Mercury Meltdown Revolution
October 31, 2007 by Lesley Smith · Leave a Comment
Rejoice, gamers, your long wait is over. We’ve seen a few ports of Mercury Meltdown since it premiered on the PSP last year, but of all those only the Wii version seems perfectly suited to its choice of console. Yes, rather than buttons that lead to frantic turning of the controller or portable console (go on, admit it, everyone did it), this time you get to move that annoying blob of mercury using the infamous motion sensors that come a standard in the Wii Remote.
The game is a clear port, but for once this works in Revolution’s favour. Each level sees you having to manoeuvre said mercury from A to B, avoiding traps and making use of various nifty gizmos including a teleporter and airbrushes. You can even heat or cool your blob, adding another dimension to levels. The Wii incarnation also adds a couple of new levels and shuffles the others around a bit, just to chase any hint of monotony out the window. This kind of care and attention is sure to win even more fans.
The best thing about this game is the intuitive nature of the controls. Yes, if only one game were meant to be on the Wii, this is it. It’s an odd but satisfying feeling to rotate the remote and watch the mercury begin to shift in the same direction. Because of this, it takes mere seconds to figure out how to play. The graphics are identical to previous versions, with the realistic metal surrounded by an almost cartoonish HUD and environments which lack the realism of the original. On the other hand, the game itself is not as hard as the original either, so that can only be a good sign.
Given the number of Wii titles currently assaulting gamers, Revolution could easily be missed, but it’s actually one of the best titles to be released and could seemingly have been designed exclusively for the Wii if not for its prior appearances on the PSP and PS2. Even if you’ve played it before and have nailed the levels, there’s still plenty here. It’s the kind of game with high replay value. Every serious Wii owner who wants to see what their beloved console is really capable should definitely give this a go.




Ecco the Dolphin [Retrograde]
October 28, 2007 by Lesley Smith · Leave a Comment
There’s a wave of nostalgia – pun intended – when loading Ecco the Dolphin for the first time. It’s been fourteen years since this charming swim-em-up enthralled Genesis/Mega Drive gamers across the world. Released under the banner of the Sega Vintage Collection, Ecco the Dolphin is a welcome inclusion to a growing range of titles perfectly pitched to a generation who grew up with Sega, myself included. For me, this was the game which prompted the purchase of a Mega Drive all those years ago.
For those of you who missed it the first time round, the story goes like this: Ecco is a happy-go-lucky dolphin until the day a mysterious whirlwind rips his pod and most oceanic life from the seas. Alone, the young dolphin must travels the seas, explore the past and even travel to another world to rescue his family. He must find an ancient whale, battle alien denizens and the sentient ancestor of life itself before going one-on-one with an alien queen. Powerful stuff, eh?
For the most part, time has treated Ecco well. While the graphics and music are true to the Genesis incarnation, it’s a shame to have to say that for this re-release the graphics were not at least upscaled. Like Sonic, the game is played against a blue border, and modern HD TV’s manage to make each pixel painfully clear. This is the kind of game where you don’t sit too close to the screen, but it is still well worth purchasing.
Ecco remains one of the best examples of mid-nineties gaming. The plot is strong, and the levels are a genuine challenge. The XBLA incarnation even offers the ability to save the game, mid-level, a blessing to anyone who had to try and remember the passwords the first time round. Like most ports to the 360, Ecco comes with Achievements, although in this department, they are painfully lacking and oddly random, from completing the Undercaves to finding hidden statues left over from the original game in Jurassic Beach. However, playing Ecco is not about Achievements, and anyone who does unlock one is bound to be more interested in their ocean adventures than in a few measly points. Where else do you get the chance to explore Atlantis, travel through time, and listen to the song of the ocean?
Ecco’s biggest pull is with its previous audience. Given that, I’m pretty sure it won’t be too long until more Genesis titles including the even more gorgeous sequel hit Live Arcade. If you remember Ecco then this will be gaming heaven, and if you don’t, it’s high time you tried this true unsung classic.


