Training program is too separate from the career mode.
With Don King's multisyllabic faux-cabulary and towering hairdo, it often seems like he's not a real person. The video game that his name adorns, though, tries very hard to offer a realistic depiction of the sport. There are licensed boxers from both this era and years long past, as well as famous arenas where classic fights were held. The slow-paced, defensive-oriented matches also mirror the real sport, rewarding well-timed blows rather than chaotic punches. However, this realism is marred by a severe lack of impact. Punching someone in the face should fuel the uncouth barbarian buried far below the average person's surface, but in Don King Boxing, it carries no weight. This sanitization makes the matches feel sluggish and bland, and even with a bevy of classic boxers to control, the game gets knocked out in the first round.
The controls in Don King Boxing are entirely motion based, and for the most part, they work well. You can throw three different types of punches--jabs, hooks, and uppercuts--by swinging your arms in the appropriate direction, and the game does a good job of differentiating between your movements. There are times when it will mistake your attempted hook for an uppercut, but it doesn't affect the in-ring action, so it's not much of a detriment. The defensive controls also work admirably. You hold A to put up your gloves, and then tilt the controller to dodge and duck. Timing your feints can be difficult when a heavyweight is bearing down on you, but usually it's only your dull reflexes that will be exposed.
However, even though the controls in Don King Boxing do a fine job of replicating the sport, their success is quickly forgotten because the action lacks intensity. You view matches directly behind your silhouetted boxer, and initially this does a good job of sucking you into the battle. But the advantage of being in the middle of the action quickly dissipates as the harsh reality sets in. You have no depth perception. It's incredibly difficult to know how far away your opponent is, so you'll often swing wildly and miss when he's a hair out of reach or take a shot to the chin when you thought he was too far away to do damage. Because you can't properly judge your distance, the controls are also severely compromised, making it difficult to plan a strategic combo or sway away from a punch.
People who want their legs to be as active as their arms during matches can use the balance board, but it doesn't make the fighting any more impactful. You can stand on the board to sway away from attacks, and though it does respond well to your movement, it's a little too sensitive. You have to hold yourself poised and motionless if you want to stay still; if you accidentally shift your weight at any point, your boxer will mirror your movement, so it actually makes the fighting worse than it normally is. The balance board is also used during the training program, letting you perform an impromptu dance-off with your trainer. It works well enough, but the training routine lacks energy, making it feel flat before the first session has ended.
Like the matches, the training mode controls well but lacks the impact that would make it compelling. You can punch bags and jump rope with ease, but there is a severe feeling of disconnect. The training menu is separate from the story mode, so you can't easily mix in a bit of exercise between matches. With only four different training programs to choose from, the modes quickly get repetitive. Even if you do get sucked into the regimen, the game presents an artificial barrier that prevents you from enjoying it. You are limited to partaking in just one of the minigames per calendar day. Although you can jump into free mode whenever you feel like it, if you want to get credit for your hard work, you have to wait a full 24 hours or artificially move your Wii clock a day forward.
The action may quickly become monotonous, but the story is really well told. Don King and his boxing pals narrate the career of your character, dubbed The Kid, as he rises from ordinary gym rat to world champion. The live-action footage has these boxing fans recounting your career, which adds a bit of personality to the otherwise bland experience. In between their tales of your conquests are teary-eyed memories of real bouts long since past. These forays into the past recount the heartbreak of many classic fights, and in a novel twist, you can go back to relive history or change it. The gameplay doesn't change much in these flashbacks compared to your current brawls other than a black and white filter that makes everything harder to see, but it is an interesting diversion from the predictable quest to become champion.
With a bunch of real fighters and motion controls that accurately replicate real-life boxing, it seems as though Don King Boxing would be a smashing success. But the action is just too dull. The punches lack any impact, making it seem like you're punching through a cloud instead of an angry man's face, and the close-up view makes it difficult to judge the distance to your opponent. Even the addition of the balance board can't make the fights engaging, because it's just too sensitive to be a worthwhile alternative to the standard control scheme. If Don King Boxing had the energy of its outrageous spokesman, it could have been a contender, but in its sluggish current form, it's just another glass-jawed bum.- By Tom Mc Shea
These microgames are so brief that you spend more time wrestling with the camera than you do actually playing.
The Good
Goofy WarioWare sense of humor intact.
The Bad
Only a handful of microgames available
Camera sensitivity can be flaky
Poor value for money.
