Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Thursday, 16 January 2014

Dark Souls II - Cursed

Since completing Dark Souls, I've merely dabbled with NG+ - not really getting anywhere despite my best intentions. However, I have picked up the PC version recently and installed a bunch of mods which make the game look truly spectacular. So I've been going back to it quite a bit and faffing about with the early game. 

To be honest, I've spent most of the time taking screenshots and examining the textures closely rather than playing the game proper. I've also had the urge over the last few days to boot up Demon's Souls again, as it's been quite a while since I last dived into the world of Boletaria.

But of course, Dark Souls II has appeared on the horizon, surrounded by billowing black storm clouds and its heading this way like some terrible, unstoppable, inevitable nightmare.

A trailer was released this week and it made me weep with a mixture of fear and complete joy. Words such as curse, misery and frail hope are scattered throughout, so no change there then. It also shows ivy-strewn castle walls, a giant bandaged-wrapped monstrosity, a long-limbed freak, some god-forsaken fiery demon and spiders. Terrible, awful, spindly spiders.

As if to hammer the point home that this is no laughing matter, the narrator says: "Your wings will burn in anguish, time after time."

I hope at the end of Dark Souls II, FROM Software include a final death tally. That will make frightening reading. My pre-order is in and I'm ready. March can't come soon enough.

Wednesday, 6 November 2013

Puppeteer - PlayStation 3


With its stunning presentation, wonderful art style and delightful theatrical flourishes, Puppeteer has upstaged many big name titles this year to become one of my favourite games of 2013.

Essentially, it’s a side-scrolling platform caper, but there's so much style packed into this dark, twisted pantomime that Puppeteer often feels like a completely different beast. The game follows the adventures of Kutaro, a young scamp whose soul is taken by the evil - and wonderfully named - Moon Bear King and poured into the discombobulated body of a wooden puppet.

What makes Puppeteer so special is that all the action takes place on stage in a quaint theatre, where an unseen audience whoop, cheer and applaud valiant deeds, and gasp and squeal in terror as the Moon Bear King and his minions wreak havoc. It's a quite brilliant touch and helps give Puppeteer a truly marvellous atmosphere.

Because of the game's setting, Acts are introduced by the parting of red velvet curtains, while background sets shift and change on the fly with a handmade charm not seen since Sackboy bumbled his way on to the PlayStation 3 back in 2008.
Kutaro leaps through the gorgeous sets collecting shiny trinkets and evading all manner of devious critters. But while the platforming antics are fairly standard fare, Puppeteer throws in a few neat ideas to mix things up.

The first is Ying Yang, a bedraggled feline Who the player controls via the right stick. This magical flying cat can interact with the backdrops, allowing the player to uncover secrets, snuffle out hidden golden shards and free the children who have been imprisoned by the grizzly Moon Bear King.

Kutaro also gets his little wooden hands on Cerberus early in the game - a pair of enchanted scissors which enables our puppet hero to cut through environments and slice up troublesome foes. But that's not all, as you make your way through the game, Kutaro uncovers more knick-knacks to help him on his quest.

As if this wasn't enough for Kutaro to contend with, the cheeky rapscallion has lost his head and is forced to collect makeshift noggins as he scampers around. Each of these imaginative objects is imbued with special powers and experimenting with them and watching the accompanying animation is another of Puppeteer's visual charms.
The game packs in a lot of content and there are plenty of reasons to go back and revisit the levels once you've initially polished them off. There are heads to collect and fabulous picture books to unlock, complete with wonderful paper-style animation and narrated brilliantly by Stephen Greif, who gives a blinding performance all the way through this rip-roaring adventure.

Collected heads can also be viewed, each one featuring a lovely little vignette and the models can be spun and manipulated for a closer peek at the exquisite art style. Puppeteer is also the first game since Batman: Arkham City that I played through in 3D and it truly shines. The depth of the theatre sets look splendid, while objects and characters are thrown around the screen making making it a visual treat from start to finish.

It's a spellbinding title that has me completely smitten. Even with the imminent launch of the next generation of consoles and the promise of bigger and better games, this magical title will definitely be in my top 10 come the end of the year... oh yes it will!

