Oct 19, 2011
Eurogamer


A puzzle on Okabu's third level sums everything up. One of its big-eyed Yorubo villagers asks you to help return her pet Bushybeast to its pen. It likes fish, she adds, and immediately the cognitive gears start turning: perhaps we could stick a fish on the end of our plunger and lead it into the pen, like a donkey with a carrot?


And indeed you can. It's immediately obvious, because a big drawing of said action appears on-screen a few seconds after the villager says her piece. This will be repeated countless times over Okabu's opening hours: a puzzle is set, and the game immediately makes clear how to solve it through drawings, highlights, text hints and big bouncing arrows.


Are children now so utterly dumb they can't be relied upon to solve even the most elementary of puzzles? The fact the drawings then move to the top of the screen and stay there says everything. Wouldn't want the little tykes ramming a controller up their nose while thinking too hard.


It takes a while to come to the realisation that Okabu isn't very good, because its aesthetic design is, at times, remarkable. It has to be said that it's also partially ripped off: HandCircus's previous games, Rolando 1 & 2, were excessively 'inspired by' Loco Roco, and for Okabu there's that and a good-sized dash of Patchwork Heroes as well. It is, at least, less derivative than the studio's previous work: this 3D world is populated and arranged with meticulous care, and the characters and objects have a cartoon solidity all their own.


This is only enhanced by the incidental animations: the rising and falling plunger of Captain Monkfish, the little wind trails behind the cloud whales, the fury in the eyes of a goat as it lowers its head and charges. This is all accentuated by a brilliant set of tunes that inject real verve into the world, an infectious mix of pop big band and nonsense chanting (again, highly reminiscent of Sony's Japan Studio, but heigh ho) that gives everything a jolly bounce.


You and a friend control a pair of cloud whales in increasingly large arenas filled with basic physics puzzles, friendly characters and enemies - though the game can also be played solo by switching between them. The whales have a few basic abilities, like sucking up water and other liquids and dropping or spitting it elsewhere, but the real meat lies in the four riders that are gradually accumulated.


Initially these are Captain Monkfish, a chap with a plunger on a rope, and Picolo, a farmer who charms friendly characters with his flute and leads them, Pied Piper-like. You will see the basic elements of Okabu's puzzles many, many times: pull doors open with a plunger, lead NPCs to certain level elements to do their thing, smash up armoured enemies with a farmyard animal. Okabu isn't a challenging game, it's a frustrating one. You later acquire a chap who can control the enemy's machines, which seems like a great idea, but then you drive one and realise the controls are terrible.


The enemies are no fun whatsoever to fight: defeating them by any of several methods always involves getting in close proximity, where they fire homing rockets that will relentlessly track down your whale and make your rider vanish. When this happens, you have to travel back a ways to pick him back up - and this is despite a respawn tree clearly intended to nullify such situations.









In fact, if Okabu has one defining characteristic, it is backtracking. Almost every level is a dull trudge where the mental side has been removed by those overzealous instructions, and it's very clear exactly what you have to do, but you'll still spend five minutes going back and forth doing it with mechanics that never feel tight enough to justify the repetition. In later levels you'll be required to do exactly the same thing two or three times before a gate opens or a contraption is conquered. It's baffling.


This would be bad enough, but the game often betrays its own logic: one level needs you to shine light on solar panels that are hidden behind walls. Noticing this in advance, I trained the light where it needed to be and then floated over to pull the walls aside. Nothing happened. I had to return to the light source, move it off the solar panels and back on them before it registered. As soon as a world shows itself to be functionally incoherent in this manner, my interest wanes.


Some bits of levels are simply missing a physical presence: the first world ends with your having to move exploding blocks onto conveyor belts, theoretically using a bull to turn the belts on and move the boxes. But the gates that should stop you pulling the boxes up with the plunger man don't actually exist beyond the visual representation: I just floated through them with the boxes and left the bull to twiddle its horns.


And as for the writing... I was raised on Roald Dahl, Quentin Blake, Asterix and the like: books full of fizzing wordplay and imagery, exactly the kind of thing kids adore. Pick any line from Okabu, any line in the entire game, and I guarantee it will be dull. Flat, lifeless, devoid of rhythm. It's a game that forces a great deal of dialogue down your throat in every level, but none of it is fun or funny - merely functional. In a world that has clearly had a great deal of care and polish applied to certain areas, it's a glaring weakness.


