Posts tagged: Review

Review: Hydro Thunder Hurricane

By Sam, July 26, 2010 4:26 pm

Back in 1999 Midway created the original Hydro Thunder for the Arcade. Later that year they released a popular port of the game for the Dreamcast and followed that up by not-so-popular ports for the PSX and N64. This Wednesday Hydro Thunder Hurricane, developed by Vector Unit, will be released as part of the ‘Summer of Arcade’ programme on XBLA.

For those unaware of the previous game, Hydro Thunder Hurricane is an arcade speedboat racing game. Everything about the game is over-the-top; from the arcade style handling and boost system, to the crazy level design with frequent giant waves and even huge monsters that block your path.

There are four main modes in Hydro Thunder Hurricane. Race, where you pick a single track and race against 19 AI players. Ring Master, which is a slalom style event where you must pass through gates. Gauntlet, a race against the clock with lots of exploding barrels. And finally, Championship mode which sees you complete several events in row with points being awarded for each.

There is a very nice prgression and unlock system in the game. After every event you are given a gold, silver or bronze medal and a certian amount of credits based on the difficulty. These credits then gradually unlock new events, boats and boat skins. There are 50 events in total to unlock so Hydro Thunder Hurricane has plenty to keep you occupied.

The gameplay itself is great fun and captures the spirit of the orginal. The handling is simple enough for anyone to pick up and play but mastery of the boost and boost jump as well as knowledge of all the shortcuts and hidden roots in each track are vital to success.

Hydro Thunder Hurricane also features online play with up to 8 players competing online. You can compete in two different modes, standard race mode and the online exclusive “Rubber Ducky” mode. “Rubber Ducky” sees the players split into two teams. Each team choses a leader who drives the rubber duck. It is then up to this person with the help of the rest of their team mates to get the duck to the finish first.

There are a couple of very nice multiplayer options which one of which is the ability to have up to four local players playing splitscreen against any combination of players online. The other is Geometry Wars 2-style leaderboards integration. You can easily see scores when you select an event and also your in-game split-times are compared to the person above you in leaderboards.

There are a few of issues with Hydro Thunder Hurricane though. Firstly, there are frequent framerate drops on several of the levels. Secondly, with only eight tracks there is a lot of of repetition as you progress through the single player modes. Finally, whilst the arcade-style announcer is great for nostalgia, he becomes annoying after a few races and inexplicably the only way to turn him off is to reduce the sound effects volume which means you can no longer hear your boat. There are a few problems then, though hopefully these can be rectified with a patch and some DLC.

So is Hydro Thunder Hurricane worth the 1200 points? The answer is it depends entirely upon whether you enjoy arcade racers. If you do (and especially if you liked the original Hydro Thunder) then I would have no problem recommending the game. Everyone else should at least play the trial.

Score: 8.0/10

Review: Halfbrick Blast Off

By Cronan, February 12, 2010 10:58 am

Halfbrick Blast Off – Racing & Flying – 240 Points – Download

When Albert Einstein said “The laws of gravity cannot be held responsible for people falling in love”, he certainly had a point. Said laws can however be held responsible for the fact that my cute little spaceship has just smacked into the side of a planetoid, killing everyone onboard. Still, at least it’s a quicker way to go than drifting out into deep space until your food and oxygen run out.

Australian developers Halfbrick have a long history as a developer for hire, writing DS games for other people. Their most recent releases include Raskulls on Xbox Live Arcade, and a couple of PSP Minis. Their experience shows, as Blast Off is a simple, addictive and well-executed game. Comparisons to Atari’s Lunar Lander are inevitable, but in reality the games are very different. This game is a puzzler, with more than a hint of the arcade. And it’s a good one.

Blast Off starts with a simple level that introduces the player to the control scheme and the game itself. Holding the “A” button blasts your little rocket from Earth. After launch the left stick rotates your rocket, while “A” again provides thrust. Every second of thrust burns up your limited reserve of fuel and brings you closer to the time when your oxygen runs out. Get too close to a planet and you’ll smash into the surface, or sling-shot away into deep space, too far away to return. Get the distance, your speed and the angle of thrust just right and you’ll sail around the system, collecting stranded astronauts, then making it to the convenient (and not terribly realistic) warpgate that signals the end of the level.

