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What games are you hyped/disappointed about?

there've been several of these; now there's an "official" one.

What games are you hyped or disappointed about?
list & discuss up-coming or very recently-released games.
use info from previews, reviews, demos, etc.

Please include:
- Game name (duh)
- Links to (p)review(s)
- Picture(s)
- Description(s) or blurbs from (p)reviews
- Your opinion


Discuss, marvel and get your hopes up--or talk about what a piece of shit someone made out of something you were excited about.

Unreleased/Upcoming/Vaporware or recently released games only please.

Good sites for material:
http://arstechnica.com/gaming/
http://ign.com/
http://gamespot.com/
http://gameinformer.com/
http://gameinfowire.com/
http://gametrailers.com/
http://gamesradar.com/
http://previews.teamxbox.com/
http://psu.com/

etc
 
sonic 4: episode 1
360/ps3/wii
release date: sept 28th 2010
http://arstechnica.com/gaming/reviews/2 ... -sonic.ars
sonic41-thumb-640xauto-17179.jpg


i didn't know this had come out yet until yesterday, where i immediately dl'd the demo.

Ars Technica Review":affzepz4 said:
Each of the game's zones is based on a theme from past Sonic games, but they have been remixed, remastered, and rethought. While you can scream through the game in a single sitting if you just want to see the ending, there are multiple paths through each level, Chaos Emeralds to find, and some surprises that won't be immediately apparent. Yes, it seems slightly short at first, but multiple passes through each level are encouraged, and they all proved fun.

The graphics are sharp and bright, at least on the PlayStation 3 and Xbox 360 versions of the game, and everything moves and looks great. In the Casino Zone, you cause dice to spin as you run past them, and you can likewise run past playing cards and cause them to turn; get a few of the same cards in a row and you're given bonuses such as rings and extra lives.

In an underground section you carry a torch and can increase the amount of available light by igniting lanterns in the background. There's a puzzle that uses this mechanic, and yes, there is a mine cart to ride. You may not know where everything is, but it's all familiar.

A big change is the homing move. As you approach bumpers and enemies they are given a crosshair, which is your cue to hit the jump button while in mid-air; this causes you to jet toward your target and increase your momentum. Using this move in the right places will allow you to swing on vines, increase your altitude and find new sections of the level, and of course fight the bosses. It may be jarring to get used to this for hardcore, old-school Sonic fans, but it fits the game very well and allowed the designers some breathing room when creating the levels.

There are also bonus levels where you spin the background to guide the falling Sonic to the Chaos Emerald, and these are both challenging and fun—a good way to break up the game.

The complaints here are few, but there are some annoying bits. The character model for Sonic looks good, but the walking animation feels a little... off somehow. You get used to it, and it's fine when he runs, but the first few steps are going to be odd. The underwater sections are still annoying, and the final boss fight is an exercise in frustration. The game isn't hard by any stretch, although there are tricky sections, but you can burn through almost all your accumulated lives in the final confrontation. Annoying.

In the demo, you get Stage 1: Act 1.
I was a massive fan of the 2D Sonics and the fast portions of the Sonic Adventures. This feels HUGELY like the 2D Sonics, ALMOST identical.
I am perturbed by the walking. It is SLOW.
I played Sonic 1, 2 & 3 so much, I have the rhythm of the physics perfectly memorized. If you have the same thing, you will suffer physics-shock. His jumps/flings are higher/faster, you cannot hold a spindash without revving, and the pre-run walk is just unsettlingly slow.
Otherwise I'm pretty happy about it and will buy it when I get some dough freed up.

Verdict: Woo :)




castlevania: lord of shadow
360/ps3
release date: oct 5th 2010
http://arstechnica.com/gaming/news/2010 ... a-game.ars
castlevania-l-o-s.jpg


just came out.

Ars Technica Review":affzepz4 said:
The main character, whose name is Gabriel (because that's what people in games like this are named), has a cross that operates like the Blades of Chaos from God of War. Yes, Dante's Inferno also ripped the combat from God of War pretty blatantly, but that game felt more satisfying and had some great cut scenes and themes from a classic piece of literature. No such luck here.

Gabriel has a move that allows you to dodge attacks, but of course it's not mapped to the right thumb stick, because that would make too much sense. The right thumbstick, in fact, does nothing because the camera is locked down.

