A collection of the latest reviews published on The Gameroom Blitz.

WHITE KNIGHT CHRONICLES
Sony/Level 5
Action/RPG
   

White Knight Chronicles is a hard game to rate. It's tough because most of the game will be spent playing the underwhelming story mode offline.  However, the online functionality is the best part of the game and ultimately redeems it. It was a tough decision to make, but overall I can squeeze White Knight Chronicles into the "worth the $60 purchase" category, provided you have online access.
 
If you enjoy RPGs for fantastic plots with memorable scenes and epic moments, don't bother with White Knight Chronicles. Despite a few plot twists, there's absolutely nothing here that anyone who has ever played an RPG in the past twenty years wouldn't be able to see coming. The main character is a young boy named Leonard who, for reasons that are inadequately explored, falls in love with Princess Cisna, because he saw her once when they were children many years ago.  He has taken it upon himself to save her from a group known as the "Magi," who wish to use her to awaken the powers of the "knights," large body armor suits a'la Escaflowne.

Of course, "because I saw her once a few years ago" hardly justifies involving yourself in such important matters.  In any realistic scenario, the Princess would be more likely to issue a restraining order than wait to be saved by her shining "prince" Leonard.  Anyway... along the way you'll meet the usual ragtag cast of heroes, most of whom just tag along "just because."  The only truly interesting supporting characters are Kara and Eldore, whose mysterious personalities barely hold the plot above water during your quest.
 
The terrible pacing of an already humdrum, paper-thin plot only compounds matters. Once the party arrives at the city of Greede about halfway into the game, I nearly quit as the storyline comes crashing to a screeching halt and the game enters "fetch quest hell."  Four or five hours of the game are spent backtracking to previous areas to find a plethora of items the party must obtain before finally progressing to the next chapter of the story. This wouldn't be such a problem if the storyline budged even a little while hunting down these trinkets. There's no character development, no new areas to explore, no meaningful backstories revealed.  This seemingly endless scavenger hunt exists only to pad the length of the game.  Once it finally comes to a merciful end, the plot does pick up, but the threadbare middle of the game will have many less patient players crying foul.
 
Fetch quests are nothing new to RPGs, but they're especially bothersome in this game due to its length, or the lack thereof. The main quest takes no more than twenty hours to complete, so when nearly a quarter of a game's plot is relegated to fetch quests, it's impossible not to notice.  Once it’s finished the game feels like a TV dinner for starved RPG fans. It briefly satiates those looking for a next generation RPG, but they'll quickly hunger for a more satisfying storyline.  The story ends on a cliffhanger, which hopefully will lead to a more intriguing plot in future installments. Sadly, what's offered here in the first installment of the game was a complete waste of time as the only worthwhile moments could be summed up in about five hours.
 
Fortunately, the gameplay is vastly more interesting than the scenario. Once the game begins the player must create an avatar for both the story mode and online play. This is an exciting feature that is sadly underutilized by Level 5.  Often times during scenes the avatar is barely seen in the background and has virtually no involvement with the plot whatsoever. The idea of the avatar being not the main character but rather an "onlooker" to the events unfolding isn't a particularly bad one, but the problem lies in the fact that the other characters in the story never acknowledge the avatar’s presence. The avatar never expresses any kind of emotion and is just a doll that happens to pop up in a frame from time to time.
 
The structure of White Knight Chronicles is similar to that of Final Fantasy XII, with combat offering both free-roaming and turn based elements.  When a timer on the screen is filled, the player can execute a variety of commands previously assigned in the menu screen. Unfortunately, the battles are merely a poor man's version of the ones in Final Fantasy XII, without its refinement or challenge.  A simple task like changing targets is made ridiculously cumbersome as it requires a few seconds of fumbling around in the menu systems to find the right command.  A "hot key" that instantly allows you to switch targets would have been much preferred.  On the plus side, the amount of customization available is extremely impressive.  You can build your party members however you like as you earn ability points to spend on various skills and magic.  Weapons each have their own class and abilities, allowing for a large amount of flexibility and strategy.  You can even create and name your own combos by stringing together abilities and assigning them to command slots, provided you have enough Action Chips stored to do so.

Not that you'd need to employ any strategy.  White Knight Chronicles is so ridiculously easy that you can skate through the entire game just by teaching the party healing spells and giving them the strongest equipment and weapons.  Once the lead character transforms into the White Knight armor, the game becomes borderline broken.  I never once had to transform into the knight unless forced by the game. Magic doesn't even become a factor until the final area, when the game presents at least some modicum of challenge.  RPG fans looking for the deep strategy and challenge of Shin Megami Tensei Nocturne will be sorely disappointed here.

White Knight Chronicles' best asset is its creativity.  How creative of a person are you?  That's the question to ask yourself before pulling the trigger on a purchase. The game's best moments come when it lets you color outside the lines. The game lets you create your own town and populate it with residents.  You can find materials to build houses and other structures, and assign residents to cultivate the town... hiring different professions yields different items.  Your town can then be uploaded, and you can either invite players to visit your town or drop in on other players’ villages. You can take materials and items and combine them to create new, more powerful weaponry. Up to four people can go on assigned quests purchased in the story. Eventually you'll receive a camera that lets you take pictures of your party and upload those online as well.  If you get involved and make friends online you can have tons of fun playing the game, and its many shortcomings become less noticeable.

