Okay, I swear I'm not trolling here. Given yesterday's blog entry, I can see where some eyebrows would be raised, but honestly, I'm back on the serious bandwagon. Well, as serious as possible when talking about the game I played, Turbo: Super Stunt Squad. I'm not trying to question anyone's intelligence by proclaiming this to be in the upper echelon of serious video games, but I at least went into this game with real, actual intentions to have fun. Well, it wasn't about me having fun as much as it was having fun with my now five year old daughter, who came over for the weekend. We saw Turbo, the movie, a couple of weeks ago, and she really enjoyed it. To her credit, it's hard not to like juiced-up, neon glowing racing snails, kid or not. Anyway, I saw the game in the Redbox when I was getting some stuff at the store for her weekend with me, and while she isn't super interested in games (yet), aside from Disney Infinity, I still thought there was a chance to have some fun with her playing this game. At the very least, I hoped it would make for a good blog post, but I'll settle for a decent one, because beggars can't be choosers, right? Anyway, this game is your stereotypical movie licensed video game, which as we should all know by now, means it's just not very good. For kids, sure, these type of games are serviceable and do their job as far as tying in what they saw in the movies they loved to video games, giving parents an alternative to buying video games that they don't know much about and worry might be too impressionable for them. If they took their children to the theater to see one of these animated movies, they feel comfortable knowing that the games aren't going to stray too far away from the formula on the big screen. While I hoped this game would be more about racing, I was actually surprised to find the game felt more like a Tony Hawk game, sliding around as your snail and trying to pull off jumps, tricks and of course, as the name implies, stunts. This stuff was actually in the movie, which drastically got overlooked by the whole racing theme, but I found it to be far more entertaining, and could see a sequel coming focusing more on that. The game is fine, gameplay wise, as the controls and everything worked okay. the graphics were lackluster compared to true AAA titles, but really, no one was expecting cutting edge graphics in this game. More importantly, my daughter had fun playing and watching me play, despite the normal frustrations a five year old would have with any video games. She loved all the voices and characters and familiarity she had, as she had some basis for connection to the game. And if my daughter had fun, then this game - and blog post for that matter - is a winner.
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I don't know why I do the things I do, all the time. I like to think I make pretty decent decisions for the most part, and always try to base them on some sort of logic, common sense or knowledge and information that I have to help enable me to make the best decision possible for whatever particular situation I am in. Sometimes, however, I just do things on whim, knowing they wont end well or that my decision is totally the wrong one. This has been the case for several of my blog entries this year, and this one is no different. There was nothing going into this game that made me even hopeful of it working out or being a different experience than I expected, so I had no hopes or delusions of being impressed. So why in the world did I even bother playing MTBFreeride, a free Windows game, you may be wondering? Mainly so I can try to picture the look on the face of my buddy Ben when he opens up this blog and sees this game. It's a downhill bike simulator, as you can see on the artwork for the game. It's also in first person perspective, which sounds cool on paper, if you're into that sort of thing. If you've ever wanted to experience intense biking down mountains through the eyes of a GoPro camera, this game is for you. If you get motion sickness at all, or freaked out about high speed thrill rides from the first person point of view, stay clear of this game. The notion that this game might actually have Oculus Rift compatibility down the road is frightening, as I am not a thrill seeking adrenaline junkie by any stretch of the imagination, and becoming more immersed in this experience is a horrible idea, in my eyes at least. The game itself feels like Trials, but less stressful, if only by a little. Trying to nail turns and jumps is excruciating and painful, especially when trying to be precise from first-person. I'm sure if I played racing games more, I would be more in tune with the game dynamics and physics of how it all worked and came together to make for a successful game, but my lack of knowledge in this genre is most certainly a handicap. But it will continue to be a handicap, as I don't see myself suddenly becoming enthralled with the racing genre, even if Ben begged and pleaded me to give it a fair shake. So did I use this blog post to totally troll Ben? Of course I did. There are 365 days in this year of gaming - might as well have fun with a couple of them, right? Honestly, I don't have a good opening or story to get you warmed up for this post. Everything that comes to mind, I have already used, and really, how lame is that? So I'll spare you repeat, redundant sounding blog entry and just get down to it. I played Brothers: A Tale of Two Sons, which originally was released exclusively on Xbox Live, only later to make its way to the Playstation Network, which is where I of course picked it up from to play. I had heard a lot about this game, especially for being one of those games that you just need to play to fully experience, as any review, preview or write up couldn't possible do it any