Archives for Review category
Title: Fairytale Fights
Platform: XBox 360, PS3, PC
Publisher: Playlogic
Price: $59.99
Verdict: Fun with friends if you can get over the game play flaws.
Pros: Sliding around in blood is fun!
Cons: Nothing about the actual game play is satisfying.
Have you ever wondered what happened to those childhood heros we used to have growing up? You know, the ones who had wolves hunting them, step-mothers plotting to remove their hearts, people lying to them about their threads, or creepy guys selling them veggies that are WAY too expensive. Well, wonder no longer. Our worst fears (or most amusing imaginings) have come true! Fairytale Fights gives us the answer. They’ve fallen from the grace of fame, and it’s our job to get them back. Unfortunately, Playlogic’s delivery is left wanting. There are, however, some amusing inclusions into the mix. Let’s explore, shall we?
Fairytale Fights is rated M. It is definitely NOT something for children. Period. Not only would they, and most adults for that matter, have a very hard time controlling the characters, but were they able to do so, they may have nightmares about all the carnage they would witness. With that, let me introduce you to the main players. As you may have guessed, Little Red Riding Hood has become quite depressed. Granny has apparently found someone else to spend her time with, and poor Red has been discarded like last week’s newspaper. I haven’t decided whether we’re talking clinical depression, or bipolar disorder, but either way, Red isn’t in a good way and is looking to take it out on some poor unsuspecting sap. Snow White has lost her ever-loving mind. The comorbidity in this wayward princess is unreal; a psych student’s dream come true. Needless to say, she was my favorite character to play. Beanstalk Jack is a moron. Let’s face it, he got suckered into trading for “magic beans”. I mean, really? He hasn’t gotten any smarter here, but he apparently still gets lucky. All the more reason for him to be reckless? Perhaps. But even so, he’ll never compete with the Naked Emperor in that department. Talk about a sucker. He’s still trying to pretend that he sees those clothes he isn’t wearing. Chalk one up to narcissism for this bearded baron’s denial. So now you know who you’re dealing with. Throughout the game, you’ll run into various other childhood favorites, most of which you’ll be beating to a bloody pulp in a frenzy of insanity. You’ve always wanted to hack Pinocchio into fire wood though, right?
On to game play, where all of my qualms about this game are. First, the controls. I played the 360 version of the game, but I’m assuming the control configuration for the game are similar on, at least, the PS3. This is one of the games that seems that no matter how long you play, the controls never come naturally. I had to think about it every time I tried to drink a potion. Where most games will have buttons controlling fight related elements, this one has them spread from the right joystick to the left and right triggers, and back. There is no rhyme or reason to the layout. The only thing I liked about the controls, in fact, is something that would most likely irritate the hell out of any one of my other gaming friends. The only attack button is the right joystick. Moving it around in random ways will lead to different attacks, but there is no specific pattern that works better than any other. The only way to get more powerful attacks is to use your glory attack (when your attack meter is full), which is the right trigger. Being someone who has a hard time pulling off complicated attack sequences, I liked this.
While we’re talking about weapons, I’ll mention that there are something like 140 different weapons divided into 4 different categories. They’ve included everything, and I wouldn’t be surprised if the kitchen sink was one of them! Each weapon is rated in flowers (light), stars (light to medium) or skulls (heavy). When you pick up a weapon, it tells you the name of the weapon and it’s rating. Which is good, because it is VERY difficult to see what you’re picking up during game play. This becomes a problem when trying to decide whether to throw your current weapon to the wayside in exchange for this new mystery weapon. Notice that I said throw. Because you do throw the weapon, and unless you pay attention to where it went, you’re stuck with your new weapon regardless of whether its better or significantly worse. Another disheartening game play issue that drives me nearly as crazy as one of our heroines.
Continuing on with our game play discussion, we move to Taleville. Actually, this is where the game starts and where all of your in-game options reside. You can switch between characters here, controlling whoever you please at the end of each chapter, if you so desire. This is also where you can visit places like The Inn, The Taxidermist, The Sculptor, The Options Square, Weapon Smith, or The Bank; each controls either information about your stats, or the ability to change an option or two. Good luck finding what you’re looking for though. Taleville is a very busy place. While there are books placed outside each pit stop that give you information or control, determining which is which takes a bit of patience. No wonder there is an achievement for staying in Taleville for 15 minutes.
From The Inn, you can choose to play in arena or quest mode. Arena mode takes you to a menu that allows you to choose a background, and rules for your player-on-player mayhem. Quest mode takes you on the long and arduous journey back to fame. You can play either mode with your friends either locally, or online. This is perhaps the best part of the game. It doesn’t take much thought to play the game, so you can chat away with your buddies, or use the taunts provided to entertain yourselves. Watch out when you trash a bad guy in quest mode, though. The opposite side of the screen takes on a pop-up that shows the gruesome demise of your foe, much to the frustration of anyone else who’s view of their action was just covered. As entertaining as that is (when it isn’t me losing visibility), my favorite thing to do when playing with friends is to slide around in the blood that’s been shed. Slide around for 330 ft continuously, and you get an achievement; yeah, I got it. There are also achievements based on the amount of blood you cause to be spilled. This, to me, is highly amusing. It doesn’t, however, make up for the fact that it’s incredibly difficult to tell what part of the screen you can and cannot go to. Not everything that you see is explorable, and there is no way to know which is and which is not. It’s almost as if you are constantly walking on a ledge, unable to get any further back, but at risk of falling to your doom more often than not. Good thing we’re given limitless lives, I guess.
The audio only gets irritating when someone uses the same taunt entirely too often, and as there are only 4 emotes that can be performed, it’s going to happen. Otherwise, there is a decent mix of sounds and songs. Not that they’re any kind of robust, rich sound, but for the game concept, they work well. No complaints here.
The graphics seem to be a bit ironic in my opinion. They’re very colorful, and very cutesy, which I think is the point. Bubbly characters who are annihilating everything that does or doesn’t breathe, just works for me. I think the game would lose some of it’s satirical nature if it were drawn to match the darkness of the concept. However, I do have a friend who played the game with me had serious issues with the graphics. The opinion there was that if they were going for cutesy, they should have gone more anime style. This is a somewhat deranged cutesy, if you can imagine it. As someone who loves anime, though, I never suspect that the story will match the animation. SO I think it would be less ironic if it were drawn as such. At any rate, it’s very colorful and well done, all except for the depth issue, but I really think it’s only frustrating because of the limitations on gameplay. So, no complaints with the graphics for me either.
All in all, the game is funny: in theory. The artwork is amusing, as is the bloodshed. The controls and actual game play are not well executed, and make this a game one that I would suggest you don’t spend nearly $60 on. However, if you’re just looking for something to play with your buddies while having that weekly Saturday night kegger, this is your game. Just don’t say I didn’t warn you. Oh, and think of me when you’re sliding around in that crimson pool of gooey craziness.