Heavenly Sword
October 27, 2007 by Lesley Smith · 1 Comment
Heavenly Sword has been a long time coming, teasing us with promises of a luscious game, amazing graphics, atmospheric music and a compelling story. It manages to fulfill this quota but also manages to be fundamentally broken. Blasphemy, I know, given the game’s exalted status as the reason to purchase a PS3. Unfortunately, Nariko’s adventures feel a little too much Onimusha and not enough God of War.
Nariko wields a sacred blade known as the Heavenly Sword which will sap the life out of any mortal who uses it. Accepting of her demise, Nariko’s only desire is to destroy the evil King Bohan before the blade takes her life. The blade has three styles of attack which allow Nariko to devastate enemies, all of which give players an opportunity to mash buttons.
The setting is a beautiful world that seems to mix everything from Hindu temples to streets lined with sakura blossom trees. This is also reflected in the gorgeous soundtrack that blends aspects from various parts of the world, from Japan to deepest India. There’s no denying that Heavenly Sword is beautiful, the graphics and facial animations are completely mind-blowing but this doesn’t completely detract from fundamental issues – nay flaws – with its design.
For starters, much like Onimusha, Nariko is limited in where she can go, guided by invisible boundaries and annoying camera controls. She can throw enemies off cliffs but is prevented from stepping off herself. Even worse, important actions are triggered by pressing the appropriate button, normally X, while the game also uses combo sections where you must press the right sequence at the right time in order to survive. This is an unfortunate trend in modern gaming which is overused. The final nail in the coffin is the complete and utter lack of a jump button, an almost impossible thing to conceive in this day and age and which makes boss fights more difficult than they should be.
They are difficult, almost impossibly so. Take Whiptail, a siren-like mistress of water. In terms of fighting, this encounter is one of the hardest but it’s also the most graphically lacking in the game. Nariko must get in close to attack but Whiptail sends devastating – and badly animated — waves as long range attacks. Due to a lack of jumping ability, timing must be exact for Nariko to block using her blade. Even worse, Whiptail’s health periodically replenishes and there are no chests to crack open or any method of restoring your own health. If death doesn’t immediately take you, the fight soon becomes impossibly long with the odds heavily stacked against you.
Almost as an afterthought, there is some utilisation of the SIXAXIS controller in completing puzzles, although it does work rather well once you get the knack. A prime example is having to throw a disc, Frisbee-like, off various obstacles until you hit the target. The first person view really assists in completing what would otherwise be an irritating exercise.
Playing Heavenly Sword, it’s nigh on impossible not to want to give it a high score just for the stunning graphics, compelling storyline, acting, music and facial animations. If games were judged only by these factors, it would be our game of the year. Sadly, life just isn’t like that and Heavenly Sword will ultimately disappoint many who have been waiting with baited breath for it’s long overdue release.
Sonic Rush Adventure
October 22, 2007 by Lesley Smith · Leave a Comment
Ahh Sonic, what would the DS be without another game featuring a certain blue hedgehog? Unlike its previous incarnations, Sonic Rush Adventure is having a bit of an identity crisis. This Sonic version cannot decide whether it’s a platformer, a 3D RPG or a visual novel. Rather than being a problem though, it instead blends aspects of each to create a really good game.
Sonic and his pal Tails crash-land on an island, quickly making friends with a local pink raccoon, Marine. From then on it’s a matter of seconds before the fun begins. Tails acts as an advisor during the short training level which walks you through the Blue One’s main moves. Some moves are new but most are classic. The game is split between 2D levels that utilize both of the DS screens (which any fan of the franchise will love) and 3D segments where Sonic must travel from island to island on a speedboat doing stunts and collecting rings and materials to create better seaworthy crafts.
While the switch from upper to lower screens during levels does take some adjusting, Sonic’s life bar switches with him making it not impossible. The game itself is fast-paced but achievable. Your biggest problem will most likely be concentrating while the exemplary details whiz past. The levels are incredibly colorful, and each has its own theme and culminates in the traditional third act boss encounter.
