App of the Week: Slayin

Developer: Pixel Licker Games

Compatible with: iPhone (optimized for iPhone 5), iPod Touch, and iPad

Requires: iOS 4.3 or later

Price: $0.99

Available here

“Slayin” is an app that wears its retro gaming heart on its sleeve. You don’t have to look hard to spot its influences from games like “Castlevania,” “Ghosts and Goblins,” “Metal Slug,” “Mega Man,” and more, yet “Slayin” is also unique. It touts its gameplay as the first endless action RPG, in that you are constantly moving, constantly battling, and constantly trying to level up and improve yourself through statistical upgrades and better equipment.

Mix those notions of nostalgic ideology and brand new mobile gameplay together, and it’s like tasting peanut butter and chocolate together for the first time. Yes, “Slayin” is basically the Reeses of the app world, yet infinitely more filling.

“Slayin” tasks you with choosing between three character classes (the strong knight, the ability loaded wizard, and the dual sword wielding knave) and embarking on a timeless quest to slay a dragon, and all other minions and bosses along the way. While all the classes have their own unique abilities and progression systems, they are all bound to the very simple play style which has you constantly moving in a small area, and shifting your direction left and right as you work to destroy everything in your path.

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It may be simple, but it works so, so well. “Slayin” refers to itself as the first of its kind, and its uniquely relentless and dangerously addictive style certainly feels the part. Once you quickly adapt to the flow of “Slayin,” you’ll find yourself in that great zen like state a game can provide, where your actions seem to occur a fraction of a second before you even think them. You’ll need those extra quick reactions, as “Slayin” borrows its difficulty from many of those titles that influenced it, though I’m happy to report that the challenge is one based of skill over trial and error for the most part.

While more of an action game than an RPG, those role playing elements still shine in “Slayin,” especially when it comes to its upgrade system. As mentioned, each character type has their own upgrades and equipment available, which the game cleverly lets you purchase without much break in the action courtesy of an appearing shop keeper. Thankfully, the vast majority of your purchases are made with in-game currency, and the additional in-app purchases available are mostly novelty items that in no way are necessary for your completion, or enjoyment, of the game.

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Where “Slayin” really hits it out of the park, though, is in that retro style. Apply this concept to any other form, and it just wouldn’t have worked as well as it does here in a hybrid world of 8 and 16 bit video game design. There isn’t a visual or audio element that doesn’t harken back to that time, and yet “Slayin” also adds just enough of its own style to those elements to feel fresh. This is particularly evident in the music (done by one of the same guys who did “Retro City Rampage”) where a few notes will remind you of certain classic games, yet the score itself is more of a unique entrant into the field than a mere tribute.

There are games out there without a fraction of the addictive nature and charm of “Slayin” that are still great. “Slayin” is a title that focuses on the advantages of the mobile platform, and uses every single one of them to craft an experience that is a feast for the eyes, ears, mind, and hands. It’s a twitch based actioner with equal measures of looks and heart, as well as a surprising amount of depth.

If you ever want to see and experience the design pinnacle of a three button game, then you need “Slayin.” As I type this, I just want to jump back into it’s one more play world that inevitably stretches on for hours, so let me wrap this up quickly by crowning “Slayin” the unquestioned app of the week.

  

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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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Bullz-Eye Interviews Dikembe Mutombo

According to Mayan prophecy, the world is set to expire on December 21, 2012. With only 4 1/2 weeks (and counting) to the end of the world, Old Spice has recruited arguably the best defender of all-time – NBA legend and global ambassador Dikembe Mutombo – to save the planet from its impending peril!

In a new digital campaign launched last week promoting its Champion scent, “Dikembe Mutombo’s 4 1/2 Weeks to Save the World” is a real-time, embeddable digital video game where Mutombo will embark on weekly globe-saving missions based on current news happening and events (featured in the narrative and gameplay) that could be considered signs that the Apocalypse is coming.

Bullz-Eye: Tell us about the game. According to the site you have 4 1/2 weeks to save the world before the end of the Mayan calendar, correct?

Dikembe Mutombo: I team up with Old Spice to promote the computer game and we have to save the world in 4 1/2 weeks. Also to promote Champion scent from Old Spice. It’s a wonderful game for everybody to play.

Bullz-Eye: The concept is you’re going to defeat your rivals and save the world. Is there any way you could save everyone on Earth except for my ex-wife?

DM: (Laughing) We have to save the entire world. We’re going to save the world because the Mayan calendar says it will end in four and a half weeks. And we’re going to do our best to stay alive.

BE: If you could just reject her head to like the 10th row, I’d really appreciate it. Just like you’re blocking Shaq.

DM: (Laughing) You’re funny man. It’s like blocking a shot and if I could, I’d send it all the way to the 10th row, no problem.

BE: Let’s talk about Georgetown. You played there with Alonzo Mourning and a lot of other great players. Why couldn’t you and Zo win a national title?

DM: Man, that is a major question that will haunt us for the rest of our lives. We had a chance and ultimately went to the NBA to become dominant centers and we had opportunities to win in college. The opportunity was there, and we just didn’t do it.

BE: This may not be a basketball question, but it’s become an internet meme, and we’ve got to ask you about “Who wants to sex Mutombo?” story.

