Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

Monday, May 24, 2010

Knights in the Nightmare (DS)

Knights in the Nightmare
Sting / Atlus

Anthony: All right Sting, you win. I thought Riviera: The Promised Land was pretty creative, but apparently that wasn’t enough. Now I’ve just had my gaming mind violated by arguably one of the most unique ideas to get successful implementation in years. Tackling Knights in the Nightmare is bound to be a daunting experience in one way or another. Maybe bad, maybe mind-blowingly awesome, but somewhere along the road, you feel like Knights might be more complex than functional games are allowed to be.

Explain it? Dang. Okay... Knights in the Nightmare is akin to an unholy trinity of action, strategy-RPG, and shooter genres. In an overly simplistic nutshell, Knights is about using the touch screen to activate strategically placed units to attack moving enemies on screen and dodge their various “bullet” attacks. That’s an unjust oversimplification though, as aspects such as turn time, item/weapon usage, unit types, monster/unit movement, elemental properties, specialized recruitment, item fusion/strengthening, Law/Chaos modes, attack types, enemy reels, unit vitality, hiding, and skill holds are among a minor list of elements that just scratch the surface of all there is to the gameplay. The good news is it has an extensive tutorial, and impressively requires a deft combination of strategic planning and very careful live action. The bad news is it very well may be one of the most limited-audience games I’ve ever seen.

What’s good:
- Incredible artwork is found all throughout the game. Designs for each type of knight, the characters, the monsters, the environments... they all have extremely impressive artwork. It may very well be the best and most intricate work on a portable system to date.
- Unlike some complicated games, Sting is fully aware of the beast they’ve unleashed on us. In doing so, they added a live-action tutorial mode to start you out, a section with more text-based instructions on major gameplay elements, and a big additional section with tons of tips covering just about every aspect of the game. Further, when you get a Game Over, the game actually gives you a full, detailed paragraph giving you advice on what you did wrong and/or some things to look for in trying the stage again. They also give you options to retry a stage from scratch, keep going with the damage/kills you’ve made... or you can go back to the title screen and do free leveling to earn exp and items for your knights. If you miss the recruitment of some knights, they even provide you “Nameless” knights of a class you’re missing so you can still play the levels as though you’d recruited properly. And in the preview screen before battle, they even tell you the weakness of each monster. Clearly, they had the players’ fragile psyche in mind.
- To that point as well, the included “Easy” mode is very generous, allowing someone a significantly simplified experience that’s good for weaning you on the gameplay or just making the game less hectic, while still requiring proper strategy and execution.
- The packaging deserves special note for this game as well. Not only did the game come with a free music CD and an enormous instruction booklet for helping to understand the game, pre-orders also got a very large and extensive art book collection with notes from the directors and artists. It’s a great glimpse into the work put into this game.
- Despite the vast amount of information crammed into the item and unit screens in the game, they did a surprisingly good job of keeping it all manageable. A great deal of item/unit information appears on the top screen with instant loading, and all item/units can be instantly sorted by several categories. Aside from just scrolling through the sheer amount of them, I was impressed by how overall simple it was to work with.
- It probably took me until I was two-thirds through the game, but at some point, the stars truly aligned and I could appreciate working through all the intricacies of the game. No doubt, this game is so complex and unusual compared to pretty much any recent offering, that it will absolutely drive some players away, and make others shelve it in frustration. I even found myself taking a long break from the game because it just felt daunting to play it night after night. But as time went on, I started to understand the knights’ functionalities, enemy patterns, and the use of abilities such as hiding, skill-holding and hi-skills... before I knew it, I was really good at the game, and I was having fun despite its challenge. It absolutely made me want to go back and replay levels with the greater understanding I had.
- With a long main game, and the option to play the game again with your collected knights and/or play a different storyline, this game has a massive amount of replay value if you find yourself to be a fan. Knights is undoubtedly a great “desert island” game.

