Games 5/1/12: Botanicula, The Walking Dead: Episode 1: A New Day

Botanicula
For: PC/Mac
From: Amanita Design
ESRB Rating: Not Rated
iTunes Store Rating: 9+ (infrequent/mild horror/fear themes, infrequent/mild cartoon or fantasy violence)
Price: $10

Every sight, song and expressive peep is a treat to see, hear, witness and bring to life in “Botanicula,” and for a game that caters to curiosity fulfillment above all else, there’s no higher praise.

Skeletally, “Botanicula” is a point-and-click adventure like any other. Completing each of the six chapters entails a sequence of cause-and-effect puzzle-solving where solving smaller riddles rewards you with the means and access needed to solve the larger surrounding puzzle.

But where most adventure games rely heavily on dialogue, “Botanicula’s” story — in which five tree creature friends venture to save a living seed from their home tree after parasites descend on it — has exactly none. Our band of heroes communicates solely though squeals of delight and yelps of despair, and whenever other characters or the game itself want to illustrate a point, they literally do so with illustrations and symbols.

The spartan (and adorable) method of communication works perfectly in concert with “Botanicula’s” ambient soundtrack and visual design, in which handmade cutout pieces cheerfully animate to life in front of comparably handcrafted backdrops. And when all those elements come together, the world they create is, logically as well as aesthetically, one of a kind.

Though its riddles can be tricky, particularly within the back half’s more elaborate levels, “Botanicula” is designed in such a way that a natural curiosity proves as handy as any strain of problem-solving prowess you might have. Nothing in your life likely has prepared you to beat a smug peanut at a beatle race in order to trick him into giving up his bicycle helmet so you can give it to another creature before launching that creature out of a circus cannon. But if you’re curious enough to explore everything that looks like it might be anything, “Botanicula” eventually reveals the odd but oddly sensible logic needed to get from one side of that problem to the other. The puzzles are bizarre in exactly the right way — strange enough to make you wonder what weird surprise lurks next, abstract enough not to hold your hand through the discovery process, but never nearly so opaque as to frustrate or grind that discovery process to a halt.

And what a process that becomes. Fun though unraveling “Botanicula’s” mysterious logic most definitely is, it’s the moments where one stops, looks and listens that almost certainly will endure. “Botanicula” offers a mostly optional secondary challenge in the form of collectible creature cards, giving players a new card every time they fully explore the ways and means of a creature in the game’s wonderfully imaginative ecosystem. The cards themselves aren’t worth anything unless you’re a completionist and achievement junkie. But the things you’ll see and hear en route to receiving them are every bit as smile-inducing as the surprises you’ll uncover along “Botanicula’s” main road.

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The Walking Dead: Episode 1: A New Day
For: Playstation 3 (via Playstation Network), Xbox 360 (via Xbox Live Arcade), PC/Mac
From: Telltale Games
ESRB Rating: Mature (strong language, blood and gore, intense violence)
Price: $5 for the first episode, $20-25 for a five-episode season pass (PS3/PC/Mac)

Telltale Games coasted into a rut with “Back to the Future,” and its stab at something different with “Jurassic Park” was the kind of disaster that shakes your faith in a studio. So the arrival of “The Walking Dead’s” first episode — which finds Telltale again breaking away from formula but subsequently breaking ground instead of confidence — couldn’t be timelier. Set concurrently with the events of the “TWD” television show, “A New Day” tells the story of brand-new character Lee Everett, who has a troubling secret to keep as well as a child to protect from the zombie horde. Safeguarding the latter (and yourself) means engaging in brief but tense action sequences where quick reflexes and the ability to make tough decisions quickly will serve you well. But it’s the guarding of that secret that really brings Lee’s story alive. The meat of “Day’s” gameplay consists of dialogue with other survivors, but instead of asking questions and gathering information, you’re holding answers, playing mental chess and deciding — quickly and without do-overs — whom to trust whom to deceive. Your choices in conversation, along with some other decisions you must make with similar haste and confidence, play heavily into how “Day” concludes, and if the teases for the second episode are any indication, the ramifications of this episode will only intensify as the five-episode series marches ahead.

