Rez Infinite | REVIEW


Posted on October 26, 2016 by Ellen McGrody

Rez Infinite logo banner

Rez Infinite is immensely difficult to review. It’s a daunting task, really. That’s not because the game’s bad, it’s not because I don’t have anything to say about it, to the contrary. It’s because I could talk about Rez for a lifetime and still not have said enough.

It shouldn’t come as a surprise that Tetsuya Mizuguchi is responsible for what may be the defining VR title of our time. In addition to Rez, he’s responsible for landmark games like Lumines and Space Channel 5, in addition to producing classics like Meteos and Every Extend Extra. Rez Infinite will define the best of PlayStation VR the way Child of Eden did for the Kinect.

Rez’s history is rich with talent on Mizuguchi’s level. After the development of Panzer Dragoon Saga in 1998, SEGA broke up the super talented Team Andromeda, whose members splintered off to Smilebit (Jet Set Radio), Polyphony Digital (Gran Turismo 2, 3, 4, Sport, etc), Artoon (Blue Dragon), and United Game Artists, the team ultimately responsible for the first Rez. Rez picked up where Panzer Dragoon left off – a gorgeous on-rails shooter with brilliant mechanics and sometimes blistering gameplay. What Rez did different was melding that style with pulsing EDM, seeking to inspire synesthesia within its players.

Activating a Network Gate in Rez Infinite

The pursuit of pure synesthesia is what’s driven Mizuguchi’s return to the series. Rez always pulled some fantastic tricks to make that feeling stick – packing a USB vibrator in the box, allowing users to connect multiple controllers to simulate a vibration experience – and Infinite pulls all the stops with fully redone models, 3D audio support, and crucially, virtual reality integration. Because of these changes, Rez has always been a uniquely engrossing experience, and the changes in the PS4 remake only amplify that immersion.

Fighting dragons in Rez Infinite Area 3

Rez’s original campaign, the story of a hacker diving into a super-advanced AI named Eden to save it from a viral invasion, returns with the same remastered music which accompanied it in Rez HD, along with gorgeous new graphics and VR support for the whole beast. VR support totally changes the way Rez plays. For the first time, players can aim quickly by looking at a virus, or even turn around to see what’s coming from behind.

Hacking in Rez Infinite

These new mechanics means bosses like Area 4’s Uranus feel totally different – it’s suddenly possible to turn around and see the gargantuan running body of Uranus behind you and take it down before it can get an advantage. Being surrounded by the digital machinations of Rez is at once overwhelming and a totally natural extension of the game’s original vision.

Uranus runs away in an iconic moment in Rez Infinite

 

The original campaign isn’t alone, however. Mizuguchi has planted the seeds for a future with Infinite’s new Area X. Designed to take advantage of the PS4’s hardware, Area X is glittering, gorgeous, and designed first and foremost for VR. Area X is a beautifully rendered free-roaming journey through a world of cyber dragons, giant robots, floating cubes, and digital women.

Giant robots in Rez Infinite's Area X

Combining the scope of the level’s design with the immersion of virtual reality and an array of buzzing controllers pulsing with the music (or an entire suit) is an experience unlike any other. There’s a sense of scale inside the headset that video simply can’t portray. The necessity of looking around to examine every corner of your surroundings pulls you into the experience. It left me emotional, breathless, and ready for more.

Massive creatures surround you in Rez Infinite's Area X

The experience offered by Rez Infinite is nearly indescribable. Mizuguchi has said that the promise of VR is what pulled him back into games. Rez in virtual reality is a masterpiece. It rips you out of your reality and places you firmly inside a screaming machine, overwhelming your senses with thumping music and gorgeous visuals. It’s one of a handful of PSVR launch titles that will likely shape the medium of virtual reality for years to come. It’s stunning how different a 15-year-old game can feel in virtual reality, and if Area X is a taste of what the future of Rez – indeed, the future of all VR – might look like, I’m all in.


0

GaymerX Year Four Preview: Luna


Posted on October 5, 2016 by Ellen McGrody

At last weekend’s GaymerX Year Four, we had the chance to play Funomena’s upcoming VR puzzler Luna. The colorful LGBTQ-focused games convention felt like a perfect fit for developer Funomena, founded by former Journey team members Robin Hunicke and Martin Middleton. Bouncing off the release of educational title Terra, Funomena is developing Luna alongside the games Woorld and Wattam, co-developed with Katamari Damacy creator Keita Takahashi. The studio is absolutely ripe with talent and I was endlessly excited to see what they had done in virtual reality.

