Showing posts with label Kinect. Show all posts
Showing posts with label Kinect. Show all posts

Saturday, September 24, 2011

Rise of Nightmares

Mad scientists often have the dangerous habit of combining things that don't naturally belong together, in an attempt to create new forms of life. So it is with Viktor, the disturbed doctor who fuses corpses and machines to create creatures that cause you no small amount of trouble in Rise of Nightmares. Rise of Nightmares itself is an uneasy combination of elements, awkwardly fusing grisly zombie-slashing gameplay with the Kinect's motion controls. The result is not unlike one of Viktor's shambling creations; it works, more or less, but it feels unnatural.


You’d have to be incredibly clumsy to walk into that wall of spikes. Luckily for the mad doctor, Josh is.
Comment on this videoWatch this video in High Def
You play as Josh, a young husband traveling with his wife, Kate, through Eastern Europe. Josh's drinking problem has long been a wedge between the couple, and Kate's frustration with Josh's behavior is boiling over. But the two soon have much bigger problems to deal with, when the train they're traveling on is derailed and Kate is abducted by the local mad scientist. As Josh, you must fight your way through legions of Viktor's combinations of flesh and metal in an attempt to save Kate and escape with your own life. The story is standard stuff, but Viktor's remorseless eagerness to butcher anyone who crosses his path makes him a villain you want to put a stop to. Rise of Nightmares is rarely scary, but the visuals create a convincingly creepy atmosphere; the dungeons you must travel through look so dank you can almost feel the foul moisture in the air, and the torture devices, human remains and bloodstains that decorate the halls create an unsettling sense of the horrors that have occurred there.

You use your body to navigate the corridors and courtyards of Viktor's estate. Turning your torso left and right makes Josh do the same, and walking is a simple matter of putting one foot forward. You feel more like you're steering a cumbersome vehicle than moving naturally through these places, but the controls are adequate in most environments, where precise movements aren't required. However, a few rooms and hallways of Viktor's mansion are outfitted with deadly spikes that shoot out of the floors, blades that periodically drop down from the ceiling, and other deadly traps. In moments like this, Rise of Nightmares' full body control is too limiting and too clumsy, making avoiding these hazards much harder than it should be. By putting your foot farther forward, you can make Josh move forward faster, but even in situations when running would be wise, you can't make him move faster than a brisk walk. And although you might want to look up to make sure you're not standing right underneath that guillotine-like blade above you, Josh's gaze is always fixed forward. If you don't feel like steering Josh around yourself, you can usually make him automatically head toward his current destination by holding your right hand up, but when environmental dangers are present, it's up to you to avoid them.


It's a well-known fact that the undead hate giant tongs.
It's also up to you to kill the countless creatures that stand between you and Kate, and here the controls fare better. By holding your arms up like a boxer, you automatically focus on the nearest enemy and guard against incoming attacks. You can use your bare fists to clobber these atrocities, but your creature-killing efforts are much more effective if you use the weapons scattered throughout the estate. These include mundane items like brass knuckles, hammers, and hatchets, as well as outlandish devices like shock knuckles, bone shears, and the mechanized arms of your fallen foes. Weapons degrade as you use them and eventually break, but there's always a new weapon nearby to pick up when one goes out on you.

To attack, you make a gesture that suits your current weapon, and although your attempts to target the weaker, fleshy parts of the creatures don't always work as well as they should, it doesn't matter much; a few solid strikes is enough to dispose of most enemies. A few enemy types force you to consider your surroundings and attack carefully, like the shriekers, whose sonic attacks require you to cover your ears, leaving you vulnerable to assaults from other enemies. But for the most part, combat is easy; you just guard when enemies attack and then you strike them down. It's fun to play with all the different weapons, and late in the game, you acquire a particularly satisfying combat ability, but there's just not enough depth or variety to the combat to keep it interesting throughout this adventure.