AU REVIEW--WarioWare: Snapped is one of the first DSiWare games to use the new handheld's built-in camera, and it will have you striking many strange poses to complete its various microgame challenges. But while it may be a good way to show off the DSi's unique capabilities, it's also sorely lacking in variety, resulting in a game that probably won't hold your interest past the 20 minutes it'll take to play through it the first time.
Of course, shallow has historically been an apt way to describe the WarioWare series and its weird microgames. But where previous games at least had dozens of different microgame challenges to keep you interested, Snapped brings only about 20 to the table. You'll breeze through these in no time, and with no ramping difficulty, there's no reason to go back to them again. To play Snapped, you'll have to place the DSi on a flat surface (like a table or chair) in front of you, with the top half of the handheld opened to about a 120-degree angle. The different microgames will require you to move your head, wave your hands, blow at the screen, and more, so this is definitely not a game you'll be able to play whilst on some sort of public transport.
The microgames themselves range from the cute (placing your hands in front of your face and playing peekaboo with a baby) to the gross (sticking your two fingers up a large nose), and all exhibit the same simple graphics and wacky charm of previous WarioWare games. The top DSi screen will show your silhouette, giving you an indication of where your hands and head should be for any particular game. Most of the 20 games involve just one player, but five of them require you to play alongside a partner. The microgames are grouped into sets of five, and upon completing each set, you're treated to a slide show of stills and shorts the DSi has taken of you while playing. Sadly, you can't save these candid shots, which is a pity, because some of the images caught while you're pulling faces and contorting can be really funny.
You have only a short time in which to complete the required movements, but Snapped isn't particularly tough in this regard. In fact, Snapped isn't tough at all because most of the microgames are easy to beat. What will probably trouble you more is the game's camera calibration. Snapped plays well under most bright lighting conditions, but it works poorly in low-lit rooms. It can also flake out occasionally even in bright areas, at which point it becomes necessary to reposition either the DSi or yourself so the camera can get a better reading.
WarioWare: Snapped has plenty of the undeniable charm and goofiness the series is known for. But it simply doesn't last long enough for its asking price, and apart from making your friends play it for cheap laughs, there's no replayability here. You can get much better value from your 500 Nintendo points than spending them on Snapped.- By Randolph Ramsay
This fascinating hybrid of real-time strategy and collectible card battling offers a unique and enjoyable take on both genres.
The Good
RTS/CCG genres harmoniously merged
Competitive multiplayer rewards quick thinking
Designing different decks is fun
No class or faction restraints.
The Bad
Story is a bother to read
Only 19 campaign missions
Auction house interface is flawed.
Hybridization in PC games has rarely been as ambitious and as well executed as in BattleForge, which expertly merges real-time strategy play with a collectible card game, thereby spawning its own genre, the RTS card game. The result is an innovative RTS game that rewards thinking on your feet, and a card game that puts thousands of opponents at your fingertips and brings your fantastic minions to life. Despite a few imperfections, BattleForge has the potential to captivate fans of both of its component genres.
At its core, BattleForge is a real-time strategy game with a seamlessly integrated card game mechanic. You control an army of fantasy creatures, ranging in size from tiny to gargantuan, and undertake missions, which are resolved through real-time battles with standard point-and-click controls and an excellent drag-and-drop control group interface. Instead of building structures to produce units, you summon your forces directly onto the battlefield by playing cards from your onscreen deck. Likewise, you can summon defensive towers and cast healing, damage, and crowd-control spells in the same manner. Each card has a power cost, so you need to seize resource buildings called power wells to fund your war, as well as monuments, at which you build orbs that allow you to use increasingly powerful cards. For instance, you start each match with one orb and can play only level 1 cards, but when you build your second orb, you'll be able to play level 1 and 2 cards. This makes capturing and defending monuments and power wells central to your strategy. As for tactics, one important technique is matching the attack type of your units to the armor class of enemy units. Another tactical consideration is deciding between summoning your forces anywhere you have a ground unit or tower, causing the new troops to suffer a temporary health and ability loss, or summoning them at one of your power wells or monuments for instant full effectiveness.