Sound frustrating? Welcome to Lords of Shadow. The camera never seems to be pointed where you want to see, and getting around the linear levels is more of a pain than it needs to be. The right trigger does whatever contextual things needs to be done, which means in sections where there are multiple contextual actions it does whatever you don't want it to do.

I also enjoyed how, after dying, the game asked if I wanted to continue from the last checkpoint, and the game put the cursor on "no" as a default. I felt like I was doing something wrong when I continued to play the game.

In one scene, I swung over a wall (on accident, of course) and then found I couldn't get back to where I came from to collect an important item. I finally restarted the entire level and slogged through it again. Hey, at least I found new green glowy things from the bodies of dead knights. These are hidden around each level, and if you collect enough of them, your total health goes up. You regain health from fountains. I didn't think it was possible to steal so much from a single game without adding anything new of worth until I fought my first Colossus.

The big hulking enemy came out of the ice, and to fight him I had to climb up his body and stab a rune. There's a button to hang on when the Colossus, or Titan, or (as I called him) "Plagiarism" tried to shake me off. Even when I held that button, I would sometimes fall off and have to start again. This is what happens when someone plays Shadow of the Colossus and asks what it would be like if all the joy were sucked out of it.

I did get to see a naked fairy pretty quickly, so that was cool. I'm told if you keep playing, the final third has some things that vaguely remind you of previous Castlevania games, but if you got that far and no one was paying you to play the game, you deserve a medal, not some classic enemies.

I also can't leave out the mind-numbing "logic puzzles" that the game throws at you, because the game's pace isn't slow enough with all the yapping from Captain Picard and the long cut scenes. I mean, if a game is going to throw a talking horse at you, it should happen well into the experience. But no, here you get a glowing, talking horse right off the bat. The main character doesn't question this, because things can't possibly get any stupider, right? At least until you're aiming light with mirrors in a puzzle and you wonder if you're playing a game from the PlayStation era. (You just know there was a rejected co-op mode where you both had to stand on triggers at the same time.)

Every scene seemed to say, "Remember the game that this came from, and how much fun it was? Screw you!" I'm told that things really pick up ten hours in, which means you suffer through an entire good game's worth of a bad game to get to something that might be mediocre. In ten hours I could read a good book or watch ten of my son's soccer games.

Sixty dollars is a lot of money, and time is something you can't buy at any price. Why not do something enjoyable? Lords of Shadow offers you boring gameplay with a side dish of uninspired story. I don't care if you have the budget of a Trump combined with the life expectancy of a MacLeod, there are better things for you to do with your time and money.

Lords of Shadow is just bland, a mishmash of warmed over ideas that adds up to less than the sum of their parts. It's not terrible, but that would almost be preferable. Yes, this sounds whiny, but life is too short for games that aren't fun. Right now I'm playing more involving games, I'm halfway through a good book, and I hear there was a lesbian scene in last night's episode of Glee. All of those things are preferable.

P.S.: The framerate on the 360 version is bad.

Saw some vids; it looks ... IDENTICAL to God of War 3 mixed with Shadow of the Colossus for some reason.
It looks like they even used some of the same animations and effects ;x
But slower and clunkier and not good :/
Will they ever make a good 3D Castlevania? :(

Verdict: Boo :(
 
Kirby's Epic Yarn
http://wii.ign.com/objects/853/853826.html
Wii
Release Date: October 17, 2010

kirbys-epic-yarn-wii-screenshot.jpg


It's pretty clear that game designers have come full circle. Back in the '80s and early '90s, the hardware forced them to perfect the side-scrolling platformer, but once 3D became an element to toy with, that's where the world went. Now that they've had their fill of huge, explorable open world environments, we're seeing a trend that brings us back to game designs that made us fall in love with video games. New Super Mario Bros, Sonic the Hedgehog 4, Limbo, Super Meat Boy -- strict side-scrollers that embrace the limitations of the perspective enforced on them while still utilizing the tech at their disposal.

Now, add Kirby's Epic Yarn to the list. A game that creates an incredibly unique and clever world of fabric, Epic Yarn's style actually enhances the traditional gameplay mechanics. Kirby's Epic Yarn features an environment built entirely out of material you'd find in an arts and crafts store. Quilt patterns and fabric form the world, and yarn, string, and buttons are the building blocks of all the creatures…our hero included.

