Tagged: Konami

Done Playing: Scarygirl (XBLA)

My first exposure to Scary Girl — the gothic storybook creation of Australian artist Nathan Jurevicius — came in 2009 with the official Flash game. Part platformer, part adventure game I loved looking at the 2D art but didn’t care much for actually playing it. Three years later and I’m surprised to see a Square Enix published follow-up as a full-fledged side-scrolling 3D platformer. Finally, I’ll get to enjoy a Scarygirl game for its looks and its gameplay… I thought.

While it starts out pedestrian enough with short levels, a handful of enemies and some pick-ups Scarygirl secretly aspires to be a hardcore old school platformer: precision timed jumps, crystals that are just out of reach, waves of enemies with fast attacks, and punishing boss encounters with multiple patterns to memorize. Oh, and don’t let those patterns flutter too far out of your mind because in the last level you’ll be fighting them over again.

I haven’t undertaken that kind of platforming challenge in a while but I’m still certain that Scarygirl’s frustrating difficulty comes mostly from its clunky controls. Not even jumping feels right as Scarygirl goes straight into a helicopter-tentacle hover if you hold the button at all. That hover move also sends her slightly higher than a normal jump and you’ll frequently have to hover into the sides of ledges before she elevates enough to land on top. Combat grows more complex from the basic light and juggle attacks at the start but I never found it reliable enough to be any fun. Spamming a powerful combo to keep enemies at bay or running past them altogether was what kept me sane as they line up to take potshots while you attempt to block and counter. You also have a grapple move that’s used to swing from hooks and the ability to grab dazed enemies and throw them around but those too felt unreliable and twitchy.

In starkest of contrasts to the gameplay, Scarygirl is a downright joy to look at! The hand drawn characters from the online comic and graphic novels have been transmutated into splendid 3D form. They lack the 2D charm that I love but I was constantly enamored with the way this game looks and moves. There’s plenty of depth-of-field effects and the camera moves pretty frequently, keeping the perspective fresh. The music and sound effects aren’t as exceptional but they fit in fine with the whimsical presentation.

Scarygirl embodies a love/hate formula that had me both desperate to be done with the game but also yearning for more to see. Funny, then, that the game checks multiple times for DLC when you load it up. Whatever that content may be I have a hard time recommending a full price purchase. Six hours of frustrating (single or co-op) platforming for some pretty visuals is a tough sell. The only reason to slog through it again is to find secrets and buy collectibles and that’s not incentive enough for me. I say save yourself the pain and go right to the source: buy the graphic novel.

2010’s DDR hobbles onto Xbox 360, Shawn contemplates buying it

Put down those plastic instruments and pull that Kinect free from its USB port because the authentic music/rhythm sensation is back on Xbox 360! The same game that hit PlayStation 3 and Wii with little-to-no fanfare last November has finally made its bare bones port to Xbox 360 as of today!

I honestly don’t know why I’m writing this up aside from the $40 price point, the packed-in wireless dance pad (I don’t own a single one for a modern console, yet) and the promise of diagonal buttons that brings DDR closer to my darling Pump it Up once again. Don’t go looking for Kinect support, though, this version loses the Wii Remote/PlayStation Move support in favor of the Vision camera that limply slaps a video feed of you dancing in the background. Like I said, it’s a bare bones port this time around. Still, it has been an awfully long time since I played a new DDR title and I am doing that whole #ActiveMinute thing. Hmmm…. should I?

 

An Evening with Lifeline

Friday night we started out playing Dance on Broadway that Katy and I were genuinely interested in but after it wound up being a big bummer we worked our way back through Karaoke Revolution on PlayStation 2 and I somehow ended up finally playing 2004’s Lifeline for the very first time. Watch a good half hour’s worth of early game madness as I try to tell a space waitress how to shoot poop slugs with a handgun. I’d really like to play more of this some day… when there aren’t any other games left to play. That includes N3II.

E3 2010: The Third Parties – EA and Konami

I caught most all of the Electronic Arts, Konami and Ubisoft press conferences from E3, and in a timely manner no less, so here’s a little two-post roundup thing.

