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November 30, 2007

SOTS Game Review – Bleach: Shattered Blade

Filed under: Reviews — Craig Reade @ 4:56 pm
PLATFORM
Nintendo Wii
DEVELOPER
Polygon Magic
PUBLISHER
Sega
GENRE
Fighter
# OF PLAYERS
1-2
Rating
Teen
U.S. RELEASE DATE
October 9th, 2007
MSRP
$49.99

BLEACH: SHATTERED BLADE

OVERVIEW

Characters from the popular Bleach Anime battle for the Sokyoku shards.

REVIEW

Off the bat, I have to say that this game is pretty difficult to review. Not that the game itself is that complicated, there just seems to be a lot that is both awesome and terrible about the game. The Gamespot Review Page is particularly telling. At the time this review was written, Gamespot gave the game a 3.5, the average critic gave it a 6.5, and the users had ranked it an 8.3 (all scores out of 10). In light of the critical reviews, the fact that 39 out of 45 users ranked the game “Good” or better makes this difference worth examining.

So what is it about this game that makes the reviewers cringe, and the players cheer? Well, the answer is simple – while the reviewers seem to focus on specific aspects of the game, graphics and what not, the players only care about one thing: Is it fun?

Well, one of the things I have prided myself in with these reviews is my ability to look past what the usual critic sees when he plays a game, instead focusing on whether or not the game is fun. I am gratified to see that I still have managed to retain that.

On to the game.

Bleach: Shattered Blade is a fighting game, set shortly after Rukia Kuchiki’s rescue from execution (as such, there may be spoilers here for US viewers, so keep that in mind).

The plot is actually a good one as far as fighting games go. The game has an episode mode, in which you take one character through the game’s story. Naturally you will start with Ichigo. In his version, Ichigo finds out that the gateway to the human world is about to be sealed for 100 years, in response to Aizen’s rebellion. In order to reopen the gate and return home, he is told to gather all of the shards of the shattered Sokyoku, which will give him the needed power. Of course, he quickly finds that others have their own designs on the shards, and they are willing to fight for them.

There are 8 episodes, one for Ichigo, Renji Abarai, Toshiro Hitugaya, Kenpachi Zaraki, Bykuya Kuchiki, Hanataro Yamada, Yoruichi Shihoin, and Arturo Plateado (the game’s villain). The basic story path is the same for each – the main character is tricked into thinking they need to collect the shards for various reasons. Once they fight through everyone who has one and gather them all, the combined power of the shards allows the long-imprisoned arrancar Arturo Plateado, who emerges to take his revenge and exterminate the Soul Society. The chapters follow the same basic pattern, except for Hanataro, who stumbled on a shard by accident and is just trying to escape, and Yoruichi, who sees through the ruse all along and gathers the shards just to put a stop to Arturo once and for all. Arturo’s chapter takes place after his successful emergence, and you control him as he rampages through the Soul Society killing all in his path, eventually leading to a confrontation with Head Captain Yamamoto.

Anyone familiar with the show will instantly point out that there is no way in the world that someone like Hanataro or even Orihime would ever stand a chance against most of these fighters, let alone a powerful Captain like Kuchiki. But hey – it’s a fighting game, it isn’t like that isn’t common. This game at least makes some effort to explain the problem by saying that the shards make the wielder more powerful. A weak rationale, but it is good enough.

Fans of the show will really love the fighting styles of the characters. The moves are all accurate, so much so that you will find greater success when you fight as the characters would. Captain Kuchiki is best used by a patient player who is willing to stand in once place until the perfect moment to strike arises. Ichigo is a charge and slash player, while Orihime actually is better if you do minimal damage, and spend the rest of the time running, defending, and healing yourself. Hanataro is a difficult and fun player, as his sword attacks actually heal his opponent. To win with him, you actually have to stumble your way to victory, tripping and falling and using everything but your sword to attack. My personal favorite to use was Ikkaku, fast and powerful, just how I like it.

The graphics in the battles are actually pretty decent. I can’t imagine that they would tax the Wii’s processing power in any way, but they are almost perfect 3D renderings of the show’s animation. I even found the 3D environment easy to navigate, much more so than other 3D fighters I have played in the past.

The controls are unique. As this is probably the first real fighter on the Wii, of course the first question most people would think to ask is how the Wii Remote/Nunchuck combo will work for a fighter game. It actually worked pretty well. It does make use of the motion sensor, but it took me some time to realize to what extent.