Anyone who's familiar with Kirby may notice that he lacks his usual "suck enemies" power as has been a staple for the character for many of his platforming adventures. But his lack of air pressure attacks is written in and dismissed, and now Kirby wanders his world winding his enemies up into deadly balls of yarn and lobbing them at destructible walls and other bad guys. By the time you hit the quilted environments for the first time, you'll easily forget how a Kirby game is "supposed" to play. Kirby's Epic Yarn style and substance fits the character's charm and cuteness perfectly.

A lot of Kirby's gameplay is by-the-book platforming that will immediately be familiar to anyone who's picked up a video game in the last 20 years. But as traditional as the gameplay is, it's the style that enhances the tradition: Kirby can pull zippers to unfold the next part of the level or tug down the fabric in order to make a ledge come down to his level. Kirby can explore the world players can see, but he can also manage to push his way behind the fabric and maneuver through the stitching like a secondary world, all the while only revealing his bulge to the player actually controlling him.

Kirby's Epic Yarn is an incredible looking game that really puts the Nintendo Wii's strengths up front: it may not be an HD capable system and its 3D capabilities might be a generation or two behind its console competitors, but thanks to the style's restrictive camera and side-scrolling environment, the team at Good Feel – the same guys that worked on the impressive Wario Land: Shake It a few years back – pull off a visually impressive game that's something unlike anything we've ever seen in a video game. Kirby and his second player partner Prince Fluff animate with incredible fluidity because they're just a looped piece of fluffy yarn. Environments are gorgeous because they're constructed of photorealistic swatches of felt and fabric that move, flow, and wrinkle realistically when players tug and pull on the background.

The designers even enhance the traditional action with some really cool transformation elements that shift the core game mechanics to ensure that the gameplay doesn't get stale. You'll constantly find areas where you'll turn into a dolphin to swim and jump with incredible grace and fluidity, or change into a UFO to suck up enemies and blast the entire screen with an impressive energetic jolt. You'll transform into a fire truck to douse flames with water streams made of yarn or change into a space ship to enter a classic side-scrolling shoot-em-up. There's even a little nod to the Nintendo DS Kirby's Canvas Curse with a train transformation where players "paint" track down for Kirby to follow.

By the look of the game it's pretty obvious, but it definitely needs to be mentioned: Kirby's Epic Yarn is a younger skewing game, and as such, experienced gamers might find less of a challenge here than in other high profile games. Kirby may take a hit from an enemy or fall off the world, but players are not punished with the finality of losing a life. So, with that said, beating Kirby's Epic Yarn is not a challenge, and you should know that right from the start.

Unlocking all the goodies including extra levels within a world, however, is a challenge, and that's where this younger skewing game can appeal to the experienced gamer. Players are rewarded for collecting beads (think this game's Mario coins or Sonic rings) and getting through the levels as unscathed as possible. Each level notes when you've completed it with a bronze, silver, or gold status, and that status is obtained by making it to the finish holding onto as many beads as you can. Taking a hit or falling off a ledge will cause beads to spill out of Kirby/Prince Fluff's "pocket," which can have a negative effect on the medal earned at the end of the level. Even more so during boss battles: on top of the gold status, there's a "Patch" that can be earned which will open up a branching level path after he's defeated – so it's important to get through those big bosses without taking damage.

There's also the secondary "sandbox" mode that lets players customize an apartment with all the unlockables earned in a level and the items purchased with all the beads. So if you're into the Colorforms arts and crafts, there's at least that to keep you coming back, but for the most part, the game's strengths are in its core platforming.

Kirby's Epic Yarn is equally fun as a solo outing as it is a two-player game, and the experience is drastically different because of the balance that went into getting a second player in there. By yourself you might have to think about how you'll get up to a high platform, for example understanding that you need to grab an enemy to throw into a wall that will drop a platform down. In co-op, players can use each other to their advantage, so a player can simply grab the other guy and throw him around to grab something that was out of reach. It's a great way to get other players involved, and it borrows heavily from the great co-op design established in New Super Mario Bros. Wii: if the other player gets stuck, he can simply reset to the other person's location by tapping a button.

The give and take here with the co-op is that both players share the score, and if one player takes a hit, both players are penalized with the loss of precious beads. It's certainly possible to get everything with two players, but honestly if you're a completionist, you probably will not want to have a Player Two to get in the way.

