P.S I Love You

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Last night, my girlfriend and I went to watch P.S I Love You, the new-ish film adaptation of Cecilia Ahern’s book of the same name.

You may think this review is bound to be biased, me being a man and disliking soppy chick flicks out of principle, but it was actually my suggestion; I’m a fan of Ahern’s work.

So, you can imagine my disappointment when roughly 2 hours of my life were wasted watching something that turned out to be incredibly dull and confusing.

The story is that of Holly Kennedy, an American woman living in New York with her Irish husband of 9 years. When he dies of a brain tumour, she begins to receive letters he has written her (prepared before his death) that aim to help her move on with her life, each one closing with the words “P.S. I love you.”

It’s sweet and very heart-wrenching, sure, but unfortunately the premise alone is not enough to carry the film to greatness; all of the Irish men in the film look near identical and each carry three or more jobs, so the fact that Holly continues to bump into certain characters seems rather forced and not very believable.

Fans of the book may also be upset to learn that several of the characters don’t even exist in this adaptation — for example, Holly has no father and no brothers — and that Holly and Gerry are no longer childhood sweethearts but met by chance (several times) whilst Holly was in Ireland in her gap year …yawn.

If all you want is a good cry — or to see your significant other crying — then go and see the film; even though it’s not very good, the fact that you begin to wonder just how you’d cope should they drop dead is bound to twang your heart strings.

If, however, you’re looking for an enjoyable experience and something that makes a little more sense, go and buy the book. It probably won’t cost you much more than your cinema ticket, and you’ll probably want to use it more than once.

NiGHTS: Journey into Dreams

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Chances are that if you had a Sega Saturn back in the day you know who the purple androgynous jester to the right of this paragraph is. And if you weren’t lucky enough to own one of Sega’s short-lived CD consoles, then chances are you don’t.

His name is NiGHTS, spelt even in speech in all capitals with a lower-case i. He is a Nightmaren from the world of Nightmare, and can fly. His creator, Wizeman, wants to destroy Nightopia (the world we visit in our dreams), which NiGHTS is not happy with, and so begins our game.
NiGHTS: Journey into Dreams is not so much a sequel to the original but more a reboot; many of the characters return in slightly different guises, and the storyline is essentially the same but with two different children named Will and Helen.

Will and Helen are both experiencing nightmares brought on by difficult times in their real lives, but are able to fight back against the Nightmaren using their Ideya of Courage. In order to stop Nightopia from being destroyed, the must “dualize” with NiGHTS and collect the other four Ideya.

Each area of the game follows the same basic format and is split into five levels. Three of these levels are always the same; a chase mission followed by a boss (as in the first game), a fly-through-the-rings level and a more powerful version of the area’s boss. Most of these are pretty easy to complete, though achieving a C ranking in some of the levels can be a little frustrating, and it doesn’t take long to make it through the first playthrough. Even having played through as both children with all levels complete at C rank and seeing both endings, the game only displays my playtime as around 3 hours. This doesn’t take into account the cutscenes, as far as I can tell, but it’s still pretty poor.

The game is relatively pretty to look at, but the loading times are a nightmare. Each 5 minute level takes a good 30 seconds to load, and after each level you’re presented with another 30 second loading time before you can select the next. Most cutscenes are not pre-rendered, so each of these will be preceded by a black screen and some whirring from your Wii.

With the game being so short and gameplay being pretty repetitive, I’d say that NiGHTS is probably not worth a purchase unless you’re a fan of the franchise. It’s definitely fun to play, though, so it’s one of those titles you’d do well to rent.

Eternal Sonata

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Well, as promised, I bring you the first of my Winter-een-mas reviews; my review for Eternal Sonata.

The first thing you notice about the game is that it’s nothing short of beautiful — a word that I don’t often use, and have certainly never used to describe a game — as you can no doubt see in the screenshot below.