Even though you'll have fun going on quests with other players, once you return to the story mode, you'll be reminded of the game's total mediocrity. 
 WKC isn't awful by any stretch of the imagination, but you can't help but notice that Level 5 had a ton of untapped potential here and coming from them, that's a disappointment.  Considering their past output, Level 5 also did a surprisingly subpar job with the visuals.  Rogue Galaxy and Dragon Quest 8 are among the most breathtaking games on the Playstation 2, but White Knight Chronicles doesn't even come close to harnessing the full power of the more advanced PS3.  The graphics aren't bad, but this game is seriously behind the curve visually, and the fact that this was finally released in the United States a year after its Japanese debut doesn't help matters.  Still, there's fun to be had in this title, provided you've got a lot of online friends who also enjoy the creative aspects of the game.  You can also unlock even more items and equipment on a second playthrough, but suffering through it once may be enough for most gamers.  Level 5 and JRPG fans who are more interested in expressing their creativity than pushing their skills to the limit will get the most enjoyment out of this game.  Everyone else is better off looking to the horizon for their RPG fix.

QUICKTIME WANKFEST
From Software
Action.  Occasionally.
   

It's probably not ethical to review a game you haven't completed, but I'm so eager to put the smackdown on this one that I'll use a convenient alias.  Not for me, mind you, but the game itself.  Instead of its actual title, which is nothing exciting anyway, I'll just refer to it by the name it should have been given... Quicktime Wankfest.  See how long it takes before you can guess which game it is!  Give yourself bonus points if you already know.

Back in 2009, veteran game developers From Software decided to create an exclusive for each of the current generation consoles, except the Wii, which always gets stiffed when big-name publishers make big-budget projects.  The Playstation 3 received Demon's Souls, an expertly crafted but viciously difficult action RPG that became the abusive love interest of countless gamers.  The Xbox 360 got Quicktime Wankfest, a case study in everything that's wrong with video games today.  You can tell who got the better end of this deal.

Anyway, Quicktime Wankfest begins with you, a faceless member of an elite team of ninjas, preparing to purge Tokyo of a parasite infection imported from the jungles of Africa.  Hmm, the most overused video game trope this side of the captive princess coupled with a plotline stolen wholesale from Resident Evil 4... you haven't even gotten past the first cut scene and things are already starting to look grim for this one!

The real problem with Quicktime Wankfest is that the opening cut scene never ends.  Once you leap out of the plane to confront the Plagas, er, Alpha Worms, you're locked into the first of many, many quicktime events.  First introduced in Sega's Shenmue, quicktime events clumsily merge real-time gameplay with cut scenes for a hybrid that's not really interactive, but too distracting to enjoy as a purely cinematic experience.

When the lead character crashes through the glass wall of a skyscraper and hits solid ground, the gameplay switches to a beat 'em up in the vein of Ninja Gaiden or God of War.  Unfortunately, the action is kind of pedestrian and doesn't really stand shoulder to shoulder with the games that inspired it.  Your surprisingly meek ninja is stuck in two gears, shifting from "slightly constipated" to "ludicrous speed" with a tap of the right trigger, the ninja vision is rarely as useful as similar gimmicks in Batman: Arkham Asylum or Assassin's Creed II, and finishing blows aren't as user-friendly or seamless as the ones in the God of War series.

Just when you think you've adapted to the quirks of the game engine, it grinds to a sudden halt with a close-up of the hero's masked face and another marginally interactive cut scene.  Just tap the buttons when they appear onscreen to proceed... or don't, and watch the footage rewind back to the start of the sequence.  You never actually seem to die in these quicktime events; like history, you're doomed to repeat them until you get them right.  No, you can't rewind to the minute before you rented this and make the right decision then.

It doesn't take long before the game dissolves into a schizophrenic farce, much like that Tex Avery cartoon where the bulldog maestro adopts six different personalities while conducting an orchestra.  It's a game!  It's a movie!  It's back to a game again!  After an hour, you'll scream at the television to make up its damn mind and give you one or the other.  While you're making furious, impotent demands of an inanimate object, you might also ask for a reason to care about the atom-thin characters, or the gravity-defying but largely hands-off fight scenes that seem more trite than outrageous in the wake of Bayonetta.

Ultimately, Quicktime Wankfest is doomed not only by an identity crisis, but by a lack of ambition in all its multiple personalities.  It's not compelling cinema.  It's not a satisfying action game.  Frankly, it's not much of anything.

