Review: Sonic Generations

It’s hard to believe it’s been 20 years since the very first Sonic the Hedgehog. I still remember that Christmas in 1992 when I got my first console – a Sega Genesis (some of you might know it better as the Mega Drive), and the original Sonic was the very first game I laid my mitts on. Since then, Sega’s mascot has had his ups and downs. Unlike rival Mario, Sonic’s track record since the Dreamcast days hasn’t been particularly stellar. But for fans of the blue blur, hope has begun to spring. Sonic Colors (2010) all but broke the dreaded ‘Sonic cycle’ of disappointing games, delivering a fun, intense, well-crafted platformer that, in this reviewer’s opinion, stands toe-to-toe with Mario’s best efforts on the Wii. Let's see if Sonic Generations, built on Sega’s ‘Hedgehog engine’, is a welcome return to form for one of gaming’s most beloved mascots.

What’s Old is New Again

Appropriately for a 20th anniversary game, the story begins with Sonic’s friends throwing him a surprise birthday party, complete with chilidogs. Inevitably, trouble rears its ugly head as a portal materializes in the sky and a diabolical entity of mysterious origins abducts all of Sonic’s friends in one fell swoop. Meanwhile, in a parallel timeline, Classic Sonic is going about his own business when the color literally leaves the ground from under him. Tails, his only companion, vanishes into thin air. Left in a desolate realm of white space, both Sonics meet and must individually complete zones from their respective past and future in order to save their friends.

The game consists of just nine environments taken from three different eras in Sonic’s history (Classic, Dreamcast and Modern). Each zone is divided into two Acts, each of which must be completed in order to progress in the game and unlock the plethora of challenge levels.

Classic Sonic VS Sonic Colors

In Act One, Classic Sonic shreds in 2D, and fans of the original Sonic games on the Genesis will be happy to learn that the physics are very faithful to that era and free of the modifications made in the controversial Sonic 4, Episode I. The Act One levels are momentum-based, with various loops, tunnels and multiple branching pathways. As per tradition, the top-most path is usually the fastest, but the most difficult to stay on. Modern Sonic’s gameplay in Act Two is no less stellar, and the levels transition from 3D to 2D platforming often and seamlessly. The game’s filled with many throwbacks to the older games, but these are all woven in amongst new surprises that turn out to be real highlights and triumphs in clever level design. Generations thankfully has less of the cheap deaths and ‘gotcha!’ enemy placement that has frustrated many players who aren’t into memorizing the series’ labyrinthine levels. Most of the time, if you get hit by something in this game, it’s your own fault.

I really don’t want to spoil the list of levels for fans, but Sega seems to have really gone for diversity over iconography. All the levels seem to be just the right length – my only complaint is that I wish there were more of them.

Another addition to the game worth mentioning: the collectible coins, five in each Act, encourage players to explore the levels' many alternate pathways and add replay value for people like myself who suffer from videogame OCD and just have to find those hidden treasures.

When Two Worlds Collide

Sonic Generations walks the fine line between classic and modern Sonic gameplay with ease. Switching between the two Sonics is done with a single press of the Y button (Triangle on PS3) on the hub overworld, and each Sonic has a completely customized set of challenge levels. Each zone has ten challenges, five for each Sonic, for a grand total of ninety. These are where the game's replay value really kicks in and surprisingly, most of them are quite fun. Although about half of the challenges are dead simple (racing against Sonic’s doppleganger, a recurring challenge, is essentially a time trial), the other half are quite creative, such as juggling a spinning sign all the way to the goal, mastering the Flame, Electric and Bubble shields from Sonic 3 or having Tails carry Sonic past obstacles and enemies as you try to make the best time.

For perfectionists like me that live to get S-ranks on every level, the challenges are a very welcome addition and I hope that going forward these are something we see in future Sonic games, since they allow Sonic’s friends to participate in creative ways that don’t mess with the tried-and-true formula.

