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Game Review: “Motocross Madness”

Available for
Xbox 360
Publisher
Microsoft

While not exactly an all-time classic, the original “Motocross Madness” games for the PC had a solid fanbase and are generally well remembered for their incredible crashes and speedy action. It was a pleasant surprise, then, to hear Microsoft would be reviving the series, only this time as an avatar-driven Xbox Live arcade title.

Arcade is the keyword here, because from the over the top announcer, to the over the top races, this “Motocross Madness” feels like it belongs in an old arcade cabinet, complete with motorbike controller. However, once you get past the tutorial level, which does a nice job of showcasing the high speeds, “SSX” style tricks, and the glorious return of those highlight reel crashes, you’ll likely be surprised to find that “Motocross Madness” differs greatly from those old arcade racers in how open it is.

In a race, for instance, you’ll find a plethora of shortcuts littered throughout each course, creating contests that limit the amount of course barriers and invisible walls, and instead encourage exploration in order to find the best way to tackle a lap. It’s nothing new, but except for a couple of instances where you get lost easily, it’s well done. Where the open course mentality really shines, though, is in the free ride mode, where you are granted a sizable map to collect coins and skulls, which can be used to unlock new items, and more importantly, plenty of room to pull off amazing jumps and tricks.

These open levels consist of three sections and are absolutely huge. Every area is littered with multiple insane jumps, as well as unique areas you’ll run across like amusement parks or castles which provide even more opportunities for creative havoc. My biggest problem with the mode, however, is that unless you are really, really obsessed with finding big jumps and exploring the areas or unlocking everything, there just isn’t much incentive to invest serious time in it, and the novelty can wear off quickly. I would have even settled for scaled down environments if they could have been loaded with more objectives, kind of like the old “Tony Hawk” games.

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Game Review: “Tiger Woods PGA Tour 14″

Available for
Xbox 360, PlayStation 3
Publisher
Electronic Arts

Since much doesn’t change in the world of golf (they still use clubs, for instance), it usually takes more than a roster update to justify a new “Tiger Woods” installment each year, making the series one of the perennially fresher entries into the annual sports game genre, as new ideas become an expectation for fans.

“Tiger Woods 12” is a great example of this, as the famed Masters tournament was finally added, and the luster it provided to the game made it arguably the greatest golf experience yet. In comparison, “Tiger Woods 13” added a mode that let you play as a freaky looking child version of Tiger Woods. Suffice to say, it was less successful in providing that same feeling of a complete experience, and golf fans were left with little reason to abandon the 2012 edition. Until now, that is.

Because now comes “Tiger Woods PGA Tour 14,” and with it the most complete and engaging translation of the sport of golf to video games the world has seen. The biggest factor contributing to this is the heavy emphasis on golf legends in the game, exemplified with the Legends of the Majors mode. Similar to the historic moments mode in the “NBA2K” games, here you can play through some of the biggest events in golf history, ranging from the dawn of major tournament play in 1860, to the Jack Nicklaus dominance of the 70s, all the way to the Tiger Woods era, and everything in between.

Spanning over 140 years, there’s hardly a major moment that is left out, making the mode an interactive textbook history of golf. It’s also highly enjoyable to attempt to meet the win conditions of each scenario (there are two for each moment), and the variety of the challenges is creatively impressive. Bonus points are awarded for the period accurate clothing and looks, which includes graphical filter changes like sepia tone or Technicolor to make each period uniquely stand out.

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Game Review: “Madden NFL 13″

You know, I think “Madden 13″ might be the most depressing game ever made.

Seriously, when I first booted it up, I was greeted by the new (and very well done) menu score, loaded up a quick play Redskins vs. Cowboys game, and marveled at the new presentation that so perfectly recreated a CBS broadcast, it managed to subside my summer longing for the football season in earnest. From there, I’m welcomed to a beautifully rendered Cowboys Stadium by the new, and enjoyable, announce team of Jim Nance and Phil Simms who actually bring some enthusiasm to the booth again, as they give a fantastic and accurate introduction to the matchup. As you might expect, the set up and presentation to “Madden 13″ are phenomenal — I would even use the term unrivaled, in terms of sports games.

Then things actually get even more encouraging when I took the field. The new “Infinity Engine” that runs the game manages to avoid being a buzzword, and actually changes the gameplay in an initially significant way. Essentially the new engine attempts to prevent the canned animations and the predetermined outcomes they led to, by allowing for dynamic player reactions to on the field situations. It’s appropriate then that the cover boy this year is Detroit Lions great Calvin Johnson, as a play is never really over or decided until it is actually over and decided, much like the plays of Johnson himself. This new engine is bolstered by further innovations such as the ability to cancel a play action animation on the fly and regain control, or how defensive backs can hunt and track a ball with unprecedented levels of control. The goal of this year was obviously to make the on-field action feel more organic, and you may be surprised at how well this is achieved at first.

