Review Archive

Pushmo Review

You probably wouldn’t expect it out of a 3DS eShop game, but Pushmo is one of the most satisfying and thrilling handheld games I’ve played this year. At times, it’s the puzzle game equivalent of scaling Everest, or this genre’s take on the epic boss fights of Shadow of the Colossus. The simple presentation and mechanics belie Pushmo‘s uncompromising difficulty and a fantastic level editor that has already spawned hundreds of intricate user-created levels. The game begins with your avatar pulling out basic staircases to reach the top of a small wall; by puzzle 100 or so, you’re moving entire towers and leaping along narrow ledges high above the ground.

As the title implies, pushing walls in is a major element of Pushmo, but just as important is pulling them out. Each levels starts off with a flat surface, and the challenge lies in figuring out which colored segments to move in what order, keeping in mind that there are three different planes along which you can move. Early on, this push/pull technique is used to make basic stepping stones leading to the goal (and a random living puffball in need of your aid). It’s fun, but you’ve seen similar block puzzles in games like Catherine and Cuboid, among many others. However, as the puzzles get taller and wider, the stakes become much greater as well. A handy rewind feature ensures that Pushmo is never too frustrating, but you’ll need to be patient and methodical when climbing up a multi-screen Christmas tree.

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Wizorb Review

Given the current industry climate, claiming a game is “a breath of fresh air” feels like an overused expression. More people are creating independent video games now than ever before, sharing their passion for the medium and introducing new ideas and insightful variations to routine genre themes. Wizorb, a Breakout-style arcade game from indie studio Tribute Games, is no such marriage of clever concepts or daring foray into uncharted territory. Although there are some light RPG trimmings added to the familiar block-breaking action, the basic three-part formula has evolved little since Arkanoid: there are blocks, there is a ball, and a pervading nihilistic credo to eliminate all of the former using the latter.

Instead, Wizorb’s fresh air comes from the fact that every aspect has been crafted to fulfill the purest classic gameplay experience possible. Here is the naked art of the arcade game elevated to the highest level – the challenge of a player’s skills in an arena of singing equations and mathematical variables masked behind attractive, colorful pixels.

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Freakyforms Review

Freakyforms: Your Creations Alive has very modest ambitions. While most games with creation tools hope that you’ll use said tools to serve the play, with Freakforms, there’s very little play to be found at all. Instead, the game is entirely focused on giving life to any creature, inanimate object or idea you can imagine, often in the crudest and goofiest way possible. It doesn’t matter if you create an ordinary, normally-proportioned dog; the moment your “formee” is in motion, he’ll be stumbling and bumbling as if he wet noodles for legs. This is the video game equivalent of Dumpy the Pumpkin or that awful sputtering ketchup bot or any of the other inane-yet-lovable things we frequently bring up on our podcast each week. Freakforms aims to please so much that you can’t help but forgive so many of its failings.

To be fair, the actual creation mode, in which you’ll spend a good deal of time, is incredibly versatile. As you play through the adventure, you’re offered dozens of parts, all of which can be stretched, shrunken, rotated and thickened to suit your needs. As long as your formee has a mouth and a body, the game will find a way to put it into motion, and there isn’t an advanced physics model or anything like that to get in the way. I love LittleBigPlanet as much as anyone, but sometimes I just want to slap some wheels on a brick and call it a car. Freakyforms lets you make things as rudimentary or as complex as you’d like, but you’ll never be punished for ever making something “incorrectly.”

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The Sims Social Review

I love The Sims, but I just don’t have time to mop my virtual house anymore. While the series has sunk its hooks into me numerous times throughout its run, satisfying my families of Sims had become such a daunting experience in subsequent sequels that I just had to get away. The Sims 3 in particular, with its gigantic town and dozens of challenges cycling in and out, was just too much of a good thing. (I don’t know how EA expanded upon such a stuffed package.) Thus, this overwhelmed gamer decided to place his hopes in a proposed Sims game for Facebook, one that promised more reasonable expectations but the same household adventures I had enjoyed over the years. What we ended up with, The Sims Social, is an entirely different beast.


The Sims Social throws out many of the series’ conventions in order to make it work within a browser. Job trees have been reduced to in-home art projects, the town has been reduced to a single “street” of friends and managing a Sim’s needs is no longer the give-and-take tedium it once was. In order to make the experience more manageable for the casual set, energy limits have been put in place so that you’re only doing menial tasks for 15 minutes at a time – Animal Crossing comparisons aren’t too far off. However, while I’m totally in favor of making the experience more approachable, all of the little tweaks mean that suddenly this take on The Sims has lost its creative spark. Social has been reduced to a game of keeping up with the Joneses.

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Mighty Milky Way Review

Poor Mighty Milky Way couldn’t have crappier timing. DSiWare is in a weird state of limbo right now; the type of gamer was who was downloading DSiWare in the first place has likely graduated to the Nintendo 3DS, and that system’s eShop doesn’t launch for a few more weeks. It’s a damn shame, too, because MMW continues WayForward’s hot streak of games for the service.

A better dinos-in-space romp than Dino Crisis 3

Mighty Milky Way is a colorful puzzle-platformer with a heavy emphasis on managing various gravitational pulls as you navigate your green spacelady to the finish hole. Luna can jump on most planetoids twice; one tap results in a tiny hop, while a second blows up the planet and sends her flying in the direction she’s facing. Players can destroy, but they can also create; so long as Luna has a “planet candy” available, she can conjure a spherical surface anywhere in space. Early levels offers some puzzle-solving leeway, but later levels force players to take their time aiming jumps and figuring out the proper order of steps for careening through space.

