Friday, 10 October 2008

Aquanaut's Holiday - PS3 - First Look


At last, my copy of Aquanaut's Holiday dropped through the letterbox yesterday afternoon and I've put around six hours into it. So, time for some impressions.

The game is more mission based than Endless Ocean, so that means quite a chunk of Japanese text. However, I've been making steady progress without many problems.

Initially it seems your travel is rather limited - you are only able to explore a fairly small circular area - similar to Endless Ocean. However, that doesn't last long. At the edge of your starting area is a powered down Sonobuoy. To get it working again you have to head back to base and purchase a battery. When a battery is placed in the Sonobuoy, your area of exploration increases.




So far I've managed to find nine Sonobuoys and have opened up a significant chunk of the ocean, although I've not even uncovered half of the play area yet.

The first section takes the form of a tutorial, getting you used to the handling of your mini-sub. Here, you also have to locate four singing stones. When found, each of these stones adds a different note to the PS3 controller's shoulder buttons. With this new ability you can sing to certain creatures called Singers. As you explore, you'll occasionally hear a Singer somewhere in your vicinity.

Approaching them, you have to replicate their song pattern using your new found ability. These songs start off easy, but get increasingly harder. Successfully singing to these fish fills up your Meme Chart. Filling this chart upgrades your sub, so you can dive deeper, turn faster, carry more stuff etc.

Each 'Singer' has 20 levels. The first level of songs requires you to match two or three notes in sequence. However, at level 20, you will have to replicate close to 30 consecutive notes. This, as you can imagine, is complicated, so have a pen and paper ready to scribble the notes down. Completing the Singer's 20th level rewards you with a trophy.




Every fish, mammal, piece of stone, rock formation etc you click on is added to your Aqua Library, and with around 420 different things to find, Aquanaut's Holiday will last you quite a while. Every new discovery also rewards you with cash, which is used to by new equipment such as batteries.

I've been playing through the main story mode, but I've also discovered one side-quest so far, which involved looking for a sunken organ near the wreck of a wooden galleon.

You'll have to make frequent trips back to base to stock up on new stuff and to progress the main story. Here you'll find project manager Kemelman and your assistant Jessica. Developer Artdink have used actors from the West for these two roles, and the signs on dry land are in English, so I hope this is a sign the game will be translated and make its way to the UK.

All menu headings are also in English, although their contents are in Japanese. This makes navigating your way through the menu system hassle free, although I have found myself button mashing the 'X' button to make my way through indecipherable conversation trees. Still. at least it is clearly marked where to save the game etc.




The graphics are gorgeous and even if you're not following the main mission, it's still great fun to explore the ocean depths. Late last night I unlocked a camera, so all the pictures here are my own. Once a picture has been snapped, it is automatically downloaded to your PS3's hard drive. Of course, the game looks so much better and sharper when you see it in motion, so make sure and check out the video clip below to see Aquanaut's Holiday in all its glory. Everything there is actual gameplay.

The ambient music adds a great deal of atmosphere to the game, while the Hawaiian-style track that plays back at base is wonderful. It's all very laid back and is the kind of game made for lazy Sunday mornings.



There are also 50 trophies to unlock and this is the first Japanese retail release I've come across which features them. I've only discovered two so far, so I've a long way to go!

Aquanaut's Holiday has so far lived up to my expectations. It's what I hoped it would be and can't wait to take another dive. I'll post more pictures and observations as I progress

Sunday, 5 October 2008

Endless Ocean 2 - Wii

As I sit patiently waiting for my copy of Aquanaut's Holiday on PS3 to drop through my letterbox, Nintendo cheered me up by announcing that Endless Ocean 2 is on its way to Wii. Not many images are available, but I've managed to get hold of a few.




The original game remains one of my favourites on Nintendo's system. Its blend of relaxing gameplay and beautiful visuals make it a title I still like to dip into every now and then. It was priced at just £20 on release and if you haven't picked it up by now, you really should take the plunge.

The original had you exploring coral reefs, shipwrecks and caves, looking for items and interacting with sealife. You could feed the creatures you met, take pictures and even dive with other players via Wi-Fi.




