Thoughts On… The Zombie Island of Dr Ned (Borderlands DLC)

(Old review – from the original HNTDAAB)

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Publisher: 2K Games
Developer: Gearbox
Year of Release: 2009
Platforms: PC, PS3, Xbox 360

You know what people like? Zombies! Everyone loves them and their brain eating ways. All the shambling around also makes them pretty good target practise for first person shooters and the sight of a crowd of them exploding? Poetry in motion. Borderlands, the FPS/RPG from Gearbox which I loved on its release, has just had its first piece of DLC released onto XBL and PSN and its rather good.

The Zombie Island of Dr Ned takes you to an island that is, as the name suggests, infested with zombies. You arrive as one of your character from the main game (the island unlocks from level 10 upwards via the fast travel system) to clean up and remove the undead menace with the assistance of “totally not the same guy as the doc in the main game except with a moustache” Dr Ned who may or may not be responsible for this outbreak of the living impaired. The story is pretty funny as well as featuring a new intro and outro from the bus man, who is accompanied this time by an adopted child who throw in questions and ridicule a couple of times.

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The game is set in a totally new area that shares very few objects with the deserts of the main game. Instead we have a Bayou swamp, with ramshackle towns and forbidding gothic mansions. In fact it is a little bit reminiscent of both Left 4 Dead 2 and the Point Lookout DLC from Fallout 3, which are two brilliant things to take inspiration from. The new enemies are also pretty good – all of the normal zombies if you look carefully are actually based of the models of the civilians from the rest of the game, including the drinks holder guys you can see hanging around New Haven. As well as the normal, there are also a couple of specials such as the boomer-esque defiler or the suicidal explosive carrying zombies. More importantly – Zombie Midgets.

One of the main things that got me was the humour of this downloadable content. The main game was quite funny, with it character intros and subtle, but the new pack is brimming with it. From the moment you set foot on the island, you bombarded with references or little silly details. The tannoys are giving advice from Jacobs (a gun maker who owns the island) not to deal with the zombies including hugging, kissing or embracing. The intros mentioned before return for all the main characters, including one whose description is simply “Holy S###!” or words to that effect. And our favourite claptraps return, as does another favourite one legged character that may bring a ray of joy back to players who weren’t happy with his demise. Though he does bring a really annoying fetch quest which is linked into an achievement into the game.

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This DLC also brings 125 point of extra gamerscore on 360. 4 out of the 5 achievements are simply story ones you’ll collect along the way, but the fetch quest achievement is a little hard to find. It does make the DLC last a little longer, but its pretty good anyway.

I really enjoyed the couple of hours I had on Dr Zed’s Ned’s Island killing the living impaired. If you enjoyed Borderlands and want some more, than this DLC is a must buy. However, if you didn’t enjoy the main game, this won’t bring you round. But then, you obviously have no soul. Therefore, you’re a zombie.

Thoughts On… Tales of Monkey Island: Episode 1

(Old review – from the original HNTDAAB and Geeks.co.uk)

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Publisher: Telltale Games
Developer: Telltale Games
Year of Release: 2009
Platforms: PC

If there was one game I regret not playing until now, its probably the first in the Monkey Island games from Lucasarts. These classic adventures are held among many as an example of a time when gameplay was more important than graphics. So it was quite controversial when Lucasarts announced that Tell Tale (makers of the new set of Sam and Max games as well as Wallace and Gromit) would be making a set of episodic games in the franchise. Has the first episode managed to be a worthy successor? Or is it just a damp squib me heartys? (I’ll try to cut out the pirate phrases)

Episode 1 starts off several years after the last game Escape from Monkey Island, at the conclusion of an adventure we will never see with Guybrush Threepwood’s wife (Governor Elena Marley) in the hands of the zombie pirate LeChuck (for those of you who haven’t played any of the previous games, think of him as a rotting version of Captain Barbossa from Pirates of the Caribbean). Guybrush has finally found a way to defeat LeChuck once and for all but before he manages to do so (and due on part to a error on his part) he ends up turning LeChuck into a man again and infecting himself with an evil voodoo hand. And then the ship blows up. So yep, business as usual for the Monkey Island franchise. Nice to see them sticking with the same crazy style of plotlines.