NO MORE HEROES 2: DESPERATE STRUGGLE
Ubisoft/Grasshopper
Action
   

Let’s pretend for a minute, shall we?  You’re Travis Touchdown, nerd.  No, scratch that… you’re Travis Touchdown, extra strength turbo-nerd.  Your apartment is littered with cardboard standees for Japanese cartoons.  You follow professional wrestling the way John Hinckley Jr. followed Jodie Foster.  Your idea of a date is a bottle of baby oil and the latest episode of Bizarre Jerry 5, a show with girls so young and provocatively dressed that it makes Sailor Moon look like The McLaughlin Group.

Finally, you love light sabers.  That’s not a surprise considering all I’ve told you before, but what if I said that you used them as a freelance assassin?  Yes, Travis Touchdown, you are no ordinary Primatine-huffing geek, but a world-renowned hitman, capable of bringing down targets ten times your size.  You’re an expert martial artist, an unparalleled athlete, and you’ve been known to transform into a tiger every now and then to even the odds in a tough fight.  You, my friend, are a god among nerds... or maybe just a nerd among gods.

One night, after carving up your latest target, you come home to find your best friend’s head in a bag.  You’re shocked, you’re beside yourself with grief, and you’re furious.  So naturally, you do what any man would do in that situation… you exercise your cat.  Hey, you were out of town for a while and she gorged herself on Meow Mix until you got back!  Once you’re done with feline yoga class, you dive headfirst into your work, slicing your way through the ranks to reclaim your title as the best assassin in your hometown of Santa Destroy.  Why the cops don’t step in to stop this competition is anyone’s guess, but hey, that’s not any less ridiculous than everything else I’ve told you.

Now that you’ve started your next mission and are up to your neck in thugs, hoods, and goons, it’d be a pretty good time to know how to use that light saber.  Just swing the Wiimote while tapping the A button, and you’ll cut a path through the human debris.  When one of your enemies is out of energy, just swipe the Wiimote in the direction shown to carve him into deli meat.  If your sword is running low on Schwartz, you’ll have to rely on punches and lethal suplexes until you can recharge it either with batteries or the same technique you used while watching those Japanese cartoons.  Seriously, give it a try… I’ll even turn my head for a while if that makes you more comfortable.

When you’re not fighting endless waves of mafia members or doing your best imitation of Pee-Wee Herman in a movie theater, you’ll earn money with jobs that suspiciously resemble old Nintendo games.  Some of them, like Bug Out, are good enough to pass for the real thing, while Man the Meat and Tile in Style are closer to what you might find in one of those awful unlicensed collections from the early 1990s.  You’ll also take an occasional break and let an acquaintance thin the herd of chainsaw wielding lunatics for a while.  This includes both your fawning understudy, who looks like a young Tina Turner, and your brother, whom you’ve affectionately nicknamed Sir Henry Motherfucker.  Gee, sounds like the relationship I have with my brother…

It’s fun to pretend, and for the first five hours of No More Heroes 2, it’s a blast to be Travis Touchdown.  However, after the ten hours it takes to finish the game, you’ll be relieved to step back into your own shoes.  The rough graphics, cryptic conversations with your panty-flashing love interest, and miserably cheap boss fights all take their toll, making you crave the moment when it all comes to an end.  Sometimes, the best part of pretending is that you can stop.

PIXELJUNK SHOOTER

Sony/Q Games
Shooter

   

Heat and cold have been bitter enemies since the beginning of time, battling to a lukewarm standstill for countless centuries.  There was a brief truce in the 1980s mediated by Jason Alexander and the McDLT, but twenty years later, they're once again at each other's throats, struggling for dominance in the game PixelJunk Shooter.

This time, the battlefield is a vast cavern littered with treasure and stranded miners.  Repesenting heat are scalding pools and geysers of lava.  Playing for the cold team is water, the refreshing taste that goes down smooth.  As the pilot of a small spacecraft, you're caught in the middle of the conflict.  Your official goal is to grab all the miners in each stage, but the only way you'll be able to do this is to bring heat and cold together, transforming them both into harmless igneous rock which can be chiseled through with your ship's laser beams.

The water doesn't seem to mind your presence, doing no harm to you and even cooling your ship's hull after you've unleashed a storm of homing missiles.  However, the lava takes things personally and will fry you to a crisp on direct contact.  Just getting close to a pool of lava is enough to raise your ship's temperature dangerously high.  Ultimately, your survival depends not only on neutralizing the molton rock, but keeping your distance from heat sources and taking frequent dips in water to keep your ship from reaching its melting point.

The interaction between fiery magma and life-giving water doesn't just make this game better... it makes the game.  Without it, PixelJunk Shooter would be a faintly modernized and thoroughly unremarkable clone of Atari's Gravitar.  The simple graphics smack of Flash- even Sega's Subterrania from the early 1990s had more detailed artwork than this!- and the soundtrack is all over the place, favoring tribal chants whose connection to the gameplay is strained at best. 