In another of the many additions to Sonic Generations' gameplay, Sonic can now unlock and equip skills such as the ability to stop on a dime, begin a level with a certain power-up, recover rings faster, etc. The ultimate skill, of course, is Super Sonic, who you'll have to unlock by snagging all seven Chaos Emeralds. The skills are for the most part fun and useful, and I really enjoy the system. Trying out different setups is essential to improving your times and scores if you’re chasing those elusive S-ranks.

There are two different types of boss fights in the game – rival fights and major boss battles. Without spoiling anything, I will say that Sonic fights some familiar opponents, but with a new twist. Unfortunately these battles are cakewalks to Sonic veterans, but after each fight you unlock a Hard Mode version of the fight, which thankfully ramps up the difficulty a little bit.

Gorgeous HD presentation

Seeing age-old levels return with re-mastered music and gorgeous HD graphics is really something to behold, especially since levels whiz by at 60 FPS with no slowdown whatsoever. Every time I fire up this game I think of all the work that went into the art direction that most people will never see since the gameplay is so fast-paced. I was thankful to discover the game boasted a huge, unlockable art gallery and an equally huge, unlockable music selection with tunes spanning 20 years of Sonic games. I found myself spending a weekend beating all the extra content just to unlock all the cool art and old-school 16-bit songs I haven’t heard in years.

Obviously, if you didn’t grow up on Sonic, the art gallery and music selection won’t do much to sell you on the game. But it’s reassuring to see that Sega has really pulled out the stops and gone out of their way to make a product that really gives the fans what they want.

The Sonic Cycle is Officially Over

If you’re a fan of fast-paced, momentum-driven gameplay and have been waiting for Sonic to make his big comeback, wait no longer. Sonic Generations, built on Sega’s ‘Hedgehog engine’, is like a highlight-filled mix tape that delivers on the best elements of the franchise’s long history, weaving together rock-solid level designs, flawless platforming physics, and a light-hearted story that takes its cues from everything that worked about Sonic Colors.

My biggest complaint is fairly simple: at just eighteen acts and seven boss battles, the main game is too short for a title encompassing Sonic’s entire career, and I can easily imagine either a large DLC pack or an entire sequel full of levels that didn’t make it into Generations (the equally solid 3DS game featured an entirely different set of zones and bosses, but how many diehard Sonic fans own a 3DS?). If you simply play straight through the story mode and ignore all the challenges, you will be finished with this game in less than a weekend, which leads me to a conundrum.

While I fell head-over-heels in love with this game, I cannot give it my complete recommendation.

Because Sonic Generations was made specifically with Sonic fans in mind and features no multiplayer modes, anyone who doesn’t have at least a little nostalgia for Sega’s beloved mascot simply isn’t getting the most out of the game. If your mind is made up about Sonic, this game won’t do much to change it, especially since the levels are for the most part comprised of remixed bits and pieces from past games. What it does offer is the best of both worlds – 2D and 3D Sonic – carefully molded into a product that tries its damnedest to bring forth an experience that appeals to the broad spectrum of Sonic fans out there. Kids who grew up on 1991’s Sonic the Hedgehog will be able to pick up, play and enjoy this game just as easily as kids who bought a Dreamcast to play 1999’s Sonic Adventure, or who were gifted a copy of 2008’s underrated cult hit Sonic Unleashed. Thanks to the crisp, inviting presentation, it’s easy to recommend this game to someone who’s always wanted to play Sonic but never got the chance.

I taught my ten-year-old sister how to play Sonic Generations, and being able to see the same wonder in her eyes that I had when I first played Green Hill Zone at the age of five was quite a powerful experience. She did struggle with Modern Sonic’s levels, but I sensed that familiar desire in her to master the game’s mechanics. There’s a reason why this pesky hedgehog has survived through so many droughts and unpolished games. The always-fresh art direction, memorable characters, exciting level designs and simple but addictive gameplay appeal to kids of all ages, and like his rival Mario, I don’t see Sonic going away anytime soon. If Sega can keep up the momentum they started with Sonic Colors, the blue blur has a bright future ahead of him. The friend I went to Sega’s E3 presentation with told me his big question is what Sega will do next with the series.

I say bring on Sonic Generations 2!

