Feb 25, 2013

Castlevania: Lords of Shadow (Review)

Summary: Castlevania: Lords of Shadow is a smooth action-adventure game with hauntingly gorgeous visuals, solid combat mechanics, unique characters, and many interesting level-specific puzzles. The game's engaging story is told with great narrative, fluid game play and an amazingly orchestrated soundtrack.


In this big budget reboot of Castlevania you adorn the garb of Gabriel: a knight of the Brotherhood of Light. Castlevania: Lords of Shadow story unfolds at a time when Heaven abandoned all earthly inhabitants, and evil creatures spill from the pits of Hell to bring ruin upon all mankind.

The game's dark visuals are highly refined and extremely well detailed. All of the levels are uniquely designed, and populated by interesting and twisted characters who either help or hinder your progress. Some levels feel a bit short, but never disappoint with engaging battles and varying degrees of challenges. The bigger levels offer huge multilevel structures that need to be traversed by using Gabriel's chain-like whip and powers.
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You'll fight, scale, and jump across ancient ruined temples, mountain fortresses, sky-high castles, gloomy dungeons and mystic swamps. Most of the game's memorable scenes happen when Gabriel uses his whip to ascend or descent throughout the many ravaged structures. As the game progresses Gabriel will earn new abilities that can be used to unlock life and weapon upgrades found throughout the levels – some backtracking necessary.

In addition to using his whip, Gabriel can finish off enemies using a variety of brutal techniques and combos. And in a true Castlevania trait, he can also use sub-weapons such as knives and holly water. The boss battles in this game are really wild and cinematic. The huge titan guardians require Gabriel to scale their moving bodies using time-activated commands and some classic platforming skills. These towering foes always offer ingenuous ways for Gabriel to inflict his vengeful angst.

One of the mechanics I really liked in this game was the ability to ride many of the larger foes such as giant spiders, golems and vargs. Weaving spider webs to cross chasms and knock down large tree roots never got tiresome. These forced steeds also make short work of the many obnoxious critters that have a tendency to attack in swarms. The game comes with a very creepy enemy and character compendium which illustrates each creature's lore in great detail.
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You'll will encounter many different level-specific puzzles throughout your adventure. Most of these puzzles are unique and fit well with the game's themes. I found many of the riddles a welcomed respite from the game's ongoing action and adventuring. My all time favorite moment in the game happened when Gabriel got shrunk by a witch to fit into a musical box. While inside, you were forced to navigate numerous time sensitive traps while enjoying the remake of a classic Castlevania tune, Bloody Tears.

The game's score was written by Oscar Araujo, and conducted using a 120-piece orchestra. The music sets the mood perfectly for all the levels, and no composition gets tiresome or irksome. If you'll listen closely, you can pick out many classic Castlevania tunes hidden throughout the orchestration. The soundtrack and the game's dialogue are all top tier, lending another mystical and gloomy layer to an already impressive game. The game's extensive story is narrated by Sir Patrick Stewart. Mr. Stewart also voices one of the game's key characters, a knight of the brotherhood named Zobek.

Yes, the game uses a lot of mechanics which can be found in similar big budget tittles, but all these (borrowed) features fit the game well. Lords of Shadow is a solid offering that all Castlevania fans (old and new) should experience.

Developer: MercuryStream & Kojima Productions
Publisher: Konami
Released: October 5, 2010
Platforms: PlayStation 3, Xbox 360

Feb 15, 2013

Golden Axe (Review)

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Somewhere Far Beyond, earthling realms bled searing In Flames. A land in need of heroic deeds. Long ago, an ancient lore foretold of adventurous three: a man, a woman, and dwarf. The spirit of Golden Axe will bind them to seek a Power Slave, whose name no innocent may dare to speak.

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His vile army differs in rank as it stands uprooted in human lands. Violent creatures bring pain while feasting on human entrails. Heeding the call, the warriors come with thunderous speed, wielding swords, axes and magic of the archaic variety. Double-team attacking force makes mincemeat of the Lords of Misery. Pushing the scum back by sheer dashing shoulder attacks, sword taps and dragon riding mastery. 

Crossing the South Sea, a tortoise guardian grants passage to mountainous regions where gigantic eagles fly free. The mountain guarded by skeletons of past society falls with a swift kick. Riding the mystical birds, the warriors look upon their lands as if for the last time. Death Adder’s Fortress fast approaching, draining their courage. Inside their hearts, turmoil and Armageddon and fear of melancholy by defeat. 

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Pushing through the blasphemous constructs of ancient stone, the valiant heroes scarred and bruised carved their way to the Lair of Lord Adder: The Judas Priest. Hearts Screaming For Vengeance, muscles still ripped from stripping flesh and bone. In unison these Manowar hum the song of the brave ones whose spirits they siphoned through use of magi.

Together they bringing a swift end to the wicked one and his Symphony of Agony. The hedonistic bastard’s head shall be severed and placed upon the altar of Ar’azzul. A reminder to all living creatures that they must stray away from heinous deeds. 

Developer: Sega 
Publisher: Sega 
Platform: Mega drive/Genesis 
Released: 1989 
Genre: Hack and slash

Feb 9, 2013

Batman: Arkham Asylum (Review)

Summary: Batman: Arkham Asylum is a mature take on the dark knight. The game's dark visuals are impressive, and its large indoor and outdoor areas provide plenty of opportunity to discreetly take out foes and use Batman's classic crime-busting tools. A very intuitive combat engine drives the game's smooth face-crushing bouts against Batman's most fierce foes.