However, once you add lava and water to the recipe, practically everything changes.  The visuals come to life when waterfalls crash down from the top of the screen and streams of the bright blue liquid are diverted to a nearby lake of fire,  granting you safe passage to the next miner.  Handy items like alien sponges and the juiciest fruits in the galaxy add depth and a puzzle element to the unexpectedly sedate gameplay.  PixelJunk Shooter is the rare kind of shooter that's more likely to confound you with a seemingly impassable volcano or a perilously placed miner than overwhelm you with swarms of monsters.  The monsters are there, in all their dive-bombing, magma-spewing glory, but nine times out of ten, the devilishly crafted stages will be your downfall.

It's not the merciless assault on your senses that Geometry Wars and its many clones tend to be, but if you're looking for a laid-back game that challenges your mind rather than your vision, and brings something new to the table in a genre starving for new ideas, PixelJunk Shooter is a perfect fit for your collection.

BORDERLANDS

2K Games/Gearbox
First-Person Shooter

   

TRAVEL LOG FOR MORDECAI D. HUNTER, CIRCA 2XXX

JULY 17th, 2XXX: Just touched down on the planet Pandora.  Just lookin' at this place makes me thirsty... it's dry, it's dead, and the closest thing I've seen to civilization is the sad little shanty town where the ship landed.  I'll be honest with 'ya... this place is a dump.  I've seen better truck stop bathrooms.  I wouldn't even be here if it weren't for all them rumors about a treasure buried somewhere on this dirtball.  They call it the Vault, and it's big... real big.  Big enough for me to retire a hundred times over.  Big enough for the whole galaxy to talk about it.  Big enough to bring me here along with who knows who else.

JULY 18th, 2XXX: Taking the bus to Fyrestone.  There's a guy there who's got all the equipment I need to start lookin' for the Vault... Zed, I think.  Right now, I'm squeezed in here with a bunch of other treasure hunters.  The chick's not so bad to look at, when you can see her, but these big meaty guys scare the hell outta me.  I think one of 'em's from the army, while the other one looks like he could rip you in half if you got him mad.  The bus stinks somethin' fierce and the driver won't shut up... the sooner I get off this tin can and stretch my legs, the better.

JULY 19th, 2XXX: I'm here at Fyrestone, and being shown 'round the place by some damn robot.  It's gripin' that the bandits here like to shoot at it for fun, and after listening to it for the last fifteen minutes, I can't say I blame 'em.  The only other thing I remember it telling me is that these green posts will bring me back if I get killed somehow.  Guess it makes a copy of you, and spits you back out in one piece if you get your head blown off.  Gotta love technology!

JULY 20th, 2XXX: Got my first toys from Dr. Zed, along with a job... he wants me to pick off some of the skags outside his shop.  What's a skag?  Imagine the ugliest dog you've ever seen, with the biggest jaws you've ever seen.  Yep, that's a skag.  I got a pretty sharp aim, and the skags ain't too tough if you keep your distance, so I'm not expectin' any problems.

JULY 23th, 2XXX: No problems with the skags, but the bandits!  Damnation.  Got blindsided by a pack of 'em and was gunned down in a hurry.  The New-U works great, though... it was like nothin' ever happened.  Guess I'm gonna have to get better guns to handle these guys.  This rusty 'ol revolver just isn't getting the job done.  Also, I sure wish I had a better GPS system... this thing don't work worth a damn so I gotta pull out a map every ten steps.  Gets real tiresome after a while, 'ya know?

JULY 24th, 2XXX: The other folks on this planet- the ones who ain't tryin' to kill me, I mean- don't seem to do much but give me jobs and crack jokes.  Seemed kinda strange at first, but I guess you gotta have a sense of humor if you live in a place like this.  Also surprised that Pandora wasn't as dark as I thought it'd be when I first came here.  You could spot a skag comin' from a mile away... and when you find a nest of the varmints, you'll be glad you can!

JULY 27th, 2XXX: Just took out Nine-Toes and his pets, and I'm feelin' a lot more confident about my chances here on Pandora.  Took all his money and his favorite weapon as my reward.  Not like he's gonna miss it where he's goin', right?  Lemme tell 'ya, I can't imagine how a gun can get any better than this baby... it shoots a half-dozen bullets faster'n you can blink, and the bullets set anything they hit on fire!  I got a shield now too, so I'm not wastin' so much money at the New-U stations.

JULY 30th, 2XXX: Remember when I said it couldn't get better than the last gun I had?  It got better.  I betcha this place has more ways to blow bandits up than you can count, and believe me, there's nothin' I love more than killin' bandits.  Blew the leg right off one of the sonuvabitches with my sniper rifle... he never knew what hit 'em!  Also got a Bloodwing, which is kind of like a crow with a really big beak and really sharp teeth.  Gentle as a lamb with me, but he tears up skags like nobody's business.

AUGUST 2nd, 2XXX: Thought I was a goner last night.  Got into a fight with a bruiser... he smacked me around and tossed a rocket my way.  I was face down on the ground and the lights got dim, but I figured out that I could still use my guns while I was dyin'!  So I filled the dumbass with lead while he was standing there laughing.  As soon as he died, I came back to life right on the spot!  It was the damnedest thing.  Sure wish I'd known about this before!

