Reviews

The PS2 is pretty much relegated to PSP ports these days, a reversal of roles from the early days of the PSP. This year’s MLB The Show is no exception.

Unlike with the PS3 version, Sony stuck with the button-only control schemes for the PS2, though that doesn’t really mean anything to me, as the buttons are a much more accurate and reliable control method anyway.

The franchise mode is pretty much the same as it always has been. That still means it is one of the better modes out there for franchise or sim nuts. It’s as deep as you would hope for from MLB The Show, though as usual, it lacks some of the depth of the PS3 version. 

The Road to the Show mode is back, though it is nowhere near the quality of the PS3 version. After being drafted by a team, you’ll get sent to AA, with the goal of improving both your in-game stats and your overall stats. After each at-bat, you’ll be given points based on how “good” your performance was. For a pitcher, you’ll want to either strike out the batter or get them out with as few pitches as possible for the best scores, while as a batter you want to make the pitcher throw as many pitches as possible, and preferably get on base. Additionally, your stats have changed to allow 60 days of not being worked on before they start declining instead of just 30.

They added a third commentator this year, Eric Karros. Unfortunately, his lines are very sparse, with nearly all the commentary recycled from last year. Graphically, it looks okay for a PS2 game, though its PSP roots show.

If you’re still sporting a PS2 as your system of choice, then this is pretty much your only option for baseball games. That said, it’s a pretty good option to have.

Pros: Franchise mode is deep and detailed; Road to the Show is as fun as ever  

Cons: Commentary is largely recycled

 

Moon Diver

April 5, 2011

We first really noticed Moon Diver at E3 2010, as a trailer running in Square Enix’s booth. Back then, it was known as Necromachina. Before that, it was Moon Diver. No, we don’t know why, but neither name really makes sense anyway, so it doesn’t matter. Anyway, the game looked like a fast-action side-scroller with physics and craziness, like a cross between Strider and Super Smash Bros. Brawl‘s Subspace Emissary mode. (That Strider thing makes sense, as it’s made by some of the same people.) We’re suckers for four-player co-op, and the customizable elements kept it firmly on our radar. 

Now that we have it, it’s everything we thought it would be. Not everything works out as well as we imagined, though.

You play as one of four characters, each with strengths and weaknesses. The three base stats are all fairly close between the four, but leveling up gives you a point to increase one stat, and each character has certain attributes that go up more with each point. For example, there’s a guy who is incredibly adept at power, and his will go up twice as much per point as the rest. The problem is that you sometimes do need a bit more health or something, and that balance-vs.-specialization tension can be interesting.

In the game, you jump around, attack things, hang onto walls, climb across ceilings, and generally do everything. At first, the freedom is fun, as there are so many ways to take on enemies. You can hang off platforms and shoot special attacks, you can jump around everywhere and slash, or you can remain on the ground and hit an attack button until you fall asleep. At some point, it starts being less liberating and more frustrating, since the lack of restraints makes for not-as-interesting level design, but it’s still fun.

Moon Diver focuses on speed, though, so you’ll power through things quickly. Whether it’s constantly-spawning bombs at your position that hit you if you don’t keep moving, enemies that blow up and explode in lines across the screen Bomberman-style or just hordes of bad guys that spawn right as you hit the last platform that you can just speed past, this isn’t a game in which you’ll ponder situations.

Along the way, you can pick up special attacks to equip to your character. These are called “MoonSault Combinations,” but that sounds ridiculous, so we’re not saying that again. Each character starts with one, and you can assign four to each direction on the D-pad. These can be big screen-clearing items, shields, buffs or just slightly-enhanced basic attacks that use small chunks of your meter. We wish these were tailored for each character to give them some, well, character, but everyone can access the same moves if they collect them on a stage. It’s still probably best to go with your strengths, though.

Moon Diver plays up to four players both locally and online, which is wonderful. Playing alone feels more like an old-school action game if you want that, though the levels are clearly designed for team play and will thus be less tightly-woven in single-player. There are leaderboards to try to climb after the game’s done, though we see this more as an evening-with-friends game than something to train at. 

There are many downsides to the trend toward $15 downloadable titles, but the upside is that we’re seeing a lot more attempts from larger companies. Moon Diver would get a wholehearted endorsement at $10 (and we could see a sale in the future), but even as it stands it is a worthy purchase, simply because the team knew what a game needs to have some staying power. If a sequel comes (and we hope for one), we’d like to see a bit more variety in the characters’ fighting styles, and some changes of pace in the level design.  

