Archive for 2009

Impressions: Lego Rock Band

Tuesday, December 1st, 2009

“Lego Rock Band” sure is a “Rock Band” game with Lego people in it. It’s got the exact same core gameplay engine as “Rock Band 2,” but there are some nice improvements to the surrounding fluff that make it a more accessible experience.

Improvement one: No failing all the time. “Lego Rock Band” promotes “Rock Band 2′s” progress-disabling option from second class citizen to the only way to play. “Lego Rock Band” developers Harmonix and Traveller’s Tales and “DJ Hero’s” FreeStyleGames arrived at the same conclusion I did last summer: Failing sucks, and stars are a much better measure of progress.

To unlock more songs, venues and other crap, you just need to exceed certain career star totals. Since it was impossible to pass a song with less than three stars in previous “Rock Band” titles, the progression is basically the same thing, only you avoid the frustration of failing a song. You just practice until you get good enough.

Improvement two: The rough edges of the Rock Band tour experience have been smoothed out (perhaps excessively, depending on your point of view). The character creator is now Lego people, and consequently, there are exactly four parts you get to change around: hair, head, shirt, pants. The world tour mode, previously a web of interlocking cities, venues, and unlocks, has been simplified into a straight line with the same sort of theme: get a bus, get a manager, what have you. Currency is no longer an abstract number of dollars and is instead simply a running total of the same points you earn playing songs. The entire soundtrack is also unlocked in quickplay as soon as your turn on your console, so if you don’t want to bother with the metagame, you can just play all the songs you already paid for. Brilliant!

Of course it all has that Lego aesthetic most of us are familiar with by now. It’s nothing you haven’t seen before, but it has the same charm as the rest of Traveller’s Tales Lego lineup, and this time, there’s Lego Queen and Lego David Bowie! Unfortunately, they don’t sing together on “Under Pressure.”

The tour mode also has a lot of fun Lego mixed in. Silly dialogue-less animated cutscenes accompany your band’s rise to stardom. There are special events that are similar to “The Beatles: Rock Band’s” dreamscapes, in that they are specifically tailored to whatever song you are playing. The first one had my band, Mostly Puppies, rocking out hard enough to help a demolition crew take down a Lego building. You can also buy and unlock various accessories for both your characters and your “Rock Den,” which is just a graphical menu system that represents how awesome you are. One of the first things I got was one of those classic green Lego trees, and I hope there’s more of the awesome old school Lego callbacks that remind me of when I was but a wee boy.

This is all really window dressing on what is basically a Rock Band song pack, though, and the song selection is pretty schizophrenic. It’s all rated E for everyone, and there are some fun choices like “Ghostbusters” or “The Final Countdown” padded out by a whole lot of whiny-ass modern rock that I personally am not a huge fan of. It certainly seems to skew pretty tame as far as difficulty goes, if you care about that sort of thing. Fortunately, for a small fee, the entire thing is exportable to “Rock Band 2″ on consoles that have a hard drive (sorry Wii owners), and the lineup can be augmented with a subsection of the Rock Band catalog Harmonix has deemed acceptable for a family audience.

Still, the Lego-ness has its place. I’d certainly play this until I hit the brick wall (ha) in tour mode, and this is ideal for people new to music games. It and “The Beatles: Rock Band” should do a lot to expand the audience of the genre, though they don’t do all that much to advance its core. Maybe “Rock Band 3.”

Impressions based on a rental of the Xbox 360 version of the game after roughly three hours of play.

Review: Need for Speed Nitro (DS)

Tuesday, December 1st, 2009

EA’s “Need for Speed” series is no stranger to just about every game platform ever released. It was always the racer that tried to please everyone and ended up enthralling no one. This year, after a tepid critical and commercial performance for “Undercover,” EA decided to split the series into a serious experience approaching a simulation on the HD consoles, and a more playful and colorful game on the Wii and DS. After spending some time with the Wii and DS versions, “Need for Speed Nitro,” this is looking like a good move.

