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Reviews


Slice of [In-Game] Life
Fable 2

By Shaun Hatton - November 27th, 2008

Fable 2

I’m not sure what this says about me, but am leaning towards “I am crazy” as a possible explanation. In every game where I’m given free will and can therefore choose to do either right or wrong, I will invariably stray toward the Dark Side. There’s something about it that is alluring, almost seductive.

In Fable 2, players are given the opportunity to play as either a hero or a villain. It’s not a selection available from the start of the game, however. This choice is a gradual scale. You start off somewhere in the middle: a nice neutral ground, a tabula rasa as some might call it. By choosing to do either good or foul deeds, however, your character begins to either rise to greatness or descend into darkness.

Fitting, then, that I should always seemingly “choose” darkness. In real-life I ignore people who bother me in the slightest way. Offhanded comments and overheard snickering at my expense do not get me to physically lash out. It’s not that my temper is any greater in virtual worlds. I’m just more inclined to punch someone out for no reason because I know the consequences are a joke.

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Dead Space
In Space, No One Has Any New Ideas

By Jamie Love - November 27th, 2008

Dead Space

Throughout this last year EA, CEO John Riccitello has spoken frequently about changing the image of his company as perceived by the core gamer demographic. Keeping in mind that EA is destined to thrive whether that group despises or loves their products, I’ve still been hesitantly optimistic as to how this might materialize via titles like Mirror’s Edge and Dead Space. And regardless of the groups Riccitello might wish to romance, the fact is that given the sheer number of quality studios EA has devoured, they could stand to produce at least a few games that feed a community that supported the industry long before its expansion into mainstream media and casual audiences.

Toward that end, Dead Space is a game that appears to do everything right. It delivers competent play mechanics that give movement an instinctive feel, subscribing to what players are accustomed to, and remaining easily accessible to newcomers as well. Worth particular attention is that when moving through the decks of the USG Ishimura, there is a rare balance of spatial settings. While so many titles have either felt too confined for their scope or too expansive for their content, Dead Space delivers an environment well-suited to its play style and narrative - it’s the porridge Goldilocks might have chosen if she cared about the length and width of a game. The various sections of the ship are spacious enough to feed exploration without inflicting a sense of disorientation.

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BYTE-SIZE REVIEW
Zillion II: The Tri Formation

By Shaun Hatton - November 25th, 2008

Zillion II: The Tri Formation

When I was younger, a game that let me jump and shoot while riding a bike that transformed into a flying exo-suit could be nothing but completely awesome to me.

In fact, I’m pretty sure I’d be inclined to like any such game even today. Zillion II: The Tri Formation was based on the anime Zillion, which I have never actually seen nor was I aware of as a kid. Turns out the Sega Master System’s Light Phaser was designed to look like the guns used in the anime, which is pretty damn cool.

As JJ, the commander of the White Knights, players are tasked with navigating through eight levels to both rescue comrades Apple and Champ while defeating the goons of the evil Norsa Empire. Stages alternated between auto-scrolling cycle/exo-suit stages and on-foot levels. The Tri Formation is the name of the three-wheeled (and tri-mode) cycle. The on-foot levels each had a boss at the end of them. The boss at the end of the eighth stage, Baron Ricks, was (and still is) a dick. I just played the game today, made it to the end, and he killed me quickly.


Super Happy Happy Mega-Fun Monday!
Tail Concerto

By Jamie Love - November 24th, 2008

Super Happy Happy Mega-Fun Monday!

Good morning, fellow Thumbs! Do you know what day it is? It’s Super Happy Happy Mega-Fun Monday!

We here at Toronto Thumbs know that there are so many ways you’d prefer to spend today rather than going to (or being at) work. Perhaps running a power drill through your frontal lobe comes to mind? But before you start puzzling over which bit size might best penetrate your skull, why not allow us to distract you with the fun remembrance of games past…

During the storied reign of the PSOne, Atlus truly established itself as both a developer and publisher of uniquely epic RPGs, offering gamers vastly new experiences during an unparalleled RPG renaissance. But one title that slipped passed many was CyberConnect 2’s 3D platformer, Tail Concerto. While Sony was pushing for more mature titles to expand sales, Tail Concerto harkened back to a simpler time. Do you remember when dogs and cats lived in a world of floating islands called Prairie? When robotic suits assisted police dogs in chasing down mischievous kittens, capturing them with bubbles? Doesn’t sound familiar? Well Pepperidge Farms remembers!

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BYTE-SIZE REVIEW
The Amazing Spider-Man

By Shaun Hatton - November 22nd, 2008

The Amazing Spider-Man

Spider-Man gets a call from Mysterio. They’re both using gigantic cellular phones. This is normal, because villains always call heroes over the phone. And their phones are gigantic because the year is 1990.

The Amazing Spider-Man for the Game Boy was one of my first Game Boy games, alongside the awesome Teenage Mutant Ninja Turtles: Fall of the Foot Clan. Spider-Man was likely the only other licensed game available in the store the day I got it.