justice. I knew of the basic gameplay mechanics, and that the story is unforgettable, but other than that, I went into the game blind. This last year or two has been filled with games that evoke emotions or feelings that video games rarely touched upon in years past. The art of storytelling and capturing a narrative through interactive game play has been the golden ticket to success for games recently, or so it seems. While spectacular graphics and other elements that go into games are always important, the storyline arch, the journey to the completion of the story and emotional connection made when it all comes together has driven the industry to change its way of thinking towards what make games good, and surprisingly, the the independent and smaller development studios are leading the charge. When I decided to play Brothers, finally, I had taken a sick day from work. Fighting a nasty head cold/sinus thing/flu bug, I just needed a day of rest. I'm usually not one to take days off because I'm sick, but because I have a stockpile of days to take before the end of the year (because they don't roll over into next year), I figured this day was as good as any to start chipping away at my vacation time. I originally planned on playing a bunch of games, working on my insane backlog and such, but apparently my body decided that I actually did need some rest after all. At some point, however, I decided that of all the games I had to choose from, Brothers was going to be the one to consume my attention for the day. At first I questioned my decision, as I thought about quitting several times, because honestly, it just wasn't grabbing me. You play as two brothers, controlling one brother with one analog stick and the trigger of that side, and the other brother with the other combo of analog stick and trigger. It's pretty straight forward and simplistic on paper, but man, it takes every bit of concentration to pull it off with precision. Even by the end of the game, I still found myself bumbling around, forgetting which stick controlled which brother. The worst is when you get the two brothers on opposite sides of the control scheme. It's pretty much mind numbing brain overload at that point, until you get it corrected. The scenery in this game is breathtaking. So much so that the developers placed benches all along your designated path through the land for you to sit your characters down and literally just gaze off into the distance, taking in the magnificent artwork doubling as landscape. The brothers themselves and environment you actually interact with aren't exactly graphical benchmarks, but the overall look and feel of the game is quite beautiful. There is actually one moment with killer whale lookalikes, jumping out of the water, that made me say, "wow," for whatever that is worth. There are some really awesome scenes that I wish were fleshed out more, but obviously couldn't be considering the narrow scope and smaller size of the game. Without spoiling too much, the inclusion of mountain trolls, slain giants and a frozen village were awesome, and I wish I could have explored more or at least gotten more context to what I was traversing through. There was also a moment that caught me completely off guard - involving a man and a tree - that was timed perfectly, as I was just starting to get bored with my experience when I came about it. Whether or not the timing of that scene was intentional, I appreciated it being there and bringing me back to caring. At some point, I just decided that I was going to finish this game, regardless of how much I was engaged in it. By the time I reached the end, however, I had a couple of OMG moments, where I just sat there silently as I didn't know how to react or what to think. I was just trying to sort out my feelings and emotions about what I just saw happen, what I had to do as a player, and how it all ultimately wrapped up. Brothers has an ending to its story that completely fits the bill of needing to experience it for yourself to fully grasp. While I wish the journey to that point was more engaging, I enjoyed enough of it to keep pushing forward, thankfully to the awaiting payoff, that was completely worth all the frustration of controls and points of boredom along the way. Go play it. Now, later ... whenever you feel the right time is. But you need to experience it for yourself. Trust me. Being scared is a unique feeling. While most people shy away from the thought of being scared intentionally, or participating in activities that evoke true fear in its purest form, others embrace it. The automatic flow of adrenaline, the rush of blood throughout the body, the beads of sweat that form from terror and anxiety from the panic when scared is what some people actively pursue in one form or another. I talked about fear and being scared from video games during my week of Resident Evil - well, I think I did, but that was a long time ago, and my memory sucks after playing so many different games throughout the year. I'm sure I at least talked about when I played Resident Evil 1, because that is one of the scariest games I have ever played, even to this day. From the mood, the lighting, the ambiance, the feeling of helplessness and of course, the "cheap" scares where things pop out or make you jump unexpectedly. Very rarely do I find a game to play that evokes so much fear and genuine scare factor as the original Resident Evil did back when I first played it (and even after the first time, despite know what was going to be scary already). I'm always looking for that next big scare from games, and even certain ones that promise to deliver, I rarely find them to live up to their own hype. Maybe it has something to do with expecting to be scared as opposed to just letting it happen. When the Wii U was released, one of the launch