After the tutorial (which was pretty good, it could have been a little more comprehensive, but it did its job quickly and efficiently), I came away with the idea that there were three kinds of attacks – swinging the Wii Remote, and doing so either holding the A button or B button. I started to get bored with just three attacks, until I noticed that I would accidentally perform other attacks. Finally I found out that my laziness won the day, and that I totally missed that Beach makes even better use of the motion controls than I initially thought.

The way you swing the Wii Remote matters. You can swing it left to right, Up and down, or with a stabbing motion, making a total of nine basic moves that you can perform. Nine! Can you imagine playing a fighting game on a traditional controller with nine buttons? And the interface is so easy, the minute I realized what I had at my disposal, I was effortlessly performing each of the moves.

There is a weird “Paper-rock-scissors” type exchange when both players clash together with the same move – you play a quick best-of-five mini-game to see who will come out on top in an exchange. It is really fast, and not a big distraction. I can see why some people might not like this, and it wouldn’t be missed if it was taken out of the game, but it doesn’t hurt the gameplay at all.

You can also power-up. By shaking the Nunchuck, you charge your Bankai meter. Now this is usually a bad idea, since it leaves you wide open to attack, and your meter charges anyway as you take hits. Once it is full, you shake your nunchuck again to enter Banai mode (or just power up to their highest level if they don’t have a Bankai – for example, Captain Zaraki just removes his eye patch). In Bankai mode, your Special moves become much more powerful.

Interface is great – unfortunately the AI is idiotic. I turned the game up to its highest level the first time I played, and I was blowing through Episode modes before I even learned how to control it properly. It is still fun – it just isn’t very challenging unless you have a human opponent. The lack of the online multiplayer is felt keenly – the low difficulty level really keeps this game from greatness, and the ability to play online would mitigate a lot of that.

While the graphics during the game are decent, the cut-scenes are woefully disappointing. Often, instead of any animation at all, you are treated to a single image, over which several minutes of dialogue are played. This was baffling – why the couldn’t animate these scenes, or at the very least have the playable models perform the scenes is beyond me. It makes sitting through the story difficult and dull. This was an extremely poor decision on the developers part.

The load time is long but not brutally so. It seems more annoying, thanks again to the cut-scenes. There are really only one or two different ones, and after sitting through them over and over again, the load time between matches becomes insufferable.

There are a lot of playable characters in the game – 32, and well over half need to be unlocked. This adds a lot of replay value to the game, especially for fans of the show who are familiar with the characters they are unlocking. It might not seem worth the effort for those who don’t know the characters, but it is definitely a fan perk.

BOTTOM LINE

The critics of this game have many valid points. The utter laziness when creating the cut-scenes is inexcusable. Staring at a picture for 5 minutes while someone talks to you is never fun, and this isn’t exactly a new innovation. If they weren’t going to animate them at all, it would have been better to leave the cut-scenes out all together. The low difficulty level is also troubling, and a potential turn-off to anyone who isn’t a real fan of the series.

On the other hand, they totally miss one huge factor – the game is fun to play, Plain and simple! The graphics aren’t top-notch, but the game engine is. The look will satisfy fans of the show, and the controls are intuitive and fun. Button-mashing is replaced with stick waving, but as with any fighting game, any skilled player can easily put down a button masher. The same holds true here.

There are two people this game is meant for – Bleach fans, and hardcore fighting game fans who have been dying for one on the Wii. The control style is unique enough to warrant trying out for most players. Unless you fall into one of those two categories, I recommend renting this one, or picking it up used.

At the end of the day – the critics are wrong about this one. This game really shows that there is too much focus on the graphics and the “extras” of a game these days, especially among critics. At its core, this game is fun. And that should be the most important factor in any review. Anyone ranking this game under a 5 (on a scale of ten), especially a reviewer who doesn’t know the difference between “dye” and “die,” shouldn’t be reviewing or playing games anymore. There is no joy in their hearts.


Rating(out of 5):SMACK SMACK SMACK Half

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November 29, 2007

The Gamer’s Quagmire #54: Thanksgiving Gaming Week I

Filed under: The Gamer's Quagmire — Tags: , , , — crayfish @ 12:45 pm

Everything you wanted to know about gaming, and less.

by Jamison DeLorenzo

Part of the massive drama that surrounds these columns, including the built-in in drama of wondering when the next article might actually arrive, involves waiting several paragraphs before even seeing the beginnings of what the whole point of the article really is. Part of the joy for me is figuring out ways to delay it as long as possible. It pains me to say that, as I did devote any time to putting together a massive segway, this installment is going to be the first of two installments involving my Thanksgiving Week Gaming Marathon. It was never intended to be an incredibly interesting week, but the mere fact of being able to save all of my vacation this year for multiple gaming marathons is nothing short of scheduling genius. Peeking at gaming release schedules months in advance does have its payoffs, and with a plethora of high budget video games being released recently I had time to sit down for over 7 days of straight gaming with two games that I pegged a long time ago as the potentially most intriguing for the year.

