Great (8s are impressive efforts with a few noticeable problems holding them back. Won’t astound everyone, but is worth your time and cash.)



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