games for it was ZombiU. For many people, it was at least on their radar as a launch day pick-up, something they were vaguely interested in, despite whether they actually bought the game or not. Nintendo had a decent launch line-up for the Wii U in my opinion, but other than New Super Mario Bros. U, this game was at the top of the list for games I had to have. It was a new, original IP, developed by Ubisoft exclusively for the Wii U. It's a zombie game that focuses on survival and exploration, rather than killing everything in your path. And most of all, it looked like nothing I had ever seen before, from the setting and feel of the game, to the gameplay mechanics and utilization of the GamePad. What I didn't see coming was how scary it would be. Playing it back then, and playing it once again after many months away from it, I feel the same way. This game is legit scary and full of fear. You play as a survivor during a full-on zombie outbreak in London, and you are forced to go out into the world and scavenge for supplies, help and hopefully, answers. It is in first person point of view, and while the combat is pretty straight forward on that front, the rest of the gameplay is where the game shines. If you want to pull out supplies or weapons or ammo from your backpack, you have to take it off and dig through it using the GamePad controller. The thing is, the game doesn't pause or wait for you for get your items out, as everything happening in the environment - including the zombies coming after you - continue as if you were still actively playing. This adds a level of suspense and thrill I never expected to feel. When zombies are coming after you quickly, and you have to make a snap decision whether to melee, try and use a firearm or simply run away, the panic and fear comes on quick and intense. There never seems to be enough ammunition to fight, time to effectively use your cricket bat, or places to run and hide. One or two zombies heading your way can be fairly manageable for the most part, but once three or more zombies catch wind of your presence, it immediately turns into a fight for your life. When you die, which happens a lot, you don't simply re-spawn at the last checkpoint. Sure, all your progress is saved for the most part, as far as which doors you unlocked or hallways of zombies you cleared out, but you don't just get dropped back into that world. Instead, you start back at your safe house, although you are not your character you played as before. Each death results in another survivor being brought into the world, each with their own personality and back story. You don't have any of your gear that you died with, as you essentially start from scratch, although the world that you progressed through remains how you left it. As you journey back to where you died, you eventually run into something strange and unexpected the first time. You encounter your last character, in the form of a zombie, the unfortunate fate of being mauled to death by the walking dead. The character is carrying the signature backpack and all, and once you dispose of them like any other zombie, you are able to loot it for all your gear back. There is a lot to this game, and despite some flaws in it, immediately climbed my own personal list of scariest games of all time. ZombiU makes you feel things while playing that very few games have ever come close to making a reality, and that's saying a lot when you look at the pedigree of the survival/horror genre. Developers make mistakes. All of them, at some point or another, mistakes will be made, from the best of the best to the laughing stalks of the industry. The great developers learn from their mistakes, take what they learned and transform them into success. Good developers make mistakes, fix them, but eventually make more, only to repeat the cycle. And the developers at the bottom of the barrel? Well, their mistakes are usually too dire to ever recover from. It's hard for developers to recover from mistakes from original IPs, especially when they put all their eggs in one basket. But when mistakes come about in established franchises, it's usually something that they can move on from, apologize to the fans and go on to the next game in hopes of making amends with something better. Insomniac, a very successful developer in the industry, is responsible for one of the most recognizable and iconic franchises for Sony and their many consoles, starting back on the PS2. Ratchet & Clank has been a stable, consistent staple among the plethora of Sony franchises, and has routinely put out one good game after another, always trying to reinvent the franchise while still attempting to keep consistency within their overarching storylines that span multiple games. Ratchet & Clank: All 4 One might be one of those games that Insomniac would like to take a mulligan on. Sure, they tried to reinvent the wheel by changing the core principle mechanic of single player gameplay to try a 4-player co-op experience, and I have to give them kudos for trying. But I think they put more thought and care into trying to make the best possible 4-player co-op game than they did the actual game itself. Maybe because I'm a social introvert and don't see the broad appeal of this idea, but for me, the Ratchet & Clank series has always been about platforming, collecting and awesome weapons. The moment something comes along to mess with that formula, I have reject the notion. For some reason, the levels just seem to drag on and on in this game. Is it because they made them bigger to accommodate four players? I'm not entirely sure, but they feel like they go on forever. It would be one thing if the levels were all super exciting and engaging, but I find them to just be repetitive and sluggish by the end of each level. The storyline is meh as well, as I