Punch-Out!!

June 1st, 2009

(Wii; $49.99; Rated E10+ for cartoon violence/comic mischeif; punchout.nintendo.com)

Originally appearing on the Nintendo Entertainment System in 1987, “Mike Tyson’s Punch-Out!!” was one of those games that eveyone who played an NES either owned, or knew someone who did. The original arcade version of “Punch-Out!!” gave us larger-than-life characters who, though not as iconic as Mario or Donkey Kong, are every bit steeped in Nintendo history and fondly remembered by fans.

Both the arcade and console versions of the game amounted to more pattern-recognition, than a deep boxing title- due, in part, to the hardware constraints at the time. Each boxer, from Glass Joe to Bald Bull to King Hippo had their own pattern of punches and “tells” that would clue the player into knowing when to dodge and when to strike. Opportunists could disrupt a pattern in order to get more powerful “Star Punches” and help them unleash stronger punches.

It was a simple game, with simple gameplay mechanics and a whole lot of personality.

Fast forward more than twenty years and “Punch-Out!!” for the Wii continues to be the same simple game with a whole lot of personality- only updated for the use of motion-controls which families have become accustomed to over the past few years.

It’s fair to say that enough time has occurred between the release of “Super Punch-Out!!” for the Super NES in 1994 and the Wii version of “Punch-Out!!” to not feel that the current title feels like just a rehash. Though the Wii version shares the bulk of the original fighters from the past games and that the fighters still fight and “tell” the same way, the Wii version’s artstyle and embrace of the old games’ charm makes this version of “Punch-Out!!” feel truly like an homage or a “reboot” to the series, and not just some cashed-in remake.

Basically: the mechanics worked then, still work now; and where visuals and sound needed to be updated to suit current technology, “Punch-Out!!” delivers.

Of course for the new version, motion-controls can be used to control protagonist, Little Mac on his rise through the circuits. Punching left and right using the Wii remote and nunchuck feels natural enough; and for those new to the game- the Wii motions will suffice. A bonus needs to be given to the development team for including the use of the Wii Balance Board to dodge left and right by leaning if players choose to do so. The combination of all three certainly encourages players to get up and move with the game.

But even more kudos need to be given for the inclusion of “Punch-Out!!” being able to be played using the original controls from 1987. For those looking to purchase the game for nostolgic purposes, the original control scheme will fire up the long-dormant muscle memories players have on how to defeat those old characters.

To the new kids having their first exposure to “Punch-Out!!” with the Wii-mote and nunchuck: that’s fine and dandy, but the original controls are where it’s at- it’s faster, its more responsive, and it’s the way “Punch-Out!!” is meant to be played.

Additional modes like multiplayer and the “Title Defense Mode” give “Punch-Out!!” some legs, especially because there’s very little incentive to play through a game like this once all of the opponent’s patterns are learned. These added modes were another wise move by the develoment team, who obviously had a love for the original game and wanted others to share in that love.

It was great in ‘87, and still classic in ‘09.

Killzone 2

April 27th, 2009

(PS3; $59.99; Rated M for Blood/Gore/Intense Violence/Strong Language; www.killzone.com)


5 Star

‘Killzone,’ which was supposed to be the PlayStation’s answer to the Xbox’s ‘Halo,’ put up a pretty good firefight when it was initially released, but it ultimately ran out of ammo and got taken down by critics and fans for being mediocre and easily-forgettable.

In an attempt to make things more memorable, Sony released “footage” of ‘Killzone 2′ when it made the announcement of the PS3.  Along with touting the incredible hardware of the system at E3 2005, Sony showed clips from upcoming games, including ‘Killzone 2′ that looked more amazing than anything anyone had seen in a video game.  The intensity of the firefights, the detail in the faces- it all seemed too good to be true.

And it was, because none of the footage on that reel came from an actual game.

Instead, Sony hired computer animators to make mock-ups of what Sony wanted the games to look like.  None of the footage shown was real, although Sony passed it off as being so.  Later, Sony would admit that the reel was “target rendered” and, although not actual game footage, showed what the PS3 was graphically capable of in terms of a video game.

That set expectations for ‘Killzone 2′ astronomically high, put enormous pressure on developer Guerrilla Games, and most assumed that the final product of ‘Killzone 2′ would fall far short of that “target render.”

Granted, ‘Killzone 2′ was delayed over and over again, and development has taken over four years, but ‘Killzone 2′ is finally released.  Can it compare to that notorious preview, or give the Xbox’s shooters “Halo” and “Gears of War” a run for its money?

Read the rest of this entry »

The Godfather II

April 27th, 2009

(Xbox 360, PS3; $59.99; Rated M for Blood/Drug References/Nudity/Intense Violence/Sexual Themes/Language; www.godfather2.ea.com)

3.5 Star

I was surprised, as many were, when EA announced that it was releasing a sequel to its game based on Francis Ford Coppolla’s film of Mario Puzo’s “The Godfather.”  The source material for “The Godfather: The Game” was an interesting hook to try to draw fans of the open-world crime genre game from “Grand Theft Auto,” but the game itself was only moderately successful.  I expected (hoped?) that the franchise ideas of “The Godfather” as a video game would sleep with the fishes.

