Friday, July 17, 2020

Batman: The Telltale Series (Xbox 360/One, 2016)

Batman: The Telltale Series
Developed by Telltale Games
Released for Xbox 360/Xbox One (9/2016)
Also on iOS/Mac/PC/PS3/PS4/Switch


Batman: The Telltale Series is one of many licensed franchises that were given the Telltale Games treatment. The game takes many liberties with the Batman universe and while fans of the comics will recognize many of the characters, many of the backstories are quite different than you might be accustomed to. Though to be honest I haven't really followed Batman comics since the early to mid-'90s, so I could be wrong here but it is quite the contrast to the Batman and company that I knew as a youngin. I can see this being an issue with purists, but if you look at it as like an Elseworlds style spin-off there is some enjoyment to be had from Batman: The Telltale Series.

There are going to be some spoilers in the following paragraph as we'll be discussing some basic details of the story, so if you don't want any of the plot revealed you might want to skip ahead to the next paragraph. The first big shocker drops when you find out that your now-deceased father, Thomas Wayne, was involved in some shady business and was a criminal. Oswald Cobblepot, aka the Penguin, was a childhood-friend of Bruce's in this strange version of Gotham City. Other classic characters you'll encounter include Selina Kyle/Catwoman, Two-Face and the Joker. The character actors all do a great job with the voice acting, as has been the standard with Telltale Games in the past. The story is the game's strong suit and I'll leave it up to you if you wish to look into further spoilers, but I will say there are lots of unexpected twists that will leave you scratching your head and wanting to see what the next chapter holds.

Tuesday, July 14, 2020

Super Contra (XBLA, 2007)

Super Contra
Developed by Konami/Backbone Entertainment
Published by Konami
Released for XBLA (7/25/2007)
Also on Arcade/Amiga/NES/PC
Backwards Compatible on Xbox One


Super Contra was released in arcades by Konami in 1988 and was the sequel to the popular Contra (1987). Super Contra takes the familiar run & gun formula and pumps up the excitement with 5 action-packed new levels and support for up to 2 players. Load up your firearms and prepare to shoot everything in sight as "the quest for freedom continues!" The XBLA port of Super Contra was released in late July 2007, around 7 months after the original was put up for download.

There are 5 levels in Super Contra and while the game is a bit shorter than Contra, the pacing is much quicker and the action more frenetic. The corridor sections that broke up the 2D platforming in the first game are gone, replaced with the new overhead shooter segments which play a bit like Capcom's Commando (1985). The game alternates between stage types, featuring a total of 3 side-scroller and 2 overhead-shooter stages. Regardless of how you feel about the overhead stages, the 3 side-scroller stages are top-notch and the bosses are menacing. The overhead levels can be fun once you become familiar with the layouts, but enemies love to quickly appear from the sides of the screen to wipe you out sometimes resulting in some cheap deaths. The biggest hurdle to clearing this game in a single credit are definitely going to be these overhead stages.

Monday, July 13, 2020

Konami Classics Vol. 1 (Xbox 360, 2009)

Konami Classics Vol. 1
Ports Developed by Digital Eclipse
Published by Konami
Released for Xbox 360 (12/15/2009)
Backwards Compatible on Xbox One


It wasn't very often you'd see games released for Xbox Live Arcade receive a retail-disc release, so Konami Classics Vol. 1 is worth a look for fans of physical media as it packs 3 of Konami's XBLA titles into one package. Released simultaneously with a second volume in mid-December 2019, this disc features Frogger, Super Contra and Castlevania: Symphony of the Night. It's definitely an odd grouping, but each are classics in their own respect.

Each of these games have already been reviewed individually on this site, so be sure to check them out here at these links:

Castlevania: Symphony of the Night (XBLA, 2007)
Frogger (XBLA, 2006)
Super Contra (XBLA, 2007)

Rush'n Attack (XBLA, 2007)

Rush'n Attack
Developed by Konami/Backbone Entertainment
Published by Konami
Released for XBLA (5/23/2007)
Also on Arcade/C64/CPC/MSX/NES/PC/ZX81


Rush'n Attack, also known as Green Beret, was originally developed by Konami and released to arcades in 1985 and is one of the earliest examples of a 2D side-scrolling run & gun action game. It may even be the first, but it's hard to make such an assumption when there's such a wide number of forgotten and unknown games out there. This XBLA port was handled by Backbone Entertainment, the same team that responsible for Konami's other classic titles that arrived on the service.

Rush'n Attack has you take control of a spec-ops solder who has been sent into enemy territory. Your mission is to infiltrate the hostile grounds, locate and rescue your fellow soldiers who are being held captive. Armed with only your combat knife, you'll have to stab or avoid oncoming enemies. A single hit from an enemy or a projectile spells instant death, at which point you'll be sent back to a checkpoint to try again until you run out of lives.


Thursday, July 9, 2020

River City Ransom (Xbox One, 2020)

River City Ransom
Developed by Technos Japan/I.T.L., Inc.
Published by Arc System Works
Released for Xbox One (4/16/2020)
Also on GBA/NES/PS4/Switch/X68000


Before we look at the Xbox One port of River City Ransom, I'd like to take a look back at the history of the game and its various releases. River City Ransom, aka Downtown Nekketsu Monogatari in Japan or Street Gangs in PAL territories, was originally released for the Famicom in April 1989 and later for the NES in January 1990. Also in 1990, the Sharp X68000 (Japanese home-computer) would receive a port in taking advantage of the computers beefy hardware, featuring better graphics, improved music, more enemies on screen at once and various other improvements. There would be yet another enhanced port released in December 1993 for the PC-Engine CD, this one built from the ground up. The 4th port was released in May 2004 for the GameBoy Advance and was titled River City Ransom EX. This one packs enough new features that it's technically not a remake, with tons of new moves and animations to make the fighting more interesting. It's a bit of a bummer that the only version included is the NES/Famicom and they didn't include some of the other versions of the game, but I suppose this would have taken a lot of effort since only the NES and GameBoy Advance ports were translated to English. Enough about the ports of the past already, let's talk about the Xbox One port of the game...