found myself completely disengaged from it soon after starting. It's a spin-off game from the Future storyline that was the few games before this one, and it was essentially just created to accommodate the four player twist. When it comes down to it, I just want the tried and true Ratchet & Clank formula. This wasn't the first time I played this game, as I put significant hours into it when I first got it many moons ago through PS Plus. But I was hoping some time away from it would yield different reactions to what I was playing. Unfortunately that didn't happen. Is it bad enough to be considered a mistake by Insomniac? In my humble opinion, I feel like they tried something new to breathe new life into a long running franchise, but they went too far outside the lines to make it work, so yes, a mistake it was. Thankfully, Ratchet & Clank: Into the Nexus is on the horizon, and it is promised to return the series back to its roots, where the fan base is patiently waiting for them. Hopefully it won't be too little, too late. Nintendo does as Nintendo wants. We know, and it should be no surprise at this point. They put out systems that have technology that no one else is even thinking about doing. They release games on whatever day of the week they want, even though Tuesdays are the widely accepted media release day. They continue to put out newer, updated versions of their franchises, despite the industry begging them to do something new. They decide not to attend the biggest gaming media convention of the year, instead putting out some videos on the internet. They rarely admit when they are wrong or made poor decisions, but inversely, don't brag about success. They are Nintendo, and they do whatever they want to do. Like release one of the hardest, rarest video games ever made for their 3DS handheld console, the first time it has ever graced the soil of the United States. Summer Carnival '02 Recca was a game developed for the Summer Carnival of 1992 in Japan, which was a huge gaming competition. It is a top-down shooter, and was purposely created to test the skill and ability of the best video game players of the country. Because of it's specialized purpose when it was created, the game itself was never brought over to the states as an official release, which at the time wasn't a big deal, but as the history of video games became more of actual history, the demand of the game forced the title into the super-rare stratosphere of game collecting. Well, Nintendo thought it was about time that consumers, fans and gaming historical buffs have the ability to not only play the game, but own it for themselves, albeit in digital representation. They released it on their eShop for the 3DS, at a modest price of $4.99. Before picking up this game, I knew the back story of it all and how it came to be, what it was and how it is highly regarded as one of the toughest games in existence (yes, up there with Battletoads). I've played hard games before, and while they usually get the best of me, I figured a top-down shooter couldn't be that bad. Look, when people talk about a game being hard, especially if it's a game that very few people have played, and those that did were actually competitive gamers, you shouldn't take the proclamations lightly. This game is HARD, no doubt about it. Your reactions and motor skills are challenged like no other game I can remember, and it's the kind of put-the-game-down-and-walk-away-before-you-throw-it type of game. It's fun for nostalgia sake, and to know that you have a rare piece of gaming history. Just don't anticipate being great at the game, or even good at it without tons of hours of practice. Just remember to thank Nintendo for being them, in all their quirkiness and uniqueness. The PS4 is coming soon. Too soon, if you ask people who are still enjoying this generation of consoles. Over the years of the PS3, there have been many games to grace the system, both good and bad, and there are still more to come before the console walks quietly off into the sunset. A handful of games in this generation have been more than just video games, provoking legitimate thoughts and emotions from the players instead of just being mindless entertainment and activities. Three of these games in handful were created by Thatgamecompany, two of which I've already written about on this blog: Journey and Flow. Well, I might as well finish off the trifecta of amazing experiences hidden behind the cloak of the "video game" label. I played Flower, which was second in the three games created by Thatgamecompany exclusively for the PS3 and the PSN. Sure, I wanted to play this game so that I can have all three games in the trilogy accounted for, because they deserve all the recognition and praise that my little, humble blog can dish out, but I also was inspired to do so now because of the announcement from Sony that Flower is officially being brought to the upcoming PS4 system. They didn't say if it was a Day 1 launch game on the PSN, or if it's just in development for sometime in the near future, but regardless, this is kind of a big deal. With the promise from Sony of their GaiKai service bringing their library to the PS4 at some point, people are already under the assumption that this service will branch into the PSN library as well with good reason. But this service won't be available at launch, and while details are still unclear how the service will work, it sounds as if it will just stream ports of the games. Sony's announcement made it sound as if Flower was actually being created for the PS4, as a tweet went out about actually playing it on the new system. I have to think that they wouldn't made such a big deal over just a port of an old game running on the newest system, especially with such a small, non-headline-grabbing game like Flower. So are