Tagged: PSN

E3 Stragglers: Bonk Brink of Extinction

Soooooo, did you know this game was totally announced and even shown last September!? I remember seeing the concept art/teaser image for it but, man, how did I miss seeing a for-real new Bonk game nearly a year ago? Anyways, Hudson had it at E3 in all its 3D-on-a-2D-plane glory and it looked a little bit like this.

Out to save the prehistoric world from a doomsday meteor, Bonk features a whole new single-player adventure, online co-op play, loads of collectibles and goodies to hunt for and an unexpected promise of DLC. No word (even from last September) on what that might be or how it’ll work. And though they say it’s a whole new adventure the press release still mentions crazed dinosaurs, lava stages, jungles, deserts and all the other stuff that pretty much made Bonk, Bonk. One thing that’s definitely new is Bonk’s stupid ice mohawk power-up (seen here) that lets him freeze enemies and presumably shatter them with a follow up bonking.

I can’t say I’m too excited about the new look, it really seems to lack the charm and character of the originals which is what has kept me playing them for years, but I’m willing to give it a chance; itt might just be fun to play. Bonk: Brink of Extinction missed its scheduled Q1 2010 release but it looks like the downloadable debut on Xbox Live Arcade, PlayStation Network and WiiWare is now on track for a Fall launch.

Now Playing: Critter Crunch (PS3)

Such incredible cutenosity!

I really wanted to get behind Capybara Games’ Critter Crunch when it debuted on the PlayStation Network this past October. The presentation is ultra sharp and HD-ified, the characters and art are painfully adorable, and they even managed to attach a story (as ludicrous as it may be) to a simple puzzle game. But I just couldn’t bring myself to punch the Add to Cart button after I played the demo and put off the purchase until January when Sony slashed the price to a measly $3.49.

It’s not that you don’t get a lot of game for the price, either at $4 or the MSRP of $7. A world map features over a dozen stops with at least four stages each. There’s online leaderboards, co-op and competitive multiplayer, and loads of challenge modes. It’s not for a lack of visual variety either. Irresistably cute creatures fill every pixel of the screen from the rotund Biggs to the critters that come marching down the screen and all the way into the background where wildlife frolics amongst gorgeous and colorful artwork.

For all its pleasant scenery and awww-fully adorable animals, Critter Crunch’s gameplay continues to leave me feeling flat. It plays a bit like AstroPop where you grab pieces (in this case, creatures) that are slowly moving down the screen and fire them back up at bigger, hungrier creatures. It starts out with a simple color-coded food chain that goes like this:

Small Flies > Medium-sized Yellow Critters > Large Pink Critters

You can either feed two smaller critters to a bigger one or feed a fly to a yellow guy and then the yellow guy to a pink critter to clear them all off the screen. Popping a critter next to critters of the same color creates a chain that clears them all. Simple enough, right? But just as you get comfortable with that mechanic the game starts layering on dozens of rules, caveats and stipulations. I feel the overwhelming nature of the way the game evolves is best described by this gigantic, and staggeringly incomplete list:

  • Smalls shows up if you make a big enough chain; feeding him grows your score but also makes the critters scroll down the screen faster
  • Critters start showing up in different colors and can’t be mixed and matched for chains despite being the same “species”
  • Critters randomly start glowing for a few seconds which means they’ll drop Power Food power-ups
  • Poisoned critters appear and suck your score away the longer you hold onto them and drop poisonous goo that momentarily impedes your movement
  • Blockers can only be removed by creating a chain that clears out critters above them
  • More Power Foods, and Power Food management, are introduced
  • Bomber and Wild Card critters appear to help make bigger chains
  • Hatchlings come in two varieties and have to be gingerly moved around to avoid contact with bigger critters or a shattering fall
  • Veggie Critters refuse to eat smaller critters and can only be removed by being included in chains or fed to Bombers

I’m over halfway through the single player Adventure mode and the game continues introducing new stuff so that the screen is now 7 columns wide and full of glowing, oozing, pulsating creatures of every size, shape, and color. All I wanted was to mindlessly slurp up some creatures an spit them at bigger creatures to make them explode in satisfying bursts. What I wound up with is a constantly changing, confusing and frustrating puzzle game with more rules than chess, all set on Fast Forward.

