Review: Mugen Souls Z – Quirkiness at its Finest!

Originally Posted on the Official Blast Away the Game Review Facebook Page
Review By Kennard Daniel Prim
 
 
 
 
 Pros:
  • A quirky and interesting cast of characters, with the party from the original Mugen Souls returning.
  • Various levels of customization, from clothing and accessories to the ability to make a character at the Peon Salon
  • Greatly improves upon several key aspects of the previous title.
 
Cons:
  • Level grinding becomes necessary, especially at later chapters.
  • As of the current version of the game, there is a bug that causes the game to freeze on occasion while in the Mugen Field.
  • The voice acting can be, at times, grating. 
 
 
 Final Score: 7 out 10
 
 
 
  Mugen Souls Z opens with the player taking control of the “Undisputed God of the Universe” Chou-Chou through a few short tutorial battles. One on a ship called a G-Castle which can be completed in just a few turns. Followed by the player taking control of the G-Castle itself to take down an enemy ship. The battle is preceded by a tutorial explaining the different functions of the G-Castle during a battle. Again this battle can be won without any degree of difficulty since it’s just a tutorial stage. 
 
  After a short cutscene we are introduced to the first of the new cast in your party. A hero from the Rose World, the same world we find our new primary character, Syrma. After controlling Nao for just a few brief moments and progressing to several cutscenes, control shifts to the Ultimate God Syrma. After a few more brief cutscenes in which Nao steps on a Shampuru, the result of Chou-Chou “peonifying” various creatures and objects, Syrma ends up in a battle with Chou-Chou which is quickly decided.
 
 From here the game truly begins, upon your defeat Chou-Chou in all her greedy nature demands to be given Syrma’s coffin. Which promptly pulls her in and absorbs her of all her powers once opened. The nonsensical quest to regain the power of both Syrma and Chou-Chou begins as Chou-Chou essentially guilt trips Syrma into doing her bidding. 
 
  The tutorials of abilities extend well into the fourth chapter of the game, covering various topics from an ability called Ultimate Soul, to random shops on G-Castle and what you can do at them. Functions are unlocked slowly as the game progresses, with the majority of content aside from Ultimate God Abilities being available by chapter four. In addition with each chapter a new selection of items becomes available at both shops.
 
 
 
  Progression through the game requires two things. Capturing a planet by turning it into a peon. You do this by essentially appealing to whatever fetish a particular node may have, trading a certain item or even having defeated a specific number of enemies. The seduction system of the game, characterized by what’s called the Fetish Pose system, is an upgraded version of the Moe Kill function of the original game. Being more streamlined and easy to understand, the Fetish Pose system also offers an alternative to winning battles. The second requirement for possession is the defeat and absorption of each planet’s Ultimate God. While it is possible to defeat a boss using a Fetish Pose, it’s much easier to just defeat them with combat. As you would expect, the further you progress in the game the stronger enemies become. However this can be a difference of just a slight level adjustment, and a giant leap.
 
  Combat is turn-based and progresses relatively smoothly. Battle is decided in one of three ways, defeat enemies by reducing their hitpoints to zero, peonify enemies using the Fetish pose system and peonify the large crystal in the battle field. Each enemy has their own preference when it comes to a personality. This preference is located above their HP bar and to the right. Syrma is capable of switching personalities during battle the same way you would on the field with a quick tap of the L1 button and cycling through a wheel. As you progress through the game each personality increases in level, marked as a percentage. Attacks are categorized into several types. A standard attack, physical skills, magical skills, Blast-Off Attacks and Special Attacks. Beyond this is a special attack available exclusively to Syrma known as Ultimate Soul. Blast-Off attacks allow the player to send an enemy flying around the arena, hitting the borders, other enemies, characters and the gems. All of which cause additional damage with each bounce. Ultimate Soul is a last resort move, dealing massive amounts of damage to every enemy on the field. Beyond this is the usual item use, stat buffs and debuffs and healing spells.
 
 
 
  While early on the game provides an appropriate amount of experience to leveling, this quickly changes as you progress further. Grinding becomes a necessity, which makes the Mugen Field both a godsend and a curse. It’s a godsend in the sense that by limiting actions and reaching a marker called a Damage Carnival, which is when you hit a specific amount of accumulated damage, you can gain multipliers for experience, money and Mugen Points. While in the Mugen Field you can experience any of a number of events. Whether they be regular battles, a battle involving your G-Castle, harmful or helpful events and even rare enemy encounters. As good as this is, as of the current version of the game there is a chance of the game freezing while in the Mugen Field, making frequent saving your best friend when the chance arises. This can be especially frustrating when midway through a run and nowhere near a checkpoint and the game decides to freeze. Rest Spots in the Mugen Field, which are reached at a certain checkpoint on your journey, house a strong enemy known as a Keeper of Death, a Shampuru that will sell you various unlockables such as skill upgrades and character classes, treasure chests and sometimes a regular shop or a medic. You are also able to adjust any seals you have selected at this point to make the fight against the boss easier or more difficult. 
 
  Overall the sound for the game is good, each world has its own tune to fit the setting, and depending on the severity of a battle you may get one of several battle themes. Boss fight themes are typically separated by the level of difficulty of the boss. However, the voice acting can sometimes be a bit grating and can wear on the player rather fast. Aside from actual speech, growls and hisses are vocalized as well which adds to how overall silly the game can be. If you aren’t terribly fond of one set of voices, you can switch between an English and Japanese dub.
 
 
 
  The overall story is mildly amusing, but at times becomes a bit convoluted with the various cutscenes. In a single chapter you can have cutscenes involving not only the party, but the primary antagonist at his home, characters you’ve yet to encounter on a completely different planet, and even a character on the current planet you’ve yet to run into. There are several running gags, including Syrma’s inability to explain the situation of the Ultimate Gods without being interrupted, as well as characters being shoved into Syrma’s coffin whether they’re an Ultimate God or not. Each planet adds one or two new characters to the party, often following a cutscene in which someone gets injured or tricked.
 
  More content is unlocked for the game through absolute completion of planets, which may sometimes grant special tickets, and completing a run through the Mugen Field. These tickets may be redeemed at a Shampuru on the central platform in the G-Castle. This content ranges from extending how long a run through the well-mentioned Mugen Field can last, different game modes and even permanent modifier bonuses. One game mode in particular worth mentioning is the Mugen Souls 7 Worlds Redux, which allows you to revisit major battles from the original title.