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Another thing that Telltale have done well with is keeping the same feel of gameplay. Monkey Island is all about combining items and dialogue trees, and the episodes have these in spades. As usual the item combos make sense (always good) and the dialogue is actually funny, which is very rare for games. Some of the accents are slightly grating, but overall you’ll want to play with the voices on rather than just going by subtitles (how I played Sam and Max). As for the graphics, the game uses and improved version of the Tellltale engine which now features depth of field effect to good use (you don’t realise what you got till its gone) with a subtle touch. This does mean that it can be a little overpowered on laptops but the lower detail settings are still quite good looking.

My only real problems are very small. The first is the control system, which uses a combination of point and click (very good) and a drag mouse move system (less good). This mashup is a little counter intuitive until you eventually realise that you can actually use the WASD combination for control. The other issue is pricing. On the Telltale website, each episode can be bought separately for a good price or in a bundle for a very good deal. However, if you want to buy it on Steam (the place most people will probably get it from) you can only buy it in one pack. This episode is really good, but the future ones may or may not actually be that good.

Overall, this first episode is very promising. Although not as good as the original games (which are classics for our time) it is a very good modern follow up. With any luck the rest of the episode should be good. In other words, this be good booty me hearties, arragh!

Thoughts On… ArmA II

(Old review – from the original HNTDAAB and Geeks.co.uk)

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Publisher: 505 Games
Developer: Bohmeia Interactive
Year of Release: 2009
Platforms: PC

Anyone who is used to the conventions of other FPS games, its recommended that you leave your normal playing style at the door. This is because you are entering the world of the Milsim.

ARMA 2 is the latest version of a game idea stretching back to 2002. Operation Flashpoint was released by Codemasters and developed by Bohemia Interactive (a company who also makes games used to train soldiers in both the UK and US military). Then, Bohemia and Codemasters had a falling out which lead to Bohemia taking the tech back the the Czech Republic and Codemasters keeping the name. Bohemia then produced ARMA (released 2005) and now ARMA 2.

ARMA 2 is set in a fictional ex-soviet bloc state called Chernaus where a civil war between the democratic government and communist insurgents has been taking place. In the singleplayer campaign you take the role of a US marine special forces team sent in to assist the locals alongside a Marine force. As well as this there are some other self contained missions of varying levels of enjoyment (the mission Eye for an Eye is the best example and requires a very specialised technique to play properly). Overall they are reasonably good. But not the main reason for buying ARMA 2.

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Once again, the phenomenal editor which was featured in ARMA returns. It is easy to use and yet exceptionally powerful if you delve into the dark arts behind it.  A casual player can use the wizard mission creator, allowing most of the common mission styles (such as defence or assassination missions) to be constructed with a few clicks of the mouse. Put a bit more work in on the full editor and add waypoints yourself and missions close to some of the single missions can be created. However, if you start using the scripting then missions at the level of the campaign or better can be made. And all of this is done inside the game making it very easy to tweak and test. Multiplayer is another key part of the package that is ARMA 2. Deathmatch, Team Deathmatch, Capture the Sectors and Warfare (a mode involving base building and point capture) are included, but the main method of ARMA 2 multiplayer is co op. The main campaign is almost designed for co op play with your four man squad. This is the best option for people not wanting to get extra maps, but other maps from the community promise to be better than the stock ones. ARMA 2 acts more as a platform for community addons rather than a complete game

Another thing ARMA 2 does well is the sheer amount of units, weapons and other objects that appear in the game. There are men and machines for the USMC, the Russians, the CDF, the Communist Insurgents, the National Party Guerrillas and the civilians. There are even playable versions of the local wildlife. So yes, you can run around a war zone as a small rabbit. All the vehicles and weapons are detailed to the extreme (showing the obvious training tool routes) and all sound, react and have the feel of the real thing. The same applies to the gameplay. In ARMA 2, bullets and other projectiles act like they would in real life. Aiming is affected by stance, breathlessness, wind, weather, distance… The list goes on. It requires the skills needed by real life shooters to be able to get kills at long range. Another difference between COD and ARMA 2 is the command system. In my opinion its a bit clunky, as it has hardly been changed since Operation Flashpoint. The changes that has been done is a quick commands menu which makes it easier to lead troops, but not by much. Another addition is a step over key allowing you to cross obstacles like fences easily, as opposed to having to trek around it. There are countless other changes between ARMA and ARMA 2.