I wasn’t expecting much from “Nitro” on the DS, mostly because you can count the number of good racing games on the platform on one hand. I am pleasantly surprised. “Nitro” is a solid game, though not spectacular.

Before I get to the impressions, some perspective. I am not a serious racing fan. I think the best racer is one that doesn’t take itself too seriously. I love “Burnout” games, “Mario Kart,” and “Mashed.” “Forza” and “Gran Turismo” are, for the most part, beyond me. Perspective provided, moving on.

Instead of trying to show up “Forza 3,” “Nitro” wisely features exaggerated caricatures of real cars. The game pays little attention to reality, other than the fact that the cartoon fancy sports cars are in the higher tiers. Your first choices will include ’60s VW vans, Renault hatchbacks, and Nissan Cubes.

The cars are cosmetically customizable, but the only way to improve your performance is to switch to a different vehicle.
Surprisingly, driving using the DS’ D-pad feels great. It basically controls like an older console game, not taking advantage of the touch screen at all, which is completely fine. It just doesn’t need it. The game also looks quite good for a DS game – the solid framerate contributes to a nice sense of speed.

There are a few interesting mechanics sprinkled into the standard gas-brake-drift racing gameplay. The first is the context-sensitive X button, which basically makes you do an insanely ridiculous trick involving whatever is in front of you. This can be driving on two wheels between cops that randomly appear to block the track, and it can also be doing front flips over your opponents, if you draft them long enough. This is a fun mechanic that really embodies the game’s style.

Winning in “Nitro” requires a bit more than just getting first place – you also have to get the most stunt points. In addition to the expected drifting and airtime, you can also drive through a series of icons to paint your logo on nearby buildings. This easily nets the most points, and the first racer through an area has the first chance to grab these icons. Thus, if you are in first, you will end up with far more stunt points than your lagging competition, so this mechanic essentially becomes meaningless. However, it doesn’t really detract from the racing, and it’s fun to spray your customizable icon up on sections of the track.

The game’s structure is really its Achilles’ Heel. You go “around the world” (pick things from a menu) and do races at various exotic locales. The DS seems to lack the car upgrades its console cousin features, featuring only cosmetic changes, so career basically boils down to doing the same four event types at six different tracks. There are four “levels” of play that basically repeat the same six tracks. The tracks themselves are fairly mundane, with a small number of alternate routes and hazards – they don’t really do anything interesting, like risk/reward shortcuts.

The DS version of “Nitro” is probably best played in small doses – that was the only way I was able to enjoy it. More than two or three races in one play session really starts to drive the game’s weaknesses into the forefront. Still, “racing game with real cars” is not the most common kind of game on the DS, and hey, there will certainly be a sequel that might improve on the game’s flaws next year.

Review: Scene It? Bright Lights! Big Screen! (Wii)

Tuesday, December 1st, 2009

The “Scene It?” trivia games have always been more of a gimmick than actual fun party games. A movie trivia game with audio and video is a good idea, but awkward DVD menus, slow navigation, repeating questions, and a completely unnecessary board were all obstacles to making it a good party game.

The recent video game versions on Xbox 360 have been a far better experience, but they were a bit overproduced – you don’t want to watch poorly animated cutscenes, you want to answer trivia questions. The new mutliplatform “Scene It? Bright Lights! Big Screen!” has fixed many of the annoying issues with the previous games, but I’m not sure if that’s just because it seems to have been produced with a much smaller budget.
I’ll start with the good stuff: This is easily the best version of “Scene It?” ever released, mainly due to what appears to be a vastly decreased budget. There are no fancy animated backgrounds or between-round cinematics that attempt to shove a narrative into a party trivia game, just basic abstract background art with simple transitional animations.

The annoying host remains, but he can be disabled completely. There are also a transitional animated shorts that occasionally pop up, but they are indeed short and easy to ignore. Overall, it’s very clean and streamlined, which is ideal for a general-interest party game.