Premise-wise it’s the tale of the girl getting kidnapped and the hero having to rescue her. Each level started off with a phone call from that level’s end boss where Spider-Man would get increasingly irritated that Mary Jane was gone. The game consisted of side-scrolling stages and vertical, wall-crawling stages with side-scrolling elements tossed in afterward.

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REVIEW
Spider-Man Web Of Shadows

By Shaun Hatton - November 22nd, 2008

Spider-Man Web of Shadows

I don’t believe swinging around New York City, beating up on gangbangers and costumed villains has ever been so much fun – or pretty. Games based on super heroes haven’t had a tendency to be any good, and so with that in mind Spider-Man Web of Shadows was a pleasant surprise.

Having been a fan of Spider-Man since a child, there’s a certain amount of leeway I can give this game. Keep this in mind, but also know one thing: the game really is only for fans of the acrobatic hero anyway.

In Web of Shadows an invasion of symbiotes is threatening NYC and it’s up to Spider-Man, having dealt with them before, to deal with the problem. But he isn’t alone. Several of Marvel’s heavy-hitters make cameo appearances as both help and hindrance (depending on how you play the game) and each of these characters brings his/her unique abilities and character traits to the story.

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BYTE-SIZE REVIEW
Thunder Blade

By Shaun Hatton - November 21st, 2008

Thunder Blade

Thunder Blade was one of the bigger “Arcade” titles on the Sega Master System. Essentially a top-down shooter with some pseudo-flight sim levels peppered in, it provided hours of entertainment to my nine-year-old self. Like with Shinobi, my cousin Mike and I would try to best each other at the game remotely. We’d call one another upon reaching milestones.

“I got to level five – the one with the caves,” was something he got to say before me. The game had its problems, even back then. For one the controls were completely different for the two types of stages. In top-down levels the helicopter moved too slowly. In behind-the-copter stages it moved too fast. There was also a dead zone in these stages where you could stay, not fire a shot, and still pass the stage.

This isn’t a game I’ve ever been able to finish, and even trying to today with my wealth of gaming expertise, I find myself unable to do it. Thunder Blade has ultimately defeated me!


BYTE-SIZE REVIEW
Rampage

By Shaun Hatton - November 20th, 2008

Rampage

I somehow came into possession of three copies of Rampage for Sega Master System thanks to lot purchases. However, I’ve had Rampage since its release in 1988. At the time all Sega Master System games came in white boxes. Rampage, to my knowledge, is the only one that had a red box design. I’ve also seen it with the traditional white-with-grey grid box design, too. Oddly enough the box I received the game in was a cardboard one.

My dad and I would make a trek to Toys R Us when it came time to get a new game. Oftentimes I’d go with nothing in mind, only knowing that when we were done, I’d have a new game. The evening we came home with Rampage was different than others.

The way Toys R Us was set up back then, the game aisle actually had no games in it. There were only game box arts in plastic sleeves stuck to the displays. Flipping a box art over would reveal other details about the game, mostly just the back of the box art. Below each box art was a purchase ticket. To buy a game, you’d have to take a ticket up to a cash register, pay for the game, and then take the receipt to a game kiosk where an attendant would check it and slide your newly-purchased game through a tiny slot in the glass.

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REVIEW
Shaun White Snowboarding Road Trip

By Jorge Figueiredo - November 20th, 2008

Shaun White Snowboarding Road Trip

With the debut of the Wii Balance Board there was a lot of excitement over the possibilities of new ways to control games. Considering Wii Fit itself came with several slope-based activities, it was only natural for gaming companies to expand on this. The balance board came at the right time, to be sure, promising the invigoration of what has recently become a ho-hum genre.

Enter Ubisoft’s Shaun White Snowboarding Road Trip.

Right off the bat you can see that a great amount of work went into the production of this game. The atmosphere is akin to being part of a group of snowboarding friends who are filming each other and their adventures, while great music plays in the background. I suspect that this had a lot to do with the fact that they worked on this game in collaboration with Shaun White himself.

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BYTE-SIZE REVIEW
Vigilante

By Shaun Hatton - November 19th, 2008

Vigilante

Since my last Byte-Size Review was for Shinobi, I figured I’d follow it up with the game that I most often associate with it: Vigilante. It’s another part of my Sega Master System game collection, and it’s one of the last Master System games I received when the system was still in its prime. It, like Shinobi before it, was a gift. If my memory is as good as I hope it is, it was the only game gift I had received for the 1989 holiday season.

What made me want Vigilante was not its bright, sharp graphics. It was the fact that the cover looked so cool. The game only has five stages and five bosses (two of which are exactly the same). But what I really liked about it was that it offered a lot of enemies and that each stage had nunchucku somewhere in it, which turned the character’s quick punch into a slow flick of the ‘chuck.

The premise of the game was that rogues had invaded my turf and kidnapped my girl. Naturally, I’d have to walk slowly after them wearing a white t-shirt and overalls. Some of the punks had chains while most were just fond of running up to me and trying to choke me to death. Pleasant! The bikers in the third stage presented most of the game’s challenge at the time. Sadly, it doesn’t hold up today despite it stirring older emotions of childhood.