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PSN Review: Explodemon

February 27, 2011 Leave a comment

“Yeah, Grandpa, I already heard how you used to collect coins and rings 'back in the day.' Get over it!”

By: Jess Castro

You’ve heard of Pokémon and Digimon, and maybe even Mr. Tally Mon, who will tally me banana. Now, there’s a new “mon” in town, and he’s that guy you don’t like to invite to parties because he can’t help but to blow up everything to hell. (Yeah, that guy. He talks funny and probably drinks all the Shasta in your fridge, too. What a jerk!) His name is Explodemon, and his explosive nature is best contained in the latest Playstation Network exclusive from Curve Studios. Read on to see if unleashing this ticking time bomb robot in order to save the world is a good idea (and worth $10 of your Shasta money).

CONTROLS (3.5/5)

Explodemon is an action-puzzle platformer set to put your old-school 2D skills to the test. Players control the titular outcast-turned-hero using the analog stick for movement, a jump button and a multipurpose explode button. The majority of the gameplay mechanics rely on the explode button, such as the ability to damage enemies, propel jumps further and activate a running boost. Other obtainable skills are an evade dash and a trigger-activated reticule that shows a trajectory of certain objects you can explode. It’s a decent control layout that never gets overly complicated and is pretty easy to get hooked into.

One of Explodemon‘s characteristics in the story is that he’s an unpredictable menace. Unfortunately, there are times when the game’s controls reflect this. There are fun and frantic moments that come to a halt due to loose analog controls (and no d-pad option). Fundamental mechanics such as the running boost, double-jump and explosion-aiming should feel tight and come as second nature, but instead, there is an uncertainty in the timing that makes them a bit difficult to master.

In the first half of the game, it’s a forgiving clumsiness in the controls that’s easily overlooked, but searching for hidden areas and advancing through later stages require far more precision. It can be frustrating to have overly sensitive movement and weird timing cause lost hidden items, unintentional bumping into enemies, or a missed jump leading to an instant pitfall death. Hardcore trophy hunters and perfectionists will be the ones finding satisfaction and well-deserved bragging rights in mastering the arts of self-explosion.

GRAPHICS/SOUND (3.5/5)

Even though the gameplay in Explodemon is 100 percent 2D, the graphic presentation is mainly powered by 3D models and lighting. There are no dynamic camera changes like in other 2.5D games, such as LittleBigPlanet, but that’s a good thing. The generally fast paced gameplay doesn’t call for anything other than straightforward, old-school 2D perspective. Details on the models are smooth and simple and nice lighting effects are found throughout. Nothing is going to blow anybody away, but no one is going to complain either.

The same can be said about the sound design. The music doesn’t have much variety, but it’s a decent mix of synth and chiptunes that accompany the action well. Explosions are booming and pack enough punch to be exciting, along with a fair dose of classic “pew-pew” sound effects for good measure. Overall, the audio and visual presentation of Explodemon meets the standards of a downloadable title, but does nothing to particularly exceed them.

GAMEPLAY (3.75/5)

At the beginning of Explodemon, a cheeky animated cut scene sets up the story of the planet Nibia, under siege by an alien menace known as the Vortex. The powers-that-be unwillingly awaken the titular (and uncontrollably explosive) character to help fight off the evil forces led by the energy siphoning Absorbomon. If you think this sounds ridiculous (and mildly generic), you’re absolutely right to, because that’s the tone Curve Studios is going for: a throwback homage/tongue-in-cheek parody of 8- and 16-bit platforming games of years past.

There are plenty of gameplay elements to show their love of nostalgia: speed inducing boosts, collecting trails of ring/coin-like power bits, wall-jumping, dash evades and buying power upgrades from shops are just a few examples. Intentionally bad “Engrish” dialogue and bug-eyed character designs are tossed in the mix and will surely stir up a few chuckles. The game is essentially a Mega Man X/Sonic the Hedgehog love child that was raised with a SNES controller in its hand and talks like a silly internet cat picture.

The element that is fresher than its inspirational parents and goofball humor is the explosion mechanics. Explodemon dashes from screen to screen with the ability to create an explosion from his body that serves to have multiple uses. Not only is this his main attack against Vortex baddies, it is also used to give a secondary jump, activate switches and ignite a running boost that can slam into enemies and be used to chain together multiple explosions for massive damage. The stage screens and boss encounters have a nice balance of action and puzzle with a vast amount of hidden rooms and collectable items. Leaderboard ranking and speed run modes are also available and add plenty of replay value.

The game’s difficulty moves at a good pace and brings a decent challenge in the final four of the 12 stages available. As mentioned above, though, the controls could afford to be a little tighter. There are fun moments that push your 2D timing and platforming skills to the max, but sometimes the lack of precision feels like a cheap tactic to make certain parts harder than they need to be.