AUGUST 8th, 2XXX: Skags and bandits, bandits and skags!  Ain't there nothin' else on this planet?  Only thing that keeps me here are all them different guns... and oh yeah, the Vault.  Completely forgot about that.  Whatever, it'll be there tomorrow.

AUGUST 15th, 2XXX: I'm comin' home.  I'm tired, and the bandits just get meaner 'n meaner the further I go.  The Vault can wait, and the guns can wait too.  Next time I go to Pandora, I'm bringin' some friends along with me.  Can't imagine why I came here without 'em.

BAYONETTA
Sega/Platinum Games
Action/Fighting
   

Years ago, a team of developers known as Clover Studios released a Playstation 2 game called God Hand.  Designed to bring an old-school sensibility to modern styles of gameplay, God Hand was outrageous, challenging, and oh yeah, pretty awkward to play.  The clumsy over the shoulder perspective and badly dated graphics split the gaming community with all the violent precision of a freshly-sharpened axe, with fans and detractors on opposite sides of the rift.  God Hand’s supporters, typically members of the gaming counterculture, turned a blind eye to the game’s faults while praising it as an unrecognized masterpiece.  The critics were just as adamant in expressing their frustration with God Hand’s cumbersome control, an unwelcome holdover from the early days of Resident Evil and Tomb Raider.

Fast forward to January 2010.  The same studio, now known as Platinum Games, has taken another shot at the formula, serving up a double helping of the sweet insanity of God Hand while stripping away nearly all its flaws.  The robotic turn-walk-turn control has been replaced with satiny-smooth combos capped off by devastating finishing blows, and the graphics are vastly improved, shattering peoples’ expectations even in an age where technology has set the bar for visuals impossibly high.  The haters will recognize Bayonetta as the game God Hand wanted to be, while the fans will point to it as proof that they were right all along.  However, there will be no debate about its quality… Bayonetta is a very hard game to hate.

Just who is this “Bayonetta,” anyway?  Don’t bother looking to the game’s jumbled mess of a plot for answers… you’ll be even more confused than when you started.  All you need to know is that the star of the game is a brash British witch (or dominatrix… it’s hard to tell from the outfit) who’s not afraid to use sex- and anything that’s not bolted down- as a weapon.  Take equal parts Supernanny, Xena: Warrior Princess, and your favorite hardcore porn star, then pour them all into a skintight outfit, and you’d be on the right track.  Her enemies rain down from the heavens and come in the following varieties: angels who look like gold-plated turkey vultures, tiny heads with dove wings, armored griffons that fight with the ferocity of starved lions, and bosses so colossal they often rival the size of the stages themselves.

Don’t worry too much about the sultry sorceress, however… she’s more than prepared to take on these holy harbingers of death.  A gun strapped to each limb (yes, even the legs) allows Bayonetta to pick off weak enemies from a distance, without the hassle of locking onto targets.  The beefier foes will require strings of punches and kicks delivered at close range, followed by a death blow delivered by Bayonetta’s transforming hair or, once the magic gauge at the top of the screen has been charged, a torture device powered by hammering buttons on the controller.  When enemies strike back, you can tap the R2 button to slip through their attacks and activate “Witch Time,” which temporarily slows down the action and lets you pound your adversaries into angel dust as they’re stuck in molasses.

The combat system is both keenly responsive and brimming with strategic possibilities, a balance that’s hard to achieve in a beat ‘em up for a modern game console.  If you want to take a casual stroll through Bayonetta and power your way through fights with a minimum of effort, that option is available to you, but you can also take your time and learn to play the game like a pro, stretching your combos out to infinity.  This opens up the game to practically anyone who can hold a controller, but rewards those players who go the extra mile and learn the finer points of combat… the right combos to perform, the right weapons to equip, and the right time to dodge each enemy’s strikes.  Bayonetta encourages players to improve without punishing those who haven’t sharpened their skills to a razor’s edge, a far cry from the punishing God Hand and an excellent template for future releases.

Bayonetta also makes the wise move of breaking up the battles, not with cryptic and tedious puzzles like its kissing cousin Devil May Cry, but with fun mini-games that keep the action fresh and unpredictable.  The most frequent of these is Angel Attack, a simple shooting gallery with Bayonetta unloading a small clip of bullets into a circling swarm of angels, but at other points throughout the game she’ll hop on car rooftops in pursuit of her enemies, race a motorcycle over a crumbling freeway overpass, and do her best Dr. Strangelove impression, riding a missile to a mysterious island city.  These scenes play like Yu Suzuki’s arcade hits from the 1980s, complete with remixed versions of the Space Harrier, Hang On, and Out Run soundtracks.  This is a good thing for players old enough to remember them and an even better thing for Sega, because without these cheeky references, it would be exceedingly easy to mistake Bayonetta for a Capcom release.