Review: The Walking Dead (The Game) Season Two: Episode Three

Originally Published on the Official Blast Away the Game Review Facebook Page
“Dead in the Water” – A review by Josh Turner
 
 
Pros:
+ Enjoyable new character.
+ Great voice acting… as always.
+ Surprisingly more violent than the others.Cons:
– Story drags along, and can be predicted at every turn.
– Very little interaction in this episode.
– Actions taken during the episode are mostly pointless.
– Frame rate issues are STILL present.

Final Score – 6.5 out of 10.

***SPOILERS AHEAD***

(Recap)

During our last outing in this zombie filled fun-land. We made a few major advancements in the sense of plot progression, I.E. main bad guy was revealed, as a team you decided to hit the road, you encountered other survivors including an old friend. For the most part however, the episode seemed to drag it’s heels in the dirt feeling like the developers had an overall idea of what they want the episode, but failed to really figure out exactly what they needed to do between their pivotal plot points.

The overall fallout at the end of the episode was expected, for the most part. However it was a welcome change of pace. What wasn’t expected was when they started killing off so many characters. This was exciting. This was The Walking Dead that I remembered, not this toothless zombie that has been trying to scare me.
At the end of the episode we find everyone being led off back to “Home” as it’s called, Alvin, and Walter lays dead after the stunt you and Kenny try to pull, and Luke is now seemingly separated from the group.

(Current Episode)

We open on our band of misfit survivors being hogtied in the back of a moving truck, currently on a bumpy road to “Home.” (Carters stronghold in which everyone had escaped from.) Everyone is panicked, and fearful of what Carter has in store for them once they are behind locked doors.

True to his character, Kenny isn’t about to take whatever is coming lying down. After an extensive argument with the others on finding something to free themselves with, Kenny spots a break in the metallic interior of the truck, and begins to cut his hands lose. Now logically there is only two ways out of this situation. Option one: Kenny somehow pulls some really sweet Matrix move, disarming/killing all guards and you guys get to walk away unscathed. Option two: In a attempt of being the hero, Kenny will get shot, and we lose yet another character.

What happens though was unprecedented. The van comes to a abrupt stop suddenly, catching Kenny off guard and making him become one with the trucks door, rendering him useless for those few precious moments when the door was opened. Even though it was a welcome event to be able to sit there, and be blindsided by an event for a change, there was a slight bit of annoyance left in it’s wake with the realization that you weren’t truly in control of this characters destiny. Be it you talked him down from the proverbial cliff, or you egged him on your outcome will be the same.

Going into this season of TWD, we were told that we would have more options to shape the outcome of these characters, however this episode more than the others proves contrary to that belief. I felt like I was stuck in a rail cart for the major majority of this episode, watching cut-scene after cut-scene of dialogue, only having input on what is being said from time to time, and never having a chance to truly control Clem till later in the episode. Now don’t get me wrong here. I love having this story progress, and have a feeling like it’s building to something bigger, but this episode pulls the same stunt about three times.

What stunt you might ask? Having the group work towards a goal, just to have the rug pulled out from underneath you, and everything that you just did for the past thirty minutes is completely void. I can not begin to express how frustrating this was to me. I really didn’t mind it the first time with Kenny getting knocked out, but two additional times is a bit uncalled for.

Also, just like the previous episode. This episode finds a way to drain every last second out of every event that happens to these characters, making it feel extremely drawn out at some points. I know that some people will disagree with me, and say it was building the human aspect of the game. Which I am all in favor of, but a five minute sequence about cutting dead branches from plants is a little overkill.

One thing I do tip my hat to the team to is the introduction of the amazingly awkward, yet awesome character Reggie. From the awkward pat on the head he gives you, to the “I’m going to burn this place down” personality he has make him a very fun character to interact with. There is another few characters that are introduced, and yet to be known how much of a major roll these individuals will play in future episodes. One of the characters seems to be this seasons version of Chuck, (the homeless man from season one) due to a few lines of dialogue that was revealed in the closing moments of the game.

(Character Development)

I’m proud to say that this episode has the most character development that I’ve seen so far this season. Most notably is how Clem, as well as the others as beginning to accept her as their group leader. Though, the whole notion of a 11 year old becoming the leader is still absurd to me. The developers seem to be all for this idea though, even putting a lengthy conversation in here where Carter lectures Clem on how they are more alike then they think, and how her words hold the most sway in the group.

Besides that, Kenny is becoming more unstable as the episodes drag along. He is beginning to have a homicidal side to him, which could lead to a heartfelt showdown one day. Sara is starting to lose grip over her already fragile emotions.

All in all, the characters in this story arch are starting to develop in one of two ways. Either they are becoming stronger, and harder to the situation around them. Or they are growing weak under worry, and are beginning to give up.

(Final verdict)

I’m starting to grow concerned with the future episodes. I can’t help it. While episode one started strong coming out of the gates swinging, episode two, and now three has been lackluster at best. Granted, just like any Taletell game there is always those few moments of “Oh my sweet baby Jesus!” but playing through a episode that quite literately had me dozing off just to get to said moment isn’t exactly exciting.

My biggest gripe with the series, which is the random fluctuation in frame rate, still has not been addressed which does take the player out of the experience when some of the larger plot points of this episode in mangled under a choppy frame rate.

We are just now reached the halfway point in this season, and there still isn’t a clear reason for their journey except for the soul fact of survival, which yes is a story to be told, but not exactly what I was signing up for. Hopefully the next episode that is released will begin to move things forward in the way of a cohesive, continuing story arch. Which I honestly think it will with the tease they have at the end of this one. However, I did think the same thing about this episode…

Review: Fluidity: Spin Cycle – Spinning in the Review

Fluidity: Spin Cycle – Spinning in the Review
Originally Published on the Blast Away the Game Review Facebook Page
Written by Jonny Walker Red
 
 


Pros:

  • Continued story from previous title. 
  • Makes you think with the physics based mechanics
  • Playing around with water jets


Cons:

  • Having to turn the 3DS completely upside down for some of the levels.
  • Fairly straight forward and not as open world as implied
  • Goop not being sinister enough


Since this is a continuation of a previous title, one of which I never had the pleasure to enjoy, its niche of fluid based and gravity driven mechanics were a little lost to me. Albeit the game is very well designed, I had no hiccups or bugs while playing. The game was a little simplified for my tastes. Maybe that is why I was so persistent in my attempts to collect everything and get a 100% clear. For those that enjoy puzzlers, color stage design, and a great story to wrap it all up in, this game is worthy of a look-see. 

Final Score: 7.5 out of 10.