As with their games, Funomena’s booth was bright and eye-catching, with gorgeous signage and friendly developers ready to show off the title. After having played Wattam at Day of the Devs last fall, I wasn’t surprised when I saw Luna’s unique art in action. With Luna, art director Glenn Hernandez has gone after a papercraft aesthetic. Through the lens of an Oculus Rift, it appears as an ornate pop-up book. The game’s design invites you to reach out and touch every little detail in its various dioramas. Luckily, the Oculus Touch controllers make this exceedingly possible and enormously engaging.

terrarium_concept_open_full

The developers at the booth presented Luna as a story about Bird, a tiny bird who’s made a mistake. You, a mystical floating pair of claws, have to help Bird by exploring its memories. Using the Oculus Touch, you reach out and untangle constellations to discover places that represent Bird’s travels. It’s a tactile experience that uses virtual reality to its fullest.

rostiger_2016-sep-13

It comes together in an almost magical experience. When you don the headset and immerse yourself in the dioramas that Funomena has crafted throughout Luna, every little action comes with some surprise attached. In solving the game’s puzzling constellations, I found myself reaching out with both hands to grab at stars and pull them to the right place. I moved my head to examine the new islands of memory that I had created with Bird, and when I was done solving puzzles, I reached out to pet Bird and it reacted with a happy little chirp.

The further I dove into Luna, the more I discovered. Music and sound effects evolved and changed as I got through the puzzles, only to be rewarded with a larger island diorama that I could create myself. In your left hand, you receive a palette of natural features like trees, which you grab and place onto the island with your right. I had a lot of fun reaching out and creating a cute little paper forest. I tried grabbing a tree that I’d placed and suddenly I could manipulate it by making it grow or turning my hand like a dial to change its color.

lunascreenshot_2016_08_29_041140

Funomena promises that this was but a small slice of the game’s larger story and I can’t wait to see more. I’m excited for the possibility of more challenging constellations and deeper explorations of the creative features. I imagine there’s a deeper message behind Bird’s story that I’ve yet to uncover in the demo alone.

Luna has been announced for release alongside the Oculus Touch sometime later this year. The game appears to be virtual reality exclusive, but I was unable to discern wether or not other VR platforms were in planning stages. Either way, this is absolutely a title to watch, and we’ll have more on the game as it comes.


0

Cruis’n Blast Announced by Raw Thrills


Posted on October 4, 2016 by Ellen McGrody

cruis'n blast arcade machine

Arcade producer Raw Thrills announced a revival of the classic Cruis’n racing series today. The new game, Cruis’n Blast, is an arcade racer which will be coming to arcades and entertainment centers in January 2017. Details on the game are scarce, but arcade fans have reported on the machine’s development over the past year.

cruis'n usa logo

Cruis’n Blast is being published by Nintendo, as has been the case for the series’ previous releases. Originally developed by Eugene Jarvis at Midway, classic titles like Cruis’n USA and Cruis’n World were released as both arcade machines and home releases on the Nintendo 64. Off-the-wall racing gameplay with boosts, stunts, and absurd locations were a series staple.

cruis'n (wii) box artJarvis continued the series at his new company Raw Thrills after Midway left the arcade business, creating a Fast and the Furious-licensed title in the spirit of Cruis’n which was eventually ported to the Wii with all licensed elements removed as the last proper Cruis’n title.

Cruis’n‘s debut on the Wii in 2007 was not very well received, with many critics referring to the game as unpolished and dated. Its port was handled by a third-party and published by Midway, making Cruis’n Blast Jarvis’s first return to the series since 1999’s Cruis’n Exotica.

Arcade fans have anticipated the announcement and release of Blast after seeing test machines for Cruis’n Adventures and Cruis’n Redline pop up in various arcades, theaters, and entertainment centers. A video taken by Arcade Heroes showcases one of the Redline test units, which features new elements like destructible environments and collectible vehicle cards. The machine looks to be a basic version of the Blast cabinet revealed by Raw Thrills today, featuring a similar rainbow neon motif.

Cruis’n Blast is reported to be arriving in various arcades as of January 2017. The game reportedly packs a 43-inch 1080p display and will feature tracks set in London, Madagascar, Rio, Death Valley, and Singapore. We’ll have more details on the new game as they’re revealed.


0

Pac-Man Championship Edition 2 | REVIEW


Posted on September 22, 2016 by Ellen McGrody

Pac-Man Championship Edition 2 follows up on its predecessors with a strange proposition. Imagine you’ve grown accustomed to driving a car without brakes. You hit other cars, you die, so you learn how to avoid doing so. You follow the road, you swerve correctly, you do fine, right? Then, one day, your car suddenly has brakes. And, when you hit other cars, it takes a couple hits before you actually crash. This would be disorienting, right? Because you’d have to completely relearn how to drive that car.

In Pac-Man Championship Edition 2, Pac-Man literally has a brake button.