Tuesday, 3 September 2013

Wipeout HD - PS3

While desperately clearing my PlayStation 3's hard drive to make space for yet another download, I flicked through all the screenshots from the past few years and came across a bunch from various titles. However, it was the pictures I took of Wipeout HD which caught my eye. I'm actually not a huge fan of the series, but the picture editor included with the game really grabbed me and I spent more time messing around with it than actually playing the game. So, here are a few of my favourites.

 
 
 
 
 

Saturday, 20 July 2013

The Last of Us - PS3

Since the PlayStation 3 launched in 2007, Naughty Dog's games have peppered the console's lifespan,
etching out memorable marks throughout the course of the last six years. But as the console prepares to hand over the reins to the PlayStation 4, Naughty Dog has given the console one final hurrah in the shape of The Last of Us.
    While their Uncharted series was centered around suave and assured all-action hero Nathan Drake and his penchant for rooting out ancient treasure in far flung corners of the globe, The Last of Us treads a very different path.
    Twenty years after a fungal plague has turned the majority of the population of America into feral,
zombie-like mutants, grizzled protagonist Joel is forced to take a journey across America with 14-year-old Ellie, who has a secret that must be protected at all costs. What follows over the next 15 or so hours is an emotional, bleak and at times uplifting story, which is expertly delivered thanks to Naughty Dog's technical expertise, a cast of magnificent voice actors and a script which frequently tugs at the heart strings.
    But while the post-apocalyptic backdrop and zombie masses are certainly nothing new in video games, Naughty Dog has decided not to go into this game with all guns blazing. Success in The Last of Us is down to what you have to hand rather than how many guns you can cram into your backpack, and Joel and Ellie's survival is more likely to be down to a sturdy length of pipe rather than an assault rifle.
    Crafting items is a key part of the game and while The Last of Us is a linear adventure, it often pays to scamper off the beaten track to scavenge for materials to cobble together crude bombs, knives and medi packs - all of which are essential if you hope to safely traverse the ravaged landscape.
    Stealth is actively encouraged, not only because ammo is scarce, but because gunfire draws enemies to your position. The infected mutants who shamble menacingly around react to the slightest sound, while aggressive human survivors sweep locations in packs and react with alarming accuracy, diving for cover should the fireworks start.
    But what really make The Last of Us such a memorable experience is its astonishing atmosphere, spine-tingling narrative, eye-popping visuals and excellent sound work. Claustrophobic and decaying interiors packed full of danger and toxic spores give way to outdoor marvels such as beautiful sunsets, lush vegetation, verdant forests and eye-popping cityscapes, while the dusty, haunting score pins everything together beautifully.
    The Last of Us does so much right, than when it does put a foot wrong, the results are jarring. QTE button stabs have been a staple of Naughty Dog's games this generation and unfortunately they make a return here.
Lifting gates requires constant - and completely unnecessary - button presses, while the game also likes to reuse the same tired solutions to environmental puzzles.
    Finding pristine ladders among the chaos and rubble to give the pair access to hard to reach ledges
is a trick used far too often, as is using floating wooden pallets to ferry Ellie across stretches of water. Even Ellie is exasperated by this mind-numbing repetition, voicing her displeasure at one point at
having to once again be transported across choppy water.
    But these niggles aside, you have to take your hat off to Naughty Dog for getting back on track after the disappointing Uncharted 3 and delivering a sobering tale of love, loss and hope which will live long in the memory.


Thursday, 8 November 2012

Dragon's Dogma - Wolves hunt in packs!


I love Dragon's Dogma. Actually, scratch that. I ADORE Dragon's Dogma. Yes, the game which many thought would simply be yet another generic high fantasy adventure - including me - actually turned out to be a magnificent achievement by the team at Capcom.

I've just hit the 50 hour mark and for me, it stands head and shoulders above everything else I've played all year.

It's given me some of the most wonderful experiences over these last 50 hours and watching my small ragtag band of surprisingly dextrous travellers attacking monstrous beasts has given me a huge amount of pleasure.