Games 4/24/12: Trials Evolution, The Witcher 2: Assassins of Kings EE (360), Devil May Cry HD Collection, StarDrone Extreme

Trials Evolution
For: Xbox 360 (via Xbox Live Arcade)
From: RedLynx/Microsoft
ESRB Rating: Everyone 10+ (mild violence)
Price: $15

Purely in terms of how certain returning features relate to their counterparts in 2009’s “Trials HD,” the modestly-titled “Trials Evolution” is very aptly named.

As a description for the total package, though, it’s comically understated.

Superficially, “Evolution” indeed looks like the evolution of the same formula that made “Excitebike” so cherished on the original Nintendo Entertainment System. It’s a motorbike game. It’s set on a plane that’s not quite 2D but not quite 3D either. The controls — one trigger for gas, another for brakes, and the left stick to shift the weight and angle of the bike — are as elementary as ever.

But “Evolution” (like “HD” before it) is a whole different animal with regard to its obsessive attention to the physics of speed, weight and angles. Even the most minor applications of gas, brakes and tilt can spell the difference between a brilliant run and a disastrous one. You’ll receive a track’s bronze medal simply for finishing it, but if you want the gold (zero crashes, a reasonably fast completion time), you’ll have to continually manage all three facets to maneuver through some wildly creative obstacle courses. (“Evolution’s” track designs are, predictably, a cut above “HD’s” in terms of scope and imagination.)

If you played “HD,” you already know these basics, and you likely also remember how quickly that game’s difficulty spiked from zero to infinity.

This isn’t a problem “Evolution” has. Getting golds on easy- and medium-difficulty tracks remains challenging, but the insane bike gymnastics required to even finish many of “HD’s” medium-difficulty tracks are reserved solely for the highest echelon of “Evolution’s” difficulty tier.

Even if you were good enough to handle “HD’s” tracks and didn’t need a more gradual difficulty climb, this likely is a positive development. “Evolution’s” Xbox Live integration makes competing with friends’ times even more fun than chasing those medals, and you need your friends to finish those tracks before they can offer up a high score to conquer.

Besides, “Evolution” won’t run out of nasty challenges until its large community runs out of players.

For starters, you can race other players this time around. “Evolution’s” multiplayer mode (four players, online or offline) is a glorified ghost race insofar that you can’t collide with the other three riders on the track, and it’s a literal ghost race on certain elaborate tracks that have terrain-altering switches each rider must be able to activate separately to keep things fair. But it’s still a race to the finish line against three other riders you at least can partially see, and that’s all it needs to achieve the intense air of a multiplayer battle where one mistake can make or break your finish position.

“Evolution’s” multiplayer is presented in a circuit-style format — a collection of races, with the best combined performance taking top honors — and includes a persistent upgrade track that’s good for unlocking new gear for your rider.

But “Evolution’s” real showpiece is the upgraded track editor, which no longer is merely a track editor. As it was in “HD,” the editor is accessible enough to grasp despite being so powerful that RedLynx itself used it to build tracks. The sharing interface is night-and-day improved, with numerous means of filtering creations based on popularity and difficulty, and every track has a global leaderboard to attack.

But in addition to offering a fresh handful of weird single-player minigames in which you launch yourself like a javelin or replace the bike with skis, “Evolution” blows the editor’s doors off and lets you design minigames of your own. User-created events already exist where you can shoot hoops, go bowling and fire a steerable cannonball, and RedLynx itself built a first-person shooter. There’s no telling what will materialize once players truly get acclimated with the tools, but it’s a safe bet that “Evolution” won’t run out of new content to discover anytime soon.

