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Games for Lunch: Sonic the Hedgehog 2 (iPhone)

Developer: Sonic TeamPublisher: SegaRelease Date: Late April 2010System: iPhone/iPod TouchESRB Rating: E
In a nutshell: Not quite uncontrollable, but not quite controllable either...
0:00 The original Sonic 2 was the primary reason I bought a used Genesis to go with my beloved SNES as a child. That said, I'm not at all confident the game will be as enjoyable when controlled via touchscreen. Some games just need buttons, I think.
0:01 A good ten seconds of loading precede Sonic running in front of the traditional "SEGA" screen, complete with singers chanting the name. The title is the same as ever: "Sonic and Miles 'Tails' Prower in... Sonic the Hedgehog 2" Oh man, this takes me back. I remember being SO impressed with those big character sprites back in the day.
0:02 I tap the screen to bring up a ridiculously bare bones menu, and tap it again to bring up the familiar Emerald Hill Zone, Act 1. The scene is stretched nicely to fill the whole iPod. There's a little translucent d-pad in the lower lefthand corner and a little A button in the lower right. Hey, what if I want to use the B or C buttons? I know they all do the same thing, but still.
0:04 So far it's surprisingly easy to place my thumb in the center of the d-pad picture and kind of rock it back and forth to move. I get hit by a few coconut-throwing monkeys, but I feel like that's my fault, not the game's.
0:05 I've already collected my first 100 rings and my first an extra life, so I guess the controls can't be that bad. So far the game runs with nary a hiccup on my 2nd gen iPod. "Sonic Got Through Act 1" and earned a continue in the process.
0:07 I'm spin dashing through Act 2, with occasional backtracking to pick up some extra rings. I've decided to make it my goal to earn as many extra lives as possible in this hour, just to spice things up.
0:08 Hmm.... when I unpaused the game just now the music went away and the framerate slowed to a crawl. About 30 seconds later, it fixed itself. This is technically a pre-release version of the game, but still, that's a pretty big glitch.
0:10 I get up to 103 rings and extra life #3 as Robotnik comes out in his familiar drill tank. I dispose of him easily and let out all the warm fuzzy critters out of their container. Still cutesy after all these years.
0:12 Chemical Plant Zone is up next. I had forgotten how annoying it was to have Tails following me everywhere I go. It doesn't seem like there's a two-player mode over Wi-Fi or anything to justify his presence, either.
0:14 The slowdown/music glitch just happened again. This is gonna get old real fast...
0:16 I'm running into some problems tryign to get Sonic to curl into a ball. Half the time, when I try to hit the down arrow on the touchscreen, I hit the left arrow instead.
0:17 The invincibility music is continuing, even though my invincibility has worn off. It's kind of nice, actually. Makes me feel powerful
0:19 OK, the invincibility music has gone from kind of nice to kind of annoying amazingly quickly. It was not designed to be looped for this long. On the plus side, 103 rings and an extra life box get me up to eight Sonics in reserve.
0:20 You'd think the latest slowdown glitch would make it easier to complete the precise jumps required for these tiny moving yellow platforms... but you'd be wrong. Instead, I miss three times and die on the underwater spikes below.
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Build Your Own Transformer in War for Cybertron

Posted by J. Matthew Zoss at 10:22 AM Apr 07, 2010

Over the last few months, Transformers: War for Cybertron has gone from a game that I was mildly curious about to a game that I'm really looking forward to. This new trailer highlights the online character customization, although most of the footage actually shows in-game fightin' - not that I'm complaining. Only time will tell if anyone will actually support an online Transformers community, but based on what I've seen I'm willing to give it a shot.



Done here? Check out the latest news: - Games for Lunch: XIII- - Halo: Reach - Hi-Res Beauty- Fisted Reasoning: Why Bad Company 2 is Better than Modern Warfare 2- Games for Lunch: We Cheer 2
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Xbox Live for your iPhone

Although not literal, it certainly is the equivalent of. As you may know Apple has unveiled their new iPhone OS 4.0 today, announcing several new and wonderful functions such as mulitasking (finally), although some will only work with 3GS and up. Another brilliant move was the invention of Game Center, which as I alluded to in the title is the equivalent of . Theoretically, developers who updated today will be integrating it into their pre-existing games and incorporating it into future titles, allowing matchmaking, leaderboards, and a friends list that extend across the platform. I'm not sure if Apple will be requiring all new games to use this, or how they will handle the pre-existing networks such as OpenFeint and Plus
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Prison Break: The Conspiracy


There's a good chance that you didn't even know there was a Prison Break game. If you've heard of it, odds are that you've heard nothing good. The reviews have been largely brutal, and not unjustly. Prison Break: The Conspiracy is a deeply flawed game. However, it's also a soft target. It's a licensed game from a small publisher based on a defunct TV show. Sometimes it can be fun to pick on a game that you think no one will defend it. Well, I'll stand up for it. Yes, Prison Break: The Conspiracy isn't a great game, but nor is it as bad as some have made it out to be.