Score: 87/100

Pros: -    Both 2D and 3D gameplay styles are refined, fast-paced and glitch-free -    Tons of unlockable content and bonus features -    Challenge modes add great replay value -    Diehard Sonic fans will get the most out of the game

Cons: -    No multiplayer modes -    Main game is too short, especially a year after the long, feature-rich Sonic Colors -    Modern Sonic levels may be difficult/confusing for some players -    Diehard Sonic fans will get the most out of the game

The next generation of consoles will be the last, says David Jaffe

David Jaffe Bold statement. The God of War and Twisted Metal creator thinks that in the next ten years, consoles won't be around anymore. The successors of current consoles will be the last for gaming consoles. It's possible, since change always happen. The gaming industry was completely different back then and in ten years, we'll be talking on how crazy it was back then.  Not too sure yet, since we have no idea what Sony and Microsoft has in store for us, but if consoles do become a thing of the past, I don't mind that thought at all. 

"Look, consoles are going away. I think in 10 years - probably sooner, but 10 years is always the safe thing to say so you don't sound like an idiot - but here's what I'll say: I'll go on the record and say that the next generation of hardware will be the last consoles. And they should be," David Jeff said during an interview with GamesIndustry

"It doesn't mean you won't buy a piece of hardware from Sony, but you'll probably buy a television that streams the stuff. And you'll still have Sony, loud and proud and strong making these great, big, epic games like God of War and Uncharted, and they'll be making great little games like Sound Shapes, but they'll become more like movie studios for video games. I'll be able to stream in the next Uncharted and Plants vs Zombies and you won't even think about it. It'll just be like I can watch a public access show on my TV or I can watch Avatar."

"So this is the last generation of consoles coming up. I'm going to go out on a limb, because why the f**k not? I don't care if I'm wrong, I'm not a business guy. I think next-gen consoles are going to do 40 percent of [the sales volume] of the current gen hardware."

"The asteroid has hit the Earth, the dust cloud is covering the sun and the dinosaurs are on the way out - but not the games! We'll always have great games and bleeding edge graphics... it's just going to be a new delivery mechanism."

Can the gaming industry live without consoles?  It's slowly leading to that. Even physical copies of video games will be a thing of the past in the next few years. Technology evolves in such a rapid rate that its hard to tell how the industry will be in the next 10 years. Sony and Microsoft has yet to announce the successor to the Playstation 3 and the Xbox 360, and only then will we get a clearer picture of the future.

The Wii U is the start of the next cycle and David Jaffe isn't too impress with what it brings.

"I don't see the Wii U and say 'oh my God I have to have that.' But with new hardware that's usually the case; the software's going to drive it. Or it's like Apple and the hardware is so elegantly designed that it's like, 'Oh they make toilet plungers? I'll buy it!' I played some games, I enjoyed Rayman... it's not like I'm knocking it but I would say that I wasn't blown away by any individual piece of software that was exclusive to Wii U," Jaffe commented.

"But their audience isn't necessarily core gamers like you or the analysts you talk to, so I could still see Wii U being mainstream. But honestly though, if I had to put money down, I think that the iPhone and the iPad has basically taken the market that was so excited by the Wii and so I think Wii U is not going to be anywhere near the success of the Wii. But I don't f***ing know - I mean I thought PSP was going to clobber the DS. I'm in the industry, I make a living in the industry, but I have no track record of guessing this shit."

The Wii U is still a confusing piece of hardware even after two E3 presentations. Does Nintendo intend to catch the casual market again? Or core gamers? I'm not quite sure. If they do continue to focus on the causal market, the Wii U will indeed have a hard time with iPhone/iPad games , and even social network games that currently rule the market.

Do you also agree that the next batch of consoles will be the last? Hit the comments and lets get a conversation going.

E3 2012: The highs and lows of the big three

E3 2012 E3 press conferences are over and the show floor is open. Who got most of the attention? Which press conference was the best? Well, lets start by saying - E3 2012 press conference's overall was pretty bad. While there were amazing game demo's, the overall presentation for the big three left a bad taste in my mouth. With Microsoft's Usher performance that came out of nowhere, to Sony's Wonderbook, to Nintendo having awkward discussions on stage, each press conference made me shake my head in disappointment. Here are the highs and lows of the big three's press conferences.