The developers are quite imaginative and do a good job mixing a 3D encounter in a 2D world. The first example has Sonic facing up against a mechanical T-Rex that strafes menacingly as the world slowly rotates. The encounters themselves are simple. Winning is just a matter of bouncing around, chipping away at the health bar. A little predictable, sure, but still a very enjoyable experience.
Between each island, Sonic returns to Marine’s seaside home and has the chance to chat or save the game. There’s a multiplayer option that allows you to play with others across the world using Wi-Fi, and this is a great addition to a stellar game. Sonic Rush Adventure is perfectly suited to the DS and revitalizes an old but beloved franchise. While the mix of dimensions might seem confusing at first, it works well. This is a must play for all Sonic fans!





Project Gotham Racing 4
October 19, 2007 by Lesley Smith · Leave a Comment
Thanks to Bizarre Entertainment being bought out by Activision, PGR4 is set to be the final title in what has become a best-selling series of groundbreaking driving titles. Like the previous titles, PGR4 could easily be interpreted as same-ish except that it enhances on the well-trodden format of racing with some new additions in the form of more realistic locations, cars, even motorbikes and stunning weather effects.
PTD’s first glimpse of the game took place at a Microsoft event in London, fitting given that’s the first track we were shown, prior to receiving the full code a day later. Given the choice of either a car or a bike really enhances the gameplay. Streets are lined with spectators (who really don’t take kindly to vehicles crashing anywhere near them), waving flags and notable landmarks like the London Eye or Big Ben are beautifully rendered, making that line between game and reality a little more blurred.
The most impressing aspect of the game has to be the weather effects. Yes, there’s weather in this one, and while the inclusion of snow doesn’t sound too impressive, it’s actually very effective. Snow falls and begins coating the roads, soon it becomes slippery and affects your driving. The key point is that the weather in the game is supposed to mirror the weather in that location in the real world by taking the information from the Weather Channel.
Choosing a bike over one of the numerous cars also made for a much more interesting race. They are easier to control around tight corners, although crashing is still inevitable. Upon completion of each lap a ghost will replay the route, allowing for mistakes to be corrected. Cars on the other hand look gorgeous, managing to be both stylish and speedy. There’s plenty of choice too, each with their own look and feel. If you needed another reason to break out that Microsoft Racing Wheel, this is definitely it!
Blue Dragon
October 1, 2007 by Lesley Smith · Leave a Comment
Everyone’s been talking about it It’s the first RPG for the 360 which captivated Japan, spawning anime and manga. There are already rumours of a sequel in the pipeline. Now Blue Dragon is taking the rest of the world.
As you’d expect from the collective outpouring of the greats, there’s definitely something about Blue Dragon. The talented scenarios of Sakaguchi and the gorgeous melodies of Uematsu combine dramatically with the distinctive character designs of Akira Toriyama, probably best known for his series Dragonball Z. Unfortunately, that’s about it, Blue Dragon is ultimately nothing special, it’s a carbon copy of a Final Fantasy title with a new name and slightly more interesting graphics.
The story follows a young boy named Shu who lives in a post-apocalyptic land where humanity clusters together in tiny villages terrorised by mysterious machines. Ten years ago strange purple clouds appeared, and soon after the villages began being attacked. No one was left untouched. Now Shu has had enough, and when a giant fin attacks his town, he goes out to attack it aided by his friends Jiro and Kluke.
The pair have just managed to stun their mysterious attacker when they fall into a cavern and discover it’s actually a machine. They vow to find out who has been terrorising them. Along the way they gain some unexpected powers in the form of shadows that take on the shapes of mythical animals, including Shu’s titular blue dragon.
The learning curve for this game is so easy it’s almost flat. Anyone who has ever played an RPG will be at home. It’s blatantly clear that this is a game created by the minds behind Final Fantasy; it’s just too similar. That aside, Blue Dragon is the biggest RPG currently on the market. It comes on not one but three discs, a first for an Xbox 360 title.
