Friday, 25 March 2011

We Just Played Naruto Shippuden: Kizuna Drive

The world's loudest, most energetic ninja is back yet again for another adventure in this third-person brawler. Believe it.

Despite what you may be thinking, Naruto Shippuden: Kizuna Drive is, surprisingly, not a fighting game. There's not even an extra versus mode to be had. Instead, it's a third-person brawler in the same style as its predecessor, Naruto Shippuden: Legends: Akatsuki Rising. We got the chance to drive a few kizunas ourselves during Namco's Ignite event this past week here in San Francisco.

Kizuna Drive features a brand-new storyline centered on the mysterious disappearances of several ninjas from Hidden Leaf Village. Part of the story will follow Naruto and company's investigation into these bizarre occurrences, while the other part will focus on Sasuke and his band of cohorts as they pursue their own interests. To help recapture all the excitement of the series' filler seasons, the game will feature a plethora of animated sequences produced by the same artist from the show and voiced by the original English, or Japanese, voice actors.

After an extensive introduction sequence, we finally got our hands on the hotheaded ninja himself, Naruto. Our first mission marked the beginning of our investigation into the aforementioned disappearances. However, in lieu of doing any plodding detective work, our four-person team of Naruto, Sakura, Shikamaru, and Kakashi was beset by wolves--ninja wolves! In Kizuna Drive, simplicity is the name of the game when it comes to combat, with its rudimentary two-button setup. The circle button controlled our basic attack, while triangle was used to perform each character's signature moves. The normal attacks could chain up to four hits, and interspersing the special attack command would produce different effects depending on how many hits we had landed beforehand.

We could also perform special attacks independently by using the same button outside of a combo. The special abilities your characters have access to are determined by which scrolls they have equipped. Scrolls are unlocked as you progress through the game and can modify your character's stats as well as special techniques. Naruto's trusty rasengan made quick work of our aggressors, and even left one temporally stunned, giving us the opportunity to perform one of the new kizuna drive attacks. This special ability calls in your whole party to play a very violent version of hot potato with the enemy's body. As the poor animal bounced from one character to the next, it was our goal to knock the creature to any character other than the one who had knocked it to us. The longer you can keep this up, the more damage it will do.

After laying that pack of predators to rest, we decided to switch gears and try out the extra mission mode alongside a co-op partner. Kizuna Drive can support up to four players in local cooperative play, which is good because the AI seemed content to mostly stand around and wait for orders during the previous fight. Our goal in this particular mission was to travel from one arena to the next and fight a wide variety of highly improbable ninjas--including one with giant drills for hands (poor guy). As before, combat was a fairly straightforward series of standard hits, a few specials, and a pause every now and again to recharge our chakra.

For the tried-and-true Naruto fan in each of us, Kizuna Drive is shaping up to include everything you'd expect from the series' extensive pedigree. You can look forward to driving a few kizunas of your own come March 22.

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TNT Racers Review

Cool power-ups and a lot of charm make TNT Racers a bunch of shallow fun.

The Good

  • Fast-paced races with lots of action
  • Great variety of power-ups
  • Good mix of tracks and race types in solo challenges
  • Groovy jazz and cartoon chase music.

The Bad

  • Camera is too close for comfort on some tracks
  • Nobody seems to be playing online.

Demolition derbies and time trials are the highlights of TNT Racers, a pick-up-and-play kart racing game heavy on action but light on reality. This PSP game is old-fashioned arcade racing, with loads of souped-up jalopies, lots of power-ups that can be used to make the bad guys go boom, and enough speedy race circuits to keep your trigger finger on the gas for a fair number of hours. A few issues with missing-in-action online multiplayer might cause you to hit the brakes, but Keen Games still gives you some very good vroom-vroom gaming for just eight bucks.

TNT Racers is a straightforward arcade kart racer. Rides are picked from a fairly short list of vehicles, such as old-timers like Archie used to drive around Riverdale, and sporty autos out of The Fast and Furious. All the cars have varying strengths when it comes to such things as speed and handling, although the physics are so arcade friendly (you rarely have to take your finger off the gas) that all pretty much perform the same. The solo part of the game consists of challenges split into normal, fast, and turbo difficulties that you race through in order. When you win one race, you unlock the next. The few dozen or so races in these circuits consist of a hodge-podge of straight time trials; demolition derbies where you score points by collecting coins and blowing up opponents with various power-ups; and special affairs where you either destroy obstacles or avoid them. A total of 18 courses take you from the tropics to deserts to icy wastelands. Everything is mixed up when it comes to race objectives and maps, so you rarely fall into a rut. In one race, you're running laps blowing up cacti in a windblown desert; the next, you're taking on enemies insistent on knocking you off creaky wooden bridges in a Mayan jungle.

