Hmmmm okay honestly it wasn't at first.
Bubble Guinea Pop - YUNIZA KHOO
Tuesday, April 6, 2010 at 11:45 PM Posted under Tags: review11, Yuniza
Hmmmm okay honestly it wasn't at first.
at 5:30 PM Posted under Tags: Hasbullah, review11
The survival of the Angry Birds is at stake. Dish out revenge on the green pigs who stole the Birds’ eggs. Use the unique destructive powers of the Angry Birds to lay waste to the pigs’ fortified castles.
Angry Birds features hours of gameplay, challenging physics-based castle demolition, and lots of replay value. Each of the 105 levels requires logic, skill, and brute force to crush the enemy.
Protect wildlife or play Angry Birds!
If you’re a puzzle game lover you definitely owe it to yourself to check this one out. So much about this game, from the "weapons" to the physics and level variety, is really quite excellent. If you've got even one destructive bone in your body, I think this military-farm-complex will be fun.
GamePlay
Your power and trajectory determines the success of your birds' attacks. A direct hit at a critical weak point can bring an entire structure down on top of a pig's noggin, resulting in lots of pained oinks. A recent update just added 42 new stages, upgrading Angry Birds from a clever trifle to a substantial game. There are a host of birds you use to attack, such as the basic red cannonballer, a yellow dive-bomber, and little blue birds that split into three when you tap them mid-flight. Deploying the right bird at the right time is the key to finishing stages with a single fling. It's a very simple formula, but thanks to precise controls (you drag your bird back in the slingshot to determine power and throw angle), great puzzle designs, and excellent atmosphere, Angry Birds is outrageously addictive. (Really, I am sleepy today because I played this until three in the morning.)
Depending on how many birds you use to wipe out all pigs in a stage, you earn up to three stars. I found myself replaying stages over and over until I figured out the linchpin of each structure, determined to drop the houses with a single throw. If you sign up for the social network Crystal, you can compare your scores with other players and log your triumphs on leaderboards.
Verdict
9/10 for excellent gameplay and addictiveness. Graphics are awesome and cute. Will definitely make you play it for quite a while. Levels get challenging and more fun. Definitely worth a try or buy. Careful, you just might be stuck to the game.
Cave Story
Sunday, April 4, 2010 at 12:36 PM Posted under Tags: Benjamin, review11

Designer: Daisuke "Pixel" Amaya
Platform: Windows / Mac / Linux / PSP / Xbox / Amiga OS / GP2X / WiiWare
Download: http://www.miraigamer.net/cavestory/downloads_1.php
Cave Story was first released as a freeware Metroidvania game that grew to immense popularity among indie gamers. It's recently released on WiiWare with improved graphics and music (the screenshots here are from the free PC version). The game features some of the best pixel artwork in games and the soundtrack is pretty awesome too. What's most amazing about Cave Story is that it's the sole effort of one Daisuke "Pixel" Amaya.
It's an extremely well polished game too. The character movement is one of the most important elements in any platform game, especially the jump. The player character, a robot "from the surface", feels very 'natural' as he jumps around performing shooting maneuvers (you can shoot in all four directions), evading enemy fire. The feel is right and few games achieve that; one of the most notable being the Super Mario games. At one point in the game, you get a machine gun that propels you upward when you shoot it at the ground. How frigging amazing is that?
The story's very engaging with its colorful characters and a deep emotional arc. The Mimigas (bunny-like people) are the target of the evil Doctor and it's up to you to save them from being turned into rabid monsters to be unleashed on the human race. The story unfolds bit by bit as your character traverses beautifully created environments, gaining new weapons along the way. Each weapon could be upgraded by collecting the yellow bits that fallen enemies turn into. Weapons like the Machine Gun have a surprise for the player. When it is upgraded to Lv 3, it gives the aforementioned ability to propel the player upwards. Suddenly, there's new crevices to explore and Cave Story has a lot of hidden surprises.
The monsters are meticulously designed with cute details and it's a delight looking at these creative monsters and environments from the mind of the artist. It's quite a tough game (I'm still struggling to beat the tank boss in the Labyrinth level) and surely provides a challenge for the most hardcore player.
--Benjamin
Fallout 3
Friday, April 2, 2010 at 2:27 PM Posted under Tags: review11, Sarah ZA

Fallout 3 is a fully immersive strategic RP game where the player controls the main character who grew up in a fallout shelter. As he grew up he explores the outer world which is filled with hostilities in a post apocalyptic earth where enemies i.e. humans, zombies, critters, mutants, etc roam around.
Ghostbusters: The Video Game - TIMOTHY TAN
Wednesday, March 31, 2010 at 1:43 AM Posted under Tags: review11, Timothy
Ghostbusters The Video Game
by Atari
I bought this game without second thought: I'm a Ghostbuster fan boy. When I was young, I used to tie a rolled up vanguard sheet to my school bag and walk around the house pretending I was carrying a proton pack.
The last time I played a ghostbuster game was when I was probably around the age of 10-12. There was a really lousy one that can be found here http://www.youtube.com/watch?v=RhxZdBkUid8, and another later release which was a much better game.
The latest incarnation of the Ghostbusters franchise was released on the next-gen consoles around August last year. I had high hopes for it: it was said to be the unofficial 3rd sequel to the movie. Furthermore, the voice actors comprised of the original talents from the actual movie!
