Kirby’s Epic Yarn Review

4 Nov

Kirby’s Epic Yarn is the latest entry in Nintendo’s renewed love affair with the platformers of yesteryear combined with a modern twist. The game is a departure for the big N’s lovable but oft-neglected pink puff, eschewing the mechanics commonly found in a Kirby game for an all new set of abilities. The game’s visual style is its most-striking feature, basing its aesthetic on bits of fabric and string. The game’s charm is impossible to resist. The art evokes warm tingly feelings of childhood and offers enough sweetness to send you into diabetic shock. Levels are made up of swatches of cloth stitched together with string, buttons, and everything else from your Grandma’s sewing kit. It is, in a word, adorable. No scratch that. It’s beyond adorable. It’s order of magnitude cutesy. It’s little puppies frolicking with kittens. It’s bunnies crinkling their noses. It’s a baby’s first steps. It’s— well you get the idea.

The story begins…

Once upon a time, Kirby was out looking for some food and the evil Yin-Yarn sucked him up into his magical sock. (That’s right I said magical sock.) Once inside, Kirby discovered he’d been turned into yarn and lost his ability to gobble up enemies. But all was not lost for Kirby had a few new tricks up his stringy sleeve. Kirby could whip himself into the air, grapple unto buttons, and even turn into a yarn car! Along the way, Kirby met Prince Fluff, a resident of the magical world, Patch Land. Together, the two of them toppled enemies, traversed many strange levels, and defeated several inventive bosses bringing order to the kingdom.

If this review suddenly sounded like a storybook it can’t be helped. Kirby’s Epic Yarn brings with it many of the same qualities found in a really memorable children’s book complete with a soothingly-voiced narrator.

The yarn aesthetics don’t just work in favor of the visuals as the crux for the game’s level design and gameplay mechanics are reenforced by the string-based style. Kirby’s new abilities include the previously mentioned whip which allows him to grapple to buttons and swing toward higher ledges as well as new transformative powers such as turning into a parachute to float over long distances. Players can walk, hop, swing, and motor across levels collecting beads, the game’s currency, as they go. The platforming isn’t especially difficult, the only challenge being derived from finding hidden treasures which force Kirby off the beaten path and completing a stage with as many beads as possible. Throughout the game, Kirby will be able to transform into several vehicles including a sled, surfboard, and don’t forget the gigantic robotic missile-shooting tank. These moments are fleeting and work to break up some of the platforming. For the most part, these sequences work well except for Kirby’s train form which could have used some more testing before shipping out the door.

The game doesn’t offer much by way of difficulty. Enemies are easily dispatched by a snap of Kirby’s whip and the platforming feels very much like Gaming 101. Soon, however, players might find themselves skipping past enemies because running into them, falling off a ledge, or anything which would ordinarily cause a player to lose a life and start over doesn’t apply here. Kirby’s Epic Yarn is devoid of fail-states. Meaning, there is no consequence in the typical video game sense of the word for falling or getting hit by an enemy. It’s a design choice which, on one hand makes it infinitely accessible to the game’s younger target demographic while making the experience feel somewhat neutered for the rest of us. I started to feel bored by the whole thing. The imaginative spark of the level design and art direction was enough to keep me going through the experience but, after a while, I started playing podcasts with my TV muted as I trotted along to the finish line. I felt like I needed to keep my mind active. There was no sense of urgency in my decision to play a new level or fight a boss battle because there was no challenge to overcome. However, it’s important to note this isn’t the game’s agenda. This is the perfect game to play with your kids or, at the very least, with somebody who doesn’t play games because they find the barrier to entry too high. It’s not here to punish you. Instead it wants to wrap itself around you like a warm fuzzy blanket, let you relax, and enjoy the experience without fear of frustration. While many gamers will find this off-putting there’s nothing wrong with this choice it’s simply a different one.

