Showing posts with label PSP Game Review. Show all posts
Showing posts with label PSP Game Review. Show all posts

Tuesday, July 28, 2009

Holy Invasion of Privacy, Badman! What Did I Do to Deserve This? Review

by: Ryan Clements

Are you tired of do-good heroes bursting into your dungeon and lighting up the once dank and peaceful corridors with obnoxious torches? Are you sick of warriors and wizards slaughtering your demons just to reach the end of your pristinely constructed labyrinth? Well NIS has a game for you!

Holy Invasion of Privacy, Badman! What Did I Do to Deserve This? is an extremely quirky downloadable game for the PSP that combines the classic mechanics of Dig Dug with dungeon creation and monster breeding. The result is an insanely challenging -- but still enjoyable -- game that's coated in traditional NIS humor.

In Holy Invasion of Privacy, Badman!, players take up the disembodied pickaxe of the God of Destruction, newly summoned into the world thanks to Overlord Badman and his frustrating dilemma. You see, heroes have been invading Badman's precious dungeons and he needs your help to stop them. Throughout the entire game, your only actual interaction with the environment and characters is moving a pickaxe around the environment and digging blocks of soil. Yet with such a simple premise, there's a tremendous challenge ahead of you.

Even though the core mechanics involve moving the cursor around and digging up 2D blocks, there's plenty to learn along the way. The key to defeating the invading heroes and protecting the helpless Overlord is to take advantage of the nutrients and mana that gather in the soil. These resources are the building blocks for all the creatures you can create. Dig up a block with just a bit of nutrients inside and out comes a Slimemoss, one of the basic -- and fundamental -- units in the game.

The purpose of the Slimemoss is to travel around the dungeon and distribute those nutrients elsewhere. Create enough Slimemosses and the nutrients will begin to flow and gather in different places, depending on how you construct your dungeon. When enough nutrients gather in one block, you can create more powerful creatures, like the insect-like Omnoms and the more hardened Lizardmen. This same dynamic is mirrored with mana. As the heroes use magic (or die), mana is distributed amidst the soil. Digging it up will create Spirits, which circulate the magical energy just like Slimemosses circulate nutrients.

Badman is all about learning the most effective way to build dungeons, control resources and create a balanced ecosystem for your monsters. See, these monsters you create need to eat, so there's an in-game food chain that you must consider when carving out your dungeon. So even though the premise of Badman is just "dig up blocks," you have a daunting task ahead of you.

Fortunately, there are really only two methods of play in Badman, so you won't feel too overwhelmed. The Challenge mode is split up between a series of training missions and then a whole list of standalone challenges, which task you with completing specific objectives that are often atypical of normal play. The Story mode, on the other hand, is the meat and potatoes of the experience. Here, you must drive off hero after hero in each stage, with a limited pool of "dig power" to use (dig power is the total number of blocks you can dig up). Between each stage, you regain some of your dig power, depending on how well you did, and you can spend that power on upgrading your units. If Badman is captured during Story mode, however, your entire game is over and you have to start from scratch. Tough stuff.

My experience with Badman was a bit of a rollercoaster. You see, I was immediately taken with the game's quirky style, cute music and intentionally old-school visuals when I first played it, and I could see that the game had real promise. But as I delved deeper into the game's Challenge and Story modes, I began to grow frustrated with the insane amount of difficulty that continued to push me away from victory. At that point, I was feeling pretty down and began thinking Badman wasn't all I thought it would be.

Then, when playing the game during an epic laundry night, I looked up at the dryers and realized my laundry had finished without me even noticing. The game completely captured my attention -- frustration and all -- and demolished my waiting time. It was then that I came to realize the real appeal/strength of the Badman experience. This game has a number of addictive qualities and the challenge will please hardcore gamers looking for a real fight.

