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Entries in review (49)

Wednesday
Aug052009

iPhone Game Review: iDracula

iDracula - Undead Awakening, aside from being an example of a game with a totally nonsensical name, is also an example of a game that shouldn’t work nearly as well on a platform like the iPhone as it does. For the price of $2.99 it’s currently selling for, it’s an absolute no-brainer purchase for any iPhone owning gamer who happens to like to shoot things.

According to the game’s description, you play as a vampire hunter that is himself being hunted by a slew of fantastical (not to mention cool-looking) creatures, including the fearsome Dracula himself.

None of that matters.

You’re a dude with a bunch of awesome weapons and your goal is to kill as many moving things as possible. That’s all you need to know, but it’s enough to propel the game into seriously addicting status.


The premise of iDracula, like many of the games best suited for the iPhone, is dead simple, but contains enough depth to keep you constantly coming back for more small chunks of exciting gameplay. It’s essentially what would be called a dual stick shooter on a console, only stuffed onto the diminutive iPhone.

There are two virtual dials on screen. One controls your movement while the other controls aiming and firing by holding in the direction of the thing you want to kill. There is a small learning curve to the controls due to the lack of physical feedback, but especially due to the large amount of screen real-estate given to the control dials, it doesn’t take long before you’re blasting things with ease.


The biggest problem with the controls isn’t actually controlling your character, it’s the fact that the dials (and your thumbs rested upon them) take up a decent amount of space on screen and monsters are not afraid to sneak under your digits and attack you when you can’t see them. This isn’t a constant problem or a game-killer by a long shot, but it will be an occasional frustration.

Another small point worth noting is that switching among your large number of weapons (assuming you survive long enough to collect a large number of weapons) can be a little tricky. A bar at the bottom of the screen allows you to slide back and forth between weapon icons, but it’s both a little hard to access and not always as responsive as it should be. It’s more of an annoyance than a true hindrance though.

Still, the shooting will definitely keep you coming back for more. There are a wide variety of creatures to shoot, many of which act differently and require slightly different strategies to dispatch. Aiding you in this is a sizable number of cool weapons, from traditional fare like pistols and shotguns to more exciting armaments like flame throwers, machine guns, and grenade launchers.


There are four modes of play which are admittedly not substantially different from one another, but they do provide just enough variety to allow you to change things up often enough so you never get bored.

Survival and Super Survival are variations on the classic concept of seeing how long you can survive against never ending waves of enemies. Ammo, new weapons, and even powerups can drop from defeated foes, so you must constantly keep on your toes and collect these items while not being surrounded or overwhelmed by the quickly escalating number of enemies.

Rush is similar, but instead of starting out with a pistol and a small number of enemies, you choose one of three top-tier weapons with unlimited ammo and are immediately dropped into terrifyingly large numbers of enemies coming at you from all sides. It’s truly tough to survive very long here, but it’s surely addicting to try.


Finally, Wave Attack (which was added in a post-release update, along with one of the other modes, new weapons, items, enemies, levels, and other tweaks) sets you against waves of enemies, each with a beginning and an end. The enemies drop gold which you can then spend between rounds on ammo, new weapons, or health. Deciding how to spend this money to best survive what’s next adds a satisfying touch of strategy to the proceedings.

In all of these modes, killing enemies gains you access to perks, which are essentially level up bonuses like increased health, faster reload times, or greater damage. Some of them are even riskier and more creative, such as armor that slows you down or an immortality perk that gives you 30 seconds of unlimited health followed by instant death. Choosing which one you want out of the four random choices every time you gain access to a new perk adds another small dose of strategy to the game and definitely increases replay value as each time you play will be ever so slightly different.


iDracula’s description promises “the most intense game in the App Store”. I can’t vouch for the entirety of the App Store, but I can say that after spending many hours playing this supremely addictive game, it is certainly the most intense iPhone game I have played yet and one of the best deals out there for iPhone gamers at its low price.

No action game loving iPhone fan should be without this game.

Sunday
Jul192009

iPhone Game Review: Eliss

If you have approximately an infinite amount of patience, Eliss will be one of the most original, unique, and addicting games you can add to your iPhone game library.