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One change that, unfortunately, hasn’t been made is the number of bugs. ARMA 2 still has some problems, even after a few patches. Quite a few of these are random, and will take place at any time. Admittedly its a lot better than ARMA at this stage, but the bugs are still there. Also the learning curve is quite steep; expect to put a long time into learning how all the different weapon systems work. Another flaw is the engine itself. It is in need of a bit of optimisation and so runs sluggish on almost any PC. However, the visuals are, in many cases, well worth a drop in performance. Some of the views over the main island could be called picturesque while a battle in full swing when rendered is a sight that will stay in your mind for a long time.

ARMA 2 is a bit like a slightly crazy girlfriend. Its beautiful, its nice to be with but at any time, it might turn round and rip your face off or fall over dead. Its also a vast improvement over Armed Assault I’m looking forward to seeing how the community can improve and add to this amazing experience of war.

Thoughts On… Darkest of Days

(Old review – from the original HNTDAAB)

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Publisher: Phantom EFX
Developer: 8Monkey Labs
Year of Release: 2009
Platforms: PC, Xbox 360

When you see a game from a developer who has no proven track record, you can feel a bit apprehensive in playing their game. In most cases this is a false feeling and instead the game is brilliant (see Spelunky). However in Darkest of Days that feeling is right on the money.

Darkest of Days pits you as time travelling trooper, sent back in time to fix mistakes made in the time stream. You go back to various periods, most notably WW1 and the American Civil War to save people who weren’t supposed to be involved in the wars and to discover who is tweaking the past. Although the general idea is good, the execution is less so.

It is indeed the Darkest of Days

First of all I should say the game isn’t completely terrible. Its a passable first person shooter, feeling like it was made pre-COD 4, with a few clever ideas. First of all, the different time periods lead to masses of weapons. Also, the plot is a good idea but unfortunately is let down by some major holes (for example, if you were brought forward in time and told to fire a futuristic gun you’d probably have some questions). It does have some quite funny characters such as Dexter, you cowboy hat wearing pizza loving squad mate. The biggest flaw in regards to the story is the fact the last few levels are really, really good fun but all the levels before them feel increasingly generic.

As for serious problems, well the game has many. For a start, the game is ugly.  It has a look that is a lot worse than even the Source engine on its release back in 2004. The textures all look really low resolution and the models lack in detail. Worse they miss out animations for many things, leading both ally and enemy to glide along or bu out at certain points. The maps not only look terrible but also play badly. There are more invisible walls in this game than in WaW and they can be really frustrating. The AI is also appalling. It appears to use a design from the very early 3D games, with AI only activating once they reach certain areas. Additionally the AI uses the old trick of constantly respawning enemies in certain areas, making your kills worthless. The game also struggles with some of its mechanics such as the enemies in blue auras (ones you can’t kill but AI friendlies will it seem hunt after) and the active reload system it nicked from Gears of War. Finally, the audio design is rather lacking – most of the gun sounds are flat and the voice acting is terrible.

The thing to remember with all this is that Darkest of Days is the first game from the developers, but that’s no excuse for the state this game is in. The entire game stinks of a rushed product and unfortunately wastes the clever premise. To make it clear – This Is A Bad Game. If you need to play a time traveling game, go play Braid

Thoughts On… Resident Evil 5

(Old review – from the original HNTDAAB)

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Publisher: Capcom
Developer: Capcom
Year of Release: 2009
Platforms: PC, PS3, Xbox 360

Ports of console games onto the PC are nearly always terrible. One of the worst was Resident Evil 4 by Capcom. Despite the game being one of the best games of the previous few years, the PC version was ridiculously poor, with worse graphics than the console versions and no mouse support. Capcom has since turned it around and brought out a very good port of Street Fighter IV. Has the new magic worked on the latest game in the Resident Evil franchise?