Regular reader will be well aware of my love for underwater games. Along with Endless Ocean, Aquanaut's Holiday 1 & 2 on PS1 still get played regularly, and Aquanaut's Holiday 3 on PS3 should arrive from Japan before the end of the week, so I'm really looking forward to this sequel. Even if it's just more of the same, I'll be very, very happy.

No word of a release date yet, but let's hope it's sooner rather than later.

Friday, 3 October 2008

Muramasa: The Demon Blade - Wii

New shots have emerged from the forthcoming Vanillaware title Muramasa: The Demon Blade on Wii.

Vanillaware were the team behind the eye-poppingly gorgeous Odin Sphere on PS2, and as you can see, their latest title looks even better.




Odin Sphere didn't quite live up to its wonderful graphics due to some crippling slowdown and slightly repetitive gameplay, but hopes are high that this new title will play as good as it looks.

Set in feudal Japan, and borrowing ideas from Japan's rich collection of myths and legends, players will be able to control the katana-wielding girl Momohime and the ninja boy Kisuke.

Known in Japan as Oboro Muramasa Youtouden, the game will hit store shelves in Japan later this year, while the US will get their hands on it sometime in 2009. Unfortunately, there is still no word of a European release, but fingers crossed.



Wednesday, 1 October 2008

Disgaea 3: Absence of Justice - PS3


Developer Nippon Ichi have given us a host of quirky, fun and deep gameplay experiences in recent years - Phantom Brave, La Pucelle: Tactics, Atelier Iris, Makai Kingdom and Soul Nomad are all excellent titles, but their Disgaea series is the pinnacle of their achievements. Now their most acclaimed franchise is back in the shape of Disgaea 3: Absence of Justice on PS3.

The game's story - as you would expect from Nippon Ichi - is as off the wall as ever. The central character is Mao, the son of the Netherworld's Overlord. Mao is out to destroy his father, not because of some deep and meaningful struggle between the two, but because Mao's father has destroyed his son's videogame collection. See, told you it was a bit weird.

Disgaea is a turn-based strategy RPG, similar to games such as Final Fantasy Tactics. Although Disgaea 3 has some new ideas, it's not radically different from the series' previous outings, so veterans will be instantly familiar with the game mechanics. New players need not despair, though, as this is definitely easier to get into than the first two games.

The thing that sets Disgaea apart from other strategy RPGs is its incredible depth. You can rattle through the story in roughly 25 hours or so, however, if you want it to, Disgaea could conceivably last you forever.

Why? Well let me explain. First off, it is possible to level every character to lvl 9999. Just getting one character to that level will take hundreds of hours, never mind an almost limitless cast at your disposal. The second gameplay option that could suck away days of your life is the Item World.




Every single item in Disgaea 3 can be entered - from packets of mint gum to legendary swords. Once in an item, you have to battle your way through dozens of randomly generated floors. This increases the item's stats, and is the best way to obtain the strongest items in the game. Add to this heady brew the option to reincarnate your levelled up characters as new job classes (starting back at level one) you start to realise the insane amount of depth Disgaea has. It's mind-boggling.

Most players, myself included, have no desire (or the time) to explore every nook and cranny of the game. I suspect most players will have a mess around with character classes, getting them to a suitably sensible level. Only the hardcore will spend forever playing.

Unlike standard RPGs, which tend to give players a set team to adventure with, Nippon Ichi have once again given you full control of your companions. You start with a small team, but you can create new characters and choose their classes. Do you fancy having a long-range specialist on your side, who prefers bows to guns? How about creating a second healer for when the going gets tough? Maybe you'd like a Mage who can wield fire rather than the power of nature. Or maybe you just want a team made out of axe-wielding warriors...the choice is completely up to you.

Only 10 characters can be on the battlefield at any one time, but it really pays to have a good selection of classes at your disposal.



Along with the return of this robust character customisation option, Geo Blocks also make a welcome return in Disgaea 3. These objects add status effects to the isometric battlefield. Standing on certain colours grants your party bonuses such as added experience points or a defensive boost. However, some blocks and colours give your enemies positive effects instead. Blocks can also be picked up and thrown, or even destroyed, so careful consideration must be given when you are starting your battle.

