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Archive for February 1st, 2008

Blast Works: Build, Fuse & Destroy Hands-On

February 1, 2008

Now, here’s something completely different. Or more to the point, Blast Works: Build, Fuse & Destroy for the Nintendo Wii isn’t exactly a completely new idea as much as it is an extremely compelling mash-up of already familiar game ideas distilled into something that’s very much a unique beast on the Wii. With elements of side-scrolling shooters, Katamari Damacy-type item collection, and extensive creation tools that are reminiscent of LittleBigPlanet, Blast Works just might be one of the most compelling under-the-radar games coming this year for the Nintendo Wii.


Collecting parts for your ship will quickly result in a monstrosity like this.

The heart of Blast Works is the scrolling shooter game; one that isn’t much to look at upon first glance. What’s up with the weird blocky environments, the blippy soundtrack, and the bullets coming off your ship that look like little squares? Yes, Blast Works’ graphics have a distinctly Lego-like feel to them, but as you’ll discover a bit later, that’s by design. Still, roughly 10 seconds into the first level of Blast Works, you’ll discover why this game is so special and so very odd. You see, any enemy weapon or ship you shoot down while working your way through the level can be added to your ship simply by flying next to it and letting it attach to your craft. In fact, larger ships often break apart into multiple smaller components, all of which can be attached to your base ship. With some skillful flying and collecting, your basic puny ship can quickly grow into a multilimbed monstrosity that takes up a quarter or more of the screen.

The sheer size of your ever-evolving ship is one thing; another cool aspect of this gameplay feature is that any piece of an enemy ship that you collect will be fully functional when it attaches to your ship. For instance, if you knock off a cannonball-blasting gun from an enemy craft, then manage to attach it so that the gun fires straight up on your ship, you’ll be blasting cannonballs vertically until that piece is knocked off of your ship. Indeed, as your ship grows, so too can its firepower; it’s not unusual to have a huge ship firing all sorts of different weapons from multiple angles. An additional side effect is that all of these pieces act as handy armor for your “core” ship. Expect to be constantly losing and collecting pieces of your evolving ship as you pilot your craft through the sometimes incredibly dense fire patterns that crop up in the latter sections of levels.

Control in Blast Works is simple; when using the Wii Remote by itself, you hold the controller horizontally, move your ship with the D pad, and fire your main weapon by holding down the 1 button. When using the Nunchuck, the analog stick moves your ship, and the B button fires. An essential feature is the ability to contract all of your “extra” attached parts by pressing the 2 button on the Wii Remote (or the Z button when using hte Nunchuck). While it’s held down, all of your attachments will disappear, allowing you to skirt through tight areas without losing your firepower. Once you let go of the 2 button, your “full” ship will once again expand out, with all of its guns blazing. One good tactic is to keep your ship contracted just before facing an end-level boss because you’ll need that additional firepower (not to mention the extra armor) for dealing with the boss’s sometimes overpowering weaponry.

Now, remember that distinctly Lego vibe we mentioned regarding the game’s graphics? There’s a reason for it; namely the game’s powerful creation tools that will let you create ships, buildings, weapons, and even entire levels from scratch in the game. Like Lego blocks, you’ll piece together these different elements with basic shapes found in the game’s building toolset. The tools seem almost too simplistic at first, but with some imagination, you begin to see exactly how you can create the same kind of complex vehicles and backgrounds that will be packed in with the game upon release–or at least sloppy-looking approximations, in our case.

For example, the ship builder will let you view your ship from a ton of different angles, and you can add new pieces, such as wings or weapons, simply by adding shapes on your ship. The basic shapes can be combined to create even more complex constructs, and there are a few moving shapes you can add to give your ship a bit more life. As with any good construction kit, you’ll have full control over the size, shape, and color of any object you create. This ranges from your main ship to buildings you create for your levels and even enemy craft.