This week I feel that it would be time well spent to discuss Assassin’s Creed, a project that was a huge undertaking for Ubisoft. I cannot speak to being a big fan of theirs, but with of their talk about research and ideas they were throwing into the game this game felt like a good idea to invest a decent piece of time into. They also still have major credits left over from Sands of Time despite the pathetic milking of the franchise soon after its impressive success. I’m not sure exactly how pathetic this was, but unwanted images of Tom Green popped into my head when analyzing the unfortunate progression of Prince of Persia.

It is import to confess up front that taking control of an assassin was a primal urge that I could not resist. This entirely could have been some resonant effect of impatiently waiting for GTA IV’s release. I never spent a lot of time with Metal Gear or Splinter Cell either (with no real good reason unless you are willing to consider laziness or a disturbing urge not to bow before all the major titles), so convincing myself that playing a stealthy assassin felt like a fresh idea.

Right away it was easy to see the eerily similar style of gameplay to Sands of Time (yes, there was a sinister reason behind mentioning this game earlier). It may sound that way, but this is far from being a bad thing. Those of us who were introduced to the sport of free-running with the latest James Bond movie quickly picked up on the vision that the developers had with the overly crowded streets and building layout which can only be described as “busy.” After spending only a few minutes exploring the city streets of Jerusalem the controls made a lot of sense. Once you see how the buildings are laid out running from one end of a city to another entirely on rooftops quickly turned into the most interesting challenge in the game.

It did pain me a lot to write the last sentence. The premise behind the game was fantastic. The adaptive controls (the 4 main buttons being mapped to head, left hand, right hand, and legs) proved to be quite intuitive and were close to perfect. The character animations were as close to flawless for every element of the game (casually moving through crowded streets, slinging your way through shops and corridors on the streets, running and jumping between rooftops, and climbing all of architecturally convenient buildings). Once you see the dynamic of how the assassination missions are carried out the gameplay, unfortunately, becomes incredibly monotonous. Eavesdropping on conversations, pickpocketing carriers, and beating up informants are all very entertaining. Even saving civilians from corrupt guards is a lot of fun. After a couple runs they merely become boring. Thankfully they’re wholly unnecessary.

What’s depressing is that once you see how to do one of these missions, seeing how to approach and eliminate a target becomes far too simple. The information the people give out is also mind-numbingly obvious. You’re told to wait for an event to happen to strike, but the only way to ever get the main target to appear is to trigger the event. You’re always told about the large number of guards, but you’re always on the lookout for them anyway. Luckily you only need to endure all of this advice if you want to unlock every last thing in the game.

The rest of the game becomes a laborious task just to move the story. You cease caring about the gameplay and your only drive is to see the overall story of the game to its end. As always, there’s some horrid corruption going on with a company and its guards and your job is to eliminate the top officials to bring about some form of justice. The only reason this story is made interesting is because the main character of the game is really someone in the present who is being interrogated to find some buried treasure that one of his ancestors, the assassin you play for most of the game, has hidden.

It probably sounds like I dislike this game intensely, but in reality this is a refreshing game. Exploring the landscape does provide you with breathtaking experience. Climbing up high to various perches really shows off the detail that went into designing the different villages and cities that were put together. Riding on horseback around the world is a lot of fun as you can decide to be a pleasant individual or go bowling for peasants and guards.

It is easy to see the attention to detail that went into designing a world that could be explored for hours on end. It is depressing that this is easily lost as the game unfolds. Still, at the end of the day if you enjoy games where the goal is to largely remain unnoticed and murder lots of people at your discretion then this game will deliver a pleasing experience. I spent two days exploring this game and do not regret it in the slightest. As the replay value for this game is not that high, I would say that this is a game that is definitely worth renting and plowing through.

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November 26, 2007

SOTS Game Review – Mario Strikers Charged

Filed under: Reviews — Craig Reade @ 12:41 pm
PLATFORM
Nintendo Wii
DEVELOPER
Next Level Games
PUBLISHER
Nintendo
GENRE
Sports
# OF PLAYERS
1-4, Multiplayer Online
Rating
E10+
U.S. RELEASE DATE
July 30th. 2007
MSRP
$49.99

Mario Strikers Charged

OVERVIEW

Quest for the Striker Cup!