 Do you remember a Wii Ware game from back in December of 2010 by the name of Fluidity? Well, if you’re one of the lucky people who actually played this great title, you might want to take a look at its successor, Fluidity: Spin Cycle. 

 Nintendo decided to go with the flow of the game market and take the small title and give it a good ‘ol spit shine and put it on the 3DS system. This title is a physics-based puzzler that’s jumped from twisting and turning the Wii Remote to move the fluid and turned that mechanic on its own head. Now to transgress the levels you must turn the handheld console changing the direction of the gravity in the level. Sounds pretty simple right? Oh how naive was I to think that. Being a self-advocated “pro puzzle solver” amongst my friends, even I was stumped a few times as how to collect everything in the levels. 

 


 Now that might not be something you’re interested in. To me it was more of a challenge than the core of the game. Being a fairly straight forward game I didn’t get much of a feel that it was as open a world as advertised. 

 That being said, the world and the story were very well put together. They kept with the motif of the game, the doings of a wizard. This title being the same as that of a story book that the wizard liked and wanted it to come to life. He used some rainbow spirits to almost literally bring the book to life. However, there were some evil spirits or Goop that the wizard also had on a shelf above the book, which were jealous of the rainbow spirits. They managed to tip the container they were in and invaded the book holding the rainbow spirits hostage. You play as Eddy, the cheerful water sprite, trying to rescue the rainbow sprites. That right there is something that as a child would have driven me wild with excitement. 

 


 So being a water sprite in a physic based puzzler, what can you do? What can any blob of water do? To travel around the levels and solve the levels conundrums you gain abilities as you progress increasing the depth of the puzzles. There’s switches you have to flip to flood cogs that you must wash down to the appropriate socket. In later levels you can even turn into a gaseous vapor! Not only that, but turning into a block of ice can help you plow through certain obstacles. 

 Now, as you solved each level being a fluid you’re bound to get some of your body trapped behind a door right? That’s where they have you collecting water droplets throughout the level to use as reserve, should you get spread a little too thin. They even give you the ability early on to accumulate yourself; don’t be too hasty in using that button though. Be cautious. Using that ability too much can cause you to boil away some of your own fluid. This was done to counter the player just holding down the button to not lose any droplets for a higher score. On top of that as part of the physics system you can tilt the 3DS system left and right to affect gravity. There are some spots in levels where you’ll even have to tilt the unit completely upside down. Well, not as much as 100% upside down. I was able to manage those parts just tilting it quite a bit. Now if I had a 3DS system with a recording cable attached it would be a bit more cumbersome to actually do that. Thankfully they didn’t force the mechanic on you a lot. Same could be said for most of the other gimmicks of the game. It is pretty well balanced and doesn’t feel like you’re doing the same things over, and over again.

Fluidity can be found on the Nintendo 3DS eShop for 10.99 USD

Review: Bound by Flame – Burning Bright

Bound by Flame  – Burning Bright
Originally Published on the Blast Away the Game Review Facebook Page
A Review by Josh Turner
 
 

 


Pros:
+ Nearly endless way to mod/customize your weapons & Armor.
+ Combat is very fluid, and rewarding once mastered.
+ Environments are beautifully detailed.
+ Branching story options, and good replayability 

Cons:
– Companion AI is absolutely useless.
– Voice acting, for the most part, is terrible at best.
– Steep learning curve, especially on the higher difficulties.

Final Score:
8 out of 10

(Overview)

 As we now reach the six month marker of our next generation consoles being on the market, we still have a lack of games. For the most part that is. Ever since launch, I’ve been looking for a next-gen game for me to sink some actual time into. Granted we’ve had a few amazing ones so far. AC:4, Tomb Raider HD, *cough* the Lego games *cough*. However majority of titles released had been your run of the mill shooters that, in all honesty, we have grown bored with at this point. 

 

 So learning of the release of a RPG onto next-gen truly peaked my interest. Granted, I knew going in this wasn’t going to be a tipple-A title like Dragon Age, or the FF series. Something different was what I have been begging for, and it looks like my wish may just come true.

 Spiders Studios have a few titles under their belt, most noteworthy in my opinion is their sci-fi title “Mars” released digitally on last gen consoles. So how does their new entry fair? Are you going to burn right through it, or is it just blowing a bunch of smoke?

(Story/Gameplay)

 The game revolves around a band of mercenaries for hire called The Freeborn Blades, and their latest contract it to escort The Order of the Red Scholars to an ancient temple where they are set to preform a sacred right in hopes of awakening an unknown power to help combat The Ice Lords. These evil doers are Necromancers who have risen a undead army to do their biding, and are slowly but surly taking over all the lands, and ushering in a snowy apocalypse.

 You take control of Vulcan, the newest member of the Freeborn Blades that has a sharp tongue, and even sharper blades. While the Red Scribes are attempting to summon this great power, The Ice Lords undead army shows up and breaks through you ranks, and in to the interior of the temple. It is there that humanities last chance at survival is born.

 While attempting to save one of the Scribes lives, the rite is completed, and a powerful demonic spirit is summoned. It quickly latches itself onto the most powerful creature in the room, which just so happens to be you. Standing in your way is not only the legions of undead, but also your own inner demons. 

 Will you use this new found power of yours to strike fear into the hearts of the masses, and rule with an iron fist? Or will you learn to master your own demons, and channel this power to save the lands? The choice is yours alone, and with a branching story it is fully welcomed, and encouraged to playthrough the way you’d want to.

 Don’t fret however, even though you are the last hope of this dying world. You are joined by other fearless warriors in hopes of saving the world from this evil, each however has their own private agenda. Some would see you become the most noble knight in the land, other would like to see the demon take full hold of your body.

These allies of yours spans all job classes from Mage, Warrior, to Archer. So to be truly successful you will be needing to select the correct companion for the encounters ahead. Now one thing about these companions, is no matter which one you select they will just stand there during battle being completely useless for the most part.

For most of the game, my AI teammates were either unconscious, and playing dead on the ground somewhere. Or they had gotten lost along the way, and left me to due battle by myself. Every now and then they do prove to have their uses. Sybal will heal you even while beating beaten to death, and Edwen will occasionally be able to interrupt an enemies combo.

For the most part you will have to be relying on your own skills to pull you through these sometimes unbalanced battles. I have to admit that the battle system in this game is some of the most fun I’ve had in a third person RPG in quite sometime. It’s fast, fluid, and unrelenting combat makes it quite the “Edge of your seat” experience that makes sure I’ll be revisiting this title down the road.