Closing Comments
Kirby's Epic Yarn is a fantastic game that might skew a little younger than experienced gamers might be comfortable with, but the subtle level challenges and the incredibly creative art direction is well worth the experience. This is an amazing looking game that embraces traditional platforming designs in fresh new ways.

I love kirby to death and beyond, and the graphics looks absolutely adorable. However, one thing that always seems to bother me is the length and difficulty of the game. Its only around maybe 6-8 hours playthrough and the difficulty is essentially easy. However, it looks like developers put some time into adding replay with hidden stuff and difficulty by medals and whatnot. All aside, I can maybe get past the difficulty aspect, but im a real penny pincher when it comes to buying stuff and I sort of do the formula of hour of game play per dollar i spend. So while I dont think Ill ever buy it, I sure will try to rent it and maybe buy it when the price comes down, because honestly it looks pretty awesome.

Verdict: Yeah!
 

Twirly

Sponsor

The Legend of Zelda: Skyward Sword


WII52.pre_zelda.gr_06--article_image.jpg


First Impressions:

Gamesradar":14xp2j8a said:
Our lasting impression of Skyward Sword is one of capability. Link himself can do so much more. He’s fast on his toes in combat and his new-found nimbleness bleeds into exploration. He can run with the A button until a stamina meter depletes. The same meter dictates climbing time, teasing urgent adventuring from casual vine patches. Run into low walls or tree stumps and Link scampers up – a little parkour for beginners. Running lets him leap from raised areas onto rope swings, Tarzaning him to new secret areas. Zelda’s humble beginnings – Miyamoto’s childhood spent clambering around the countryside – have never seemed more relevant.
I am really eager to see how this one turns out, especially since Link can do more things now.
I am also interested in the Skyward Sword and I hope it pulls off well. (I am pretty positive about that though)
One last thing - I don't mind the graphical style... In fact, I like it. And you got to love how fans are raging that Nintendo doesn't use their great ideas...

Verdict: *changes underwear*
 
pokemon black & white

pokemon-black-white.jpg


platform: NDS
north american release date: spring 2011
genre: rpg

well duh!

http://www.pokemonaus.com/?p=2094
Each new generation of Pokémon has brought with it a plethora of new features in order to spice up the series. Accompanied by these new features is of course a visual upgrade which comes with the advancements of the newest Nintendo handheld. Pokémon Red and Blue first appeared on the original Gameboy, Gold and Silver brought colour to the Pokémon world on the Gameboy Colour, Ruby and Sapphire provided a more rich and detailed world to explore, and Diamond and Pearl introduced 3D building models bringing a previously flat world into a new dimension.

With Pokémon Black and White Versions developed for the same console as the five previous Pokémon titles, Game Freak needed to step things up because the look of the game wouldn’t be that different from what we’ve already seen. As you play through, you’ll be sure to experience a sense of déjà vu at several points during the main story. A majority of the towns and locations wont be all that awe inspiring because they feel as though they are places we’ve seen in the past. There are a very limited amount of locations where Game Freak take full advantage of the Nintendo DS graphical engine, one example is Hiun City. Don’t get me wrong, the games look amazing but don’t go into them expecting a different visual style then what you have already experienced in previous entries on the Nintendo DS.

After obtaining your starter Pokémon, you will begin the standard journey of collecting eight badges then battling the Elite Four. You have two friends who you will meet up with and battle throughout the story and of course there is an evil organisation. Team Plasma hope to separate Pokémon from humans because they feel Pokémon should live freely as nature intended without people to interfere in their lives. You will battle grunts throughout the game and then the organisation leader at the very end. Team Plasma’s newest and most powerful member is known as N who you will battle at several points on your adventure. Once the Elite Four is reached, you will partake in an amazing and epic-filled final battle with Team Plasma which is something yet to be done in a Pokémon game, if only there were more of these unique and original experiences to push Black and White that one step further.

Battles have received one of the biggest improvements in the game. Pokémon now fully animate and the battle scene is more three dimensional so it appears like there is actual distance between you and the opponent. Trainers and Gym Leaders unfortunately don’t animate which looks slightly strange, you have these motionless people surrounded by lively Pokemon which accentuates their stillness. Attack animations look amazing and many moves such as Surf take advantage of the distance between the two Pokémon battling. Hardcore fans will notice a few attack animations have unfortunately been recycled from previous games such as Water Pulse. Black and White introduces new Rotation and Triple Battles however throughout the entire game I experiences possibly four Rotation Battles and only one Triple Battle. Strange for Game Freak to introduce a new battle style and then severely limit it.