And is a dead simple, endlessly scrolling Arcade Mode too much to ask for? Everything I’ve seen so far either requires you to reach a certain score or make calculated moves to clear strategically laid out puzzle screens to finish. Invariably, just as I get into the groove of whatever new thing the game has thrown at me, it’s over. I just want to keep playing until I lose or get bored but that mode — Survival — remains locked until I finish the main course.

So every now and then, when I find myself gameless as discs cross in the mail or when I’ve got a few minutes to kill, I load up Critter Crunch and keep working through it. Will I ever find the puzzle game I’m looking for in its terribly cute trappings? I’ll post again when I’ve got a better answer but I still recommend you all go grab the demo and check it out for yourself.

Now Playing: Gravity Crash (PlayStation 3)

Sooo pretty. Soooo HARD!

I have discovered that there’s one thing that can instill rage and fuming anger more handily than trying to play an old arcade game; playing a new game designed like one of those old games. I bought Gravity Crash on PlayStation 3 as part of Sony’s half-off sale last week even after the demo left me feeling exceedingly novice. It’s also not advisable to come off of PixelJunk Shooter and dive into Gravity Crash because, though they may have similar mechanics, they are two entirely different creations.

Gravity Crash is brutal. It takes only a single pixel of your ship brushing the landscape to destroy it and weapons fire seems to take ages to cross the screen while aiming isn’t as accurate as I expected. Graciously, the devs have broght a little modern design to the game for those of us who can’t get our heads back into the early 80’s with twin stick controls and an indispensible shield system. Even the shield demands more from you than most modern game. In Manual mode you have to activate it yourself and while dodging enemy fire, combating gravity and keeping an eye on where you’re going it’s still a challenge to stay alive. Automatic shields work as you’d hope but you’ll have to find crystals throughout the level to keep them charged up. Those crystals are also imperative to your survival as they refill your ship’s fuel. More complexity comes with intermitent meteor showers, expansive and labyrinthine new stages, switches that need flipped and target quotas that must be fulfilled. And I’m only on the first few planets of 30+.

I feel surpremely inadequate falling back on twin stick mode with automatic shields but that’s what it’s going to take to get me through this game. I was a little too young for Lander and the other games that Gravity Crash draws its inspirations from and I’ve found I have very little patience for that punishing style. I honestly left for work after my first play enraged at the game and, embarassingly, at everything around me. I thought it was raining but when my wipers failed to clear the windshield I realized it was the spit and sputum I was projecting in epic swears that clouded my view. Swearing about how impossible the game was. How this guy won’t change lanes! How tiny everything was and how hard it was to hit. How my stupid lunch isn’t warm yet! How the gravity is constantly pulling you down while water incessantly pushes you upward.

Yup, Gravity Crash is a pretty daunting game but I love the art, the glowing vector look of everything and how these tiny little cookie-cutter structures manage to feel like a real alien world to me. I’m not beaten but I admit that my gamer pride is in need of some emotional salve before I go back.

Screengrabs from the Uncharted Motion Comic

Like it says...

Like it says...

The disparity between the international versions of the PlayStation Store never ceases to amaze me. It’s something that most PlayStation 3 owners will never,though, see so I rarely bother bringing it up except when there’s free stuff involved. Case in point, Sony America put the first episode of the Uncharted Motion Comic on sale while Sony Europe is giving it away for free. Having just finished Uncharted 2 and still yearning for more, I nabbed it and the slick screengrabs you see below from the intro.

As for the comic itself, this first “issue” doesn’t do anything to entice me to keep buying. The dialog is less entertaining than that in the game and the setup for an “untold prequel adventure” disappoints at the introduction of yet another girl for Drake to hit on (STD machine, much?). I won’t be opening my cyber wallet for this one. Nice art though. Enjoy in thumbnail and wallpaper sizes (1280×720).

Free stuff from Sony! Oh wait…

sonythanksMaybe I’m just spoiled but it seems lately that when a mega-corp sends out an e-mail like this there’s a freebie attached to it. A free download or even a simple contest entry, but no, Sony was just writing to say “hey girl” and wrapped it up with a heartfelt “TTYL”. You’re lookin’ good too, don’t ever change!