Another thing that adds additional depth to the combat of this game is the immense customization of not only your weapons, but also your armor. Changing the hilt, or blade of your weapon not only changes the overall appearance of your death machine, but also the damage value, poison effects, or overall speed of your weapon. I spent far to long building the perfect set of weapons, and armor. In the end it defiantly changed the course of battle, and made me feel stronger with each upgrade I made

Besides that, your weapons also governs your primary class. which means that if you are using a brute of a two handed weapon, you will be using your Warrior class. If you decide to change weapons, which can be done in battle by pressing a button, you will switch to your daggers which is quite the bit more nimble all the while switching into your Rouge class and perks. The final class can be accessed by ether of the classes, and that would be the demonic fire power of a Pyromancer.

(Graphics/Sound)
 

 Probably the biggest bone I have to pick with this game is it’s god awful voice acting. I felt like I was playing back through one of the earlier Resident Evil titles. Almost every character sounds as if they are speaking in monotone, all while reading off of a cue card. The lack of motivation these supposedly actors had while delivering their lines is mind numbing. 

 The one voice in the game that seems the actress actually tried with is Edwen. Seeing that her characters personality is a smart-mouthed sorceress, combining that with a British actress that reminds one of Christie from DOA, and you have an awesome character.

 Gratefully, to distract you from the less than good voice acting that this game has. The environments are defiantly a treat for the eyes, and looks like they belong on a next-gen platform. Your journeys will take you from deserts, to swamps, into icy barren wastelands. All of which are extremely pleasing to the eyes do to the gorges detail they put into it.

 One thing that sadly did not meet up to par, is the character models. Overall the faces are mid-grade PS3/360 grade visuals, and the you can almost see the polygons on some of the characters body models. Now granted this is for the most part avoided by the well detailed armor that you equip onto your character, but when it comes to Edwen showing a little skin, you almost want to ask the poor girl to cover up.

 Musically, this game has a very interesting original soundtrack that fits it quite nicely, in the sense of a classical sound. One track that sticks out in memory, is the really cool track they use in they last boss battle. Instead of going the normal route of having an epic score kick in right off the bat, they wait until the boss unveils it’s true form, and then proceeds with a silent vocal piece that truly set the desperation of the situation.

(Final Verdict)

 
 While Bound by Flame has a lot of cool, and unique ideas inside of it’s packaging. It is brought down by a number of issues that bring a dim light, to a other wise gym. I think that with a little bit more tweaking, this game could have been something truly memorable.

With its unique “Feat” tree, it challenges the user to overcome in game goals to unlock special perks for their character, or the lengthy crafting system that allows one to dive deep to create the ultimate warrior. This game offers a true RPG experience, mixed with a level of difficulty that will punish your every mistake.

If you can overlook it’s flaws, you will find a fun experience that worthy of a run through, and with the possibility of some of these issues being patched down the road. We could be looking at a game that is worth revisiting a few times.

Bound by Flame is Developed by Spiders and is out on all platforms.

Review: Pokemon X and Y – Battling On in 3D

Originally Published on the Official Blast Away the Game Review Facebook Page 
Review by Sarah Gibson

Pros:
o. Graphics have given the game an entirely new look
o. New Pokemon, with an added new type
o. Online multiplayer given a massive boost
o. Easier to train and build relationships with Pokemon

Cons:
o. Basic storyline remains the same
o. The sheer amount of Pokemon to obtain for ‘dex completion
Final Verdict: 8 out of 10
 Pokemon X/Y was one of the biggest anticipated releases for the 3DS since it’s announcement. (Let’s not lie, everyone was looking forward to this game..) Nintendo hadn’t released a Pokemon game since Black and White 2. This was also the first 3D Pokemon game, so the need and demand for this game was high.

Graphically this game is the best in the Pokemon series (to me) you have a fantastic view of the cities and the surrounding areas. It’s clear that thought has gone into the design of this game; like all other Pokemon games, the game is based around a country, for X and Y, this country is France, and you can tell by the main and biggest city, Luminouse. I really like what they’ve done with the graphics, however; one of my main problems is the angles of the camera. At certain points it changes so that it’s in an uncomfortable position for me. Sometimes this is to better show off the city or the environment, but I find it distracting and sometimes surprising.

In X and Y, you’re playing an older character. A feature I really enjoy about the game is that not every character looks a like. You have so many different customization’s to choose from. Including hats, bags, hairstyles and colours, shoes, dresses and other items of clothing. You can make your character look like you, or whoever you want. This was a feature I liked about the game.

Another new feature is that you can take photographs at certain locations! If you find a little camera icon somewhere, it means you can take a photograph using your 3DS system. Again, this little quirk was something I liked. You can share pictures with your friends of how your character is looking, how far you are into the game! The only thing I think would improve this feature, is if you could have your Pokemon standing in the picture with you.

Another massive change to the game was the introduction of a new type. Fairy. This type was brought in as a counter to Dragons, who many thought were over powered and found it difficult to beat them. Fairy type pokemon are sweet, pink and fluffy… But don’t be tricked! They can be strong and in the hands of the right trainer, can be deadly. They don’t have many counters and unless you’re planning on coming up against them, you might find yourself in a spot of trouble.
A couple of new Pokemon were introduced also, bringing the new total of Pokemon to above 700. (Oh my word, that’s alot!) Some of them are actually amazing (Sylveon for example) but I know a few people that think Nintendo have run out of ideas and are just making them out of anything and everything.
I personally like the fairy type, it suits my personality down to the ground. It was something new to play with, and it was fun to see what Pokemon had had their type changed to match the new type.

Mega Evolution’s are another massive step in making Pokemon more interesting. Certain Pokemon (not all) have been given a mega evolution, which you can activate in a battle when you have their mega stone. This gives a massive boost to stats, and changes the appearence of the Pokemon. Some of the main Pokemon to mention that got a mega evolution are the original starter evolutions, Charizard (X and Y mega evolutions look completely different! Check which one you have now!) Venusaur and Blastoise. You can only use the mega evolution on one Pokemon once throughout an entire battle, so it gives another dimension to the battle, tactics and thought go into the battling process. Making battling somewhat more difficult, but to some people, a lot more fun.
Shiny Pokemon are somewhat easier to find in this game. Throughout the entire game, you are given aids to help you encounter and capture the elusive shiny pokemon! From the Pokeradar to the Chain fishing, Shiny pokemon aren’t the rare things they used to be. Making trading them online and with friends a lot easier. However, this does come with the downnside of hacking Pokemon, which I know a few people online have done. Thankfully, Nintendo thought this through and introduced the “Blue Hexagon” a way to tell that a Pokemon was bred/captured in X or Y. Ensuring that the Pokemon you’re getting is legit. I like the fact it’s easier to get Shiny Pokemon; before this game I had never encountered a shiny Pokemon, and like most people, I didn’t think I ever would. However, all that changed and I’m now the proud owner of several shiny Pokemon, whom I love and cherish!