The Xbox One port of River City Ransom contains the Famicom/NES version of the game, which was developed by Technos Japan. Technos has a rich history with the brawler genre, having also developed Renegade and Double Dragon, really helping to lay down the framework for games to come. River City Ransom feels like a natural progression of the genre, adding in the ability to explore, character stats with the ability to level up and shops where you can use money to purchase items. These features had all been seen in other types of games, but this was the first time we'd seen them in a beat 'em up before.

Wednesday, July 8, 2020

Life is Strange 2 (Xbox One, 2018)

Life is Strange 2
Developed by DONTNOD Entertainment
Published by Square Enix
Released for Xbox One (9/27/2018)
Also on Linux/Mac/PC/PS4


It took a little while, with a prequel and a demo coming out in the years between the first game and this one, but in 2018 DONTNOD Entertainment finally gave us a direct sequel to the original game in Life is Strange 2. The game was released episodically just like the previous entries in the series. There were a total of 5 episodes, with the first one released on September 27, 2018 and the final episode on December 3, 2019. All of the other episodes were of course released between those dates.

It took well over a year for the complete game to release, which is way too long for such a story-driven game. DONTNOD Entertainment has revealed that their next title will release with all episodes available from day one, which will hopefully become a standard practice for the company going forth. The release dates were far too spread apart, making it difficult to clearly recall previous events with so much time lapsing between episodes. While it took over a year for the final episode to release, Life is Strange 2 ended up as a well-polished product, so the developers should be commended for taking the time needed and not rushing out an unfinished product like some of Telltale's later efforts.

Saturday, July 4, 2020

Agatha Christie - The ABC Murders (Xbox One, 2016)

Agatha Christie - The ABC Murders
Developed by Artefacts Studio
Published by Microids
Released for Xbox One (2/23/2016)
Also on Android/iOS/Linux/Mac/PC/PS4


Agatha Christie was a prolific author who specialized in crime novels, writing over 60 different books that spanned from the 1920s all the way into the '70s. The ABC Murders was but one of many crime novels she wrote and was originally released way back in 1936. One of her more well-known works, the ABC Murders was adapted into several forms of media over the years, including several video games based on her works. Before an Agatha Christie title ever made it home consoles, there were quite a few adaptations of her works on the PC from DreamCatcher Interactive, so if you're interested in Christie you might want to look into those. The first Agatha Christie title to release on a system other than the PC was the 2009 release for the Nintendo DS that shares the same title as this version, but they are very different games. The DS game is presented more like a visual-novel while the Xbox One game takes the point & click adventure approach. So without further ado let's take a look at Agatha Christie - The ABC Murders for the Xbox One and see how it fares...

The story begins with our detective being informed of a murder in Andover, the beginning of the alphabet-themed kills: the victim's names and the location they are killed both correspond to the alphabet and the killer intends to go down all of the letters. While attempting to solve the mystery you'll investigate murder scenes, interrogate suspects and witnesses on the scene, solve puzzles and use deduction in order to find answers. You'll control the renowned detective Hercule Poirot, who will often be assisted by his helping hand, Captain Arthur Hastings. It may sound like the game checks all the boxes for a great detective adventure, but there issues with the gameplay that drag it down.

Friday, July 3, 2020

Coffee Talk (Xbox One, 2020)

Coffee Talk
Developed by Toge Productions
Published by Chorus Worldwide
Released for Xbox One (1/31/2020)
Also on Mac/PC/PS4/Switch


Coffee Talk is a visual-novel game where you play as a barista at a coffee bar, serving up beverages to an interesting cast of characters. The setting is in Seattle, which grounds the game in reality somewhat, but the characters are completely far out. You'll encounter a vampire, werewolf, mermaid, and a cat-lady among other strange patrons, each with their own story to tell. I can't really say I've played anything quite like Coffee Talk on the Xbox One before, so if you're looking for something different this just might be it...

The bulk of your time with Coffee Talk will be spent playing the main story, which will last somewhere between 3-5 hours, depending on how fast you read and if you skip text or not. The majority of gameplay just consists of reading the dialogue between characters, with the occasional chance to brew a drink for your patron. This should inform you right off the bat if this is going to be a game for you, as I know how so many people can't stand reading, especially when it comes to video games. This alone makes Coffee Talk a niche title, but there's nothing wrong with that and there's more than enough room in the gaming marketplace for titles that cater to a smaller audience. The customers you'll serve are an interesting bunch and the writers did a great job giving each of them unique personalities. Occasionally you'll be requested to serve up a certain kind of drink and you'll have to select the proper ingredients to mix it. These sequences do a good job keeping the player involved without being too challenging.

Monday, June 29, 2020

The Awesome Adventures of Captain Spirit (Xbox One, 2018)

The Awesome Adventures of Captain Spirit
Developed by DONTNOD Entertainment
Published by Square Enix
Released for Xbox One (6/26/2018)
Also on PC/PS4


Released as a demo for Life is Strange 2, the Awesome Adventures of Captain Spirit released in late June 2018. The game follows a 9-year-old boy, who has a crazy imagination and escapes to a fantasy version of reality where he becomes his superhero alter ego: Captain Spirit. Since this is classified as a free demo, there are no achievements or gamerscore to unlock, which unfortunately many will skip over this one. Let's take a look and see if the Awesome Adventures of Captain Spirit is worth the download...

A playthrough of the Awesome Adventures of Captain Spirit is only going to eat up an hour or two of your time, so there's not much to lose going into this. The game puts you in the shoes of Chris, a young boy with a hyperactive imagination, who creates a superhero alter ego by the name of Captain Spirit. Chris is an only-child that lives with his father and they are both struggling in the aftermath of losing Chris's mother in a tragic hit-and-run accident. Chris's father has turned to alcohol to cope with his loss and during the course of the game he drinks himself to sleep while watching a sports game. Captain Spirit basically entails the adventures of Chris while he does some chores around the place, using his vivid imagination to make these mundane tasks seem exciting.