While it's great to see another Disgaea game, it's slightly disappointing that Nippon Ichi have kept the look of the game almost exactly the same as the PS2 versions. While the menu screens and background environments have been given a proper hi-def makeover, the character sprites remain low-res. They still exude charm and personality, but it's a real shame Nippon Ichi haven't gone the whole hog and polished up the entire game.



Music is just as weird as the storyline, with the development team choosing bright, cheery bubblegum pop rather than anything too serious. However, the music does tend to grate after a few hours.

Nippon Ichi have always done a great job when it comes to voice acting, and they've delivered once again. Although some accents are a little annoying, it's great to hear so much attention given to this aspect of the game. And if it all gets a bit too much for you, you can always change the voices back to Japanese.

Disgaea's not everyone's cup of Earl Grey, and it is easy to be initially overwhelmed by the amount of stats and items at your disposal. But if you're tired of traditional RPGs, Disgaea is certainly worth a look.

I'm playing the North American version, but Square Enix announced they will be releasing Disgaea 3 across Europe in early 2009, which is fantastic news. If you're new to the series and can't import or simply want to wait for its UK release, I'd recommend picking up a cheap copy of Disgaea 2 on PS2 to give you a flavour of the series.

Wednesday, 24 September 2008

LittleBigPlanet - Beta


The website Eurogamer ground to a halt on Tuesday night, as word spread they were giving away 5800 beta keys for the PS3's showpiece title LittleBigPlanet. After much ranting, raving, liberal swearing and desperately hitting the refresh button every few seconds, I finally got a key and I'm now in the beta.

Of course some money grabbing buggers were quick off the mark, and put their beta codes online - charging around $100 a pop.

As I sit here typing with a mug of tea and a packet of Hob Nobs by my side, my download is at 61 per cent and a night of fun lies ahead. Who cares about my pounding headache or the stomach cramps I've been suffering from all day? This is LittleBigPlanet, folks. And, seeing as the beta doesn't finish until October 12, I'll be amazed if I play anything else over the course of the next few weeks.

I'll report back when I've had some quality time with my most anticipated title of 2008...

Sunday, 21 September 2008

Opoona - Wii

Given the global success of the Wii, it's somewhat surprising there is a lack of decent RPGs available for the system. So when a new title comes along, I always like to take a closer look.

The latest game to appear on the system is Opoona, and while it's not without its problems, it proves to be a charming little RPG. It's refreshing to see developer ArtePiazza and publisher Koei taking a chance on the title and releasing it in the UK, so good on them.

Opoona and his family are on holiday when their spacecraft is attacked. Opoona's parents bundle you, your brother and your sister into escape pods, which are jettisoned into space, eventually landing on the planet Landroll.

Landroll initially seems an idyllic place. The planet's inhabitants live in huge closed off domes which are scattered across the surface. However, after waking up following his crash landing, Opoona discovers that a menace called the Rogues roam the wild lands between the domes. He then sets out to discover what happened to his family and take on the Rogues that threaten peace on the planet.

You control every action in the game using just the Wii's nunchuk. The larger 'Z' button accesses the menu screens, while the smaller 'C' button is used to interact with other people and objects. To scan your surroundings while indoors, you hold 'C' and rotate the analogue stick.

Combat is somewhat unusual, too. Opoona has an orange ball above his head called a Bonbon and he uses this to attack his enemies. Moving the analogue stick back then flicking it forward fires the Bonbon at the enemy. Some strategy is required to dispatch enemies with shields or those who hide behind others by moving the stick left or right before firing it. This adds spin to the Bonbon, allowing you to curve the projectile around objects to reach its desired target.

While battles are random, this unusual control method keeps them ticking along and it's refreshing to see something different.

While roaming the wild lands and taking on the evil Rogues takes up a significant chunk of the game, Opoona will also find himself taking on a variety of jobs - serving in a fast-food restaurant, taking dogs for walks, working in a clothes shop, cleaning up rubbish, fishing, mining and playing musical instruments are just some of the things Opoona will find himself doing as the story unfolds.

While the majority of these jobs are nothing more than fetch quests, they provide a nice change of pace in the game, and it's fun to explore the different domes, taking in the sights and sounds as you go about your business.