Something brilliant was brought into this game, to help players all around the world trade Pokemon safely and without scam. The GTS (Global Trading System). You deposit your Pokemon, and say what you want for it. You can specify gender and level. I think this is an awesome feature that has made it easier for trainers, collectors and breeders in the game to help complete things they need to do; however, one problem with the GTS is that you can’t see the stats of the Pokemon being traded… You can’t tell IV’s EV’s or if it’s Kalos born (Blue Hexagon). So this is one thing to be wary about when using the GTS
EV’s have always been an important part of a serious trainers move set. In previous games, you had to farm the right type of Pokemon to raise a certain EV stat. In X/Y, they’ve abolished that, making way for more fun and interactive games to play with your ‘mon! Different mini games raise different stats, making levelling EV’s a lot easier than previous games. There are also Mini games in the “poke ami” section of your bottom DS screen. You can place a Pokemon in here, and it will gather gifts from other Pokemon it meets from other trainers. Here, you can play mini games, win pokepuffs and feed them to your Pokemon. This raises the relationship with your Pokemon, aiding the evolving of Pokemon that evolve through affection and friendship. This adds another dimension to the game, making things a bit more different to the norm.

Review – Sakura Samura: Art of the Sword

Originally Published on the Blast Away the Game Review Facebook Page
Review by Kennard Daniel Prim
 

Pros:

  • Simple controls that are easy to get used to, in and out of combat.
  • A variety of mini-games available from the main menu and towns within the game itself.
  • A soundtrack fitting to the setting of the game.
  • Precision Points can be used to obtain gold, challenging you to reach an even higher amount to get massive amounts of money.


Cons:

  • The game is fairly short, easily completed in just a few hours.
  • Limited amount of enemy types encountered throughout the game.
  • Precision points are easily lost during combat.
  • Limited amount of support items available for purchase.

Final Score: 8.5/10

Sakura Samurai: Art of the Sword, is absolutely a charming game. While it may be difficult at first when you are just learning the basic controls, you easily get adjusted to the basics and are on your way from a tutorial level. While enemies only have a few attacks as the game progresses they have a habit of faking you out to try and make you slip up, allowing them to land a hit.

Starting with just three hearts, or in this case cherry blossom petals, you obtain more life by clearing stages. Every stage you clear gives you half a petal. Upon completion of two stages and forming a whole petal, you get another point of life. In the beginning each enemy attack will only do one heart of damage to you per attack, this quickly changes though as you reach the second area. As you progress through the game enemies will do larger amounts of damage, bosses always doing the most damage per area. This however can be avoided by paying attention to the way an enemy moves.

Certain enemies, such as the basic swordsman, will charge you from a long range and may his rush immediately in front of you making you test your reflex speed when he starts moving again. Archers may fire off a single arrow, or fire several successive arrows to keep you at bay. With the introduction of each enemy, and progression into each stage, you are forced to relearn enemy attack patterns. While projectiles can be slashed it’s also possible to weave between them and progress towards an enemy. Movement in combat is largely limited to strafing and inching forward very slowly, unless you use the dodge function to cover more ground. Successfully dodging an enemy attack and landing a blow on your enemy will add a slight charge to your special attack meter, when it’s full you press Y to unleash a devastating attack on enemies.

Weapon upkeep is important in this game. As demonstrated in the tutorial, when you block too many attacks, or clash with an enemy’s weapon too many times, your sword will break. As your weapon’s condition deteriorates it will do less damage. Fortunately the weapon doesn’t ever truly break, but only goes down to red which indicates it is doing the absolute minimum damage. Using a whetstone, from either of the damaged states of the sword, brings it back up to full damage again. For a fee you can also have a blacksmith in town sharpen your weapon for you, resulting in a dramatic attack and durability boost. The blacksmith is also important as you progress into a new area, where enemies become stronger and require more hits to slay. At each town you visit, the local blacksmith can upgrade your sword increasing its maximum damage.

Visiting towns becomes a necessity, as they are the only places to fully restore your health at an inn. Also present in towns is a shop called Frogs Plus, where you sell your accumulated precision points and can get large amounts of gold to then purchase various helpful items such as whetstones for sharpening your sword, kunai to throw at your enemies and even frogs to gross out an opponent and get them to drop their guard.

The final attraction in towns are street games. Participating in Street Games, challenges issued by specific NPCs in one of the towns located throughout the map, will result in the player obtaining gold or stamps upon successfully completing the mini-game. While gold is used to purchase the necessities of the game, and a few extras, stamps have a single function. Stamps are redeemed for various attack gems, special stones that give your Samurai new special attacks.

The music within this game is truly fitting of the setting, an era of Japan where samurai wander the countryside with sword in hand. While there are only a few tunes to the soundtrack, they are all pleasant to the ear. From the menu to the credits not a single moment of the game is without some accompaniment.

Oddly enough, sometimes dying in this game can be of a benefit to you. When you die a kappa will appear at a random zone of the map. This signifies that the enemies located within the zone will drop abnormal amounts of gold. However, there is a downside to this. Entering any zones besides this one, even a town to recover, results in the kappa disappearing. Leaving you with a choice, do you risk dying again and having the kappa go to an even more difficult area, or do you recover and allow him to vanish. The amount of gold obtained in this manner varies by enemies.

Even with as short as this game is, it’s still fun to go back and see just how high you can get your precision points. Constantly challenging yourself to do better, creating a mini-game in and of itself. The last features of this game are Thug Challenges, mini-games accessed from the main menu in which you try to survive an onslaught of enemies. Then there’s the Rock Garden, utilizing the pedometer located within the 3DS itself, you can dedicate the steps you’ve taken in a day to make cherry blossoms bloom on empty trees in this garden, while it serves no function it is enjoyable to see all your movement in a day rewarded with a beautifully blossoming cherry tree.