they recreating this masterpiece of digital art for the PS4? I sure hope so, but until we know for sure, I'll be happy just playing the PS3 version. Like I said before, it's the farthest thing from being a game as it can get, while still holding on to the title of being one. To full explain or describe this game would be a great injustice to Flower. In it's most basic explanation, you control the movement of flower pedals by movement of your controller, while also altering the strength of wind gusts with simple button presses. While there is no text or dialogue in the game at all, there doesn't ever feel like there needs to be, as the story arch is told by your emotions and imagination. There are subtle clues as to what the game is trying to tell you as far as a story goes, but realistically, it is meant to evoke personal emotions, moments of clarity and relaxation, and a sense of getting lost somewhere else in the vehicle of digital media entertainment. Every game is a personal experience than can only be experienced to be fully understood. With any luck, the PS4 version of this game will be just as awe-inspiring, as any limitations the development team ran into with Flower will be fully developed to their full potentials with the remarkable PS4 system. Also, while the market will never be saturated with games like this experience, I truly hope brave independent developers continue to take chances in putting art and emotions over game play mechanics voice acting. First off, before you all get up in arms, I already know what you're going to say. Yes, I already played The Legend of Zelda: The Wind Waker for my blog, back in April, during my week long adventure through The Legend of Zelda franchise. And as you already know, I am supposed to play and write about a new, different game each day this year. So what's up with this entry in my blog, you ask? Well, Nintendo released the game as not just a port or a virtual console game, but as a full-fledged HD remake. It's not just a HD polish put on the same old game that came out over a decade ago, but a legit remake as only Nintendo knows how to do. Speaking of which, I just have to say, that if there is any company out there, Nintendo is it when it comes to the masters of remaking old classics. They genuinely love their franchises, and while they put many older, classic games on their Virtual Console markets as a fan service, they don't take the job of remaking games lightly. In fact, they choose to remake very few games, but seem to be coming around to the idea more often than ever before. However, they don't just slap a new sticker on it and call it a remake, but they take their time, focussing all of their attention to detail and love for their creations into the remake at hand as if it truly was a brand new game. Even if they aren't directly creating the game in-house, but rather outsourcing it to dependable developers, they are sure to make sure that the consumer and fans don't ever feel like the remake is just a cash-grab, and that they are getting the full value of the product they are investing in. With that said, The Legend of Zelda: The Wind Waker HD is Nintendo's most recent love letter to their fans in every way, shape and form. I almost feel like they are still holding a grudge to all media outlets and outraged fans who shunned this version of Link and his universe when the game was originally released, and with that grudge, they wanted to firmly establish this Zelda game one of the finest in the series. While the original Wind Waker finally received critical acclaim after it had time to age like fine wine, Nintendo, in my humble opinion, wants everyone to see this HD remake in the same light they feel it should have been from day one. Despite what people tend to think and accuse Nintendo of, in regards to doing their own thing without care of the wants and desires of their fans, they actually sat down and took every complaint about Wind Waker into consideration when creating this game, changing almost all of it. Sure, they have a machine now, the Wii U, that can handle what they possibly always wanted to do with the game but couldn't because of the GameCube hardware. But they could have just been lazy and put the same experience into HD and called it good. They actually fixed many game mechanics, such as the slow, tedious sailing, and made the experience more enjoyable for gamers. Also, they made the GamePad functional and useful, transforming it into the inventory screen, adding touch screen controls slight motion controlls, and of course, adding the ability to play the game from just the GamePad, freeing up the TV for anyone needing or wanting to watch it while you're playing. Above all else, this game looks absolutely phenomenal. I always loved the cell shading look of this game, but now, the lighting effects, the shadow and the polish to the cell shading with this HD remake is gorgeous. The world comes to life like never before, as colors pop and graphics you may have thought were average before now prove to be unbelievable. Again, only Nintendo could take what was already a beautiful game that actually held up well over time, and recreate it to make it look like something never seen before. The prospect of Nintendo taking their classic games and remaking them for the HD generation is so exciting. I can't wait for other games to receive this level of love and care from Nintendo as updated remakes of what we all already know and love. Go ahead and bash Nintendo for "doing the same thing for years" and "relying too heavily on their long-standing franchises." If they can take awesome games and remake them to almost perfect status, I'm not going to complain. I know you all love when I come up with crazy games to play for my blog. For the most part, I think I am pretty predictable, especially