Despite the lack of challenge, the game offers some really unique concepts and ideas based around the yarn motif. Everything stays true to that core concept from the character designs, levels, and some fairly ingenious bosses. It all works in service of the art style and it’s unlike anything seen in a game thus far. It’s a shame the game feels somewhat light on content. At about six hours, it wasn’t so much about the time spent playing but more about this feeling I had when I was done that there was more I wished to see. Hidden paths, side-quests such as hide & seek, and decorating Kirby’s apartment with found furniture are a fun distraction but nothing quite earth-shattering. As I said, it’s the perfect game to play with your kids and co-op makes that even easier. Be warned, the co-op mode’s camera frustratingly lacks the necessary zooming-out feature of other multiplayer platformers such as New Super Mario Bros. Wii. As a result, the leading player will be constantly hitting the right side of the screen if their partner lags behind.

There are enough good ideas in Kirby’s Epic Yarn to make it an experience worth trying, regardless of whether or not you agree with its lack of challenge. It left me feeling conflicted. While I wish the gameplay had provided something more dynamic, it’s impossible to deny the game’s charm and relentless sense of imagination. The pleasure derived from the sucrose-sweet art style is immediate and makes the game undeniably enjoyable on a basic human level. It taps into the pleasure centers deep inside your brain reserved only for the idealized memories of childhood. This brand of nostalgia is something Nintendo has been dealing out for almost thirty years and they’ve become so good it’s scary.

This review was originally published on GameShack

Costume Quest Review

26 Oct

Costume Quest is the latest creation from developer Double Fine, makers of Psychonauts and Brütal Legend. This adventure RPG is the first in a planned series of upcoming downloadable titles for XboxLive Arcade and Playstation Network as the studio shifts its focus toward smaller games with smaller budgets in lieu of disc-based retail outings. Set amidst the haunting glow of jack-o-lanterns on Halloween night, Costume Quest begins as brother and sister, Reynold & Wren, embark on their annual trip ‘round the neighborhood collecting candy. Things quickly go awry as one of the siblings (depending on who you choose to play as) is kidnapped by a pack of candy-coveting monsters. Costume Quest relies on Double Fine’s quick wit and a charming sense of humor as sweet as the treats those monsters so desperately seek. An easy but rewarding combat system keeps the action moving while side quests and the occasional bout of exploring are, for the most part, a fun addition.

As you journey through the neighborhood, you’ll encounter fellow trick-or-treaters to join your cause as you rid the town of enemies and liberate homes of their sugary morsels. Knocking on a door will bring either a costumed adult with a witty line and a bowl full of candy (the game’s all-too appropriate currency) or a battle-ready monster.

Battles are a mix of turn-based combat with an active twist. Similar to the combat of the Paper Mario series, Costume Quest’s battles are handled by selecting between normal and special attacks, the latter needing to be charged up before use, and applying it to your enemy. Time-sensitive prompts increase the damage you can inflict as well as increase your defense.

Costumes play a large role in combat as the outfit you’re wearing changes your abilities. What may appear as nothing more than a cardboard robot costume becomes a gigantic mech that towers over the city, delivering missile blasts to any Grubbin foolish enough to stand in your way. Other costumes include a knight, perfect for shielding you from attacks, the Statue of Liberty, a healing class, and many more which you discover over the course of the adventure. In addition, Battle Stamps increase the options available to players creating a little more variety and depth.

Along your travels, you’ll come across Sadie, an enterprising grade-schooler. (Think Lucy’s psychiatry stand in Peanuts.) In exchange for candy, she’ll give you Battle Stamps which alter abilities such as inflicting poison and put a few new tricks up your sleeve during combat like hitting an enemy after a successful dodge.

The combat is a lot of fun although it can get very easy. As an RPG-novice I was surprised by what little challenge the combat presented. It would have been nice to see a higher difficulty curve but, as it stands, Costume Quest doesn’t offer much. If you’re looking for a game with punishing difficulty, go elsewhere, that’s clearly not the intention here. Still, what’s there is good and encourages experimentation. It’s not the most complex system ever devised but its fun while it lasts and at six hours the game ends before fighting feels repetitive.

