Limbo (Xbox Live Arcade)

25 08 2010

Some horror games attempt to dazzle you with graphical intensity and multi layered soundtracks and as such come across like your Hollywood blockbuster movie. They’re full of loud noises and enemies bigger than skyscrapers. Limbo rejects that idea, it doesn’t want force ideas onto you. Instead of your big screen extravaganza, Limbo is a ghost story told around the campfire. It’s designed to be unsettling rather than outright scary.

If games are all about story then Limbo strips it right back to the basics, you play a small boy trying to find his sister. This isn’t set up in some elaborate cut scene and it remains the only piece of information you’re given about why you’re wandering this desolate landscape that has been seemingly drained of all colour. The black and white contrast on Limbo’s art style means that there’s plenty of dark corners for nightmarish things to hide in. The screen fades in and out casting shadows over what lies ahead. There’s a constant feeling of being on edge whilst playing Limbo, a complete sense of dread. Limbo will be taken apart and put back together by those who will want to finds out its secrets. There are already plenty of theories about what the game is actually about available to read online and this can only be a good thing. Limbo has depth that many other games of its size lack and it’ll live longer in the memory as a result.

This isn’t to say that Limbo doesn’t have a sense of humour about itself, in fact some of the funniest moments during game play are when the boy meets a grizzly demise. Heads roll, flesh is burnt from his bones and his arms flail whilst drowning but you’ll raise a slight smile every time it happens. Key to you appreciating these jokes is the fact that Limbo is extremely generous with restart points, often placing you right next to where you died in most circumstances. Limbo’s developers could have made you do it the hard way and forced you to start from further back but, if they’re going to make a joke out of death, then it’s probably a good idea for them to have the joke with you rather than at you. Something that could have been frustrating in the extreme is instead a catalyst for that ‘one more go’ feeling.

Death is something you’ll get used to both seeing and experiencing in Limbo. It might be eaten by a giant spider, sliced by a buzz saw or mangled by a bear trap but meeting your maker is just around the corner in Limbo. There is a definite element of trial and error as you approach each puzzle along the way and sometimes getting through each set piece is a mixture of skill and problem solving. At no point does Limbo feel like it’s conspiring against you.

There’s hardly any soundtrack to Limbo either, at least not in the traditional sense of having a layer of music over the top. Limbo’s sound is much more ambient than that with only the occasional scraping of steel to be heard. It’s effective though and another tool in the game’s arsenal of tools designed to freak you out at a moment’s notice. It’s very strange at first to not hear anything as the first stages kick in but it’s something you’ll get used to and it’s something you’ll relish later.

Xbox Live Arcade games and other downloadable content are often given a bad press for somehow being throwaway and not as much of an experience as something disc based. Limbo, whilst short at around 4 hours, shows up that idea by being good at what it has at it’s disposal. Limbo isn’t trying to deafen you with a hard rock soundtrack and nor is it encouraging you to have millisecond reactions in order to be good at it. It’s just wants you to enjoy it for what it is, a game that let’s you enjoy the darkness.





“ARMAGEDDON!”

22 08 2010

Here we are again, listeners. It’s that time… Episode 9 of the Brake for Frogger podcast is here for your aural delectation!

Packed to the brim with nonsense, we give to you… :

Brake for Frogger – Season One, Episode Nine – Flaming Projectile Rodentia

In this month’s episode:

A message from beyond the grave; the all-important ‘What You Playin’?’ section; Reverend Euan Taylor returns with his regular ‘Pause Screen’ feature; ‘Eternal Darkness: Sanity’s Requiem’ is this month’s Game Exchange; Our resident Geordie discusses the history of the WWF/WWE franchise in ‘Geordie Al’s Retro Games Emporium’; Jim from ‘Gamewank’ guests in this month’s ‘SoapBox’ section; The campaign to save ‘Games Connection’ begins and we go from Mass Effect 2 to Jet Set Radio Future; finally, the ‘On the Blog’ section.

Listening methods are as usual:

- Stream from the small media player above;

- Click this here link (if you have Quicktime or Windows Media Player installed) to stream the podcast;

- Right-click the above link, and click the dialog that says “Save target as…”, “Save link as…” or something similar (dependent on your browser) to download the .mp3 file to your computer in order to use it on your iPods or other personal mp3 players.

- From episode two onwards, we’re also on iTunes. You can find us by running a search for ‘Brake For Frogger’ in the iTunes Store, and clicking subscribe…

NB: This is only the second episode recorded with a properly established mic. set-up and non-experimental editing procedure. Should you have any problems with audio quality or volume, drop a tweet to @RunawayBomber or @CripleH or send an email to us!