There are unfortunately some problems. The font used throughout the game is extremely small, especially for a Wii game. It was annoying on a smaller HDTV, and it had all the players squinting on an average standard definition CRT.

The game also only supports four players, which is a shame. This kind of game should support as many players as possible, and it would’ve been feasible to increase that count to eight by supporting nunchuks or Gamecube controllers. The game also lacks Mii support, instead opting for generic characters like “pirate” or “sexy space lady.” Miis are always better than generic avatars.

Overall, “Scene It? Bright Lights! Big Screen!” is a pretty decent party title. I’d recommend it if you are looking for more Wii party games friendly for new gamers, and it will be a lot more palpable once it’s cheaper than the $40 launch price.

Review: Band Hero (DS)

Wednesday, November 11th, 2009

“Band Hero” is Activision’s attempt to bring the experience (and profitability!) of full-band plastic instrument games to the Nintendo DS.

“Band Hero” is also a bad idea for a game to its very core.

Upon first inserting your “Band Hero” cart, you are prompted to create a truly heroic band and character. The default state for your new rock hero is standing around in his or her underpants, instead of something generic like, say, a pair of jeans and a T-shirt. After choosing from face types like “anime” and “elven” (nothing says RAWK like elves), you are prompted to choose the skin color. Activision are very progressive, so among the reality-based colors like “brown” and “lighter brown” are colors like “cyan,” “magenta” and “jet black.” The path of least resistance involves being green skinned and flaunting it in those hilarious heart undies, so that’s what I did.

After creating my rocker, “Formerly Bruce Banner,” I instruct him to play every instrument in my band simultaneously and head off to pick a song. The interface is geared for creating playlists, so you basically check off songs you want to play and then push a check mark. It’s easy to not realize what’s going on here and select and deselect a bunch of songs while just trying to get to the game, but it’s an understandable design choice. After all, when you’re playing a portable game, you’re going to play it for long periods of time, and not quickly while waiting in line somewhere.

Sarcasm aside, it’s a terrible interface and terrible default choice, especially when you consider that “Band Hero’s” target audience is supposed to be the tech-challenged mass market. Even if this was a game for power users, a group that puts up with bad interfaces, it’s impossible to sort the song list by difficulty or artist — it’s just alphabetic by song, with no artist alongside it. Additionally, the entire song selection interface only displays about four songs at a time, and it has a huge amount of wasted space that could be used for artist, difficulty, the entire song title instead of “Crazy Little Thing….”

But if the gameplay is good you can put up with all these problems, right? Well, it’s bad. I have never played a DS “Guitar Hero” title, so this is my introduction to the guitar grip peripheral. It is the most difficult thing to hold ever, for no good reason. It doesn’t make you feel like you are playing a guitar, and it makes the game a literal pain to play. Strumming the touch screen does not feel like using the strum bar on a proper guitar controller, and the frets are just hard to press while holding the system steady in your hands.

Drums are okay. They are controlled with a rubber drum condom that fits over the system and pressed the face buttons for you. There is no strumming here, though. Just hit the drum when the gem crosses the hit zone, like “Dance Dance Revolution.” Unfortunately, the silly drum skin is arranged with the drums in two vertical stacks, which is counterintuitive when the game arranges them in the traditional horizontal row on-screen. It’s technically possible to play without it using just the face buttons, but the game’s UI doesn’t change to show button names to make up for the lack of colored pads. Once you get used to it, it’s better than guitar, but that’s not saying much.

The instrument play is broken up by silly minigames that have you doing touch screen crowd surfing, stage diving, and T-shirt tossing while the song still plays without you. These really make me feel like I’m playing an instrument and not a video game that felt its core gameplay wasn’t adequate enough to stand alone! Thankfully, these can be ignored entirely, if you never accidentally press that part of the touch screen while strumming.

