Review Archives (All Reviews)
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Cocoto Platform Jumper review (WII)Reviewed on July 13, 2009Platform Jumper looks like Rayman, plays like a lethargic Sonic and lifts the arcing attacks/temporary platforms from Rainbow Island. Notably, in aping games of actual worth, it manages to hobble together a Frankenstein’s monster of a title that actually works. |
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Let's Tap review (WII)Reviewed on July 13, 2009Let's Tap thinks outside the box. More specifically, right on top of it. The game offers up a hands-free control scheme where you place the Wii remote face-down on a box or flat surface. Tap nearby, and the vibrations travel to the remote and register as input. It'll even pick up the strength of the tremor. |
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JSRF: Jet Set Radio Future review (XBX)Reviewed on July 13, 2009When you really stop to think about it, Jet Set Radio Future is basically a fetch quest title: the main objective is to go around and search for tagged surfaces, so you can spray graffiti over them. Sure, it's slightly different since you're not collecting items when you find them, but the concept is the same. Apparently, Smilebit thought that wouldn't be enough, so they added a side quest where you do more fetching. Needless to say, this could have easily been an unfortunate wreck. |
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Dawn of Discovery review (WII)Reviewed on July 12, 2009Another feature that sets Dawn of Discovery apart from other simulation titles such as Civilization IV or SimCity is the occasional focus on maritime exploration. Instead of settling a single continent, you'll develop a bunch of smaller islands. This actually provides a unique dynamic, since you frequently come up against space constraints and also have to consider different fertility levels. For example, you might first land on an island where grain grows particularly well, but as your colony evolves from a simple fishing village into a city center, the people who live there will start craving hot spices, fashionable clothing and so forth. |
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Jawbreaker II review (APP2)Reviewed on July 12, 2009Jawbreaker 2 left me wondering: how small can a maze game be before it's not really a maze game any more? It lowers the bar further than I thought possible, as you run a clacking pair of teeth through five rows of dots with roving trap-doors between them. For all the cheery graphics, there isn't much to do, and yet it's more sophisticated than Jawbreaker, that silly clone of Gobbler, with enemies who actually get faster and smarter. Still, it's one of those games you can't b... |
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The Witcher review (PC)Reviewed on July 12, 2009Interesting, this game is nothing if not interesting. In so many ways the game is just enough different from all the rest of the RPGs to be considered quite good, in other ways interesting is quite odd indeed. |
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Sins of a Solar Empire review (PC)Reviewed on July 12, 2009This is a pretty darn good game. But it's just shy of being a great game. In fact it has improved my opinion of the RTS genre. I've had three RTS games that have really impressed me. The first of course is Age of Empires, I remember being very excited in my very first play of that game, the second was Company of Heroes, and this is the third. Interestingly it is the departures from the latest standard RTS fare that have re-ignited my interest in this form of PC gaming. Namely, it doesn't exactly... |
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Mount & Blade review (PC)Reviewed on July 12, 2009I ran across this game about a year ago on another game website. I noticed it was made a few years ago and it was a bit of an "Indie" hit. while it intrigued me I didn't want to pay for what was reviewed as an "almost but not quite" type of game. A couple months ago I tried the Demo. |
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Knight Lore: Majou no Ookami Otoko review (FDS)Reviewed on July 12, 2009Knight Lore was a breakout ZX Spectrum game where you walked through a huge castle presented in 45-degree-rotated view. You picked up reagents for a spell that would stop your nighttime lycanthropy, and each set of item locations offered a markedly different puzzle. The FDS version, which probably had to simplify some things due to memory constraints, tried to stretch itself with ungodly repetition. It achieved dilution, as anyone smart enough to solve its puzzles would see quickly. |
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Valkyrie no Bouken: Toki no Kagi Densetsu review (NES)Reviewed on July 10, 2009Valkyrie no Bouken: blah blah something grrarrh (VnB,) despite a fancy title, quickly establishes itself as mournfully bland before turning violently senseless. It achieves what personality it has by committing some baffling mistakes I haven't seen in other bad games. Unsure why anybody would write a translation patch for a game this weak, I Googled to find it was based on an anime series. I also found a detailed walkthrough on a dedicated website. Reading all the secrets hidden by the ga... |
