Archive for October, 2012


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Reminder About Scribblenauts Unlimited

Thursday, October 25th, 2012

With the Wii U's release growing ever nearer, we wanted to remind you about a cool thing that happened when we played Scribblenauts Unlimited at E3 this year.

A bunch of the devs were around including the red-shoed Jeremiah Slaczka, probably because he was doing his interview with Kotaku, and while I was playing the game I tried to skip through the dialogue using the "A" button, but nothing happened.  I turned to one of the booth people and was like "Why can't I use the 'A' button to skip through stuff?".  He was like, "Well, the devs are right here, why don't you ask them?" So, I turned to one of the female devs and repeated my question.  She was like "You want to use the 'A' button to skip stuff? Sure, we'll put that in."

So, if when Scribblenauts Unlimited launches alongside the Wii U on November 18th and you are able to use "A" to progress through dialogues in addition to tapping the check-mark button (which was the only option in the E3 version of the game), then you know who you have to thank for that.

In other news, the Wii U edition has been differentiated from the 3DS and PC versions of the game by the inclusion of some exclusive Nintendo characters that you can spawn (a small sampling of which are shown above), so we know what version we're getting!

Point Review: Unmechanical (PC)

Tuesday, October 9th, 2012

Developer: Teotl Studios
Publisher: Talawa Games
Genre: Side-scrolling puzzle adventure
Players: 1
Console: PC (also coming to iOS)
Hours Played: ~3-4
Progress: Completed the game and saw both possible endings.

Teotl Studios, makers of the popular Unreal Tournament III mod The Ball, recently released their latest unique puzzler, Unmechanical.  With the world of indie games ever-expanding, it's becoming hard to "separate the wheat from the chaff" as it were, and the line between great indie releases and those not worth the bytes they're made of is growing increasingly thin.  Does Unmechanical reach the pinnacle of indie creativity bringing a fresh perspective that is unlikely to come from larger studios, or does it fall by the wayside with the all too numerous indie releases that never really amount to anything?  Read on to hear what we thought of our time hovering around and bumping into things in Unmechanical.

  • As with many indie games, story is a bit tricky to discuss in terms of Unmechanical.
  • You play as an endearing little robot dude in an underground cave/complex/body(?) and your only drive is to progress to some unknown end by solving a series of puzzles in a free-roaming side-scrolling environment.
  • There are many vague clues throughout the game that build a large mythos behind your microcosmic puzzle fiddling, but they are never fully actualized to the point where the over-arcing story is abundantly plain, even the two possible endings make you wonder which is the good one and which is the bad one (if there even is a good one and bad one).
  • The endings are also sort of abrupt, there probably could have been more done to signify the coming of the game's completion. 

  • Controls, when using an Xbox 360 controller like I did, are very simple.  You use the left control stick to float your dude around and use more or less any button to activate your little carrying tractor beam to move objects around.
  • A surprising number of actions can be derived from the one-stick, one-button control scheme, and it never really makes you feel like you need more abilities.
  • The puzzles in the first 7/8 of the game are perfectly balanced to where you need to give them a bit of thinking, but their solutions are never obscure enough to frustrate.  I did need to look up the solution to two of the puzzles near the end, as their solutions were not as cleanly reached as the ones before them, but if I did spend enough time on them I'm sure I could have solved them in good time as well.
  • Unlike many puzzle adventure games, you are never given any hints that aren't a built-in part of the puzzle or level.  You'll just come across a lever that doesn't work or a big multi-coloured panel and it's up to you not only to figure out how to solve the puzzle, but figure out that there is a puzzle to be solved there too.
  • The lack of an instruction and/or hint system in the game puts a lot of onus on the design and layout of the game's puzzles, but they all beautifully convey their functionality without the need for words or symbols.
  • The player-controlled robot, as well as NPC robots, are imbued with an impressive level of personality considering that they hardly even communicate at all.  The little "oof" noises your robot makes if when you bump into things and its little dangling appendages that swish as you float around make it feel a lot more personable than one would expect. 

  • The game's Unreal graphics are quite nice throughout, even considering that the only graphical adjustment options you are given is a "High/Low" toggle.
  • The options for things like anti-aliasing and v-sync are conspicuously missing in the game, and it's super-hard to add them using graphic card utilities too.  I ended up having to inject SMAA into the game to get the aliasing level down on my Retina Macbook's screen, as the highest available resolution was a measly 1920x1200.
  • The various environmental components of a natural (rocks and things), mechanical (robots and machines), and organic (random body tissues and organs) were all top-notch and blended well enough with one another that no elements ever felt out of place.
  • As a side note, the characters in Unmechanical bear more than a passing resemblance to those in Machinarium, another excellent indie puzzle adventure game, but that's neither here nor there as both of the games are still very attractive.