The environments you’ll encounter are full of life and colour, and it’s far too easy to now lose yourself in them. The 360 may be capable of rendering “realistic” graphics for games like Halo 3, but no matter how good they seem now, it’s impossible to deny that they’ll eventually look rather shoddy in comparison to what future technology is capable of. The style of Eternal Sonata, on the other hand, is timeless.

If the graphical style alone is somehow not enough to make you fall in love with the game, it is made even more incredible by its soundtrack, which features pieces by Chopin.

Yes, Chopin. You see, Eternal Sonata is rather odd; the entire gameworld is a dream that Frederic Chopin is having — something that he’s strangely rather aware of — as he lays on his deathbed. As such, all of the characters and places have musical names like Polka, Allegretto and Count Waltz. The main sidequests are also music related, one of them seeing you collecting and playing musical score pieces with various NPCs you’ll meet throughout the storyline.

Despite flitting between the real world and the world of Chopin’s dream, the storyline holds itself together well, and definitely remains interesting enough to drive you forward to completion. Another driving force is the inclusion of various educational videos at the end of each game chapter; after every few bosses, the piece of music that the chapter is named after plays and you’re presented with its history, including what was happening in Chopin’s life when the piece was composed. This isn’t as boring as it sounds, and I actually found myself developing a liking for Chopin’s works.

Unfortunately, the game falls slightly short of perfection, something made even more maddening by the fact it ticks every other box with relative ease. The quality of the voice acting ranges from fantastic to awful (in English, at least) and the game only takes around 20 – 30 hours to complete. Thankfully, you’ll need to play through at least twice to get all of the score pieces and achievements — no easy task — though no doubt the game time will fall considerably when the lengthy cutscenes are removed.

The game allows up to 3 players to take control of one character each during battle, but even this leads to some annoyances; the players orderings are swapped seemingly randomly before certain boss battles, and even if you’re playing alone this may mean you find yourself fighting a difficult boss with your only healer nowhere to be seen.

However, despite its failings, Eternal Sonata remains one of the best RPGs I’ve ever played, and has earned itself one of the highest accolades known to man; the right to be called “one of my favourite games”. If only the ending were less nonsensical…

6 Weeks, 5 Days

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… is the total length of my music collection.

Today I have embarked on an endeavour that I have long wanted to complete; to listen to every single music track I own, for I am far too aware of the fact that there is plenty of music that I have only heard once and even more that I’ve probably never heard all of the way through.

Considering that it should take no effort on my part (except for sitting through audio clips that Amarok can’t distinguish from songs), it’s probably also the easiest goal I’ve ever set myself.

Keep an eye on my Last.fm; it’s about to get crazy.

Also, feel free to keep track of my progress in my new Last.fm widget at the right-hand side of the screen. Isn’t the internet awesome?

‘Tis the Season of Winter-een-mas

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With Winter-een-mas here, it was only natural that my house do something to celebrate it. Those of you who know us may have heard of our last two game-focused celebrations; the 24-hour and infamous 48-hour gaming stints.

What could be the next logical progression in a series of feats, the likes of which Warwick University has surely known before? A 72-hour gaming session? No, too obvious… A 1337-hour gaming session? No, around 52 days too long…

The answer is simple; a laid-back nobody-really-cares what happens event at which we just try and complete some games.

Boring? Perhaps. But it doesn’t change the fact that I should make some considerable headway with NiGHTS and Eternal Sonata.

This Saturday, hold onto your seats and prepare for one or two reviews. They’ll be exciting.

…possibly.

Legend of Zelda: Phantom Hourglass

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Another late review… but until somebody finds a way for me to play games all day and attend lectures at the same time I’m going to have to lag behind.

Phantom Hourglass is a direct sequel to the Gamecube Zelda game, Windwaker, and so it shouldn’t come as any surprise that they are graphically very similar.

That’s not where the similarities end, either… Like every Zelda game since the dawn of mankind the plot is as follows; you have to save Princess Zelda from evil and forge a sword, collecting a boomerang, some bombs and a hookshot along the way. This isn’t a bad thing necessarily; it may be a little predictable, but it’s a tried and tested formula and doesn’t get in the way of the gameplay.