On occasion, you need to do battle with some of Viktor's more powerful and deadly creations. Fighting these bosses is a lot like fighting normal creatures, except that you must avoid their attacks by responding quickly to onscreen prompts. You might be prompted to sidestep an enemy's thrust or duck under an enemy's whirling slash. The more physical nature of these battles makes them stand out from the ho-hum combat of the rest of the game, but they don't offer much challenge, and they illuminate just how limited the controls are; you might wish you could backstep or crouch under the occasional attack from a standard creature, but apparently Josh is capable of making these moves only when a big prompt tells him to. Making the controls feel more unnatural still is that you can't just walk up to a door, a switch, or anything else and interact with it naturally; you must first hover your hand for a moment over a prompt that reads "Interact" before making your door-opening or switch-flicking gesture.


Rise of Nightmares is a great insect-swatting simulator.
Once in a while, Rise of Nightmares uses its Kinect controls to create tense moments. For instance, the hulking beast known as Ernst is sensitive to noise and movement, so when he passes by, you must stand very still to avoid alerting him. But aside from these occasional nail-biting situations, this is an ordinary journey whose motion controls too often just get in the way, rather than making the experience feel more real. Rise of Nightmares is far from an abomination, but its attempts to imitate life aren't going to fool anyone.

Enhanced by Zemanta

The Gunstringer

When familiarizing yourself with The Gunstringer's controls, it helps if you can think like a 6-year-old child. In this forced-scrolling shoot-'em-up, your skeletal protagonist automatically sprints through a variety of Western-themed locales, and you just have to worry about gunning down foes while avoiding their attacks. Shooting couldn't be easier. Paint up to six enemies at a time by sweeping your right hand (there's a left option also) across the screen, and then snap your wrist to pepper them with bullets. Forming a makeshift gun with your fingers isn't required, but it sure feels a lot more natural than firing at your pesky foes with an open palm. And if you want to shout "pew pew pew," there's nothing stopping you. There are times when you have to thrust your arm two or three times before it registers, but it's ultimately a small problem because there's little punishment for being a second late. While your right hand is acting as a gun, your left is in charge of movement. Imagine you're holding the crossbar of a marionette. Pull up to jump, swing to the side to dodge, and marvel at how your every action works just like it should. The controls in The Gunstringer feel fantastic and set a great foundation for this goofy adventure.

For the majority of the game, you run through streets lined with cardboard constructions that resemble cacti, saloons, and all manner of Old West props. Enemies leap from buildings and onto the road in front of you, and you gun them down without ever breaking your stride. The Gunstringer is at its best during these free-flowing portions. There isn't quite as much dynamism in the enemy placement as you would find in the best games in the genre, but it's still a joy to gun everyone down with a gunslinger's relish. During predetermined segments, you pop behind conveniently placed cover. Your left hand lets you poke your bold head out from its protective hiding place, allowing you to strike down the swarming baddies with your right hand. Popping in and out of cover feels so smooth that these brief respites are always welcome. At other times, you put your gun away for a spell and focus on jumping. Platforming culled straight from the original Donkey Kong sees you climbing girders while avoiding traps, but this is the weakest portion of the game. It's so easy that you can lazily move your arms without much thought, so you go through the motions until you whip out your gun a few minutes later.


Watch out for the runaway cannons!
There are other gameplay diversions along the way--including a few surprising and memorable boss encounters--but The Gunstringer doesn't rely on variety to propel you forward. You experience most of the different action sequences within the first few levels, and after that, it's just variations of the same themes. This could be seen as a detriment to your long-term engagement, but The Gunstringer's emphasis on ensuring that most of what you do is fun propels it beyond any potential stumbles it could have encountered. There is not one dull moment in the course of this roughly five-hour adventure. You effortlessly move from gunning to platforming to skydiving without any downtime, and every interlude injects something new to keep things interesting. Whether it's a shotgun that lets you gun down a horde of foes in one deadly blast or cantankerous ghosts who desperately try to steal your soul, you never know what to expect around the bend.