What’s neutral:
- The narrative is bound to get some mixed reactions among players. At its core, there’s a decent story here that’s rather sad, mainly because death, both literal and metaphorical, is arguably the most present theme throughout. However, there’s bound to be some confusion and head-scratching throughout, as after each scene, Knights plays story scenes that jump all over various timelines. Typically each scene is only prefaced with “x nights before/after y event,” so reconciling that in your mind to events z, a, and b, when you just spent 20 minutes frenetically piloting a wisp is tricky. It’s brought together more and more as the end comes, but with a whopping 47 scenes, there very well may be players that give up and start skipping scenes before that happens. Further, though they give the intriguing option to get snippets of back-story on the dozens of knights in the game, being only able to see it by pausing during battle is an odd inclusion. Battles are hectic and require a lot of focus, so many players will ignore this feature in favor of trying to carefully beat the level.
- Repetition is a doubtlessly a factor in the game. Like a strategy RPG, the story plays out the same through each scene... chapter intro, scene leading to battle, pre-battle dialog, battle, post-battle dialog, flashback scene, unit organization time, final chapter scene, next chapter intro... thing is, this exact formula happens 47 times. And unlike a strategy RPG, battles are often hectic, rarely unique, always time-based, and every single level has specific items that can only be obtained during the story battle. That’s a whole lot of being a Knight in the Nightmare. It’s worthy of note that you also fight a certain boss three or four times, and consider it’s basically the same fight each time, that’s kind of disappointing.
- Whether intentional or not, luck will undoubtedly play a factor in how each person plays the game. Because there are no shops or item creation, you are, in many ways, a complete slave to the weapon drops you get in game. In my own case, I had serious trouble getting weapons for the highly useful Lance Knight class, which led to me not using a valuable class often, and subsequently missing early key items as a result. The same can happen with having an overabundance or dearth of certain elemental weapons, or just not having enough of the right item to unleash the powerful and important Hi-skills. The leveling option and trying to kill as many enemies as possible can help, but neither removes the randomness.
- Boss fights will either be epic or a sticking point for gamers depending on how they see the issue. Normal fights have enemies whose attacks are small and might only take away 2-4 seconds of your time if hit. Bosses typically have enormous attacks that nearly fill the screen and require lots of practice to effectively dodge... and those attacks often take away anywhere from 9-20 seconds when you’re hit. It’s a pretty huge spike in difficulty, and it may either be fun or infuriating depending on the circumstance.

What’s bad:
- There are a couple minor concerns with using the all-touch-screen interface for battles. Early going, one frustration that may pop up is that the battle screen gets so “busy” with enemies and their attacks, that in attempting to dodge everything, you’ll inevitably activate knights and not realize it, often causing you to lose precious time unintentionally. That problem can eventually be rectified with practice, but what doesn’t change is that the fixed position on the right side of the screen for switching Law/Chaos modes, grabbing weapons/key items, and activating skill holding, rather than being mapped to any buttons, means that depending on enemy attack patterns, you can effectively be “trapped” on the left side of the screen from utilizing several functions that are necessary to win. Also, even practice won’t rectify how difficult it is to grab the correct weapon when a Knight is positioned right next to the item list.
- Surprisingly, there are a few odd oversights within. Before beginning a battle turn, you can tap an enemy to see its movement path - a practice that’s absolutely vital for selecting the right knight and weaponry to deal with it. However, if an enemy happens to be placed on a space with a knight, tapping the area will only bring up knight selection. Additionally, attacks can be rendered useless from changes in the height of the map...so it’s somewhat cruel that in previewing a knight’s range, they often show the maximum range, despite that activating a weapon actually reduces that potential range due to height changes. Weapons list a height range, but this is unclear in practice, as some attacks seem to hit outside of it or miss inside of the specified range.
- Maybe I’m just complaining, but I found the chest mimic situation a bit on the “jerk” side. Chests often have key items and need to be attacked a few times to open. Sometimes though, attacking the chest reveals it’s a mimic, which will bounce around an undetermined area and either escape the stage during the turn, or completely disappear when the turn ends. That means to appropriately deal with chests, you need to specifically try to open them at the beginning of a turn to allow time for a mimic, figure out a mimic’s pattern so you can try to attack it multiple times, and just hope that this is all doable within one turn (while enemies are attacking you) before it escapes. Kind of cruel.

Phew. Rarely does a game elicit this kind of reaction. At the same time that I find myself wanting to talk to people about all of its intricacies and how I personally dealt with x and y obstacles in the game, I find myself wondering what absurdly small percentage of gamers out there (hardcore RPGers included) will really go for this game... and further, what percentage will see it through to the end. It’s full of creativity, ambition, and a huge pair of balls, in introducing a completely new style of RPG gameplay while simultaneously not sugar-coating a thing.

All of that said, something that really stands out to me is that despite Knights single-handedly developing a complex genre, at no point does Sting ever completely throw its players to the wolves. The huge tutorial, easy leveling mode, options to keep going after a loss, providing “free” knights if you’re missing a class, generous Easy mode, and even paragraphs of advice when you die show that they wanted you to play and enjoy the game, rather than just watch you suffer.