While the Wii is not known for its graphical punch, there are some lovely moments in Opoona. Lead artist Shintaro Majima has previously worked on the Dragon Quest games and some of the scenery is beautiful. The lighting effects in the Artiela region deserve particular mention, with the sunset bathing the entire area in beautiful warm colours. The blue-black skies of Paradiso, complete with rays of sun piercing through the clouds, while a flock of birds fly across the horizon is another particularly lovely sight.

There will be times when you stop in your tracks just to spin the camera around to gaze at your surroundings. The team at ArtePiazza have done a fantastic job in making the world a joy to explore. You never know what's around the next corner and the game throws visual surprises at you at every turn.

You'll wander through gardens filled with waterfalls and artistic sculptures, you'll come out of a lift to be confronted by a massive satellite dish, beaming TV signals to the stars, you'll open a small door only to find yourself in a sizeable concert hall and you'll find museums peppered throughout the domes, each one displaying fantastic and original exhibits. My favourite is the sculpture entitled 'Eternal Ice Cream' in the museum on Artiela. There's definitely more to Opoona than initially meets the eye.

Opoona's soundtrack was composed by Hitoshi Sakimoto - best known for his work on Final Fantasy XII - and is one of the best I've heard for some time. It features various styles, from laid-back electronica and folk themes, to jazz fusion and upbeat summery pop. Coupled with the game's distinctive look, the atmosphere the soundtrack creates is simply wonderful, bringing to mind the Dreamcast classic Phantasy Star Online.

A few niggles slightly sour the experience, though. First is the inability to change the camera angle when you're out in the wilderness. This means you'll be hard-pressed to find treasure pods scattered about the locales which can be annoying.

My second gripe is the confusing layout of the first dome. It's needlessly complicated and you'll spend a while trying to learn where everything is. Also be warned, there is a fair amount of backtracking involved, which can begin to grate after a few hours.

However, if you are willing to overlook these slight annoyances, you'll find a lot to like about Opoona.

It's the sort of game the Wii desperately needs and it's a pity it will probably sink at retail without a trace. With a push in the right direction and a little TV advertising, Opoona could be a success. It's a great family game and for younger gamers who may not have experienced the RPG genre before, this is a great place to start.

Tuesday, 9 September 2008

Afrika/Hakuna Matata - PS3

First off, let me apologise for the lack of updates recently. I've just not had time to update the blog due to real life getting in the way of my precious gaming time. So without hanging about, let's get the blog back on track with the wonderful Afrika/Hakuna Matata on PS3.

My copy arrived from Japan this week and although I ordered Afrika, I received Hakuna Matata instead. The difference? Well Hakuna Matata is the the Asian version of Afrika, but aside from the name change, the only difference between the two versions is that Hakuna Matata has two pages of English in the instruction manual relating to the controls. Everything else in the manual and on-screen is still in Japanese.

So what exactly is Afrika/Hakuna Matata? Well, plain and simply, it's a wildlife photography game. As I've mentioned previously, think of Hakuna Matata as a grown-up version of Pokemon Snap.

You begin the game by choosing a male or female character and then you are whisked away to base camp - a small location nestled in the south of the Duma Steps. The camp has a bed, a map, a bookshelf - where you can view your progress - all your tools, such as tents and your collection of cameras. There's also a laptop, which acts as the hub for all your African adventures. You'll receive missions via the laptop, each one accompanied by a small video clip of what animal picture the client is looking for.

As the text is in Japanese, this makes things much easier to understand, although a little trial and error is required as you get further in. Every photograph you take is also uploaded to the laptop, and you can pick and choose the best picture to send to the client. Every successful mission rewards you with a grade and a cash bonus, which is used to buy new equipment from the laptop's online store.

When you venture outside the camp for the first few missions, all you'll have to your name is a bog-standard camera, which takes slightly fuzzy pictures. But don't worry, as you progress through the game, new cameras and lenses become available. In fact, it doesn't take long to get a cracking little digital camera, which takes beautifully sharp pictures. Incidentally, all the pictures featured here are my own creations, so I hope you like them!




As the gameworld is sizeable, the preferred mode of transport is a jeep. At first you will be taken to points of interest by your driver, but later in the game, you gain full control of the jeep and can drive it anywhere.

Your first assignment is to take pictures of general wildlife, and you'll be dropped off near a watering hole, where zebras, antelopes, giraffes and vultures like to gather. However, care must be taken when approaching animals, as most are easily scared and will run off if you get too close. You can sneak by pressing down on the D-Pad, and finding some cover in the shrubs and bushes enables you to observe the wildlife going about their business without disturbing them.