 

Pac-Man Championship Edition 2 follows a recent tradition of modifying Pac-Man’s classic formula. Games like Pac-Man Battle Royale and Pac-Man 256 have proven that Pac-Man’s basic maze gameplay has a lot of unexplored depth, and the Championship Edition series has led the charge in showing off how interesting and unique Pac-Man can become.

As with its predecessors, Championship Edition 2 is gorgeous, with a blissful neon aesthetic and incredible techno music that will keep you going for hours of play. CE 2 takes advantage of its new position on next-gen hardware to deliver mind-bending visuals at a consistently high frame rate.

The game’s new 3D flourishes exemplify this, offering fluid animations as a new reward for skillful ghost busting. It’s not surprising that Namco’s sound team has outdone themselves, either, with clever sound effects and arguably the series’ strongest soundtrack.

ss_28b00aef0ac4379989821ace35b13fecf74c649e-1920x1080

In addition, fans of previous outings will find some of their favorite songs, like Pac Rainbow, left in tact, along with some series favorite mazes like Championship I & II, Highway, and Spiral. While the aesthetics remain the same, and callbacks to previous games will make series regulars feel at home, there’s a mountain of modifications to the gameplay that might not excite everyone.

From Pac-Man Championship Edition‘s release, Namco has shown it’s not afraid of changing Pac-Man in subtle ways. In the first Championship Edition, players initially play the game at the speed of the classics, collecting pellets and regenerating the maze’s layout as they collect fruit. DX changes things up a bit by allowing you to collect a “Ghost Train” rather than having to avoid the traditional four ghosts on the map.

Pac-Man Championship Edition 2 piles on new systems in a way that isn’t as satisfying as the natural evolution and simplicity found in the older titles. Pac-Man CE 2 adds, in no short order: Angry Ghosts, Boss Ghosts, a brake button, jumping, Ghost Routes, Runaway items, several new modes, and a compulsory tutorial just to cram all this in. It’s clear that Namco doesn’t want the series’ first proper numbered sequel to feel like a gentle iteration, but all of these revisions don’t gel with the simple gameplay of the original two titles.

ss_8dd5880aac1d228a7b25bd473fe5a6b0c9d402c7-1920x1080

Players who were looking for a game more similar to the original Championship Edition will be left out in the cold. CE 2 will feel more familiar to DX players who are used to chasing after Ghost Trains. In 2, rather than building up speed after collecting members of Pac-Man’s Ghost Train, the player starts off at full-speed, and any ghostly minions collected become trails behind the four main ghosts, Blinky, Inky, Pinky, and Clyde.

The challenge comes from chasing pellets at full-speed while avoiding both the roaming ghosts and their new trails. It’s a race against time, as before, trying to accumulate as many points as you possibly can before time runs out. At its strongest moments, CE 2 is a fast-paced score chaser that feels reminiscent of the gameplay offered by DX with some new and interesting twists.

ss_df9cd75e745987af2591d4dd1b32d959ed49dc43-1920x1080

Sometimes, those twists end up tangling up in one another and bog down the gameplay with undue complication. Changes pile upon each other and lead to series regulars needing to rethink their traditional CE play.

Grinding on the wall of the maze is still there, for instance, but because of Pac-Man’s increased speed and the unpredictable new behavior of ghosts, it doesn’t feel the same, and it’s something you typically want to avoid.

When eating ghosts, instead of going after the Ghost Train behind you in a satisfying finish, you’re sent on a frustrating chase after the four ghosts and their trains along Ghost Routes, colored escape routes that require memorization and constant attention.

ss_8ad3b4f7bae1310210131216569814a6a942565f-1920x1080

New rules constantly interrupt basic tenets of gameplay put in place by DX, and while offering something new can be fun, the amount of relearning necessary might be challenging to those who have been playing CE DX for the past six years.

If all these new details weren’t aggravating on their own, they’re paired with new modes that only serve to highlight the game’s shortfalls. As in prior outings, the game is rife with unlockables, but rather than simply mastering each maze to seek rewards, players must conquer a new mode, Adventure. Adventure fails to deliver the classic, simple fun of the traditional score attack mode, and most players will likely avoid it altogether.

pac-man-championship-edition-2-07-21-16-1

The new mode challenges players to complete several time attack missions in order to unlock Boss Battles, which are in themselves just a more challenging brand of time attack. Time attack isn’t very rewarding when failure is often found in having to battle stuff like Ghost Routes.

The process of completing stacks of time attack missions only to unlock even harder time attack missions isn’t rewarding, and if it weren’t for the promise of Galaga sprites for use within score attack, I probably wouldn’t have bothered. Within the context of 2, Adventure mode serves as an unfortunate annoyance.