Off the field, the biggest selling point may be the new connected careers mode, which lets up to 32 players share the series franchise mode, with the option to play as either an individual player or the coach. Outside of things like distributing experience points to your players, being able to insert legends onto your teams, and following Twitter updates from various sports personalities about your season, this is pretty much the same franchise mode you know and love, but with increased community capabilities. While the online community wasn’t exactly flush at the time of this review, from what I was able to experience of it, the mode seems to be technically proficient, and certainly able to fulfill its promise of a full season against a league of real players.

All of that sounds good, and it truthfully is. They’re all fresh and new “Madden” features, and they fill you with this indescribable hope that this year is finally the year that the series turns the corner and presents something more compelling than a roster update.

So you keep playing, and everything seems fine. Then you reach a moment where that new “Infinity Engine” causes your quarterback to fall right on his face. Seriously, that’s a feature and it happens from time to time. Or your linebacker will get his legs caught up in a tackled running back and continuously flop like an overly excited fish. These animation flaws are rampant and somewhat expectantly come with any new engine. The difference here is that the serious ones will severely impact your game.

That’s when it happens. You start to notice all of those intricately woven new features  really just form a veil that slowly unravels before your eyes. That new announce team runs out of dialog by about your second game, and you have to start reminding yourself about the new control features just to justify using them. What’s worse is you begin to realize that there is in fact no new dynamic play style, and instead the game actually forces you to play like the Packers or Patriots on any setting above Pro. That is to say, unless you make short, accurate passes mixed in with one or two run plays and the rare long downfield bomb, you can expect to get massacred by the opposition. On one hand it’s accurate in a way, and on the other it’s a real bummer that you aren’t able to truly run a showstopper passing offense, or a dominant run game no matter what team you’re playing against. You turn back to the new connected careers mode then to keep things fresh, only to realize that after a while, it is indeed  the same “Madden” franchise mode yet again. Just this time, you get to share your repetitive activities with other people who share the same problem, like it’s a support group.

In fact, in the end it is the same old “Madden.” The changes made don’t really improve much of the overall game, and it’s a shame because they almost made me believe they would. What’s worse is that none of this makes me outright hate the game. That would be too easy. Hell, it’d almost be fun if I could just say that “Madden 13’” sucks and dance on its grave. But the truth is that even with all of the flaws, football makes for a fun video game, and the “Madden” franchise has a formula to make it work. What’s depressing about the whole experience is that it’s a formula that has the series stuck in a rut, and makes me feel the same as a result. It’s the kind of game that should come with a pint of ice cream and photos of you and your old girlfriend in happier times.

Look, if you go into this game with the right expectations, then you get a fun game, and there’s nothing here that’s going to keep you from having a good time. But the truth is that while “Madden” used to have no competition, it does now in the form of the “NBA 2K” series, which managed to completely revamp itself a couple of years ago and become the best sports series on the market.

So this is what it is. The “Madden” series is now standing at 4th and goal, and EA Tiburon needs to decide if they’re going to settle for more token points on the board with “Madden 14″ or actually risk it all and go for the promised land. I guess my question is, if a series that has only one rival in a completely different sport, millions of fans, and the financial backing of one of the biggest publishing companies on the market can’t afford to take a gamble, then who can?

  

App of the Week: Organ Trail – Director’s Cut

Developer:
The Men Who Wear Many Hats LLC

Compatible with:
iPhone
iPad
iPod Touch

Android Systems

Requires:
iOS 3.1.3 or later

Android 2.1

Price:
$2.99

Available here (for iOS) and here (for Android)

“You have Died of Dysentery”

Nothing was worse than seeing this message pop up on the Apple screen at the library we used to play “The Oregon Trail” at in grade school. Maybe the first couple of people to fall to it got away without too much ridicule, but as soon as one of us discovered what dysentery was, we became unstoppable forces of mocking nature. There were many ways to die on the “Oregon Trail”, but the only one you truly feared was the dreaded dysentery. It’s not like it was ever your fault either. If there was a “wash your hands after using the bathroom” button, we would have used it.

If you can’t relate to what I’m talking about then I truly pity you, because you missed out on one of the greatest gaming experiences of all time. What made “The Oregon Trail” so great was the many gameplay options and features, and how even playing the game right wasn’t a guarantee for survival. Even better, the vaguely historical setting meant that it was a game you could play at school, and at the aforementioned libraries. It’s one of those games where you can tell right away if someone grew up with it or not, because if they did, all it takes is a mere screenshot to bring a grin to their face, and set them off on a bombastic recollection of nostalgic memories.

Well if you did, in fact, never get to share that experience, then developer The Men Who Wear Many Hats has your back, thanks to some funding by Kickstarter. Because they are bringing back the old school gameplay of “The Oregon Trail” but infusing it with the harsh reality of the zombie apocalypse. Now truthfully, I’m getting a little tired of the zombie genre, but every now and then something will pop up that resurrects the style much in the same manner as the decaying dead that populate those titles.