For those of you who missed this game last year when it came out on 360 and PS3, Resident Evil 5 is the latest in the zombie killing franchise and the last in the main series. Instead of the American or European locations of the previous games, this time the action is in Africa, normally in broad daylight. Chris Redfield (who appears to have been lifting cows between RE5 and his last appearance in RE: Umbrella Chronicles or smuggling melons in his arms) and his new partner Sheva are sent to arrest an arms dealer selling biological weapons (not the usual stuff like anthrax but HUGE TENTACLE MONSTERS!) to people. However, this mission goes belly up in the first few seconds and so they have to escape from a town full of zombies while still thwarting an old friend…

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First thing to note is that his game is hardly a survival horror game. RE4 was getting there, but RE5 has truly ditched the whole horror aspect. There are some nasty sections (dogs splitting in half anyone?) but no real horror. Part of this is due to the fact you always have a partner with you (more on that later) and the early section is all done in the daylight. The game does keep an inventory system, but not the Tetris style sorting game that was RE4′s setup. Instead, Capcom swapped it out for a 9 square inventory system, which to be honest is bugged to hell. For example, body armour takes up a slot. So you’re carrying your body armour IN your body armour. It’s like they put Xzibit in charge of the inventory setup.

The main change is the introduction of Sheva, your new partner (or as I think, extra carry space). She will accompany you throughout the game and can use all the same weapons as you can through most of the game. Overall the AI is actually quite good. She moves out of the way of shots, will use health kits we needed to, doesn’t block the way and does push me off a cliff at any point. However, she does have weapon retardedness. If you had a machine gun with 500 rounds and a pistol with 10, which would you use? Well she obviously thinks that a pistol is more effective at close range than bloody machine gun (must have some insight the rest of the world missed out on). But overall she is very useful and if played by a human in co-op the game is a barrel of fun.

The game uses the same basic gameplay we saw in RE4, with over the shoulder view and the inability to shoot while moving. This helps to ratchet up the tension and stops players from simply running and gunning through the levels. In fact, many of the content from RE5 feels like it was brought straight over. The enemies all act in the same way (at least until the AK equipped guys turn up…) and take the same number of shots to down. The game also shares some UI features with the last game. On top of that, the game also has the same upgrade system, mercenaries mode and extra features – it’s just they are updated for the new game.

Your heroes - Chris and Sheva

The first thing that will strike you is the graphics and setting. The game looks just like Blackhawk Down, complete with the high contrast. In fact the entire game is beautiful to look at, with its detailed backgrounds and characters, good effects and really slimy looking slime. Once again the design of the enemies are great, with some of them completely off the wall. The same care also goes into the boss battles. Nearly all of the methods make sense, such as luring a slime monster into a furnace in order to burn it apart. The game feels like a zombie B-Movie complete with dodgy voice acting and a mad plotline that does actually wrap up the story of a very meandering franchise.

The main benefit to buying the game on PC is that it looks a lot better than the console editions. It also has built in support for Nvidia’s 3d glasses, but because I don’t have a set I can’t comment on the ability. The PC edition also has 2 exclusive outfits, 1 each for Chris and Sheva. And finally our old friend Games for Windows Live rears its head again, bringing with it achievements and your gamertag.

Once again, Capcom has proved it has worked out how to do good ports of its console hits onto the PC. First with SFIV, now with Resident Evil 5, both these games are the defenitive versions. Resident Evil 5 is packed with content and is a great cinematic rollercoaster ride. But there is one major downside to the game – the Merchant from Resident Evil 4 has not returned.

Thoughts On… Wolfenstien (2009)

(Old review – from the original HNTDAAB)

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Publisher: Activision
Developer: Raven/Nerve/id
Year of Release: 2009
Platforms: PC, PS3, Xbox 360

Ah those Nazis. As if starting wars and genocide wasn’t enough, it also appears as the fiends were conducting supernatural experiments and creating new and deadly weapons based on science they don’t quite understand. Well that is what the team at Raven is insinuating.

Wolfenstein is the latest in the series of first person shooters from id, going back to one of the first ever FPS’s, Wolfenstien 3D (predating Doom by a year). That said, the game feels like a closer link to 2001′s Return to Castle Wolfenstein.

As said before, those damn Nazis are up to their dastardly plans again, and have taken over the town of Isenstadt in order to use it as a base for seemingly all of their black projects. Once again, you play B.J. Blazkowicz, an OSS agent sent in put a spanner in the works of the Nazis and stop their various plans. This is done the usual way, with B.J. shooting everyone, stealing intel and picking up Nazi gold. In that sense, it business as usual.

Damn Nazis using that supernatural stuff

The main change to the series is the introduction of a open world hub for the game, the city of Isenstadt. I’m not entirely sold on the idea, as it can be very annoying to limp back from the missions only to be ripped to pieces by a bunch of troops outside a safe house. But, it also means there is always fun to be had just shooting up the enemy soldiers. However, the open world is jammed full of loading screens and the extra missions are not actually that good. Additionally, roaming enemies rapidly become more powerful, making a simple trip to the shops hard.