In short, Knights in the Nightmare is a true behemoth of a game. It’s hard, it’s crazily complex, has a ton to explore, is pretty glorious when it all comes together, and may just have the most limited gaming audience I can imagine. If you’ve enjoyed Sting’s diverse offerings or just want to try something extremely unique and challenging, I absolutely recommend it. Similarly, I wouldn’t blame anyone who decides it’s not for them, regardless of whether it takes 5 minutes or 20 hours to realize that.



Lauren: With Anthony's review in mind, I was essentially prepared to give up on Knights in the Nightmare after giving it a brief attempt. After I heard his stance on the game, I was intimidated. After I completed the tutorials, I was terrified. Character and weapon elements, attack ranges dependent on law and chaos modes, obstacles containing key items for recruitment and more weapons, knights that can't be attacked directly (except sometimes!), "effects", and so on. You have to worry about vitality running out, durability running out, and time running out. There seemed to be simply too much to bear in mind at any given time, which would be fine if it were a turn-based strategy RPG, but the action of Knights happens in real-time. I assumed that this game would not be for me after fumbling and panicking through the first battle. But, I gave it another try the next night. And the next night. And with some time and good coaching, I finally saw the appeal of Knights and excitedly saw it through to the end.

That said, it is still not for everyone. The scene-battle-scene-battle-scene formula never changes, and the dark story hops all around the timeline in a somewhat confusing manner. Even the music, while fantastic, gets repetitive due to this formula. And the voice acting was just "there", even bothering me when I realized that badass Maria has a high- pitched little girl voice.

But even so, I truly enjoyed this game. Its unique style was simply fascinating, and that allowed me to look past those flaws to happily continue the experience. And despite the odd pacing of the plot, it is a very engaging one that's made more convincing by fantastic artwork.

Let's get down to the gameplay, though. Anthony has done a great job of describing the many intricacies of how Knights works, so I will just add a few thoughts to that. Easy Mode makes things infinitely more manageable if you're concerned with learning how the game works first. As he mentioned, it gives you 26 turns for every battle, max MP at the start of each battle, warning signals when a big attack is about to hit, and apparently no Mimics. While that seems like a lot of hand-holding considering their forgiveness even with Game Overs, it's nice to know you're "safe" while learning the ropes and aiming for victory as though there's a serious turn limit anyway.

My major complaints with the gameplay are also in line with Anthony's. Accidentally activating a Knight while dodging is very easy to do, and quite frustrating because it causes a time penalty, which is the same result as letting yourself get hit. And again, when there is a knight in the top-right corner of the screen, it's always a struggle to grab the right item without activating him/her by accident. Finally, when you try to give an NPC a key item while a monster is on the same square, you'll undoubtedly have to wait until the monster decides to move.

Most battles can be very hectic, especially if you focus on obtaining key items and weapons from obstacles before fighting the enemies. As a result, activating a knight by accident or struggling to reach the right side of the screen to switch modes or grab an item can certainly mess with your strategy. It felt like the menu portions of the screen should have been kept separate from the action itself, but that's just my opinion. It took some practice to grasp the general strategy of the battles, but once I got used to the fact that time doesn't tick down unless you do something or get hit, the stress level went down. It's odd to think of a timer as not ticking down when it's right there at the top of your screen, but that's just another thing that Knights does differently.

Hellhounds and a certain boss are an exception to the "only the wisp can be hurt, and it only subtracts time" rule. These monsters can chomp away at a knight's Vitality, which is an extremely important stat. When your VIT runs out, you die. If Maria dies, it's game over. If a knight dies, the knight is permanently gone. VIT is consumed by actions in battle, and replenished with experience points or the "transoul" feature. However, the aforementioned monsters can attack a knight and rapidly deplete his or her Vitality if they spot him/her while activated. Just another intimidating feature of Knights in the Nightmare.

A slightly cruel addition was the method to obtain the "good" ending of this game. It's pretty vague, and thus far I've found absolutely no references to it within the game itself. Perhaps it will come after the completion of the alternate playthrough, but I can't confirm this yet. Regardless, the trigger to the ideal ending is on a seemingly random panel that has to be broken twice, earning it a well-deserved "Guide Dang It" tag on TVTropes. On that topic, however, a more positive note - Knights has many different endings and a completely separate playthrough with a different main character and battles, so the replay value on this one is incredible.