Pros: Fast-paced play, co-op, interesting character progression

Cons: A bit too frantic, Story so bad we didn’t mention it until now

 

Top Spin 4

April 4, 2011

Top Spin 4 is a lot of fun. Top Spin 3 swung a bit too much toward unforgiving sim, and Top Spin 4 comes back with a much better compromise between sim controls and arcade controls. The physics are handled well, the create-a-player interface is top notch, and both the offline and online play are streamlined and fun.

Tennis is a game about endurance and timing, and both elements are present in Top Spin 4. As the match wears on, your player will get more and more tired. This is evident in run speed, shot strength, and for the AI, an unwillingness to chase a long shot across the court. What this means to people who play tennis is that the same tactics that work on the court in real life will also work on the court in Top Spin. It is worth your time to aim your shots and make your opponent run left to right for each shot, as eventually he will get tired and you’ll have an easier time sneaking a shot by him. The physics are realistic as well. Different court surfaces produce different ball performance and player speed. And the players can’t turn on a dime. You take off at full bore in one direction and there’s a slip and some slowdown when you try to turn 180 degrees for your next shot. Controls feel deliberate without feeling clunky and responsive without feeling unnatural. Regardless of whether you win or lose, you’ll feel like it was your doing that got you there and that you weren’t fighting the game along the way.

Create-a-player systems are an odd beast. They allow you to help develop the game you’re playing, and players who love them really, really love them. Top Spin 4 has an excellent create-a-player system, and it all focuses on one area – the face. It is amazing just how detailed an avatar I can make just be selecting preset facial features and then tweaking how the system has stitched them together. After you’ve created a face, there a decent selection of body types and swing styles to choose from as well. However you want your player to look and act, Top Spin 4 can accommodate your wishes.

Offline career is full of exactly what you want to do when playing a tennis game: tennis matches. Minigames governing training are gone, and Top Spin 4 is better for it. I don’t care that real tennis pros dodge barrels or go bowling or any other thing that makes them better at playing tennis. If I wanted to do those things, I would find a game about them. I want to play tennis. The folks over at 2K Czech get that and have filled Top Spin 4 with nothing but tennis matches. There are goals to be met, stat increases to earn, and tournaments to compete in. You still have a player to manage (the aforementioned stat boosts), but you don’t have to worry about things that don’t matter like finances and whether fans like you.

Online play closely mirrors offline play in that career and quick play are available. You’ll find yourself matched with players outside of your skill range, but the trade-off there is that matches are quick to find in the interest of allowing you to play matches instead of watching a search fail, expand its range, fail again, expand again, etc. until a “suitable” match is finally found. You’ll get better by playing better players, and everything feels good enough that it is possible to have fun even if you’re losing.

Top Spin 4 is a great tennis game. Everything should be so aware of exactly what it is, cut away the unnecessary bits, and present its core concept to the player so well.

Pros: Great physics, player stamina system, well-streamlined product

Cons: Skill level mismatches in online play

 

Tower defense is a niche genre that wears out its welcome quickly for some, and if that has happened to you, Revenge of the Titans won’t do anything to make you come back. However, if it is a genre you crave, then Revenge of the Titans’ unique options and opportunities for creativity will satiate your thirst. 

In the game, you are defending Earth from Titans, extremely large aliens that seek to destroy humanity. You then take the fight back to them. The commander and researchers will provide amusing, though usually useless, updates on what your research for that level will be and what the new titans will be. The weakest point of the game hinges on this—the descriptions for the research and buildings are often vague. Sometimes the needed building or ability is asked for in one level, but is 3 to 4 levels away in the tech tree. Some towers end up being highly useful in some situations, some are always useful, and some are usually not. At first this is a disappointment, but that really is part of the magic of deciphering the code and mechanics in tower defense.

The real treat is the design of titan paths and level layouts. The maps are more like maps from RTS games, with varying mountains and crystals to mine. Instead of one or two obvious paths, the titans can start from 5 or 8 paths. Some start in the middle. Some can be directed off course by the decoy building or simply by building money-producing refineries in the middle of nowhere. All buildings are placed instantly, and all have limited ammo that must be reloaded. Ammo can be reloaded manually. Powerups also appear in random spots or upon killing some titans. The ability to instantly place mines or barricades can make for some close calls. 