Review: Dillon’s Rolling Western – Rolling in the Difficulty

Originally Published and Copyrighted by Blast Away the Game Review on 5/9/2014
Review by Dustin Murphy
 
 

 

Pros:
  • Amazing use of tower defense and stylus based brawler
  • Multiple enemy types that provide a fun time period
  • Interesting use of the hand-held touchpad for controls
  • The 3D depth is well detailed and really shows the 3DS’ graphical capability
  • Stages can be revisited to try and power up for later levels

 

Cons:
  • Difficulty will be too high for most players
  • Lack of Difficulty option selector
  • Controls for beginners may be complicated
  • Lack of in-game currency when starting makes the difficulty for kids too high

 

Final Score: 7 out of 10

 

Other Thoughts: When playing Dillon’s Rolling Western, I can’t say I didn’t have fun, but even as an advanced gamer, it became clear the difficulty was present. Players are given approximately 5-10 minutes to search the area for treasures, money, and of course quest items. Unfortunately, this doesn’t seem long enough for two “enemy raids”. With a bit of learning, priority, and luck, this game is easily playable and should give some players no trouble.

 

-Full Review-

 

 Western games are far and few in the mix. Thanks to Dillon’s Rolling Western, a bit more has been added to the time period of games. What makes it unique is the use of tower defense and action. This is where I found the game the most unique having played plenty of tower defense titles to add to that list. With Dillon’s Rolling Western, we take the role of Dillon, a ranger, and well, an Armadillo. In his story we discover that he’s a up and coming ranger, and in doing so, he and his partner that’s a squirrel have set out to help villages protect their Scrogs from the ever terrorizing Grocks. These Grocks invade their villages only at night, which gives Dillon and his partner a chance to set up defenses in order to protect each of these village like towns. For players looking for tutorials? This game will give you very few and it is highly recommended to train with the new items as they are unlocked so as to perfect their skills. Players will be able to while it is day time, before the Grock Raids, be able to collect plants that will allow them to stockpile Scrogs, mine ores and minerals to build gate defenses, but also collect items to sale in order to build watch towers, turrets, and even save up for item upgrades between raids.

 

What was interesting is the way Grocks are set up. There’s not just one kind, but multiple. The most commonly encountered is just the little grocks. These little guys will come in groups of 2-5 Grocks, and will be rather difficult to kill till players obtain a good use of Dillon’s claw attack, which can be performed by tapping the touchpad with either your thumb, index finger, or stylus as Dillon lands his attack on enemies. Fortunately, the attacks are powerful, and will allow for players to easily set up combos in order to take enemies out as they master the games skills. Unfortunately these skills are not easy to master, require time, patience, and a lot of exhaustive areas. Unlike most Tower Defense titles, this one is more strategic. It will require players to plan ahead even at the beginning as their funds are very limited and will not allow them to overpower the map, but on the bright side, it can be done at a later date. As players explore, the will be able to enter mysterious treasure rooms, which contain valuable gems or even health upgrades that will help in later on missions as players pursue the higher difficulties towards the end of the game. Fortunately as players do elevate in missions, new power up items, gems, and even defenses will become easier to access, but so will the need for planning ahead as each village only allots players with a certain amount of coin to begin with.

 

Unfortunately, one of the strongest weak points I found myself battling with was the lack of story. Sure it is there, but the idea is simply one saying we all know; Protect and Serve. With it we are also given a bountiful amount of side-quests through all ten chapters, which in turn, helps build up defenses for the towns for the final onslaught of enemies that come after the second wave. In this manner, players will be able to prepare for the Boss Grocks as well as the new variants that tend to appear, and some of them even needing to be single-handedly dealt with by Dillion. The downside is, the fights do get repetitive, they will feel short on variation, but for the simple idea of seeing if you can do better than the last mission – it’s worth it. Overall, Dillon’s Rolling Western remains much the same throughout the game, but will raise in difficulty with more enemies per wave. This will result in players needing to adapt, overcome, and even prioritize how they will defend their towns. I really hope the need for difficulty lowers or gives players an option in future titles, as this was one thing that really hurt my experience with this title. Overall, it’s definitely a must have for tower defense fans.

 

Graphics: This is by far one of the best looking games on the 3DS when the 3D is turned on. From stunning use of foreground and background effects, it truly shines as a 3D title. With rather smooth frame rate, players will love the advantage this game has displayed against titles like Pokemon X/Y.

 

Sound: The sounds are not bad with this title. Unfortunately, I prefered not to play with them as they did get repetitive over time, but nothing that others may enjoy. They are top-notch and prove so with how detailed even the score takes place.

 

Controls: This game has to be one of the best control based games I’ve yet to experience on the Nintendo 3DS thanks to the use of its stylus and or use of your thumb on the screen in order to help control Dillon’s spin. Using the touchpad however to confirm choices, was a bit unique. Very easy and straightforward to learn.

 

Review: Daylight – Frighteningly mediocre

Originally published on the Official Blast Away the Game Review Facebook Page
Review by Josh Turner
 


Pros:
+ Legitimately freaky.
+ No two games are the same.

Cons:
– Major framerate issues.
– Extremely long load times.
– Very short game.
– Ghosts can be easily fooled/avoided.

(Overview)

We live in an age where smart phones are an extension of our being. You have an app for finding food, love, hotels, movies, etc. You name it it’s always at your fingertips. So what if you where stuck in an abandoned hospital that’s haunted, and all you had with you was your smart phone?

That’s the core mechanic of Daylight, and it is an interesting enough primness to catch my attention, and keep a keen eye out for it’s release. So now that that day has finally come, how does it fare in a market that’s over saturated with survival horror titles?

(Gameplay/Story)

 Something you will notice about this game as soon as it boots up for the first time is the insanely long load times. Now granted, part of this is due to a system that they have in place where each time you start your game, it is a different unique world. (How unique I am not sure of, I only did one run through of this title) Still it is extremely painful to sit through a three minute load screen in today’s next gen world.

As the game opens, you awake on the floor of a abandoned hospital to a mans voice that is calling out to you through your cell phone. He speaks in short cryptic, nonsensical sentences. The message he is trying to relay to you quickly become clear. You are trapped, and there are malevolent spirits all around you that wants nothing more than to kill you.

Your only tool is your smart phone which you use as your flashlight, map, and connection to the outside world. One question I did have while I was playing through this title is why during any point of this game, did Sarah not try calling the cops… Or a priest for that matter. Besides this information, the rest of the story, or back story in all reality is told through notes found throughout the levels. This for the most part, makes it very difficult to follow the story seeing that unless you explore every inch of every level, you’ll never know the full story. Because there are some fairly large parts of the story that is touched on very little, or not at all. Also, even though this voice is directing, not at one point in the game does Sarah try to speak back to him, nor does he reveal any real information until the very end of this game.

Much like other very popular survival horror titles, Daylight features a system where you have no weapons, your only way to defend thy self if via flares that you find along your journey. These flares when activated will burn any spirit that is chasing after you, and will provide an extra amount of light to help you find your way through the maze. You can only hold four at a time, and they can be quite tricky to find for the most part so you do have to make sure that you use them only in situations where there is no way out.