After feeling like I had to take a college course on Knights in the Nightmare, and then feeling like an utter failure during many boss fights just for getting hit a lot, I'm not quite sure how to recommend this game to you. I stuck it out and would now even consider playing through the alternate story, even though I'm still a bit intimidated by it. Even Anthony was still learning new minor gameplay aspects while helping me on my playthrough.

All I can say is bravo, Sting. Each game you create seems more unique, complex, and engaging than the last. While I can't recommend it to everyone, I think Knights deserves a chance for its interesting style alone.

Saturday, January 2, 2010

Bioshock (PS3)


Bioshock
2K Games / 2K Marin

Anthony: It’s funny to think... in early gaming history, we had many less game genres overall than we do now. Even then, the line mostly blurred between them, as playing sports games required almost no knowledge of sports, action/shooter/platformer were practically all the same thing, and puzzlers/rpgs were always simple 2D affairs. So if you’re like me, at one point, you played a little bit of everything if it was decent. Then as games got more development, tons of subgenres developed, new gameplay styles emerged, and generally speaking, most gamers stuck to the specific genres they enjoy.

But now, games have grown so huge in scope, production values, quality of programming, innovation, and number of quality game developers, that certain bits of gaming euphoria have come along and received more universal appeal. And that’s exactly why I’ve found myself playing, and subsequently loving Bioshock. I may not like shooters, but with its design, gameplay, fascinating story and beautifully scary world, it won me over.

Bioshock has you take the part of the lone survivor of a plane crash, who finds himself guided through a technological marvel of a city called “Rapture” that was built undersea. There, you’ll modify your body and increase your armaments to take out crazed survivors and powerful creatures in attempt to help some survivors. The story unfolds mostly through audio diaries left by citizens of Rapture, though a few choice encounters also bring about major elements as well. It’s a pretty fantastic trip that manages to be thought-provoking and visceral all the while.

What’s good:
- The graphics are phenomenal. Thankfully eschewing the post-apocalyptic brown-reality, Bioshock’s world of Rapture instead gives a hauntingly beautiful and creepily retro world to explore. Areas are huge, establishments have great lighting effects, Rapture’s denizens border between grotesque and pitiable, the water effects are truly absurd, and it all runs without hiccups or loading. I may not know much about shooter game engines, but if I can’t imagine something being any better looking or functioning, that says something.
- The use of ambient period music and voice acting is excellent. Amid the carnage and horrible things that have transpired in Rapture, mood music from the 40s/50s, lighthearted propaganda-laden announcements over the intercoms, the “happy” sounds of remaining vending machines, and audio diaries with fantastic voice acting permeate the experience. Like playing classical music over a murder scene, the juxtaposition of all the music and voice work to the dramatic environment was delightfully eerie.
- The gameplay variety was ramped up quite a bit thanks to the inclusion of a diverse array of both weapons and genetic bodily enhancements called “Plasmids.” The weapons worked through a range of melee-smashery, long distance sniping, explosive chaos and trap setting. Combining these with abilities to freeze, burn, electrify, toss, enrage etc. your enemies, you have a pretty impressive variety of ways to get a handle on the swams of Rapture citizens. While good old-fashioned “Anthony Smash!” style Wrench-bludgeoning often worked for me, several weapons and plasmids were also fun to use, and really become a necessity on higher difficulties.
- Beyond the attack-based Plasmids, “Tonics” were also included to give you various bodily effects. Giving your character an assortment of enhancements for restoration, defense, support, and offense really helped broaden the range of character development. There’s a great assortment to help you play the game as you see fit, and with many attainable for free, it was very easy to swap and try other strategies.
- The story (and especially the back-story) of the game is very well done. The overall suspension of disbelief necessary for the storyline is low, as the diaries in the game do a great job of exploring both the events of Rapture and the emotions that run through so many of its inhabitants. It really made me think, question things, and did an oft-surprisingly good job of tying together potential loose ends. Just when I thought something didn’t make sense, something would click in my head, or another diary would explain it. The subtleties of the societal breakdown, peoples’ actions, and interaction with the world of Rapture are all explored in mature ways I really wasn’t expecting.
- Even the environment interaction and physics are impressive. Objects go flying and bodies go limp with ragdoll movements in surprisingly realistic manners.