Snapping pictures is very straightforward - pressing R1 takes the snap, while turning the Sixaxis 90 degrees changes your view from landscape to portrait - very handy for taking pictures of giraffes! The right analogue stick is used to zoom in and out, which is vital for getting great close up shots without frightening the animals.

After taking your pictures, you'll be taken back to base camp, where you can send pictures of new species back to central office. Each new species photographed and recorded earns you 3000 points, and taking snaps of new creatures opens up fresh missions and challenges.

Occasionally you will have to take on a Big Hunt. These are scripted events, the first of which sees you taking pictures of a cheetah chasing down an antelope. These are great fun and offer a nice change of pace from the rest of the laid back gameplay. As far as I'm aware, there are 20 Big Hunts to discover throughout the game.

As you progress, the missions start to get interesting - you'll start by snapping giraffes drinking from a pool, but soon you'll be face to face with a charging elephant and dealing with angry bison. Incidentally, you can't die in Hakuna Matata. If you anger an animal, it will charge you. This results in you being knocked out, but you'll come round back at base camp, ready to try the mission again.

As you can see, the graphics are excellent and although animals in the distance look a little stilted, up close they look incredible. Because the draw distance is so good, it's impossible not to be impressed with the backgrounds just as much as foreground objects. There's also a day/night cycle at work and the effect as afternoon turns to evening is breathtaking. The music is equally good, with a soundtrack composed and conducted by Wataru Hokoyama, which gives the game an epic feel.



Hakuna Matata is a great game to chill-out with. If you don't want to dive into the missions, you don't have to. In fact, most of the images you see here were taken when I was just exploring the game world. There is also an option in the main menu called Afrika viewer. When in this mode, you select a landscape, time of day and background music. Then you just sit back and watch the wildlife going about its business. You can also speed up time so the colours of the landscape gradually change from day to night. You can also manually change the view or let the PS3 flick between them. It's lovely to have on in the background late at night and is a great inclusion.

Sony also teamed up with National Geographic for Hakuna Matata, and as a result, every animal in the game is featured in the National Geographic Library - an album crammed full of glorious hi-res pictures and videos of the featured wildlife.

Sony have obviously gone to a lot of trouble to create Hakuna Matata, which makes it even more baffling when they announced they have no plans to publish the game in the US or Europe. I'm still confident they'll change their minds, as this is a game which will appeal to gamers and non-gamers of all ages.

Friday, 5 September 2008

Ratchet and Clank: The Quest for Booty - PS3


Last year's Ratchet And Clank: Tools Of Destruction on PS3 proved to be one of the system's highlights. Its perfect fusion of platform fun, excellent action and jaw-dropping graphics proved to be a huge hit for Insomniac Games.

And while we wait for the next full game in the series, which is expected to arrive in 2009, Insomniac have given us this tasty morsel to whet our appetite.

Costing £9.99 from the PlayStation online store, Quest For Booty offers all the classic Ratchet and Clank humour and gameplay we've come to expect from the series and, although the game will only take a few hours to complete, it's well worth your time and cash.

The story takes place immediately after Tools Of Destruction, so if you've yet to delve into one of the PS3's finest games, now is the perfect chance - especially as Tools has been re-released for £19.99 on the new PS3 Platinum range.

Our long-eared Lombax friend is off on his travels again, this time hoping to discover the whereabouts of his metal sidekick Clank and the location of the mysterious alien race, the Zoni.

The Ratchet and Clank series has always been known for its over-the-top weapons, but unfortunately Quest For Booty doesn't really offer much in the way of cool new gadgets to mess about with - with the one exception: the Kinetic Tether.

This new device is used for a variety of acrobatic endeavours, such as pulling bridges and platforms and setting giant springs which send Ratchet soaring through the air.

The solid series gameplay remains intact and Ratchet fans will discover new additions, including cute glow-in-the-dark monsters that can be grabbed with your wrench and used as a light source - essential if you want to navigate your way around dark and gloomy pirate coves.