Friday, June 26, 2020

Arrow Diamond (XBLIG, 2013)

Arrow Diamond
Developed/Published by Hitmark Brothers
Released for XBLIG (9/19/2013)


If you've read through any number of the XBLIG reviews here, you know that I've described many of those games as weird or strange (which they are), but I think this game might take the cake for the most mysterious piece of software that I've encountered on the service. Rather than just simply giving the game a proper name composed of letters like everything else, the Hitmark Brothers decided that this title would be named using symbols. GameFAQs has it listed as Arrow Diamond, but in the game library and back when it was sold it was simply listed as ->♦, which I suppose could be directly translated to Arrow Diamond. Naming your game with symbols is a sure-fire way to make sure that your game is nigh impossible to find, so its doubtful that many were even aware of this game's existence. This is just the beginning of the weirdness that lies within the game that will be referred to as Arrow Diamond...

After starting up a new game, you'll take control of a giant green hand that belongs to presumably a god, looming down from the sky above. Everything is viewed from a 2D perspective and the first thing you'll notice are the little green seed things walking around on the ground level. Some of the seeds will grow a sprout which can pushed down into the ground using your finger. You can also flick them to quickly move them or pick them up to manually relocate them. Once a seed has been planted, you'll need to nourish it with water. There's water on either side of the little island you have to work with, so using your giant hand you'll need to cup a handful of water and dump it on the plant.

Thursday, June 25, 2020

Contra (XBLA, 2006)

Contra
Original Game Developed by Konami
Ported by Backbone Entertainment
Published by Konami
Released for XBLA (11/8/2006)
Also on Arcade/C64/CPC/Mobile/MSX/NES/PC/PS2/PS4/ZX
Backwards Compatible on Xbox One


The original Contra game was an important release in the history of video games and the classic run 'n gun shooter got its start in the arcade back in 1987. Featuring 8 action-packed stages and allowing 2-player simultaneous co-op gameplay, Contra was an incredible game when it came out. A mysterious meteor has landed in the jungle (presumably somewhere in South America) that has brought with it deadly alien lifeforms called the Red Falcon. So of course the first course of action is to send 1 or 2 commandos to the island to put a stop to the deadly aliens. It's not much of a story, but it's enough to justify some blasting excitement.

The first 4 stages of Contra alternate between side-scroller and behind the back levels, but all stages following these are side-scrollers. There are a total of 8 different areas, though the last 4 are linked together and many consider stage 5 to be 1 level with 4 sections. It feels a bit uneven though there wasn't much more Konami could have done with the base levels and it would have gotten a bit monotonous had there been any more of them. The existing 2 base areas where you play behind the back are quite similar, but there's a solid amount of variety between the side-scrolling stages. The mission begins in the jungle and will take you through the waterfalls, snow and a few others before ending up at the alien base.

Wednesday, June 24, 2020

Life is Strange: Before the Storm (Xbox One, 2017)

Life is Strange: Before the Storm
Developed by Deck Nine Games
Published by Square Enix
Released for Xbox One (8/21/2017)
Also on Android/Linux/Mac/PC/PS4


Life is Strange: Before the Storm is a prequel to Life is Strange (2016) and was handled by a different studio called Deck Nine Games. Before the Storm consists of three main episodes, with a fourth bonus episode that's included in the deluxe edition but can also be purchased as DLC. The 1st episode was released in late August 2017 and the final bonus episode hit the store in early March 2018, so it took roughly 7 months for all of the content to release. All of the achievements and gamerscore can be unlocked through the initial three chapters, so the bonus chapter feels like a bit of an afterthought and unessential, though if you're a fan of the first game it's still worth a look.

The voice acting in Before the Storm is well done, very much in tune with the quality of the first game. While the voice acting itself is delivered excellent, there is a reverb to much of it that makes it sound as if it was recorded in the bathroom or something. Presentation-wise, the game looks pretty much the same as it did in Life is Strange and while the Unreal Engine 3 was getting a bit old at this point, the visuals still look nice. The menus are easy to navigate, text is easy-to-read and the characters that do a good job conveying emotion at times.

Thursday, June 11, 2020

Xbox Live on the Original Xbox | Xbox Overview

Xbox Live on the Original Xbox
Active 11/15/2002 - 4/14/2010


Xbox Live made its debut on November 15, 2002, exactly one year after the initial system launch. Microsoft were by no means the first to offer online functionality on a home gaming console, but there were several aspects about the service that they got right the first time around and later became industry standards.

Sony beat Microsoft to the punch by quite a bit, with the online service for the PlayStation 2 making its debut in Japan back in July 2001. North American users would receive online support for PS2 in August 2002, a good 3 months before Xbox users were playing online. There are some key differences between what the 2 companies were providing. The biggest difference that most will bring up immediately is the fact that Xbox Live was a paid subscription service while the Sony online broadband was free (as long as you had an existing internet connection). While Microsoft's online service was unified under Xbox Live and ran through official servers, the PlayStation 2 online offerings were completely left up to the third-party developers, meaning there was less consistency between online experiences. While the Xbox was built with an ethernet port from the beginning, those who owned the early fat PS2 models had to buy an adapter in order to hook up an internet cable. So while Sony's online was free, there were several aspects about Xbox Live that were ahead of the competition.

The online servers enjoyed almost a full 8 year life-span, which is longer than I think most people expected it to stick around. Many players hold fond memories of playing Xbox Live; An old friend of mine used to wax nostalgic about playing Ghost Recon and Splinter Cell online on his Xbox back in the day, telling stories that obviously left a lasting memory. Many people fondly recall playing Halo 2, which was likely the most popular game on the service. Personally, I had a PlayStation 2 back in this time so my memories of Xbox Live on the OG Xbox are very limited, though I do recall playing Capcom vs SNK 2 EO at a friend's place and being impressed by option to fight  an opponent online. While these days everybody knows and expects Xbox Live to be a primary feature of any Xbox console, t's interesting to think back about the times when online gaming was fresh and exciting for many.

Over the course of its active years, Xbox Live also allowed you to download new content for some games and even digital-only titles that could be downloaded via the Xbox Live Arcade. Xbox Live on the original Xbox helped pave the way for easy access to online gaming from your console, a feature that had been mostly limited to computer users in the '90s, and this is one of several reasons why the Xbox was such an important release in the history of game consoles.