“The Organ Trail” (huh…clever) is one of those instances. From the menus, to the basic gameplay, to the perfectly recreated graphics and sounds, “The Organ Trail” shamelessly apes “The Oregon Trail” with admirable accuracy. The basic goal is the same. You and yours traverse the country in search of a better home, while battling the dangers of the untamed world. But rather than just throw a couple of undead sprites your way and port “The Oregon Trail,” the developers have completely re-imagined the experience of that classic as it stands in this new world, and along the way have managed to perfectly recreate the experience of the original, while still making sure that anyone who grew up on the original game enjoys the near flawless ratio of nostalgia to the joy of a fresh game experience.

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App of The Week: Jar on a Bar

Compatible With:
iPhone 3GS
iPhone 4
iPhone 4S
iPod touch (3rd Gen)
iPod touch (4th Gen)
iPad

*Requires iOS 4.0 or greater

Price: $0.99 (Buy it here)

There’s really nothing original to “Jar on a Bar.” Aesthetically, it immediately brings to mind “Angry Birds,” and the basic concept is so dated that they used to call it “Jenga.” But that doesn’t matter, because for a mere 99 cents, you get one of the most addictive puzzlers to come to the app market in some time, originality be damned.

Let me backtrack a bit and explain. “Jar on a Bar” stars a fish in a bowl trapped precariously atop a ready to fall stack of pallets, glass, and other increasingly nefarious obstacles. Your job is simple: Get that fish to the ground and back into the water without breaking the bowl, all while trying to spill as little of the water in it as possible for bonus points. Sounds simple, right? Well, as you can imagine, as the game progresses through its 60 plus levels, things keep getting more and more complicated, until the point that this game of “Jenga” becomes a real mind-twister.

I mentioned “Angry Birds” earlier, and that’s because at its core, the game’s main concept of removing various obstacles to reach your goal is highly reminiscent of that classic app. However, “Jar on a Bar” is more about manipulation than destruction. Its well implemented physics system accounts for everything from weight to momentum, and forces you to master it before you can make any progress in the later stages. You may have to push a block to a certain point to gain just the right leverage, or momentarily put the fish in danger in order to set up the right move correctly. You not only have to consider your next step at all times, but the next several after that as well. It creates just the right combination of on your feet decisions and long term strategy that makes the best puzzle games so memorable, and executes it very well. There is also an in-app store but, while it does feature some cool objects, overall it doesn’t add much to the core gameplay of “Jar on a Bar.” The good news is it doesn’t have to, and it far from hinders the experience.

I could be wrong on this, but I don’t expect “Jar on a Bar” to take over the world like some of the games that inspired it have. However, the 99 cent asking price is a steal, turning this into a must-buy for anyone that has half an interest in puzzle games. Quite simply, it is one of the best and most addictive new puzzlers, and overall app games, I’ve come across in a while, and it is a more than deserving app of the week.

  

Game Review: “Forza Motorsport 4″

Jeremy Clarkson’s opening monologue for “Forza Motorsport 4″ explains that the car guy is an endangered species. Chased out of his natural habitat, cut down by laws and regulations, and ostracized from society at large due to his love of speed and adrenaline, he remarks that the only place left, the final frontier for this endangered species, is in the virtual world with “Forza 4.” The question then becomes if the virtual world can recreate the enjoyment of the physical one.

If you are judging by visuals alone, “Forza 4″ comes close. Crisp, razor sharp resolution and detailing highlight the unique aspects of every car in the game. This differs from “Gran Turismo 5″ since only a few “premier” cars got the high resolution treatment in that game. Also, there is the “Auto vista” feature. Here, you can take a painstaking look inside and outside of a variety of cars, taking in the minute details rendered in jaw-dropping detail.

Having a pretty face is one thing, but offering entertaining gameplay is a different matter entirely. Here, the “Forza” experience really starts to pull away from “GT5.” First off, you don’t need to be a car guy to enjoy the game. Game settings are adjustable from beginner to simulation levels so you can be comfortable in whichever level you fall under. Second, “Forza” doesn’t beat you over the head with technical bureaucracy. There are no license tests, long loading times, or a never-ending bog of petty races to get through before you get to the good stuff. Just hop in and drive.

Plus, you can drive whatever you want, wherever you want. Ferraris, Lamborghinis, muscle cars… nearly everything under the sun is available to you. You also don’t even need to race. You can take photos, create paint schemes, and participate in a multitude of other activities. Just like in the real world, you don’t necessarily need to be a speed freak to enjoy the hobby, but it does help.

When you do start driving, “Forza’s” fantastic physics engine really starts to shine through. Developer Turn 10 took simulating the cars so seriously, in fact, that they contacted Pirelli to be able use their tire simulation software for the game. This is the same equipment F1 teams use to develop their tires, so of course it is insanely accurate.

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