This is a game of repetition. Like me, you’ll probably die dozens or even hundreds of times until, almost by accident, you nail it and get through to the next level. But along the way you’ll enjoy the environments, with spinning planets, hazy galaxies and passing meteors. You’ll love the minimalist synthesizer soundtrack (available to download for free from Halfbrick) and you’ll be mesmerized by the variety and complexity of many of the levels.

Halfbrick Blast Off was the first game to be released under the Halfbrick Fridays series, and is available for 240 Microsoft Points.

You'll be mesmerized by the variety and complexity of many of the levels.

You'll be mesmerized by the variety and complexity of many of the levels.

Review: Nasty

By Cronan, February 12, 2010 9:30 am

Nasty – Action & Adventure – 80 Points – Download

The temptation to make a tabloid-style comment based on title from from Fun Infused Games is overwhelming. But I’ll fight it. For as long as I can.

Here’s the elevator pitch: Nasty is a cross between Contra and Bubble Bobble. You’ve got a gun, you dodge and shoot, and jump onto platforms to collect fruit. Once you’ve killed all the enemies a door opens, leading you to the next level.

Nasty is nicely polished, with good attention to detail. Each level has a theme, and while some have clearly had more attention than others, there is a nice mix. The animation is smooth, jumping and moving is precise, the controls are simple, and graphics and sound are good. There’s tons of variety in the game, and a challenge that ramps up as you move from level to level. Your enemies include little green men, ghosts, sharks and large, menacing bosses. The levels include destructible walls, lava pits, spikes and much more.

Wrinkles are few, and if this kind of game is your bag, they won’t cause too much heartache. Nasty has a save system that can only be used every ten levels, with a fixed number of continues for each level. Run out of continues and it’s back to the last save point. Nasty has no Xbox live multiplayer, but this is balanced by local play modes. My only other niggle is that some of the levels could have done with some more attention to detail to make them distinctive.

Nasty has had two major updates already from the developer, improving gameplay and fixing many issues. More updates are planned. It’s good to see an indie studio standing by their game, and it bodes well for future releases from this studio.

Give Nasty a chance, with 100 levels, 4-player local “Battle Mode” and cooperative play, at a mere 80 Microsoft points this is a steal.

Nasty but nice.

ith 100 levels, 4-player local "Battle Mode" and cooperative play, at a mere 80 Microsoft points this is a steal.

With 100 levels, 4-player local "Battle Mode" and cooperative play, at a mere 80 Microsoft points this is a steal.

Review: Duel: The Art of Combat

By Ben, January 21, 2010 6:27 am

Duel: The Art of Combat – Shooter – 240 Points – Download

On the Xbox Live Indie Game section, there is no shortage of dual stick shooters. Most of them are Geometry Wars clones, some add extra barriers you have to avoid and some are setup like a 2D platformer. If you’ve ever played ZP2K9, you’ll know what the Duel: The Art of Combat is like. It is quite similar in terms of how ZP2K9 plays, except one major difference, it’s much harder to play.

Duel: The Art of Combat, is essentially a side scrolling multiplayer shooter where you use both sticks to move and aim. You can also use only the left stick to move and aim, but that’s where the problems start. If you are facing left, and want to move left, but aim behind, you can’t. In most dual stick shooters, you would auto rotate based on the aim, but not in Duel. I guess it isn’t a huge problem as you can stop, rotate, and shoot, but it’s something to get used to. It’s something that should have at least been an option. You move around the levels by jumping and swinging from a rope that attaches on to anything above you. Actually, this game really reminds me of a spider man game, but with worms and weapons.

Included in the game are 3 modes – Story mode, Duel Mode, and Survival mode. The story can be completed pretty quickly and is done within waves of enemies. At the end of each level, you unlock new weapons and perks. Duel mode consists of you and a friend battling it out in splitscreen. I guess the best way to play this game is with a friend in survival mode; even though it is hard to control, jumping around the level and seeing how many enemies you can kill is quite a time waster in itself.

Duel offers a decent selection of weapons, perks, and powerups as you play through the game. Before each level, you have the option of picking what weapons and perks you want to use. I don’t recommend using melee weapons though as they are slow and weak. Perks give you extra speed, faster reload, higher jumps, and faster use of the rope.

There are two types of music in this game – Rock and Electronic. The Rock setting isn’t too bad and adds to the frustrating but fast paced action. I didn’t get around to trying out the Electronic setting, but I’d imagine it works just as well. Either way, I’m sure it’d work much better with your own selection of a metal album.