The graphics and visuals are gorgeous. The music is quintessential Uematsu, and there’s even the much-needed option to experience the game in Japanese or with an English dub. At the end of the day, Blue Dragon is just another RPG hyped to unbelievable levels so whether it will be a success outside of Japan really remains to be seen. If you’re an RPG fan, fret not, everything you like in a game will be here. It’s almost comforting in a way. If you don’t like RPGs, give this a go, but if you’re looking for something different, you’d be better off looking elsewhere.

Tomb Raider: Anniversary
September 30, 2007 by Lesley Smith · Leave a Comment
Since Lara Croft’s debut a decade ago, she has become the most well known face in video gaming. When the original game was released, it blew people away and transformed the action adventure into something completely new. Lara instantly endeared herself and has become the world’s most popular heroine. Eidos have finally returned to where it all began with the release of Tomb Raider: Anniversary, a retelling of the original game with updated, well, everything.
Lara is hired by the mysterious Jacqueline Natla to retrieve an artifact known as the Atlantean Scion, believed to have split into several pieces and hidden throughout the world. Her adventures take her to Greece, Peru, Egypt and even the ‘Lost Island’ of Atlantis itself battling mutants, humans and lots of animals who like nothing more than to chow down on adventurers.
Essentially it is the original game crossed with the graphics and score of Legend. Anniversary holds true to the aesthetics of the original; there are tombs to raid, bats and wolves to kill and puzzles to solve. Déjà vu becomes your constant companion as you walk into rooms and wonder why they look familiar. That said, Anniversary’s levels have been vastly expanded, Peru even has sky, and that T-Rex is not just a two second encounter but an actual boss, indeed one of the hardest in the game.
The locations are varied, and each level is a far cry from the boxed linear locales of yesteryear. Peru for example is dominated by that giant waterfall – which you can still swan dive from – but now has dozens of hidden pathways and secret areas which mean you never have to use the same path twice. St. Francis’ Folly also remains the highlight of the game. The original was breath-taking, but this version sends you into full-on shock (swan diving from the top level is also recommended!).
While the creators have returned to the original in terms of the menu system, weaponry and cast of characters, Lara does get plenty of new moves and a grapple hook, but aside from that they’ve stuck to the original. The soundtrack to her adventures contains some of the most fitting music since Okami, and the voice acting, including MI5/Spooks actress Keeley Hawes reprising her role as the titular (pun intended) heroine.
If you missed the original, play this. If you’ve played every single Tomb Raider title since Lady Croft’s debut then you must definitely play this to revel in the unlockable extras including a director’s commentary from Toby Gard himself.

Fans Rejoice as Rez HD is Announced For Xbox Live Arcade
September 12, 2007 by Lesley Smith · 1 Comment
As gamers and the world’s media descend on Tokyo for the start of TGS, one surprising piece of news to come out of the Microsoft pre-TGS press conference concerns fan-favourite Rez, the game will be coming to Xbox Live Arcade in early 2008 in high definition! Rez HD is being developed by Q Entertainment, helmed by its creator Tetsuya Mizuguchi and is a port of the original game that was released in 2001 on the Dreamcast and PS2 with the infamous Trance Vibrator rumble pack.
Rez, which was heralded in today’s press release as ‘one of the most unique, offbeat and eccentric games ever released’ saw the player taking the roll of a hacker trying to access a self-aware computer known as Eden. Beset by viruses and firewalls, the game is an on-the-rails shooter which mixed visuals with music to create ’synesthesia’. During the course of the game, gathering power ups allowed the player’s form to evolve and they could also slip through various levels in each zone at will, meaning a variety of fascinating game play and even today, Rez remains a cult hit with gamers.
“We are excited to announce that Rez will be given a new life, this time in digital form,” said Mizuguchi. “The game will be presented in hi-definition and will be accessible to those who did not have a chance to experience Rez the first time around. Personally, Rez has been and will always be a lifelong concept. I hope to take what I learned from the experience of creating the original game and look forward to taking it to a whole new level in the future.”