Playing RTS matches in BattleForge is a blast, but you can also derive hours of enjoyment outside the battlefield by planning, designing, and tweaking your virtual decks. There's no limit to the number of different decks you can make, so there's no limit to the number of classes or "specs" you can play with the same character. Each deck can have up to 20 cards, and each card belongs to one of four schools of magic--fire, frost, nature, or shadow--and is color-coded red, blue, green, or purple, respectively. Similarly, the crucial orbs you control on the battlefield are color-coded, and you need to decide what color orb to build when you capture a monument. To play a shadow card, for instance, you must have a purple orb, and so on. Figuring out how many orbs and what colors you need may sound complicated, but it's executed with a simple and intuitive dot system.
Like in certain physical card games, your decks will be most effective when they stick to either one or two colors, but the game doesn't restrict your design freedom in any way. You start the game with four premade decks and 3,000 BattleForge points, the game's main currency, which you can spend to buy cards from other players or directly from the game, in the form of boosters (eight mystery cards for 250 BF points) or tomes (six boosters for 1,250). Each booster contains one rare or ultra-rare card, which you can often sell to other players for enough points to buy a whole new booster. In short, the game starts you off with plenty of cards and points to keep you entertained for a long time, but if you want more, you can buy points at the rate of $6.62 for 500 or $26.56 for 2,250. While you won't get free cards for beating missions, you will receive upgrades to improve the cards you already own, which will make your decks more powerful.
In contrast to the idyllic synergy among BattleForge's various gameplay elements is the dysfunctional relationship between gameplay and storyline. You'll find only the barest details of a story and minimal character development within the missions themselves, and in all likelihood you'll feel closer to your decks than to any of the game's non-player characters. Although the game has a thorough and lengthy story to explain why you're hovering over the battlefield throwing lightning bolts at giant purple crustaceans, it is primarily told through a virtual book, which you can either read or skip. Frustratingly, the book doesn't save your place between viewings, so you have to click through dozens of pages to get to sections that you haven't read yet. Here's the basic story: Many years ago, the gods made you a Skylord for your valiant contribution to their war against the giants. In the intervening years, you spent your time using the Forge of Creation to summon up fantastic creatures (and apparently playing cards with other Skylords), but now you must use your powers to help humankind, because the gods have disappeared in their hour of need. However, you can simply choose to ignore humankind and challenge other Skylords to competitive matches until the end of time, if that's what makes you happy.
Of course, tackling the story-driven campaign means that you must show mercy and help the humans, even though they can be rather incompetent allies and do annoying things like send out convoys before you are ready to escort them. The campaign consists of 19 unique missions, requiring varying numbers of players, from 1 to 12. Finding enough players for the big missions is usually pretty painless, but a few other aspects of the campaign can be troublesome, like dealing with teammates who take more than their share of the resources and racing the clock to complete timed objectives. The biggest problem with the campaign in BattleForge, though, is simply that it's over too quickly. And though you can lengthen the experience by playing most of the missions on standard, advanced, and expert difficulties, this option is a poor replacement for more content.
Competitive multiplayer is a staple of RTS and card games, and BattleForge nails it. On 12 bare-bones maps designed for either one-vs.-one or two-vs.-two combat, you'll face opponents matched to your PVP experience level. While powerful cards can swing the advantage, these battles are essentially tests of skill, first in designing effective decks, second in tailoring your offensive strategy to fit your opponent, and third in choosing quick and effective counters for your enemy's attacks. Even though there is no fog of war and you can see everything on the battlefield, you'll never know exactly what your opponent is going to throw at you, since he can summon units anywhere he has a ground presence, including the middle of your base. As a result, it's important to always keep enough power on hand to summon an effective counter and, likewise, you should try to estimate when your opponent is low on power so you can ensure that his weak spot will stay weak. These are just a few of the tactical options that result from instant unit-summoning, which makes multiplayer battles exciting, fast-paced, and constantly evolving.
BattleForge's community interaction is functional but unrefined. One example is the auction house, where you can buy and sell cards for BattleForge points. Although it's convenient to search for cards by color, orb level (1, 2, 3, or 4), rarity, and type (unit, spell, or tower), you can't sort the search results by price or time remaining. As well, searches return only the first 50 results and display only five results at a time. Another feature that could be improved is the chat. Adding the ability to link cards into trade chat would not only make life easier for potential buyers and sellers, but would also help bridge the gap between BattleForge's American and European players by enabling easy trade communication among different language speakers.
