Meh, Indigo Prophecy was okay
Posted on 10.04.05 by A 47 Danger @ 9:56 am

Indigo Prophecy

I just finished playing the Indigo Prophecy last night. The game has it’s good points and it certainly has it’s bad points. Let me lay it down for you. Not in an old school sort of way. That would involve rhyming. Not much rhymes with Indigo.

Indigo Prophecy can be best described as an interactive movie. A thrilling plot mix well with cinematic camera shots. This makes for an experience you don’t want to put down. If it were a book, Indigo Prophecy would be a page turner.

The story starts out with a long cinematic clip where you find yourself murdering a stranger. In a bathroom. For no good reason. You see, a stranger might just be a friend you never met. This though, or all the blood, makes you very sad and worried.

At this point, you have some choices to make. You can hide the body, clean up the mess, and leave the diner restroom. Or you can split out the backdoor and cry your little eyes out. You can even clean up, sit down at your diner table, finish your meal, tip the waitress, and then leave. There is a vast array of options here, and in many of the sequences throughout the game.

The controls for the game are very simple. Moving is done with the left analog stick. Actions and conversations are done by flicking the right analog stick. If you want to move a dead and bloody corpse, you would walk up to the body and flick the right analog stick up. Simply done.

There is also a time limit on conversations and many actions. The game does a good job of keeping up the story’s pace by putting a price on the time you take. If you don’t clean up a body fast enough, a police officer comes into the bathroom and arrests you. Game over.

The action sequences of the game are controlled with almost rhythm game style controls. Two circles show up, and you have to flick your thumbsticks to match the pattern.

While a neat idea, this pissed me off. I really wanted to see the action sequences. That’s a compliment in a way. With the smooth motion capture movement of the game, the actions sequences are great. I wanted to sit back and watch them, but instead I had to flick my thumbs and concentrate on the circles. Any focus on the action going on and you would fail. Game over.

The rhythm style action was okay, but what really got me was the action sequences that involved pressing the left and right triggers as quickly as possible. That’s ridiculous. First off, you have to press them insanely fast. Second off, it hurt. Third, it’s annoying. Fourth, that’s not gameplay. That’s moving your index fingers really fast.

There are multiple endings to the game. However, I wasn’t able to press the triggers fast enough to see the good ending. That’s stupid. Nothing should depend on moving your index fingers as quickly as possible, back and forth.

Indigo Prophecy gets a lot of credit for innovation and for a great story. This is missing in so many games these days. It’s sad that the games misses the mark on the action play. It’s a great game with flaws. It’s worth a rental or a used purchase. I’m sure your local used game store will already have multiple copies available by now.


Filed under: PC and PS2 and Review and Xbox
Comments: None

Worst Game of the Week Prediction
Posted on 10.03.05 by A 47 Danger @ 7:38 am

Bratz: Rock Angelz

I am going out on a limb here today. Some people will disagree with this prediction, as this may be the best game to ever be made.

If I am wrong, I will eat my hat. There really hasn’t been enough hat eating recently. When did that phrase go out of style?

Oh yeah, the worst game of the week. I’m going to say it is Bratz: Rock Angelz.

* Play as any of the four Bratz Girls while exploring different adventures
* Customize all of the Bratz girls hair, make-up, and outfits as you shop for the latest fashions
* Travel to exotic International locations to investigate the hottest stories to create your own fashion magazine
* Chat face-to-face with the Bratz characters in their own world

It’s not that I am against a fashion doll that inspires little girls to grow up to be a real pain in the ass for no reason in particular. Wait, that’s exactly what it is.

At least I can chat face-to-face with my favorite Bratz characters in this new game. Maybe I can get some questions answered and they can take a little responsibility for their blithe.

Either way, I’m going to give my Bratz some wicked hair extensions and a mini-skirt!


Filed under: A 47 Danger and GameCube and PS2 and Rant
Comments: None

We Love Katamari early release at Target
Posted on 09.09.05 by A 47 Danger @ 4:50 pm

We Love Katamari

It’s not a one store fluke anymore. We Love Katamari has appeared in Minneapolis, MN and San Diego, CA at Target stores.

Run out to your local Target store and scoop this title up before they realize the mistake.

We love Target!


Filed under: A 47 Danger and General and PS2
Comments: 1 Comment

Loving Katamari
Posted on 09.08.05 by ClackyJ @ 11:23 pm

Fuijo Through a magical twist of fate, copies of We Love Katamari ended up in the hands of a few Way I Play bloggers two weeks before it should have. What’s that mean? That means we’ll be posting reviews of the game while we work through it. Enjoyment!