Posted on November 16th, 2009 at 3:21pm by [email protected] (The Games Are Evil Family)
Filed Under: PC Gaming, Playstation 3, Review, Reviews, Xbox 360, featured, features, pc
Genre: Adventure Game
Verdict: A good chapter within an ongoing series
Pros: Humor returns, enriching the overall plot
Cons: Darker than previous games, not a good part to start with
Acquired: Developer Provided

So, you say you’ve been captured by your number one fan, sold to a mad scientist who wants to experiment on you, only to be saved by a angry mob whose main goal is to serve you a summons to pirate court? It’s no big deal, really. Nothing you can’t solve with the help of a magnetic cat, a glass eye, and a lamp straight out of “A Christmas Story.” Thankfully, all those things (and more) are to be found along the byways of Flotsam Island, and you, as Guybrush Threepwood, Mighty Pirate™, have the skills and knowledge to do it, too.
Tales of Monkey Island 4: The Trial and Execution of Guybrush Threepwood is the penultimate (that means the next to last,folks) chapter of the Tales of Monkey Island series. You return to Flotsam Island, the location of the first chapter, only to find that almost everyone is infected with the Pox you released in the first chapter. All the major characters are gathered together now, and the various plot threads that have been building over the past three parts come together.
The core gameplay is still there: it’s an adventure game – the movement and inventory interactions are the same. It’s still got a wacky sense of humor, only this time it’s muted by a dark sense of foreboding. While it is largely the same Flotsam Island as before (the geography is the same), it’s now night time and that’s reflected in the plot and mood of the game. Comedy is often about laughing at the darkness, and here the darkness has risen up to meet the comedy.