Prison Break: The Conspiracy

Publisher: Deep Silver / Developer: ZootFly  / ESRB: M / $39.99

Prison Break: The Conspiracy follows a parallel story to the first season of the show. Like Lost: Via Domus, it places you in the role of a new character who interacts with the major characters and events from the show from a new perspective. It also shares with the Lost game the same narrative problem: The game can't be critical to the fiction, so non-gamer fans of the show don't miss a key piece of the story, nor can it be unfaithful to the source material. The result is a story that is largely inconsequential, a Cliff's Notes version of season one. I will say this about the game's plot: I had only a baseline knowledge of the show when I started the game, and the story kept me engaged enough that I now plan on watching it, and I don't feel like any major twists were ruined for me.

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Dark Void Zero now can be playing on iPhone


Do you remember about Dark Void? Think hard - it only came out a few months ago. Nobody seemed to much like the actual console game, but plenty of folks loved the old-school promotional game created to help sell it. Dark Void Zero appeared on Nintendo' DSiWare service, and generally received much, much better reviews that the game that inspired it. Fortunately for those of us who have older DS models, Dark Void Zero is coming to iPhone/iPod and PC in just a few short days. Hitting on April 12, Dark Void Zero is coming out at just the right time - I've finished up most of the games in my backlog and I'm looking for something new to play.

No word on pricing, but the new version of Dark Void Zero will have an all-new ending. Rejoice!




Done here? Check out the latest news: - Happy Birthday to Us- - Alan Wake: A Thriller of a Trailer- Games for Lunch: XIII- Build Your Own Transformer in War for Cybertron
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Games WarioWare

Developer: Nintendo R&D 1Publisher: NintendoRelease Date: March 28, 2010System: Nintendo DSESRB Rating: EOfficial Web site
In a nutshell: Ten years of computer science education condensed into a one-hour tutorial.
0:00 I've played every WarioWare game obsessively for seven years now, and used my atrophied computer science skills to program simple games on my own for about twice that  long, so a game that lets me make my own WarioWare games seems like a winner to me. I puttered around with this a little bit on the GDC show floor, which was hardly the ideal environment. I'm also using this hour as a try-out for the DSi XL Nintendo was kind enough to send me. So far it seems like a bigger DSi.
0:01 An overhead view of a cartoony "Diamond City" on the water. Gulls call out in the background as we focus on the island-based Crygor Labs. There, the visored Dr. Crygor plays games, when suddenly all the characters fly out of the TV. It was all a deam, but it inspires Crygor to make the Super Markermatic 21.
0:02 Wario comes in and demands Crygor fix his TV... or at least trade it for the Makermatic. Without few words, (but many pictures) Crygor explains that the Makermatic is no mere passive TV -- it lets you merge graphics, sound and AI into a game. "This just might be my ticket to riches!" Wario says with a triumphant jump. I place a stamp on the cartridge that comes out of the machine and we're off.
0:04 Looks like I have to start at the DIY shop. "This is where you can play games, read comics, listen to music... you know, cool things." Funny... only one of those was considered a "cool thing" in my middle school days.
0:05 "Oh, you must be the shop manager! Hello!" says a little Raggedy Ann-looking girl. She's Abby. I enter my name as nine star symbols, because I can.

0:07 Mona from Diamond Software just sent over some games that I'm invited to try out in the Game Blender area. "Mona's stage is packed with strange games" I'm told. They go in the blender and come out as  "Mona: Temple Explorer." In a brief cut scene, Mona and her Camera-dog stumble upon a jungle temple to explore.
0:08 The usual litany of five second micro-games commences, all controlled by simple on-screen stylus taps. I primp a woman by fixing her hair ribbon, break bricks in a wall, stomp tin cans with a bare foot, stop a cube on its one smiling face, and more. I mess up on a few games, including one that asks me to "Notice!" something about a butterfly in the center of the screen ...I can't figure otu what it wants. The "Boss" stage has me tapping to pop multicolored balloons and land their riders safely on a platform. Compared to other WarioWare boss stages, it's depressingly simple.
0:10 Back in the shop, Wario is suggesting I stock his games. But his designers all left, so I take on a design job for him. "I need you to draw a monster" To the monster-creator we go, where I trace the outline of a not-very-monstrous looking monster. "Hey! That looks pretty good! You've got a future!" Yeah, in tracing...
0:12 I get to play the final product in lieu of pay. The monster appears on a cliched RPG field and I tap it three times to kill it. Thrilling...
0:14 Unsurprisingly, this game shop also sells comics. I read through the four panel black and white selection rather quickly. One is about a dad who doesn't know what DS means and assumes it stands for "Dads are Splendid." Another is about a dad and son confusing a snail for glasses. Yet another is about a guy farting fire. How wacky!
0:17 OK, the game is called D.I.Y., so let's do it, uh, ourselves. Before we can do that, though, I have to finish the "DIY 101" lesson.
0:18 "In this lesson you poke a ladybug and make it run away." Sounds like my freshman botany course.
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