Harry Potter and the Order of the Phoenix
September 7, 2007 by Lesley Smith · Leave a Comment
Harry Potter is a world-wide phenomenon when it comes to making money via books, movies and, of course, the inevitable computer game tie-ins. Released a week before the movie, Harry Potter and the Order of the Phoenix tries so hard to make the franchise worthy of the next generation consoles, but it ultimately falls short.
As you watch the opening sequence, the first thing that strikes is the quality of the graphics. While not stellar, for the first time Harry, Ron and Hermione actually look a lot like their on-screen counterparts, except it’s almost like their character designs were taken from photographs as Hermione’s hair looks like it’s been super-glued in place.
The next thing that strikes, within five minutes of starting the game, is that you’re standing in Hogwarts. There must be something missing? Where’s that epic flight across London with the Order? Even the battle with the Dementor involves one short spell and it’s defeated. What’s happening here? Aside from a quick and mind-numbingly irritating tutorial in Grimmauld Place, that’s it. There’s absolutely no flying or fun in this game whatsoever.
Aesthetically though, it does look nice. There’s not an HUD to be seen, just clear, virgin screen. This quickly gets annoying, however, when you start duelling as it’s very hard to tell how much health the boy wizard has left. Only a subtle change in the screen colour tells you now might be a good time to down your opponent.
So large (read: confusing) is Hogwarts that there is even a magical guide to get from A to B. After using the Marauder’s Map, all Harry has to do is follow the magical foot prints to get to wherever he’s going, but the layout somehow feels much more constrictive than in previous games. Adjusting to Hogwarts is quite something though, the building is now huge and filled with students, ghosts, teachers … and thousands of paintings to move and things to repair.
Harry Potter and the Order of the Phoenix should be a good game, sadly it misses out on so much that could have made it fun. Even the mini-games become a chore, and the lack of imagination really shows. Hogwarts may look stunning, but playing a student there is all work and no fun. Manoeuvring pictures and trying oh-so-hard to master that reparo spell using the awkward controls makes you want to drop out of school and go work as a waiter in the Leaky Cauldron. It’s a shame that EA got the balance between graphics and gameplay so wrong.
Halo 3 Beta
September 6, 2007 by Lesley Smith · Leave a Comment
Of all the gaming events in 2007, none was more impatiently awaited than the multiplayer beta of Bungie’s FPS, Halo 3. Despite a technical hitch which left many gamers – including this writer – unable to access the beta via their copy of Crackdown for 24 agonising hours, millions of 360 owners logged in during the three week trial to see a glimpse of what the final installment of the Halo franchise will look like.
The Beta itself offered unlimited matches with other players around the world with a choice of three different maps: ‘Valhalla’, ‘Highground’ and ‘Snowbound’. Graphically the beta is vastly superior to Halo 2, but the maps aren’t actually that complicated. In the heat of battle, though, this all changes. Highground becomes a tropical maze where lush foliage can hide numerous foes, and Snowbound, which feels straight out of Lost Planet, induces snow blindness as you wander across a snowfield and then into a cavern system where death can lurk around every bend.
The thing about Halo 3 beta is, despite all the hype and the improved graphics, it’s just like playing the multiplayer of Halo 2 with the addition of a few new combat vehicles and some very cool weapons. This is understandable given the nature of the first-person shooter and the Halo franchise itself. To expect Halo 3 to break the multiplayer mold is very unlikely. After all if it ain’t broke, why fix it? Amusingly though, a kind of shock affected many players who became so absorbed with the look and feel of the new maps that their Spartans just stood there in the open, while they picked up their jaws from the floor.
The game itself plays well with fluid controls at a cut-throat pace. The world of the multiplayer is by nature one of survival of the fittest – or in this case, the fastest. The graphics are beautiful to look at, but the gameplay is very much just a taster for what is to come. The sight of subtly coloured Spartans running around taking potshots at one another will warm the cockles of any Halo fan’s heart, but at the end of the day, the release is still quite a way off. We can’t wait to get a proper look later in the year.

