Here is the core problem, though: Even if you like the guitar and drum play in Band Hero, do you really want to lug around a bunch of instrument peripherals for your portable system? This was a bad idea with “Guitar Hero: On Tour,” and the addition of the drum face just exacerbates the problem. Here is another problem: These peripherals are for the DS Lite only. That guitar peripheral you see above will only work with a GBA slot, and the rubber drum condom fits the Lite perfectly, though it might also function on the DSi. “Band Hero” was a chance to rethink the guitar game and start over now that the DSi is out, but that apparently would’ve been too much effort, as the box brags: “Exclusively for the Nintendo DS Lite!”

Singing, a peripheral-free activity, is the most functional part of the game. It works pretty similarly to singing in “Rock Band” or “Guitar Hero,” but it’s definitely not as difficult — I was able to pass a Queen song on my first try. I imagine they had to lower the sensitivity of the singing because of the DS’ lower quality microphone. It’s great that the DS now has a singing game worth playing, and I look forward to seeing it played in the public places where people enjoy playing portable games, because that is certainly a thing that will happen, and making a singing game for a portable system is not an inherently flawed concept conceptually.

Overall, Band Hero is a really bad game. It’s a shitty implementation of an even worse idea. I guess if you were able to tolerate past DS “Guitar Hero” games, then it might be worth checking out, but I can’t recommend it at all. Look to “Elite Beat Agents,” “Rock Band” for iPhone or “Rock Band Unplugged” for a rhythm gaming experience that remembers it’s on a portable platform, and is designed accordingly.

ODST: The real sequel to Combat Evolved

Tuesday, September 22nd, 2009

There was palpable disappointment following the release of “Halo 2,” and not just due to the ‘well, I guess we’ll stop here’ ending. From the first teaser, the tone of the marketing campaign was that you (well, Master Chief) are the only guy who can defend Earth. Combine that with the “I Love Bees” alternate reality game, which concluded with the characters’ lives being interrupted by air raid sirens, and you were ready to save humanity from the Covenant when you walked out of that store on November 9.

The fact that you end up playing as one of them for half of the game was quite a betrayal of expectations. But “Halo 3: ODST…” Well, if you squint and look at it hard enough you might see a version of “Halo 2.”

After all, it takes place entirely on Earth, and the player is always fighting the Covenant invaders. You spend a lot more time defending New Mombasa than Master Chief does in the second game’s opening levels. Additionally, the radio play you assemble through picking up collectibles really drives home the fact that this is a city on Earth that people used to live in. It also calls back to the excellent pre-”Halo 2″ “I Love Bees” alternate reality game’s radio drama, and for good reason – some of the same people are responsible.

The game’s mechanics are also a callback to the original “Halo.” The absurdly fun yet incredibly overpowered scoped pistol makes a silent return, and its balance is no longer a problem thanks to the lack of competitive multiplayer.

You also have a health bar again, and pick up refills for it, just like “Combat Evolved.” ODSTs also take fall damage after a large enough drop, just like Master Chief did in his freshman outing.

Of course, there are many things about “ODST” that are the same as “Halo 3,” or wholly new to the series. You don’t fight elites, for instance, just brutes, and nearly all of “Halo 3′s” weapons make an appearance alongside the reborn pistol and silenced “Halo 2″ SMG. However, it is curious how many of “ODST’s” changes are callbacks to Bungie’s original breakout hit.

There was palpable disappointment following the release of “Halo 2,” and not just due to the ‘well, I guess we’ll stop here’ ending. From the first teaser, the tone of the marketing campaign was that you (well, Master Chief) are the only guy who can defend Earth. Combine that with the “I Love Bees” alternate reality game, which concluded with the characters’ lives being interrupted by air raid sirens, and you were ready to save humanity from the Covenant when you walked out of that store on November 9.

The fact that you end up playing as one of them for half of the game was quite a betrayal of expectations. But “Halo 3: ODST…” Well, if you squint and look at it hard enough you might see a version of “Halo 2.”