REVIEW

Since the Wii lacked any real Mario title at launch, I was one who looked at any potential Mario release as a sign that the Wii had arrived. Super Mario Galaxy, Mario Kart, Super Paper Mario, and this game were three that I was particularly looking forward to. And since Super Paper Mario could only be looked at as a success, it made me all the more excited to give this game a shot. Soccer games are generally fun anyway, so this game had the potential to at least provide some mindless entertainment.

Naturally, the first thing a lot of people do these days when they open a new game is jump right into the tutorial. Who reads instruction manuals anymore? The tutorial generally shows you everything you might need to know to play the game, leaving everything beyond the basics to be discovered later. A good tutorial is brief, to the point, and should have you playing the game competently within a few minutes.

Unfortunately for Mario Strikers Charged, this was the first major failing of the game. I literally sat there for an hour trying to make my way through the tutorial. Not that it took a long time to explain things, but the load time was insane! There were several lessons, and for each of them, you had to load the intro screen, read through an overly flashy and all-too-brief explaination, then sit through an even longer load screen before finally getting to the lesson. After the lesson, you load some more into the flashy summation screen, then more loading back to the menu!

Oh, and it does get better. One of the very first lessons is basic shooting. Now, the game is designed so that there is a wide array of fancy goals and charged shots. And since the computer does the bulk of the goalkeeping for you, it is next to impossible to score a goal with a basic shot. But that is what this tutorial expects you to do. You are put up against a normal-level goalie, given the ball and told to score. You barely know how to pass, you don’t know about Megastrikes or Skillshots, and are barely running around the field, and the tutorial expects you to actually score a goal against a fully-skilled goalie before it passes you on the shooting lesson. Talk about an enormous waste of time. Two minutes into it I had a firm grasp of how to shoot, but I had to spend another ten or fifteen minutes shooting over and over and over again before I finally managed to sneak one in there. Talk about a waste of time.

What was just supposed to be a brief initial session with the game turned into an hour and a half fiasco, and I never did actually play a real game. This initial session really soured me to the game, and it was a couple days before I finally felt like giving it a shot again.

Once I actually got to playing the game, it wasn’t so bad. Basically. The game works thus – each team has a Captain (one of several main characters from the Mario/Donkey Kong universe), three sidekicks, and a computer controlled goalkeeper. The Captains are the most powerful players on the field, each with unique power-ups, and the ability to “Megastrike” – a certain shot on goal that allows you up to six shots on goal per attempt, depending on your timing. Of course, the Megastrike shot takes some time to set up, so if your opponent tackles you while you are setting it up, you don’t get it off.

Now each team has the same goalie – Kritter, a soldier from the various Donkey Kong games. For all normal shots on goal, the computer controls Kritter, and it is usually very good. For the Megastrike shots, however, you do the goalkeeping. After the Megastrike animation, Kritter’s hands appear on the screen and you have to “smash” the balls as the come at you by pointing and pressing the A button before they pass you by. The number of goals scored is, naturally, the number of balls you miss.

Early on I was pessimistic about this system. It seemed like the more Megastrike opportunities you got, the more likely you were to win. And this kind of seemed monotonous to me. That is until I realized that the Megastrike often isn’t the game decider. At higher levels and vs. equally skilled human opponents, the Megastrike almost proves useless. The amount of time it takes to set up almost guarantees that you will get tackled, and any proficient player can easily block all of the shots in a Megastrike. It quickly becomes obvious that the Sidekicks are really your key to victory.

Each team has three Sidekicks, which you can chose prior to the match. These are made up of secondary characters – your Koopas, Boos, Hammer Bros, Toads, etcetera, and fill out your team. Each have special moves and have varying stats, and while they can’t perform the Megastrike, they each have their own special Skillshot. These Skillshots are defended by the computer, and though they can only score one goal at a time, they end up becoming the deciding factor in games once you have progressed to a certain skill level.

To add a little more chaos to the game, you also collect various power-ups. There are two kinds – the general power-up that can be used by every player – these include shells, bombs, banana peels, and other items that are dropped on the field of play (which do exactly what you would expect them to do), and Captain-specific power-ups that of course vary depending on who you are playing with. Effective use of these power-ups is often the difference between winning and losing.

Nintendo core-titles usually make the best use of the controller, and this title is no different. The motion sensor is sparingly used, and it isn’t attached to anything critical. Shaking the Wii remote will allow you to check your opponent just a little harder, and shaking the nunchuck will allow you to cycle through your available power-ups. The rest of the controls are very intuitive, and I had no difficulty at all mastering the control style.