Okabu is also being marketed as 'environmentally conscious', to which I say: get serious. Apparently the Yorubo are more in touch with nature than the evil lot (who would've thought?) and there are a few recycling signs around, but that's it. Mick and Mack: Global Gladiators had more to say than this does, and if just having water and greenery versus big bad machinery qualifies something as environmentally conscious then I'm Al Gore. Games like Fate of the World are environmentally conscious. For Okabu, it's a line in a press release.

Video: Gorgeous, isn't it? Okabu looks like it should be ten times the game it is, and everyone who saw me playing it stopped to have a look - it's just so nice.


The previews for Okabu (including Christian's) were amazingly positive and, given the fact I'm an old curmudgeon, I decided to rope in a pair of nephews, six and eight years old, to give it a go. They thought it was literally the best game ever for five minutes, zooming their whales all over the place and giggling when I showed them how to run a goat into an enemy. Then, all too soon: "Uncle Dicky this is booooring, can we play Mario?" I asked they persist for science, and after another few minutes the arms were folded and they refused to play any longer.


From the mouths of babes there is no greater damnation than 'boring', and they're right. Okabu looks amazing, with real care in its visual layouts and a bouncy, irresistible soundtrack. But it's no fun to play. The challenges aren't interesting, the rhythm of each level is constantly upset by countless backtracking, the logic underlying puzzles is inconsistent, and though the world is big, there's far too much repetition.


Okabu's first impression is dazzling because it gets the audio and visual design absolutely right, but it has neither the depth nor imagination to sustain this. And when the simple act of playing isn't fun, you're just going through the motions.

4/10

Eurogamer

UPDATE: Sony has announced the UK price for PlayStation Vita.


The RRP for the Wi-Fi model is £229.99. The RRP for the 3G/Wi-Fi model is £279.99.


"PlayStation Vita is an incredible device that offers the best possible portable gaming experiences," said Sony Computer Entertainment Europe boss Jim Ryan.

"Its revolutionary mix of features combined with social connectivity, delivers a platform for gamers to play games in a whole new way and to connect with their friends and the world around them. We're very excited to launch a portable gaming device that goes beyond anything available on the market and is positioned to deliver the uncompromised gaming experiences consumers have been asking for."


Meanwhile, Sony issued product outlines for the two models that will be available in the UK.

PlayStation Vita 3G/Wi-Fi Model Crystal Black

  • Product name: PlayStation Vita 3G/Wi-Fi Model Crystal Black
  • Product code: PCH-1102 (Australia/New Zealand) PCH-1103 (UK, and Ireland) PCH-1104 (Europe/Eastern Europe) PCH-1108 (Russia)
  • Release date: February 22, 2012
  • MSRP: £279.99
  • Included: PlayStation Vita 3G/Wi-Fi model x1 USB cable x1 AC adaptor x1 Power cord x1 Printed materials x1

PlayStation Vita Wi-Fi Model Crystal Black

  • Product name: PlayStation Vita Wi-Fi Model Crystal Black
  • Product code: PCH-1002 (Australia/New Zealand) PCH-1003 (UK, and Ireland) PCH-1004 (Europe/Eastern Europe) PCH-1008 (Russia)
  • Release date: February 22, 2012
  • MSRP: £229.99
  • Included: PlayStation Vita Wi-Fi model x1 USB cable x1 AC adaptor x1 Power cord x1 Printed materials x1

ORIGINAL STORY: PlayStation Vita launches in Europe, Africa, the Middle East, Australasia, Canada, the US and Latin America from 22nd February 2012, Sony has announced.


The Wi-Fi-only version costs $249 / €249.99 / AUD$349.95 / NZD$449.95. The Wi-Fi plus 3G model goes for $299 / €299.99 / AUD$449.95 / NZD$549.95.


UK pricing remains unannounced. Sony is yet to confirm the European launch line-up of Vita games, or reveal which 3G service provider will handle Vita in the UK.


"Our first-party studios and army of publishing partners have been extremely hard at work to ensure that PS Vita launches with a vast library of titles that deliver unique gameplay experiences that go beyond any handheld or mobile device on the market," said Sony US boss Jack Tretton.


More than 100 games are in development for Vita, including Uncharted: Golden Abyss, Resistance: Burning Skies, Ultimate Marvel vs. Capcom 3, Assassin's Creed, FIFA and Call of Duty.


Accompanying the announcement, Sony published official Vita specifications, below.