OVERALL (3.75/5)

Curve Studios show their love for 2D platforming in Explodemon, a $10 PS3 action-puzzle title packed with old-school challenge and replay value. It could use more polish and tweaking in the platforming department, but the most persistent and patient 2D gamers will be reeled in by the lure to uncover 100 percent of its trophies and hidden treasures.

Categories: Reviews

Win Microbot for XBLA or PSN!

February 24, 2011 Leave a comment

Here at Rotorob a week without contests is like a week without sunshine… or gaming… or Mt. Dew… Sure, you could soldier on and make it through a seven-day span without such things, but who would want to? Not us. And that’s why we’re offering up FREE copies of Electronic Arts’ Microbot on both Xbox Live Arcade and Playstation Network.

Entering is easy…

First, head on over to the main site for our review of Microbot – once there, scroll down a post a comment, telling us what your favorite twin-stick shooter is. Just like that, you’ve earned yourself an entry.

Second, follow us on Twitter. We do additional contests, code drops, reviews, talk games and more… not to mention the fact that I’m hilarious. If you’re already following please post your @Twitter name with your comment to make my life easier. BOOM, a second entry!

Last, tweet the following, “It’s not the size of the code, it’s how you redeem it! Win EA’s Microbot from @VideoGamerRob on XBLA & PSN (http://bit.ly/e0YkFz) #VGRMIC” Make sure you include the hash tag!

THE DETAILS

Winners will be selected at random on Tuesday, March 1st. All entries must  be received no later than 5 PM PST/8 PM EST on Tuesday.

Good luck!

Categories: Contests

PSN Review: The UnderGarden

February 24, 2011 1 comment

I'd really like to know what kind of fertilizer was used to grow this garden.

By: Uma Smith

Imagine a place where you are surrounded by flowers blooming with life and inspiration. Wouldn’t it be wonderful if such a place existed so that you would be able to relax your mind and get in touch with you inner soul? For most hardcore gamers, the answer would probably be “no.” However, their opinions may change as developer Vitamin-G introduces its unique title, The UnderGarden, to both XBLA and PSN. Here comes a game that will get players away from all the violence and destruction, and instead give them a chance to create a thing of beauty and wonder.

CONTROLS (4/5)

The control scheme for The UnderGarden is so simple that a person new to gaming can pick it up. Basically, you only need to be concerned with the movement, which is executed via the left stick, and the three command buttons.

One button, when held and released, produces a speed boost for your character. The other allows you to teleport to spots in the level that connect to different areas. Holding that same button will bring you back to your last checkpoint. The last button will create a bubble around your character. Any object that touches this bubble will then be held by your character. Pressing it again will release the object.

Since your character will be moving around underwater, the controls may not be as responsive as one would like. Nonetheless, this drawback can be forgiven with the control scheme being straight forward and the commands for the buttons being both useful and convenient.

GRAPHICS/SOUND (4/5)

The graphics for The UnderGarden are pleasant and attractive. Simply put, all there is to see are neon-colored objects within a dark setting, much like a fireworks display but more subtle and relaxing. The details of the plants and fruits are also impressive as they sway back and forth. When they spring to life, small colorful explosions take place along the landscape. Everything in the environment appears to be friendly and welcoming. Although some may find the overall look boring, the visual effects and details of the atmosphere are still visually pleasing.

The audio consists of an arrangement of orchestrated music which is appropriate for The UnderGarden’s calm theme. As it takes place in underwater caves, everything produces an echo, giving players a sense of mystery and awe. There are also these little gnome-like creatures that play music when you set one in the midst of flowers you’ve bloomed. The music changes when you release more than one of these creatures in the same area. Overall, the audio successfully manages to produce the surreal feeling to this jaw-dropping adventure.

GAMEPLAY (3.5/5)

In The UnderGarden, you control a little creature through various underwater caves with the goal of releasing fertilizer along the surfaces to make the flowers and vegetation bloom. The fertilizer is limited and can be replenished by finding a small glowing green cactus-like plant which will refill your meter.

In each cave, you will encounter obstacles acting as puzzles that you must solve. You have three types of fruits to use: those that are heavy and make platforms sink, those that float and make platforms rise, and those that explode and break apart obstacles. Once you get past the first seven caves, the challenges quickly get a lot more involved. This is a big surprise considering the sudden spike in difficulty and may be perceived as an imbalance in gameplay by some.

At the end of each level, you will get feedback as to the percentage of flowers bloomed, the number of musical gnomes discovered and the number of secret flowers found. High achievements result in unlocking new items which can be used to customize the look of your creature, such as its horns and body color.

