Showing posts with label PSN. Show all posts
Showing posts with label PSN. Show all posts

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.

Thursday, 10 December 2009

Pixeljunk Shooter - PS3

The fourth game in the excellent PixelJunk series is not only an elegant and engaging shooter, it's one of the best games to appear on the PS3's online store.

Armed with a gun, missiles and a grapple shot, the player whizzes through a series of subterranean caverns, rescuing trapped scientists and prising gems from rock faces. It's beautifully simple, but the genius of Shooter's level design becomes apparent after delving down through several layers.

Environmental hazards hinder your progress, blocking your path to the human survivors and your means of escape. Fortunately, impassable magma flows can be cooled by unleashing torrents of water, while chunks of ice can be melted by guiding magma on to slippery surfaces.

Carefully blasting chunks from rock faces allows the player to instantly change the cavern's layout and access new areas, but those with an itchy trigger finger should be warned that firing without thinking can spell disaster for the trapped scientists.

As progress is made, levels become fraught with hidden dangers and new hazards to overcome. Every new cavern is packed with wonderful ideas, keeping the game from ever becoming stale, while finding secret caves, hidden gems and locating special survivors adds to the overall package.

The wonderful electronic soundtrack fuses perfectly with Shooter's bold slabs of colour to create a delicious and strangely laid back experience.

Thursday, 2 April 2009

Gomibako (Trash Box) - PS3

I bought Gomibako a few weeks ago, but it's taken me a while to actually start playing it properly.

Screenshots might suggest a Tetris-like element to this excellent little puzzle game, but when you boil the core gameplay down, it's actually nothing like it.

Everyday objects such as microwaves, pencils, teapots, baseball bats and brooms fall from the top of the screen into a rubbish bin. Pressing 'X' rotates the item, while a press of the triangle button causes the object to be thrown down into the bin. The aim of the game is to smash every object into tiny bits of debris so the bin doesn't overflow.

Lightbulbs and pencils shatter instantly if they hit something a bit more substantial such as a metal lighter or mug. However, to smash bigger objects, such as a post box or scooter, you need to use something with a bit of weight behind it multiple times.

While smashing everything in sight is fun, the real fireworks start if a burning object such as a lit cigarette is introduced to the bin. This will set any flammable objects ablaze, and by shaking the Sixaxis, you can dislodge loose debris, causing other objects such as futons and wooden bookcases to catch fire.

To really get the party started, a couple of gas canisters and a naked flame causes a massive explosion. These seismic tremors clear the whole bin of rubbish leaving you with more space to store items.

As you progress through the levels, water and oil are introduced. Dropping a fizzing bath bomb into water causes nearby objects to rot and melt away, while oil and fire make a destructive wave.

Objects are introduced to the play area via a conveyor belt system of the right hand side. By pressing L1, you can store an item, which is displayed on the left side of the screen. This is very useful if the bin is nearly full and a huge object is about to enter the play area.

And talking of huge objects, you'll notice that as you make your way through the game's five levels the objects you have to clear become bigger.

Starting out with coins, pens, footballs, staplers and the like, by the fifth level, you find yourself dealing with hulking mountains, skyscrapers and oil refineries.

Another nice touch comes in the shape of objects called Mottainai. Every so often, one of these objects - a diamond ring, statue, piece of cake etc - enters the play area. These must not be destroyed. Instead, the player has to gently place them in the bin so they can be collected by a weird penguin-like creature who patrols the bottom of the screen. It can be incredibly difficult to keep these objects safe as items rain down from above, but doing so rewards the player at the end of the level.

Gomibako also features its fair share of unusual bosses. A pink piggy bank and HD TV are just two of the end of level obstacles which must be smashed within a tight time limit.

Gomibako isn't a long game, however, there are a few modes to mess around with and it features full trophy support, with 13 cups to be discovered.

The game is currently only available via the PSN store in Hong Kong and Japan. However, the Asian version is in English, so hopefully a Western release for Gomibako won't be far away.

Here's the game's official trailer:



Images courtesy of Sony

Monday, 23 February 2009

Flower - PS3

After months of waiting, Flower finally arrived on the PlayStation store a couple of weeks ago, and I've barely stopped playing.

Available for just £6.29, Flower is a beautiful and engaging piece of software by Thatgamecompany, the team behind the excellent Flow on PS3 and PSP.

Calling Flower a game in the traditional sense might be a bit wide of the mark, as although there are gameplay elements included, playing through Flower is more about the visual and aural experience rather than achieving a set objective.

Each of the game’s levels in represented by a potted plant sitting on the windowsill of a city flat. By moving the Sixaxis over the plant and clicking on it, you are taken into the flower’s dream. Here, you will skim through long grass, soar into the sky, create bright bursts of colour on the ground, while breezing over unopened flowers collecting their petals as you go.

The control system is inspired, with gentle movements of the Sixaxis used to control the breeze. Pressing any button causes the wind to gust, making for an exhilarating experience as you fly through the beautifully realised world.


This experience is made complete by the game’s wonderful visuals. Lush, grassy meadows under bright blue skies give way to rocky canyons, sun-drenched amber vistas, midnight blue fields and rain-soaked plains – Flower may not be the most technologically advanced game ever made, but is one of the most beautiful.

The music also adds to the zen-like experience, with gentle acoustic arrangements suiting the mood of the game perfectly. Each petal you pick up on the breeze is also accompanied by a note or a chime, adding to Flower’s dream-like quality.


While you are free to fly about to your heart’s content and make your way to the level exit - a swirling mass of petals - there are optional objectives that can be undertaken. Each level contains three green flower clusters, each cunningly hidden, and discovering them all rewards you with a gold trophy - one of 14 trophies on offer.

Another nice touch is if you leave the controller alone, the game flicks between stunning views of the landscapes. This is particularly nice to have on in the background, and it's very soothing to watch.

It’s not all perfect, though, the gloomy and oppressive fifth level introduces obstacles in the shape of electricity pylons. Clashing with these twisted metal structures makes the Sixaxis shudder and stops you briefly in your tracks. After being able to freely fly around the gameworlds, this addition really jars.

However, all is forgiven after experiencing the epic final level. I won't spoil it for you, but it is an incredible and uplifting experience that will have you grinning like an idiot.


Flower is not a long game, and those who choose to breeze through it will complete it in a couple of hours.

But why would you want to rush? Flower is best played in short bursts late at night and it took me around six hours to see the closing credits - which are the best and most entertaining closing credits I've ever had the pleasure of seeing.

So pour yourself a glass of wine, dim the lights, kick back, relax and enjoy the experience. Bloomin' marvellous.