If you have anything less than an infinite amount of patience, Eliss will be the most sadistically frustrating game that you ever really, really wanted to like.


Sadly, I fall into the latter camp.

Still, with that said, I would recommend giving the game a try (especially as it seems to be on sale for $0.99 for a short time as of this writing - making this, frustrations aside, an absolute steal). I will now attempt to explain these contradicting emotions of mine.

The actual gameplay in Eliss is remarkably hard to describe. Nothing short of playing it for yourself will really tell you what’s going on (and there is, thankfully, a Lite version so you can try it before you purchase). Stated simply, however, the game is set in a stylized universe where you guide differently colored planets around the screen with your finger. Touching similarly colored planets to one another combines them into a bigger planet, while touching differently colored planets makes you lose health (quickly).

The goal is to match these planets to similarly sized receptacles, called squeesars, in order to form supernovas which make the planets disappear. You must form a certain number of supernovas in order to finish each level. Combining planets to form bigger ones and splitting them apart with a pinching motion is key to matching planet size with that of the squeesars.


The challenge, and I must again stress that there is a lot of it, comes from juggling supernova creation with elements like adding more colors of planets, a faster rate of new planets appearing on the screen, vortexes that pull planets toward them forcing you to hold your planets in place lest you lose them, and black holes that erode your health when planets collide with them.

Upon clicking Eliss’s icon on your iPhone and watching the game start up, you can often hear the game sigh with contempt at having to actually interface with the user. You get the distinct feeling it would rather be hanging on the wall in an art gallery with a pretentious tour guide explaining to eager visitors what statement it makes about humanity.

Eliss makes absolutely no attempt at user friendliness in any aspect of its design. The “how-to” section is almost comically cryptic and useless. There is no sort of tutorial whatsoever, and nothing short of trial and error will introduce you to the game’s concepts. Once you get acclimated, the difficulty curve will kick you to the curb within an alarmingly short number of levels unless you have a truly respectable amount of patience.


As I understand it, an update released before I purchased the game gave it a gentler difficulty curve than it had originally. I don’t even want to fathom what that must have been like.

All that said, if you go into the experience with an open mind and a willingness to put up with the game’s shortcomings and maddening difficulty, you will experience a game unlike anything else you’ve ever played and one that is only possible on the iPhone platform, making it a terrific showcase for what Apple’s device is truly capable of bringing to the gaming scene.

If you can put up with it, that is.


The most striking thing about the game initially is its visuals. They are highly stylized and minimalist, unlike anything else on the App Store (or elsewhere, for that matter). The planets and vortexes and black holes aren’t exactly what you’d call visually stunning, but they’re both pleasing and creative. Coupled with a great, soothing soundtrack (that makes for a suitably ironic backdrop to the absolutely frantic, challenging gameplay) and the presentation is decidedly one of the game’s strengths.

Once you’ve actually managed to figure out what’s going on, however, the thing that will keep you coming back despite the frustration is the multi-touch gameplay. Only eight or so levels in and you’ll be placing your iPhone on a flat stable surface and controlling the game using at least four fingers at once if you want to stand any hope of surviving. You’ll be flicking the planets all over, holding them in place, and trying to keep track of a whole lot at once and it really is absolutely frantic and fun. At least, until you’ve lost for the hundredth time.

It is, yet again, a frighteningly challenging experience, but one that just might keep you coming back because of how truly original it is. Eliss could literally not exist on any other gaming platform to date because of these multi-touch controls, not to mention that its niche nature means commercial failure on any more “mainstream” platform would be all but guaranteed.


The 25 levels included with the game may seem like a low number, but length probably won’t be an issue here as the sheer challenge will keep you occupied for many an hour unless you’re truly skilled. For reference, I got stuck, and hard, on the eighth level after only twenty or thirty minutes of play.

I desperately wish that Eliss were easier because I would love to add it to my list of must have games for iPhone gamers. Its pure originality almost gets it there even now. As it stands though, I simply can’t recommend Eliss to a general audience because the difficulty curve is far too much of a barrier for most.

For the hardcore set, for those that love a challenge, or for those that are simply willing to shell out what is still a relatively small fee (only $3.99 even after it goes back up to its regular price - still a steal) to experience one of the best showpieces of a truly iPhone-exclusive experience, Eliss might still be worth a look.