Presentation also goes a long way toward pushing you forward. A surly narrator tells the story while you're playing, and this adds a lot to the experience. Although his words don't always line up with your actions, he delivers his pronouncements in a terrifically deadpan manner that makes them incredibly funny. When he says, "Six targets, six bullets--the way God and nature intended," you might nod along with the truth of the statement if it were uttered in a more serious situation. But The Gunstringer presents this as a parody of Old West cliches, so it comes across as a great joke that easily brings a smile to your face. While the narrator skirts the line between funny and somber, the full motion video footage of people watching your exploits is knee-slapping goofy. Real-life actors were brought into a theater and react to what you're doing in hilariously exaggerated displays of emotion. One man does a triple take during one shocking moment, and it's hard to stifle a laugh at his wide-eyed, incredulous expression.a

Enhanced by Zemanta

Leedmees

Besides the obvious "your body is the controller" twist, Leedmees throws in a number of other challenges that make this more than just another Lemmings-style puzzle game. Every level has a time limit, usually no more than a couple of minutes, so the pace is much faster than what the methodical march of the Leedmees implies. Each level is sprinkled with bonus stars that you can have the Leedmees collect to earn you a higher performance ranking. There are environmental dangers too, like spikes, ghosts, button-activated platforms, and more. New challenges and gameplay twists are introduced every couple of levels; a late-game twist that switches your gestures to mirrored movement is especially devilish. After 40 or more levels with regular movement, something as simple as a mirrored switch can completely melt your mind.

The time limit, plus the never-ending march of the Leedmees, adds a sense of urgency to each level that works both for and against the game. On the plus side, you blow through levels quickly, and you're constantly scooping, hopping, and leaning to transport Leedmees--you rarely hold a pose longer than a few seconds. Because challenges come at you fast and frequently, you don't get the "this is starting to get old" feeling that you get with many motion-based games. On the downside, some levels have you moving too fast, and the Leedmees are exceptionally fragile. A quick arm swing can send them flying to their deaths, and a misplaced foot could result in LeedMee homicide. The threshold for level completion is generous--you need to save only half of the Leedmees to pass--but hitting that threshold on some of the later levels can be a pain, literally.

The relentless pace is fun for a while, but things start to break down when you need to make precise moves. Broad gestures, like spreading your arms to make a lazy bridge, or holding your hands up to create an impromptu transport cage, work great. But some challenges, particularly the levels that require you to hold down buttons, create more frustration than fun. Watching your Leedmees march to their deaths because the game failed to pick up your subtle movement can be infuriating, especially when your muscles are attempting to revolt against the unnatural contortion you're forcing them into. The further you get, the more you feel like you and the game are just barely keeping up with each other. The sense of accomplishment you feel when beating the early levels is replaced with a feeling of relief by the end.


In this level you need to press accordion buttons, wave away ghosts, and transport Leedmees. The real challenge is to do all that without falling or cursing.
Getting past the completion threshold for the 50 single-player levels can be done in two or three hours. The extremely flexible and overly patient can stretch this out longer, since most of the achievements are locked behind "S" Rank requirements. The co-op multiplayer is fun for a few levels but is ultimately too sloppy to play for long. You're often forced to stand very close to, or touch, your co-op partner. The Kinect isn't so hot at determining whose limb is whose when all it can see is one amorphous blob. The dreamy art style and generic music are bland, but at least the characters, obstacles, and enemies are all easily identifiable, which is helpful later in the game when you're keeping mental tabs on way too many things at once.

Leedmees is a game that's good for casual play; attempting 100 percent completion in this game is a great way to make you hate it. Using your body to solve puzzles can be fun, but pulling a muscle because you're trying to get that last impossible star is not. Leedmees sports the same $10 price tag as other Kinect games available on Xbox Live, while offering a decent amount of content and replay value. It's worth a look if you want unique Kinect content that doesn't involve minigames.

