Showing posts with label PlayStation 3. Show all posts
Showing posts with label PlayStation 3. Show all posts
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!
Labels:
3D,
LittleBigPlanet,
platformer,
PlayStation 3,
PS3,
Puppeteer,
Sackboy,
Sony,
theatre
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.
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.
Sunday, 10 June 2012
Tokyo Jungle - PS3

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.

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.

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.

Labels:
animals,
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Japan,
Japanese,
Kilted Moose,
language barrier,
PlayStation 3,
pomeranian,
PS3,
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Scott Munro,
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Tokyo Jungle,
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