Despite my harsh criticism of the difficulty, however, I do want to stress that I did keep coming back to the game. The game has a draw, an addictive quality, due to its unique nature that might just hook you even if you’re normally not the challenge-seeking type. So download the Lite version and if it intrigues you at all and you’ve got a few dollars to spare, give it a shot. Even if it’s too hard for you, you’ve at least gotten a taste of the qualities only an iPhone can bring to gaming and you’ve supported a truly unique title while you’re at it.

Friday
Jul172009

Lacuna Coil Concert Review - July 6, 2009

Having managed to see Lacuna Coil live three times previously, it was refreshing to finally see them as the headlining act, rather than a support band. With their July 6 performance at the Diamond Ballroom, the first in the North American leg of their headlining tour for their new album, they overtake Rob Zombie as the band I have seen the most times live.

This is not without good reason.

They are a fantastic band to see live. They have a great stage presence and energy and, like all good live performances, it really shows through that these guys love what they’re doing. Considering how heavy Lacuna Coil tends to tour, the fact that they still enjoy it and put on such a good show is pretty remarkable.

Going back to my Rob Zombie reference a minute ago, however, it is worth mentioning that seeing the two bands perform together twice is not the only connection the bands have with one another. They also share a penchant for short set lists.

Having seen Zombie give the same one hour and fifteen minute on-the-dot set three times, I always came away satisfied but wanting more. His concerts are full of enough energy, showmanship, and spectacle that their short length doesn’t come as a great detriment. I always thought that his concerts would mark the low end of the length spectrum for full concerts, however.

Up until now, I was right.

Lacuna Coil performed for barely over one hour. One hour and six or seven minutes, to be precise. I won’t pull any punches here - had I not seen them live three times before, performing many of the same songs, this would have been incredibly disappointing. Even though the ticket price was fairly low, after waiting for three hours through crappy support bands, one hour is just not enough for a headlining act. Period.

Luckily for my own experience anyway, it only came as a minor disappointment because a missing fifteen minutes or so isn’t quite as devastating when you’ve seen them three times prior.

In this light, the fact that the concert was so damn much fun while it lasted presents the concert goer with a dilemma. On the one hand, what’s there was so good that you might not care it was short. On the other hand, it was so good that you would have given anything for just a few more songs to make it that much more fulfilling.

I’ll spare you too much detail about the support bands. Suffice it to say I wish they had gotten out of the way for Lacuna Coil to play much earlier and none of them blew me away like Volbeat did opening for Nightwish at the same venue not too long ago.

Dommin opened and was somewhat unimpressive musically, but at least had decent stage presence and a humble, nice, approachable quality suitable for an opening band.

Kill Hannah was third and, while their music isn’t exactly my style, they impressed me a lot more than I expected them to. They had a great on-stage persona, they seemed like really cool, down to earth guys, and they gave an energetic, enjoyable performance with a few songs that were much catchier than I expected. Not sure I’ll be seeking out their music in studio form, but they were by far the best opener. The green lasers mounted on the ends of their guitars were a nice touch.

Seventh Void was sandwiched in the middle of those two. They sucked, quite frankly. They came off as arrogant and trying way too hard to be cool. Musically they were completely uninteresting to me. Their songs seemed to go on forever and everything ran together into one long blur of uninteresting, mid-paced, generic riffage. The crowd seemed to agree with me, as the place seemed rather subdued and bored when the other two openers actually got decent responses. I even got the feeling a few people might have been there to see Kill Hannah as much as Lacuna Coil.

The Diamond Ballroom itself is a bit of a dump. It’s located in the middle of nowhere, has a gravel parking lot, and what looks to be a large trash pile out back and a discarded, decaying old trailer off to the side of the place.

Still, the venue provides an extremely intimate atmosphere for live performances and the two shows I have seen there (Lacuna Coil and the aforementioned Nightwish show) will easily go down on my short list of favorite concerts.