Graphics, as you would expect, are nothing short of spectacular and Insomniac's attention to detail puts many other developers to shame. The opening scene sees you thrown on to a rocking ship in the middle of a thunderstorm, with the torrential rain making metal surfaces appear slick and slippery. Later you'll discover the tropical beauty of Hoolefar Island, complete with gorgeous water effects and soaring creatures that fly high over the sun-kissed land.

While the game should take you only three to four hours to complete, every minute spent with Quest For Booty is a pleasure. The main problem is that just as you get into your stride, the experience is over. 


Still, for £9.99 you will get a thoroughly enjoyable and well thought-out game and once again, Sony are leading the way in delivering quality content from their online store.

Monday, 25 August 2008

Secret Agent Clank - PSP


The Ratchet and Clank series has proved to be extremely popular across all Sony’s platforms. The pair's blend of colourful, platform-driven fun, coupled with insane weapons and a healthy dose of humour have lifted the Lombax and his metal chum above the humdrum array of 3D platform games that flood the market.

Now, for the first time, Ratchet’s loyal sidekick Clank gets a game of his own, but does it do enough to differentiate itself from the classic R&C gameplay?

Well, for a start, forget about the crazy weapon sets which have come to define previous games in the series. Yes, shooting does play a part in proceedings, but most of the emphasis this time around is based around stealth.

Ratchet has been accused and imprisoned for a crime he didn’t commit, so it’s up to Clank - resplendent in his James Bond-style tuxedo - to solve the mystery and get his long-eared friend off the hook.

Along the way, Clank gets access to gadgets to help him through the quest, such as the tie-a-rang – great for taking out a succession of flying robots – and a blackout pen – which is used to blot out security lasers. While there's nothing wrong with the gadgets at Clank’s disposal, nothing here comes close to the the previous games’ weapons, such as the magnificent Groovitron or the awesome Jell-O gun.

For a game based on stealth, it's vital that proper camera controls are in place. Unfortunately the camera controls are frustrating and require constant manipulation. It’s such a shame as there's an entertaining game waiting to break out.

High Impact Games have tried to mix up gameplay styles along with the sneaking about. Clank will also have to undertake rhythm action sections, which are good fun, if a little fiddly. Guard robots can also be taken down by creeping up behind them. This initiates QTE sequences which must be entered quickly to succeed.

Ratchet fans will also be pleased to know that you're also able to play as the Lombax in levels reminiscent of the arena sections from Tools of Destruction. Captain Quark also makes an appearance and like Ratchet’s shooting sections, Quark’s inclusion is there to inject a different pace to the game.

The downside to these missions is they feel shoe-horned in. Playing as Clank is good fun, but just as you’re getting into the swing of things, you're dragged out of the experience to play a Ratchet or Quark mini-section which spoils the flow of the game. I would have preferred these sections to be added as unlockable extras upon completion of the main quest.

Secret Agent Clank’s graphics are certainly above average, although they’re not quite as polished as titles such as Monster Hunter 2 of even Ratchet & Clank: Size Matters on PSP. Voice acting is thankfully spot on, while the sound effects and music all carry the charm associated with the series.


Clank's first outing on the PSP is entertaining, but it ultimately suffers from trying to do too much.

Friday, 22 August 2008

Bionic Commando Rearmed - 360/PS3


Another week, another fantastic download game, this time courtesy of the team at Capcom.

Essentially a remake of the classic NES original, this version of Bionic Commando not only looks great, but has gameplay to match.

What separates Bionic Commando Rearmed from other platform games is the inability to jump. Instead, you use you bionic arm to grab and swing your way across the intricate levels, while wiping out unsavoury sorts with your weapons.

Controls are initially slightly frustrating as your mind attempts to grapple with the lack of a jump button. But after 10 minutes, things fall into place, and traversing the levels becomes fluid.

But the game is rock hard. Even on the easy setting, it provides a stiff challenge.

Screenshots don't really do the game justice, as the game looks stunning on both 360 and PS3, with great animation and gorgeous lighting effects. The music, too, is suitably fitting, with a fantastic retro vibe.

The quality of downloadable games for both the 360 and PS3 has been fantastic over the last few weeks and Bionic Commando Rearmed continues the trend.


For just 800 points on 360, or £6.99 on PS3, it's a game that everyone should check out.