I would say that the game lived up to expectation in the first few missions, but really lacked variety as the game progressed. You play the role of a rookie ghostbuster (a newcomer who joins the original 4), who doesn't really say anything throughout the game (there isn't at all one line from him). 'You' just show your emotions through facial and bodily expressions.
It uses a 3rd person view, which works well for this game. Players can choose a variety of weapons: the standard proton stream, a slime blower, meson collider (which is basically a shotgun), and each weapon has an alternate fire mode. For instance, the slime blower can also be used as a slime tether, which is basically a long line of slime that allows the player to pull objects toward each other. These weapons also work differently against the healthy variety of enemies in the game, as some enemies are more vulnerable to certain types of weapons.
As in the movie, to capture a ghost, the player has to use his capture stream to ensnare the ghost and pull it toward the stasis trap, which the player must throw out. After which the ghost will slowly get sucked into the trap, and it gives a satisfying beep like in the movie to show that the ghost has been captured. Cool!!
The missions, however, are quite a disappointment. Most of the missions involve doing the same thing: while you are walking around, ghosts will suddenly appear from nowhere and create havoc upon that place, capture those ghosts and continue mission. It is too repetitive even for me. The bosses are not at all special, they just have a health bar which decreases as long as you fire your weapon toward them. But to think of it, the ghostbusters franchise relies on a few things: humour, proton packs, and the Stay-Puft marshmallow man. You can't really stretch the ghostbusters film too far, things will just get really serious. With that in mind, its not surprising that the game got repetitive.
What is good, however, is how the whole game is lighthearted. They have managed to port the humour well, considering that Ghostbusters is a supernatural comedy. Players get to play a particular scene in the movie where Slimer slimes Peter Venkman in the hotel. The achievements also reflect humour: when the player slides down the fireman pole in their headquarters for the first time, the achievement 'You gotta try this' pops up, as an allusion to what Raymond Stantz says in the movie when he did the same thing. Others include 'I looked at the trap, Ray!' and 'But the kids love us!'.
Graphics and physics are beautiful, the proton streams look like the proton streams in the movie, maybe even better. The streams also bend when the thumbstick is moved. The colours are bright and neonish, and very immersive.
For the most part, this game is more for nostalgia than anything else. It assumes that the player has knowledge in the 2 movies. Players may potentially misinterpret parts of the game if they haven't seen the movies before. For instance, the antagonist in the 2nd movie, Vigo the Carpathian, or 'Prince Vigo von Homburg Deutschendorf', is in his original painting in the first level of the firehouse. Also, the ever present Janine Melnitz, their secretary, is always giving witty remarks to the phone calls she answers. Players may run the risk of not enjoying this game to the fullest without prior Ghostbuster knowledge, as some parts may seem ridiculous.
What interesting, however, is the game mechanics for death. There is a health bar, but he just goes paralysed if it goes to 0 and he has to wait for a fellow ghostbuster (controlled by AI) to come rescue him before he is back to full health. Similarly, he is expected to rescue his fellow ghostbusters if they go down. However, if all goes down for the count, the mission will restart at the last checkpoint. I find that a lot of games are starting to use this you-will-not-die mechanic. Some examples I can think of are Halo Co-op, Gears of War Co-op and Prince of Persia. How does implementing this feature affect the game? By adopting this practice, the player will be led to think that since the character doesn't die, he/she will/can complete the game. For me, it doesn't really matter, but it does depend on the game that employs this. Some games are better if you can die, and have to find health/medi-paks to sustain yourself. Some games are better off without it.
Rating: 8.5/10
Pokemon Red
at 12:35 AM Posted under Tags: Kelvin A, review11
Edge
Monday, March 29, 2010 at 11:29 PM Posted under Tags: review11, Weiwen
Platform: Mobile/Android/iPhone
Release: 2009
Edge is a platform puzzle game on the mobile gaming platform. The game has the player taking control of a white cube and the objective of the game is to get from the starting point to the ending point of each level with the least number of deaths and the fastest timing.
Edge has 43 levels each with increasingly more challenging puzzles. Cubes are the only elements that make up the levels in the game. Levels in the game are multi-leveled, contain moving parts and traps and can change its own form when triggered by buttons or in-game sequences. Although the levels in the start of the game are pretty boring, they slowly got better and more creatively designed as I progressed through the game. One memorable portion was a moment when I stepped on a button on top of a pile of cubes, the cubes form themselves into a humanoid figure and brought me across a huge gap that would otherwise be impossible to cross.
I played the game on a non touchscreen phone so i cannot get the motion and touch controls of the other version. Controls are simple and intuitive. You move the cube in-game by the 4 directional keypad found on a mobile phone. Holding a particular direction will cause the cube to rotate towards that direction. Release the key before the cube gains enough momentum to tilt over and the cube will flop back to the previous position. This control system allows for an interesting gameplay mechanic which allows the cube to be able to 'stick' to the other cubes in the level if the tilt angle of the cube is within a certain range. This allows the player to travel great distance in the game by 'sticking' onto moving cubes in the game if the player is skilled enough to get the timing and angle correct.
The visuals and sound in the game is fantastic for a mobile game. Presented in an isometric view, the levels look clean and minimal. Shadows that are casted by the cube shows clearly the multilevel design. Music in the game is made up of simple beats which work well with the visuals.
Edge is a great mobile game that is fresh and fun to play.
Weiwen
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