I seem to have lost this web space.
Lost it over the passage of the past few months. I've been busy, working at a job that I don't really hate, but that has been... long. Long hours, not much pay, but at least I'm employed. And, a perk, I've been able to not only buy a new system (the Sony PSP) but games for it! So I have a new game to review here, as well as a slightly more aged game to rant and rave about. I can guarentee that both of these are unique, and quite possibly two games you've yet to hear much (if ANYthing) about.
First, the older one.
Exit (PSP, developed by Taito and released by Ubisoft, released in 2006, rated E for everyone)
Exit... what can I say about thee? Exit is an interesting title, it's not really an action game, it's not strictly a puzzle game, but a hybrid of both. The player takes control of Exit, a "freelance" escape expert that seems to constantly be in the right place at the wrong time, in burning buildings and blocked-off passageways, the goal being to save everyone trapped within. The survivors, which range from nearly-as-capable-as-Exit adults, to fat grown-ups, to tiny kids, each have abilities that can be utilized by Exit as he works through each stage to help out in the escape effort. With a hundred initial levels, and a hundred more available via download, it's ag ame that if you really get into you'll be hooked.
Honestly, it's fun, albeit quite slow paced. A lot of time is spent figuring out each puzzle situation, as it should be, but what I really mean by slow is that Exit doesn't run by default. That might sound a bit odd, but it's true; Exit can't run without being prompted. And when he does, as you push the buttons, he has a tendency to run too far, or off of things, and it can get to be a bit frustrating. It might be a small annoyance to some, but it's a noticable one.
The look, however, is very striking. The sharp-cornered comic book style is very very cool, and flows exceptionally well. The animation is fluid, no slowdown, the environments are very nice and detailed... the music is bland and unremarkable (I haven't played the game for maybe a day or two, and I honestly can't remember any of the tunes, no matter how hard I try), but it's alright, it gives enough intensity to get through each stage.
It's also a budget title, at twenty bucks it's worth taking a look at. It's not the best game ever made, but really... what is? Everyone has a different idea as to how to answer that question. This game's just meant to be fun and interesting, and in that, it does the trick.
And now for the brand-spankin'-new title:
WTF: work time fun (PSP, published by D3Publisher, 2006, rated T for teen for some blood, gore, violence and language)
And yes, the works "work time fun" are meant to be lower case. Just to make sure ya know.
WTF, if you've ever played games like Incredible Crisis for the original Playstation console or WarioWare: Mega Microgame$ for the Gamecube and Game Boy Advance, then you have some idea what to expect here. The basic premise is to play a grouping of mini-games to earn money, which in turn unlocks more games and, interestingly enough, different tools meant to help a player along when they're out and about with their PSP. But first thing's first.
The mini-games are hit-and-miss when it comes to a fun factor. A few are a lot of fun, like a game where you're given seven minutes to collect as many protesters as possible (without getting caught by roaming police officers); some are like classic arcade games like Lunar Lander, dropping pollon on a certain spot to earn some coin; and some are simply boring as hell, like a "game" that involves properly putting the cap on a pen as a worker might on the factory line. But overall it's a level of occasionally-fun monotony. The only way to unlock new games is through vending machines, which is an interesting... gimmick.
What's interesting about this game is the unlockable tools. Some of them are corny like the light... which is basically all it is. It's a singe color on the screen at any given time, and it IS pretty bright... but some of the other tools, like "King of the Castle" (which is basically a dare game to play with friends) are amusing. There are a good lot of the tools, the rest of which I can let you figure out for yourself. Some are cool, some are rehashes of what you might have had access to on a handheld organizer (just a small clue), and some... are like the light.
Overall, I dunno if the sticker price matches the content. Sure, you can collect stuff from the vending machines, but they're just not very interesting. And while a few of the games are amusing (there's one galled Lumberjack where you have to cut wood and only get a second or less to push the button, and you're NOT supposed to cut in half any poor woodland creatures) it just isn't worth paying full price for. Maybe a sale price, but I can't recommend the sticker.