Related Links:
Xbox Live Arcade on the Xbox - Xbox Overview

XBLA Origins | Xbox Overview

Xbox Live Arcade Origins


Since Xbox Live Arcade was so prominent on the Xbox 360, it's easy to make the mistake of thinking that the service began on that system. Originally announced at the E3 2004 press conference, XBLA would launch in November that same year. The service launched with a limited number of titles, with a few being added as time went on. By the time the console was reaching the end of its life cycle, there were 27 (as far as I could find) titles released for the platform.

On the 360, XBLA offered free trial versions for any of the games listed on the marketplace. The original XBLA offered this feature as well, allowing an Xbox Live subscriber to play a 30-minute trial of any of the titles on offer. Full versions of the games could be purchased as a digital download and as far as I can tell they ranged in price from $10-20. While there were some solid titles being offered on the service, the prices were a bit much considering how simple some of them were.

As you can see from the list below, there was a decent variety of games on offer. There were several titles aimed at casual gamers, like PopCap's  Bejeweled and Feeding Frenzy, but there were also some arcade classics for the older folks with titles like Ms. Pac-Man, Gauntlet, Smash TV and Robotron 2084. Many of these titles would make the transition over to XBLA on the Xbox 360, though there were also several that didn't, such as Atomaders, Fuzzee Fever and Hamsterball Gold. With the Xbox Live servers shut down, there's no way to play these unless you have a modded Xbox. It's interesting to look back at the list of games that helped kick off the Xbox Live Arcade service, which would become a huge part of what made the 360 so great.

Following is a list of all known titles released on the original XBLA with links to gameplay on YouTube (credit to uploader FEU3RSTURM). While much of the menu text is in German, you get to see these games in action without having to go through the trouble of modding an old Xbox. Here is a link to the menu where you would navigate your XBLA games.

Alien Sky
AstroPop
Atomaders
Bankshot Billiards
Bejeweled
Bookworm Deluxe
Dangerous Mines
Dino and Aliens
Feeding Frenzy
Fuzzee Fever
Gauntlet
Guardian
Hamsterball Gold
Hardwood Solitaire
Joust
Marble Blast
Ms. Pac-Man
Mutant Storm
Namco Vintage (Dig Dug, Galaga, Pole Position)
Orbz
Pipeline
Ricochet Lost Worlds
Robotron 2084
Smash TV
Super Collapse II
Think Tanks
Zuma Deluxe

Related Links:
Xbox Live on the Original Xbox - Xbox Overview
E3 2004 Complete Microsoft Press Conference - YouTube
Mark Plays Live Arcade on the Original Xbox - YouTube

Tuesday, June 9, 2020

Armikrog (Xbox One, 2016)

Armikrog
Developed by Pencil Test Studios
Published by Versus Evil
Released for Xbox One (8/23/2016)
Also on Linux/Mac/PC/PS4/WiiU


Armikrog was developed by Pencil Test Studios and released in August 2016, funded by a successful kickstarter campaign. Armikrog is the third entry in the Neverhood series, with the original game titled the Neverhood being released for PC back in October 1996. The Neverhood was ported to the PlayStation in April 1998, but was only released in Japan for that platform. The sequel, titled SkullMonkeys, was released exclusively for the PlayStation in January 1998, this time receiving a release in all territories. There was actually a third Japan-only release featuring the Neverhood characters released in November 1999, but it's an air-hockey game and was not developed by the original creators, therefore is rarely mentioned in the Neverhood franchise. Enough history, let's talk about the Xbox One release of Armikrog....

The Neverhood series remained dormant for quite some time, until September 2015 when Armikrog was released for the PC, Mac and Linux. The PlayStation 4, WiiU and Xbox One ports would arrive a bit later in August 2016. Armikrog is considered more of a spiritual successor than a sequel and was the result of a successful Kickstarter campaign, raising almost a million dollars in order to fund the venture.

Armikrog is a point and click adventure with graphics consisting entirely of clay-molded objects that utilize stop-motion animation.The game starts off with our main character, Tommynaut, crash landing his ship on a planet called Spiro 5. On this planet you'll explore a mysterious fortress, where you find a baby named P that you must protect along the journey. Tommynaut will be accompanied by his dog, Beak-Beak, who you can switch to and control at any point and you'll need to utilize him to access tunnels that are too large for Tommynaut to enter.

The gameplay in Armikrog is simple; you move a cursor around the screen and click to move or interact with whatever object you're highlighting. There are no inventory menus to mess with, since items you collect will automatically be used when you select the correct object. While the gameplay is basic, the game delivers a strange and interesting world and the portions of the game you spend exploring are one of the game's high points.

There are several different puzzles throughout the game and some of these are a bit challenging compared to the rest of the game. Particularly, there are several slider puzzles where you have to rearrange tiles between four slots that can be a major pain in the butt without looking up a solution. The game features an option where the cursor will snap to objects in the environment that you can interact with, which is incredibly handy during the exploration sections of the game but can be a real pain when you're trying to solve the puzzles. Due to this, it's recommended to turn this off when you enter into the puzzles, which can be easily toggled from the pause menu in-game.

Armikrog looks great in general, but there is a contrast between the video quality when comparing the cut-scenes to the gameplay screens. The cut-scenes have a noticeable decrease in resolution when compared to the gameplay sections. This stood out right from the beginning and is a bit disappointing, especially after reading the developers released a hi-res texture pack for the PC version that vastly improves the quality of these. Why not make this an Xbox One X enhanced title and release a patch for console users? The Xbox One port was never even mentioned on the Kickstarter page, so I suppose this port was more of an afterthought.

I was a bit shocked when I saw the almost million dollar budget that went into Armikrog, but when I saw the voice talents it helped make a little sense out where a good chunk of that coin went. Featuring the likes of Michael J. Nelson (Mystery Science Theater 3000) as main character Tommynaut, Rob Paulsen (Animaniacs, Teenage Mutant Ninja Turtles) as Beak-Beak and Jon Heder (Napoleon Dynamite) as the villain just to name a few, Armikrog features a rather impressive list of voice talent, especially considering that there's really not all that much dialogue in the game.