So when “The Godfather II” was released, I wasn’t expecting much- however, I was pleasantly surprised and thankful to be wrong.

Read the rest of this entry »

Flower

March 27th, 2009

(PS3; $9.99; Rated E; thatgamecompany.com/games/flower)


5 Star

A lot of talk happens in the industry about “games as art.” The industry as a whole wants games to be recognized as an art form, whereas detractors- like film-critic Roger Ebert- are outspoken that video games cannot be seen as art on par with film or literature.  Where the dissent in the “games as art” debate comes from confuses me; when experiencing a game such as “Flower,” such a dissent is down-right ludicrous.

“Flower” is a game, for certain; but it is not a game in the traditional sense: there is no enemy or opposition, there is no formal score to achieve, there is no “winning.” Players can complete the game, but like completing a book or a film, the sense of accomplishment is really only in completing it- not how it was completed or how well it was completed.

“Flower” is also a sensory experience.  Each “stage” is an environment where players begin as a single flower pedal caught in a breeze.  Controlling the breeze by using the PS3 controller’s motion sensor, players will fly through the environment looking for other flowers to pick up other pedals.  As more flowers appear and more pedals are collected, the landscape begins to fill with more color, sounds, and flowers.

This is where the “gameness” of “Flower” ends.  Players can either choose to obsessively collect every flower in the environment to make the pedal-filled breeze flow colorfully throughout the environment, fly through the environment to the end of the stage, or just stay in the environment and experience the world.

Choosing to “experience” “Flower” by “playing” “Flower” is the greatest treat- its images and sounds are relaxing while the flying through the environment is still engaging.  For the first time, I played a video game before heading to bed, and it soothed me.  “Flower” is a tranquil game.  Unquestionably, it is also an artistic experience.

A game for everyone? Well, like any work of art, it can be experienced by anyone but not appreciated by everyone.  “Flower” isn’t going to find favor with 13-17 year old boys who just want to use their PS3s to shoot aliens or cause virtual destruction; others outside that demographic may just not “get it.”

For those who want to appreciate how the medium of video games, and interactive entertainment in general, are an evolving art form- look no further.

“Flower” is both a game and not a game; an experience, but more than an experience; something that you play, and something you just control.  My existential approach to this review is now over.  I’m only too glad that this review was written, for fear that I would have been punched in the face for making “quotes” with my fingers too much if required to explain “Flower” verbally.

Street Fighter IV

March 17th, 2009

(Xbox 360, PS3; $59.99; Rated T for Alcohol References/Mild Suggestive Themes/Violence; www.streetfighter.com)

4.5 Star

If there was ever a hotly-anticipated game that could potentially get old, lost gamers back into gaming and purchase a system, it’s “Street Fighter IV.”

Many men (and woman) my age dropped some serious coinage into a “Street Fighter II” cabinet back in the early 90’s when the franchise really became synonymous with arcades.  Many a Friday night were spent in the smokey, dimly lit corridors of “Pinball Pete’s” at the University of Michigan playing and watching others play this game and its many spin-offs.

I know.  Look, I didn’t have much of a social life at college, okay? Lay off.

There are those of us who stuck with gaming when it became more prevalent in the home than in the arcade, and those of us who went onto more mundane hobbies like golf or securities trading.  “SFIV” is for both of those people.

Read the rest of this entry »

Halo Wars

March 10th, 2009

(Xbox 360; $59.99; Rated T for Mild Blood/Mild Language/Violence; www.xbox.com)


3 Star

The monumental success of Microsoft’s “Halo” franchise is arguably the single reason why the Xbox survived its first incarnation during the last-generation of console wars and the primary reason why Microsoft was able firmly entrench itself with the Xbox 360.

Simply, “Halo” is a system seller.

But re-treading old ground with first-person shooters based in the “Halo” universe will wear down the franchise’s appeal over time.  Despite the fun of playing Master Chief over and over again, without some new spin it’s just the same old thing.  Ensemble Studios, creators of the blockbuster “Age of Empires” franchise treads new ground by taking the “Halo” franchise away from the first-person perspective and gives players a bird’s eye view of the action through a real-time strategy game.

Read the rest of this entry »

Game Guy Lo-Fi: Zombies!!!

February 13th, 2009

($24.99; Ages 12 & up; 2-6 players; www.twilightcreationsinc.com/zombies)

Boy I love zombies.  I mean I really, really love zombies.  Not a real zombie, of course- no, that I wouldn’t think twice about putting a shotgun to its face and pulling the trigger.  But the idea of zombies- that I love.

Of course movies have taken virtually ever zombie scenario and rehashed it over and over again, which is what makes Twilight Games’ “Zombies!!!” so much fun- it’s a send-up of all of the wonderful zombie cliches we’ve come to know and love over the years- its like “Shaun of the Dead” in board game form.

And despite the many pieces to the game: map tiles, cards, dice, player pieces, life indicators, bullet indicators, and over 100 miniature plastic undead- it’s quite an easy game to play.

Read the rest of this entry »