DM: That story is not true. I don’t know who came up with that story. Nobody ever said who was there at the party with me, who was out with me. First of all, when I came to Georgetown, I didn’t know English. So why would my mind come across like that? Plus, playing for Coach Thompson, one of the most disciplined coaches in college, he was very strict and knew where we were every night. Somebody asked me about it once and I said it was a made-up story. When you’re awesome, beautiful, tall, whatever, people will try to make up stories about you.

BE: How did the finger wave come to be your signature move?

DM: It happened after my 3rd year, just before we beat the Seattle Supersonics in the 1994 NBA playoffs. I was having such a great year and blocking shots and I was moving up in the league. I used to block the shot and then I would shake my hand and no one said nothing. One day, I decided shaking the hand doesn’t really mean nothing, maybe the best way not to come into the House of Mutombo is to wave my finger, so it worked out very cool. But it ended up getting me a lot of technicals.

BE: How did the NBA come to ban that? Did Does David Stern call you personally?

DM: It came from the players. You would hear from someone like Phil Jackson or something, that maybe you better stop what you’re doing it’s costing a lot of money. It was good for me to do in the players face, but if I could face the fans and wave my finger away from the players face, it would be great. That’s why you see in the last 5 years you can see I started doing it away from the players face. So I don’t have to lose a couple of thousand dollars.

BE: Was there anybody you loved to do it to where it was worth losing a couple thousand bucks?

DM: There were a lot of players who did it to me. Yes, a few players who had a chance to dunk on me. Like Michael Jordan in the playoffs, he had a big dunk and waved his finger at me. But he got a technical foul.

BE: Who was your favorite NBA player to block?

DM: That’s a good question. To me, not just one particular player. But I think playing against Shawn Kemp… he was such a high jumping, athletic player.

BE: Skinny 200 pound Shawn Kemp? Or fat 300 pound Shawn Kemp?

DM: (Laughing) Come on man! I don’t know what new Shawn Kemp looks like now, because I haven’t seen him in a while, but old Shawn Kemp!

BE: How gratifying was it to be the first eight-seed to beat a one-seed when your Nuggets beat Kemp’s Sonics in 1994?

DM: One of my proudest successes of my career. But I’m happy to promote the Old Spice game now. I want everyone to go to the website and play the game to save the world. We only have four and a half weeks, so we better do it.

Play the game “Dikembe Mutombo’s 4 1/2 Weeks to Save the World” and buy Old Spice Champion Scent here.

Old Spice’s fans and casual video gamers will also play a major role in helping save the universe. All points earned and submitted over the duration of the 4 1/2-week game will power a wood carver engineered to draw additional rings on the Mayan Calendar.

  

App of the Week – GTA: Vice City

Developer:
Rockstar Games

Compatible with:
iPhone 3GS and up (optimized for iPhone 5)

iPod Touch 3rd gen and up

iPad

Android Systems

Requires:
iOS 4.3 or later

Price:

$4.99

Available here (for iOS)

*Temporarily unavailable for Android

I was only a child of the 80’s in the strictest of technical senses, so I don’t share the same nostalgia for the decade that some do. However, it’s still entertaining to look at the 80’s objectively as you wonder what the collective masses of Americana were thinking, and if the mounds of cocaine being passed around enhanced the bad hairstyles and pastel color patterns, or merely numbed the pain of them.

I do however have a fond recollection of the growing up with the “GTA” series in my teenage years, and among those games, I have the fondest memories concerning the 80s influenced “GTA: Vice City”. Hot off the heels of the groundbreaking “GTA: III”, “Vice City” did many of the same things as its predecessor, but added more weapons, missions, characters, rampage options, in-jokes, cars, and everything else that makes the GTA series what it is. In fact, many fans still consider “Vice City” to be the peak of the series to this day.

And now it comes to iOS and Android systems courtesy of Rockstar, to celebrate the 10 year anniversary of the game’s release. The conversion carries all of the usual aspects such as enhanced graphics (which look phenomenal on the iPad), custom radio station option (always welcome),and re-worked touch controls (which are always hit and miss for the GTA mobile series, but are serviceable). Other than that it is more or less the same game.

Which is exactly why it’s here. After working out the kinks from the 3D conversion in “GTA:III”, but before becoming burdened with the RPG elements of “San Andreas” or the misguided attempts at realism with “GTA:IV”, “Vice City” ran with its chance to perfect the “GTA” formula, and never looked back. It’s story is still the tightest in all of the series, the voice acting is also among the best (featuring Ray Liotta’s best performance of the last decade), the soundtrack is a hit on all stations, missions are creative without becoming burdensome, the vehicle selection (which included motorcycles and helicopters) is top notch, the weapon variety is fun, the property buying system is inspired, and the use of the over the top 80s with the over the top “GTA” series is a match made in heaven.

Of course you still get the usual “GTA” brand of mayhem, which regardless of the game in the series, is always entertaining. The touch controls will always keep the mobile versions from becoming the definitive version of the games, but they’re about the only thing that isn’t better than the original. One quick note though is that the Android version is having some technical difficulties at the moment and isn’t currently available for download. However, once it is, this is a strong recommendation for all platforms, and a must buy for iPads.

Eventually you can see “Scarface” too many times, listen to Thriller only so much, and don your Don Johnson jacket for the final time while still getting away with it being considered ironic. In those moments, you need an 80’s fix that will never go out of style, and “GTA: Vice City” is just that, making it the app of the week.

  

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.

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