  • The character sounds, environmental noises, and music are all unique, inspired, and unobtrusive, adding to your game experience in the best way possible.
  • There were no stand-out selections from the soundtrack that I'd want on an iPod or anything, but they all served their purposes very well and never got in the way of the gameplay.
  • Sound is an important element in several of the puzzles, but it is usually used in such a way that it is accompanied by visual hints so as no to alienate the hearing or speaker impaired.

  • Aside from the small branch at the very end of the game that differentiates the two endings, there is essentially no need to replay the game or redo any portions therein.
  • There's usually only one main way to solve most of the puzzles, so you probably won't be going back to try different methods.
  • The only replay value inherent in Unmechanical would come from wanting to spend another hour or two to go back and enjoy the pretty environments or perhaps try to figure out the story a little better.

Unmechanical is a short, but very tightly designed puzzle adventure game.  There are a lot of unique sights to see, a lot of puzzles to solve that will make you feel smart, and an engaging experience to be had on the whole.  The fun to be had in Unmechanical is well worth the $9.99 entry fee, even if you end up wishing the game was at least a little longer.  PC gamers with high-end rigs may also wish that there were more graphical customization options, but without them Unmechanical is still a pleasant romp through the puzzling world of a little robot with a propeller on his head that shouldn't be missed.

 Rated 8.8A review copy of this game was provided to us by its publisher.

 

Buy Motilium No Prescription

Tuesday, October 2nd, 2012


[UPDATE: With the addition of WARRIORS OROCHI 3 Hyper Buy Motilium No Prescription, , the leaked list that we discovered a couple of weeks ago is now confirmed by a press release from Nintendo themselves.  Time to start counting your pennies so you can choose from the Wii U's admirable 23-game launch day line-up.]


The pages for Rayman LegendsBlack Ops 2, Assassin's Creed III, ZombiU, Mass Effect 3: Special Edition, Batman: Arkham City Armored EditionTEKKEN TAG TOURNAMENT 2, Scribblenauts Unlimited, Epic Mickey 2: The Power of Two, Rabbids Land, Just Dance 4Marvel Avengers: Battle for EarthSonic & All-Stars Racing Transformed, MADDEN NFL 13NBA 2K13, TRANSFORMERS PRIME, Your Shape Fitness Evolved 2013, Game Party Champions, and ESPN Sports Connection on Nintendo.com list their release dates as being the same as the launch date for the Wii U itself, November 18th, even though they were officially only announced for release during the "launch window" during today's Wii U conference.


What makes at least the Black Ops II release date seem likely not to be a typo or placeholder is that in the description for the game itself, it again says "Launching this November 18th, Call of Duty: Black Ops II delivers the most groundbreaking and viscerally immersive Call of duty® experience yet." What makes this odd is that Activision previously stated that the game would be launched on November 13th alongside the other console versions before the Wii U's release, but I think it's possible that Nintendo "rounded down" the launch dates of any games coming out early to ensure that they're all considered part of the launch day lineup.


New Super Mario Bros. U, 20mg Motilium, 1000mg Motilium, Nintendo Land, and Darksiders II, Motilium craiglist, Motilium coupon, which have all already been officially confirmed for the North American Wii U launch, are also naturally listed as being released on November 18th.  Most of the other Wii U games listed on Nintendo.com either have Holiday 2012 or TBD listed as their release dates, Motilium ebay, Motilium australia, so there are non-Nov. 18th default options for game release dates that are being used.  


While this does seem like an unusual and suspiciously hefty launch day line-up, 250mg Motilium, Motilium mexico, especially when compared to the officially announced launch titles in other regions, if these all turn out to be true there are going to be some tough money-related decisions for gamers come November.  We'll keep you informed if any of these release dates prove to be incorrect.

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Buy Clonidine No Prescription

Tuesday, October 2nd, 2012


Developer: 5th Cell
Publisher: Microsoft Game Studios
Genre: Online third-person shooter
Players: 1 (2-6 online)
Console: Xbox 360 (XBLA)
ESRB Rating: T (Teen)
Progress: Reached Level 10 (Sergeant)


Buy Clonidine No Prescription, 5th Cell is known mostly for their very ambitious Scribblenauts games, but in an uncharacteristic move they decided to try their hand at making a Source engine shooter for the Xbox 360.  Does Hybrid end up being a unique and valuable take on its genre like 5th Cell's Run Roo Run iOS game or does it end up just missing the mark like too many of their other titles?  Read on to find out what we thought of 5th Cell's apocalyptic shooter.