The music sounds reminiscent of the audio present in Diamond/Pearl and HeartGold/SoulSilver, because of this there isn’t any stand out themes you will remember or be humming after you turn off your DS. After over 60 hours of playtime, I’m struggling to remember a single tune. One town accessible after the Elite Four has lyrics present in the background music, this is a new concept which I welcome warmly, hopefully the Japanese vocals are translated or at the very least left in when the English versions are released.

Game Freak are really pushing for communication this time around. The new C-Gear is constantly present on the bottom screen and is always searching for other Nintendo DS consoles or a Wi-Fi Connections, a feature which will also be present on the upcoming Nintendo 3DS. The C-Gear will drain the Nintendo DS battery much quicker which will cause people to turn it off when out and about, it is an interesting concept though and is sure to make Connection Tours all the more exciting. Then there is the Dream World accessible via Global Link, the Dream World expands your gameplay and allows you to interact even further with other players from around the world. In the Dream World you can decorate a house, trade items with others and catch special Pokémon. Though the feature is quick exciting, the lasting appeal isn’t all that great and many gamers won’t be using it regularly after a few months.

The main story will take around forty hours to complete if you take your time, new cities and areas open up throughout Isshu post Elite Four which will expand your playtime even further. HM’s are special Pokémon moves which can be used outside of battle to open up new areas. Previous titles such as Diamond and Pearl had eight HM’s which meant two of your six Pokemon would need to be HM Slaves if you wanted constant access to every location. Black and White have thankfully brought this number right back, there are now only six HM’s, half of which are Water-type moves. In order to get to the Elite Four you will only need access to the first four HM’s, Dive and Waterfall are little extras which can be used to greater explore Isshu’s hidden secrets at a later point. Having only six HM’s is a great move for the franchise, most of these attacks are useful in battles too now that Rock Smash, Flash and De Fog have been removed.

One of my most favourite things about Pokémon Black and White Version is how all Pokémon available during the main story are only from the fifth generation. It is so exciting to constantly run into new Pokémon you have never seen before and to test out all the ones you have recently captured. Once older Pokémon begin to appear, you will still get the joy of seeing their animations and the new attacks they can now learn.

Pokémon Black and White will at first feel like just another Pokémon RPG on the Nintendo DS but Game Freak have done enough to differentiate their newest generation. Collecting and battling with all new Pokémon, exploring a variety of locations, and watching the stunning cut scenes throughout the story will all stay planted in your head as an enjoyable and memorable experience. Newcomers might be turned off with the lack of familiar Pokémon characters they may have been exposed to over the years but fans of the series will enjoy exploring a new world with 156 new Pokémon.

Oh and for all you completionists out there, good luck! With 649 Pokémon in total to collect, you’re gonna need it.
these games look awesome. many reviewers are claiming these are the best pokemon games ever, and it's easy to see why.

with the exception of some disappointing starters, most of this gen's new pokemon look awesome, probably the best new array in terms of design and typing we've had. the story sounds very indepth, the gameplay fun (with battles tightened up and moving along much faster), the music catchy and the world massive.

i love every pokemon game i've played but gen IV was kind of disappointing to be honest. i never really felt like i enjoyed pokemon diamond or platinum as much as i did with previous titles. granted, i am a lot older now, but i don't think i can attribute it to losing interest - i just don't think those games were as well made. i won't be able to say for sure until i actually play of course but i have a feeling i'm going to love these games.

verdict: spring cannot come soon enough ;-;


the last guadian

platform: ps3
international release date: holiday 2011 (fffffffff)
genre: action-adventure, puzzle

the-last-guardian.jpg


http://ps3.ign.com/articles/112/1121210p1.html
Fumito Ueda, head of the now legendary studio behind Last Guardian, is considered a brilliant man by many. His works, which include Ico and Shadow of the Colossus, are now treasured PlayStation 2 games and Ueda's upcoming project for the PlayStation 3 is one of the most anticipated games on the platform. Ueda spoke at this year's TGS and revealed a handful of exciting announcements regarding Last Guardian, including its release date window which is currently slated for the holiday season of next year. Although Ueda also unveiled an Ico/Shadow of the Colossus PS3 bundle, I was most interested in his comments regarding the Last Guardian. We know so little about the project, so it was great to finally get more info.