The environments in BattleForge at first bear a striking resemblance to the RTS classic Warcraft III, but the game quickly differentiates itself with a menagerie of creatures great and small. Werewolves, insects, skeletons, dragons, giant worms, and bulbous monstrosities represent only a few of the creatures at your disposal, and they give the game a larger-than-life aesthetic. Additionally, you'll notice fun visual flourishes, like how the flying frost battleship shoots confetti when you summon reinforcements and how the Fathom Lord does a shuffling lobster-man dance when inactive. The graphics and sound aren't groundbreaking, but the visual effects don't disappoint, the unit voice-acting is solid, and the score is beautifully orchestrated and dynamic.
BattleForge is remarkable not only because its component genres are integrated together so well, or because it's unique, playable, and fun, but also because it can make an RTS fan enjoy a collectible card game. You'd do well to check it out if you're even remotely interested in either genre, and provided the player community sticks around there's no reason why you shouldn't still be enjoying BattleForge many months from now. - By Daniel Shannon
Despite its amusing story and crazy characters, Tokyo Beat Down can't fight off mediocrity.
The Good
Silly over-the-top story and characters
Detailed character models and backgrounds.
The Bad
Gameplay gets repetitive quickly
Block and firearm buttons are unresponsive
Enemies employ cheap tactics.
Breaking the law in the world of Tokyo Beat Down is not a good idea. A simple dine-and-dash in this side-scrolling beat-'em-up can result in a thrashing usually reserved for the worst kind of criminal. The cops of Tokyo Beat Down are so hardcore they make Dirty Harry look like a pushover. Unfortunately, the gameplay of this bland brawler can't handle the extreme justice of their fists.
Tokyo Beat Down stars the "beast cops" of the titular city's Yaesu police station. These cops shoot first and ask questions never. You'll spend the bulk of your time playing as the flamboyant criminal kicker Lewis Cannon as he investigates a series of crimes in Tokyo. Cannon is a fierce fighter (you could say he's a loose cannon--get it?), but he isn't exactly the shiniest badge on the force, and the same goes for most of his colleagues. After a few not-so-subtle clues point to a connection in recent crimes, the cops band together to take down an old rival and his mysterious employers. The story itself isn't groundbreaking, but the completely over-the-top characters and ridiculous dialogue raise it above the average brawler story. Some of the cutscenes drag on too long and others seem to exist only to deliver a pun-filled joke, but for the most part, the story is strangely entertaining, like an episode of Law & Order with cartoon characters.
Billed as a classic coin-op-style brawler, Tokyo Beat Down is reminiscent of the simplistic side-scrollers that flooded arcades in the late '80s. There just isn't much to the TBD formula. Levels consist of moving left to right, beating up fools, and then watching cutscenes. Some levels switch it up and require you to move left to right, talk to random (and repetitive) character models, and watch cutscenes, but that's about as fun as it sounds. Good brawlers make up for the repetitive nature of the genre with a variety of enemies and combat maneuvers, but Tokyo Beat Down does not. There are a number of different character models in the game, but most of them behave identically--spamming the same move until either they die or you do. As for your move set, it can be expanded by finding scrolls throughout the game, but not by much. Guns and item pickups are scattered throughout the levels, but using a firearm is often more of a hassle than it's worth.
Tokyo Beat Down's biggest letdown is its controls. The core punching and kicking controls work fine, but the functions assigned to the shoulder buttons--drawing your gun and blocking--are unresponsive. By the time the game has registered that you've drawn your gun, you're getting punched in the face. Even if you draw your gun in time, hitting someone with it isn't guaranteed since there is no foolproof way to aim. Not being able to block when you need to means you'll die more than you should. The enemy AI is pure evil, often hitting you just as you get up or shooting you from offscreen, forcing you into a death-inducing fall cycle.
The sweet side of Tokyo Beat Down's bitter gameplay is the pretty visuals. Despite some occasionally rigid animations, the large detailed character models capture the quirky cops perfectly. The crisp 3D backgrounds are filled with layers of little details that add depth and character to the environments. As great as the levels look, they do get tiresome, since the game forces you to revisit most of them several times. The music is mostly forgettable, and the battle cries of your cops get annoying fast. This is one game that can be played with the volume down.
With a play time of around six hours (less than that if you skip cutscenes), Tokyo Beat Down still feels too long. The repetitive gameplay and sluggish, unresponsive controls make progress a chore. The crazy story and absurd characters are certainly entertaining, but they aren't worth mashing your way through hours of poor combat to see. - By Austin Light