Highlights include a gargantuan battle at dusk against a chimera, where lightning bolts, thick black tornadoes and jets of fire turned the tide in my favour; a night time battle against two hulking trolls at their makeshift camp; and an epic and nerve-shredding assault on a fort which gave the spectacle of Helm's Deep a run for its money.

Holding it all together are the wonderful visuals. There's a solidity to the world of Gransys which even the sprawling might of Skyrim fails to match and a sense of setting out on an epic adventure which so few games have managed to portray effectively.


The lighting effects are at times subtle but immensely effective - from the first grey light of day splitting the horizon, to the late afternoon sun sending golden shafts of light filtering through the trees in the heart of a deep forest. It's mesmerizing and these shifts in colour and hue help give Dragon's Dogma a spellbinding atmosphere - as does the eclectic soundtrack which ranges from rousing orchestral passages and haunting string arrangements to full-blown cock rock nonsense.

And unlike some other games where a day/night cycle simply means a change to the colour scheme, Dragon's Dogma makes tramping around at night a truly terrifying experience, sending the wary scurrying for the nearest campfire and nervously huddling together until dawn.

It's a remarkable game. It's as if director Hideaki Itsuno and producer Hiroyuki Kobayashi set out to make a western-style RPG and instead stumbled across something even better. It's like a perfect fusion of Skyrim, Monster Hunter and Dark Souls and it's magnificent.

All this and I forgot to mention the forgery shop, the barbers, the cross dressing, the creepy court jester, the seemingly endless supply of quests and the fact your trusty sidekick plays a role in other people's games online and returns home to tell you all about what they discovered - usually with a couple of mouldy apples in his pockets for his troubles. Amazing.

Here's to the next 50 hours.

Monday, 17 September 2012

NiGHTS into Dreams HD - Return to Nightopia is only a few weeks away

I have very fond memories of the Sega Saturn and in particular, long evenings spent playing NiGHTS into Dreams with that wonderful, circular controller. The combination of bright visuals, smooth gameplay and an amazing soundtrack blew me away and I spent hours memorising levels, stringing chains together and perfecting swooping runs through Nightopia.

So when it was announced NiGHTS was to receive the HD treatment for 360 and PS3, I was overjoyed. Today it was announced the game will be coming to Europe on both platforms in the first week of October, so only a few weeks to wait. But even better news was close behind, with the announcement that players will also be given access to Christmas NiGHTS, which was originally given away as a demo disc via special promotions back in the mid-Nineties.

While this festive version of NiGHTS only features two levels, it used the Saturn's internal clock to change aspects of the game. As the 360 and PS3 are always online, I really can't wait to experience these time-sensitive unlocks in glorious HD.

And with Jet Set Radio HD only a few days away, there's plenty for Dreamcast fans to get excited about over the next few weeks.

Sunday, 10 June 2012

Tokyo Jungle - PS3

Tokyo Jungle was released in Japan last week and while I was tempted to import the retail version thanks to its amazing box art, I bought the downloadable version instead from the Japanese PSN as it was much more convenient. I've now put a few hours into the game so I thought I would share some of my initial thoughts and explain a wee bit about what is going on.

It's a weird and wonderful game where you initially control either the cover mascot - a Pomeranian dog - or a deer and make your way through the post-apocalyptic streets of Shibuya, trying to survive in the crumbling city.

Although there are three modes: Survival, Story and Multiplayer, most of my time over the last few days has been in Survival.

Here, you not only have to fend for yourself on the mean streets of Toyko - which are filled with dogs, cats, chickens, tigers, warthogs, rhinos and a large assortment of other wild animals - but you also have to keep an eye on your hunger meter, which is constantly draining.

Killing other animals and feasting on their remains keeps hunger at bay, although there are stretches of the wrecked city which are devoid of life, which creates panic as you desperately try and find something to eat. Of course, this only applies to carnivores - herbivores have to find plants to survive - not easy, as toxic clouds hang heavily over the land from time-to-time, poisoning you and the city's plant life.