  • Platform name: PlayStation Vita
  • Model number: PCH-1000 series
  • CPU :ARM Cortex-A9 core (4 core)
  • GPU: SGX543MP4+
  • Main memory: 512MB
  • VRAM: 128MB
  • External Dimensions: Approx. 182.0 x 18.6 x 83.5mm (width x height x depth) (tentative, excludes largest projection)
  • Weight: Approx 279g (3G/Wi-Fi model)Approx 260g (Wi-Fi model)
  • Screen (Touch screen): 5 inches (16:9), 960 x 544, Approx. 16 million colours, OLED Multi touch screen (capacitive type)
  • Rear touch pad: Multi touch pad (capacitive type)
  • Cameras: Front camera, Rear camera Frame rate : 120fps@320×240(QVGA), 60fps@640×480(VGA)Resolution : Up to 640×480(VGA)
  • Sound: Built-in stereo speakers Built-in microphone
  • Sensors: Six-axis motion sensing system (three-axis gyroscope, three-axis accelerometer), Three axis electronic compass
  • Location: Built-in GPS (3G/Wi-Fi model only)Wi-Fi location service support
  • Keys / Switches :PS button Power button Directional buttons (Up/Down/Right/Left)Action buttons (Triangle, Circle, Cross, Square)Shoulder buttons (Right/Left)Right stick, Left stick START button, SELECT button Volume buttons (+/-)
  • Wireless communications: Mobile network connectivity (3G/Wi-Fi model only)3G modem (data communication): HSDPA/HSUPA, GSM/GPRS/EDGEIEEE 802.11b/g/n (n = 1×1)(Wi-Fi) (Infrastructure mode/Ad-hoc mode)Bluetooth 2.1+EDR (A2DP/AVRCP/HSP)
  • Slots/Ports: PlayStation Vita card slot Memory card slot SIM card slot (3G/Wi-Fi model only)Multi-use port (for USB data communication, DC IN, Audio [Stereo Out / Mono In],
  • Power: Built-In Lithium-ion Battery: DC3.7V 2210mAhAC adaptor: DC 5V
  • Operating environment temperature: 5℃~35℃
  • Supported AV content format: Music-MP3 MPEG-1/2 Audio Layer 3, MP4 (MPEG-4 AAC), WAVE (Linear PCM)Videos-MPEG-4 Simple Profile (AAC), H.264/MPEG-4 AVC High/Main/Baseline Profile(AAC)Photos-JPEG (Exif 2.2.1), TIFF, BMP, GIF, PNG

Video:

Eurogamer


A new title from Tim Schafer's Double Fine studio called Happy Action Theatre is among a raft of new kid-friendly Kinect titles announced by Microsoft today.


Due out this Winter on Xbox Live, it's a collection of 18 mini-games "designed to activate gross motor skills, inspire imagination and entertain players of all ages," according to the announcement.


The various mini-games have you mucking about with molten lava, smashing buildings up as a giant monster and generally laying your living room to waste. See the trailer below for more.


It's Double Fine's second Kinect title aimed at a younger crowd, following the recent Sesame Street: Once Upon a Monster.


Other forthcoming titles part of Microsoft's Kinect kids push include a project codenamed Rush, due out in Spring 2012, which sees the platform holder collaborating with Pixar.


Kids will be able to scan themselves into five of the Disney animation studio's biggest properties - The Incredibles, Ratatouille, Up, Toy Story 3 and Cars 2 - and get involved in various challenges.


Then there's Kinect Sesame Street TV and Kinect Nat Geo TV, which are interactive TV experiences, and something called Project Columbia which is an interactive storybook.


"We know that the most effective learning environments for children are those that are engaging and exciting, and that foster collaboration and a positive attitude toward learning," commented Microsoft's educational design director Alex Games.


"With the controller-free magic of Kinect, we can encourage kids to use their motor skills and to learn using their body in immersive experiences. This new way to play allows children to learn by interacting with their favorite characters and engage with content in novel ways."

Video:

Eurogamer


Microsoft has shown off an impressive tech prototype that turns any surface into a touch screen.


The device, a collaboration between Microsoft Research and Carnegie Mellon University, is called OmniTouch. It's a shoulder-mounted camera that projects interactive content onto any surface it's pointed at - whether that be a wall, a desk surface or the user's hand.


You can then touch, tap, swipe or pinch the projected image, just as you would on a standard touch screen device.


A clip on Microsoft's research site, spotted by Gamasutra, shows off exactly how it works. Check it out below.