Difficulty and campaign progression is done well also. The first two section are generally easy (though I suspect just about every player underestimates the first mega titan on the tenth level), but the difficulty really starts to ramp as further on. If you have a hard level, you can lower the difficulty just for that level in order to progress and come back to it later. The money is also kept over from each level to the next, as are the powerups, making each level’s performance important, even the easier ones. Levels can also be saved in real time. Making the campaign truly a campaign in the strategy sense rather than have it be level progression is an old trick on a new dog, but it works well.

The other two modes are Survivor and Endless. Endless is a campaign in the classic sense, with shorter levels and even lesser story. In Survivor, you can pick a type of map and a map size and then go as long as you can. The unique element here is again that you can save it in real time–there is a record that goes longer than a day.

There are unique elements and ideas in some of the buildings, too, but nothing here really shines. There is a decent amount of content, the mechanics work well and there is a lot of furious on-the-fly action, but as someone who has played plenty of tower defense games (at least a dozen), there isn’t anything exciting here. If you’ve played plenty and need something new, this will fit the bill, but if you’re new to the genre or looking for something impressive, I would recommend trying Lock’s Quest for the DS or Defense Grid: The Awakening for Xbox 360 or the PC/Mac.

Pros: Real-time save feature, experiments in the genre worth seeing, map layouts, titan-pathing

Cons: Lots of bad buildings, cluttered and confusing tech tree, lacking story (even for this genre), frustrating learning curve

 

EA makes a lot of money on Madden. That’s probably the rationalization for the release of Madden NFL Football, EA North Carolina’s launch-day 3DS title. We’re sure it will make them even more money, but is it worth yours?

That’s complicated. We’ll say this: it’s clearly leaps and bounds better than the DS installments of the game. The full 3D engine, the broadcast commentary (including the magnificent Gus Johnson) and the analog controls make it feel very much like the console versions in many respects. The game offers the same level of control of last generation’s console versions, if not the advance tricks of newer installments, and in general, it runs smoothly.

The GameFlow feature, introduced in the console versions and finding its way to mobile adaptations, is welcome here, as the portable is a place people like instant action. Don’t worry, though, full control is an option, too. There’s a 5-on-5 mode like the one in Wii installments, and that’s a bit fun. (It reminds us too much of NFL Street, though, and suffers a bit under its shadow.)

One way the developer found to show off the 3D was with Spotlight Moments, basically quick-time events in key plays of games, when the camera finds dynamic angles and goes all NFL Films on you. It can be a bit silly, but for a launch title, it’s the kind of thing we approve. (Just take it out next year, guys.)

At this point, you’re probably waiting for the caveats. There are two main ones.

The first? It’s a launch game, but even out of this crop, it seems to have the least grip on how the system’s 3D should be used. The field of play? Oh, that’s wonderful. But the interface elements are unfortunate. Why does the score need to take up so much of the 3D screen? Heck, why does that even need to be on the 3D screen? The bottom screen, used for drawing plays, just shows a slightly zoomed-out symbol-based view of the top screen, and that could have been adjusted to make room. As it is, that beautiful depth effect is obscured by these floating numbers. The other problem is that the game keeps trying to make things pop out. Even those of you who haven’t played the 3DS would know this problem from 3D movies. Sure, it’s cool the first time. After that, it just takes you out of the immersion of the world, and on the 3DS, it tends to knock you out of focus to have something appear closer than the screen. It’s a simple fix; let things just go deeper instead.

The second? It’s barebones. As we’ve talked about, the engine runs well, and there are few complaints there. Clearly, that was where EA North Carolina spent their time, and a rushed development cycle meant no frills beyond a simple season mode. (No, not even local multiplayer.) This is a publisher problem. Would it really have been that bad to release the first 3DS Madden in August with the other platforms, and give the team time to implement online or a franchise mode? The game engine has grown up to rival its console brothers. Let the rest rise to that level as well. 

Madden NFL Football is basically like a preseason game. The team’s gearing up and could have a great season, but they’re still shaking off the rust. Except that, in the NFL, those games don’t count. That said, many still like watching preseason games, and for those more curious about the prospects than interested in being competitive could enjoy this. For a little while, anyway. 

Pros: Engine finally starting to rival its console brethren, GameFlow works here

Cons: No multiplayer, franchise, or really any frills at all