The graphics are good – very solid for the Wii, and the different fields available to play on are varied and unique. The cut-scenes on the other hand – while impressive, are very repetitive. They take a long time to load, and can’t be skipped. This isn’t a bad thing at first, but since the intro scene is identical (one for the home team, one for the visitor) no matter what Captain you chose (aside from the catchphrase), they quickly become annoying and a real waste of time.

BOTTOM LINE

This is a decent game, though one much better suited to multiplayer. The tutorial is a pain in the neck, and since it is vital to complete it before trying to play (for the most part), introducing new players to the game can become time consuming. The cut-scenes are also a drawback – it didn’t take too long for them to become a point of humor in my multiplayer outings.

If you generally play games alone – this might be one to steer clear of. It does have a decent online option – but as well as they pulled off the online component, it still isn’t as fun as playing with someone in the same room. If you routinely play with friends and family, though, it might be one to look into, especially if you are looking for something a little more advanced than Wii Sports, or other party games.

Overall this is a solid game, if a little light on the features. It is a big improvement over Super Mario Strikers, and a good first foray into online multiplayer for Nintendo. My advice is to try and find this one used – with all the new Wii games out about this time, you shouldn’t have too difficult a time finding a cheap used copy.


Rating(out of 5):

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November 21, 2007

On The Shelf This Week – 11.21.07

Filed under: On The Shelf — Craig Reade @ 12:08 am

ON THE SHELF THIS WEEK
by Craig Reade

HIGHLIGHTS OF THE WEEK
Order any of the below titles by clicking here!

BIRDS OF PREY #112, $2.99, 32 Pages, DC ComicsWritten by Tony Bedard; Art by David Cole and Doug Hazlewood; Cover by Stephane Roux

This issue looks to be Bedard’s last, setting things up for Sean McKeever to take over next month in issue #113. Hopefully he doesn’t have any continuity issues to work through like he seems to have with Teen Titans. Simone left things pretty well all tied up, and Bedard has had several issues to pick up any other loose ends that might be left over. In all, it looks like McKeever is going to have a fresh start on this book which is what he really needs. Hope he hits the ground running.

This issue should be a stand-alone focusing on Zinda – a great character who didn’t really get enough page time to herself during Simone’s run. Not that she wasn’t well treated – there just wasn’t time! Looking forward to a great story.

BRAVE AND THE BOLD #8, $2.99m 32 Pages, DC Comics
Written by Mark Waid; Art by George Pérez and Bob Wiacek; Cover by Pérez

Well, for the most part, this title seems to have improved somewhat. Waid is still on the Book of Destiny kick – something I wish he would drop already, but beyond that there have been some improvements. Last issue seemed to be stand-alone, which was a real improvement over the last arc which was too long and too complicated. Plus Wait and Perez make a great pair, so it may just be worth sticking with this title for a bit. This issue teams The Flash up with the Doom Patrol, so if you haven’t gotten enough of Waid on the regular Flash title, you get an extra helping this month.

GRENDEL BEHOLD THE DEVIL #1 (OF 8), $3.50, 24 Pages, Dark Horse[/size]
By Matt Wagner

Yes, you read that right. After a nearly 15 year break, Matt Wagner is back with another Grendel series. Surprise! This will no doubt be great news for old Grendel fans who probably suspected this character would never see another series. The price is steep to be sure – $3.50 for a 24 page, 2 color book (Black, red, and white), but for Grendel fans, it should be worth it.

New to Grendel, and not sure if it is your thing? Dark Horse has a pretty unique preview of the issue up at their website that breaks down the creation process. You can see the script, pencil, ink, and color phases separately. Even if you aren’t a particular fan of Grendel, the interface is interesting and should be a great insight into the making of any comic. Do check it out.

HALO UPRISING #2 (OF 4) (MR), $3.99, 40 Pages, Marvel Comics Written by Brian Michael Bendis, Art by Alex Maleev

This title seemed to attract two crowds off the bat – eager Halo fans who were excited to see the game property adapted again, and fans of the highly-acclaimed Maleev/Bendis team on Daredevil happy to see them reunited. Well, based on the first issue, it doesn’t look like either group were disappointed. The issue seemed to have the right balance of simplicity for those who have never before played Halo, and the right amount of depth to make existing Halo fans happy to see something extra. It is still pretty early, but it looks like this is going to be a fairly solid sci-fi series.