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The Witcher 2: Assassins of Kings: Enhanced Edition
Reviewed for: Xbox 360
Also available for: Windows PC
From: CD Projekt/WB Games
ESRB Rating: Mature (blood and gore, intense violence, nudity, strong language, strong sexual content, use of drugs)
Price: $60

If it’s possible for anything to emerge triumphant from the fallout over “Mass Effect 3’s” roundly disappointing (and, according to no less than the Better Business Bureau, misleading) ending, you’re looking right at it. Save for Bethesda’s games, no game anywhere gives you the power to carve your destiny as measurably as does “The Witcher 2: Assassins of Kings.” And even Bethesda’s endgames don’t pay off on the choices you make as satisfyingly as this one does.

That’s a credit to “Kings” taking the concept of role-playing to a certain limit but not past it. Though dauntingly thick with side quests and opportunities to explore freely, “Kings” still subtly guides players through a narrative that’s more Bioware (cutscenes, dialogue trees, significant story decisions that fork the road) than Bethesda. You’re playing as Geralt, the titular Witcher, and while his destiny rests in your hands, his personality and physical makeup come pre-designed (and for good reason).

Within that structure, though, things can get wonderfully messy.

“Kings” usually tips its hand when you’re at a crossroads that can shift the makeup of the story and the world at large. But the charismatically blurry lines that comprise the personalities of Geralt and his supporting cast — imagine “Game of Thrones'” irreverent take on fantasy instead of your typical straight-faced and straight-laced role-playing game — allow those crossroads to cloud the discrepancy between doing the right thing and doing the desirable thing. Consequently, it isn’t a question of if some seemingly innocuous decision you make early leaves a surprising mark later, but when and how often it happens. From “Kings'” structure to its personality to the respect it pays to player intelligence and maturity, this is the new standard-bearer.

Though not easily mastered (which may be great or distressing news depending on your stance on hand-holding), the act of actually playing the game is similarly enjoyable.

“Kings'” third-person combat finds a happy Western RPG medium. It isn’t as fast and smooth as “Kingdoms of Amalur: Reckoning’s” action game-style combat, but it’s in the same ballpark, and it trades in some of that finesse for an extra level of depth and danger.

Specifically, success in combat entails vigorous management of your inventory as well as your adversaries. Where “Amalur” lets you hack away with abandon, “Kings” quickly delivers smart and powerful enemies who will punish you if you don’t play defense and bring a game plan into battle. Geralt’s arsenal includes traps and fortifications as well as swords and daggers, and establishing them as a first line of defense is — along with executing optimally-timed dodges, blocks and counters — incredibly valuable. If you want to have a healing potion handy in battle, you’ll need to mix it yourself ahead of time, and if you want your blades at their sharpest, you’d best oil them up before walking into a fight. “Kings” provides a seemingly bottomless sea of weapons, clothing, special ingredients and combat strategies, but it’s entirely your job to put the pieces together and survive once the world opens up.

Happily, the most notable additions to this enhanced edition — which arrives 11 months after “Kings” originally appeared on the PC — work in the service of user-friendliness. Along with a brief but invaluable in-game tutorial that lays out the combat basics, “Kings” ships with a 90-page handbook that exhaustively walks through every facet of the game. The handbook is loaded with spoilers and should be regarded as a last resort if the bevy of quests and menus are threatening to chase you way entirely, but it more than addresses the grievances players had about the PC version being completely user-unfriendly.

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Devil May Cry HD Collection
For: Playstation 3 and Xbox 360
From: Capcom
ESRB Rating: Mature (blood, suggestive themes, violence)
Price: $40

On the precipice of a full-scale “Devil May Cry” reboot, Capcom has given in to another popular trend by rereleasing the series’ three Playstation 2 entrants in high definition.

Or rather, it kind of does that, if you don’t count the parts of “Devil May Cry” and “Devil May Cry 2” that remain in slightly blurry fullscreen. The standard-definition content is relegated to menus and cutscenes, and all gameplay in all three games is presented in widescreen with aged but HD-friendly graphics. But the strange first impression this oversight gives is a unintentional sign of things to come if you fully plunder “Devil May Cry HD Collection’s” depths.