Conclusion

By no means is Pac-Man Championship Edition 2 the weakest entry in the Pac-Man universe. At its best, Championship Edition 2 is fast and engrossing, pulling you in with engaging visuals and throbbing music. It’s a unique evolution on the classic arcade gameplay that you’d be hard-pressed to compare to its 1980 progenitor. Compared to its contemporaries, however, it lacks cohesion. At its worst, skillful play feels more like a wrestling match against new mechanics.

Pac-Man 256 and Pac-Man Championship Edition DX proved that you can iterate on the maze game formula without feeling overly complicated, without needing coercive tutorial levels, and without muddling what makes Pac-Man simple and fun to play. Mastery in titles like these is rewarded by a building sense of speed that motivates and excites.

Championship Edition 2 starts fast, stays fast, and ends with Pac-Man crashing into a wall of minions behind an Angry Ghost. If you’re ready to rethink the way you play Pac-Man, or you want to enjoy one of the best video game soundtracks this year, Pac-Man Championship Edition 2 is absolutely worth a shot, but you’d be remiss without playing stronger entries in the series first.

 


0

PS4 Pro Enhanced Announced, 4K Videos Available


Posted on September 12, 2016 by Ellen McGrody

Horizon: Zero Dawn on PS4 Pro

PS4 Pro Enhanced

Following last week’s PlayStation Meeting, Sony announced more details about the PS4 Pro. In addition to adding 4k game videos to their YouTube channel, Sony confirmed details concerning PS4 Pro Enhanced. Acting as a new labeling system for game releases, the new logo implies a game uses some or all of the features of the new console.

As discussed last week, the Pro offers graphical enhancements to existing and upcoming PS4 titles. Enhanced will mean that a game takes advantage of any combination of these tweaks. A Pro Enhanced game will offer 4K resolution, HDR capabilities, and/or higher frame-rates. Older titles can offer software updates with these features. Newer games will come with this label on packaging or on PlayStation Store pages.

Because of Polygon‘s reporting, we know developers won’t be able to charge for Enhanced upgrades to older titles. In addition, as Enhanced can entail HDR lighting, users of the original PS4 and the new Slim model will benefit as well.

Gameplay videos are available from Horizon: Zero Dawn, Mass Effect Andromeda, and more. You can view every 4K PS4 Pro video on Sony’s playlist. Note that you’ll need Chrome in order to view 4K YouTube videos on your computer.


0

PS4 Pro Announced at PlayStation Meeting


Posted on September 7, 2016 by Ellen McGrody

PS4 Pro announced, launches November 10th

PlayStation4 Pro announced, launches November 10th

Sony officially unveiled the much-rumored PS4 Pro at today’s PlayStation Meeting. The PS4 Neo improves performance and offers higher resolution graphics. A new, slimmer base model will accompany the PS4 Pro’s launch in November.

Insomniac Games's Spiderman shown running on PS4 Pro

Sony’s Mark Cerny demoed the console’s 4K graphics with games such as Horizon: Zero Dawn and Mass Effect Andromeda. Because the console features enhanced hardware, games will be able to employ higher resolutions and greater detail. In addition, HDR lighting is coming to all PS4 models via a software update.

PS4 Pro will make its debut on November 10th for $399.


0

Nintendo’s Super Mario Run Brings Mario to iOS


Posted on September 7, 2016 by Ellen McGrody

Nintendo's Super Mario Run

At today’s Apple media event, Shigeru Miyamoto made a big splash when he appeared on-stage to announce Super Mario Run. Speaking alongside Apple CEO Tim Cook through translator Bill Trinen, Miyamoto detailed Nintendo’s first-ever iOS game. The game features traditional Mario platforming reworked for mobile devices. Super Mario Run launches first on iPhone and iPad this December.

Nintendo and mobile partner DeNA have built Super Mario Run with one-handed play in mind. The game will offer two modes focused on jumping, as Mario runs through the Mushroom Kingdom automatically to the right.

Nintendo will release a set of Mario-themed stickers for use in iMessage in the coming week. Users can subscribe to launch notifications through the App Store on their iPad or iPhone.

 


0

Sony Announces PS4 Slim, Launching September 15th


Posted on September 7, 2016 by Ellen McGrody

charlieintel_2016-sep-07

Sony officially unveiled the new PlayStation 4 model, a sleeker, slimmer model that will represent the new standard PlayStation 4 model going forward. At this morning’s PlayStation Meeting, Sony’s Andrew House announced that 40 million units of the original model had been sold, with this new model being targeted at those who had yet to “join the PlayStation ecosystem.”

The new model launches in all markets on September 15th, following a leak of the product as reported by Eurogamer and others. The new PlayStation 4 carries an MSRP of $299.


0

Get the latest articles and news from BrokenJoysticks and a selection of excellent articles from other sources.

Simply fill out the form below and you’ll be on your way to getting our upcoming newsletter.