Microsoft Press Conference 

+ Great third-party game demos - This shocked me in Microsoft's press conference. Game's like Tomb Raider, Splinter Cell: Blacklist, and even Resident Evil 6 made its appearance at the Microsoft stage, impressing the audience with a live gameplay demo.Tomb Raider and Splinter Cell is definitely on my to-buy list. Resident Evil 6 though I need more convincing. Is it even Resident Evil anymore?

- No new exclusive Xbox 360 titles - This is what I was hoping to see during the press conference - A reveal of a new title that could stand side by side with Microsoft's most beloved franchises. Instead, we got the a safe lineup - Halo 4 and Gears of War: Judgement. People will still love it I'm sure, but just one new title would do for me.

Microsoft SmartGlass

+ Microsoft SmartGlass - Microsoft revealed a neat application. This is their answer to Wii U's gamepad features and pretty much offers the same deal. An extra screen and yet another way to control your console. What makes SmartGlass amazing is the fact that you can use this application on any smartphone or tablet device. As long as your device is being runned by Windows 8, iOS, or Android, you can use SmartGlass. Pure genius Microsoft, but what a low blow.

- Kinect heavy announcements - Sadly, this was inevitable. If we had to predict what Microsoft would do for this E3, it would be them going heavy with the Kinect, and that's what they did. Kinect's voice recognition was presented in a lot of presentations. From Splinter Cell being able to use your voice to call support, to Madden 13.  They also announced a number of Kinect games as well as a game that has a similar concept to Angry Birds. Kudos to Microsoft though for jumbling those Kinect announcements with third-party game demos. It was bad enough seeing them, but seeing them revealed one after the other is bad.

- Dance Central 3 reveal with Usher performance - Yes! They actually had Usher show up and perform. And were not talking about a 1 minute short performance, I'm talking about a whole song. When Dance Central 3 was revealed, instead of just showing the same old game(Because thats really what it is) they dumped the crowd with Usher, with the Dance Central 3 being shown in the monitors during the performance. I vowed never to see an Usher performance, but I did thanks to Microsoft. It was a trap!

Sony Press Conference 

+ Reveal of David Cage's new game - Beyond: Two Souls - Sony always states that they are always in the mercy of core gamers and they tried to show that by starting the show with a new title exclusive to Playstation 3. Exclusives are pretty rare now, and I'm happy to see new 1st party titles showing up and taking the risks. Beyond: Two Souls is Heavy Rain creator's next game. To sum it up real quick - Its Heavy Rain with a lot more action. That's how I understand it. The trailer did not give much on how the game is played but Quantic Dreams are aiming to bring the same quality shown in Heavy Rain but add more excitement to the gamers. The protagonist is also played by Ellen Page. Funny how she is sort of linked to two PS3 exclusives.

Playstation Wonderbook

- Wonderbook - This was pretty unusual, Definitely aimed for the casual market, Wonderbook is a new peripheral for the Playstation 3 that serves as an augmented reality device. You place the book on your lap, and with the help of the PS eye, you can see intractable images in Wonderbook in your TV. Think of it as 3DS's augmented reality feature with the cards. It's a good piece of tech but looks a bit raw for now. The fact that it only has one title for it called the Book of Spells (being collaborated with J. K Rowling) and that you need the PS Move and the PS Eye as well to make it work. Its a educational device for children but we need to see more.

- Not many PS Vita announcements - We all know the PS Vita is only a few months old, but we also know that the handheld market is pretty darn crowded these days. They needed more titles to keep people interested and prevent dust from gathering on their devices. Call of Duty: Black Ops: Declassified and Playstation: All-Stars Battle Royale cross play was a good start, but it's not enough. I'm sure Vita owners agree.

+ The Last of Us Gameplay Demo - This is what I was waiting for - First look at The Last of Us gameplay, and boy, did it deliver. If Ellie's AI is actually a reliable source in the game, then Naughty Dog succeeded. We all know how much of a pain AI companions can be, so hopefully they found a solution to that problem. Sony is really pushing exclusive titles for the Playstation 3 and kudos to them for taking such risks. New IP's are always a risk since its unfamiliar to the market.

