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Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, November 2, 2010

Costume Quest review

Costume Quest - 360/PS3 - feature

Dakota Grabowski's avatar by Dakota Grabowski, October 31, 2010

After having high hopes for Tim Schafer’s Brutal Legend and, in turn, being disappointed with the end product, it’s safe to say that any claims of caution with Costume Quest are valid. As an RPG mashed with an adventure title, Costume Quest does enough to hold interest, but fails to provide any incentives to return to the title after completion.

Per the standard for a Schafer title, Costume Quest is full of witty dialogue; although, this time around, there aren’t any memorable characters or a storyline to hold the package together. Comparing to the titles of the past, this is Schafer’s weakest entry when it comes to writing. It effectively hinges on the gimmick of Halloween more so than excellent writing or storytelling. Remove the essence of Halloween – or any holiday theme – and what Costume Quest boils down to is a shallow RPG with the bare minimum adventure elements.

Aside from the mediocre writing, Schafer failed to insert gameplay that is attractive after the first couple hours. Players must travel through three worlds with three younglings who are out to save either Wren or Reynold – depends on what the player selects at the start – from troll-like creatures (grubbins) who are out to steal all the candy on Halloween for a witch (Dorsilla) who is out to pay a debt.  Nothing more, nothing less – Costume Quest employs the blueprints of an entertaining plot but fails to deliver.

Throughout the adventure, players collect costumes that are used to enter battles similar to Final Fantasy’s job system; for example, select a unicorn costume, use it in battle to heal your teammates and also attack the enemies with the graceful horn. Even though this may be the most attractive feature of Costume Quest, it’s limited due to only permitting two actions per each costume and only allowing three party members. Having a total of 10 costumes (11 if you count the grubbins disguise that isn’t used for combat), that brings the battle animation count to 20, which, ultimately, paves way for repetition as players progress to the end of the game and max out their characters’ levels at 10.
Such as it always is for a title that strives for simplicity, Costume Quest often presents itself as a shell waiting for a slug to fill it and carry it along. As a turn-based role-playing game, Costume Quest never goes the extra mile for customization or in-depth action commands. As an adventure game, it delivers a set of fetch missions, a few escort quests, forced encounters while trick-or-treating, and on-map enemies to avoid or partake in battle. Outside of that, there are battle stamps to collect/buy to change up the effects in battle (stuns, counters, dodges, etc.), bobbing for apples and cards to trade with other young tots in the world. Not much else to see here; a disappointing to say the least.

Beyond the charm and simplicity – and not to mention the thrill of playing Schafer’s next video game – Costume Quest is a mild letdown. Running around 5-6 hours long – depending on the player’s goal to complete all side-quests or collect all the battle stamps and cards – it’s a short title with little to no replay value. Luckily, the time spent in the first playthrough isn’t numbing nor is it a nuisance.  Having only experienced only one glitch – getting stuck behind an object – and little to no loading times between battles and worlds, Costume Quest makes headway in the technical areas of the RPG genre that is often plagued by loading.

Many may find the allure of Halloween, cute characters, fantastic art direction – although, by game’s end, it’s all too similar – and costumes attractive, but they should beware; Costume Quest is a short experience that lives off its rudimentary holiday theme.

Monday, November 1, 2010

Haunted House review

Haunted House - XBLA/PSN/Wii - feature

William J. Haley's avatar by William J. Haley, October 31, 2010

Based on the Atari 2600 adventure game of the same name, Haunted House tasks the player with exploring and unraveling the secrets of—you guessed it—a haunted mansion. Actually, it’s not so much a mansion as it is a redundant maze of the same annoying rooms filled with a ridiculous amount of fireplaces. Seriously, just buy a central heating system! There are four different areas of the house, each with a handful of levels and a climaxing in a boss battle, but the real challenge is forcing yourself to play beyond the first stage. Why? I’m glad you asked. Read on.

As in the original, darkness and light plays a vital role best described as a clunky combination of Alan Wake and Luigi’s Mansion. You’ll need to have a steady supply of light sources (such as matches, torches, and hundreds of cellphones which have somehow been locked away in this very old mansion….) to constantly find your way. And that’s not something the developers seem to want you to do, as they completely missed the past 30 years of progression in adventure games; you’ll be perpetually hindered by the environments which don’t turn transparent when they’re blocking the view of your character or nearby dangers, and even when a mandatory text window pops up you are stopped in your tracks but can still be attacked by enemies. Unacceptable. It’s actually a good thing you can barely see anything at all because Haunted House has some of the worst character designs and kindergarten cutscenes since the 3D0.

Various obnoxious enemies such as rats, bats, and ghosts will chase you down and attack you while you search cabinets and chests for keys. For the entire first area you have no method of combating these enemies other than lighting a fireplace and drawing them into the light. You have torches that cast even greater light than the fireplaces, but they inexplicably don’t have any effect on the magical rats. Eventually though you’ll get special relics which you can use to attack the spectres, making your annoying and incredibly naive character somewhat less of a useless sack. If you really want to punish a friend the game can be played cooperatively, but the current leaderboards don’t even fill an entire screen which means that pretty much everyone except for you would have something better to do.

It both astounds and saddens me that a game like Haunted House can successfully make its way from concept phase to something a company expects you to buy, with money. Even on XBLA, where quality does not always go hand-in-hand with quantity, this is one of the worst releases yet in the nearly 350-game library. Considering its namesake is one of the forefathers of survival horror video games, the new Haunted House brings nothing meaningful to the table whatsoever, and all it can offer is a frustratingly obsolete experience that deserves to be buried alongside copies of E.T. and Jimmy Hoffa.

Friday, October 29, 2010

Kinect review - world's first is in

54 CommentsUPDATE: Microsoft has told CVG that the Evening Standard write-up should not have been formatted as a review.

An MS spokesperson told us: "The Evening Standard story is not a review - it was a preview and has been corrected."

Update: Kinect review - world's first is in

54 CommentsUPDATE: Microsoft has told CVG that the Evening Standard write-up should not have been formatted as a review.

An MS spokesperson told us: "The Evening Standard story is not a review - it was a preview and has been corrected."