In the end, Duel: The Art of Combat has plenty of potential to be good, but the controls need plenty of work. The art style, weapons, upgrades and game modes are all fine, but in order to play those game modes again, you really need to to get used to the controls. If you like worms, ZP2K9, or any of these 2D multiplayer arena type games, this game is for you.

 It's hard to master the art of combat, but when you do, a fun multiplayer game awaits.

It's hard to master the art of combat, but when you do, a fun multiplayer game awaits.

Review: Sidehill Gouger

By Tim, January 17, 2010 4:11 am

Sidehill Gouger – Puzzle & Trivia – 80 Points – Download

Sidehill Gouger is Canned Games’ puzzle offering to XBLIG. As a young boy visiting his grandpa’s fishing hole, you must navigate your way through a series of grass-filled mazes to discover and knock-out the Sidehill Gouger before safely heading on your way. The game plays similar to minesweeper; as you walk through the mazes, you uncover things such as blood spots that hint at the Gouger’s location or rock piles that mark a nearby hole waiting for you to fall through it. Using these clues, you can approximate the hiding spot of the Gouger before beaning it with your slingshot.

While the game’s graphics, done in a hand-drawn style, and laid-back soundtrack are charming, it also falls into the same trap as minesweeper in that it is rather easy to get unlucky. Even when you’ve found a clue to a trap or Gouger location, it’s possible to accidentally step into the trap itself since the clues can appear on any square adjacent to the hostile one. Once you reach the stages that introduce curved paths, it becomes even more confusing as not only do they force you to go a certain square unless you double back, but clues don’t appear on them, making some of your searches less than informative. Also, your slingshot only travels one square across, so you’ll have to be certain of the clues on all sides before taking aim.

The game includes some re-playability by giving a “par time” to shoot for stage, but again there is some element of luck as to whether or not you’ll complete a stage that quickly. Each set of stages also includes a set of trophies to collect for completing certain objectives. Sidehill Gouger will lull you in with its storybook-like presentation, but players will need to exercise patience more than once to get through it.

Great presentation but ultimately frustrating.

Great presentation but ultimately frustrating.

Review: Pilot Test

By Rob Owens, January 17, 2010 4:01 am

Pilot Test – Other – 80 Points – Download

I can’t help but imagine the Air Force actually creating something like this… way back in the day of course and then asking their would be Fighter Jocks to give this a go. Pilot Test has a very old school Military look an feel and then mixes in a story line about some Top Secret, Pilot Test Program, to see if you have the skills it takes to fly with the best of them; in this Indie game you have all the makings of something potentially very interesting to say the least.

Now the game has nothing to do with any flight simulations for Dog Fights or missions in launching a payload of Missiles at various targets. So what you have left is one of the very basic aspect of gaming, dealing in the area of collision detection. Your task is to attempt and safely move your Red Square around very limited flight area, as you avoid the Green Squares darting all around and at you. The longer you survive in the air, the better and higher your score will be in the end.

Simple… only each time your Red Fighter (Square) collides with any Green Enemy (Square) on the screen, you’ll take on some damage and start to loose portions of your Jet powered Square. Take on to much damage or end up colliding head on with an Enemy, then its game over for that flight session. This game also tests out your memory, as the flight paths of Enemy Squares are the same every time and thus allows you to try and remember what happened the last time you were tested.

The game is easy to play from the control stand point, I mean you simply move the left or right analog sticks around to dart your Square like no other Pilot has ever flown before. When you first start the flying test, you’ll think its going to be easy and will quickly learn its not as easy as it looks. One thing for sure is this game is very challenging and it will push you to try and score higher on the list of Pilots.

For me it brought back memories of those very old school console games from those early days of Atari, only with some bumped up graphics in some areas of course. The game is priced at only at 80ms points and is worth that I feel. Holographic Dreams has really set a mood here and I feel Pilot Test has provided a challenge in such a basic game that uses Collision Detection.

Would it have been nice to see some other Test exercises in this Pilot program or at least some other flight paths perhaps? Sure it would have, but for what this game is, I think they did a pretty good job in setting the mood and creating a game that is a challenge. I’d say you should at least give it a try and see if you can come close to scoring higher on the charts.

Very simple and not much content but a good challenge.

Very simple and not much content but a good challenge.

Review: Gerbil Physics

By Rob Owens, January 11, 2010 2:40 am

Gerbil Physics – Puzzle & Trivia – 80 Points – Download

Its Gerbil Physics and that pretty much says it all in this physics-based Gerbil demolition game from Pencel Games. Available on Xbox Live and for only 80 ms points, you get a great little physics puzzler to solve here, filled with a total of 24 fun packed and challenging levels of game-play physics fun.