Zelda makes better use of the DS and its many features than many games I’ve seen previously. The stylus is your main weapon of choice; it’s used to control Link, select his items, navigate menus and leave notes on the game maps, as well as to draw boomerang paths and attack enemies. On top of this, the microphone can be used to yell for help, deafen enemies and blow out flames and the DS will recognise when it has been shut during some “press together” puzzles, but many of the features don’t occur often enough to feel like anything more than a novel distraction.

It probably took me no more than 10 – 15 hours to complete — and it would have taken longer had I collected all of the ship decorations, hidden gems and treasure maps — but what I’d normally consider a “low” playtime figure is actually pretty impressive considering its handheld. Besides the odd timed dungeon, Phantom Hourglass is very very easy to dip in and out of; if you’re on the bus and you only have 15 minutes or so to play then there’s no reason you can’t have another stab at the puzzle you’re struggling with, or sail the seas looking for golden frogs.

I don’t think I ever really expected this game to go wrong at any turn, so I can’t say I’m shocked that it’s so well polished. As with anything, though, there are still a few minor problems… For example, some of the puzzles really given you no hints at all as to what you’re supposed to do, and whilst its nice to have a challenge once and a while, it can be incredibly frustrating to stare at the same stone tablets over and over again trying to decipher what convoluted series of actions the game wants you to take. One boss in particular is similarly frustrating, though more because of bad controls; holding down your L or R button auto-selects whichever item you have equipped, but this instance is the only time in the game where you’re forced to select manually — and with no explanation or prompting.

As far as difficulty is concerned, it’s definitely a little easier than Link’s most recent outing, Twighlight Princess, but only when it comes to combat. The puzzles are definitely where the game shines brightest, and if you want to give your mind a workout without screaming colours and numbers at a floating head, Phantom Hourglass is probably a sensible purchase.

Super Mario Galaxy

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Finally, after what seems like years of waiting, Super Mario Galaxy has arrived on the Wii — and I’ve finally given myself enough time with the game that I can review it.

The first thing that struck me when loading it up was the graphics; despite most people’s complaints that the Wii looks “like a suped up Gamecube”, this game looks incredible, even on my HD display.

Everything else is exactly as you’d expect it to be, exactly as Super Mario 64 was, and this isn’t a bad thing. Picking up the Wiimote and Nunchuck without glancing at the menu, it took me no more than 30 seconds to work out exactly what the controls were and what Mario was capable of. The control stick moves him around, Z is crouch/stomp, A is jump, and shaking the Wiimote causes Mario to show off his brand new spin — the one move that allows him to interact with pretty much anything, from switches to the stars that fire him off around the various galaxies.

The gameplay is pretty much standard as far as the jump-on-enemies, collect coins and 120 stars aspect of it is concerned, but several interesting changes have been made since the last time around. Each level, a galaxy in itself, is made up of small planets — essentially just small platforms or spheres — with their own gravitational fields. Jump too high and you may find yourself outside of the planet’s gravity, pulled towards another or into a black hole. There’s also the introduction of various power-ups for Mario, including Fire Mario, Ice Mario, Boo Mario, Spring Mario, Bee Mario, Rainbow Mario and Flying Mario, each with their own unique abilities.

As mentioned before, the game focuses on Mario collecting 120 stars to save Princess Peach from King Bowser, who intends to create a galaxy at the centre of the universe. Each of the main universes has 6 to 7 stars; three different levels, two challenge “comet” levels and one or two hidden stars. The comets also come in different flavours, providing different challenges; you can take on a boss with a maximum of 1 health, replay a level with all the enemies moving at double speed, race Cosmic Mario to the star, or collect 100 purple coins. However, you can’t access the purple coin levels until you’ve defeated the final boss, meaning a maximum of 104 stars on your first playthrough.