FYI: The bizarre “Armageddon!” in-joke going on may confuse. Click here to go to Youtube and listen to it’s inspiration for full effect!





Monkey Island 2: LeChuck’s Revenge (Special Edition) (XBLA)

15 08 2010

Following the release of last year’s ‘Secret of Monkey Island (Special Edition)’ HD remake release, Lucas Arts have come back this summer with the equivalent release of the sequel to the original game.

I’ve always thought fondly of the Monkey Island series of games as they formed a large part of my gaming experience as I was growing up. The first Monkey Island game was one that I always observed my parents playing whereas ‘Monkey Island 2: LeChuck’s Revenge’ was the first point-and-click adventure title that I ever played and kick-started an affair with the genre that never really stopped.

Try explaining this situation to your beloved...

Playing this Special Edition is almost likely playing an entirely different game to the original version. Not in a bad way, of course, but it creates such a contrast between the original subtitled, pixellated version of the game. My own personal experience of ‘LeChuck’s Revenge’ was on the Amiga 32 with the game spaced across numerous floppy disks. What the remake does, at least for those who experienced the original, is to enhance and improve a thorough plot and storyline, with memorable characters and make it accessible again in a way that the original version has difficulty with.

For newcomers to the series or to the genre, this game has a lot to offer. Lucas Arts have implemented a new control system for this game too. It allows you to have manual control of Guybrush Threepwood (the game’s protagonist) using the left analogue stick and gives you control of the point-and-click style cursor using the controller’s right stick.

I can see how this would appeal to people who have never played a classic adventure game like this before and would probably work for them, but I found it very confusing and almost irritating to use and found myself quickly switching back to the standard cursor-based click-to-move control system.

...Conspiring much?

As with last year’s remake, it was fun to be given the opportunity to be able to switch back and forth between the original, especially for those who are already familiar with it. For people like me, it gave me a giggle every now and then wondering how on earth I was able to figure out how to use/interact with certain items given how they occasionally didn’t resemble what they were supposed to be.

It could be, however, that my opinion is merely a symptom of the HD-gaming age and a certain accustomisation to clearly defined graphics.

The two original Monkey Island games fit clearly into an obscure 80s/90s Lucas Arts niche: the Ron Gilbert and Tim Schafer-led humour of certain titles lent itself to obscure puzzle solutions and random storyline arcs that, to a mind this is unfamiliar to them, can come across as completely unintelligible.

*...hack-cough-splutter...*

Cameron broached this issue in a review of last year’s remake of the original Monkey Island game. He essentially explained that because he had not been a fan of the games in the first instance, it was difficult to slip into a school of thought that allowed you, for example, to use a rubber chicken with a pulley inserted to cross a zip-wire over a river or to use some flowers found in the local woods to poison the governess’ pet guard-poodles. This relative obscurity could serve to alienate some people who already bought the game but find themselves unable to follow the Gilbert/Schafer train of thought and make blatantly bizarre and illogical decisions in order to progress. The sequel is equally bizarre and completely random in places, with moments like peg-leg polishing and spitting competitions to look forward to.

Luckily (and the same was true for last year’s game too), when you find yourself completely stuck, you no longer have to balance your finances and re-mortgage the house before ringing the official hint-line for the game and be drip fed minor clues by a 50p per minute glorified answering machine. The hints system is now built into the game and you just hold down the X button to be given a clue relevant to the next stage in the progression of Guybrush’s story. (Be aware, however, that there are achievements on offer for using minimal hints and tips as you play through the game). Sometimes the hints can be quite cryptic themselves and leave you none the wiser as to what your next step should be – although that could just be my own personal experience as there were a few moments during my play-through where I was left still feeling pretty stupid even after asking the game for some help.

It stands to reason that essentially this remake of Monkey Island 2: LeChuck’s Revenge was really only going to ‘do it’ for those that played it when it originally came out or those who have had it recommended to them by those who originally played it. It may be controversial to say but it believe that the market no longer truly exists for the point-and-click game except in a retrospective, reminiscent sense that Lucas Arts is currently appealing to. LeChuck’s revenge is a great game; as good as it was when it was originally released back in the early 1990s.

Try figuring this one out. :'/

I’d gladly recommend it to people who remember it as fondly as I do, as it’s a brilliant update to a classic title. Here’s hoping for more indulgent remakes of classic Lucas Arts games heading our way in the future. Preferably ‘Day of the Tentacle’ and ‘LOOM’ please…





E4 – EveryExtendExtraExtreme (XBLA): A Retrospective

1 08 2010

EveryExtendExtraExtreme – from here known simply as “E4″ to save my fingers - is exactly the kind of exuberant, joyous and undeniably compelling gaming experience you would expect from Tetsuya Mizugichi, the man behind classics such as REZ, Sega Rally Championship(Arcade and Saturn versions), Space Channel 5 and, more recently,  Lumines. It’s the kind of original concept the shooting genre was crying out for, simply a merger of shooter and puzzle for high scores and even a little rhythm action thrown in.