- No Kevin Butler - Come on Sony! We all know he is the perfect host for E3. No KB on a Sony press conference feels wrong and you know it.

Nintendo Press Conference

+ Pikmin 3 announcement - Nintendo needs exclusive titles, and Pikmin 3 felt like a good start. But from how they revealed the game gave you an idea that this wasn't their focus. While Pikmin 3 looked great with better graphics and such, most of the presentation was about the Wii U gamepay and what it gives the player.

- Third Party support feels a bit weak still - With Nintendo having third-party support, I was expecting a world premiere of a game coming from a big company. Instead, we got Batman Arkham City : Armored Edition - A game almost a year old with some Wii U features. No matter what they say, it's still an old game, and putting new costume, and new ways to play the game doesn't make it worth the full retail price.

- Too much emphasis on the Wii U GamePad - It really felt like part 2 when they revealed the Wii U. We know what it can do already, but can you give us a reason to buy the Wii U console? I consider the new controller amazing, but with so much focus on it, and no focus at all on the console, can you make the GamePad a compatible with the Wii? So I can buy it separately for it? Because you brought a good presentation for it, and now all I want is just that controller. Screw the console.

+ Zombi U announcement - This is what we needed to see, but that was just it. Zombi U is exclusive to the Wii U and it looks amazing. A perfect way to use the new features of the console and I really can't wait to see more if it. This is what we wanted from the Nintendo presentation - Game reveals to make us want the console. Not a detailed explanation of how to play Luigi's Ghost Mansion with the Wii U GamePad features. Seriously, that was just too long.

- No Zelda, Smash Bros, Mario, Metroid for the Wii U - I really don't understand Nintendo. They announce third-party support and graphics somewhat in-par with current consoles, but they don't give any flagship exclusive to get us all excited inside. Yes we do want a Zelda or Mario game with the same graphics power as the 360 and PS3. At least one big game announcement like that would cover core gamers, but sadly we'll have to settle with Pikmin 3. Better than having nothing at all I guess. It was announced that a new Mario game for the Wii U would be revealed. But all we got was Super Mario Bros. U, exactly the same game now on the 3DS and Wii, just added features thanks to the GamePad... again.

So there you have it. Not the E3 press conference I was looking for. Especially with Nintendo, they are first in line to bring us the next-gen console. Sadly, this doesn't look like it... yet. It was make or break, impress us or leave a bad first impression forever. Who won E3 among the three? None. If I had to pick a press conference, I'd go with Ubisoft. Have you seen Watch Dogs? Great reveal.

E3 is not over yet. The press conferences may be over but there are still two days for other companies to show off their games to the public. Go ahead to Gamespot or GameTrailers to see live coverages of each third-party game in E3.

E3 2012 press conference schedules

E3 2012 In just a few hours, E3 will begin, and that means tons of game reveals and big announcements coming from the big three companies. Sony will definitely talk a lot about PSN Plus and the PS Vita; Microsoft is a bit of a mystery at this point but will definitely promote more Kinect stuff, and Nintendo will be all about their new console the Wii U. This has been somewhat like a tradition every year now. Every year I do an all-nighter in order to watch each press conference from each company live via streams. it's just one of my things, and this year will be no different. planning to head out now to stock up on some chips, but before that - Here are the schedules of when each big press conferences will take place.

Microsoft Press Conference - June 4 9:30 am - 11:00 am PT ( June 5 12:30 AM - 2:00 AM PH time)

EA Press Conference - June 4 1:00 pm - 2:00 pm PT ( June 5 4:00 AM - 5:oo AM PH time)

Ubisoft Press Conference - June 4 3:00 pm - 4:00 pm PT (June 5 6:oo AM - 7:00 AM PH time)

Sony Press Conference - June 4 6:00 pm - 7:30 pm PT ( June 5 9:00 AM - 10:30 AM PH time)

Nintendo Press Conference - June 5 9:00 am - 10:00 am PT  ( June 6 12:00 AM - 1:00 AM PH time)

Live Streams 

-  Gamespot

G4TV

- Game trailers

- Twitch.tv

What I expect in this year's E3 from the big three

This is going to be an interesting E3. With Nintendo obviously going full force with their new console the Wii U, I wonder what Sony and Microsoft has in store for us. The Wii U is definitely in the spotlight right now, so hopefully they give us a better presentation of the console compared to last time's disaster . Here's what I'm expecting during the press conference of each big companies - Microsoft, Sony, and Nintendo.