So there aren't a whole lot of surprises here. But even though TNT Racers doesn't offer much innovation, it is still an inspired knockoff. Racing is predictable and fairly shallow, without a lot of real variation in how races play out, but for the budget price, you certainly get your money's worth. Races are very fast, with rounds sometimes ending in mere seconds because any car caught off the bottom of the screen instantly goes boom. This doesn't mean that you turn into a spectator, though; in most races, you instantly resurrect as a ghost car with the ability to play spoiler and smash up opponents. Tracks come with a lot of hazards where you can slide off ice into water, careen into canyons, and roar into walls. AI drivers have great chops, as well. They excel at staying on the track and do everything possible to force you off the bottom of the screen.

Power-ups are well balanced and varied. There are more than a dozen of them, including mundane speed bursts, repair kits, candy cannons, confetti bombs, a giant hammer that shakes the entire screen, cartoon weights attached to plungers, and even an inverter that flips the entire course. Everything is useful, yet nothing is overpowered to the point where you can mop up the track. All have real strategic use. If you're behind, the cannon or the plunger can be of great help to take out or slow down the front-runners. If you're ahead, deploying confetti mines can do a real number on pursuers. At other times, you're best off dumping a power-up because you're faster without one onboard. And you have to watch out for power-ups being used against you. AI drivers know what they're doing with them, and never hesitate to lay down bombs when they're leading the way or deploy the earthquake hammer when you're vulnerable to being knocked into a canyon.

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Gods Eater Burst Review

The Good

  • Battles versus giant creatures are fun and intense
  • Different types of weaponry and bullets give battles variety
  • The story gets interesting after a slow start
  • Great atmospheric visuals and sound.

The Bad

  • Camera and control quirks
  • Mission repetition and limited focus can lead to tedium.

If you've played a Monster Hunter game, you would naturally compare it to Gods Eater Burst. In both cases, you join your chums and do battle with gargantuan creatures that take away large chunks of your health with a single swipe of their massive tails, or with a single bite from their gnashing teeth. In between battles, you use monster bits and other items you've gathered to create new weapons or upgrade those already in your possession, in turn making it possible to take on even bigger, badder fiends. But while comparisons are inevitable, dismissing Gods Eater Burst as a mere clone would be doing this enjoyable game a disservice. Eerie, attractive environments make it a pleasure to stalk your ferocious targets, and being able to quickly switch between ranged and melee weapons grants your hunts intensity. Not every facet of this action/role-playing hybrid is a winner. A cumbersome camera and control scheme can get in the way, and the condensed structure will have you longing for more gameplay variety. These and other flaws notwithstanding, it's hard to deny the appeal of joining some real-world or computer-controlled comrades and cutting a roaring brute down to size.

Gods Eater Burst takes place on Earth, but it isn't an Earth you would recognize. The planet has been ravaged by mutant beasts called aragami, and an organization called Fenrir has made it its mission to wipe them from the planet. Fenrir's goals aren't always so noble and pure, however, and as the game progresses, you learn more about their scientific studies on the creatures that roam the land. At first, you aren't likely to be invested in the story, or in the role-playing archetypes that inhabit it. Among them are the overeager, histrionic adolescent; the sighing ingenue hiding a terrible secret (as all such characters must); and the faux-mysterious, spiky-haired sulk who keeps his teammates at arm's length. Each character is enthusiastically and inexpertly voiced by a cast that knows no subtlety, going heavy on the whimpers, chirps, and breathless line deliveries. Awkward characters aside, the plot takes enough twists and turns to get you interested in this world and its enigmas. Who is the gaunt, ghostly figure glimpsed on the battlefield? What is the meaning behind a newcomer's visions? What exactly is Fenrir looking for out in the howling wastes? The answers often lead to more intriguing questions--enough to see this tale to the end.