For a new title, in a similar vein to Geometry Wars : Retro Evolved, it’s visuals are distinctly 80′s style and visually striking, like a kind of HD digital firework display.  There is no plot.  You control a ship, a sort of star-shaped reticule, the sole purpose of which is simple, blow stuff up, but – and here’s the clever part – you blow stuff up by starting a chain reaction with yourself, Kamikaze style!  So, here’s the rundown of 10 seconds of playing E4.

You appear on screen, and a 4 second timer starts ticking down indicating your invulnerability while the space around you fills with various enemy craft or shapes.  They start off simple enough, nothing more than instant and unsavoury death if touched sans protection (the best kind), but they become more aggressive, rocketing about firing shots at you and fading in to the action right into your path.  So, dodging and setting yourself up in that sweet spot becomes increasingly tougher to perform.  You hastily manoeuvre to the best place to explode to start your chain, wait for it. Wait for it?!  BOOM!! You suicide yourself into oblivion sending out a shockwave that - depending on how close you “hit it” on the beat is larger or smaller - causes enemies to explode sending their own shock waves pulsing into others!  Thus is the essence of E4.  You watch for power ups to drop from shapes, like the “quicken” that, as name suggests,  speed up the pace (or BPM) of the tech-synth beats, as your neon-drenched chain explosion fizzles and cracks across and around the screen, and “shield”, which upon re-spawn, should you collect enough in time will give you more time to wait for that sweet spot of chain effectiveness, and then you go hunting for “time extend” in order to keep that clock at bay long enough to keep that multiplier soaring.  10 seconds over.

It’s very simple, but hard to master.  And when I say multiplier,  I don’t mean the score multiplies into millions, or even billions.  I myself have scored over 40 trillion points on this game… and it took me 3 hours on one stage!  The bigger the chains, the higher the multiplier and the higher the electric eye candy and noise, it’s hypnotic. The music is catchy but you can also put your own soundtrack to the title in the Wiz Ur Muzik mode.

It’s definitely a score junkie’s game…

The strange part about E4 is that, while a chain is destroying the screen with radiant and colourful expressions of visual music and light, you’re basically left admiring your score rising up into the multi-trillions.  Oddly satisfying,  which it really shouldn’t be.

The whole thing, in action, is madness really.  The backgrounds pulse and pound with hypnotic, strangely relaxing shapes and particle effects mixed with neon and fluorescent signals that tell you how Brilliant, Awesome and Extreme you are, is really the reason I sing this games praises.  The way the package is presented in-game is fabulous.  It really does have that ” just one more go” compulsion just clawing you back to the 360 before you switch off.

I don’t believe I’ve ever been so disheartened whilst playing a video game before, mind you. Upon hitting the zenith of my personal high score, I immediately crashed into the first flower shaped drone that wandered into my path. The trance like beat slows and the screen fades from brilliance to black.  Here, you start again.  And watch as the Billions you were handing in a few seconds ago dwindle down to hundreds.  So, you go again, and start the process of raking in the points as before, but wonder about what your score “may have been”.  As I’ve said, compelling.

The official term the creator coined for this kind of game is Synesthesia.  Not really meant to be played as a regular game, but more like a trance inducing chill out session with high scores.

E4 has 5 different game modes.  The best way to find out your preference is to simply explore the title and go from there as the game play changes quite drastically depending on which one you choose.  I prefer the game unlimited mode, as described, you play against the clock.  Although, the revenge mode is a fun alternative in that it turns the title into a more traditional kind of shooter.  E4 also has, as is pretty staple for the online community, world-wide High scores tables to show what the best can achieve, and online multiplayer. The online multiplayer is essentially the single player game, but you try to get the better chain explosions than your rival, not quite SSF4, but not bad either.

While it’s appreciated that E4 may not be to everyone’s taste by the very fact that it’s so different, I urge you to at least give the demo a try to see if you could enjoy it.  After all, it really is quite unique in what it is, and what it does.  If that’s not worth a go on the demo, I don’t know what is?  I find it mesmerizing.  You may think it’s tosh.  Try it and see.

I thoroughly believe E4 is best enjoyed with a couple of mates and a few beers.  It’s the kind of game to play after a night “on the piss”.

And, just so you know, Tetsuya Mizugichi is now working on the recently announced “Child of Eden” for 360 and PS3.  Fair play, It looks astounding! Look up the trailer.








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