Thursday, 14 August 2008

LittleBigPlanet - PS3


IT’S been 17 months since Sony and Media Molecule unveiled LittleBigPlanet to the general public. Its blend of ambitious user-based content and sumptuous looks have made this game top of people’s most wanted lists since then...myself included.

So you can imagine how thrilled I was, when last weekend, I was lucky enough to get my hands on the highly-anticipated game at the Edinburgh Interactive Festival, and I haven’t stopped smiling since.

LittleBigPlanet allows players to express their creativity by creating new levels in real-time, build objects such as cars and rockets from scratch, shape objects and landscapes and decorate your own levels in any way you want and then share them with the PS3 community.



I was first taken through a couple of pre-made levels that will ship with the game this October by one of Sony's reps. The graphics, as you can see, are stunning, with the game’s lead characters - Sackboys - exuding charm and personality with every move.

Swinging on windmill sails, leaping over fire, dodging scary ghosts, flying around with the aid of jetpacks and using teamwork to reach new areas, were just some of the things we experienced during my 45 minutes hands-on.



Then it was time to check out the creative side of LittleBigPlanet. The first thing you’ll notice is how well laid out and easy to use the menu system is. A simple press of a button calls up the menus. Then it’s just a case of highlighting your chosen object and you are instantly able to place it into the world, scaling and rotating to suit your needs.

The first thing I did was give my Sackboy a cowboy hat, a goofy smile and a rather fetching moustache and then we got down to business building a car from scratch.

First we took some wooden blocks, sculpted them into a rough car shape, and added wheels. Next, we fixed a rocket to the back and added a grip point - which acted as the car's accelerator. While it was all very basic, the scope is there to create something truly spectacular with a little time and effort.



Once we were happy with the final look - not forgetting to add a classy tiger skin pattern to the chassis - we jumped on board and held on for dear life, as the tiger car lurched forward at some speed.

Of course, we had failed to attach the rocket properly and as a result, the car was forced off the ground and somersaulted a few times, sending our Sackboys flying through the air.

Next we created a towering statue, complete with moving fiery arms. A picture was then taken of my face using the Eyetoy camera and slapped on to the statue’s head for a neat finishing touch.



We were able to create these objects in just a matter of minutes and LittleBigPlanet is as involved or as simple as you want it to be.

If you want to recreate your favourite level from a Mario game, you can. If you want to create a sprawling, epic level incorporating hidden exits and objects, you can. If you just want to play through the game's 60 levels and never touch the creative tools, you can. Or if you just want to mess about for 10 minutes creating a mechanical see-saw with your friends, you can do that too.



Everything you create can be shared online and you can be rest-assured that some members of the community will pull out all the stops and deliver some jaw-dropping creations.

The first thing I plan to create is a sprawling rollercoaster/ghost house, complete with terrifying drops and fabulous special effects, while a toppling dominoes-style level is also at the top of my list.

There’s only two months to go before everyone gets the chance to play this PS3 exclusive title, and I’ll be at the front of the queue come launch day.

Here's a video of part of the level I played through:

Thursday, 7 August 2008

Braid - Xbox 360


This evening I have been engrossed in the fabulous Braid on Xbox 360. Created by Jonathan Blow, Braid could be mistaken for yet another run-of-the-mill 2D platformer, but after just a few minutes play, it becomes apparent that Braid is much more than that.

Braid plays like an old school Mario side-scrolling platformer, however the real gameplay twist in Braid lies with the ability to rewind time. Each level has jigsaw pieces scattered throughout, which must be collected and assembled. Some lie in easy to reach places, while others initially seem impossible to attain.



Rather than use time travel to simply correct your mistakes, it is instead central to Braid's gameplay and is used to alter the gameworld. Most objects and enemies in Braid follow the natural flow of time, so rewinding time affects them too. But there are certain objects which have a green glow around them. These objects remain constant even when you rewind time, and are the key to solving the puzzle set before you.

For example, in one early level you are faced with a locked door. Unfortunately, the key to the door is at the bottom of a pit with no way out. But by dropping into the pit and collecting the key, you can then rewind time to just before you leapt down, but you'll still be holding the key, allowing you to escape.