Those characters are the Gods Eaters, though irritatingly, while the game's subtitles all use the phrase "Gods Eater," the spoken dialogue is always delivered in the singular: "God Eater." Armed with weapons created from the very DNA of the monsters you hunt, you and up to three companions head into the bleak landscape to hound your enemies and scavenge for raw resources. These environments are all attractive and in some cases rather haunting. Pockmarked skyscrapers loom above you, a reminder of the civilization that once stood there. Falling rain and cloudy, turquoise skies provide a menacing backdrop to the tense battles that transpire. The aurora borealis stretches across the heavens in one snowy map; glowing lava is a sinister touch in another. As you jog across these stretches searching for your quarry, an eerie howl fills your heart with dread. The presentation is excellent, and unlike in similar games, you move freely about each battlefield without any intrusive loading times. It's unfortunate that your dozens upon dozens of missions occur on a relatively small number of maps. Fortunately, repetition is at least partially relieved by the visual diversity among Gods Eater Burst's atmospheric environments.

The high visual quality and diversity carry over to the beasts you fight, some of which have characteristics of real-world creatures, and others of which seem almost demonic in origin. One aragami looks and acts somewhat like a giant scorpion, but when it shields its face with a creepy skeleton mask, you know it's no simple arachnid. A gorgeous, toxic angel takes to the skies, emitting poisonous dust--half beautiful butterfly, half shrieking spirit. You won't see any indications of a living ecosystem as you might in a Monster Hunter game, so fans of that series might miss that touch of authenticity. Yet Gods Eater Burst makes up for this loss with the pure inventiveness of the aragami designs and behavior. You fight the same creatures time and again, though you meet new ones as you progress, while familiar ones learn new attacks and come in variants that are more vulnerable to certain attacks than others. Early on, you might take on one at a time, but missions mix things up later, sometimes requiring you to fell a large number of simpler foes, or sometimes throwing two, three, or even more massive monsters at you at once.

Of course, you aren't helpless in the face of such insurmountable odds. Mission descriptions indicate any aragami weaknesses, so you know which type of weapon might be best to equip before heading out. You fill three different equipment slots: melee weapon, shield, and gun. Melee weapons come in various flavors. Some are heavy and slow, but do good amounts of crushing or piercing damage. Others are quicker, and might have elemental properties, using ice and fire to wound your prey. Guns have their own sets of statistics, and you can purchase (and later, craft) specific types of bullets with similar elemental properties. In battle, you can switch between your melee and ranged weapons at will, but there's a catch: you can't just fire bullets willy-nilly. Rather, your ability to shoot is limited by a meter that is filled by landing melee attacks. In this way, Gods Eater Burst not only reduces the possibility of exploiting guns, but also gives combat variety by letting you both slice and shoot in a single mission.

Battles are uniformly intense. You generally get 30 minutes to complete a mission, and while it is rare to fail because the timer runs out, a single confrontation can take up a good chunk of that allotment. Aragami charge at you, spew rockets, and belly flop, among the many different attacks they deliver. Battles have a careful but smooth rhythm and require a lot of focus, since a single attack might wipe away a good portion of your health bar. If you find battles like this frustrating in similar games, you may find Gods Eater Burst's tweaks to the formula welcoming. For example, quaffing a health tonic and setting traps are brief affairs, so while you still make yourself vulnerable when performing such actions, you don't have to wait through overly long animations, nervously hoping to stay alive. Your attention is instead directed toward avoiding attacks, landing blows, and devouring your oversized targets with your weapon, which is also known as a god arc.

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Final Fantasy IV: The Complete Collection Exclusive Preview

The Super Nintendo classic returns as a complete package for the PlayStation Portable.

It's hard to believe that it has been 20 years since we initially accompanied the dark knight Cecil and the dragoon Kain on their mission to the Village of Mist. The story in Final Fantasy IV explored themes such as love, betrayal, friendship, and devotion, which ultimately set the tone and style of the many Final Fantasy games to come, according to the original game's designer, Takashi Tokita. During the Game Developers Conference in San Francisco, we met with Tokita to go over the new features of the collection.

It's not as though Final Fantasy IV hasn't received its share of remakes. The reason behind the bundle was not only to celebrate the anniversary of the game, but also to create something that fans had wanted. The game comes included with Final Fantasy IV: The After Years, the WiiWare game that was released in downloadable installments in 2009. Originally a mobile game in Japan, The After Years continued the story in FFIV, this time with Cecil and Rosa's son, Ceodore, as the main character. From the main menu, you can access the original game, which is remade from the Super Famicom version in Japan, so the difficulty is harder than the eventual US release. Other than a graphical update, additional challenge dungeons have been added to The After Years.