I enjoyed the game. Most of the bits I loved about it were the plot progressions and resolutions that happen, involving all of the bits I’ve played before. Some of the most humorous part were just random bits of silliness that are the hallmark of this series. There’s a joke about EDGE, there’s the previously mentioned lady-leg lamp, and there’s even a bit where you have to remove a lion’s paw from a thorn.
The game is structured well, and even if you need a walkthrough (there is one provided by TellTale Games) early on, the final confrontation is made clear based on what has happened previously. Overall, I think this is a good thing. This has been true of all their games, and while the full series might be the same length as a traditional adventure game, having it bite-sized chunks narrows down the scope of puzzle solving, and makes you feel smart at the end for having figured it out.
That said, can I recommend this game? Well, it’s a must play if you’re enjoying this series, certainly. If you haven’t played the previous games though, this one won’t make a lot of sense, however. You can buy it separately, but I would try one of the previous chapters first. They are more lighthearted and contained, and don’t depend as much on prior plot points.
Nevertheless, as a part of the whole series, this chapter is wonderful, tying things together and dramatically setting things up for the next part. I was glad to get to review it after having done chapter 3 for GamesAreEvil, and I’ll be begging to play the last part after this is all over too. The entire chapter set is in the $30 dollar range and comes with physical media that will be released when the series is finished, which is in a month, so get cracking!



Posted on November 9th, 2009 at 2:00pm by [email protected] (The Games Are Evil Family)
Filed Under: Adventure Games, PC Gaming, Review, Reviews, featured, features, monkey island, pc
Marvel: Ultimate Alliance 2 Review4.052009-11-06 13:07:54Maura S
When compared to the likes of the recent Clone Wars Republic Heroes, a game that was so bad it made you want to gnaw your own arm off with frustration, Marvel: Ultimate Alliance 2 shows how a popular licence should really be handled on the Wii. It’s not the most awe-inspiring or ground-breaking game you’ll ever play, that’s for sure, but it faithfully represents the much-loved Marvel universe, and by doing the simple things right it ends up being a really enjoyable old-school style brawler with some truly impressive set pieces and showdown boss battles as well as a gripping storyline.

At the start of the game, you find yourself controlling one of a four-member team of Marvel Super Heroes as they attempt to storm Castle Doom in Latveria. You can either play on your own, with the other characters being controlled by AI, or have three of your friends join you. At certain save points you will be able to swap in new characters from a pool of those you’ve already unlocked. There are 24 Marvel characters to unlock through the course of the game in all, including the likes of Blade, Ms. Marvel, Deadpool and Daredevil, although you won’t get to play as all of them because of the plot twist in the middle of the game, where, without giving too much away, you’ll be asked to pledge your allegiance to one of two factions, either Pro-Registration, defending national security, or Anti-Registration, fighting for personal freedoms.

The gameplay is basically just lots of linear exploring and frequent brawling, with the odd simple puzzle thrown in. Provided you have enough Fusion Power you can join together with your three teammates and unleash devastatingly spectacular Fusion special attacks such as Billiard Ball and Collect and Smash. Generally the controls are easy to use, although most of the time you’ll probably opt for melee combat moves rather than the slower special moves. One of the better moves that you’ll learn at a certain point is to grab enemies and shake the Remote to steal their weapons and beat them with them. Very satisfying!

Clearly a lot of work has gone into depicting each individual character as accurately as possible, so that you really do feel as if you’re playing as a genuine Marvel legend, not just a generic video game character. For example, when controlling Hulk, you really feel the weight and bulk of him: he’s much slower than the others to move, but he also packs the heaviest punch. Needless to say, it’s a complete blast running around as Hulk and smashing things up! In contrast, Wolverine is much faster and lighter on his feet, and his claw slashes are more precise and deadly. The same goes for the rest of the characters: each of them has their own special signature moves, and most of them will be called on to use their unique power at some point in the game.

As far as the graphics go, well obviously the Wii version can’t compare to the PS3 and Xbox 360, but it certainly pushes the Wii as far as it can go, with plenty of detail in the interiors in particular, and some jaw-dropping FMV cutscenes. The many explosions, crashes, bashes and flashes all look suitably OTT and eye-ball singeing, so you don’t feel like you’re missing out too much on the greater graphical detail.

And of course, what the Wii lacks in terms of ultra-lush graphics, it makes up for with the inventive ways in which the Wii Remote and Nunchuk are used to solve puzzles, such as shaking the Remote from side to side to lift up rocks to rescue trapped civilians, or to topple a statue. Possibly the only aspect of the control system that didn’t seem to work too well was using the C button on the Nunchuk to jump, which feels a bit unwieldy, especially in the middle of a frenzied battle.