Regardless of your memories of it, the original “DMC” — which, in 2001, broke ground and established a blueprint for contemporary action games like “God of War” and “Ninja Gaiden” — has aged considerably.

Conceived initially as a “Resident Evil” game, “DMC” doesn’t quite shake the suffocating fixed cameras and clumsy cause-and-effect puzzles that had already begun wearing out their welcome 11 years ago. Replacing “Evil’s” flaccid combat with a fluid arsenal of melee and ranged attacks was enough to turn heads and reorient the confused trajectory 3D action games were riding back then, but by today’s standards — and even compared to “Devil May Cry 3,” which is this collection’s jewel — Dante’s original repertoire is limited and stunted in its dexterity.

“DMC2,” released in 2003, was panned even then, and it holds steady as this collection’s undisputed dud. Signs of things to come are everywhere: Dante’s skillset is larger and more dynamic, the game’s areas are larger, and the fixed camera is slightly less ridiculous in terms of triggering claustrophobic reactions. But the original game’s personality has vanished, and the larger areas and arsenal are wasted on some demoralizingly drab level designs and enemy arrangements. “DMC” wasn’t necessarily masterful in either regard, but “DMC2” isn’t even trying.

That leaves the third game, and if there’s a reason to revisit this collection at all, 2005’s “DMC3” most assuredly is it.

It’s here where Capcom catches and passes the games for which it initially paved the way: Dante’s combat is fluid in a way that remains fresh even seven years later, his personality returns in force, the level and enemy designs justify the full prioritization of combat over puzzle solving, and even the fixed cameras feel somewhat (though not completely) dynamic.

Beyond the dated graphics, “DMC3” is the one game here that can hang in 2012 without leaning on nostalgic crutches to do so. It also remains better realized than HD-native “Devil May Cry 4,” which looks considerably prettier but regresses in all other respects. The most pronounced ding against “DMC3” was its completely ruthless difficulty, but a special edition — which is the version that’s included here — addressed that with a softer additional difficulty setting. (Masochists, fear not: The original difficulty remains intact as well.)

As a total package, “Collection” is pretty no-frills. The three games are walled off within the disc to the point where if you start one, you have to reboot the entire collection to get back to the collection’s menu screen. The Xbox 360 and Playstation 3 versions of the game naturally come with achievements and trophies to respectively unlock, but there’s little else in the way of bonus content beyond some art galleries. Surprisingly, “Collection” doesn’t even include a trailer of the rebooted “DmC: Devil May Cry,” which releases later this year and (so far) looks primed to justify Capcom’s tap of the reset button.

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StarDrone Extreme
For: Playstation Vita (via Playstation Network)
From: Beatshapers/Orb Games
ESRB Rating: Everyone (mild fantasy violence)
Price: $4

To really understand “StarDrone Extreme” is to see it in action rather than read about it on paper, because while it combines things we’ve all seen before (a touch of pinball, a touch of “Breakout” and a touch of “Spider-Man”-style web slinging physics), putting into words how it all comes together doesn’t do justice to the unwieldy but very satisfying way these elements collide. Though other objectives factor in, the fundamental goal in “Extreme” is to manage those physics in a way that gets your ship around each of the 60 levels and clears the area of collectible pieces (or, later on, enemies) in as little time as possible. The catch is that you don’t control the ship directly, but instead use objects in the level to sling and bounce it around indirectly. Those levels are loaded with enough obstacles (some dangerous, some not) to make getting around, much less quickly, easier said than done. For the impatient, it may be too unwieldy to even enjoy. But for those who love obsessively replaying levels in hopes of shaving a second off their time and achieving leaderboard supremacy, this is pretty much bliss. The truly bold will appreciate the clever ability to adjust “Extreme’s” speed on a 10-point scale, which makes ever faster times possible for those steady enough to handle the spike in recklessness. Save for a few Vita-specific levels, most of “Extreme” is ported from last year’s PS3 version of “StarDrone.” The good news there is that the PS3 and Vita share a cross-compatible leaderboard. The bad news? “Extreme” inexplicably excludes “StarDrone’s” button controls in favor of touch-only options. They work great — arguably better than the buttons, even — but why deny players a choice they previously had?