The game level settings are very pleasant to the eyes and finished out with very enjoyable soundtracks and sound effects. The controls are very simple and straight forward, making this a very easy game to pick up and enjoy for all. This game is suitable for all ages to play even with the very mild terror that is forced upon the games only captives, the Gerbils trapped in various blocks.

No one is really sure how or why these Gerbils have been placed in the variety of blocks and used to create any number of buildings for you to demolish later. Bringing down the houses takes place through the use of bombs, ropes and disintegrators, all depending on what is available for any of the 24 puzzle levels your currently playing.

The rest is then all up to you and the physics you will unleash upon the various Gerbil filled blocks. The more you play it the more this game will draw you in and drive you to reach that next level of game play. I think the physics here work really well and you can’t help but smile a little as you place a bomb next to one of the blocks or use a rope to bring down a section of wall and see the looks on the surrounding Gerbils.

If your looking for a nice change of pace from your normal gaming action or simply a title to play with the whole family or something to do while your chatting in a Party on Xbox Live, you’ll be pleasantly surprised with all of the fun explosive action Gerbil Physics delivers here. I recommend you buy Gerbil Physics and help support Indie Game development on Xbox Live.

You'll be pleasantly surprised with all of the fun explosive action Gerbil Physics delivers.

You'll be pleasantly surprised with all of the fun explosive action Gerbil Physics delivers.

Review: Molly the Were-Zompire

By Tim, January 11, 2010 2:20 am

Molly the Were-Zompire – Role Playing – 80 Points – Download

Molly the Were-Zompire is an interactive fiction (IF) game created under the wife-and-husband pen name R.W. Boyd. Molly is actually their second IF work for XBLIG, the first being Epiphany in Spaaace. While an IF sounds like something strange and unusual, the format is identical to choose-your-own-adventure (CYOA) books. Interactive fiction works have been popular among independent games for some time, so ideally making one for XBLIG should give players, or readers as the case may be, a chance to see what these are all about.

As the title indicates, players are put in the shoes of Molly Desper, a graduate student. Through extraordinary circumstances, she is turned into a Were-Zompire (Werewolf + zombie + vampire) and goes on a series of adventures at the player’s whim. The controls are simple enough. The A button is used to proceed through pages. Occasionally, a decision will come up and is chosen using X, Y or A. Some choices can lead to new branches of the story while others bring the story to an end, usually negatively. A handy feature built into the game is the ability to warp back to the previous set of choices by pressing left trigger or B. For curious players, it helps immensely with exploring each choice rather than going all the way back to the beginning once a game over is reached.

In terms of the game’s writing, it follows the traditional COYA style of referring to you in the second person (i.e. “You are…”). The humor, however, is at times hit and miss. Much of it relies heavily on breaking the 4th wall and reminding the player they’re playing a game, or the developer injecting themselves into the script to give them a personal message. The overall story is straightforward and does occasionally surprise you with your decisions, but is nothing groundbreaking

On a plus side, the game’s presentation is simple and uncluttered. The text is largely-printed and crisp, and the simple texture backgrounds don’t distract from the text. The music is a continuous piano lounge tune that, while calming, could drag on if you intend to read every inch of the game in one sitting. Luckily, the game supports playing your own music while reading.

For the price of a used book, Molly the Were-Zompire offers a simple and quick escape for CYOA fans, but the overabundance of 4th wall humor and cheesy story might make it more suitable for juvenile tastes.

Molly the Were-Zompire offers a simple and quick escape for CYOA fans, but the overabundance of 4th wall humor and cheesy story might make it more suitable for juvenile tastes.

Molly the Were-Zompire offers a simple and quick escape for CYOA fans, but the overabundance of 4th wall humor and cheesy story might make it more suitable for juvenile tastes.

Review: Guardian

By Rod, January 8, 2010 4:44 am

Guardian – Action & Adventure – 240 Points – Download

As I watched the 3D blue planet spinning patiently on the nicely presented intro screen waiting for me to press Start, I had high hopes for Guardian from Willow Ridge Software. The subsequent menu unfortunately looks and feels like so many other XBL Indie Games out there but starting a new game yields a neat touch as the camera zooms back and the spinning planet becomes the centre-piece of the gameplay area for you to defend in glorious 2D.