After all, it takes place entirely on Earth, and the player is always fighting the Covenant invaders. You spend a lot more time defending New Mombasa than Master Chief does in the second game’s opening levels. Additionally, the radio play you assemble through picking up collectibles really drives home the fact that this is a city on Earth that people used to live in. It also calls back to the excellent pre-”Halo 2″ “I Love Bees” alternate reality game’s radio drama, and for good reason – some of the same people are responsible.

The game’s mechanics are also a callback to the original “Halo.” The absurdly fun yet incredibly overpowered scoped pistol makes a silent return, and its balance is no longer a problem thanks to the lack of competitive multiplayer.

You also have a health bar again, and pick up refills for it, just like “Combat Evolved.” ODSTs also take fall damage after a large enough drop, just like Master Chief did in his freshman outing.

Of course, there are many things about “ODST” that are the same as “Halo 3,” or wholly new to the series. You don’t fight elites, for instance, just brutes, and nearly all of “Halo 3′s” weapons make an appearance alongside the reborn pistol and silenced “Halo 2″ SMG. However, it is curious how many of “ODST’s” changes are callbacks to Bungie’s original breakout hit.

This post originally appeared at Bitmob.

Talking PAX and Scribblenauts on Nintendorks Radio

Monday, September 14th, 2009

Talked with Travis and Kevin over the Internet about Kevin’s PAX-perience. Topics include Scribblenauts, Wil Wheaton, and Scribblenauts.

Review: The Beatles: Rock Band

Wednesday, September 9th, 2009

It seems impossible to write an introduction to this review, especially considering how self-explanatory the title is. Here: “The Beatles: Rock Band” is a “Rock Band” game with the Beatles in it. You have guitar, bass, drums and this time, up to three microphones, and you faux-play music using on-screen guides. It is amazing. If you have any affinity at all for “Rock Band” and the Beatles, you should go to the store and purchase it.

“Well,” you say, “that was a shitty review! How about some details and comparisons. What makes it amazing?” Okay.

The rest at Nintendorks

Review: Ghostbusters: The Video Game

Monday, July 6th, 2009

I have been trying to write this review for quite some time, in one way or another. Part of that was just finding the drive to finish the game, something I have yet to do. I doubt I will. Though there is nothing particularly wrong with it, it’s just not a terribly interesting experience. I simply feel no desire to continue playing.

“Ghostbusters,” or as the PR people would put it, “Ghostbusters®: The Video Game,” is of course a followup of sorts to the Ghostbusters movies from the 80s. If you don’t know what that is, you should probably just stop reading now. This game was built assuming that you thought Ghostbusters was awesome as a child and continued to be funny as an adult, and being unfamiliar with the source material would remove the only reason anyone ever paid attention to this already unremarkable game.

The game takes place a few years after “Ghostbusters II.” You are a new hire, which allows all the famous characters to keep referring to you as “chief” and “the rookie” instead of giving your character an identity. You run around various locations in Manhattan, using the sweet proton pack laser beams on various ectoplasmic baddies. The controls are basically that of a first person shooter, and the default setup works fine. Good thing, too, as there are no customizable controls. (This game is no “Conduit,” thank god.)

Combat basically consists of blasting ghosts enough to either destroy them or tire them out enough for you to “wrangle” them into those sweet traps that you also wanted the toy of as a kid. There are plenty of variations on this, including tossing various things around gravity gun style, as well as new attachments for your proton pack. The one I got was basically a shotgun.

One issue I had is that the basic beam doesn’t really feel like it’s hitting anything when you actually hit your target. A health meter starts to tick down, but there is no visible reaction otherwise. It’s especially jarring because the environment is awesomely destructible. Overall, the combat isn’t quite as engaging as you’d like it to be, but it never really gets annoying or overly difficult, and it would be worth putting up with if the rest of the game was great.