A good Batman game hasn't been released since the SNES era Batman Returns Konami offering. If I were to sketch out a new Batman adventure, I'd approach a game studio with a proven track record. Luckily for all of us – Batman fanatics – someone did that. Developed by Rocksteady Studios, Batman: Arkham Asylum is as gritty and fun as a game can get.

Joker is on the loose, and he's about to turn Arkham Island into his own corrupted wonderland. Before the maniacal slaughter can commence, enter the Batman. From the get go, you'll notice this game has a very dark and mature feel. Arkham Island and its lunatic flooded Asylum look believable enough to be a real place.

The indoor and outdoor environments are large, greatly detailed, and very distinctive. This gives players plenty of ground to skulk and traverse by on foot or grapnel gun. The game has a tendency to lead the player a lot by giving directions to next objectives. I'm not a big fun of being led around, but, If anything, this keeps the pace of this 15+ hour adventure smoothly flowing.

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Stealth takes presidency, as the asylum provides plenty of corridors, passages, and crevices for sneaking and taking out foes discreetly. However, Joker's henchmen live to gang together, and are very aware of their surroundings. Disposing those vigilant foes is not always an easy task. Luckily, Batman has an arsenal of useful gadgets: batclaw, line launcher, cryptographic sequencer, explosive gel, and the trusty batarang (which can be remotely controlled).

At anytime you can enter an X-ray-like Detective Mode which will reveal breakable pathways, enemy locations, and hidden clues, which Batman needs to trail. You will spend a lot of time in Detective Mode. Some may like it: others not so much. I found myself turning it off from time to time to enjoy the game's awesome scenery.

The combat is fantastic. Batman can doge, strike, throw, and counter frenzied inmates from any angle – providing you can master the counter timing. More skillful players will want to execute numerous special take-downs after sneaking up on foes. Each successive and masterful take-down will net Batman experience points to level up fighting moves, upgrade armour, and unlock more Bat-gadget features.

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The music is moody and intense, and the sound effects are loud and bone-crushingly realistic. The game provides lots of opportunities for knuckle busting combat with classic Bat-foes, a bit of exploration, and plenty immersion with the Batman lore. After securing Arkham Asylum, you will still come back to unlock more story tidbits, and to seek out cleverly hidden Riddler trophies. Guaranteed.

Batman is a type of character you'd want to have watching your back in a damp creepy back alley. And out of all the costumed heroes, the one most deserving his own dark and twisted PS 3 title.

With gut-wrenching skill and dedicated fanfare the best Batman game has been delivered.

Developer: Rocksteady Studios
Publisher: Eidos Interactive & Warner Bros Interactive Entertainment
Released: August 25, 2009
Platforms: PlayStation 3, Xbox 360 , PC


Feb 3, 2013

The last Accolade: Early 90s Arcade Scene

It's Saturday afternoon, my friend and I are walking aimlessly around the mall. We have some time to kill before the evening showing of Teenage Mutant Ninja Turtles 3. Tired of gawking at the usual suspects, I ask my friend if he has any change. “Yeah,” he responds. I gesture my head towards the back end of the mall.

My friend smiles, and we both dash towards Castle Arcade.

The movie ended up sucking (really, really, bad), but we left happy because we got to play our favourite arcade games. Not only that, we each administered swift beatings to all challengers in Darkstalkers, Samurai Showdown and Super Street Fighter II, respectively.

Walking into any arcade in the early nineties, you'd find the rooms packed with dedicated patrons, onlookers, and local game freaks. The scene was alive with all manner of characters from different backgrounds, the sounds of slotted quarters, and frantic button mushing.

The newer machines would always be surrounded by bodies of anxiously waiting video game fanatics. Every time you'd loose a bout or a game, you'd have to squeeze through a group of people to stand aside – but not before placing your quarter on the cabinet. The silver coin was a token confirming you'll return after the next round got served.

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The gritty museum-like appearance of rows of cabinets in the bigger arcades was always a spectacle to behold. The new games were usually in the front: this was a key place because it always made the arcade look crowded. Midway stood the less popular games; the more obscure titles could be found there. The back was crammed with all the oldies. Classic arcades that begun it all: Pac-Man, Galaga and Donkey Kong. Squeezed between the new and old games, were car simulators, flashy pinball machines, and odd card games like strip poker.

The, now elusive, arcade cabinets were not only found in malls, but also in various convenience stores. I remember parking my bicycle outside a random gas station, and going in to buy a popsicle, only to emerge half an hour later because I played Golden Axe. That's also how my first bike got stolen. 

What can I say... great times!

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Within the mecca of all the computerized sounds and frantic yells, my friends and I would let loose. It wasn't strange to come in with a group and take over a game for an hour or two. That's how champions trained. Sometimes strangers would step up to prove their skills. And after and hour or two, we would become friends -- sometimes. In fact, I still have good friends that I met exclusively at the local arcades.

The nineties grudgingly rolled on, and so did the game industry. Home systems were beginning to slowly take over. Hardware accelerated to a point were it was on par with the most advanced arcade boards. Slowly but surely the last greased joystick would fall apart. And with it an entire industry of arcade distributors, technicians, caretakers and fans.

Lost but not forgotten
Once Internet enabled worldwide connectivity it was lights out for the local arcade scene. Gamers could now play from the comfort of their own home. Gamers could now be a part of a bigger digital sphere.

However, there's a lot to be said about facing an opponent who is standing next to you. In that situation, a hurled insult could net you beating, or better yet, a digital confrontation with you strongest characters. Either way, you'd walk away only to come back after some significant playtime at another arcade (or with your friends).

My local arcade no longer exists. It's a clothing store with a pocket-sized pizzeria attached to it. Every now and then when I walk past there, I instinctively reach for my wallet to see if there's any change jingling inside.