IRON MAN DIRECTOR OF SHIELD ANNUAL #1, $3.99, Marvel Comics Written by Christos Gage, Art by Harvey Tolibao and John Dell

This issue would probably be better titled “Tony Stark, Director of SHIELD” since a big part of the story is Tony being undercover without his armor or Extremis upgrade, but at this point Iron Man probably has greater name recognition. No matter what the title, Christos Gage is writing, so it is at least worth checking out. This is the perfect time to start casting Stark in a more heroic role – the Iron Man movie forthcoming and Civil War far enough in the past that those memories are starting to fade make this the perfect time for a little image enhancement. Should be a fun action-packed issue.

WHAT IF ANNIHILATION, $2.99, 32 Pages, Marvel Comics
Written by David Hine, Art by Mico Suayan

With Annihilation in full swing, it seems like a good time to examine what happened during the last event in a slightly different light. Enter the What If? scenario, this time going with the obvious – what if Nova and his resistance failed, and Annihilus made it to Earth? Civil War did seem kind of silly in scope when compared to Annihilation, so this is a pretty decent scenario for this kind of issue. David Hine is writing, so you can bet that there will be some connection to Silent War, which was also going on at the time. A good choice this week if you want just a tiny bit more than you are getting in the Annihilation Conquest event.

SPOTLIGHT PICK OF THE WEEK

LONERS #6 (OF 6), $2.99, 32 Pages, Marvel Comics Written by C.B. Cebulski, Art by Karl Moline and Beth Sotelo

The hardest thing about watching this book come out was the knowledge that it would one day end. Cebulski delivered a pretty decent story that brought to the table all of the humanity that fans of each of these characters expected. So now all the uncertainty – will Marvel pick these characters up again right away, or will they be left to languish at the bottom of a drawer somewhere until someone gets ambitious again? Hopefully it is the former – the Marvel Universe is far more interesting when it has this kind of depth.

The Loners has been a fantastic read. Hopefully this won’t be the last we see of them.

DARK HORSE

BLADE OF THE IMMORTAL #131 (MR) $2.99 Now: $2.59
GRENDEL BEHOLD THE DEVIL #1 (OF 8) $3.50 Now: $2.99
ZERO KILLER #3 (OF 6) $2.99 Now: $2.59

DC COMICS

ACTION COMICS #859 $2.99 Now: $2.59
BIRDS OF PREY #112 $2.99 Now: $2.59
BRAVE AND THE BOLD #8 $2.99 Now: $2.69
CATWOMAN #73 $2.99 Now: $2.59
CHECKMATE #20 $2.99 Now: $2.59
COUNTDOWN SEARCH FOR RAY PALMER GOTHAM BY GASLIGHT #1 $2.99 Now: $2.69
COUNTDOWN TO FINAL CRISIS 23 $2.99 Now: $2.59
COUNTDOWN TO MYSTERY #3 (OF 8) $3.99 Now: $3.49
EX MACHINA #32 (MR) $2.99 Now: $2.59
FLASH #234 $2.99 Now: $2.59
HELLBLAZER #238 (MR) $2.99 Now: $2.59
LEGION OF SUPER HEROES IN THE 31ST CENTURY #8 $2.25 Now: $1.99
METAMORPHO YEAR ONE #4 (OF 6) $2.99 Now: $2.59
SHADOWPACT #19 $2.99 Now: $2.59
TESTAMENT #21 (MR) $2.99 Now: $2.59
WETWORKS #15 $2.99 Now: $2.69
WETWORKS ARMAGEDDON #1 $2.99 Now: $2.59