While Marvel: Ultimate Aliance 2 certainly won’t win any awards for game of the year, if you’re into seeing some of your favourite Marvel characters beating the kryptonite out of everything that does and doesn’t move, driven by a typically grandiose plot, you could do a lot worse than give this one a go.
Score 7/10













Posted on November 6th, 2009 at 1:07pm by Maura S
Filed Under: Review, Ultimate Alliance 2, Wii Games Reviews, WiiChat Exclusive, marvel, wii game review
Game: Cities XL
Publisher/Developer: Monte Cristo
Genre: MMO City Builder Sim
Verdict: An intriguing mix of city building sim and MMO that doesn’t quite hit the spot but has oodles of potential
Pros: Great concept that certainly appeals to the megalomaniac city mayor
Cons: A few irritating bugs, especially when it comes to the trade system.
Developer Acquired
Sometimes it feels a little like the gaming industry lacks true innovation. So many publishers and developers seem to play it safe and stick to tried and tested genres, never daring to step out of their comfort zone to trying something new. That’s why it is great to see an amalgamation of the city building and MMO genres. This is a combination that I don’t think has been tried before, and in the case of Cities XL, it very nearly succeeds in its goal.
Comparisons to the SimCity series are pretty hard to avoid. With SimCity being such a landmark in gaming history, while simultaneously setting the bar for what is expected from a city building simulation, it’s inevitable that a game like Cities XL would be compared to such greatness. However, this could potentially be a big mistake, as I suspect SimCity veterans and newbies to the genre will have entirely different experiences.
Those that have not been indoctrinated into the city building genre should love the relative simplicity to the game. Weighing in its favor, the tutorials are particularly comprehensive and always intuitive in their explanations. The rudimentary mechanics behind the game are easy to get the hang of, with everything merely involving selecting where you want to place houses, roads, or shops… you get the idea.

A nice feature was the ability to add curved roads rather than just the traditional straight variety, making the game more fluid than simple straight grid based layouts. At times it felt a little like the Caesar series, with regular reminders interrupting the action to point out what was required to keep the city running smoothly. An array of different types of workers can also be attracted to your city, giving you plenty to do. Further complicating matters, certain housing types attract unqualified workers, while others attract executive workers. The same can be said of the office building types and amenities such as hospitals or bowling alleys. Quickly, you will fall into a routine of obeying whatever the tool tips suggest.
Of course the real meat of Cities XL isn’t just building your city and watching it hopefully flourish, it has more to do with the unique online capabilities. There are a number of servers to choose from, each housing up to 10,000 cities. Once you’ve chosen a server, it’s time to choose the type of plot you want. This mostly affects the difficulty of the area you’ve chosen and what resources are available. The server choice also determines who is available to trade with, which forms the crux of the online side of things.
Trading with other players is initially a fantastic idea that can be used to ensure that you have the resources necessary for your community to flourish. Under most circumstances this works fine, but at times it can be extremely buggy and awkward. Sometimes it forces you through a few too many hoops, leaving you with no other choice but to simply jump to trade a few things. This is a landmark concept, but it could certainly use a little more work. One can only hope that a patch is forthcoming from Monte Cristo.

At times, in both the Planet mode and the Solo mode (which admittedly feels a bit of an afterthought), things begin to feel a little boring after a while. Sure, lots of juggling is needed to keep the city running smoothly, but with the lack of anything else really occurring, it lacks excitement that one would expect. Where are the natural disasters would normally occur in cities? I am not referring to the staple alien invasions that are present in SimCity, because Cities XL is obviously trying to be more realistic than that, but it would be nice to experience something a little different.
Then again, perhaps the the real beauty of Cities XL is in simply sitting back and watching your city flourish or fail. The core mechanics tend to lend itself more to passive gaming experiences, rather than something that needs constant attention. This is also really where the MMO side of things can take precedence, with the general chat box to entertain you, as well as trading with other players and building up relationships with them.
Ultimately, Cities XL suffers from the same critical flaw that has continued to plague MMOs: it simply doesn’t feel like a completed product yet. That said, in a few patches time, I think it really could be a force to be reckoned with. The development team over at Monte Cristo have already been outspoken in their ambitious plans for the future. Current subscription models offer the promise of new content every month, such as additional buildings and maps based on real geographical locations. Expansion packs are also in the works including such additions as ski resorts and beach locations. The foundations of a great game are certainly there, it just lacks that certain oomph to make it great.
By default, Cities XL is the ultimate MMO city builder. It’s a shame that the game struggles with several significant bugs and a general lack of any sense of humor, because it really could have been something special. If this were a school report, the graded version would have a ‘could try harder,’ written at the end.



Posted on October 28th, 2009 at 2:00pm by [email protected] (The Games Are Evil Family)
Filed Under: Cities XL, City Building, Monte Cristo, PC Gaming, Review, Reviews, featured, features, mmo, pc