Something I noticed however is that the spirits in this game are almost to easy to avoid, once you learn how too. I remembered from watching a trailer for this game, that it stated “Don’t look back or they’ll get you” now under a hypothetical, crazy, half brained idea. I decided to stop running from said ghosts, or using flares, but instead looking away from whichever way they were coming from, and attempting to pay them no mind. Turns out my plan works; nearly every time from that point out, unless I had to turn around or if one popped in front of me, I was able to avoid them altogether, and not die once.


Now granted, before I found this out I did have a few run in’s, nearly died, a yelped out loud a few times. This game does build quite the tense atmosphere for the most part, and if you do get jumped by ghosts, they are quite the hideous mothers. One of the things admittedly that built more tension for me is the fact that Sarah has a tendency to speak to these entity’s, which is breaking the number one rule of anything horror related. Never acknowledge the prescience of whatever is after you. However she thinks it’s a great idea to entertain this thing by speaking to it every few minutes, which leaves me sitting over hear screaming at my tv to shut up.

The overall goal of the game though feel stolen straight from Slenderman. Gather (x) amount of notes, which each note the spirits will more frequently pop up. You are gathering these notes however to unlock the sypher, which is a item associated with the past of the building, once you get said item you then proceed to the exit. Rinse, wash, repeat. For about three hours that is.

This game, even though entertaining is extremely short clocking in right around the three hour marker on normal difficultly. Gratefully this game is only $15, but still I do feel a little let down. With only four primary zones, (Hospital, sewer, forest, lobby) it feels like the game was very quickly thrown together.

The game is presented in one seamless fashion though which does make it feel more like one long level, or a movie for that fact. When you do move to different zones, it is very clear that the game is loading due to the amount of framerate lag there is. Overall this game runs around 50 frames at all points, but when you get into a new section get ready for it to drop down to the 20’s or less.

(Graphics/Design/Sound)

One of the things that is a real bummer about this game is how the levels are just so bland. They are you standard dark rooms that you would expect out of any survival horror game, not just in the aspect of rooms, but also every environment. Forest are a bland dark green, with creepy leafless trees. Hospital has a bunch of equipment thrown around, as well as flashing lights. Which really just gives you a feeling of, “been there, done that”

I can’t say to much for the characters animations, or how they look as they rarely spend anytime on the screen due to you either running, or burning them with flares. The little glimpses you do get of them is your average, Grudge esq scary lady with long black hair, and blacked eyes. The character themselves though are modeled nicely enough to be pleasant to the eyes, no matter how mortifying they look As for your character… Sarah does have some very manly, man hands; that much can be said

 


For the environments, as I noted before not only are they very run of the mill in design, but they tend to be very low resolution in animation. This is most notable in the forest level, as the trucks of the trees are extremely jagged, as the ground underneath is a very flat black and green. How this is designed to be a run on a PS4, and not a PS3, or even my Vita for that point is beyond me.

Lastly, something they did do right for the most, sound design. The oppressing prescience that is relayed throughout the levels is perfectly complimented by the heavy breathing of Sarah, as well of the whispers of the deceased constantly throughout the world. When you finally find the Sypher, the noises that it emits make you stop momentarily and question if this item is really here to save you, or bid you more harm.

(Final verdict)

Not going to lie. I was looking forward to this game, and once I got my hands on the finished product I was disappointed. Even before the game even truly started I was running into issues that made me question my purchase.

What could have been an interesting adventure falls short into the land of mediocrity. The inclusion of a mobile device like a cell phone could have brought a whole new way to make players interact with the environments they are in, yet they decided to play it safe and use it as a flashlight.

Even though this game does a good job at painting a brutal picture where it becomes exceedingly easy to become unnerved at, the faults in this game quickly catch up to it making it where the ghosts which at one point seemed to be the girl from The Ring, now seem like nothing else than Slimer from Ghostbusters.

For every one positive this game did like sound design, or atmosphere, there are double the negatives to be found.

I give Daylight for the PS4… A 5.5 out of 10.

Review: Child of Light – An Adventure Unlike Any Other

Originally Published on the Official Blast Away the Game Review Page on 5/7/2014
Review by Aaron Johnson
 

Pros:
– Has an Immersing Story
– Fantastic Soundtrack
– Creative Art style
– Original Combat system
– Open World
– Full of Emotion

Cons:
– Short in the means of length.

Final Verdict: 9.5 out of 10

Final Thoughts: Child of Light is unique in the means nothing like this has been done. It has taken a format of storytelling we’ve only seen in tales such as Sleeping Beauty, Cinderella, and many others only to put it on an interactive medium. It has portrayed itself as one that could set a new trend for fairy-tale like games. Luckily, Child of Light, is one of those games that any one from new to gaming to hardcore in gaming can pick up, enjoy, and not feel disappointed with. It is truly a title unlike any other.

 When I first saw the trailer for Child of Light I wasn’t chomping at the bit to buy it, but an opportunity presented itself to try it out, and so I took it. At the start menu you are greeted with some fairy-tale like music that presents itself as the theme song of the game since you hear it quite often throughout the game and it surprisingly it grows on you. To be quite honest, all the music in the game does.

 Starting the game you are introduced with a cut scene story, of a long lost kingdom of Lemuria and a royal family of Austria, you are introduced to the main character Aurora. It then goes into some back story on her family. Her father the Duke was a widower and raised Aurora alone, after some time the Duke remarried. On an Easter day Aurora went to sleep and never awoke, she was dead. But she woke up in a strange land, upon an alter. She thinks she must be dreaming.

 Now the game play starts with basic controls such as X to jump, left stick for movement. You pretty much wander around until you happen to come upon a tree that is in full blossom, but when a firefly comes out of the tree, Aurora speaks with the firefly briefly; the firefly wants Aurora to follow it to see a lady. oh also the game text tends to rhyme whenever possible. Now having spoken with the firefly, you have been given the ability to control the firefly with your right stick. After traveling for a short while you are presented with a puzzle. Once done with the puzzle that presents itself you enter a door into a chamber with a sword you obtain, and your first combat situation.

 As someone who doesn’t play a lot of RPG’s, I have been able to experience the classic combat system Child of Light uses. It features a few different aspects like the wait/cast timeline, you can control the firefly to either slow your enemies progression on the wait/cast timeline or heal your characters, but the firefly has limited energy as well as the HP/MP counter. To enter combat all that is needed to be done is to collide with an enemy in the open world and there are two ways of doing it, colliding head on with said enemy or colliding when they’re back is turned. Unfortunately you never know how many enemies your getting. Even after beating the game I have yet to master this system, though I did play on Hard my first time through.