Enhanced by Zemanta

Burnout Crash!

Burnout Crash is divided into 18 intersections, and each intersection offers three challenges: Road Trip, Rush Hour, and Pile Up. Regardless of which game type you're playing, you start each one the same way: by steering a car into traffic. (Don't worry, these cartoony cars are free of occupants; this is bloodless, casualty-free crashing.) Once you've impacted another vehicle, the crashbreaker meter appears. It fills up slowly on its own but fills much more quickly when cars are crashing, and each time it's full, you can push a button to explode. This explosion launches you into the air, at which point you can control the direction in which the flaming husk of what was once your car travels.

What you want to do with that flying piece of metal changes depending on the game type you've chosen. When you play an intersection for the first time, you're limited to Road Trip. In Road Trip, you get a strike each time a vehicle escapes from the intersection unscathed, and if you get five strikes, the game ends, so one of your concerns is trying to make sure that cars that enter the intersection do not leave it. To that end, you can use your crashbreaker explosion, which knocks any cars within a certain range out of commission. You can also use the force of your explosion to try to position wreckage in such a way that it blocks lanes of traffic (buses are especially handy for this). The cars that enter the intersection might make a modest attempt to swerve around obstructions, but they're incapable of stopping or turning around, and it's amusing to watch them plow right into a massive pileup, which they should have seen from miles away.

So Road Trip has a bit of a puzzle element to it. How can you use your crashbreakers in such a way as to prevent cars from escaping? In addition to worrying about that, you also want to cause as much destruction as possible because everything you destroy adds to your score. The streets are lined with houses, shops, boats, airplanes, and other destructible objects, and you want to raze as many of these things as you can. Of course, straying from the streets to destroy these tempting big-ticket items is a risk; if you haven't completely blocked the intersection, cars might slip through while you're trying to take down city hall. This element of risk adds some excitement to your destructive efforts, and the more effectively you've blocked an intersection, the less you need to worry. Some intersections make effectively blocking traffic trickier by adding more roads or having a traffic circle, which keeps things from feeling too predictable as you advance.


Multiple roads can make blocking traffic trickier.
You also increase your score by doing things like triggering explosion chains and by making skill shots in which your explosion sends cars into pools of water or down holes in the ground. These occurrences are celebrated with flashing numbers and slot-machine sound effects, making the entire experience whimsical and your explosive triumphs rewarding. Contributing to the chaos are special events that occur periodically. These include cops who form a roadblock at one exit and an ambulance that removes a strike if it gets through the intersection safely, which gives you incentive to clear the road rather than obstruct it. And if you manage to wreck the intersection's entire allotment of cars without earning five strikes, you trigger that intersection's super feature. This is a tornado, a tidal wave, or some other destructive force that lays waste to anything left in the area, giving you points in the process. It's a cool reward for your success and a satisfying way to cap off the chaos.

Enhanced by Zemanta

Tuesday, May 24, 2011

Virtua Tennis 4 Review

The Good

  • Unique minigames are lots of fun   
  • Easy to learn.

The Bad

  • Overly simple controls lack depth   
  • Unrealistic sound effects   
  • Irritating music  
  • Camera angles make it difficult to use Move.
Considering Virtua Tennis was once the king of tennis games, its latest iteration is particularly disappointing, doing little to keep up with competition from 2K's excellent Top Spin 4. The graphical tweaks are nice, and the new minigames are fun, but at its core, Virtua Tennis 4's position-based shot mechanics are essentially identical to those in the 1999 arcade original. They're easy to pick up, but they feel dated and unrefined by today's standards, giving fans of the series a distinct feeling of deja vu and making you crave greater control over the ball. It’s not as if there's fun content to play through either. The career mode is inherently flawed, the online options limited, and the Move implementation is terrible.

Enhanced by Zemanta