I'll try to update more often with games I've picked up that are interesting (or just flat-out bad), though I'm not committing to a set schedule. Just keep checking back, I'll try to get summore reviews up. :-)
First, the older one.
Exit (PSP, developed by Taito and released by Ubisoft, released in 2006, rated E for everyone)
Exit... what can I say about thee? Exit is an interesting title, it's not really an action game, it's not strictly a puzzle game, but a hybrid of both. The player takes control of Exit, a "freelance" escape expert that seems to constantly be in the right place at the wrong time, in burning buildings and blocked-off passageways, the goal being to save everyone trapped within. The survivors, which range from nearly-as-capable-as-Exit adults, to fat grown-ups, to tiny kids, each have abilities that can be utilized by Exit as he works through each stage to help out in the escape effort. With a hundred initial levels, and a hundred more available via download, it's ag ame that if you really get into you'll be hooked.
Honestly, it's fun, albeit quite slow paced. A lot of time is spent figuring out each puzzle situation, as it should be, but what I really mean by slow is that Exit doesn't run by default. That might sound a bit odd, but it's true; Exit can't run without being prompted. And when he does, as you push the buttons, he has a tendency to run too far, or off of things, and it can get to be a bit frustrating. It might be a small annoyance to some, but it's a noticable one.
The look, however, is very striking. The sharp-cornered comic book style is very very cool, and flows exceptionally well. The animation is fluid, no slowdown, the environments are very nice and detailed... the music is bland and unremarkable (I haven't played the game for maybe a day or two, and I honestly can't remember any of the tunes, no matter how hard I try), but it's alright, it gives enough intensity to get through each stage.
It's also a budget title, at twenty bucks it's worth taking a look at. It's not the best game ever made, but really... what is? Everyone has a different idea as to how to answer that question. This game's just meant to be fun and interesting, and in that, it does the trick.
And now for the brand-spankin'-new title:
WTF: work time fun (PSP, published by D3Publisher, 2006, rated T for teen for some blood, gore, violence and language)
And yes, the works "work time fun" are meant to be lower case. Just to make sure ya know.
WTF, if you've ever played games like Incredible Crisis for the original Playstation console or WarioWare: Mega Microgame$ for the Gamecube and Game Boy Advance, then you have some idea what to expect here. The basic premise is to play a grouping of mini-games to earn money, which in turn unlocks more games and, interestingly enough, different tools meant to help a player along when they're out and about with their PSP. But first thing's first.
The mini-games are hit-and-miss when it comes to a fun factor. A few are a lot of fun, like a game where you're given seven minutes to collect as many protesters as possible (without getting caught by roaming police officers); some are like classic arcade games like Lunar Lander, dropping pollon on a certain spot to earn some coin; and some are simply boring as hell, like a "game" that involves properly putting the cap on a pen as a worker might on the factory line. But overall it's a level of occasionally-fun monotony. The only way to unlock new games is through vending machines, which is an interesting... gimmick.
What's interesting about this game is the unlockable tools. Some of them are corny like the light... which is basically all it is. It's a singe color on the screen at any given time, and it IS pretty bright... but some of the other tools, like "King of the Castle" (which is basically a dare game to play with friends) are amusing. There are a good lot of the tools, the rest of which I can let you figure out for yourself. Some are cool, some are rehashes of what you might have had access to on a handheld organizer (just a small clue), and some... are like the light.
Overall, I dunno if the sticker price matches the content. Sure, you can collect stuff from the vending machines, but they're just not very interesting. And while a few of the games are amusing (there's one galled Lumberjack where you have to cut wood and only get a second or less to push the button, and you're NOT supposed to cut in half any poor woodland creatures) it just isn't worth paying full price for. Maybe a sale price, but I can't recommend the sticker.
I'll try to update more often with games I've picked up that are interesting (or just flat-out bad), though I'm not committing to a set schedule. Just keep checking back, I'll try to get summore reviews up. :-)
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