It, unfortunately, is not. Dan Akyroyd’s script is wasted on cutscene directing and editing that could be called horribly pedestrian at best, and at worst, simply bad. Either way, it’s not good. Don’t get me wrong, it elicits a chuckle here and there, and it is indeed a pleasure to see these characters doing stuff again, but timing is a huge part of comedy, and, from what I saw, this game largely fails at it.

I have a feeling Mr. Akyroyd was not prepared for the amount of dialogue necessary for an entire video game, nor does he understand how it should fit into the game. There are one or two movie-type scripted scenes in between each level, and then it’s largely all incidental “over there, kid!” type dialogue until the end each section of the level, where you are treated to 10-15 seconds of exposition followed by more of you and one other character running around bustin’ ghosts. Basically, there is very little interesting dialogue during gameplay, which is unfortunate, because game writing is at its best when it actually involves the “game” part.

I don’t mean to sound so negative – it’s not terrible. It’s just not good. The good parts are these:

  • Cartoon chariacture graphics are vastly preferable to the uncanny valley fest present on the other consoles.
  • Original voice actors are largely unawkward and turn in good performances, though it’s pretty easy to tell they recorded separately from one another.
  • Good level design from what I saw, aside from the Wii-specific level that replaces the streets of New York section early on.
  • It is not difficult, which would completely wreck anything it has going for it. You would not play this game for the tactical combat experience, and it knows it.

Unfortunately, it basically boils down to it being just about the sum of its parts. Okay script + okay combat and mechanics + good graphics = okay game.

I went to E3!

Wednesday, June 10th, 2009

It was quite an experience! I gave Jeff Green a Nintendorks condom. I also wrote some things.

Wii Sports Resort
Mass Effect 2
Alan Wake
Halo 3: ODST
The Beatles: Rock Band
Tiger Woods Wii, Split Second, Army of Two PSP
Blur, DJ Hero, Span Smasher
Dark Void, Forza 3, Dirt 2, PSP Go

ALSO, here is a video of me playing the Conduit multiplayer, and a podcast where I talk about the whole experience.

Impressions: Lego Rock Band

Tuesday, March 3rd, 2009

“Lego Rock Band” sure is a “Rock Band” game with Lego people in it. It’s got the exact same core gameplay engine as “Rock Band 2,” but there are some nice improvements to the surrounding fluff that make it a more accessible experience.

Improvement one: No failing all the time. “Lego Rock Band” promotes “Rock Band 2′s” progress-disabling option from second class citizen to the only way to play. “Lego Rock Band” developers Harmonix and Traveller’s Tales and “DJ Hero’s” FreeStyleGames arrived at the same conclusion I did last summer: Failing sucks, and stars are a much better measure of progress.

To unlock more songs, venues and other crap, you just need to exceed certain career star totals. Since it was impossible to pass a song with less than three stars in previous “Rock Band” titles, the progression is basically the same thing, only you avoid the frustration of failing a song. You just practice until you get good enough.

Improvement two: The rough edges of the Rock Band tour experience have been smoothed out (perhaps excessively, depending on your point of view). The character creator is now Lego people, and consequently, there are exactly four parts you get to change around: hair, head, shirt, pants. The world tour mode, previously a web of interlocking cities, venues, and unlocks, has been simplified into a straight line with the same sort of theme: get a bus, get a manager, what have you. Currency is no longer an abstract number of dollars and is instead simply a running total of the same points you earn playing songs. The entire soundtrack is also unlocked in quickplay as soon as your turn on your console, so if you don’t want to bother with the metagame, you can just play all the songs you already paid for. Brilliant!

Of course it all has that Lego aesthetic most of us are familiar with by now. It’s nothing you haven’t seen before, but it has the same charm as the rest of Traveller’s Tales Lego lineup, and this time, there’s Lego Queen and Lego David Bowie! Unfortunately, they don’t sing together on “Under Pressure.”