Games 4/3/12: Kid Icarus: Uprising, Ninja Gaiden 3, Closure

Kid Icarus: Uprising
For: Nintendo 3DS
From: Project Sora/Nintendo
ESRB Rating: Everyone 10+ (comic mischief, fantasy violence, mild suggestive themes)
Price: $40

Are you willing to suffer for your hobby? Because “Kid Icarus: Uprising” may be the best game you’ll ever have to endure literal pain to enjoy.

It’s also the wildest reinvention of an inconic Nintendo character since Mario started talking and running around in three dimensions.

Though it resurrects the same characters and themes that have been in hibernation since the original “Kid Icarus” games came and went more than two decades ago, “Uprising” is otherwise a wholly different animal. Those older games were slightly methodical 2D platformers. “Uprising” arrives in full 3D — both dimensionally and stereoscopically — and is anything but meticulous.

When Pit (that’s you) is in flight, “Uprising” is a high-flying on-rails shooter. The circle pad controls Pit’s lateral and longitudinal movement, but he continually soars forward by himself. The stylus and touchscreen handle his targeting reticule, and the L button allows him to fire his weapon either rapidly (hold it down) or powerfully (lay off, let it charge, press L to unleash).

Having to balance those three disparate inputs is a bit dicey at any speed, and “Uprising’s” action doesn’t roll by at any speed. It’s fantastically fast and — depending on where you set the difficulty via a clever slider that pays more rewards and unlocks more secret areas the higher you set it — quite challenging.

Holding the 3DS and balancing those inputs is such a clumsy proposition, in fact, that Nintendo included a plastic stand that does the holding part for you. It’s an amusing solution that makes “Uprising” the most unportable portable game since Nintendo’s Virtual Boy days, but it’s an effective one.

Got all that? Good, because when Pit touches down on the ground during the second half of these levels, things get even harrier.

For the most part, the inputs remain the same. But when Pit has his feet on the ground, you exercise full, 360-degree control over them. L still fires and the touchscreen still aims. But having full range of motion also necessitates a need to control the camera independently of Pit. “Uprising” maps that to the touchscreen as well, only via brisk (and therefore imprecise) swipes instead of the drags used for aiming. The line between making Pit amble (slow push on the circle pad) and dash (quick push) forward is similarly imperfect, especially when an accidental dash sends him over an edge.

Harnessing this control scheme, even with the stand’s considerable help, is awkward in short bursts and very literally painful during extended plays. “Uprising’s” isn’t as fast on the ground as it is in the air, but it’s comparable, and it’s crying out for a second circle pad to balance the load. (Bafflingly, while “Uprising” supports Nintendo’s Circle Pad Pro attachment, it’s only for left-handed support and not to enable dual-stick controls.)

And yet, “Uprising’s” action is fast and exciting enough to make the pain worth it. The level design is insane, and the enemy and boss designs run the gamut from ginormous to comically weird. Pit’s story, which plays out with full voice acting in the second screen while you play uninterrupted, is engaging and sharply funny. It’s also lengthy and — thanks to a scoring system, the aforementioned slider and a massive array of discoverable weapons, gear and special powers — highly replayable.

Amazingly, “Uprising” even has a multiplayer option (six players, local wireless or online) with lone wolf deathmatch and a clever team deathmatch option in which teams share a single lifebar. You can bring any weapon you’ve discovered into multiplayer matches, but the better your weapon, the more damage your team’s lifebar suffers when you die. The action is, predictably, complete bedlam — imagine six people dealing with that control scheme and each other at once — but as an amusing throw-in for a content-loaded game, it suffices just fine.