The gameplay is a twist on Atari’s 1979 classic, Asteroids, with the twist being that you are unable to move and are instead stuck in orbit, hurtling around your home planet. You are able to aim though and it is your job to defend the planet by blasting waves of asteroids, comets and aliens hell-bent on breaching your planet’s shields, punching holes in terra firma and destroying your centrally located base. If your satellite is shot down or destroyed in a collision, a new one is launched from your base with the game only ending when your base is exposed and destroyed. There are 4 levels of difficulty (Easy, Normal, Hard and Legendary) and for those of you who have friends, there is also a 2-4 player local co-op mode where you each control a weapon mounted to the same satellite.

The rather sluggish aiming cursor takes a bit of getting used to and it is a reasonably fun challenge leading your shots so that they connect with a nasty piece of space rock with a satisfying explosion. Blow up an alien ship and they will drop a power-up which can be collected by utilising your base’s tractor beam giving you access to more powerful weapons and shield boosts to help defend your planet. The main problem is that you don’t get much time to position your cursor and get your shots off before the planet gets in the way and receives the full brunt of your wrath. This can be particularly dangerous if you are employing the rail gun which has the potential to destroy your planet with one shot.

Your base also has a couple of tricks up its sleeve and can launch guided missiles, unguided nuclear missiles and an energy pulse which will clear the screen if things start to get out of hand. Although it is possible to wipe out your planet (and base) with a single shot from the rail gun, it seems immune to the effect of nuclear missiles so any nuclear incidents pass without punishment. The tractor beam can also be employed to group together nearby asteroids which can then all be taken out with one carefully placed shot.

The sound effects and graphics are reasonable at best, although the explosion effects are well done with larger explosions creating a nice shockwave effect on the screen.

Don’t get me wrong, it’s not a bad game; it’s just not a great game and, with little variety on offer, gets repetitive very quickly. Definitely give it a try though as it may appeal to any wannabe Russians who want to save the world from space debris and don’t mind shelling out 240 Microsoft Points for the privilege.

Guardian isn't terrible but quickly becomes very repetitive.

Guardian isn't terrible but quickly becomes very repetitive.

Review: Balloon Blocks

By Tim, January 6, 2010 3:23 am

Balloon Blocks – Puzzle & Trivia – 240 Points – Download

Balloon Blocks is a puzzle game created by Creative Cog Games that, at its core, takes its inspiration from other classic puzzle games such as Tetris and Columns. Shapes comprised of 2-4 colored blocks fall into a bin. By matching up identically colored blocks, they’re cleared from the playfield, with bonuses obtained by clearing larger numbers of blocks at once or clearing one color right after the other. Unlike the rigid block-dropping of previous games, Balloon Blocks puts its own twist on the formula by giving each of the blocks bouncy and free-floating physics.

Falling blocks bounce off of ones already in place and can freely rotate 360 degress in the air until they reach the bottom or hit another block, which after a short moment freeze in place. Taking advantage of the bouncy physics, blocks aren’t cleared through lines but instead “tapping” 3 or more of the same blocks against one another. Aiding the player in addition is an “Unfreeze Meter” that slowly replenishes during gameplay and refills faster by completing combos. When the meter is full and activated, all the frozen blocks fall to the bottom of the playfield, usually setting off large numbers of combos and serving as the main point-maker in Balloon Blocks.

While Balloon Blocks has its own uniqueness, it’s not without a learning curve. It’ll take most players a couple games to get used to how the blocks bounce off one another, and the free rotation in-air means new players will tend to over-correct with their block orientations. Balloon Blocks features standard puzzle game modes such as normal mode (play until you lose), clear mode (clear a set of pre-arranged blocks from the playfield), and survival (stay alive for a set period of time). The game’s graphics are simple and pastel, but clearly show all the elements during gameplay. The game’s background music is alright and unobtrusive but being unable to custom select tracks for each stage makes them a bit stale over repeated plays.

Overall, Balloon Blocks offers a fresh spin in the falling-blocks puzzle genre, but it’s gelatin-like physics may not be to every puzzle fan’s liking. Definitely give the trial a go before bouncing into the thick of things.

Balloon Blocks offers a fresh spin in the falling-blocks puzzle genre, but it's gelatin-like physics may not be to every puzzle fan’s liking.

Balloon Blocks offers a fresh spin in the falling-blocks puzzle genre, but it's gelatin-like physics may not be to every puzzle fan’s liking.

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