It’s an improvement over Devil May Cry 4 and a quantum leap ahead of God Hand, but there are still some ugly wrinkles in Bayonetta that could stand to be ironed out in the sequel.  Some of these are unfortunately exclusive to the Playstation 3 version, which suffers from an abundance of load times and severe slowdown in one of the later stages.  Other issues are more deeply rooted, and annoying regardless of which system you own.  The mini-games mentioned earlier will bore you to tears long before they actually end, the developers are clearly more attracted to the cartoonishly sexualized Bayonetta than any player would ever be, and the ludicrous cut scenes can’t be skipped unless you sign forms in triplicate and hand-deliver them to the president of Platinum Games.  There are even life and death quick-time events that punish you harshly for missing a single button press in what appears to be another of the game’s many film clips.  It’s just Hideki Kamiya’s own little way of saying, “Don’t put down that controller!  Or else.”

For all its annoyances, Bayonetta is a big success for both Platinum Games and Sega.  It’s a tightly designed, lavishly illustrated, and richly rewarding action title that never forgets its roots or its obligations to today’s more demanding players.  In short, Bayonetta is everything fans of God Hand loved about that game, without all the stuff the critics hated.

ASSASSIN'S CREED II
Ubisoft/Ubisoft Montreal
Action
   

I approached this game with the utmost caution.  After all, the first Assassin's Creed was uncomfortably close to a critical disaster, with reviewers finding themselves as annoyed by the repetitive missions as they were awestruck by the lifelike graphics.  The bad press was made that much worse when a webcomic surfaced portraying lead developer Jade Raymond as a mindless bimbo, willing to do anything to please her undersexed fans.  Ubisoft unwisely threatened legal action, giving the distasteful drawing even more exposure and leaving gamers with the impression that the company was run by humorless bullies.  (People tend not to buy games from humorless bullies.  Unless it's Rockstar.)

When the sequel was released, I watched Metacritic like a hawk, pouncing on each new review and carefully gauging public reaction to the game.  It didn't take long before I noticed a pattern in how Assassin's Creed II was perceived.  The critics who were unimpressed by the original sang the sequel's praises in pitch-perfect harmony, offering every assurance that the game was an improvement over its predecessor.  The critics aren't always right, of course... in their rush to praise Batman: Arkham Asylum, they glossed over its most aggravating flaws.  However, critical opinion of Assassin's Creed II was so uniformly positive that taking a risk on the game didn't seem like that much of a risk.

I never played the original Assassin's Creed, so I can't tell you how the sequel improves upon the first game, or which flaws have remained constant.  However, I can say as a newcomer to the series that Assassin's Creed II brings welcome changes to some well-worn and increasingly threadbare styles of gameplay.  It's a game that's heavy on killing but mercifully light on testosterone, with an open-ended world that rarely seems aimless and stealth action scenes that aren't rigid or frustrating.  The visuals are so beautiful, the atmosphere so convincing, and the storyline so carefully constructed that you'll never doubt for a second that over two hundred people were responsible for its design.

The game begins with you running for your life alongside a mysterious female accomplice, who takes you to an abandoned warehouse.  During the trip, you discover that you've been training to join a league of noble assassins in its eternal struggle against a sinister shadow organization called the Templars.  You've learned a lot about the bloody business by playing a distant ancestor in a virtual reality simulation.  However, you'll need to round out your knowledge by strapping yourself into the Animus one more time and stepping into the leather boots of Italian renaissance figure Ezio Auditore Di Firenze.

Roguish and handsome, Ezio has no greater aspirations than chasing some Florentine tail and getting into occasional scuffles with the spoiled sons of the city's aristocracy.  His priorities change in a hurry when his family is railroaded in a trial by Italy's powerbrokers.  When his father and brothers are hanged in the town square and his mother is left speechless from the shock of their deaths, Ezio abandons his childish pursuits and begins a twenty year mission of vengeance against the men who conspired against his family.

You'll hunt for these scoundrels in twelve missions, split equally between nail-biting platforming and the most refreshingly dynamic stealth action since the last Sly Cooper game.  Unlike Batman: Arkham Asylum, which viciously punished the player for stepping outside the boundaries set by the designers, Assassin's Creed II gives you remarkable freedom in how you can take out your next target.  Should you take refuge in a haystack and wait for him to walk past, or find sanctuary in a crowd and stick a blade in his throat when you cross paths?  Maybe you'd rather deliver death from above with a throwing knife or your wrist-mounted pistol.  It's your call, and there are only a handful of instances when that choice is taken out of your hands.

While you're thinking about your next move, you'll want to take the opportunity to look around and sample the local color.  I've never visited Venice, much less 15th century Venice, but I have to imagine it would look a lot like this.  There are ornate churches towering over densely packed strings of houses, waterways with manned gondolas and cargo ships, and a cast of hundreds including crowds of bystanders, obnoxious bards (outta my way, bitch!), and the world's most modestly dressed prostitutes.  There's even a celebrity appearance by Italian super genius Leonardo da Vinci, who helps you defy both the corrupt town leaders and the very law of gravity as you inch ever closer to the leader of the conspiracy that claimed the lives of your family.