Side quests and exploring make up the time between battles as you trick-or-treat your way to the top. Bobbing for apples, card collecting, and playing hide & seek with the neighborhood kids are a fun addition to the overall experience however I was disappointed to see a lack of variety in these missions. In each of the three main areas to explore, you’ll find yourself doing the same thing in each level: bob for apples, find rare cards, find hiding children, repeat. The side quests seem to lack the same imagination that powers the game’s style and story.

As the game nears its conclusion, certain problems arise. For starters, the game feels short and not because of some arbitrary limit on dollars spent versus hours played. What makes the game feel short is the rapid pace at which things wrap up. With only the three main areas to explore, you and your costumed cohorts reach the end just when things are starting to pick up. It would have been nice to see at least one more level. Still, in a way it’s a testament to the game that I was left wanting more. That feeling isn’t something you reserve for a game you dislike.

Before the final credits, one of the characters declares, “We should do this every year!” and I have to agree. I can honestly see myself making Costume Quest an annual tradition this time of year. It’s not the longest nor the most-challenging game but what’s there is a fun, charming, and worthwhile adventure. The battle system is engaging and the game carries an imaginative spark that, simply put, makes me want to keep coming back.

This review was originally publish on GameShack

Castlevania Lords of Shadow Review

18 Oct

Castlevania: Lords of Shadow seems like a risky move for the franchise. Previous attempts to bring the series into the world of 3D haven’t necessarily rendered the results fans have craved. After three successful 2-D titles on the DS, the series is having another go on consoles and developer MercurySteam has finally broken the 3-D curse. Lords of Shadow isn’t a perfect game but it’s certainly a good one which takes many liberties with the Castlevania license while crafting an appropriately epic story along the way. While elements of the gameplay take direct inspiration from other franchises, the game has more in common thematically with the likes of Tolkien than anything else. Gabriel Belmont has embarked on a journey following the death of his wife as a scourge of evil and darkness threatens to overtake the world. High stakes, to be sure, but all in a day’s work for a member of the Brotherhood of Light. During his travels, Gabriel will trudge through poisonous bogs, up treacherous mountains, and deep into the bowels of the underworld while battling all manner of skeletons, lycanthropes, vampires, and other creatures of Castlevania lore.

As I said, the story is quite epic, spanning various locations with incredible vistas, characters, and monsters. Gabriel is not alone in his quest as Zobek, fellow member of the Brotherhood, accompanies him for much of his journey though he only takes part in the action for a very short time. Zobek is voiced by none other than everybody’s favorite follically-challenged Trekkie, Patrick Stewart, who does his best with the source material. Problems arise with the storytelling as every chapter begins with a lengthy narration by Stewart which borders on the melodramatic. As the game can last up to twenty hours, players will find themselves constantly pulled out of the experience as the next chapter loads and another narration begins. It’s not all-bad but it made the experience feel somewhat disjointed. Despite the heavy-handed approach to some of the storytelling, the tale can be riveting. It’s what kept me coming back to the game. The lengthy story is coupled with gameplay that is mostly satisfying making the journey toward the stunning conclusion all the more enjoyable.

Lords of Shadow is an action game in the same vein as God of War, taking much of its inspiration from the likes of Sony’s Spartan series, platforming reminiscent of Uncharted, and the occasional boss battle ripped straight out of Shadow of the Colossus. While elements of the gameplay might feel somewhat derivative, Lords of Shadow still feels incredibly rewarding, offering complexity, tactility, and weight to its combat. As players progress through each level, they gain experience points which can be traded for additional combos and other upgrades. Added depth comes by way of Light & Shadow magic. Gabriel can harness magical abilities, allowing players to regain health with Light magic and increase damage with Shadow magic active. It’s an extra layer that increases the complexity just enough to reward players looking for more depth in the combat. Meanwhile, players hoping to hammer on the square and triangle buttons will be challenged but can probably manage on lower difficulties just fine.