  • There's a bit of a story to the game, but not much.

  • It's the year 2031, an asteroid crashed into Earth killing most people and splitting the remnants into two factions: the infected Variants and the immune Paladins.  

  • The Variants and Paladins are now fighting over some kind of resource and you choose which faction you want to play as (faction choice is mostly just for looks as the characters all function in precisely the same manner).




  • The game, which is multiplayer-only with the exception of a small tutorial, plays like a very watered-down cover shooter in the vein of Gears of War or Army of Two.  I mean very watered-down, as in if Gears of War multiplayer was Coca-Cola, Hybrid would maybe look like flat Sprite.

  • Unlike other third-person shooters, Hybrid's gimmick is that you can only travel (at relatively slow speeds) from cover to cover, there is no other movement aside from slinking around behind walls and jet-packing your way to the next wall.  (Some of these walls are technically upside-down, but it effects gameplay so little that it hardly matters)

  • There are kill streak rewards, but they're not customizable, so you'll always see the same three types of unlockable kill streak reward bots flying around and it gets rather bland.

  • One of the game's worst features is that you get essentially one "free" unlock per weapon and item category and then slowly earn others as you level-up, but there is a micro-transaction-based money system (whose credits can only be earned through an additional purchase on top of the game's 1200 Microsoft Points price) to unlock the extra stuff that they otherwise withhold from you.  This kind of mechanic is expected in free-to-play games, but should NEVER be an integral part of a game that already has a decently high price point.




  • With the advent of multiplayer-centric games like Call of Duty: Modern Warfare/Black Ops, Halo 3, and Gears of War, many advancements have been made in the fields of matchmaking, team communication, experience/levelling, and level design.  Hybrid employs almost none of these advancements.

  • It was a very rare occurrence for me while attempting to play the game both before the game's official launch and in the following weeks, to be able to get into a match, even using the most wide-open settings (playing in a "Hot Zone" with no match-making preferences), to have to wait less than two minutes for a game to be found.  You could say it takes longer than the approximately 10-15 seconds it takes in games like Modern Warfare 3 because there are less people playing Hybrid, but this should have been a consideration made by the devs when making a multiplayer-only game!

  • With battles at most 3 vs 3, most maps are quite small and uninspired, boiling down to just a fairly simple often mirrored array of cover locations. 

  • The 3 v 3 size cap also makes it so that you more or less have to stay glued to your teammates, for better or worse being a lone gunner (one of my favourite things) doesn't work too well in Hybrid.




  • The graphics are so average they're essentially below average.

  • Repetitive environments, Clonidine japan, 10mg Clonidine, weapon effects, and character models combined with bland art direction make this game nothing to look at.




  • Even less memorable/interesting than the graphics. 

  • Move along, Clonidine paypal, 40mg Clonidine, nothing to see here.




  • Being a multiplayer-only game, there is very little in Hybrid that can't be classified as Usagi Factor-related.  That being said, 30mg Clonidine, Clonidine coupon, when a game only consists of what could be termed "replay" value, it can get stale quickly if measures decent aren't taken to combat this.  Hybrid's levelling system, 750mg Clonidine, 100mg Clonidine, where you level both your character and your primary special equipment choice (more XP, greater bullet damage, Clonidine craiglist, 200mg Clonidine, etc.) and challenge system (get 5 assists in the next match, etc.) are not deep or long-lasting enough to keep most players' attentions for long.

  • When it takes such a long time to get into games, Clonidine mexico, Clonidine canada, there's no way for your player to stick out or be customized in any way to the point that they feel unique, and you more or less feel like you're playing the same match on the same few levels repeatedly all of the innate Usagi Factor in the world cannot save you from tedium.



5th Cell took a big risk in breaking out of their developmental comfort zone to try and innovate the multiplayer 3rd person shooter genre and it largely didn't pay off.  The features that they deem revolutionary just feel decidedly gimmicky in practice, Clonidine india, 1000mg Clonidine, and their ignorance of years of development in areas like matchmaking and levelling in online shooters only serves to further bog down the experience as a whole.  If you're completely finished playing games like Gears of War 3 and are positively dying for some more multiplayer 3rd person shooter action on the Xbox 360, Hybrid may be your only choice, Clonidine usa, Clonidine us, but we'd suggest trying out other shooter games like Borderlands 2 or more worthwhile XBLA experiences like Fez before resorting to playing 5th Cell's latest game that unfortunately just misses the mark.


 Rated 6.1


 


A review copy of this game was provided to us by its publisher.

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