What’s neutral:
- Oddly enough, the beginning of the game is significantly harder than the later portions of the game. Early on, without tonics, using minimal plasmids, with only basic weapons, a low health bar, little spare money, and scant ammunition, the game almost feels like it’s going to force you to scrape by. By even the midpoint of the game, I was constantly overloaded on weapon ammunition, and so full of money that I had to find reasons to spend it. The difference was pretty staggering.
- Minor, but it would’ve been nice if the cost of some plasmid upgrades were reduced compared to just buying a brand new one. As a result, to get more out of the game, I used inferior plasmids until late game and just bought the buffest ones I could, where I would’ve easily been broke if I’d tried mix and matching them early on.
- I think the reward you’re given for taking the ‘harder’ route of helping the Little Sisters in game was a bit generous. If getting a good ending takes a little more work, that’s okay. Instead, taking the good-guy path often nets you rewards that are good enough to make me wonder if the game’s difficulty is really affected by those choices as much as it purports to be.
- An option to swap button inputs might’ve been nice. My one issue with it is in mapping the “Hack” button as the same as using a manual Plasmid-recharge, is sometimes when attempting to disable and hack machinery, the character ends up wasting time trying to recharge energy rather than hack. This lead to some unnecessary damage against turrets that would come back online to attack me while I was recharging.

What’s bad:
- For a game that absolutely screams for a New Game+ feature, making that only available through paid downloadable content was kind of a jerk move.
- The minigame for “Hacking” security systems and vending machines got to be old a little fast. It takes place in a pipe-based puzzle design where you have to direct the flow from one end of the board to another, avoiding obstacles and not interrupting the flow along the way. The problem is that the benefit of hacking things is very apparent, and with literally hundreds of things to hack in the game, it gets old pretty fast. This is especially true when around the midway point through the game, the difficulty in hacking spikes up so much that you can have already failed the hack before you even have a chance to react. Tonics and Camera research eventually smooth the process, but they don’t save it from being too repetitive and plentiful.

I can’t think of much more to say. A friend recently asked on a message board “Is Bioshock considered a masterpiece?” and having played it through, I have trouble coming up with any argument that it’s not. It intimidated me at first, had me fascinated with the story throughout, and before long I realized I was enjoying just about every second of the gameplay too. If a game’s sound, music, gameplay, story, graphics, and variety for replay are all top notch, what else is there to say?

Bioshock is one of the best games I’ve had the pleasure of playing. Highly recommended.



Lauren: Bioshock was yet another title that encouraged me to purchase a PS3. Although I'm not usually a fan of the genre, something seemed special about this one. I'm happy to say that it did not disappoint. I'll admit something right off the bat - I didn't actually play Bioshock, in the same way that I didn't play Portal. It wasn't for a lack of wanting to do so, but rather due to my unfortunate "FPS motion sickness". As a result, Anthony has done the bulk of this review. I can, however, comment on the graphics, story, and overall atmosphere of this amazing game.

As previously noted, the graphics are fantastic. Despite being horrific in nature, there are times when the city of Rapture looks absolutely beautiful. The most impressive aspect of the visuals was the water. Obviously, this game has a lot of water in it, and it all looks incredibly realistic. Even the wet shine on floors and walls looks remarkable.

The graphics certainly contribute to the overall creepy atmosphere, and so does the sound. Music is used selectively, and you'll more often hear insane screams and rants from people nearby. These background voices were extremely well-executed, creating a sense of constant danger - sometimes you'll find the source of the noise (which will then charge you at top speed), and sometimes you won't. They'll make you nervous about peering around every corner.

The story is one of the most fascinating ones I've seen in a game, featuring a dystopian underwater world and the madness that's happened within it. It's filled to the brim with plot twists that I never would have seen coming, and it was very interesting to see everything come together. Be sure to listen to all of the audio diaries, because a ton of the plot exposition happens within them. It's definitely worth striving for the best ending as well, since I found it to be the most satisfying conclusion to the story. The constant themes of morality play a big role in this.

Bioshock was a great mix of action and survival horror with some RPG elements mixed in. The plot is fascinating and philosophical, with many gruesome and disturbing moments. I can't compare how the game plays on PS3 versus 360 and PC, but I will say that if you have one of those systems, you really need to give this one a try. Yes, even if you don't like shooters.

Wednesday, June 3, 2009

Big Bang Mini (DS)

Big Bang Mini
Arkedo Studios/SouthPeak Interactive

Review by Anthony

Big Bang Mini seemingly came out of nowhere, but after seeing stellar reviews, its $20 base price tag and its shiny packaging, I decided it was worth a purchase. I’ve got to hand it to the developers; this game reminds me of rare games like World of Goo in that it’s a very stylish game that plays well and you can tell a lot of love was put into its development. What came out was a charming, fun game that oozes personality.