With so many levels and a play-time of at least 30 hours, Super Mario Galaxy is a game that no Wii owner should be without. It’s the game that sets the standard for all those to come, and many of its mini-game style galaxies really show off what the Wii’s motion sensors can do if utilised properly. It’s true what other people say, it seems easier than 64 (my star count is 119 at the time of writing), but I think it’s an unfair comparison; it’s been at least 10 years since 64 was released and most of the gamers who remember it fondly are much older and much better at platformers.

Whether you think it’s more or less difficult is really not worth considering, though, since it’s still very much a challenge. And a fun one, at that.

Assassin’s Creed

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This review is something I’ve been wanting to write for a while now, but with so many good games being released in time for Christmas last year I’m in that awkward position of trying to give every game I received as much time as it deserves.

Assassin’s Creed, if for some reason you haven’t already bought yourself a copy, is nothing short of brilliant. If you took Prince of Persia and Grand Theft Auto and threw them in a blender with a dash of hidden histories and plot twists, this game would be the end result.

You play as Altair (pictured below), an assassin who has recently been reduced to the lowest ranking by his leader for failing to follow the Creed. Well, sort of. You’re actually playing as Desmond, a man in our near future, who is re-living the memories of Altair through a machine called the Animus. This sounds confusing and at first it is, but eventually everything begins to make sense — particularly when you remember that this is only the first of a trilogy.


Your mission is simple; to find and assassinate your targets. Each of these missions, or memories, are then separated into two segments: investigation and assassination. During investigation you get to interrogate, eavesdrop, pickpocket or aid your fellow assassins for information. There are 6 of these investigations available for each target, but only 3 are necessary to progress, meaning the game need only become repetitive if you’re aiming for full completion. The following assassination sees you approach your target using the information you have gathered, strike swiftly and make your escape.

Not only are the graphics some of the best on the 360 at the moment, but it really is great fun to play. Leaping from roof to roof with guards in hot pursuit is enjoyable and the mechanic for doing so is impressive, but there’s nothing in this world quite as satisfying as watching a guard sink to his knees with your blade in his stomach.

Sure, it gets a little same-y if you’re trying to do all of the investigation missions, and it’s probably not a game you would want to sit down and play start-to-finish in one sitting, but the storyline is interesting enough and the achievements hard enough to unlock that Assassin’s Creed is one of those games you’ll dip into time and time again.

6 Months

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Today marks me being with my girlfriend for 6 months, and with it being a pretty big milestone we thought we’d get each other some presents.

Being as incredible as she is, she got me not one, not two, but all three volumes of the Cowboy Bebop manga! Those of you who know me probably understand how excited I am, but for those of you who don’t; Cowboy Bebop is my favourite anime ever and the inspiration behind my own webcomic, and to own these volumes is something I’ve wanted to do for years.

I know you don’t check up on my blog very often, Lou, but if by chance you stumble across this entry I just want to remind you that I love you.

Fahrenheit / Indigo Prophecy

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In the lead up to Christmas I find myself going through my back catalogue of games simply looking for things to kill time.

This, coupled with the new “Xbox Originals” download section on Xbox Live lead me to rediscover one of my favourite games ever; Fahrenheit (Indigo Prophecy in the US and Canada).

One of the weirdest games I’ve ever played, Fahrenheit is basically an interactive movie in which you control both a killer on the run and the two cops trying to catch him. Following in your own footsteps searching for evidence is strangely rewarding, especially since you have to constantly watch how stressed your characters are becoming and ensure you balance being a good cop with being a good criminal.

Everything is relatively fast-paced with timers even dictating how long you can wait before picking a conversation option, and action scenes are controlled via what was once a new concept; timed button sequences.

With multiple endings, an involving storyline and a genuinely new gaming experience, Fahrenheit is a bargain at only 1200 Microsoft Points (approx £12). If you have an Xbox 360, buy this game.

But prepare yourself for a 3.3GB download.

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