Armikrog is only going to appeal to a small portion of folks that enjoy point & click adventures, so if you're not into the genre this one isn't going to convert you. It's easy to recommend the game just for the excellent clay-animation and it's fun while it lasts, but beware that this game is incredibly short. There are also a few slider puzzles that were a bit annoying, but other than that it's a solid but short point & click. It's worth a play, but you might want to wait for a sale before snagging it up.

Final Verdict: Armikrog is a short point 'n click adventure featuring a unique clay-animation art-style. Fans of the genre or the Neverhood games might find something to like, but due to the shortness you may want to wait for a discount.

Related Links:
Buy Armikrog - Microsoft Store
Pencil Test Studios - Official Site
Versus Evil - Official Site
Armikrog - Kickstarter
Armikrog - Metacritic
Armikrog - GameFAQs
Armikrog - True Achievements
Armikrog Achievement Guide - Xbox Achievements

Monday, June 8, 2020

Away: Journey to the Unexpected (Xbox One, 2019)

Away: Journey to the Unexpected
Developed by Aurelien Regard Games
Published by Playdius
Released for Xbox One (2/8/2019)
Also on PC/PS4/Switch


French developers Aurelien Regard advertise Away: Journey to the Unexpected as a "feel-good FPS." Those coming into Away expecting shooting action will be disappointed, as that is only a small part of the gameplay. The feel-good part of the description is apt as the game exudes a goofy charm in its delivery. While there will be points in the game where you'll fire and shoot from a first-person perspective, the majority of the game will spent exploring and swinging melee weapons. There's also a roguelike aspect to the whole thing, allowing you to unlock extra perks for your character as you die, making the game easier in the long run.

Away deserves some praise for its presentation. The 2D sprites living in a 3D world blend together well thanks to the excellent art and texture work. The anime-themed music fits right along with the game's wackiness. Away has a look of its own and delivers on the feel-good vibe of the game on all accounts, with cutesy enemies and NPC's to encounter throughout your journey.

The gameplay in Away combines several genres, most notably it uses elements from both first-person shooters and roguelike games. There are randomly-generated dungeons and some exploration, but thanks to the ability to unlock perks with XP after each playthrough, Away is much easier than your traditional roguelike. The game starts off at home, where you find out that evil forces have been unleashed and your parents have gone missing, so now it's up to you to embark on a journey to find them and vanquish the evil from the land.

After leaving your house, you'll enter into one of four different areas that serve as a hub-world to access the dungeons, explore and meet new characters that you can eventually recruit. When you recruit a new character, you'll gain the ability to switch over to them on the fly and you can have up to 3 characters in your party at once. In order to recruit one of these characters, you'll first need to find a friendship cube. Once you've obtained one of these, you'll also have to select the appropriate dialogue response in order to convince them to join you. Make the wrong selection here and you'll have to attempt to recruit them again next playthrough. Once you've selected the proper responses and recruited the character, in subsequent playthroughs you won't have to worry about the dialog choices. Each character you recruit will add a star point to your total, which will grant you access to new rooms back at the main house. You'll also need a certain amount of star points in order to reach the end of the game, ensuring that you'll have to recruit all of the characters across several playthroughs in order to see the end.

While Away: Journey to the Unexpected features an excellent overall presentation, it falls a bit short in a few gameplay areas. The randomization aspect only applies to the dungeons, which only have a few variations and feel quite similar to one another so this hurts the roguelike aspect a bit. Though the environments are detailed and look nice, they are a bit boring to explore as they tend to feel a bit desolate. Another issue with the game involves the melee combat, particularly with the stick that the main character wields. The hit-detection is a bit off and you'll take a bunch of cheap hits until you get the hang of keeping your distance from the enemies while you swing. The characters with projectiles control fine and while the melee is manageable, it could have been much better.

The characters, art-style and overall cheerful vibe of the game still makes it worth a look for certain players. The campaign can be completed quick, but the game requires you to build up your stats which will require several attempts before you're strong enough to make it through. Depending on how quick you complete the story, Away will last you anywhere between 3-5 hours. There's a bit of replayability due to the fact you can only recruit 3 characters per playthrough, allowing you to mix up your crew. If you're looking for a first-person game that offers something a bit different, you may want to check out Away: Journey to the Unexpected and its cheerful vibes. I'd recommend waiting for a sale due to the short length, but despite its flaws there's some fun and originality in this one.

When I saw the trailer for Away: Journey to the Unexpected, I was immediately drawn to the game from the art-style alone. I knew there was something strangely familiar about it, but it wasn't until researching a bit for this review that I found out one of the developers was the co-founder of Arkedo, who developed some fine XBLIG/PSN games we've looked at on this site.

Final Verdict: Away: Journey to the Unexpected is a first-person roguelike with an anime-inspired feel-good vibe and colorful graphics. Away has a unique style and charm to it, though it's short in length and the melee combat is a bit clunky so I'd advise you to wait on a sale before checking it out.

Related Links:
Buy Away - Microsoft Store
Rogue-Like - Xbox Overview 
Arkedo - Xbox Overview
Aurelien Regard - Blogspot
Playdius - Official Site
Away - Metacritic
Away - GameFAQs
Away - True Achievements
Away - Xbox Achievements 

Mat Hoffman's Pro BMX 2 (Xbox, 2002)

Mat Hoffman's Pro BMX 2
Developed by Rainbow Studios
Published by Activision
Released for Xbox (8/12/2002)
Also on GBA/GC/PS2
Backwards Compatible on Xbox 360


Mat Hoffman's Pro BMX 2 was released for the Xbox in August 2002, developed by Rainbow Studios and published by Activision. The first game in the series was released on a number of platforms, but made its debut on the original PlayStation back in May 2001. The series was a spin-off of the highly- successful Tony Hawk's Pro Skater franchise, which was created by another development team but featuring similar gameplay. The disc of this game will work in your Xbox 360, which if you're like me, you'll appreciate the upgrade in controller. Let's have a look at Mat Hoffman's Pro BMX 2 and see if it's still worth a look almost 2 decades after its release.