The other major change is the introduction of the new “Veil” mechanic which allows B.J. to slow down time, shield himself and empower his weapons as well as providing  multiple ways of solving challenges. One of these are the Geists, little bug like creatures that float around. Only visible in the Veil, they act as floating exploding barrels providing an extra punch when fighting some of the new enemies. These powers are a bit generic, the type you’d expect from any developer trying frantically to fit some kind of supernatural power up. That said though, the powers can be fun, especially the time slowing ability.

Despite all of this, the place where Wolfenstein truly stands out is the guns.They are some of the most satisfying weapons to use I’ve ever seen in any game. As well as the stalwarts such as the Kar 98 (excellent for blowing Nazi heads off or removing limbs), the MP40 and the MP43, we are also treated to a hilarious panzershrek, the best flamethrower since Far Cry 2, a ghostbuster’s style proton cannon, a tesla gun and finally a rocket launcher that turns enemies into skeletons before disintegrating them. As if that wasn’t enough, Raven has also included an upgrade setup, allowing you to actually focus on the weapons you use. For example, I upgraded the MP40 and the Kar primarily as they are useful throughout the game, but would have loved to upgraded the flamethrower all the way (you will never have enough money to upgrade everything).

Damn Spies

The graphics this time are running on the idtech 4 and they certainly do look nice. The backgrounds are especially lush, with some of the levels approaching Bioshock levels of beauty in my eyes especially the hospital level. The character models are also very good, with a good use of some particle effects, mainly on the veil troopers, the gentlemen in the heavy armour with electrical effects jumping across them. The sound effects are also of a good standard, with the crack of the Kar being especially punchy. There are a few sections that really crank up the tension, such as the aforementioned hospital level.

There are some issues however. The multiplayer is a bit generic, and is actually worse than Enemy Territory which is available for free. In singleplayer (the meat of the game), the missions all feel very similar, just with different backgrounds. The other flaw is that basically, this is very similar to RTCW just with a little update and a few tweaks.

Wolfenstein is a strange game. On one hand its a great game, good fun to play with some of the best weapons ever seen. On the other though, its fatally flawed, quite linear and simplistic. End of the day, its a summer blockbuster action movie with good old sterotypical Nazis shouting “Mein Leiben!”. Don’t think too much about it and just sit back and enjoy the ride.

Thoughts On… The Secret of Monkey Island: Special Edition

(This is an old review reprint)

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Publisher: Lucasarts
Developer: Lucasarts
Year of Release: 2009 (Original: 1990)
Platforms: PC, PS3, XBLA, iPhone

About 20 or so years ago, Lucasarts released a game that would live forever as a classic and amazingly it wasn’t Star Wars related. It was, of course, The Secret of Monkey Island, the game that first introduced us to Guybrush Threepwood, Le Chuck and the chicken with a pulley in the middle. Recently, Lucasarts looked up from their shameless franchise destruction to produce a new and improved version of Monkey Island, entitled The Secret of Monkey Island Special Edition.

For those of you who have never visited Melee Island or met Loom Guy, the Secret of Monkey Island is a puzzle game set in a “Pirates of the Caribbean”-esque Caribbean, complete with zombified pirates, and follows the tales of Guybrush Threepwood, a young wannabe pirate who appears quite out of nowhere with an ardent wish to become a buccaneer. The gameplay is your standard point and click job, focusing on bizarre (but logical) item combinations and witty dialogue. However, it was originally all done in the 8-bit graphics of the SCUMM engine and lacked spoken dialogue as well.

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The main draw of the Special edition is the improved graphics. All the locations and items have been redrawn in a slightly stylised cartoon way. They do look the part, although those who have played Curse maybe wondering why they didn’t go with the same style as that game. As well as the sprite being redrawn some of the background effects have been improved. The water looks especially nice on the title screen. One final point on the graphics the ability to switch between the new style and the old 8-bit if you wish to. This is quite nice for the nostalgic but personally, the new style looks a lot better.

The sound has been given a complete overhaul as well. In the enhanced mode, the entire game is voiced acted, with the complete cast of the main voice actors back from Curse. The acting is all top notch and rally make the game better. It also adds a few extra jokes due to intonation. As well as the dialogue, new sound effects have also been added. Most importantly though, the music has been upgraded but still sounds almost exactly the same as the old tunes you all remember.