Microsoft Press Conference - Just like last year, they will try to win the attention of the casual crowd with more Kinect announcements. In games - I bet they will start the show with a gameplay trailer of Halo 4, then followed by some Call of Duty: Black Ops 2. Fable: The Journey will show up, and hopefully new Xbox 360 exclusives will be revealed. I also don't expect a new console coming from Microsoft this year. Next year though...

Sony Press Conference - Not expecting much from Sony this year. Might start slow. Get the boring stuff out-of-the-way and start the trailer showing with a Dead Space 3 demo or trailer. Either that, or a trailer for God of War: Ascension. They will talk about the future of PSN Plus and what to expect with the PS Vita since it's actually doing pretty well. Playstation All-Stars Battle Royale will make an appearance and possibly more PS Move games. No PS3 successor will be announced.

Nintendo Press Conference - Most likely they will start off with 3DS news then shift to what we all have been waiting for - The Wii U presentation. Honestly, I think its going to be all Wii U. It's functions, the number of games on day one release, and an actual demonstration of the console's power. Nintendo needs to impress since they plan to release the console during christmas. They also announced way back that a new Super Mario was being developed for the Wii U, so that's definitely going to be showcased.

If you have anything else to share during this event, do hit the comments. I'll be doing quick posts of each big announcement as much as I can during the event.

 

 

 

Review: Child of Eden (Xbox 360)

Child of Eden (Xbox 360) Review

When news broke that Tetsuya Mizuguchi was developing another mind-trip of a rhythm shooter, I was on-board right away. Mizuguchi, the genius behind Rez, Lumines, Meteos and Space Channel 5, is a master at combining powerful audio-visual experiences with intense gameplay. No one really knew what to expect from a game called Child of Eden. Then at E3 2010, Mizuguchi showcased the game with the Kinect sensor, surprising everyone with its amazing, abstract graphics, electronic/J-pop soundtrack and a game mechanic that seemed perfectly matched to Microsoft’s peripheral – using one’s hands to control two targeting reticules.

The prospect of controlling a shooting game with Kinect was a little daunting, but I was up for the challenge. After my aunt bought my little sister a Kinect for Christmas, I knew that as a fan of Q Games’ previous titles I simply had to get this game and try it out.

The Sorcerer’s Apprentice

Right off the bat, Child of Eden drops you into a digital wonderland with a stylish live-action intro scene. Story-wise, the game is a prequel to the much-loved Rez, and your objective is to save Project Lumi from a virus attack so that it can create Eden, the AI whom your character must save in Rez. If you’ve never played Rez, I highly recommend the HD remake with extra content (Rez HD) to anyone interested in trying a rhythm-rail-shooter hybrid. It’s available for relatively cheap on XBLA, and if you enjoy Rez, you’re sure to love Child of Eden.

Be forewarned: this is not your average rail-shooter, although it’s easy to miss this fact if you’re not aware of the combo-chain system. If you’re playing it right, it’s a hybrid of rail shooter and rhythm game, rewarding players for releasing the lock-on attack along with the beats of the music. Only full-lock-ons (8 enemies) will build towards your combo, and the only way to lose your combo is to lock on to 8 enemies and release the lock on without hitting the beat. The basic principle is to stay on the beat, and build up your multiplier, which is easy enough since your shots always line up with the music, creating new samples that in turn add complexity to the soundtrack.

The controls are pretty simple. Interestingly, there’s an ongoing argument as to which is the better control scheme, the controller or the Kinect. With the controller you have more accuracy and the vibrating pulse actually helps a lot in keeping the beat, but your reticule moves slower than with Kinect, a disadvantage at some spots.