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Ninja Gaiden 3
For: Playstation 3 and Xbox 360
From: Tecmo Koei
ESRB Rating: Mature (blood and gore, intense violence, strong language, suggestive themes)
Price: $60

The more credit you give “Ninja Gaiden 3” for respecting your ability to play it, the likelier it is to make you rue the thought.

That alone makes “NG3” — a beautiful, blazingly fast action game that’s also a descendent of one of the most perfect action games ever made — a crushing letdown.

Superficially, “NG3” looks a lot like 2004’s “Ninja Gaiden,” a game so cherished that Tecmo keeps reissuing it (most recently, for the Vita in February). Ryu Hayabusa (that’s you) remains one of gaming’s most agile action heroes. The places you’ll visit are beautiful and diverse, and while many of the enemies you face look like reskinned versions of enemies you saw already, the bosses — from a T-Rex to a giant witch whose body becomes a level unto itself — are satisfactorily outrageous.

In flashes, “NG3” also fights like the original “Gaiden,” which treated every single enemy as a significant danger and provided the ingredients — a healthy offensive and defensive arsenal for Ryu, some cunning intelligence for his enemies — to turn the most ordinary fight into a showdown more tense than many games’ boss encounters.

But those flashes — where you’re evading a pattern of attack in perfect time and countering to turn the tide — are fleeting. “NG3’s” tendency to crowd every encounter with roughly six to 10 mindless grunts leaves little room for showdowns, and respecting your enemies’ intelligence simply leads to cheap, frustrating barrages of knockdowns where the game effectively strips control from you. You’re better off just mashing the attack and evade buttons mindlessly and relentlessly — which is about as much fun as it sounds — because that’s all your enemies are doing to you.

The result looks spectacular, in part because “NG3” takes a page from other games and uses interactive cutscenes to add flair to Ryu’s kills. But the satisfaction of a grueling fight intelligently won — the main pillar of the original “Gaiden” and, to a dampened degree, its sequel — is just about gone this time around.

Boss fights, sadly, rarely fare better. There is a gem or two, and the one-on-one format certainly provides some badly-needed focus to the action, but sloppiness and repeat encounters abound all the same. More than not, the same rule of engagement still applies: Give a boss enemy’s attack pattern more credit than it deserves, and prepare to get burned and just mash away on the next (and likely successful) attempt.

Elsewhere, “NG3” takes steps forward and backward to ultimately settle comfortably into mediocrity. A surprising attempt to tell a more personal Ryu Hayabusa story results in the usual incoherence, but the presence of one character lets the story to fulfill its mission to partial effect. As bloodthirsty ninjas go, Ryu’s a pretty nice guy. Who knew?

The not-entirely-welcome infusion of interactive cutscenes and quick time events has a similarly mixed effect. “NG3” looks great when Ryu’s cutting a helicoptor to pieces while it’s in flight, but it screeches to a halt every time you have to laboriously press the triggers to climb a wall. When did simply pushing up on the joystick stop being enough?

“NG3” also marks the series’ first hand at online multiplayer, and the result likely matches your expectations for it. The solo or co-op Ninja Trials mode presents no-frills missions that load up the screen with enough enemies to bring down the framerate, while Clan Battle (eight players) lets you cut your friends to pieces via team deathmatch. “NG3” bakes in a leveling and upgrades system to encourage replayability, but the sloppy gameplay that ails the storyline also persists here. And without that story to pull it along, the novelty runs out pretty quickly.