As with the object builders in Blast Works, the level designer (the same tool the game’s developers used to create the built-in levels that come with the game) also appears deceptively simple at first, but within those basic tools are some powerful capabilities. With just a few button presses, you can set the basics, such as color scheme or background, then you can drag and drop enemies into your level either from either a list of prebuilt enemies or custom ships you’ve created along the way. There are also trigger events that can do things like change the orientation of your ship, the behavior of enemy ships, or the movement of the game camera. Finally there are an array of special effects you can add to your level (we were especially fond of the Virtua Boy-like effect, which turned everything in the level into red and black), as well as the ability to instantly preview your level to play test it to perfection.


Creating your own customized level will only be limited by your imagination, which, in our case at least, isn’t exactly good news.

If there’s a downside to the creation tools in Blast Works, it’s that the Wii Remote can sometimes be frustrating to work with, especially when dealing with the finer motions needed to accurately resize a certain part of your ship or building. But that really is just nitpicking on a system that looks to be only limited by the imagination of the player. If your imagination is as limited as ours (check the screens of our creations for proof), you can always download levels and items uploaded by other Blast Works players then play them to your hearts content or share your own creations with the world.

There’s still more work to be done with Blast Works. For one, the sound effects aren’t completely finished–the game is currently using synthesized trumpet sounds in place of explosions (though the more we played the game, the more we were convinced that the dissonant horn blasts were actually perfect for the game’s off-kilter style). As the developers put the finishing touches on the game, we look forward to experimenting with our preview version to see what we can come up with. Blast Works’ compelling combination of old-school graphics and gameplay with new-school imagination and technology makes it a game that will likely appeal to hardcore shooter fans and basement tinkerers alike. It’s certainly one of the most interesting games coming for the Wii, and we look forward to its release in early May.

-If Its Games

Rock Band confirmed for Wii

February 1, 2008

Last February, an Activision conference call revealed the existence of the Wii edition of Guitar Hero. Though unsurprising, the announcement was welcome by owners of the still-scare console looking to embrace their inner Yngwie Malmsteen. Despite a very public disc recall, it was also immensely profitable. The Wii edition of Guitar Hero III: Legends of Rock sold over 1.2 million units and generated $110 million in the US alone through December 31, 2007.

Today, a post-earnings report conference call held by Electronic Arts revealed the existence of a Wii version of Rock Band, developed by Guitar Hero creators Harmonix. Though Rock Band is officially published by MTV Games, EA distributes the game via its EA Partners program, and will apparently do the same with the Wii edition.

“One of the things I’m very proud of is the partnership between Electronic Arts and MTV,” said EA CEO John Riccitiello told analysts. “In terms of pacing the next few quarters, you’re probably well aware of the more than $2.5 million music downloads that have occurred on Rock Band. What’s probably the most interesting pieces right now is the coming launch on the Wii, the continued sale of the core platforms in North America and then the fiscal ‘09 launch across Europe against all of the SKU. So, frankly for the balance of our Q4 and the first half of fiscal ‘09, Rock Band is a key focus.” (Emphasis added.)

Riccitiello’s comments confirm the existence of the Wii Rock Band and the fact it will be released in the 12 months after April 1, when EA’s 2009 financial year begins. Unfortunately, no other information was made available about the game, and inquiries sent to EA and Harmonix representatives were unanswered as of press time.

Rez HD Review

February 1, 2008

While working at Sega, Tetsuya Mizuguchi produced Rez, a lock-on rail shooter infused with trippy music, scintillating graphics, and a healthy dose of weird. That alchemical formula became a critical delight and a collector’s dream. The good news is that Rez HD for the Xbox 360 has remained true to the original design after a presentation upgrade to wide-screen, high-definition graphics with colors that really pop.