The left hand (RT/R2 on the controller) controls a pulsing violet laser called the ‘tracer’ and is needed to exterminate missiles, certain enemies and barriers. The right hand (A button) is the main weapon, a lock-on system very similar to the one in Rez. Lock-ons are released via wrist flicks, which can be subtle or exaggerated. Kinect has proven to be surprisingly responsive in its ability to detect wrist flicks, although after an hour or so in Child of Eden’s digital tunnels, your wrists and arms are guaranteed to be sore. Mastering the eight-lock combo system is essential to establishing chains in the game and getting your multiplier up, and the satisfying sounds you create from unleashing lock-on shots add greatly to the experience.

I’ve found that Kinect is a surprisingly solid control choice for the game, despite my reservations (the peripheral has some known lag issues, and is not always perfect). Kinect can be picky with regards to lighting despite the fact that it’s supposed to be infrared, and on some occasions I found my cursor doing things I didn’t want it to. On the whole, however, the Kinect feels like the definitive way to experience this game and I recommend it wholeheartedly. However, I’ve noticed that on the leaderboards, the controller scores are higher than the Kinect scores (they are in separate categories), so for competitive-level play I have to give it to the controller. Patience and memorization are key to improving one's score, as is a good sense of rhythm and timing. I am happy to report that anyone who enjoys climbing leaderboards will find lots of replay value here. Child of Eden is just as much a colorful acid trip and light show as it is a game.

Like many shooters before it, Child of Eden has a ‘bomb’ that can be used to exterminate enemies on-screen should they overwhelm the player. Hitting B or raising both arms in the air activates ‘euphoria’, which creates a trippy laser show that obliterates opponents. I rarely used euphoria, and using it takes some points off your score, but it can be very handy in situations where you find yourself overwhelmed by missiles.

Dreamlike Levels

The six archives in Child of Eden are so epic and differ from one another so greatly that at times it feels like you’re playing six different games. Everyone will have a favorite archive or two. It’s hard not to be taken on an emotional journey while playing the ‘Evolution’ archive, and I’ve taken a personal liking to the ‘Journey’ and ‘Hope’ archives, the latter an extra level with a down-tempo hip-hop beat that remains unbeaten by me despite multiple attempts. A quick glance at the leaderboards shows that not everyone has actually made it to the end of this monstrosity of a level, without a doubt the most difficult in the game.

With no multiplayer to speak of, the leaderboards and unlockables provide the majority of the game’s replay value. I’ve spent a few hours trying to whittle up my score in order to up my rank. Unfortunately there is no ability to save replays, but I find it completely understandable since the archives themselves are quite long – an average of ten minutes each.

It’s difficult to describe too much of what goes on without spoiling some of the game’s many surprises, but suffice it to say you will navigate a wide variety of locations and encounter translucent glowing serpents, missile-firing spaceships, neon fret-boards, a giant clock tower, massive flying whales, manta rays, a flaming phoenix, and enormous flowers, just to name a few of the sights you’ll see. The running boss from Rez also makes a return appearance, this time as two bosses. Not knowing what trippy sights and sounds are just around the corner is a huge part of the appeal of this game. In all seriousness, this is the final nail in the coffin of the ‘games are not art’ argument. Simply put, if this game isn’t art, then nothing is art. There’s enough awesome symbolism here to inspire a master’s thesis at an art institute.

The game flows effortlessly from one locale to the next, subdividing each archive into segments connected by portals that take you ever deeper down the rabbit hole that is Project Lumi. Mizoguchi has said that Child of Eden, like Rez, is an experiment in inducing synesthesia, a neurological state where stimulation in one of the senses creates involuntary experiences in another. This game gets you in ‘the zone’ very quickly, and before long you’ll be playing it on absolute instinct.