No matter what animal you choose - there are 52, although 50 of them have to be unlocked - you can defend yourself with bites, kicks and swipes. There are plenty of peaceful enemies who will scamper away from you as you approach but it is possible to sneak up on them and take them down. Even if you find yourself chased by a vicious pack of wolves, you can hide in patches of long grass which pepper the city streets. These grassy areas are also useful for sneaking up on - or around -other animals.

The goal in Survival is to stay out of harm's way for as many years as possible but with so many creatures out to get you, death is inevitable. Thankfully, you can mate with a female member of your chosen species, which gives your bloodline a much better chance of survival. Die, and the next animal who loyally follows behind your character, takes over.

Finding a mate takes a bit of work, though. First you have to mark your territory which brings females into the area. But to impress them, you have to rank up to "boss" status before she'll have anything to do with you.

While you pad about the crumbling metropolis, you'll find a variety of objects and items to help you on your way. Medical supplies can be pilfered, while a mind-boggling assortment of clothes can be found and worn - each item giving your character stat boosts. Hats, jackets and shoes can be found but once you die, these items are gone forever.

You'll also find SD cards on your travels and snaffling these unlocks new chapters in the story mode. I've not put much time into the story but from what I've played, it's pretty simple stuff.

All the menus are in English, although the rest of the text is in Japanese. As a result, I'm still not sure how to unlock other animals but I'm sure I'll figure it out. That said, the gameplay is straightforward and the language barrier really doesn't pose much of a problem.

Tokyo Jungle has already thrown up some moments which made me laugh. Watching a pack of domestic cats attacking a bear was one highlight, as was the sight of a Godzilla-sized fish slumped against the side of a building in central Tokyo.

It's certainly not the best game I've played this year, although it is definitely the weirdest and I'm very much enjoying my time with it. With so much to unlock and the promise of dinosaurs prowling the streets in the future, I'll be putting plenty more time into Tokyo Jungle.

A Western release was confirmed at E3 last week, although no release date has been mentioned. Toyko Jungle costs 3900 yen from the PSN, while the retail version weighs in at around 4200 yen.

Friday, 1 June 2012

Ico: Castle in the Mist by Miyuki Miyabe

Last year's release of Ico & Shadow of the Colossus HD on PlayStation 3 turned the spotlight back on to Fumito Ueda's classic titles, illuminating them in glorious high definition and banishing the shadowy rough edges which marred the games upon their original release.

Around the same time as the double pack edged its way on to store shelves, Miyuki Miyabe's long-awaited book based on Ico finally arrived on Western shores. Although released in Japan seven years previously, the novel was translated into English by author Alexander O. Smith, giving Western readers their first opportunity to delve into this wonderful tale of rejection, hope, bravery and triumph.

Miyabe was given free reign by Ico's creators to interpret the story in her own way and she's done a fabulous job, making Castle in the Mist an essential companion to young Ico's heroic adventure.

The story focuses on Ico, a boy born with horns who is destined to be sacrificed to a dark queen who resides in a haunting castle as soon as he turns 13 years of age. Within moments of his imprisonment, Ico finds himself free of his shackles and soon discovers Yorda - a mysterious girl who has also been locked up in the castle.

Constantly stalked by shadowy creatures - who are intent on snatching Yorda and taking her back to their nocturnal world - the two make their way through stone-lined corridors, expansive courtyards and sun-drenched plateaus in the hope of eventually escaping the hulking stone citadel and its powerful queen.

Rather than solely focus on Ico and Yorda's plight from the game - which could have turned into a rather repetitive and stale yarn in novel form - Miyabe has given much of the book over to the pair's background stories, which manages to fit snuggly with the digital product.

Ico's young life in Toksa village makes up the opening segment of the book, with family and his best friend Toto playing important parts in his life before he is carted off to the castle by a masked priest.

Incidental details from the game - such as the tunic Ico wears - are given special meaning, with Miyabe delving deep into her imagination to bring to light fresh ideas and twists which will delight fans of Fumito Ueda's debut offering.

The book gets a little dry when explaining Ico's initial journey and subsequent imprisonment but just when you think Miyabe is playing it safe by sticking too closely to the familiar confines of the game, she allows her creativity to shine in the book's spellbinding third chapter.