The gameplay of Rez has always been on par with other classic lead-you-by-the-hand romps. You lock on to geometric enemies and destroy them in groups of between one and eight, depending on how many you selected. The gameplay is simple yet elegant in both presentation and flexibility. The twist comes in the music. Each level begins with a single audio track. Every time you unlock a scanning orb, a new track is layered over the previous one while the graphical flair simultaneously ratchets up. By the time you face off against the area’s boss, the music is 10 layers deep and the fun is in full swing. Your progress and completion are marked by three metrics tallied at the end of each area: analysis of nodes, total enemy kills, and how many support items you acquire. The more support items you collect, the more you’re able to level up your avatar. The higher your level, the more damage you can take. Like most shooters, if you take too much damage, it’s game over. The game is rarely frustrating to the point of being unfair, but the offerings range from a good challenge to a chill experience.


The all-seeing eye of Ra is but one of the eclectic images you will find in your travels.

Gameplay options in Rez HD include a tutorial demo, a traveling mode (the game’s version of practice mode), and play mode. You can choose to play with either the flashy new HD visuals or the jaggy graphics of the original version. There’s no reason, other than some sentimentality, to go back to the PlayStation 2 visuals. Through dedicated completion of play mode, you can unlock score attack and “beyond” modes.

Score attack provides numerical rewards for playing through the core five areas. This mode offers no added frills, but plenty of challenge if you are looking to get to the top of the in-game or global leaderboards. Beyond mode offers a cornucopia of additional options including: direct assault, lost (levels), and boss-rush modes. Direct assault starts you at the beginning of the first area in your basic form and challenges you to play all the way to the very end without dying. Lost might as well have been called the deleted scenes of the game. They are self-contained and comparatively shorter levels full of similar enemies that populate unique locations and form in varied patterns. Finally, the boss-rush mode tasks you with defeating all of the game’s bosses in rapid succession. Each time you complete a particular challenge, whether it’s in play, score mode, or beyond, the game rewards you with achievements, bonus skins, challenges, or a new version of the challenge you just completed. The prizing may be a bit subtle, but the game design rewards you for tackling tests of your skill, patience, and pattern recognition.

The visual and audio design is reminiscent of TRON while also incorporating Indian, Egyptian, and East Asian spiritual influences. The traditional crashes and booms of exploding enemies are replaced with the blings, wonks, and bupp-bupps of Rez’s inventive sound effects. The alternate audio adds flair to what ends up being fun but otherwise repetitive tracks. Some lightly digitized voice work is used in the menu system, but other than that, the flow of the mix is your only audio companion during this trippy jaunt.


Aww, look at the little baby.

The story is not the centerpiece of the experience, nor is it what keeps you going through the levels. If you take the time to read the story summary, though, you will have a point of reference for why your linear avatar is flying through a system intent on annihilation. By the end of the Area 5, the game’s final level, things get so metaphysical you’d think you were playing Stanley Kubrick’s 2001: A Space Odyssey.

Up until recently, copies of the original game have commanded hefty price tags from collectors or gray-market suppliers. Rez HD is offered on Xbox Live for the comparatively low price of 800 points, or $10. Given the sheer volume of content, the unique experience, and the pick-up-and-play nature of the game, it’s hard not to recommend Rez to any shooter fan. Similarly, if you enjoy other Mizuguchi experiences and you don’t have Rez, you owe it to yourself to download this one. If you already own a copy of the game on the Dreamcast or PS2, online leaderboards and a slick facelift may not be enough to make you want to drop another $10 on a game that is seven years old.

Brash aping Space Chimps

February 1, 2008

Yesterday, Hollywood-focused publisher Brash Entertainment gave horror fans a glimpse into the future with word that a game based on the next installment in Lionsgate’s Saw film franchise would spook store shelves in October 2009. On the heels of that announcement, Brash is tossing one out for the kids with the news today that a game tie-in to Vanguard Animation’s Space Chimps will arrive alongside its theatrical debut on July 18.



Monkeys in space suits–what could go wrong?

Details on the game are still swinging through the trees, but Brash says it will feature a storyline independent of the film. In the game, primary primate Ham, along with cohort chimp Luna, will scavenge for Earth’s Infinity Space Probe, which has been lost on an alien planet.