Other than getting those secret flowers and unlocking new items, there isn’t much replay incentive for The UnderGarden. The challenges aren’t meant to be too demanding, nor is the gameplay meant to have much diversity. Rather, this game should be viewed as a work of art that is meant to be appreciated for its beauty and originality.

OVERALL (4/5)

Get ready to be mesmerized by the creativity and imagination set forth by The UnderGarden. It may not be as complex and challenging as other titles, but for $10 (800 MS Points) the game offers an experience of a lifetime as it allows players to relax and enjoy the environment before their eyes.

Categories: Reviews

XBLIG Review: Battle High: San Bruno

February 21, 2011 38 comments

Characters are not over the top or ridiculous, but they're varied and interesting.

By: David Cooper

At first I was wary of playing a fighting game the same weekend as I received Marvel vs Capcom 3, thinking I would tire of punching people in the face. But after spending a fair amount of time with Battle High: San Bruno, I can honestly say that not only is it a solid fighting game, but also one of the most polished Xbox Live Indie Games I have encountered. It’s only 80 Microsoft Points – quick, if you get it now it’ll have downloaded by the time you read this review!

Battle High: San Bruno is a 2D beat-’em-up from developer Point Five Projects. At its heart it is pure Street Fighter – characters have weak and strong punches, weak and strong kicks, unique combos and specials. Fighting is fairly technical, and you’ll have to know your opponent’s strengths and weaknesses to succeed. There are only eight characters, but they offer a lot of depth in knowing tactics and fundamentals.

The game has somewhat of a throwback appearance, staying fairly low-res with its backgrounds and sprites. However, the sprites are quite detailed and beautifully animated, meaning the game never looks ugly. It is difficult to tell whether the graphics are intended as homage to older fighters, or whether this is the limit of the artists’ capabilities, but either way, it works. My only criticism of the graphics is that there is no widescreen support during gameplay – menus fill the screen but fights take place in a smaller 4:3 box within, which detracts from the experience a little.

The characters are typically varied for a game of this nature – some are fast, some are strong and heavy, some have projectiles, some are defense focused, etc. That said, playing through arcade mode told me their back stories and I found myself more engrossed than I expected. A lot of care has been taken to develop relationships between these characters, even if it is only shown through 30-second conversations before fights.

I admit I’m not the most experienced fighting game aficionado, but the mechanics on Battle High: San Bruno seemed easy to pick up and difficult to master, a sign of a good competitive game. Once I had learned which attacks worked well in different situations, as well as a couple of special moves for each character, I found fighting extremely satisfying. While I would probably fail horribly against an expert, it was very rewarding to win bouts without it seeming too easy.

Controls are quick and responsive, ideal for a game of this nature. While the Xbox 360’s notoriously shaky d-pad continues to be terrible, Battle High: San Bruno works surprisingly well with the analog stick. I had no problems with directional combos, and as a result activating specials was simple and satisfying. While losing matches is frustrating, it never feels like the game’s fault.

Regrettably I was not able to try out the local multiplayer, which is a shame. Between two fighters who know what they are doing, I imagine games could potentially be spectacular. The mechanics of fighting games are what makes for interesting matchups, and Battle High: San Bruno‘s are strong enough to make matches more that just button mashing, but a true battle of wits.

My biggest complaints with the game are not faults of the game itself necessarily, but more a checklist of what could be added in future productions. Online play would be a great boost, as well as more characters and moves. Keep in mind that this is an indie production though, and for one dollar it is hard to bash the game for features it doesn’t have. Hopefully a sequel can advance things further, perhaps adding a real competitor to the fighting game ring.

OVERALL (4.5/5)

Battle High: San Bruno will never attract the huge crowds given its indie status, but it is slick and polished, and definitely worth your time. With a few minor improvements it could even make the jump from XBLIG to XBLA – check it out and give it the recognition it deserves.

Categories: Reviews

PSN Review: Faery: Legends of Avalon

February 20, 2011 Leave a comment

Shouldn't you be hanging out with an elf in a green suit instead of thinking about shooting magic arrows in my face?

By: Jess Castro

In the fantasy world, one creature is always denied of the spotlight: the fairy. Whenever there’s a young upstart adventurer set out to save the world, you can always count on a pipsqueak fairy companion being flicked around to help navigate and cast healing spells. But, surely, there has to be a group of fairies tired of playing second fiddle to some kid who haphazardly acquired a magic sword and a noble quest. Lucky for them, the developers at Spiders Studio and Focus Home Interactive shine the spotlight on these little guys and gals in Faery: Legends of Avalon, a role-playing adventure available on Playstation Network and Xbox Live Arcade. Is this RPG worthy of your human attention and gratitude, or are we better off stuffing it back into the jar we caught it in?