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Closure
For: Playstation 3 (via Playstation Network)
From: Eyebrow Interactive
ESRB Rating: Everyone (mild fantasy violence)
Price: $15

If it’s in the dark, it doesn’t exist in “Closure,” a deviously clever 2D sidescroller that once again proves all the brilliant ideas for rethinking 2D games aren’t yet taken. In “Closure,” the vast majority of a level exists in complete blackness, and anything that exists in blackness doesn’t exist at all. The object is to employ the available light sources — some static, some maneuverable like adjustable floodlights, some you can push around or carry with you — to design a tenable path to the exit. If the path in front of you is entirely blackened, you need to illuminate it, lest you fall into a bottomless pit of nothingness. And if walls block the exit from all sides, you must suppress the light to make one of those walls disappear. Sounds easy, right? Sure. But “Closure’s” method of terrain manipulation represents an abstract new way to get from A to B, and success frequently entails disobeying age-old 2D gaming truths and forcing yourself to think along dramatically different new lines. Naturally, just as the new normal settles in, “Closure’s” 80-plus levels grow increasingly labyrinthine, with multi-level cause-and-effect puzzles, moving parts you can and cannot control, and keys and other objects you must protect from the abyss while also watching your own step. Fortunately, wicked though “Closure” can get, the process of conquering it is aggravation-free. There’s no timer rushing you along, and if you fall or have to reset the level, it restarts immediately without fuss. The pleasant demeanor extends to the visual presentation, which resembles a black-and-white woodcut illustration come charmingly alive. Monochromatic games are en vogue right now, but “Closure’s” stab at it is a fresh departure from its dour counterparts.

Games 3/13/12: MLB 12 The Show, Nicktoons MLB 3D, SSX, Jak and Daxter Collection, Journey

MLB 12 The Show
For: Playstation 3 and Playstation Vita
From: San Diego Studio/Sony
ESRB Rating: Everyone
Price: $60 for PS3, $40 for Vita, $80 for bundle (through April 10)

Nicktoons MLB 3D
For: Nintendo 3DS
From: Black Lantern Studios/2K Play
ESRB Rating: Everyone
Price: $30

“MLB The Show” has been the undisputed king of baseball sims for at least five years running, and even though the 2012 edition’s additions rank on the weak side, this remains the case.

For the second straight year, a new pitching mechanic leads off the roster of changes. But in contrast to last year’s excellent Pure Analog system, the Pulse Pitching method relies too much on a gimmicky (and counterproductively touchy) timing mechanic that doesn’t really replicate the sensation of making a perfect pitch. With practice, it can be mastered, but “MLB12’s” other delivery methods — Pure Analog, Meter and Classic — are more fun. Fortunately, all remain available to use and tweak as needed via an extensive options screen.

“MLB12’s” flashiest new feature — Diamond Dynasty, available only in the PS3 version — attempts to replicate the success of EA Sports’ Ultimate Team modes, in which you assemble teams of players from virtual packs of cards you buy with in-game (or, of course, real) money. But while the seeds of compulsion are there if you’re willing to look for them, Diamond Dynasty clearly is a rookie effort — all over the place in terms of confusing interfaces, and spotty with how it facilitates team management and rewards.

The better modes — Season/Franchise, the role-playing Road to the Show — are available on both Vita and PS3, and those who purchase both versions can share the same cloud save file between both. If you love the game but never have time to play an entire season on your couch, the flexibility this entails may be the best news there is about this year’s game.

As per annual tradition, there’s more good news in between the lines. A brand-new baseball physics engine should quickly make its presence known to longtime players, and Road to the Show finally lets you begin your minor league career as a starter instead of on the bench. Tweaks have been made to the way A.I. managers and general managers handle lineups and trades, respectively, and every detail of the Marlins’ hideous new uniforms and home run structure has been recreated in exquisitely ugly detail.

Most importantly, none of the core fundamentals that have made this series the best in the business have been broken.

2K Sports’ simulation counterpart continues to lag behind and spin its glitchy, unrefined wheels. But 2K Play engineered a pleasant surprise last season with “NickToons MLB,” which took MLB players and teams, sprinkled in Nickelodeon characters and stadiums, and powered it with the terrifically fast (and surprisingly deep) engine that originally powered its outstanding “The Bigs” arcade baseball games.