Check full review here

Monday, July 27, 2009

The Bigs 2 Review

by: Nate Ahearn

With sports games it's a constant struggle to innovate on a yearly basis. You hear it all the time from those who pick up Madden or NBA Live every year and are disappointed by the familiarity of the product. With The Bigs, 2K Sports seems to be going with a two-year development cycle which, you'd assume, would afford them plenty of time to add cool, new features and gameplay mechanics. While that is true on PS3 and Xbox 360, the same cannot be said on PSP. That's not to say that The Bigs 2 doesn't present a solid game of arcade baseball, but those who dropped their cash on the first game should let this one pass by.

The basics have unsurprisingly stayed the same. You still pitch by holding the appropriate button, charge a meter and release the button at the appropriate time. You still have the big heat ability while on the mound (provided you've maxed out your points) and big blast while at the plate. Unlike the console versions, though, there are no legendary abilities on the PSP. Instead you'll see the same star ratings that were in the last version of The Bigs.

Really the only change that has been made to the core gameplay is the addition of the wheelhouse. The wheelhouse is a power zone for hitters that can be diminished if pitchers can sneak the ball by. You'll also get a significant turbo boost for venturing into the zone. Still, that isn't enough to truly change the game in a substantial way. I would have liked to see improvements made to the fielding mechanic as it's still a little too difficult to make your way under a routine fly ball. Again, there are none to be found. Baserunning can also be problematic. I found rounding bases, namely third to home, to be an annoyance. All too often my player would hold at third even though I was clearly telling him to make a mad dash for the plate.

Sadly, there are no legendary catches, no legendary abilities and no new mini-games to be had. Not only that, but there's also no Big Slam ability present on PSP. Again, this all leads up to my main point that not enough has been added to warrant the sticker price on The Bigs 2.

The Rookie Challenge that was in the first Bigs has been renamed Legend Challenge but that's really the only change that has been made. Sure, this time you'll have the opportunity to eventually take on legendary baseball players but the structure of the mode hasn't budged an inch and feels almost identical to the previous rendition. You still earn experience points which you can assign to your player's attributes and you'll still need to complete a number of challenges to play different teams and move locations on the map.

Another of my biggest issues with The Bigs 2 is the total lack of online play. The first Bigs at least had ad hoc play. Not ideal by any means, but it was something. The Bigs 2 has nothing in the way of ad hoc or online support which is a massive letdown.

Thankfully the visuals have been pumped up just a bit since last year's game. Players look sharper than they did the first time around and feature none of the wireframe issues that we saw on the Wii version. The big blast and turbo effects are still a little cheesy being that they're only color filters placed over the screen. The slowdown that hurt the first Bigs has also been remedied for the most part.

The sound is just as solid as you remember and has actually seen a slight improvement in UMD load times. Commentary keeps up with the on-field action better than before but the comments aren't super-insightful as to who's doing what on the field. The soundtrack is serviceable – featuring plenty of rock tunes from yesteryear.

Closing Comments
The Bigs 2 isn’t necessarily a bad game of baseball, but it just doesn’t pack enough new content to make it worthwhile for those who invested in The Bigs the first go-round. It would have been nice if the developers had taken the time to port some of the cooler features from the console versions as well as added some PSP-centric mini-games. As it stands, those who didn’t play The Bigs on PSP might want to give this one a try, but everyone else should steer clear.

Check full review here

Sunday, July 26, 2009

God of War: Chains of Olympus



I have successfully completed the PSP game God of War: Chains of Olympus and here's what I think of the game.

I am not sure where it falls in the timeline of the God of War series but I am guessing that it falls after 2 (feel free to correct me anytime). Followers of the series won't find anything new to the gameplay with the exception of new magic and weapons, as well as puzzles. Controls are pretty much the same, except that you can't rotate your camera freely and thus you have to depend on whatever angle the camera is taking.

Gameplay screenshots:





I am a huge fan of the God of War series and the PSP version is definitely a must-have in your collection. You can't miss out on this!


 

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