 After defeating the single enemy you are called upon by a voice, on the way to discover this voice, you will have a few puzzles to solve and a few enemies to face. Once finding the source of the voice it turns out to be the Lady of the Forest, but she is trapped in stained glass. Now you have another puzzle to solve following a mini boss. When you beat the boss a cut scene follows. It explains what happened to the place that Aurora woke up in. In short a Queen of Light once ruled the land, but one day she and her light vanished. Being taken over by Umbra Queen of the Dark, she sent her daughters to take the sun, moon, and stars. The land was then over run by Umbra’s dark creatures. After the cut scene Aurora and the lady speak, saying she is unable to go home unless she banishes the dark and returns the Sun, Moon, and Stars, and explains where to start. Once finished speaking the Lady of the Forest gives Aurora wings like that of a fairy.

 Now with some knowledge on what to do, where to go, and you know how to use the combat system, you can start progressing through the game. Along the way you’ll encounter companions that willl join your group friends and foes alike, though most have their own missions to complete, along with meeting NPC’s that give you side quests. Overall, Child of Light is unique, and is an adventure any player can easily find themselves spending hours, upon hours, upon hours enjoying.

Graphics: Using the UbiArt engine we’ve seen in previous entries (Rayman Origins and Rayman Legends), Child of Light follows this uniqueness with smooth graphics, a storybook like look, and of course smooth flowing motions that help tell the story through the games atmosphere and locations.

Sound: With a rather enchanting setting, the sound follows through quite well to help players feel spell-bound through this fairy-tale, and there is no lack of creativity that has been presented forth in this title.

Controls: For anyone who has ever played a side-scroller, Child of Light is very easy to control, and allows for even new gamers to take over. From combat, to exploring, the control scheme is very learning friendly.

Review: Cell Damage HD (PS4) – Nostalgia for the Win

Originally published on the Official Blast Away the Game Review Facebook Page
Review by Josh Turner.

Pros:
+ Truly gorgeous artwork
+ Addictive gameplay
+ Perfect party game

Cons:
– No real depth to the game
– Only certain weapons are really worth using
– No online multiplayer

 


(Overview)

 Cel Damage… What can I say? This one caught me by surprise when it got released. I’m not going to lie, I didn’t even know it was in development, let alone coming out for next-gen consoles. So imagine my surprise when I log into the Sony store and find a heaping wad of nostalgia available for only $8.99 (USD) I don’t think I could have honestly purchased this game any faster, and before you knew it I was reliving one of my favorite games from two generations ago.

 Cel Damage was originally developed by Pseudo Interactive back in 2001 for the PS2, Xbox, and Game cube. Even though the game never hit the level of mainstream success that it’s darker brother did, (Twisted metal & Vigilante 8) it did amass a cult following as well as being one of the first games to truly you it’s art style in a proper way. So seeing that we are smack dab in the middle of the age of re-releases, it’s only fitting that a game that gained marginal success be given the HD treatment over a decade later and have a second chance of capturing a new audiences attention.


(Gameplay/Graphics)

 Cel Damage has a roster of ten different racers, each racer has their own signature weapon, and if that doesn’t cut it for you; you have around thirty different zany weapons to pick up throughout your battle. Anything from grenades, to chainsaws. Mortars, to baseball bats. You name it, you can use it here to bring death and destruction upon your enemies.

 Granted with any destruction game, there are certain weapons that you’ll develop a tendency to gravitate towards. However, part of this reason is due to some weapons being extremely overpowered, making the game feel more like a race to see who can get the best weapon first. Granted this is counterbalanced by each weapon having it’s own unique timer built in, and after (x) amount of time the weapon is forfeit. 

 There are four primary zones that your carnage will take place within. Desert, jungle, graveyard, space. Each level if uniquely designed, and has four sub levels within it. All levels have their own specialty weapons to unlock, as well as level traps for you to take advantage of.  The only draw back with these level, is that they’re kind of small. You’ll quickly be able to cross from one side of the map, to the other before you even realize what’s happened. Granted; part of the reason it was designed in this way, is because of the different game modes, but it still feels surprisingly claustrophobic at some points.

 Speaking of Game modes, this game had three different offerings for you to run through. “Smack Attack” which is it’s destruction derby mode, “Gate Relay” Which is a point-to-point race mode, and “Flag Rally” which is your point capture game type. Each mode does bring something unique to the table, and does keep you entertained. Over time however, you’ll begin to realize how little depth this game really has, and how it feel more like something you’d be playing more at your local arcade, then on your local console.


 Part of the reason this also feels this way, is that there is no online multiplayer what-so-ever. Now don’t get me wrong here. I’m not an advocate for every game needing online multiplayer, but when your game is designed to be played with fiends, or as a party game. Which this game is, on both counts mind you. I would expect a little online interaction to increase the longevity of the title, as well as it being indicative of the product that is being sold. I understand from trailers of the game that the developers wanted to purposely not include online multiplayer, but it does beg to question their motivation behind this move. Was it truly an attempt to re capture localized multiplayer, or was it a way just to cut cost?

 One thing that can said about this game, is that this is one of the best looking cel shaded games on the market, only to be rivaled by Wind Waker. Everything in this game is not only eye popping, but also eye catching. Anything from beautifully animated levels, to just the details that they put into the racers cars is truly a treat for the eyes.

(Final Verdict)

Seeing as Cel Damage didn’t really hit it big the first time around, I was very surprised to see an HD remake.  Pleasantly surprised, but none the less shocked to see it. It seems like so far this next generation of gaming in nothing more then a walk down memory lane, which even though is entertaining, is not quite original or needed.

 The one major thing Cel Damage had always suffered from, even in it’s original release, was the lack of depth to it. While there is a wide assortment of levels, they feel almost put to waste seeing that the primary game mode is not to explore, but to destroy. Keeping you extremely close to one another, and not allowing you a chance to explore. While there is 36 weapons to chose from, only a handful will ever truly be used seeing that this game has some serious balancing issues.

 Sadly, the one thing that could have very well saved this title and made it more than just a mediocre re-hash would have been the one thing they purposely avoided. Online multiplayer. As stated before, not all games need an online portion, but if you game is meant to be a “party esq” title then yes, you need online. It adds a whole extra level of re-playability that otherwise is missing altogether.

Cel Damage HD get’s a… 7.5 out of 10