Taking up almost a third of the 370 page novel, we get a wonderful insight into Yorda's troubled past, the tempestuous relationship with her mother, joyful memories of her father and details of the castle, its people and its landmarks. Brave knights come and go, handmaidens toil with daily duties, great warriors mysteriously disappear and an ever inquisitive Yorda begins to wonder why no one ever seems to leave the castle.

The queen plays a central part to the story and we see the devastating results of her fearsome power, which is only ever hinted at in the game. Whisps of darkness build and swirl out of control with tumultuous results as the queen’s hideous persona is unleashed. Just why she has done this and what she hopes to gain are detailed within the pages and her brooding evil intentions add another remarkable layer to what is already a gripping novel.

All of these experiences culminate and explain why Yorda - who was once a bright girl with a zest for life - becomes the melancholic waif-like figure young Ico finds on his travels.

It's beautifully written with Miyabe making delightful connections with the game which encourages the player to grab a controller and explore Ico with renewed curiosity.

Miyabe successfully manages to keep the game's haunting atmosphere intact, despite meandering away from the core subject matter, while Smith's translation is meticulous making for a real page turner.

Miyabe's passion for the videogame is clear but aside from the foundations laid out by Fumito Ueda and his team, it would appear she has taken influences from other sources to weave her fascinating tale. Mervyn Peake's Gormenghast trilogy springs to mind in the way she describes the stronghold's grandiose architecture, the rituals, and bustling life in the castle before the terrible events which left the citadel empty, save for Yorda, the queen and its shadowy inhabitants.

There are also nods to the work of C.S. Lewis here, particularly the Narnia novel The Magician's Nephew. There are direct parallels here with the desolate city of Charn from that book, where a malevolent queen has laid waste to a city and its people by turning them to stone.

Although the novel doesn't follow the game exactly, there are some minor spoilers woven into the text, so it's best to read Castle in the Mist after completing the game, while those looking for a link between Ico and Shadow of the Colossus might be disappointed to learn that a connection never materialises.

Ico: Castle in the Mist is a wonderful novel which avoids the traps that so many games-related books usually fall into. It's well written, entertaining, detailed and actually enhances the game by fleshing out the characters and the world they inhabit.

After tearing through the novel, you'll look upon Ico from a fresh new angle and gaze at the castle in the mist with new found wonder.

Tuesday, 13 March 2012

Deadly Premonition is on its way to PS3

It's been an exciting few weeks in the world of video games, with several big hitters released to get March off to a splendid start. But while people were busy speeding across the universe to save mankind in Mass Effect 3 and beating opponents to a pulp in Tekken X Street Fighter, a sliver of news streaked across the internet, causing some people - myself included - to break down in tears of unbridled joy.

Deadly Premonition is coming to PlayStation 3.

While Swery 65's Lynchian love-in has appeared previously on Sony's console under the guise of Red Seeds Profile in Japan, this will mark the first time the game has made it to PS3 in the West.

But this won't simply be a port of the fabulous 360 version. Oh no, this version will take the form of a director's cut. While we don't know yet what treats are in store, this news is sure to delight those who fell for Greenvale's outlandish charms back in 2010.

No release details have come to light but expect more news to float to the surface at this year's E3 in Los Angeles.

Personally, I can't wait. How about you, Zach?

Saturday, 11 February 2012

Kingdoms of Amalur: Reckoning - First look

We are now into mid-February and new software is coming thick and fast. Over the course of the last few weeks, we've seen Final Fantasy XIII-2, Soul Calibur V, the Metal Gear Solid HD collection, Catherine and The Darkness II launch in Europe. Friday saw RPG Kingdoms of Amalur: Reckoning launch and I downloaded it via Steam late on Friday evening.

Usually I would have picked up one of the console versions but I'm having a few problems with my TV so I plumped for the PC version instead. My little gaming laptop is hardly a powerhouse, but after trying out the demo I was pleasantly surprised to find my humble box of tricks ran the game surprisingly well.

I've only put around four hours into the experience but even after only a small amount of time, I'm well and truly hooked.