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Black review (PS2)Reviewed on July 10, 2009Come 2006, the Xbox 360 had just been released, the PlayStation 3 had been announced, and Sony fans are eagerly not waiting for one as it costs a billion quid to purchase it. So what’s the best way for Sony to drown the fans financial sorrows? They could keep the hits rolling when the PlayStation 2’s contemporaries have declared themselves dead, or they could push the hardware so much that fans can almost convince themselves they’re playing a 360 game. Or maybe they should focus on the future an... |
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Droplitz review (X360)Reviewed on July 09, 2009Even on the introductory levels, water drains too quickly from too many locations. It's easy to build up a solid chain of beautiful paths, only to watch it disappear in a flash as you're left scrambling to construct new paths while a steady stream of liquid trickles down through what formerly was a beautiful labyrinth but now is a complete mess. The obvious solution is to chain together new paths more quickly than they can disappear (an effort that has the added benefit of boosting your all-important score while also buying you precious seconds with which to plot your next move), but there's seldom sufficient time. |
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Annet Futatabi review (SCD)Reviewed on July 09, 2009 |
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Bloodstone review (PC)Reviewed on July 08, 2009Before Bloodstone, I always took boats in RPGs for granted. Maybe I'd have to complete a weird quest or even overpay a greedy merchant to acquire one, but really, there was little doubt I'd get a boat at some point. There'd always be someone there to help me with transport so I could save his world. |
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Shadow of the Colossus review (PS2)Reviewed on July 08, 2009Shadow of the Colossus, more than any other game I’ve played, strives to be epic. The colossi, those enormous creatures that frequently steal the spotlight from protagonist Wander and represent the entirety of his opposition, live up to their name. With the light of his sword guiding him, Wander travels great distances to slay these foes, an act that he believes will bring his dead girlfriend back to life. Upon arriving at each destination, however, players are likely to be humbled by the... |
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Drakan: The Ancients' Gates review (PS2)Reviewed on July 08, 2009As for Snotmaw, well, I have to admit watching and hearing an audience chanting "SNOTMAW! SNOTMAW! SNOTMAW!" made me feel like a pro wrestling jobber about to get pasted by "Stone Cold" Steve Austin in a match held deep in the heart of Texas......but he was just a typical Wartok who hit harder and took a lot more damage. All I had to do was slash, slash, roll backwards, wash, rinse, repeat to kill him with ease. Oh, and he somehow got stuck trying to move around the Kong's corpse, which gave me a good number of uncontested attacks while the big dummy flailed about helplessly. Kind of anticlimactic, if you ask me. |
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Tales of Monkey Island: Chapter 1 - Launch of the Screaming Narwhal review (PC)Reviewed on July 08, 2009Still, this rebirth is in the hands of the adept Telltale Games, who recently revived Sam & Max, brought Strong Bad to tremendous interactive life, and rendered the quaint British tales of Wallace & Gromit in a mostly pleasing fashion. Aside from the original team, if anyone could successfully revitalise the Monkey Island franchise, it's these guys. |
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Assassin's Creed review (PS3)Reviewed on July 08, 2009Assassin’s Creed… |
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Trine review (PC)Reviewed on July 07, 2009Intelligent but unpretentious, quaint yet brutal, Trine is regularly an absolute delight. Delve into the options menu and you can set it up for co-operative play - which allows all three players in the world at once - adding another level to the already wonderful puzzle-solving. But even alone, Trine offers five hours of invigorating, exciting, hybridised and enormously beautiful gaming. For a relatively low-key offering, it's brimming with confidence in its image and approach. That's what makes Trine so darling, even when that skeleton gets stuck on a rock while a hundred bats eat you to death. |
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Number Munchers review (APP2)Reviewed on July 06, 2009Number Munchers (NM) had six cut-scenes; Pac-Man had only three, and they weren't nearly as funny. It's more exciting than some lousy flash cards or even chalkboard problem solving races, and it has high score lists, with names, for each sub-game. And it's more ambitious than its better-known peers, the Oregon Trail and Carmen Sandiego series. The latter, after several plays through, become veiled, randomized multiple-choice exams a notch above vocabulary baseball and other didacti... |
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