if you pay attention to new releases each week, my gaming patterns and habits, and big news in the industry. Heck, for the most part, the "My Week Of..." series can guessed with enough logic and deductive reasoning if one was so inclined to try and stay a step ahead of me. And then I go and throw out a curveball like Zombies Ate My Friends, a free to play game on mobile devices, that I actually played on a Kindle Fire. Because I have to keep you guessing as much as possible, don't I? So my younger boy came over to spend the night at my place, and with him, he brought his Kindle Fire. Sure, he had every intention on geeking out on my gaming collection while he was over here, and did so quite a bit on Disney Infinity, of course. But while he was here, he wanted to show me and let me play with him this game, which he had gotten a few days prior to coming over, that he was super excited about. I don't know how he found out about this game, where he had heard of it or what made him want to download it (as he doesn't seem to download everything that's free, just ones he already knows something about). But he was thrilled to play it, and even more happy to see that I was genuinely interested in what he was playing. My first thought was: "Of course, it's free-to-play, because it sounds like a cheap knock off of Zombies Ate My Neighbors. How good could this actually be?" Well, after playing it with him for a while, I realized that not only was it not trying to be a clone of anything (although I'm sure the name was purely a marketing ploy), but it was actually a fun game, for what it was. For the most part, I am weary of this kind of business model for a game, as I still think it tries to take advantage of those not paying attention to the micro-transactions, due to either ignorance of adults or the naive nature of children. But once again, I was surprised by quality of this game, even if the business structure is present in many aspects of the game. The game is a cross between turn-based battles, point and click adventure and a sprinkle of RPG elements, all of which are highlighted by fantastic artwork and animation styles, great dialogue and genuine fun when it comes to collecting and upgrading weapons and engaging in turn-based battles with various kinds of zombies. I did notice how finicky the touch-based controls can be at times, with items not responding when being clicked on or overall lack of responsiveness of the game. For the most part, the controls worked fine and suitable for the game, but I just wish I didn't have random moments of the game not registering my touch, which continues to be my number one complaint for mobile gaming. Buttons work as they should, but touch buttons are sketchy more often than not. Like I said, I thought the game was fun. Would I play it again? Probably not without one of my kids playing it first and asking me to be apart of it. But I am always happy to jump into games with them when they ask. Also, I'm happy that there are free-to-play games that are good quality and don't force you into pay walls that you can't get past without forking over some cold, hard cash. Makes me hopeful, once again, for the future of this genre. A lot of game intrigue me. Even if they are from a genre I don't necessarily enjoy on a regular basis or they are part of a series that I have played before and just don't like, I still find myself drawn to all different kinds of games. Maybe it's my unbridled sense of curiosity and desire to discover, learn about and say I've played a wide variety of games, or maybe it's just as simple as this blog needs new games every day to survive. Either way, I don't shy away from games I know nothing about, especially if something even remotely peeks my interest about it, whether that be a cool logo, a great looking character, fantastic screen shots or just that good old gut feeling. Of course, when the game is free, that's also a driving influence as well. Thanks to the continued excellence of the PlatStation Plus service, I got a little game called Malicious for free a few months back, and while I downloaded it long ago, I haven't touched it once, until now. I knew nothing about this game at all, and the only reason I kept it on my hard drive is because the logo was fantastic and the main character looked like it could be a fun game to play. Apparently neither one of those factors pushed me to play the game or even look into what it was all about, but I couldn't bare the thought of deleting what could be a good, and fun, game. Once I jumped into it and skipped over the cut scenes that looked ripped right out of an anime film, I was lost. I was an empty space, similar to the loading program for The Matrix, where my character was just floating there. I moved around and eventually realized that I could enter the monuments in this vastly open, all-white world I was in. Once I got into the first level I chose, it took me forever to discover how to actually attack the bad guys, as it seemed like a legit boss battle right off the bat. With a tutorial (that I saw at least), figuring out the control scheme was something of a challenge. After playing a few different levels to varying degrees of success, I realized that this game isn't for me, right now at least. It looks like an anime, which is awesome, and while I have no basis to judge the story on (since I skipped throughout it), I can't say this is a bad game. In fact, it reminded me a bit of DMC, which I thoroughly enjoyed. But in all honesty, I probably won't get back tot this game. It intrigued me enough to play it and enjoy what I did play, but it didn't keep my attention long enough for me to fully invest in it. Even if it was free. |
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February 2014
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