The camera is apparently a modified Kinect-esque lens manufactured by PrimeSense - the Israeli outfit responsible for the Xbox 360 motion-sensing peripheral.


There's no indication offered as to whether Microsoft has long-term plans for the gizmo, or if it's just their boffins showing off. Still, impressive stuff.

Video:

Eurogamer


PlayStation 3 tactical shooter SOCOM: Special Forces gets a free DLC pack this week, Sony has announced via the PlayStation Blog.


The add-on brings back the franchise's Demolition Mode, which sees teams vying for control of a bomb which they can use to destroy the opposition's HQ.


The pack includes four new maps, two of which - Bitter Jungle and Ruins - return from previous SOCOM games. They'll also support many of the existing multiplayer modes, while six of the original retail maps will also support Demolition Mode.


There's two new weapons - the HS-C3 and 552 - and six new multiplayer skins too.


To celebrate the release, you can claim double XP in the game's multiplayer modes for the next week.


And that's not all. The Evac Co-Op pack arrives early next month priced at €4.99. It introduces a new co-op mode that sees players caught behind enemy lines. You'll have to fight your way to an evacuation point and then defend the spot until a pick-up vehicle arrives.


The new mode will work across all six original cooperative missions as well as the new Onslaught stage included in the download.


The pack comes with an additional six multiplayer skins and two extra weapons - the AM50 and M82A1A.

Toki Tori


A sequel to eccentric Game Boy Color/WiiWare/PC platformer Toki Tori launches on Mac and PC in Spring 2012, Dutch developer Two Tribes has announced.


Releases on "downloadable stores from Apple, Nintendo and more" will follow some time thereafter, according to the announcement.


There's not much more to go on right now, other than a development blog and a few bit of concept art which you can check out below.


Capcom published the original on the Game Boy Color way back in 2002, which picked up an 8/10 from a nascent Eurogamer (see our Toki Tori review for details). It was then overhauled for WiiWare and PC in 2008.

Eurogamer


Sony has announced a DLC season pass for forthcoming sequel Uncharted 3: Drake's Deception, via the PlayStation Blog.


Dubbed The Fortune Hunters' Club, the program entitles you to the first four multiplayer map packs and the first three multiplayer skin packs, with the first add-on arriving some time in November.


You'll also score a Fortune Hunters' Club theme and receive notification from your XMB linking you directly to new DLC on the PlayStation Store when it's ready for download.


Sony wants $24.99 from US gamers for the package. It claims all the DLC is worth $45.00, representing a 45 per cent saving. Pre-orders start today from the PlayStation Store.


The scheme has only been confirmed in the US so far, but we're chasing Sony for word on a Euro launch.

Eurogamer


Forthcoming Wii adventure The Legend of Zelda: Skyward Sword originally featured traditional button controls, the game's producer has revealed.


Speaking in a new Iwata Asks interview on Nintendo's Japanese site, as translated by Siliconera, series producer Eiji Aonuma revealed that, even though director Hidemaro Fujibayashi had experimented with MotionPlus controls when production started, he remained skeptical.


It wasn't until Aonuma saw the sword fighting mini-games in Wii Sports Resort that he changed his mind, by which time design lead Ryuji Kobayashi was finishing up button controls for combat.


Elsewhere in the interview it was revealed that the game's flying beetle item was initially a boomerang, before evolving into a flying hand, and then its final form.


Fujibayashi also apparently experimented with an inventory system that saw you twisting the Remote to cycle between items, but it was scrapped because of the wrist's limited turning radius.

Eurogamer


3DS beast-battler Monster Hunter Tri G will not feature online play, publisher Capcom has announced.


Confirmation came out of an FAQ on the game's official site, as translated by Siliconera.


Local multiplayer will be supported however, and there will be post launch DLC.


While the Wii original featured full online play, none of the PSP Monster Hunter Portable titles have done so.


The game is out in Japan in December, with no European date yet confirmed.

Eurogamer


Dedicated PlayStation 3 gamers can now advance their PSN Trophy status beyond the level 50 ceiling.


As reported by IGN, at least two accounts have now advanced to lv. 55 and beyond. Hakoom is on lv. 55 with 15,662 trophies earned (including 296 Platinum awards), while duck360 is on lv.57 with 15,947 Trophies (including 319 Platinum).


Sounds impressive? Well, bear in mind that at least one of those accounts - duck360 - has a number of different users tied to it.


Sony hasn't revealed whether there's a new cap.

...