Distributed by 20th Century Fox, Space Chimps the film will feature the voice work of Andy Samberg, Cheryl Hines, Patrick Warburton, Kristin Chenoweth, and Stanley Tucci. Signed on to produce the film are John H. Williams (Shrek, Shrek 2) and Barry Sonnenfeld (Men in Black, The Addams Family).

Space Chimps is currently slated to work its monkey mojo on the Xbox 360, PlayStation 2, Wii, and Nintendo DS.

Arcana Heart attacks US

February 1, 2008

Atlus has made a name for itself in the US by localizing an assortment of esoteric Japanese games, from the Trauma Center and Persona series to one-off efforts like Odin Sphere and Ontamarama. While the genres involved run the gamut from medical drama to rhythm action, it has been a considerable time since Atlus imported a fighting game.



Rock beats everything.

Now, 10 years after Atlus introduced American gamers to the Guilty Gear franchise with the original PlayStation edition of the game, the publisher is debuting another series domestically, as today it announced the impending release of Arcana Heart for the PlayStation 2.

The 2D fighter features an all-female cast of 11 anime archetypes battling to prevent a power-hungry woman from destroying the world. Players will be able to customize their fighters with new skills, and Atlus is including both the original arcade game and the revamped Arcana Heart Full, as well as a training mode and various unlockable bonuses.

Arcana Heart has not yet been rated, but is expected to launch April 8 with a retail price of $29.99.

Randy Moss: The Most Dangerous Weapon of All Time

February 1, 2008

Before this season, Moss had always been the second-most dangerous player in Madden, until Michael Vick decided to pick up a second, illegal job. Now, Moss is the most dangerous offensive weapon in both Madden and the NFL.

Internet-Enabled Gadgets Shipments Exceed 60 Million (TechWeb)

February 1, 2008

TechWeb - The market for IP-enabled consumer electronics hasn’t reached hypergrowth, outside of game consoles, according to an industry survey.

‘Brain training’ Dr Kawashima has no time for games (AFP)

February 1, 2008

AFP - Ryuta Kawashima, the scientist behind the smash-hit “brain training” games on Nintendo DS portable consoles, turned down the chance to become a millionaire, saying he’d rather work for a living.

“Chimps” gets game treatment from Brash (Reuters)

February 1, 2008

Reuters - Brash Entertainment is developing a video game based on the upcoming movie “Space Chimps,” from Vanguard Animation and Starz Media.

Sony reports record profits as PS3 losses shrink (AFP)

February 1, 2008

AFP - Japan’s Sony Corp. said Thursday that its third-quarter net profit jumped by 25 percent to a record high as its video game division finally returned to the black.

Sony profit up, cuts forecast (Reuters)

February 1, 2008

Reuters - Sony Corp (6758.T), maker of PlayStation game gear and Vaio PCs, posted a small rise in quarterly operating profit and cut its outlook as weaker markets ate into its investments and a firmer yen hurt overseas sales.

Videogames give actors second chance (Reuters)

February 1, 2008

Reuters - You may know actor Keith David for starring opposite Kurt Russell in the 1982 horror film ‘The Thing’, or for his Tony Award-winning role in the 1992 production of ‘Jelly’s Last Jam’.

More Options With Tomorrow’s Cell Phones (PC World)

February 1, 2008

PC World - Install the software and services you want–plus, enjoy cameras, portable game consoles, and more with access to wireless networks.

CORRECTED: Electronic Arts Q3 profit up 44 percent before items (Reuters)

February 1, 2008

Reuters - (Corrects paragraphs 1 and 3 to show EAs outlook missed expectations instead of in line with expectations. Clarifies in

Electronic Arts quarterly profit up 44 percent before items (Reuters)

February 1, 2008

Reuters - Electronic Arts Inc posted a 44 percent rise in quarterly profit excluding special items and gave forecasts below Wall Street estimates, sending shares in the world’s top video-game publisher down 6 percents on Thursday.