Occupying a space somewhere between the Fable and Elder Scrolls series, developers 38 Studios (the company started by former baseball player Curt Schilling) and Big Huge Games have produced a title which, although not original, does a lot of things incredibly well.

Combat is snappy, with the player fluidly dishing out ranged, melee and magic attacks, while item crafting is flexible and easy to understand.

But the real joy comes from exploring this vast world and the game positively encourages you to go tramping off the beaten path in search of good old-fashioned treasure and unexpected adventure.

The sprawling world map suggests an epic adventure ahead so my paltry four hour effort would appear to be little more than a drop in the ocean. But with its wide range of quests, fabulous soundtrack and intriguing world to explore, I'll be putting a lot more time into Kingdoms of Amalur: Reckoning over the weeks and months to come.

*The screenshots here were taken by myself and while the settings aren't cranked up, they show that Amalur still looks great on slightly lower settings.

Thursday, 22 December 2011

Alice: Madness Returns - 360/PS3/PC

There's a lot to like about Alice: Madness Returns. From the beautifully presented waif-like protagonist and her constantly changing sense of style, to the cast of grotesque characters who litter a decaying vision of Lewis Carroll's dreamlike Wonderland.

It's a spellbinding visual treat throughout and whether Alice is stumbling through the grimy streets of Victorian London, exploring the clockwork innards of the Mad Hatter's lair or making her way through the faded grandeur of the Queen of Hearts' castle, the art direction is inspired.

But despite the visual flair, Alice's journey through her rotten mind descends into a standard third-person romp, with a raft of gameplay ideas as old as the hills.

Armed with a twisted assortment of weapons - including a chain gun-style pepper grinder, a teapot cannon and white rabbit time bombs - Alice fights, jumps, runs and twirls through long, drawn-out levels in a bid to save her sanity.

The combat is initially a thrill, with Alice cutting a swathe through Studio Ghibli-like enemies. However, respawning gothic creatures and a dodgy in-game camera soon temper that initial rush and these arena style brawls soon become something to be tolerated rather than enjoyed.

The platform-heavy antics are a throwback in many ways. Leaping from invisible platforms, riding on steam vents, trampolining off neon-tinged mushrooms and sliding down Mario 64-inspired chutes is decent enough fun, but we've been here hundreds of times before.

And while the game does its best to mix up gameplay styles with the inclusion of environmental puzzles, 2D papercraft sections and a side-scrolling shooter level, much of Alice's adventure feels hastily pieced together. It's as if developer Spicy Horse couldn't decide on a plain course of action and instead decided to throw everything at the title to see what would stick.

But despite its flaws, I was captivated by the adventure from start to finish. The art direction certainly helped and wanting to know what lay around the next corner kept me ploughing through the madness.

The storyline also does its best to tug the player through the experience and Alice is constantly reminded of the cause of her fading sanity - the house fire which killed her family. As the story plays out, snippets of her memories spring to life in the shape of collectable audio logs, while other hidden treasures await those who wish to scuffle about the darker recesses of Alice's warped mind.

Once Alice's adventure is over, fans can skip back though her painful memories and replay chapters to sweep up missed collectables - and Spicy Horse have added an extra treat for Alice fans.

The original PC title from 11 years ago, American McGee's Alice, is also included on the disc. While this cult classic hasn't aged particularly well, it's a nice bonus and completes the Alice collection.

Spicy Horse have played it safe on many levels and regurgitated tried and tested gameplay ideas throughout in a desperate attempt to make Alice: Madness Returns a macabre masterpiece. But it falls somewhat short of its lofty ambitions, leaving the player wishing for something more.

It can be fun and at times it is a visually splendid experience, but too many quirks and flaws make this trip to Wonderland entirely optional rather than essential.

Monday, 19 December 2011

Yakuza 4 - Tourist snaps

Back in March I blogged about the joys of wandering around Yakuza 4's Kamurocho, taking in the sights and sounds of this fictional Tokyo district. Sadly, a peaceful stroll is something I can only dream about, with the game's roguish cast of characters constantly assaulted by gangs of knuckle dragging goons in puffer jackets.