So far, I’ve had the game in my PS2 for an hour, and I’ve completed four of the missions. 3 of them were normal “roll around and get junk” (one played cooperatively, which is not nearly as difficult as you might think) and the other was 1 underwater mission, which is equally frustrating and superfun, as the physics are reflective of the situation. The game plays exactly like the first Katamari, so that ain’t bad. The only real unfortunate difference, so far, is that when the katamari is blocked due to an object obstructing the view, the Japanese “katamari damacy” characters don’t pop up. Instead, the game tries to cut a heart- or clover-shaped hole in the object, which often makes it a little hard to keep a close eye on the ball and the surroundings. But I’m willing to accept that tiny fault, as this seems to be a well-crafed sequal to the original.
Of course, Katamari isn’t just about rolling. It’s about odd phrases coming out of the King’s mouth, and cut scenes that confuse and entertain. Well, there’s no need to worry: the King says plenty of things that are unbelievably strange, and the cut scenes, which tell the story of the King as a child, are simply fantastic. Heartbreaking and humorous, just like a cut scene should be.
Well, that’s enough reviewing for now. I need to get back into the game and see if my smile can grow any larger.

UPDATE!
I’ve logged a few more hours in on the game and I can say one thing - the sumo level is awesome. I won’t spoil it by telling you what the sumo level consists of. Just know this: the sumo level is awesome.

UPDATE 2!
Well, the wife has taken over play, which leaves me a little time to reflect.
After a few days with We Love Katamari, I’ve found that a) the turning seems slower in this than in the first game, almost to a frustrating point at times, and b) the presents are the greatest. Hoorah for presents. They make up for the turning frustration. Especially the ear tassles.

I’ll continue to play and post any updates as I see fit, but for now, here’s a little thing to tidy this little review up…
We Love Katamari is slated to come out during a pretty busy gaming season. The PS2 alone has Burnout Revenge, Genji, Star Wars: Battlefront, Resident Evil, and a million other games (mostly of the urban beat-em-up variety) all coming out with much hype this fall. We Love Katamari, like Katamari Damacy, isn’t an easily-definable game, but it’s FUN. A poop-load of fun. A different fun than any other fun that you know about. It’s not without it’s flaws, but you’ll find that this game will put a smile on your face every time you pop it in. We Love Katamari deserves your attention this fall. That’s the plain and simple truth.


Filed under: ClackyJ and General and PS2 and Review
Comments: 4 Comments

Cover your trax
Posted on 08.23.05 by A 47 Danger @ 8:18 am

Yellowcard

The worst part about Burnout 3, besides DJ Stryker, were the EA Trax. The “popular” music EA forces you to listen to over and over and over again. It looks like those bastards at EA are out to pop our few remaining brain cells with Burnout Revenge.

Please “enjoy” the following list of all the “songs” from EA Trax in Burnout Revenge. If you don’t want to read the whole list, I can sum it up in one word. Yellowcard. Yellowcard.

ARTIST - SONG
Andy Hunter - Come On
Animal Alpha - Bundy
Apocalyptica - Life Burns!
Asian Dub Foundation - Flyover
Avenged - Sevenfold Beast…
Billy Talent - Red Flag
Bloc Party - Helicopter
Bullet For My Valentine - Hand Of Blood
The Chemical Brothers - The Big Jump
CKY - As The Tables Turn
Comeback Kid - Wake The Dead
The Dead 60s - Riot Radio
Dogs - Tuned to a Different Station
The Doors - Break On Through (To The Other Side) BT vs. The Doors Remix
Emanuel - The Hey Man!
Fall Out Boy - Dance, Dance
Finch - Ink
Funeral For A Friend - All The Rage
Goldfinger - I Want
Infusion - Better World (Adam Freeland Mix)
Junkie XL - Today
LCD Soundsystem - Daft Punk is Playing at My House (Soulwax Shibuya Mix)
Maximo Park - Apply Some Pressure
Mindless Self Indulgence - Straight To Video (KMFDM Remix)
Morningwood - Nu Rock
MxPx - Heard That Sound
Nine Black Alps - Shot Down
OK Go - Do What You Want
Pennywise - Stand Up
The Academy Is… - Almost Here
The All-American Rejects - Top Of The World
The Black Velvets - Fear And Loathing
The Bravery - An Honest Mistake (Superdiscount Remix)
The Outline - Shotgun
The Starting Line - The World
Thrice - Lullaby
Timo Maas - First Day (General Midi Remix)
Tsar - Band-Girls-Money
Unwritten Law - F.I.G.H.T.
We Are Scientists - The Great Escape
Yellowcard - Lights And Sounds


Filed under: A 47 Danger and GameCube and General and PS2 and Xbox and Xbox 360
Comments: 1 Comment

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