Tokita wanted to continue the story of Final Fantasy IV so that players who finished the DS remake would have more to look forward to. The After Years jumps 17 years after the events of the original, so in the PSP collection, a section of the game called "The Interlude" will bridge the gap between the two games. This is entirely new content that can last anywhere from 10 to 12 hours or more. The Interlude begins in Damcyan, where Edward has rebuilt his castle, and the entire crew is back together to celebrate. We didn't learn much more about what else is going on, other than that during this time of celebration, there seems to be something lingering on people's minds.

The graphics for all three parts of the game are consistent, so there are noticeable graphical upgrades from the original game as well as the WiiWare games. Enemy models have been redesigned, as well as the characters themselves. They aren't drastically different, but they are a step up from the original sprites. The colors also look fantastic on the PSP; everything looks much richer and more vibrant than in previous iterations. For those wondering how the music will sound, the game comes with the original SNES soundtrack, and you also have the option to switch to the enhanced DS version, so you can experience both versions.

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Chime Super Deluxe Preview

Chime gets revamped with new multiplayer modes and tracks from the likes of Shlomo and Sabrepulse.

As part of the OneBigGame charity initiative, music puzzler Chime helped raise just under $100,000 dollars for Save the Children and the Starlights Children Foundation--a big success for a worthy cause. However, with the upcoming Chime Super Deluxe, developer Zoe Mode is dropping the charity connections to self-publish the game on the PlayStation Network, with the hope that its success on the Xbox 360 can be replicated on the PlayStation 3. Super Deluxe isn't just a simple port, though. There are new tracks, new score bonuses, and new multiplayer features that turn the serene gameplay into something a little more vigorous.

Chime's single-player mode remains mostly unchanged. You're presented with a large grid, on which irregular shaped blocks scroll from left to right. You rotate the blocks and place them on the grid, with the aim being to create three-by-three quads. Once you've created a quad you're awarded points, with that area of the grid changing colour to indicate you've covered it. The more quads you make, the more points you receive, and the more of the grid changes colour, with a percentage meter keeping track of your progress. The twist comes from a vertical bar that scrolls across the grid in time with music playing in the background. Each time it hits a block it plays a musical note, turning the grid into a simple sequencer that creates new melody lines and a constantly changing soundtrack. It's a soothing experience--one that makes each game you play unique, even if you're playing the same backing track each time.

Some small tweaks have been made, though, including an uncapped score counter (which some hardcore players managed to max out in the previous version), and new grid shapes. The concept of perfect quads has also been introduced. If you're able to build a perfect three-by-three square without any leftover pieces of block remaining, you gain a score bonus. By chaining perfect quads together you can dramatically increase your multiplier and rack up extremely high scores. They prove extremely useful in the score-based modes, though if you're after a more sedate experience you can play the Free mode, where you have to gain 100 per cent coverage on each grid, or Time Trial, where you have to do the same in a set amount of time.

One of the most requested features for Chime was multiplayer, and it makes an appearance in Super Deluxe via cooperative and versus modes. In co-op you work together with a friend to fill the grid and get 100 per cent coverage, which is a relaxing affair, and not too dissimilar to the single-player. However, versus changes the feel of the game dramatically. You work against your opponent to try and gain as much coverage as possible. You can steal points from them by adding to quads they've already constructed, or take away areas of the grid they've already covered by creating quads there. It's incredibly frantic, and very satisfying when you see the frustration on your opponent's face as you steal quads or take coverage away.

Along with the new features come new songs, increasing the count to ten. All the original tracks from the Xbox 360 version are included, along with new songs from Sabrepulse, Nathan McCree, electronica duo Plaid, and beatboxer extraordinaire Shlomo. Sabrepulse's track Play With You and Shlomo's The Looping Song are particular highlights. Play With You is an electronic track in the chip tune style, featuring a host of classic 8-bit sounds that were created on an original 1989 Game Boy, giving it a great retro feel. Meanwhile, The Looping Song is a great showcase for the vocal talents of Shlomo, with an impressive range of beats, sound effects, and melodies all constructed from his voice alone.

Since Super Deluxe is a complete rewrite of the XNA based original, the visuals have also seen a significant overhaul, with blocks taking on a semi-translucent finish that gives them a glassy look. The previous top down viewing angle has also been changed, so you now view the grid at a slight angle and see the blocks in 3D. It doesn't affect the gameplay much, but it does make the game look that little bit more impressive. Chime Super Deluxe is due for release on the PlayStation Network on March 29 in the US, and March 30 in the UK, Europe, and Australia. Look out for more on GameSpot soon.

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