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Gameplay wise very little has changed. All the puzzles remain basically the same (apart from an easter egg), but the interface has been tweaked slightly. On the enhanced edition, both the inventory and the verb menu are pop ups (called by pressing the I and V keys respectively on PC) leaving the interface a little cleaner than in the old version. This however does make it a bit clunky to control as you have to keep popping the the two menu boxes in and out constantly. Also new to this edition is the introduction of  a hints system, where at the press of a button the way forward can be easily revealed. Each individual press of the button actually increases the level of assistance up to actually pointing out where to go. This gets rid of all of the sticking points in the game, that was one of the main reasons why people never finished the original.

Overall, The Secret of Monkey Island: Special Edition is the definitive version of this classic adventure game. If you have never played a point and click before, this is the game to start with. However, if you have already played the first game before, than you should still pick this up, even if its just for old times sake.

Thoughts On… ‘Splosion Man

(Geeks.co.uk Reprint)

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Publisher: Microsoft
Developer: Twisted Pixel
Year of Release: 2009
Platforms:
Xbox 360

Ah, the summer.  A time for sitting outside in the sun, going to the pub or jetting away to parts foreign, though, as I write this its actually raining, but hey that what you get in late August in Leeds. However, Microsoft missed the memo and instead thinks its time for us to be sat around our Xbox 360s playing a new set of the top of the range Xbox Live Arcade games. So they have the Summer of Arcade over 5 weeks. The first game this year is ‘Splosion Man from Twisted Pixel, the makers of The Maw.

For anyone who hasn’t seen the trial, ‘Splosion Man is a 2.5D platforming game based around a man who can explode himself in order to leap around the map like a crazy loon while quoting Arnie (Get to da choppa!).  Now, this may sounds completely crazy, but let me explain. Your character is the subject of a scientific experiment that allows him to explode at will. You are now trying to escape from this science facility by moving around the world’s worst designed science labs.

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Seriously who sets up a lab with closing crushing panels? It doesn’t matter, but ’Splosion Man does set up some pretty good puzzles. Additionally, the scientists around the base have created several other blocks to your escape, such as sentry bots, room mounted guns and, your worst fear, water. At the start, some of these are absolute classics that glide along in a nice rhythm. However, around the half way point the puzzles seem to lose some of their charm. They are still fun, but not quite as good as the first couple. In fact after a while they become really frustrating. Its even worse because the action starts moving so fast. In the time it takes to think about one jump,  you’ll quite often have hurtled a million metres through the air into a wall. The controls are among the simplest in the world, just to ease off the complexity slightly. You can ‘splode 3 times in the row by pressing any of the face buttons (A, X, Y or B). And those are the only controls you will need to know.

The game itself has a lot of content. There are 50 levels of singleplayer ‘sploding, which can be played in either story mode or replayed as a time trial. In addition, the game also has 4 player co-op ‘sploding with another 50 completely new levels. These are not just the singleplayer levels rehashed, but ones designed specifically for co-op so expect puzzles requiring players to bounce off one another in mid air. The game also dishes out two free gamerpics and a premium theme just for playing the game through, which is quite generous. Additionally, it will be the first game to use Avatar Awards when they are finally included. Hopefully, they will be the first of many developers to include it. Finally, the achievements for ‘Splosion Man are actually very good, but for all those without Xbox Live Gold, two achievements require it.

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The art style of ‘Splosion Man is very similar to Twisted Pixel’s last game, with all the characters having a nice soft look to them while simultaneously looking like plastic figures. The design for the game also borrows a lot from the stereotypical evil villain labs, with clean looking corridors, scientists in labcoats and lots and lots of lava. In fact the base itself seems to be inside a volcano, judging from the rivers of molten rock that sweep through the base. The animation has an air of comedy to it, with ‘Splosion Man juggling his eyes when he stands idle. The audio design is also comedic. The only vocals are ‘Splosion Man’s own little comedy outbursts, often taking place in the middle of a crazy combination. The music adds to this, with a soundtrack suiting the antics of an exploding person. And, it has a Portal-esque song at the end.

I quite enjoyed ‘Splosion Man, but I found several parts of it very frustrating. Its something I enjoyed playing but is probably not a game I would come back to after completing it.