The game is a shooter akin to Galaga or Space Invaders but with a 100% touch screen interface. You have your “ship” that until the bonus levels, serves as a target that you have to protect from enemy fire, the occasional stage hazard, and your own shrapnel. Progress is made by flicking “fireworks” to attack enemies, which drop “stars” that progress the stage when you collect them with your ship. Along the way, defensive and offensive power-ups are given depending on the world you’re in, adding more depth to the shoot-and-dodge mechanic. When you complete the level, you’re offered a bonus level where you drag your ship to complete a constellation – a feat that becomes more difficult depending on the world you’re in.

What’s good:
- Each of the 9 worlds (with 9 levels and a boss each) is unique, offering different backgrounds, animations, enemies, power-ups and bonus levels. With very little repetition, each area will bring new challenges, maybe minor, maybe major, that keep the game from feeling stale at any point. Though the core gameplay never strays, they put a lot of work into the different worlds to keep the whole experience feeling fresh throughout.
- The graphical design and sound similarly changes throughout and is used to excellent effect. One stage you’ll be battling cartoonish snowy characters, the next look like you’re back in an Atari game, another has a tribal African look to it... it’s all pulled off with an uncommonly creative flair. The music can get very catchy too, and again, they did a great job of fitting it in with the rest of the game.
- The main game will take you a bit of time, but undoubtedly could be over in a couple dedicated sittings. So thankfully, many unlockables were added, from simple, silly things like a mode just for watching fireworks, to more difficult challenge and mission modes. It’s nice to see developers put some effort into making a game last longer without simply having you replay the game.
- The gameplay is solid throughout. Sending out waves of fireworks, using power-ups, dodging stage hazards and enemy attacks... it’s all pretty entertaining. Early stages start with just a Space Invaders type of gameplay, but later on you’ll be dodging so much stuff you’ll wonder if you’re playing Ikaruga on a touch screen, plus dealing with stage hazards that will keep you on your toes. As with the other positive aspects, it takes a good core system and manages to keep it fresh.

What’s neutral:
- The bonus stages start very easy, but later on can be as hard if not harder than the regular stage it took to get you there. Unfortunately, if you fail the bonus stage, the only way you can have another shot at it is to replay the regular stage from the beginning. Levels aren’t terribly long so this isn’t a huge gripe, but it feels kind of frustrating to have to redo what might be a tough level just to have a shot at a tough bonus level.
- The controls for power-ups weren’t always perfect. For instance, one world asks you to move the ship in a zigzag motion to activate a shield, and my success rate at getting that to happen was maybe 25% at best. I really couldn’t tell with the fireball power-up too, if they just fire off in a random direction or if there’s any way to control them.
- Undoubtedly, the unlockables in the game are not as compelling as the main game. The challenge mode is a cute 8-bit throwback, but will only kill some time if you’re the type who still plays games in the “get a higher score!” mind frame. Similarly, the mission mode provides some interesting challenges for main game and challenge mode levels, but undoubtedly, many of the missions are just not particularly fun. And if you have no interest in these modes, the overall playtime will drop significantly.

What’s bad:
- Some of the mission mode levels are extremely difficult. They’re only unlocked upon completion of the previous one, so many people will miss out on challenges they might’ve enjoyed because they’re unable to complete a current one. It would’ve been nice to have been able to try them all instead. I managed to get to the second to last one, but it asks you to beat the final boss in 45 seconds... which frankly takes a nearly inhuman amount of rapid fire, accurate flicking to a changing and moving target that, while feasible in a button-controlled game, I think was cruel and a bit unreasonable for a touch-screen game. You could destroy your wrist trying, but I eventually had to bail on this after numerous tries.

It’s nice to see a company put out a quirky game and it actually be an achievement, especially considering the DS library is loaded with tons of quirky games of mediocre quality. Big Bang Mini again reminds me of World of Goo, in that they took a basic, entertaining concept, and built gradually evolving gameplay around it for a somewhat short game. And in doing so, they fleshed it out with a lot of life in the animation, backgrounds, enemy models, and everything in between. I couldn’t help but smile when I was flicking fireworks at a comic book superhero-like boss dropping action text bubbles down at me as attacks.

That said, it’s not like every second of the game is a blast to play, or that people will be talking about it years down the road. It’s a cute, minor game in history that’s worth the reasonable asking price, but probably isn’t going to turn the heads of many gamers out there.