Reviews

When you’re first dropped into Wizorb it’s apparent that you’re too late. Whatever the mysterious evil was that beeseched the Kingdom of Gorudo, it’s clear that it’s already won. Tarot Village is in pieces, the beleaguered villages stand in front of what used to be their homes and lives, and all they ask for is a little help, and any gold you might be able to spare.

Wizorb is a traditional brick breaker in every sense of the word. Hidden under its clever RPG trappings are the same mechanics and power-ups you’ve seen and used in Arkanoid or Breakout. But, disguised as a fantasy title, the entire experience feels fresh, but still warmly familiar. Stages are littered with doors and switches, unveiling bonus areas and item shops, which are stocked with the usual assortment of brick breaking goods (wider paddles, sticky paddles, the multi-ball).

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Living on a diet of prawn crackers and irradiated fruit salads, I did it. It took 21 days, a couple nervous breakdowns and the companionship of a stuffed cat, but I survived.

Lone Survivor is as much a sim as it is a horror title. Beyond the mere task of surviving his environment, the main character – referred to as ‘You’ in the game – is in constant need of maintenance. Every day is punctuated by a play-by-play of his physical and emotional health. When he needs rest, you sleep; when he’s hungry, you eat. Though these solutions may appear obvious, they require a certain level of planning to ensure you can return back to your apartment in short order, or you’re carrying an effective meal. Managing resources isn’t exactly a new concept for survival horror, but these extra layers of depth create a symbiotic connection between you and You.

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Like its older episodic siblings, Penny Arcade’s On the Rain-Slick Precipice of Darkness 3 is not an RPG you play strictly for its gameplay or story even. While the stories are always interesting, the Penny Arcade games have been mostly memorable for their wit and clever parody of RPG tropes. Though Rain-Slick 3‘s development changed hands from Hothead Games to Zeboyd Games, developers of Breath of Death VII and Cthulhu Saves the World, it’s still the writing and irreverent humor that carry the experience.

Like Hothead’s previous work, Rain-Slick 3 is what I like to refer to as a diet-JRPG. Other than combat, which there is a lot of, there isn’t a whole lot else to do. Where previous episodes sprinkled in some lite adventure mechanics between prolonged stretches of dungeon crawling, Rain Slick 3 doesn’t have anything to break up the veritable slog of combat – save for story exposition. One dungeon may trade the derelict streets of the iconic Hobo Alley for that of a high-fantasy game, but little is done throughout the entire game to alter the progression loop of fight enemies, proceed down corridor, then fight the next batch of enemies.

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Call of the Ninja is a curious take on the puzzle formula created by Lemmings many moons ago. Like the inept, suicidal creatures of Psygnosis’ iconic puzzler, these hapless ninja will march happily toward their inevitable deaths. That is, without your help.

To save the ninja a specific number (amount is level dependent) of the absentminded assassin must be safely navigated to the dojo. Piranha plants, sentry towers and other nuisances block the way, but the most nefarious obstacle is often the physics-based gameplay itself. To assist the ninja in their travels, “discs” can be placed on the board to grant the ninja who pass through with an ability. The abilities allow the ninja to traverse various obstacles and be, well, more ninja-like.
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Don’t be fooled by the cartoonish characters (complete with catchy theme songs) and beautiful 2D visuals. Awesomenauts is an intense and difficult multiplayer action game that requires teamwork and fast reflexes in order to succeed. When everything gels the game is rewarding. Often than not there are problems – either stemming from the game or poor teammates – that mar the fun.

Awesomenauts features 3 vs. 3 battles and a host of unique characters rounding out the roster. Strong turrets are set up throughout the 2D maps and the goal is to break through them all and eventually destroy the enemy’s base. Each kill is a small victory, since it grants the team points to buy powerups and worsens the enemy’s respawn time. Each death is a mark of shame that hinders the team, although perhaps not immediately.

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Played from a top-down perspective, MacGuffin’s Curse is an interesting mix of fetch quests, old school Lucas Arts’ style dialogue trees and environmental puzzles. Following a botched museum heist, former magician Lucas MacGuffin becomes the unlikely bearer of the Lupine Twine amulet. Whilst fleeing the museum, he unwittingly discovers the amulet’s terrible (but useful) secret: lycanthropy.

Lucas MacGuffin is now a werewolf. Assuming there’s a focused beam of moon light Lucas can change back and forth at will. Hirsute, and apparently very itchy, Lucas’ new form allows him to move heavy things, such as huge batteries. You see, thanks to the museum mishap, and the detestable Alphonse Connell, the whole city has been placed in a state of lockdown. In order for Lucas to escape, power has to be restored on a room by room basis.

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When describing the adventure elements of Superbrothers: Sword & Sworcery EP, the game sounds shallow. There’s an inventory that holds just a couple of items and the puzzles involve the most rudimentary selection of objects in order to advance. Seeing the game in action is a different matter entirely. The emphasis on music and audio cues adds weight and emotion to those simple clicks. It’s intensely satisfying.

The metanarrative – featuring composer Jim Guthrie as a minor character – combines casual dialogue with the valiant quests from videogames’ past.  With lush backdrops that combine the best of nature and retro games, Superbrothers: Sword & Sworcery feels like a  three-hour arthouse film interspersed with memorable musical interludes. In some ways, the interaction is sometimes just as passive an experience since so much of the game involves walking from one place to another as the music plays. That doesn’t make things less compelling. When a rhythm-based fight does break out the music and gameplay come together perfectly.

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