Assassin's Creed II comes so close to perfection, but drops the ball in one very crucial area... control.  It's too clumsy and too contextual, giving you the nagging feeling that you're never completely in charge.  Buttons on the face of the controller are assigned to Ezio's head, arms, and feet (uncomfortably reminiscent of Strata's ancient arcade flop Time Killers), and the function of these keys changes depending on the situation.  In other words, jump doesn't always mean jump, and assassinate won't always yield the intended results.

The game's "pathfinding AI" goes one step further in wrenching the control from the player's hands.  Ezio climbs walls at frustratingly uneven speeds, and won't even attempt to grab footholds seemingly within his reach unless you attempt a wall-hugging jump... a skill you won't learn until late in the game.  Finally, your speed is not dependent on how far you tilt the left thumbstick, as is common in action games, but how many buttons you're holding down while moving.  If you've got an Xbox 360, your finger will ache from holding down the right trigger after an hour of play.  If you've got a Playstation 3, heaven help you, because the triggers on its Dual Shock 3 are so slippery as to be finger-proof.  Either way, you'll curse the designers for breaking with tradition in the worst possible way.

Surprisingly, the awkward control isn't a fatal mistake.  It could have been in a less ambitious game, but Assassin's Creed II rises above it by being nearly flawless in every other respect.  All right, the ending is pretty stupid too, but that's two shortcomings in a game that addresses not only the issues of its predecessor, but the more deeply rooted flaws of the past ten years of game design.  It features characters you won't regret saving, sandbox gameplay with main objectives you'll actually want to complete, and stealth action that won't whip you bloody for coloring outside the lines.  If all this doesn't convince you that Jade Raymond has earned her place among today's leading game developers, you might as well turn in your Xbox Live membership, that God of War T-shirt, and the little stuffed Yoshi you've got hiding in your closet.  You're out of the gang!

SPELUNKY
Derek Yu
Action

It was distressingly common in the NES days to judge a game by the pictures on the back of the box, only to come home and get an entirely different (and often worse) experience than what those tiny snapshots had suggested.  The combination of larger-than-life childhood expectations and false advertising sold dozens of games which had no business being on store shelves, let alone in the hands of disappointed consumers.  Remember how Deadly Towers and Arkista's Ring seemed like they could take the place of Link's Adventure as the true successors to The Legend of Zelda?  Remember how freaky cool Abadox and Zombie Nation looked, with their tangled masses of intestines and gigantic exploding buildings?  Ever got the impression that The Adventures of Bayou Billy would be the ultimate NES game with its three distinct styles of gameplay and those famous spit-shined Konami graphics?  Well, to paraphrase a frequently uttered line from a more recent video game, the box was a lie.  Yes, those pictures were from the actual games, but they were presented in a way that made you think you were getting a lot more for your money than the designers actually bothered to give you.

Such was the case with Spellunker, the old Broderbund computer game ported to the NES by Irem.  The snapshots on the back of the box suggested a sprawling adventure with deep play mechanics and dozens of hidden areas to discover.  What was inside the box was less thrilling... a subterranian Donkey Kong knock-off with the wimpiest protagonist this side of a Woody Allen movie.  Step off the third rung of a ladder, and you'd die.  Get splashed with the steam from a geyser, and you'd die.  Get too close to a dead canary?  That's right, it's curtains for you!  The hero who was pathetic beyond all reason made this already linear game feel even more stiff and rigid.  There was no room for exploration and no chance to experiment in Spelunker... you either went through the game exactly as its designer Tim Martin intended, or you died trying.  Frequently.

Spelunky is pixel artist Derek Yu's valiant attempt to right past wrongs and finally give players the game they were expecting Spellunker to be.  It has many of the elements of the venerable Broderbund computer release, from basic staples like bombs and ropes to that terrifying ghost that would chase you to the ends of the earth if you dragged your feet while searching for the exit.  However, while Spellunker dragged you through a predetermined path, Spelunky drops your red-nosed explorer into randomly generated caverns, stocked with untold riches and unspeakable horrors.  There's no wrong way to reach the exit at the bottom of the screen, and if you stumble into a dead end, you can always light a bomb to blast a hole through the floor or use a rope to reach a ledge.

Derek Yu's got all the fundamentals covered in Spelunky, although the game shines more brightly in some areas than others.  The graphics bridge the gap between the 8 and 16-bit eras, with simply drawn characters and lushly colored environments that bring back memories of Daisuke Amaya's instant classic Cave Story.  The control takes a bit of adjustment thanks to a slightly flighty main character and an overabundance of buttons... seriously, eight is way more than enough for a remake of a game that dates back to the early 1980s!  However, you'll get used to it with a little practice and the proper key configuration.  It's much harder to put up with the soundtrack, which is full of shrill chip tunes that'll leave you scrambling for the volume knob on your speakers.

What makes Spelunky really work is the open-ended design, along with the improvisation that it invites.  There are countless opportunities to color outside the lines and test the boundaries of the game's engine.  Gold veins line the walls and floors of the cave... do a little excavation with a well-placed bomb and you'll be rewarded with a shower of glistening nuggets!  Damsels in distress eagerly await your rescue, but in an age of gender equality, there's absolutely nothing wrong with making them earn their keep by using them to trigger traps or flush out spiders.  Then there are the shops... it's a pain to actually buy items thanks to the eight button control scheme, but oh so much fun to play mind games with the shopkeeper.  Just remember that he tends to hold a grudge...