CONTROLS (3.5/5)

Faery: Legends of Avalon is a turn-based RPG where players take control of a customizable winged faery, flying through different worlds to complete quests, interact with the inhabitants, gather treasure and engage in turn-based combat. The faery glides in a 3D environment and is simply controlled with the left stick while the right stick controls the camera. Flying around is smooth and easy, but it is merely a means of moving from one point to another, without much other control outside of pushing a button to interact with the environment.

Players will spend the majority of their time navigating menus, scrolling through dialogue text and selecting commands during fights. These menus are mapped out in a fairly understandable fashion and the layout is a nice gateway for gamers who haven’t given this genre a chance. However, they may be too simplistic and uneventful for more experienced RPG fans or action-oriented gamers.

GRAPHICS/SOUND (4/5)

Faery is full of lush and vivid visuals. The story covers four worlds, each with its own distinct look and feel. The semi cell-shaded appearance of the characters and environments is packed with artistic detail and fluidity. The interpretations of mythical creatures, such as trolls, fauns, mermaids and goblins are not entirely groundbreaking and original, but they are certainly familiar, vibrant and appealing.

The same can be said about the game’s musical score, which is beautifully orchestrated. It does a great job of creating a tone for every scenario and environment. Peaceful and tranquil tunes accompany the mythical land of Avalon, creepy and gloomy pieces tread along the waters of Flying Dutchman, while urgency and excitement is created when entering battle sequences. At the same time, as pleasant as the score is, it’s not very memorable on its own.

The sound effects are passable, but not as impressive as the graphics and music. One element in the sound design that would have been a nice touch is voice acting. To demand voice acting throughout an entire downloadable title is asking a lot, but adding a voice to key moments, such as character introductions, would have breathed a little more life into this world.

GAMEPLAY (3/5)

In Faery: Legends of Avalon, players take on the role an awakened faery that is sent on a quest by the faery king Oberon to bring magic back into a dying realm. This faery is a customizable avatar that will see constant change and evolution as the game progresses. Initially, players choose the look of the faery by tweaking physical appearances such as face shape, hair, wing type and gender. When the faery build is set, the quest begins, with gameplay consisting of two main activities: fulfilling tasks for the inhabitants of Avalon and turn-based menu driven combat with a variety of creatures.

Communicating with Avalon’s wide cast of colorful creatures is done through menus of optional dialogue. You are usually posed with a question followed by a selection of answers to choose from, which will result in an appropriate and obvious response. Speak politely with characters to raise your chances of securing their trust and useful items; being snarky will result in nothing but a lousy comeback. Certain conversations will lead to tasks or battles that further the storyline and occasionally result in recruiting a new playable character to your party. The ability to choose the attitude and composure of your character is always a nice welcome in a RPG, but here there is practically zero incentive to be negative, which poses the question: why offer the choice of being bad or good in the first place?

Fighting enemies is standard turn-based RPG fare without many twists or flares. Your main character and up to two assisting party members are under your control by means of a command menu. Melee attacks, magic spells, battle position and assist items are selected as each member of your party take turns following the given commands. The more experience your adventurers get, the more commands they’ll be able to perform in a single turn. Managing items and combating monsters is very easy and never gets overwhelming, especially since your team’s health replenishes the moment a battle is over. This is great for beginners but probably a turn-off for hardcore RPG fans.

After acquiring experience points from accomplishing tasks and fighting enemies, your character will level up, opening new options to build up stats and attributes. There’s a certain charm to leveling up that comes from these upgrades changing the appearance of your main character. For example, if you chose to augment your faery’s agility and dodge abilities, it’s represented by a cat’s tail. Certain strength and attack upgrades may win you a set of horns, while healing spells will give you a flashier set of wings. However, the secondary party members stay the same throughout with very few choices on which spells they learn. Still, there are a plethora of options available to give potential replay value to those who want to see all the possibilities.

That is if they are able to stay awake through the moments of monotony and repetitiveness — “Talk to Character A, they point you to B who says C can make Item X out of Item Y and Z.” The majority of the game follows this equation with little variation. The manner in which the story unfolds can feel more like doing chores and running errands as you encounter one ho-hum item-searching or monster-hunting sub-quest after another. While the world and inhabitants of Avalon are magical and vibrant, the missions that pave the way for the story are not. Still, some fans of fantasy and mythology will be wooed into completing this 10-hour adventure by its magical charms and simplistic gameplay.

OVERALL (3.5/5)

Faery: Legends of Avalon is a charming, turn-based fantasy RPG that will surely entertain some fans and interested newcomers of the genre. However, the lush visuals and music that bring the world of Avalon to life are often overshadowed by redundant quests, non-rewarding choice making and a low level of difficulty. Action-oriented gamers and seasoned RPG players will have to think twice before dropping $15 for this 10-hour quest.

Categories: Reviews
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