Review: XBLIG: Felix: Tale of the Night

June 22nd, 2010

This review originally appeared on XBLARatings.com.
Beat’em Ups from the 1990′s were one of my favorite genres of games. I couldn’t get enough Final Fight in my life, and when Double Dragon’s Billy and Jimmy came together with the Battletoads, I knew nothing else in my life would come close to that moment.


Felix: Tale of the Night (or “Felix Fox” as the game’s artwork suggests), has grounded itself in the classic beat’em up style. Jump attacks, quick attacks, hard attacks, and even some blocking maneuvers are put to work in a great mixture of 2D and 3D platforming.


The game plays like your traditional left-to-right side scroller, but will have some elements where you run toward or away from the camera. These moments, unfortunately, aren’t often obvious and you’re left staring at wall wondering where to go next.


In the brawler classics, if you stood still for too long, a large arrow would traditionally pop up overhead, advising you to move forward! Felix Fox, meanwhile, left me to guess. No hints or arrows ever appeared. To make matters worse? Some of the level progression involved a skill you didn’t know you had.


Felix can wall jump, this is made evident if you take part in the tutorial. And, unlike many games that feature such a move, Felix: Tale of the Night actually pulls of wall jumps very well. They are crisp and easy to execute. However – Felix can climb trees. Evidently we’re supposed to know that, because shortly in to the first level, you’re left staring at a wall too high to climb, and no other walls to jump off of. A simple sign-post in the background and a “press Y to read” prompt may have even been enough to suffice, but the frustration and embarrassment that quickly sets in as you stare at a wall is undeniable. Add to this random “quick time events” (when will they go away?) and you can see where some of the frustrations begin.


Additionally, we’re evidently supposed to realize that the large stump an enemy held was able to be used as a stepping stone and that we would be climbing in to the third dimention – after clmbing trees and walls, realizing I was supposed to press “up” on my controller took me a moment.


My final complaint is due to a lack of checkpoints. The game is not overly difficult, and your health bar seems to last for quite a while, but if you make it to the boss of that first level and die? Well, you have a solid ten minute journy ahead of you – with no stim-packs, health vials, or pinecones to replenish your health along the way.


Still, despite all of that, the game is down right fun. Mashing a few buttons and flipping a bear over your head, ala Ryu’s “kick” throw in Street Fighter, is a blast. Catching a baddie in a fury of punches and finishing him off with a spin kick is just as satisfying as it was in any classic street brawling game, and the classic side scrolling action at a faster more modern pace is a rush.


I don’t see a reason for the setting or the characters, I think the game would be just as fun if human beings were duking it out on the mean streets of some “megalopolis.” The game’s score would suffer more from this 1990′s cutesy animal throw back, but I genuinely see past it and enjoy the different types of enemies and beating them up as they come my way.


Worth noting: 1) skip as much dialogue as fast as possible. Not that it’s poorly written, to the contrary: you may quietly chuckle to yourself just playing the tutorial. But the sound effects selected for printing dialogue on the screen was an unforgivable detractor.
2) There are some odd graphical “hitches” that seem to slow down the game for a fraction of a second when you’re running too fast. It takes away from the otherwise liquid-like gameplay.

Games I had no idea were on Xbox Live

June 5th, 2010


Perhaps I have, indeed, been living under rocks, or working my “real world” job too much, or too worried about my backlog of games, but just for a fun weekend update, I thought I would write up a list of several games (mostly recent) that I had NO IDEA were on Xbox Live Arcade.


I’m not necessarily saying I like this games, just that I had no idea that existed for us Xbox Live users! In some cases, I know so little about them, I’ll be checking out demos in the near future, and I encourage you to do the same, if a title is new to you! It’s worth noting that none of the games listed below are Xbox Live Indie Games, even if they sound like it – so you should expect to be rewarded with gamerscore if you play these!


MLB Stickball
Sonic & Knuckles
Domino Master
Ms. Pac-Man
Aqua
Ben 10 The Rise of the Hex
Gin Rummy
Minesweeper Flags
Puzzle Arcade
Phantasy Star II
Super Contra
Rainbow Islands Towering Adventure

Microsoft wants in Handhelds, but how?

May 25th, 2010

How do you merge an Apple iPad with Microsoft’s Project Natal? That must be what is going through the minds of Microsoft execs right now. More on that idea in a moment.