It's common practice for homebrew game designers to reinvent the wheel and make games based on a winning formula... perhaps too common, if the avalanche of dual stick shooters on Xbox Community Games is any indication.  However, it takes guts to resurrect a game that didn't work in its original form, and fix the issues that kept it from reaching its full potential.  Let's hope that other indie developers will follow in Derek Yu's footsteps and turn near-misses from the 1980s into the smash hits of today.

SUPER STREET FIGHTER II TURBO HD
Capcom/Backbone
Fighting
   

The video game industry is a cutthroat business... competition is always fierce, and there's never a shortage of products on store shelves.  Throw in a weak economy, and it can be difficult to persuade customers to purchase even the better games.  Super Street Fighter II Turbo HD is one of those hard sells; a solid 21st century remake of a game that's already available on a half-dozen systems, and which toes the edge of obsolescence thanks to the looming Xbox 360 release of Street Fighter IV.

Super Street Fighter II Turbo HD is already in a precarious position, and it doesn't do itself any favors with its demo.  Not only does it fail to make a strong first impression with prospective buyers, it's so completely gimped that it's hard for them to come to any conclusion about it.  It's no surprise that the trial is limited to the plain vanilla Ken and Ryu, and that some of the modes are greyed out in the title screen.  However, while other Xbox Live Arcade demos let you enjoy a couple of stages against a computer opponent before shutting off the tap and prodding you to pay for the full version, Super Street Fighter II Turbo HD limits you to local multiplayer fights.  If you're not living next door to a fan of the series, you can't play the game, making this the stingiest demo since War World's meager thirty seconds of gameplay or the constant registration nags in Fireplace.  What the hell, Capcom?

Even after you drop the 1200 Microsoft Points on Super Street Fighter II Turbo HD, there's no guarantee that you'll fall in love with it.  First, the difficulty in the arcade mode is just short of ridiculous.  The stars from previous Street Fighter games have been replaced with four difficulty levels, which all greatly underestimate their challenge.  "Easy" is normal, "Normal" is hard, and "Hard" drops an impenetrable brick wall in front of you at the third stage.  Wait, when did this suddenly become Mortal Kombat?

It's also worth pointing out to purists that the Classic mode is a complete joke.  If you've come to play Super Street Fighter II Turbo without the added bells and whistles, you're better off sticking with Street Fighter Anniversary, which features a faithful conversion of the arcade game along with the flashier Street Fighter III: Third Strike.  What you get here are blurry arcade sprites carelessly dropped onto the same high-resolution backgrounds.  Ooh, less classic than advertised!

Despite these (largely unnecessary) shortcomings, the game does deliver the goods for Capcom fans who aren't quite ready to step into the third dimension with Street Fighter IV.  The new hand-drawn sprites are faithful to the originals, while offering added detail and subtle shading that's easy to appreciate even on a standard definition television set.  The animation is a bit stiff and the artists at Udon sometimes interpret the characters strangely... for instance, Ken's gravity-defying mullet gives him an eerie resemblance to Lion-O from the Thundercats cartoon.  However, even with these occasional missteps, the sharp new artwork more than justifies the delays that kept the game in limbo for almost a year.

As for the gameplay, well, that's exactly the way you remembered it from 1994, with a handful of new moves that elevate it over the slightly underwhelming Super Street Fighter II.  These range from E. Honda's humiliating Oicho throw (the original teabagging!) to the incredibly satisfying super combos.  They're finely tuned to be useless against blocking opponents, but brutally effective if you can squeeze them past your rival's defenses.  These powerful attacks must be earned in battle, making them preferable to the easily abused desperation attacks in SNK's South Town series.

While the gameplay is largely the same, the key difference between Super Street Fighter II Turbo HD and the low-def original is online support.  Although the arcade mode lets you sharpen your skills against capable computer opponents, you'll never fully master the game until you match wits with unpredictable human players... and you won't have any trouble finding them on Xbox Live!  Whether you take it easy with a laid back Player Match or claw your way through competition-caliber opponents in the Ranked Matches, you can be sure that each fight will be fast-paced and exciting.  You'll sometimes find poor sports who disconnect while on the edge of defeat, as well as latency issues that take some matches on a guided tour through the Twilight Zone, but they're rarely more than a minor and infrequent annoyance.

Super Street Fighter II Turbo HD is a worthwhile purchase for the right audience... but after fifteen years of advancements to the Street Fighter series that extend far beyond pretty graphics, that audience is starting to shrink.  If you prefer the purity of Street Fighter II to the expanded gameplay of its sequels, or are a rabid online gamer hungry for new challengers, your fifteen dollars will be well spent.  However, if neither apply, hold onto your cash... something better is just around the corner, as it always is in this business.