DEVIL’S DUE

DRAFTED #3 $3.50 Now: $2.99
GI JOE AMERICAS ELITE #29 $3.50 Now: $2.99

DYNAMITE ENTERTAINMENT

RED SONJA #27 $2.99 Now: $2.69

IMAGE COMICS

CASANOVA #11 (MR) $1.99 Now: $1.89
HAWAIIAN DICK #1 $2.99 Now: $2.79

MARVEL COMICS

ANNIHILATION BOOK 3 TP $24.99 Now: $19.99
AVENGERS CLASSIC #6 $2.99 Now: $2.59
CAPTAIN AMERICA #32 $2.99 Now: $2.69
CAPTAIN AMERICA CHOSEN #4 (OF 6) $3.99 Now: $3.49
HALO UPRISING #2 (OF 4) (MR) $3.99 Now: $3.49
INCREDIBLE HULK #111 $2.99 Now: $2.79
IRON MAN DIRECTOR OF SHIELD ANNUAL #1 $3.99 Now: $3.49
LONERS #6 (OF 6) $2.99 Now: $2.79
MARVEL ADVENTURES AVENGERS #18 $2.99 Now: $2.59
MARVEL ADVENTURES FANTASTIC FOUR #30 $2.99 Now: $2.59
MARVEL ILLUSTRATED TREASURE ISLAND #6 (OF 6) $2.99 Now: $2.59
SHE-HULK 2 #23 $2.99 Now: $2.69
THUNDERBOLTS BREAKING POINT $2.99 Now: $2.69
ULTIMATE VISION #5 (OF 5) $2.99 Now: $2.69
WHAT IF ANNIHILATION $2.99 Now: $2.69
WOLVERINE ORIGINS #19 $2.99 Now: $2.69
X-MEN EMPEROR VULCAN #3 (OF 5) $2.99 Now: $2.69
X-MEN FIRST CLASS TOMORROWS BRIGHTEST TP $19.99 Now: $15.99

MARVEL’S DIGITAL COMICS UNLIMITED

Well, it was bound to happen at some point, but it seems like Marvel is the first publisher to really crack the digital market. CrossGen had a pretty decent service once upon a time, but that was short-lived (obviously).

The service looks really simple. Obviously Marvel isn’t going to be releasing brand new books on this service anytime in the foreseeable future – can’t hurt existing sales, after all – but this will be a great way to read a wide variety of classic titles. Since you can only buy so many trades, and since not everything is available in print any longer, this is a great way to finally read stories you just weren’t around for when they were first printed.

It is a pay service, but they are offering 250 Free Sample comics to get you started, and you don’t even have to register to take a look. The interface is decent – not as good as CrossGen’s was, I have to admit, but isn’t anything that can’t be improved over time. Worth checking out.

NOTE: Opinions here may not reflect those of X-World Comics LLC or it’s staff and are solely the opinions of the writer.Want to comment on this week’s newsletter? Give your feedback here!

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November 15, 2007

SOTS Game Review – Blazing Angels: Squadrons of World War II

Filed under: Reviews — Craig Reade @ 12:19 pm
PLATFORM
Xbox 360, Xbox, Playstation 3, Nintendo Wii, PC
DEVELOPER
Ubisoft Romania
PUBLISHER
Ubisoft
GENRE
Flight Combat
# OF PLAYERS
1, Multiplayer online
Rating
T
U.S. RELEASE DATE
March 20th -
Nintendo Wii
March 23rd, 2007 – XBox 360
March 28th – PC
December 12th 2006 – PS3
MSRP
$39.99

Blazing Angels: Squadrons of World War II

OVERVIEW

Battle your way through the famous engagements of World War II.

REVIEW

I am always game for a good air combat game – always have been, since way back in the old F-15 Strike Eagle days. It is one genre that legitimately seems to get better and better each generation. Heck – Ace Combat is one of a very few games that kept me buying Playstation.

Naturally with a brand new Wii, I was looking for a solid air combat game for the system. This was really lacking in the Gamecube, and I am still hoping that the Wii will be a little more-well rounded, so I decided to pick this one up with high hopes. I read some average reviews, but I didn’t really let that bother me. I wasn’t expecting the game to blow me away – I just wanted a nice fun shooter and all.

As the title suggests, this is a World War II Era game. You play a member of an American fighter squad who enlisted with the Royal Air Force to fight the Germans prior to the US’s entry into the war. The game starts at the Battle of Britain, works its way through Africa, Pearl Harbor, and Midway before it goes through D-Day, France, and finally Berlin. In each mission you have access to various planes, and as the game progresses, you unlock more aircraft that are supposed to be more mission specific.

The first and most important thing I looked for was the way the game handled the Wii controller. Of all the different game genres out there, the Flight games were the only ones where I honestly had no idea how they would translate to the new controller. Seems like I wasn’t alone there – Blazing Angels had no idea either, so they tried a whole bunch. One control scheme seemed to be more traditional (thumbstick for turning, buttons for various functions), another attempted to use the nunchuck itself as a flight-stick, while the third didn’t use the nunchuck at all, instead opting for the sideways Wii Remote with the tilt sensors acting as the flight controls.

Frankly, the use of the motion controls was terrible. The motion controls simply aren’t precise or reliable enough to work that way (a steering wheel seems to be about as complex as you can get with it), and both schemes that utilized the motion controls for movement were ultimately flawed.

The Classic scheme seemed to work best, but there was just too much you needed to press buttons for. Whenever you have so much functionality in a controller that you need to assign a “shift” button, you know you need to simplify things. You have your various weapon and directional controls, and you have to control the actions of your various squad-mates. You also had two buttons dedicated to camera control, including the main A button (on Classic) devoted to the equally frustrating and awesome follow enemy camera.