But when I'm not smashing bikes over heads or battering thugs with huge ice cream cones, I've been taking snaps of the wonderful environment Sega have created on my iPhone. Take the time to look around Kamurocho and you'll be constantly surprised at what's on show. Here are a few of my favourites taken from my most recent late night adventure:

Monday, 19 September 2011

El Shaddai: Ascension of the Metatron - 360/PS3

A game based on ancient religious texts, it’s safe to say that El Shaddai doesn't exactly follow a traditional videogame script. However, the quest to round-up seven fallen angels and return them to Heaven at the behest of God makes for a thoroughly engaging yarn.

You play Enoch, a heavenly scribe clad in designer jeans and brilliant white armour, who ploughs through beautifully surreal locations to fulfil his quest.

At the heart of El Shaddai is a robust and enjoyable combat system, with Enoch mixing up styles and weapons to take down the game's colourful cast of foes. But rather than switch between them at will, he has to steal them from enemies to gain the upper hand - a system which encourages creative play.

Slashing sword attacks, ranged fire and a heavy-hitting punch and shield combo are the choices available and with bosses requiring the player to be adept at all three, it pays to experiment with what's available.

On easier difficulty settings it's possible to button mash your way through encounters, but crank it up a notch and blocks, dodges and timely attacks are the only way to make progress.

Visually, El Shaddai is quite incredible, with some stunning locations to romp around in. Grainy monochrome worlds, fizzing neon environments, sprawling futuristic cityscapes and organic watery levels are just some of the spectacular sights. But the visual treats don't stop there, with the game constantly flipping between 3D and 2D. El Shaddai isn't afraid to chuck convention out of the window, either and adds a smattering of jaw-dropping moments which surprise and delight.

Enhancing the atmosphere is the eclectic and quite brilliant soundtrack, which successfully infuses ambient soundscapes and harmonic tribal melodies to create a spellbinding score.

It's not a perfect game, though, with several problems cropping up regularly. Enoch's platforming antics are sloppy at times, with the swirling backdrops making it difficult to judge distances, while constant and repetitive battles in the game's final third sour some of the enjoyment.

Some will find it hard to live with these problems, but as an experience, there's nothing quite like El Shaddai.

One of the most refreshing and beautiful adventures I've undertaken in some time.

PS3 version tested

Friday, 16 September 2011

Rock of Ages - 360/PC

Last night, I finally got round to putting some time into Rock of Ages on 360 - a title I've been looking forward to since last summer.

I'm glad to say this latest game by ACE Team - the minds behind mental brawler Zeno Clash - plays just as good as it looks, with players hurtling their moon-like boulder down obstacle-strewn slopes in a bid to smash their opponent's stronghold.

But that's only half the story, as Rock Of Ages takes the player on a twisted and extremely funny trip through history, complete with angry bovines, pissed-off elephants and projectiles galore.

The game is split into two parts: the attacking stage - where the player guides their boulder down a twisting slope, smashing defences on the way to break open their opponent's gate - and a defensive stage - where the player erects defences in a bid to halt their foe's march to glory.

Every time your boulder collides with an object, money is dropped into your coffers, which in turn can be used to either construct a weird and wonderful array of traps and obstacles, or poured into your boulder to give it extra ramming powers.

It's a frantic game of cat and mouse as both sides desperately try and place defences before trundling their boulder to its destructive conclusion and it's heart-breaking when your rock tumbles off the edge of the course, giving your opponent a slight time advantage.

The art style and sound effects have a distinct whiff of Monty Python about them, with paper cut-out armies scattered around the sloping worlds, while historic figures leap excitedly around in full cardboard cut-out glory.

The humour runs through to the game's playful cut scenes, with plenty of pop culture references thrown in for good measure which adds to the off-the-wall flavour.

Rock of Ages is a delicious mix of tower defence and Marble Madness and a game which plays beautifully. And with multiplayer options to explore and a decent single player campaign to roll through, this is yet another unmissable game to add to your download queue.

Rock of Ages is currently available from the Xbox 360's marketplace for 800 points, while PC users can grab it from Steam for £6.99. A PS3 version is on its way, but no release date has been set.