WayForward has certainly earned its reputation of 2D mastery, and while this game isn’t the studio’s most technically accomplished, Luna and her nameless T-Rex still have plenty of personality. I’m not sure what inspired the decidedly French flavor — Luna’s a chatty Francophile and the levels are book-ended by scenes at Parisian cafes — but it helps the game stand out amidst all the DSiWare garbage. Also of note is Jake “virt” Kaufman’s terrific pop soundtrack.

It’s admittedly been a while since I’ve reviewed something for the site, but then it’s been quite some time since I’ve played a game this likely to slip under the radar. It’s easy to forget the DSi shop given Nintendo’s long history of neglect, but whether you grab this now or when the 3DS eShop launches, it’ll be 800 points well spent.

Puzzle Agent Review

Nelson Tethers: Puzzle Agent, from Telltale Games, thrusts you into the strange world of the FBI’s best puzzle research agent. Those familiar with the whimsical nature of the Professor Layton series from Level 5 will be instantly comfortable with the juxtaposition of adventure game roaming and non-sequitur puzzle solving. They will also find a game that exceeds that series in story and setting while falling short on the puzzles.

NTPA:Office

Nelson is a puzzle-solving superstar.  He is sent to the strange town of Scoggins to investigate an accident at an eraser factory that has affected the White House’s supply. The hand of previous LucasArts employees is clearly evident with such a preposterous mission given to the player, but it sets up some of the cleverest writing and animation I’ve seen in a game in a while. Creative director Graham Annable employs the same wit and style found in his Grickle animations to great effect, given this nearly impossible setup.

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LIMBO Review

When you first boot up LIMBO and find your nameless protagonist face-down in the mud, it’s immediately clear that something is amiss. The boy wakes up alone, probably wondering where he is and how he got there. The deep woods inspire a sense of dread, and its silence further signifies that the next few hours are going to be quite lonely.

While Braid may deal in time trickery and P.B. Winterbottom specializes in cloning, this latest puzzle platformer’s biggest selling point is melancholy. LIMBO of course has a few mechanical hooks along the way, but its shadowy look and haunting atmosphere set this apart from almost any other game I can think of, downloadable or otherwise. The swinging traps and whirring saw blades are familiar; the quiet boat ride in between is not.

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Splinter Cell: Conviction Review

Playing as Sam Fisher, the legendary spy who could put Solid Snake in a sleeper hold, I skulk through the shadows of a heavily guarded airfield; the guards don’t realize that they have me completely surrounded. I’m absolutely meticulous – not a single light bulb is left intact – but I’m not sure how much longer I can keep up my silent assault. One of the guards turns the corner with his flashlight in hand, but I press the B button and knock him out before he becomes trouble. Using my execution move, I pick off two more stragglers in the distance. I’m ruthless, I’m cunning and I’m empowered. This is where Splinter Cell: Conviction shines.

I then trip an alarm, enemies start heckling me repeatedly and the A.I. goes haywire. So much for that.

Fortunately, Splinter Cell: Conviction‘s campaign is usually more hot than cold, but these inconsistencies will drive you mad as you search around the globe for the killer of Sam Fisher’s daughter. The series has always taken pride in its cat-and-mouse dynamic, but in Conviction, Fisher’s increased firepower throws all of that off-balance. Perhaps the guards weren’t all that clever in previous installments, but at least they had weaponry on their side. Now that Fisher can eliminate his adversaries without confidence, its a wonder that they don’t spend the entire game in hiding.

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Grill-Off with Ultra Hand Review

While our Club Nintendo pales in comparison to the Japanese equivalent, we still get some pretty nifty stuff, including a new Punch-Out!! opponent, tangible Game & Watch collections and even Hanafuda cards from the Nintendo of yesteryear. But these gems don’t come cheap. Not only do you have to buy a ton of games, but you also have temptations like Grill-Off with Ultra Hand, an 80 point download that just seems to cheap to resist. Unlike every other WiiWare title, this one actually received some advertising, too (featuring Tim Olyphant and American Ringo Starr in a poncho). I’m utterly baffled by the gold treatment, as Ultra Hand is about as lightweight as it gets.

This barbecue simulator is essentially a Game & Watch game, except for the fact that it requires you to wildly flap your arms like a chicken. Meat continuously falls from the sky, and you must yank it away with the Ultra Hand before it overcooks. (The titular toy was a Gumpei Yokoi creation, and it’s made a few WarioWare cameos since.) I will admit that I appreciated the challenge of keeping track of various kinds of meat at once. Roasted chicken takes longer than kabobs or steaks, for instance, and thus grilling becomes a delicate balancing act. Even so, the game is just too unforgiving; if you drop even a single kabob, it’s an instant game over. Apparently, Nintendo doesn’t believe in the five second rule.

I doubt this will hold anyone’s attention for more than five minutes. Save your points, kids.

Mega Man 10 Review

Long before we became the discerning gamers of today, we were kids unwrapping video games and Nerf guns under our Christmas/Nondenominational trees. For me, there were some real holiday stinkers, like NES Ghostbusters 2 and Pictionary. But for all the licensed junk, there was usually a Mega Man cartridge nearby. I know that popular opinion dictates that I should dislike parts four through infinity, but they were always my video game comfort food. I guess it’s through this nostalgic lens that I can fully embrace Mega Man 10, a solid but not stellar entry in the series.

Of course, MM10 has the unfortunate distinction of following 2008′s Mega Man 9, one of the best games in the series and a wonderful digital throwback. MM9 was just the back-to-basics shot in the arm that the Blue Bomber needed. Almost all of the bloat was cut out, leaving gamers with a lean action-platformer that was actually fun to play, even when it was kicking their behinds. MM10 also leaves out the superfluous stuff – don’t bother trying to charge your Mega Buster here – but it doesn’t add much either.

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