A trailer was shown towards the beginning of Ueda's presentation that highlighted the lighter side of Last Guardian. Much to my surprise, the game will be filled with playful, touching moments, as opposed to the nearly crippling isolation and guilt that dominated Shadow of the Colossus. The trailer showed the young main character interacting with the Trico creature (which was actually referred to as the "bird cat" during the demonstration); waking it from a nap, feeding it and even coaxing it up to intimidating ledges. The music in the video was charming and airy, perfectly complementing the visuals on display -- especially the final shot which showed the Trico creature casually scratching itself much like a dog or cat might.

Ueda was quick to comment that many gamers have jumped to conclusions about the game's plotline, guessing that the ending would be just as sad as the melancholic conclusions of Ico and Shadow of the Colossus. Although the team is unwilling to give away the ending (and rightly so), Ueda asked that people keep an open mind about it, as it could go in any direction.

Ueda also noted that the relationship between the boy and the Trico character might be a bit strained at first and will develop over the course of the game.

One question that comes up often with the Last Guardian is how it relates to Ueda's previous games, both stylistically and thematically. In a startling revelation, Ueda explained that the team doesn't know yet if Last Guardian will be connected story-wise to Ico or Shadow of the Colossus. These are things that will be developed over time.

During the question and answer segment of the presentation, Ueda noted that one of the things the team is most proud of is the collection of little details that make the characters come alive. The boy, for example, might casually lean against a wall if he's near one, without any command from the player. These sorts of design choices certainly sound like great care has gone into these characters and how they interact with each other and the world around them.

But even after multiple trailers of the Last Guardian, we still don't know much about how the game will actually play. Although people assumed that players would control the boy and somehow interact with the Trico creature, I always kept my mind open to the possibility that it might be set up differently. One of Ueda's comments during the presentation subtly confirmed that players will in fact be influencing the boy, and the boy in turn would be giving commands to Trico. Ueda's comment was simply that Trico wouldn't always listen to the boy's orders, just like a real animal, and would be occasionally unreliable. This was a telling statement and one that gives us more ground to stand on when speculating on how the gameplay mechanics work.

Towards the end of the presentation, Ueda made a few comments that have now become something of a hot topic for the IGN editors here at TGS. When asked about the continued usage of a male adolescent as the main character in his games, Ueda admitted that the Last Guardian's hero was originally supposed to be a girl. He explained that the decision to change the sex of the character was because girls wouldn't have the same physical strength as boys when traversing the environment, and "girls wear skirts."

Our own Kristine Steimer hastily responded that girls can in fact wear pants, so that seems like a non-issue. As the presentation was being translated, there could have been some joking in these statements undetectable to non-natives like myself, but it's very hard to tell. As it stands, the justifications for changing the main character seem odd.

Regardless, the Last Guardian looks absolutely stunning already and I'm sure fans of Ico and Shadow of the Colossus will be very eager to hear more. We'll just have to wait and see what Ueda shares with us next.
this game is one of the reasons i bought a ps3.

i haven't actually played shadow of the colossus but it looks absolutely stunning and this looks even moreso! it just looks so darn adorable and touching :3

there's nothing i can say here that you can't get out of the previews. it looks incredibly unique and engaging, though, something completely different from most ps3 titles so far.

verdict: :cute:
 
dadevster":gm7w28tz said:
the last guardian

international release date: holiday 2011 (fffffffff)
fffffffffffffffffffffffffff >:O!!!!!!!!!!!!!!
noooooooooooooo i thought it was this yearrrrrrrrrrrrrrr ;o;o;o;o;o;o;o;
 
Super Meat Boy

platform: Xbox Live, PC, Wii
international release date: Xbox - now, PC - November(ish), Wiiware - soom
genre: platformer
img]http://wiimedia.ign.com/wii/image/article/102/1025626/super-meat-boy-20090916044659995_640w.jpg[/img]

It's no coincidence that Super Meat Boy shares its initials with Super Mario Bros. This is a pure platformer that boils gameplay down to nothing but running and jumping. Meat Boy's goal is always the same: he must reach Bandage Girl, who is ever in another castle. Doing so is never an easy task thanks to the numerous dastardly traps in the way. One prick from a buzzsaw, spike, or monster's jaws will splatter Meat Boy's bloody pixels (which remain as a grisly reminder of your failure during your next attempt). Even though you only have two maneuvers at your disposal, the developers never run out of clever ways of obstructing your path.