Electronic Arts
Clearly they aren’t speaking to me with this stuff. Besides the sports games which I’ve never cared about, Medal of Honor, Battlefield: Bad Company 2, Dead Space 2 and The Sims all washed right over me. EA’s social network, Gun Club, seems cool but if it revolves around their online shooters it’s also a wash for me. I can’t wait to see what EA Sports Active 2 for Kinect is like, Crysis 2 and Bulletstorm are both right up my alley, and maybe I’d still get into APB if my PC can even run it. Of everything they showed, Criterion’s reboot of Need for Speed: Hot Pursuit (watch above) was the only game to ping my radar. And even that didn’t look all that fun, but it’s still early and they already nailed the exotic-cars-in-interesting-locations vibe of the original.

Konami
While I agree with the consensus that Konami’s presser was the “Train Wreck of the Show” I came out more excited for several of their games than I was going in. The localized version of Otomedius Excellent was a great surprise and I’ve always wanted to play a ‘-dius’ shooter that didn’t require importing a $90 cartridge. Adrenaline Misfits gets a pass only because there’s a slim chance that a kart-style racer might be fun using Kinect and I’m still open to Castlevania: Lords of Shadows somehow being fun.

What really won me over was Iga’s presentation of the other Castlevania, Harmony of Despair but I talked about that already. Metal Gear Solid Rising looked zan-tastically datsu-m (sorry) with controller-based sword play that seems more precise and fun than all that cludgy junk on the Wii! A break from the traditional Metal Gear Solid gameplay while still getting to hang out in that world seems perfectly timed for me. I wasn’t all that crazy about Ninety-Nine Nights 3 before but after Tak Fujii’s awkwardly casual intro and his fantastic dreadlocks I’m willing to support anything the guy does. But even his play for applause wasn’t as uncomfortable as the DanceMasters presentation.

DDR Producer, Naoki Maeda and Thomas Nagano pretty much pretended to play the game as a video of it was displayed on the screen in front of them. At several points you see shots of them in the game and they’re wearing different clothes than they are on stage! They did let people play it on the show floor so I’ll forgive the deception but mostly because Naoki is amazing engrish man (VERY EX’CISE!!) and I never got to play ParaParaParadise.

Am I about to get hooked on virtual walking!?

Yes, it looks like a ripoff of Wii Sports Resort’s Wuhu Island. Yes, “120 familiar songs” probably means I’ll hate most of them. Yes, walking in place is about as basic an exercise as you can get. Yes, the video above is just as fluffy, touchy-feeling and unrealistic as that for any Wii game. And yes, for some incomprehensible reason I am intrigued by Walk it Out. Labeled by Konami themselves as a “music” game but with a clear fitness spin (ya know, Liz in that video is a personal trainer afterall) you’d think I would at least be interested in the potential for interpretive dance. Surprising even myself, though, its the promise of exploration and customization that has me *thiiiiiiis* close to spending the commendably reasonable $30.

Walk it Out isn’t actually new, it’s been out in the U.S. since October and the only reason I even noticed it is because a press release told me it will soon ship across Europe as the sigh-inducingly titled Step to the Beat. Such is the reality of Wii releases. Untimeliness and obscurity aside, Walk it Out holds just a little bit of intrigue for me because as you walk in place (using Remote, Balance Board or DDR mat) to the beat of artists like Ne-Yo, Demi Lovato, and Katy Perry you’re rewarded with monetary musical notes. The better your timing and the longer you walk, the more you get. It’s with these monies that you unlock new areas and bring life back to the unashamedly named Rhythm Island. Flower fields, apartment buildings, rainbows and other attractions spring to life as you walk (and spend). Plus there’s minigames and one of them will probably be some stupid experimental spin on DDR.

Am I really going to buy it? Probably not. I walk all day long at work and by the time I get home the idea of more walking isn’t too appealing. Plus it doesn’t look like any store carries it locally and it would take an impulse situation like uncovering the game in a Wal-Mart dump bin to bypass my common sense… still, though… who knows what wonders are out there on Rhythm Island and, and… it’s for fitness right? In the name of personal health I think I’d be remiss if I didn’t buy this game if I ever saw it in a store. Oh come on! Can Red Dead Redemption or Bioshock 2 or even Endless Ocean 2 be out already so I can stop looking longingly at games like this!?! GAH!