The road trip mode is the equivalent of a story mode in Mat Hoffman's Pro BMX 2, featuring 8 levels spread out across the USA. Starting out in Oklahoma City, you'll pass through Chicago, Boston, Las Vegas, Los Angeles and Hawaii just to name a few. Each location will feature a number of objectives that you'll have to complete in order to move on to the next location. The objectives are usually the type of stuff you'd expect from this type of game: do a certain trick at a certain spot, collect X number of objects, score a certain amount of points within a time limit; you get the idea. Road trip mode is decent but uninspired and should last you quite a while, so long as you can get a feel for the controls.

Thursday, June 4, 2020

Three Fourths Home: Extended Edition (Xbox One, 2015)

Three Fourths Home: Extended Edition
Developed by [bracket]games
Published by Digerati Distribution
Released for Xbox One (11/27/2015)
Also on Linux/Mac/PC/PS4/Switch/Vita


Originally released for PC & Mac in August 2014, Three Fourths Home was developed by [bracket]games. In late 2015, the game would a receive a release with added content called the Extended Edition for PlayStation 4, Vita and Xbox One. Three Fourths Home is a visual novel where you'll have to make dialogue choices to progress the story. Since the story is really all there is to Three Fourths Home, I found it near impossible to write this review without some degree of spoilers in it. I won't ruin everything, but just wanted to give a heads up if you don't wish to know, as I'll delve into the ending of the main story briefly in this review.

Three Fourths Home features a very minimal graphical presentation, with everything colored in black, white and grey. The objects are simple but discernible and the visual display only takes up a small portion of the top part of the screen with the bottom section reserved for text. The main story has you playing as a young woman named Kelly, who is driving home in a rainstorm while speaking to her mother on the phone. You'll have to hold the right trigger to drive and releasing it will stop the car and conversation, so it's a way of pausing the game. You can also press the Y button to toggle the radio if everything is too quiet for you.

Kelly's conversation revolves around how long she's been away from home, had a recent fallout with her partner (lover or friend is never really specified) and various problems at home with the family. The story is only presented in text and while it is well written, spoken dialogue would have helped the game feel a bit more engaging. Three Fourths Home will consist of talking with various family members over the phone while driving and occasionally selecting from a few dialogue choices, with the scenery changing up occasionally as you cruise. The ending of the story leads you to believe tragedy has struck at home, as there have been storm sirens going off warning of tornado activity while you were on the phone.

There's a bit of stuff to do post-main game, giving Three Fourths Home a little replay value. The main story will take around an hour to complete and afterwards you'll unlock the epilogue. In the epilogue you're in a snowstorm, waiting at a bus stop, with the choice to either call mom or just wait for the bus. If you call mom, you get to go through a lengthy conversation with dialogue choices. This conversation is a bit more harsh than the one in the main story and Kelly really spills her guts to her mother here. You can walk to the right while having the conversation, but you're not required to keep moving like in the main story. After you've completed the epilogue and main story, there are a few extras you can view. Kelly's brother, Ben, who reads you one of his stories in the main game, has some additional stories that you can read through. You can also view Kelly's photo project, which was a college assignment that is mentioned in the epilogue. Last but not least, you can also listen to the radio which will play the game's soundtrack.

Three Fourths Home: Extended Edition isn't a bad game, but it will certainly not appeal to everyone. There's not much gameplay to speak of, other than holding the right trigger while reading and selecting dialogue decisions. The visual presentation is very minimal and there are no recorded voices, so you'll have to do quite a bit of reading, though the entire game with the main story and epilogue shouldn't take any longer than 2 hours. Due to the shortness of the game, I'd recommend picking it up sale if you're interested, as the game is a bit light on content for the $9.99 asking price. Overall, Three Fourths Home isn't bad for what it is, just be aware there's not much for graphics and gameplay, but the game does come through in the story department. If you can relate to feeling distant from those closest to you, this one might hit close to home.

Final Verdict: Three Fourths Home is a visual novel with a minimalist graphical style where you drive home while having a phone conversation with several family members. If you like these types of games, this one's not bad but it is a bit short so I'd advise grabbing it on a sale.

Purchase Links:
Buy Three Fourths Home - Microsoft Store

Related Links:
Digerati Distribution - Official Site
Three Fourths Home - Metacritic
Three Fourths Home - GameFAQs
Three Fourths Home - True Achievements
Three Fourths Home Achievement Guide - Xbox Achievements


Wednesday, May 27, 2020

Storm Boy (Xbox One, 2018)

Storm Boy
Developed by Blowfish Studios
Published by Blowfish Studios/New Holland Publishers
Released for Xbox One (11/20/2018)
Also on Android/iOS/Mac/PC/Switch/PS4


Storm Boy is based upon a children's book from 1964, which was written by Colin Thiele and shares the same title as the game. The book has also been adapted into 2 live-action films, first in 1976 and again in 2019. The Storm Boy game was released in November 2018 for a wide variety of platforms and, as expected, we'll be looking at the Xbox One release for this review.

Storm Boy has you playing as a young boy, who discovers 3 baby pelicans in a nest while walking along the beach. After seeing that the birds have no mother, he helps raise them and eventually sets them free into the wild. Later on one of the pelicans returns to visit the young boy and from there he develops a close friendship with the bird. The Storm Boy game is about adventures that the young boy and his bird friend had over the years. There's no voice acting here and the story is delivered in text, mostly as you walk along the beach to your next destination. While the game is short and can easily completed in under an hour, the story is well-written and you get a good feel for the friendship between our two characters.

Gameplay consists of walking along the beach until you discover a thought bubble, at which point you'll enter into a sort of mini-game. There are 9 different mini-games to discover, with a decent amount of variety among them. A majority of the mini-games don't really have a definitive end, they just sort of let you mess around until you're ready to move on to the next thing. For example, one of them has you flying around as a pelican from a side perspective, allowing you to go left, right or turn around. The screen scrolls on endlessly until you decide to hit the B button to back out. Another mini-game has you drawing in the sand with a stick. While there's certainly not much of a challenge factor to the mini-games in Storm Boy, the laid-back and relaxing style of gameplay make this a good one for those just looking to unwind. Upon completing the game, a new option at the main menu opens up, allowing you to access any of the mini-games or chapters on the fly.