In a game like this where you need to be able to make precision jumps and turns, the controls have to feel just right. The developers understand this and, just like Super Mario Bros., it feels good to control Super Meat Boy. He has a nice weight to him and a beginner player will get the hang of it almost immediately even on advanced stages.

Super Meat Boy is an extremely difficult game. Make the slightest mistake and you'll have to restart the stage over from the beginning – there are no checkpoints. You might die a hundred times before you are finally reunited with Bandage Girl and the game gleefully keeps track of every death in the Statistics menu. It's such a tense experience my hands hurt after a while and I couldn't get a good grip on the controller any longer because of the sweat. But you have unlimited tries and most stages take less than a minute to complete once you know what you're doing. When you are triumphant you are rewarded with a replay of all your attempts running at once -- dozens of Meat Boys flying across the stage and being eviscerated by traps.

Even though Super Meat Boy doesn't have a multiplayer mode, it's a great game to play with friends. Since you often have to make many, many tries before completing a stage it's perfect for passing the controller around and letting everyone have a shot.

Your first time through the game you'll be so laser focused on just completing each stage it's likely you'll miss the many secrets. There are warp zones that lead to secret areas where you might find new playable characters from recent indie games. Commander Video from the Bit.Trip series on WiiWare is here as well as that kid from Braid. These guests have their own behaviors that might help you in a tight spot. Commander Video can float for a moment, for instance. You can usually switch to a new character on the fly unless you're fighting a boss. There are also precariously placed bandages to collect that can be spent to unlock even more characters. Meat Boy isn't in this alone.

The developers' influences are obvious, as the hilarious cut scenes reference everything from Ninja Gaiden to Adventures of Lolo to Mega Man 2. A Donkey Kong-themed level is named "Weibe," after Donkey Kong champion Steve Wiebe. The rocking chiptune soundtrack is the best I've heard since Scott Pilgrim vs. The World: The Game. Find a warp zone and the visuals will shift to a more pixilated, 8-bit style emulating the NES, Game Boy, or Atari 2600. Super Meat Boy pays tribute to classic platformers while simultaneously claiming its place on the throne with the best of them.

Those cut scenes I mentioned are very funny, but they don't have the polish of the rest of the game. It is these scenes where you can tell Super Meat Boy was made by just two dudes. But I do appreciate the game's bizarre sense of humor. I mean, it's got a hero made of raw meat who is in love with a band-aid that is kidnapped by a fetus that won't stop flipping people off. If that's not a recipe for a good time I don't know what is.

Super Meat Boy is one of the best modern platformers. It's infuriating, exasperating, and arduous, but it's also delightful, thrilling, and hilarious. The NES games of yore were simultaneously simpler and more challenging than today's games, a quality perfectly emulated here. Invite some friends over and pass the controller around -- you're gonna need all the help you can get.

http://www.youtube.com/watch?v=CQ_PtD3LwpE
http://www.youtube.com/watch?v=EfrvpJSenko


im basically gushing over this game
Ive been excited for this for like ever
and ever

I mean jesus it looks so good and its gotten some great reviews
This is one of the only times where I actually wished I had an Xbox :c
;-;
so sad

Verdict: AWESOME BEYOND BELIEF
 

Star

Sponsor

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Duke Nukem Forever
Platform: PS3/360/PC
Release Date: Early 2011
Genre: First Person Shooter/Sci-Fi

duke-nukem-forever-20100903011815345.jpg


The long awaited 10 year in the making sequel to Duke Nukem 3D is coming to consoles and PC. Duke is back and it's more action packed and full of things men like. Including women, whips and oil. Gearbox software has finally taken hold of the struggle between vaporware and the biggest game developing troll in history George Broussard. And is finally gonna make a DNF that will without a doubt show that Gearbox is perfectly capable to make a Duke Nukem game that is DUKE and lives up to the expectations of his ego without having to have 3D Realms in their name. Now this is a force to be reckoned with. Call me now for a free whipping. I'm not gonna fight you, I'm gonna kick your ass. Oh and btw Jon St. John is DUKE and always will be DUKE

Verdict: Quit wasting my time. Go and preorder DNF NOW!
 

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