See, if you press the A button, the camera will follow whatever you have targeted. This takes a little getting used to, but it becomes awesome. It allows you to keep constant track of your prey, and once you learn to ease in and out of it, and can maneuver without crashing into the ground, it really helps you in dogfights.

Trouble is that it uses the A button in classic mode. Now you use the directional pad to throttle up and down. Now the game recommends that you hit the A button and throttle down for the tightest of all turns. Now it is possible to press both the A Button and down on the directional pad at the same time, but it is difficult, and lead to my first case of gamer’s thumb on the Wii. If you want to speed up while following the enemy? Well, you can forget it, because it is impossible. You can also count out any assistance from your wingmen, because so long as you are following your target, it is just physically impossible to execute any commands.

Which brings me to the wingmen. Exactly when did it become standard practice in air combat games to have wingmen to control? Who’s terrible idea was this? I mean, when it was simple, I liked it fine. I usually just sent them away or had them perform some distracting task just so that they would stay out of my way. Blazing Angels takes this to a whole new level. One wingman helps you repair damage in flight – a useful tool, really. And it is presented well – when you call on him, he gives you a button combination to press, and explains what it will “do.” All of the repair explanations sound fairly reasonable – so it doesn’t seem like your damage is just magically vanishing, but in reality it is, giving you little incentive to avoid getting hit in the first place. As a result you can dive-bomb your targets with reckless abandon, only to flee and recover all of your health like nothing happened.

The other two wingmen are a total waste. One “shields” you by taking some damage meant for you, and another will “hunt” an assigned target for you. What is wrong with just ordering your wingmen to form up or go engage the enemy? The whole wingmen angle adds a needlessly complicated and way over-sophisticated aspect to the game, one it would have been far better forgetting all together.

The scenery is gorgeous indeed. If you take the time to look at the areas you fly over, in most cases they are incredibly detailed and quite gorgeous. Unfortunately, it is tough to see anything at all, because the game seems to think it is cool if everything looks like you are watching an old filmstrip. Everything is dark and brown, and kind of grainy. Having seen the graphics on the Xbox, I can say they are a bit improved, but not by much. Overall individual screen shots look awesome, but the weird motion effects make it all very hard on the eyes.

All of the haze and dust does add a level of realism – it makes it difficult to actually spot enemy planes. But that angle is totally negated by the completely obvious radar and targeting system. You can target enemies miles away that you can’t physically see yet. So instead of dog-fighting against enemy planes, for the most part you are fighting annoying red and orange triangles.

Oh, and the story. Could this game try any harder to be like Ace Combat? The narrator had virtually the same tone of voice, and the story was told exactly the same way that the story is told there. The thing is – in Ace Combat, it works. You have a fictional war with fictional nations – things need to be explained in greater detail than they do when discussing a war that was very real and one we have seen in countless games before. Painting the protagonists in this game as the same kind of “heroes” at the core of the successful war effort doesn’t work in a real-life situation. Less dreamy and fantastic, more grit and realism was required.

Back to the planes – boy, was that a waste of space. There are a ton of planes that you unlock during the game, and almost all of them perform exactly the same. There are some differences between major plane types, but for the most part, you can complete every fighter mission with any kind of fighter, with about the same level of difficulty. And the crappy brown/grain color crossed over into the menu screens as well, so it isn’t even interesting to go through your available planes to see what they look like.

BOTTOM LINE

This game is a real letdown as a Wii title. It does show that it might be possible to make a great air combat game for the Wii, but they are going to have to let go of the motion sensor (at least, for key functions) to make that a reality, and they are going to have to resist the temptation to cram in extras. There are just enough buttons to account for all of the plane’s controls ([i]thumbstick for movement, up and down on the thumbpad for throttle, right and left for rudder, A for targeting, B for guns, Z for secondary weapons, and I don’t know, maybe C for landing gear, a downward thrust with the nunchuck for any afterburners in a jet game, – and + for Form up/Attack commands to the squad, and maybe even a cool head-look feature with the sensor bar… maybe I am forgetting something, but it seems like this would work[/i]), and it could be done easily without making things awkward.

If you are playing on another console, definitely pass on this game, as there are many other better air combat sims out there. If you have a Wii, just stick in your old Rogue Leader game and play that – it is far superior to this, and it is Star Wars, so there is a geek-appeal there.

As for Blazing Angels - it tries to hard to be something it isn’t, and it totally forgot to make a passable fighter combat game in the process. This one is a real yawn.


Rating(out of 5):

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