Storm Boy is a nice-looking game, featuring bright and colorful environments to explore, though the frame-rate tends to be a bit erratic at times. Most noticeable is the opening segment, which has our character walking along a beach and the frame-rate really struggles to even maintain a smooth 30 FPS, even when played on an Xbox One X. While I stated the game looks nice, and it does, the graphical style is quite simple and should not be this taxing on the console that it couldn't run this game without a hitch if it was properly optimized. The next sequence, which has you walking along the beach during a sunset, runs much smoother and hits closer to 60 FPS, so the frame-rate is all over the place. These frame-rate issues don't break the game, but it is definitely noticeable and worth mentioning.

Outside of the slight issues with the frame-rate, Storm Boy was an enjoyable time. For a game of such a short length, there's a surprising amount of heart in the story. There's not much of a challenge here, so those looking for something a bit more relaxed should like this one. Those who have read the book or seen the movie will also want to have a look at Storm Boy.

Final Verdict: Storm Boy tells the story of a young boy and his pelican friend's time together. It's extremely short, consisting of a series of mini-games to play. If you're looking for something a bit more laid-back or a fan of the source material, give this one a shot.

Related Links:
Buy Storm Boy - Microsoft Store
Blowfish Studios - Official Site
Storm Boy (Novel) - Wikipedia
Storm Boy (Full Movie) - YouTube 
Storm Boy - Metacritic
Storm Boy - GameFAQs
Storm Boy - True Achievements
Storm Boy Achievement Guide - Xbox Achievements

Wednesday, May 6, 2020

Bonk: Brink of Extinction (XBLA, Cancelled)

Bonk: Brink of Extinction
Developed by Pi Studios
Published by Hudson
Announced for PS3/360/Wii


Bonk: Brink of Extinction was developed by Pi Studios and was aiming for a 2010 release on XBLA, PSN and WiiWare as a digital-download. It was going to retail for $10, or 800 Microsoft Points. This would have been the first Bonk title in quite some time, not counting the mobile game or re-releases of the old games on the Wii's Virtual Console. This was going to be a 2D Bonk that uses 3D-rendered graphics. It's not the most attractive looking game and much of the charm and tight controls of the old games are lost in the transition. Some of the background design and the colors looked decent, but the character models themselves were just strange looking. The developers had to create something that could run on the Wii, so that definitely held back the graphical presentation a bit. It's still recognizable as Bonk I suppose, but it would have been so much better to just go with 2D sprites.

Bonk: Brink of Extinction was going to feature a story mode with both local and online coop play. Gameplay looks to remain true to the old games, where you navigate 2D platforms while headbutting, climbing, swimming and biting your way to the end. Eating certain items will transform Bonk  into several different forms, acting as a temporary power-up. There are hidden entrances on many levels that will lead to mini-games. From what I've seen of the gameplay, it looked like a rather standard 2D platformer. 3 DLC packs were also planned, 2 of which appeared to be competitive modes and another to be an additional story.

Bonk: Brink of Extinction was actually completed and there were a few contributing factors as to why it stayed unreleased. In January 2011, Konami bought Hudson and began setting projects aside to save money. The US branch of Hudson, Hudson Entertainment, closed down in February 2011 and the following month it was announced that Bonk: Brink of Extinction was cancelled. Developer Pi Studios also closed down around this time. It didn't help matters that the Tōhoku earthquake and tsunami hit in March 2011. Bonk: Brink of Extinction features a natural disaster in the game so this basically ensured that Bonk would stay cancelled.

Related Links:
Bonk: Brink of Extinction - Unseen64 
Bonk: Brink of Extinction Feature - Nintendo Life
Bonk: Brink of Extinction Unreleased Soundtrack - Disaster Peace
Hard4Games Playing Bonk: Brink of Extinction - YouTube
Bonk: Brink of Extinction - Wikipedia


Tuesday, May 5, 2020

Contra Online (Xbox, Cancelled)

Contra Online
Pitched by Konami of America
Also Proposed for PC/PS2

Not much is known about Contra Online, making it one of the more mysterious entries in the franchise, probably because it didn't make it far in development. Exact dates for when the game was proposed and cancelled are unknown, but obviously it's sometime in the early 2000's with this being an Xbox/PS2 game. Contra Online was pitched by Konami of America, which is a bit foreboding when looking back at how the previous non-Japan developed entries in the franchise turned out, which to put it nicely was not up to the series standards.

An online Contra game sounds ambitious and the game was planned to support 4 player coop. Players would be split into teams of 2 and would fight separate missions before meeting up to face the boss. An online versus mode was also planned, which would take place in a virtual reality type of environment, which seems to be the only screenshot that exists for this game. In the end, Konami had internal disagreements between the Japanese and American divisions regarding the game, which ultimately led to its cancellation. Since it looks like Contra Online was going to take place from a third-person perspective rather than staying true to its 2D roots, it may very well be for the best that this game didn't release.

Related Links:
Contra Online - Unseen64

Bleeding Edge (Xbox One, 2020)

Bleeding Edge
Developed by Ninja Theory
Published by Microsoft
Released for Xbox One (3/24/2020)
Also on PC


Bleeding Edge was released in late March 2020, brought to us by Ninja Theory and is a class-based, team-centric online-multiplayer 4v4 brawler. I enjoyed the previous games from these developers, though I was bit skeptical coming into Bleeding Edge since multiplayer was never really something Ninja Theory had dipped into before. With Ninja Theory being purchased by Microsoft in June 2018, Bleeding Edge was featured on Game Pass from day one, making it easy to check it out if you're on the fence about it like I was, so let's take a look at the game and see if it's worth the download...

Bleeding Edge features a colorful art-style and characters with over-exaggerated traits that look a bit cartoony, similar to the styles of Team Fortress 2 or Overwatch. The levels themselves look nice and the game makes great use of bright colors. The music fits the theme well, though I can't say I found any of it particularly memorable. The sound design is about what you'd expect, with lots of appropriate hi impact sound effects and quips from the colorful roster. Menus are clean and easy to navigate, so overall Bleeding Edge does a nice job in the visual and sound presentation. Despite the fact that the word bleeding is in the title, those expecting buckets of blood will be disappointed that there really isn't much to speak of here and the depiction of violence is not graphical in nature.