The game deviates from the “Metroidvania” design of recent Castlevania titles in favor of a more linear, stream-lined experience. It isn’t a bad thing, it’s simply a different direction which could turn off some hardcore fans. I didn’t find myself missing any of the back-tracking. The game isn’t trying to tell the same story or give the same experience as a game like Symphony of the Night. The closest thing to back-tracking is the game’s repayable design. As each level is completed it’s made available to go back, find all of the upgrades, complete on higher difficulties, and attempt various challenges such as beating a boss without using Light magic. Lords of Shadow wears its influences on its sleeve and while the gameplay is enjoyable, for the most part, it does stumble when the fighting subsides.

Occasional puzzles break up the action offering brief moments of lever-pulling, dial-turning, and color matching. The puzzle aren’t going to offer much in the way of head-scratching but at the very least they help to mix up the pace, avoiding the monotony of having the action constantly turned up to 11. However, Castlevania’s weakest points are the moments of exploration and platforming. Gabriel’s movement lacks the fine-tuned feeling we’ve come to expect from games like Uncharted, making certain sections of the game (yeah Music Box level, I’m calling you out) feel extremely frustrating. The problem comes from a lack of weight to Gabriel’s character. His model never feels as weighted as he could and problems abound when standing on moving surfaces. I often encountered an issue with moving platforms as Gabriel would inexplicably walk of the edge without any input from me. A tiny but annoying problem that, to me, illustrated some of the frustration and lack of polish present in the platforming.

I would be remiss if I didn’t take time to mention how beautiful the game looks. From a technical standpoint, the graphics are top-rate. But more importantly the environments and other design elements are, simply put, amazing. There was a moment in particular, as Gabriel stormed across the landscape, a huge gothic castle loomed in the distance, snow whipped at the screen, that I stood back for a long time and stared in awe. The design of Lords of Shadow could be arguably its strongest asset. I remember thinking several times that I hope everybody who plays the game makes it to the end so they can enjoy the views.

The game would have benefited from some editing. It can take a few hours for it to really hit its stride which could turn some gamers off. When an action game of this ilk takes so long to get down to business, more time could have been spent examining what’s absolutely essential. It may seem strange to complain that a game is too long but several levels in Lords of Shadow clutter up an otherwise great game. I would have much preferred a slightly shorter but more concise experience.

Castlevania: Lords of Shadow takes inspiration from many great games. Is the combat better than God of War? Debatable. Are some of the boss battles greater than Shadow of the Colossus? No. Is the platforming as finely-tuned as Uncharted? Not really. But that doesn’t mean it’s a bad game- far from it. It might not step out from the shadow of its influences, but Castlevnia is a good game that’s absolutely worth seeing through to the end and stands on its own accomplishments of design and story. In fact, in many regards it surpasses a game like God of War. Kratos would be wise to take an acting lesson or two from Gabriel. It’s a slow-burn, offering players an experience that takes more than 20 hours to see the first time through. The game is far more than a miserable little pile of influences, managing to bring a charm all its own offering themes, characters, and locations unique to the franchise. I hadn’t heard of developer MercurySteam before this game and throughout my time with Lords of Shadow I kept asking myself where on Earth they’d been hiding all this time.

This review was originally published on GameShack

Alone Together: A Resident Evil 5 Review

26 Mar

A review I wrote for Associated Content.

Resident Evil 5 Review on Associated Content

Resident Evil 5 Review on Associated Content

Playing Resident Evil 5 Solo or Co-op: Alone Together
A review of Capcom’s latest, action-packed entry into the revered survival-horror series. However, this article focuses on the differences between playing the game alone or, cooperatively with a friend, the way the developers intended.
http://www.associatedcontent.comarticle/1587467/playing_resident_evil_5_solo_or_coop.html

Tech articles for CollegeOTR

12 Mar

In the Winter of 2009, I was a featured blogger for the college humor website, CollegeOTR. My articles focused on technology & the internet and were targeted toward the college-male demographic. I tried to highlight software, iPhone apps, and anything else that caught my fancy. Here are some of my best articles from the site:

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