The differences between Rez and Child of Eden begin with the latter game’s two-weapon control scheme, longer archives and more layered audio. Rez by comparison is a much more minimalistic game, but not necessarily in a bad way. At times the archives in Child of Eden can be over-long and suffer from a feeling of being stretched out in order to either fit the songs or lengthen the experience, whereas Rez was a perfectly fluid shooter that had a reasonable difficulty with a few challenging spots, mainly during boss battles. By contrast, a few random sections in Eden can be frustrating and kill you quickly, yet most of the game is a total cakewalk. The demanding areas left me scratching my head, since dying really throws off the groove of the game and takes one out of the experience. The easy mode, Feel Eden, is too easy and does not include all the levels, while Hard mode is simply annoying, thanks to missile spam. Next time around, I would rather Mizoguchi either (a) make the entire game with a single difficulty curve, or (b) make the entire game easy with a more complex and less forgiving combo system.

My own opinion is that Eden’s ‘filler’ sections were put specifically to act as buffer breaks for Kinect users to rest their arms, but in all honesty the exhaustion of playing through a level multiple times outweighs the benefits of having rest periods within the levels themselves. It’s the difference between listening to one ten-minute song and two five-minute songs – you’re not always in the mood to play a ten-minute song, but two five-minute ones might be just the right amount.

Similarly to Rez, the multi-form bosses here provide many of the game’s best moments. I would be doing a disservice by describing the specific boss battles, but I think it’s enough to say that you won’t be disappointed.

With all that said, it’s difficult to compare the two games, because of the thematic and stylistic differences. I would say that Rez is a more focused shooter with a low-key dub soundtrack, whilst Child of Eden is more of an intense sensory experience, a viable alternative to going to a rave. If I had to recommend any game from the history of gaming to play in an altered state of consciousness, Child of Eden would be at the very top of my list.

Incredible audio-visual synthesis

This is the type of game that is just begging to be played in 1080p with a surround sound system. I bought an HDMI cable and hooked this up to a video projector with Kinect just to get the full experience. The way the colors pop out and the backgrounds sparkle and teem with life is a sight you don’t want to miss. It’s the closest you’ll get to a laser light show in your own living room, and the many extras including art galleries and visual effects that can enhance your experience go a long way towards extending the life of the game.

The soundtrack, by Mizoguchi’s own group Genki Rockets, is a mix of electronic, trance and J-pop. If you enjoyed their LP “Heavenly Star”, you’ll find a lot to like here, as the archives contain plenty of samples and remixed segments from the songs on that album. Every level has a different sound to it, although it’s not the kind of material you might expect to hear at a club. For the most part the music is actually quite low-key, allowing the sounds you create by ‘purifying’ enemies to lead the mix. Because it’s so difficult to describe how well all these great elements come together to create a unified experience, I strongly recommend viewing a few minutes of the game on YouTube in order to get a good sense of what to expect.

Another milestone in rhythm gaming

I feel that there is still so much to write about Child of Eden, but most of it is based on theory and has no place in a formal review. I do feel it’s important to get the word out there so that anyone with an interest in this mostly overlooked game might be inspired to give it a shot.

Just how much do I, personally, love this game? Three of my favorite types of games are hybrid games, rhythm games and rail shooters, so I might be a little biased when I say that Child of Eden is one of my top three of 2011, just behind Dark Souls and The Legend of Zelda: Skyward Sword. It’s not a game I’ve spent more than 20 hours on, but it’s been one of the more memorable games of my life.

However, as much as I wish I could give it a higher score, I have to acknowledge that Child of Eden is not a game for everyone. It’s short, for one, and most players will not have a chance to experience it on Kinect. It’s not as hardcore as most rail shooters (a pro at bullet hell games can ‘beat’ this in a weekend) and its rhythm elements are simple in theory but often difficult in execution, yet this isn’t the kind of game you play for any one reason.

The reason to play this game is that life is too short to miss out on new and exciting experiences. If you’ve ever been to a rave, a laser light show or an electronic concert and wanted to take that intense, euphoric feeling of sensory-induced connectedness home with you, by all means, let Child of Eden take you away.

Score: 90/100

Pros:

-        Unique hybrid rhythm/rail-shooter gameplay with fantastic bosses

-        Epic soundtrack and visuals

-        Trippy sensory experience like no other

Cons:

-        Relatively short

-        Random difficulty spikes in some archives can be distracting