There were a total of 12 characters to choose from as of April 2020. The fighters are broken up into classes, with 5 damage characters, 3 supports and 4 tanks. Each character have unique move sets, with a normal attack, 3 special attacks and 1 super move. The special attacks have a recharge after each use, so you can't just sit there and spam the best moves. The super moves can only be used every so often, featuring a longer recharge than the special attacks but inflicting more damage. Upon selecting a character, each has 2 different super moves to select from. Each fighter can be customized under the workshop, which can be accessed from the main menu. From here you can change up mods, boards, emotes and skins in addition to reading that fighter's bio. Mods will give little boosts to certain skills or stats and up to 3 of these can be applied at once, allowing you to customize to your playstyle a bit. Additional mods can be purchased or they will be slowly unlocked as you just keep playing. Boards, emotes and skins allow you to select between a couple variants in each category. Other than starting out with a handful of boards, you'll have to purchase all of these. Currency unlocks very slow, so only those in it for the long haul will get to see many of these. Overall it's an interesting character roster offering a good amount of options and a reasonable amount of customization. When I first started playing Bleeding Edge, there were only 3 tank characters available. By the time I was wrapping up my play for this review, an additional fourth tank character was released, so this looks to be a good indicator that the developers will continue to support this game as time goes on.

The classes are very important in Bleeding Edge and having the right composition of classes can make the difference between winning and losing. The most important thing is to make sure that there is at least 1 support class on the team and if there's not, do the team a favor and switch over to one since the game allows you to switch classes on the fly, so long as you're in the starting spawn point. The support class is without a doubt the most important class since they can specialize in keeping the team members alive. Tank and damage class players are focused primarily on killing the enemy, giving the game a decent variety of roles for players to take. Upon death you'll be sent back to the base spawn and will have to wait a few seconds before popping back in.

While the gameplay in Bleeding Edge will seem hectic for the first few rounds, once you get the hang of how all of the characters play it's manageable. Staying together as a team is key, as you'll quickly learn that trying to take on anything by yourself will almost always end in death. Matches with teams that stick together vs uncoordinated teams will end up very lopsided. If you get into a match and see all of your teammates running off doing their own thing, prepare to lose. The game gives you a message if you quit out of a match early, stating that you will be penalized by being put into a queue with other quitters, making it harder to find a match. I don't know how this works, but I didn't want to test it so I stuck out out all of the terrible matches. Finding a match was never too bad, usually finding a game in under 2 minutes but I'd imagine that if you frequently rage quit that this time could be much longer.

Bleeding Edge is an online-only game, featuring multiplayer battles of 4v4 going at it in 2 different events. It's recommended to play through the brief tutorial when you first load the game up and there is also a practice mode that lets you mess around with the characters. In order to enter into a game, you select fight from the menu and then play the waiting game while a search is conducted. This usually took no longer than a minute or two before you're loaded into a game. Unfortunately, there's no way to select which type of game mode you'd like to search for, so you've got to take what you get.

The first game mode is objective control, where players fight to capture three capture points. These points only appear for a limited time and it randomizes it up so different points will be active throughout a round. The team that holds the capture points the longest wins. The other game mode is called power collection, where the first part of the round spawns a bunch of canisters scattered around the map. Once you bust these canisters open they'll drop a power cell. Once all of the power cells have been collected or the timer runs out, a point (or sometimes multiple points) will open up on the map where you can deposit your power cells. The first team to reach 50 wins the match. Eliminating an enemy player also gives points and if you take out somebody before they drop off their power cells, they'll drop them upon death. It takes a few seconds to deposit the power cells, meaning you can interrupt a player doing this with an attack. Power collection can be extremely frustrating when you die and lose a bunch of power cells, but it can also be quite gratifying to kill an enemy and steal all of their cells. Both modes will vary in enjoy-ability, depending on how competently you function as a team. A king of the hill or capture the flag style of game mode would work well with this style of gameplay and hopefully there are some new game modes added in the future.

Bleeding Edge is off to a decent start in several aspects, but there's certainly lots of room for improvement. There needs to be some additional game modes as only having 2 gets repetitive in a hurry. Also, after playing a round you have a summary screen that lists stats and can view highlight plays, but the timer is so short on this screen you'll hardly have a chance to look at it. After the summary screen times out, you're kicked back to the main menu. Why is there no option to stick with the players you have and keep playing? Having the game load into another round after playing would surely tempt more players to stick around for another match.

An option to play with bots would have been nice, both to help new players get more comfortable with the game and to have something to play once the inevitable server shutdown happens in the future. Another minor nitpick is that you can't view the scorecard during the match, only once the round has finished. All of my other issues were already mentioned: takes too long to unlock stuff, a bad team means a bad time and there need to be more game modes/maps. In the end, Bleeding Edge features some nice graphics, some cool character design and can be a good time if you get placed on a team that sticks together. However, your fun is directly correlated to your team, so if you have a bad team it can get rough.

Note: This review was submitted on April 30, 2020 and therefore is reflective of how the game was at that point in time. There will no doubt be new features, characters and tweaks added to this title over the coming months/years, but this review should at least provide a general idea of whether you should check this one out and perhaps I'll write a follow-up review if the game sees massive changes.

Final Verdict: Bleeding Edge is a team-focused, class-based 4v4 online brawler. While still early in its life, the game shows some promise and can be fun if you get placed with team-minded players. Worth checking out on Game Pass if you're into brawlers/hack 'n slash gameplay.

Purchase Links:
Buy Bleeding Edge - Microsoft Store
Buy Bleeding Edge - eBay
Game Pass - Microsoft Store

Related Links:
Bleeding Edge - Official Site
Ninja Theory - Official Site
Xbox Game Studios - Official Site
Bleeding Edge - Metacritic
Bleeding Edge - GameFAQs
Bleeding Edge - True Achievements
Bleeding Edge - Xbox Achievements

Sudocats (Xbox One, 2023)

Sudocats Developed by Devcats Games Published by Silesia Games Released for Xbox One|Series (5/9/2023) Also on Linux/Mac/PC/PS4/PS5/Switch I...