As an added bonus, their sound seems to be mixed rather well, which is a nice change from damn near every other concert I’ve been too which either had sound level problems or was so loud it was distorted and unpleasant. The Diamond Ballroom certainly keeps it loud, and perhaps uncomfortably so for its size, but the sound is good at least. And as I choose to be a total square and wear earplugs during concerts (I make no apologies for my lameness here, by the way, as it is worlds more comfortable for me, not to mention safer) the volume wasn’t really a concern.

I do think I would have appreciated it if the place wasn’t running more than a full hour behind. Call me crazy, but I consider it a little unprofessional when the advertised time for the doors to open is 6:00 p.m. and I finally get in at 7:15 or so.

I also got the distinct impression that perhaps the concert organizers had tried to pack just a little too much action into such a small tour. Three warm up bands in a venue this size before a one hour set from the headliner just seems a little excessive. The poor roadies were struggling to put one band on stage an hour. There were no fewer than three full sound checks. Lacuna Coil didn’t take the stage until just after 10:00, a full three hours after the advertised start of the show.

I’ll make no secret of the fact that this is probably another reason their short set didn’t bother me so much. By the time everything was finally finished I was so exhausted that being able to go back to my car and actually sit down was like a little gift from heaven. I don’t even think you have to be as horribly out of shape as I am to think that standing on your feet for five hours for a concert, most of that spent waiting for doors to open or bands to get set up, is more than a little tiring.

But, as I said, it was all worth it. Lacuna are a terrific live band and I can’t possibly think of a better place to see them than in an intimate venue such as the Diamond Ballroom. The band was having a great time on stage, the audience was loving it, and Cristina’s voice was there in full force, as impressive as it always is. There was plenty of good crowd interaction and between song banter, but not so much that it slowed things down or got in the way.

As a huge Lacuna Coil fan, I was somewhat disappointed with their most recent album. I thought it was far too repetitive and lacking the creative spark and energy that made their previous releases so memorable. On that note, while new songs did comprise a decent portion of the short set, not only did they not overwhelm the old favorites, but they also work far better live than they do as studio versions. The energy infused into the tracks by the band on stage adds new life to songs that were flat in the studio and the atmosphere of the concert means the repetition is both less noticeable and less important.

Actually, as much as I may have been disappointed with their new album, reflecting on the concert I think it was actually refreshing that they played a good number of the new ones. Perhaps a product of being so short, their set list consisted of nothing I hadn’t seen them do live before outside of the new tracks (and one old slower tune, Entwined, that I will admit to not actually having recognized at the time as I don’t listen to their oldest material much). Not seeing another old favorite or a slightly different lineup other than the bare essential hits they’ve been playing at every concert they’ve given for such a long time is a little disappointing, but hey, don’t fix what isn’t broken. All the songs I had seen them perform before were still as full of energy, excitement, and fun as the other times I’ve seen them, and perhaps even better due to the small venue.

I stand by my assertion that, gripes and all, it is one of the best concerts I have been to. Lacuna Coil is a band tailor-made for a small venue like this and it was fantastic to finally see them in their element in a headlining gig. They seem to be a very down-to-earth group and this really carries over into their shows, even on a larger scale, but especially in such a small venue. It just feels like a bunch of friends getting up on stage and rocking the hell out because that’s what they love to do.

If you ever get the chance to see them, do it. You won’t regret it. I’ve seen them four times and I sure haven’t.

Side Note: Whist at this concert, I was lucky enough to experience first-hand a pretty healthy majority of the variety of concert-goers featured on Cracked.com’s list of 7 Obnoxious Assholes that Show Up at Every Concert.

Set List:

To the Edge
Fragments of Faith
Swamped
I Won’t Tell You
Not Enough
Fragile
Entwined
Closer
Daylight Dancer
I’m not Afraid
Enjoy the Silence

Encore

Heaven’s a Lie
Spellbound
Our Truth

Tuesday
Jul142009

Guitar Hero Smash Hits - Just the Essentials Review

In this Zestful Contemplation Just the Essentials video review, I let you know exactly what you need to know about Guitar Hero Smash Hits in order to make an informed purchase and get to the heart of the game without wasting too much of your valuable time.  It's the first in what I hope to be a series of short, to the point reviews, giving me an exercise in both conciseness and basic video editing.  

As always, if you have any feedback or suggestions, please let me know.  I'm always looking to improve.

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