Each level throws up ingenious gameplay mechanics, and seemingly impossible situations become clear with a little lateral thought. I'm currently working my way through World 4, where the gameplay has just been turned on its head - moving right forwards time, while walking left rewinds it! I sense many headaches to come!

I've also gone back and collected all 12 jigsaw pieces in the opening world - strangely, named World 2. I was stumped for a while, but the feeling of accomplishment when things fall into place is incredible and some moments will have you grinning like an idiot.

While the gameplay is spot on, the graphics in Braid are equally special, with artist David Hellman creating a beautiful watercolour effect that shifts and changes hues. From gorgeous golden backgrounds and gentle falling rain, to lush green foliage, Braid is simply breathtaking.



To round off an already incredible experience, the soundtrack is outstanding, and possibly the best I've heard all year. Tinkling pianos, gentle string arrangements, calming violin and cello pieces and folk driven scores - it's spellbinding and sets the atmosphere perfectly.

Initially the 1200 point price tag seemed a little on the steep side, however, it has taken Jonathan Blow three years to create this masterpiece, and as a result this is a small price to pay for something as magical as Braid.

Everyone with a 360 owes it to themselves to play this incredible game. Whatever you do, though, don't use a walkthrough - that would spoil everything. Just be patient and everything will become clear in time.

A magnificent achievement.

Wednesday, 6 August 2008

Uncharted: Drake's Fortune - PS3


Last December, developer Naughty Dog released Uncharted: Drake's Fortune on PS3. It's a fantastic game, successfully blending elements of Tomb Raider with Indiana Jones to create a classic all-action adventure.

Not only does Uncharted look incredible, with some stunning lighting effects, but the game's characters are thoroughly likeable, thanks to Naughty Dog's incredible attention to detail. The cast's mannerisms and personalities shine through and the story and dialogue are excellent throughout.

Not only has the game been re-released on the new PS3 Platinum range for £19.99, but Naughty Dog released a patch for the game on Monday which adds PS3 trophy support to the game. The only downside is you'll have to start your adventure from scratch to activate them, as the new update doesn't take previous accomplishments into account. The good news, though, is that the game is so good, it deserves to be played again - and that's exactly what I'm doing.



While I know achievement points and trophies are completely meaningless, I've always found the 360's gamerscore feature irresistible, and now the same thing is happening with the PS3.

Only three games currently support trophies: Super Stardust HD, PixelJunk: Eden, and now Uncharted. In the near future, Burnout Paradise and Warhawk will be joining in the trophy fun, while the forthcoming PS3 version of BioShock will also have them.

If you've never picked up Uncharted, now's the perfect opportunity to take the plunge.

Saturday, 2 August 2008

The Last Guy - PS3

Along with the magical PixelJunk Eden, most of my gaming time this weekend has been taken up playing the magnificent and utterly bonkers The Last Guy on PS3.

The Last Guy plays in a similar way to the mobile phone game Snake. However, rather than playing on a bland background, here, the action takes place on maps taken from real satellite images.

Due to an invasion of zombies, giant roving eyes and humongous insects, the citizens of Tokyo have taken to hiding in the city's buildings. As the heroic Last Guy, it's up to you to round these frightened folk up and lead them to safety - not easy when you have horrific hungry creatures on the prowl.



As you approach a building, the occupants flee on to the streets and join your growing group. As you have to get a set number of people to an escape point on a strict time limit, the real skill is knowing when to cut loose and run to safety. A train of too many people is likely to attract unwanted attention, but you'll struggle to meet the target by only leading a small group home.

To add to the challenge, five VIPs are scattered across the map, and it becomes scarily addictive trying to find each one. Power ups, such as the invisibility pellet, are also waiting to be discovered, while pressing 'x' also brings some help, as it displays a thermal image of the area, enabling you to see where the people are hiding - but not the monsters.



The development team have done a great job cleaning up the satellite images, and have also added cosmetic details such as water effects and birds flying overhead. As for the music, unfortunately The Last Guy only features one track, although it's a good one, and it will be stuck in your head for days. Sound effects are excellent, with members of the public screaming in terror one minute and whooping for joy the next.

The three levels are set in Japan, but from the looks of the trailer, other regions will have their own cities to run around in: Australia looks like it's getting Sydney, USA has San Francisco, while the UK will have London.

For only 500 yen, The Last Guy could be the bargain of the year.