The tour mode also has a lot of fun Lego mixed in. Silly dialogue-less animated cutscenes accompany your band’s rise to stardom. There are special events that are similar to “The Beatles: Rock Band’s” dreamscapes, in that they are specifically tailored to whatever song you are playing. The first one had my band, Mostly Puppies, rocking out hard enough to help a demolition crew take down a Lego building. You can also buy and unlock various accessories for both your characters and your “Rock Den,” which is just a graphical menu system that represents how awesome you are. One of the first things I got was one of those classic green Lego trees, and I hope there’s more of the awesome old school Lego callbacks that remind me of when I was but a wee boy.

This is all really window dressing on what is basically a Rock Band song pack, though, and the song selection is pretty schizophrenic. It’s all rated E for everyone, and there are some fun choices like “Ghostbusters” or “The Final Countdown” padded out by a whole lot of whiny-ass modern rock that I personally am not a huge fan of. It certainly seems to skew pretty tame as far as difficulty goes, if you care about that sort of thing. Fortunately, for a small fee, the entire thing is exportable to “Rock Band 2″ on consoles that have a hard drive (sorry Wii owners), and the lineup can be augmented with a subsection of the Rock Band catalog Harmonix has deemed acceptable for a family audience.

Still, the Lego-ness has its place. I’d certainly play this until I hit the brick wall (ha) in tour mode, and this is ideal for people new to music games. It and “The Beatles: Rock Band” should do a lot to expand the audience of the genre, though they don’t do all that much to advance its core. Maybe “Rock Band 3.”

Impressions based on a rental of the Xbox 360 version of the game after roughly three hours of play.

Review: Ninjatown (DS)

Wednesday, January 14th, 2009

Tower defense games have an interesting history. After being born in mods for Blizzard’s RTS games, the genre spread to the Flash game circuit, where it was again iterated on incessantly. Between the two, it seems like almost every gameplay permutation possible had already been divised and experimented with. Recently, dedicated commercial tower defense games have started to appear; Ninjatown is one of them.

Ninjatown the brand is apparently a spinoff of a thing called Shawnimals, which are admittedly amusing cute-ified designs of everyday non-ninja objects. Let’s face it – at this point, ninjas are Interneté passé. Nerds on forums have picked the ninja corpse funny bone clean. (I’m hoping this fate does not befall hoboes, which are currently my go-to amusing group of historical individuals.)

Ninjatown, though, is so damn charming it overcomes its ninja cliché roots and is just plain hilarious. Behold, the Ninja Consultant. His skill with charts and graphs will make your troops just that much more efficient. However, unlike its art style, Ninjatown can’t quite pretty up the gameplay enough to make it stand totally above and beyond the myriad of other takes on the genre all over the Internet. Though it is derivative and it brings nothing truly innovative to the table, it’s an excellent execution of the concept and it’s a hell of a lot of fun.

Ninjatown is a corridor-based TD game, none of this free-form, place your towers wherever you want insanity. Bad guys (in this case, demons who want to steal the ninja cookie recipe) walk down a path, and you have to stop them from getting to the end. Standard stuff.

I am probably not the most skilled TD player around, but I have played a fair amount of them, and Ninjatown is hard. You’ll start to be challenged after only a few levels, and it quickly gets even more challenging, but in a fun way. The fact that the game is separated into levels, unlike the traditional marathon structure, means that the difficulty never feels unfair, and the short levels encourage experimentation with different strategies, which will be required. The game isn’t too cruel to players new to the genre, however; MY GIRLFRIEND had never touched a TD game and was able to progress without too much frustration.

There are a few twists to the gameplay. The old man ninja, seen lurking to your right, gains a number of stylus and microphone based special powers which can be used directly by the player to great effect in the right situation. The maps can also contain various twists on the formula that occasionally stumble, but generally enrich the experience with a bit of variety.

Ninjatown’s greatest strength is its premise. The art is buoyed by appropriately hilarious writing and plot developments, which is augmented by its fun-but-pedestrian gameplay. The tower defense genre is rather appropriate for a handheld, and I hope to see more of them on the DS, but it will be hard for one to top the charming premise present in Ninjatown.