As many other media outlets have reported on potential shakeups happening within Microsoft, and ZDNet specifically reporting that J. Allard was leaving due to the cancellation of the Microsoft Courier, an iPad like device.


It seems likely, to me, that problems must have arisen from the Courier not being as user friendly as the Apple iPad, or as Microsoft would like. As the Zune trails behind the iPod, and even Windows Mobile cowers in a corner behind relative newcomer Google’s Android, Microsoft must be looking for a good IN to the handheld device market. But with the lackluster sales of the PSP in this country, wanting to do a handheld video game console to compete head-to-head with the Nintendo DS doesn’t seem like a smart choice, either.


The success, to me, of the iPad comes from the success of the iPhone and iPod Touch. The iPad commercials airing, which state “you already know how to use it” are true enough. The simple interface design makes using these handheld and tablet devices a breeze. With Microsoft set to fully reveal the details of Project Natal at E3 in less than a month, the discussion at Microsoft must be fast and furious. A phone simply isn’t powerful enough for gaming – not like they would like to do, not to make it run something as complex as an Xbox Live Arcade game. Having access to my LiveID on my phone will be a fun feature, touted in Windows Mobile Phone 7 Series, but the level of integration has not been explained.


So the question must be posed: if iPad, iPod Touch, and iPhone can share an interface, and Android phones are starting to sweep the mobile phone market with a unified design, how can Microsoft make an impact? How do you make an easy to use, consistent interface across multiple devices, when you’re about to try and make a hands free interface add on for the Xbox 360? Do you force firmware updates to the Zune and Windows phones that give it an NXE like interface? Do you ditch the NXE and make the 360 look like a ZuneHD? There are a lot of questions to be answered. Unfortunately, I’m just a blogger who asks those, and an excited techno-geek who can’t wait to see the answers.

Backorder Bonus: Win Gears of War 2 Flashback Map Pack!

April 7th, 2010

When Gears of War 2 launched, the pre-order hungry gamers got a few extra multiplayer maps for free. The maps were then released on the Xbox Live Marketplace for 400 MSPoints. The map pack included five maps for an astonishingly reasonable price. Some people hated the idea that they were just “remake” maps, but Epic recognized that and made the maps essentially $1 each. The remade levels from Gears of War 1 multiplayer in this map pack are: Gridlock, Subway, Canals, Mansion, and Tyro Station.


Maybe you didn’t pre-order your game, maybe you bought the game used, and maybe you just have no intention of paying for old maps! Either way, if you still don’t have this map pack and you’re interested, here’s your chance!


All you have to do is leave a comment on this thread between now and 12:00 NOON EDT on Friday, April 9th. A comment will be chosen at random and then sent a code. If you leave your gamertag, I can easily send you the code over Xbox Live. If you do not leave a gamertag, I will only be able to contact you if you are a registered user of WinBreak.com.

Sony’s Webmaster Insulting you, or PlayStation.com hacked?

February 28th, 2010


Visitors to this URL (http://us.playstation.com/PS3/dearplaystation/) today have been greeted with a the above message, insulting your computer comprehension.


The message, telling you to “stop wasting [the webmaster's] time,” shows up whether you have javascript and/or flash enabled or installed, respectively, contrary to the error message itself. The message is extremey blunt, rather than a helpful message intructing you on how to fix the issue, or linking you to the Adobe Flash website, the message simply insults visitors.


At first I began to think a self righteous webmaster is tired of troubleshooting other people’s problems. Based on that train of thought, I’m sure it was thought that the message would never be seen by Sony’s customers, but after all of the problems they’ve been having with the PSN this weekend, this just seems like the wrong time to be offending the people visiting your website for information.


Then I looked at the web address, and the message… “Dear Playstation, get flash and/or enable javascript and stop wasting my time.” The message could have been left by someone else. But if that’s the case, that means it was left by a website hacker. Even if it was done with some basic script hacking, SQL injections, whatever – it makes you question the security of Sony’s website – and therefore the security of your information. Sony prides themselves on their regular currency transactions, but that may of course mean you have your credit card on file with the PSN. How do you feel, now?


Potential data (trophy) corruption, PlayStation network being down and causing problems with games, and now a hacker loose on PlayStation.com? Bad form, Sony. Bad form.