Sadly, “Nicktoons MLB 3D” arrives on the Nintendo 3DS in alarmingly bad shape. The personality and players are there, as are the modes (season, tournament, minigames) and intricacies that made last year’s game more sophisticated than your typical arcade baseball game.

But where it matters most — gameplay — is where “3D” falls completely on its face. Instead of fast, it’s unflatteringly slow and prone to framerate stutters. And while the console version’s responsive controls made every facet of the game fun to play, “3D” can’t even get the basics right. The half-second lag between button press and the moment a batter actually swings the bat is impossible to forgive in a sport where timing is king. “3D” updates the rosters for 2012 and adds a few new ballparks and modes not found in the console versions, but the shoddy foundation completely invalidates whatever upside it has to offer.

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SSX
For: Playstation 3 and Xbox 360
From: EA Sports
ESRB Rating: Everyone (mild lyrics, mild violence)
Price: $60

When EA Sports first unveiled its rebooted “SSX” — complete with gritty, humorless overtones and “Call of Duty”-esque cutscenes to complement the otherwise familiar snowboarding action — the groans that met it halfway were fierce enough to send the studio into retool mode. Many months later, what we ultimately get — colorful, cheerful, loaded with impossible tricks and exaggerated physics — is a good approximation of how the first proper “SSX” game in nearly seven years should look, play and even innovate.

Except, of course, when it isn’t. Don’t holster that groan just yet.

Under the right conditions — on a wide mountain with room to trick creatively and in an event centered purely around racing or accumulating large trick scores — “SSX” sings as beautifully as ever. It’s blazing fast, stringing tricks (either with the new, stick-centric method or a scheme that approximates classic controls) is extremely easy, and exploiting the mountain for one incredible combo after another is blissfully fun.

But for every time “SSX” gets it perfectly right, there’s an instance where it inexplicably flubs it.

Some runs, including a handful that lead off the single-player campaign, take place in tight runs overcrowded with ramps and grindable lines. Botch one jump, and it’s too easy to ignite a chain where your rider is haplessly missing opportunity after opportunity while you simply wait for a clear patch of snow on which to rebuild the deck.

Much worse, however, is when “SSX” throws you down a mountain that’s plagued by bottomless drops around and even within it. Annoying though the chains of missed opportunities can be, they pale in comparison to the non-thrill of pulling a spectacular big-air trick, only to land on a ridge that slides you into a pit you couldn’t foresee when originally taking off. “SSX” includes a limited-use rewind feature, perhaps as penance for the cheapness of such turns of fortune. But even then, your momentum is disrupted and your score dinged.

Though the race and trick events are occasionally undermined by some unreasonably inhuman A.I. Opponents, “SSX” frustrates most during the new survival events, where the goal simply is to complete the run. Your rewinds are severely limited here, and the mountains tend to be severely broken. That means lots of cheap falls, which means lots of trial and error. Surviving these runs is a simple matter of memorizing the layout and riding sensibly instead of tricking out, but when was the last time you played “SSX” with a desire to ride sensibly and predictably?

Fortunately, should you be so inclined, you can enjoy most of “SSX’s” highlights without engaging its lowlights.

With respect to its story track, “SSX’s” showcase features are the Explore and Global events, both of which provide non-linear access to every mountain range and let you hop around the globe as you please. The in-game currency and experience points systems, which allow you to upgrade every playable rider and his or her gear, apply across all modes, so you aren’t missing anything (except some annoying cutscenes and chatter) by outright skipping the story.

The Explore and Global events also comprise “SSX’s” clever asynchronous multiplayer, which functions like a social network for “SSX” fans. You can challenge other players’ scores (which appear persistently in the menus or in ghost form), create Global Events that thousands of players can enter, form and track rivalries, and even drop geotags on a course and challenge other players to find a way to reach the spot where you left it. The longer it stays untouched, the bigger the payout.

The downside of asynchronous multiplayer? It comes at the expense of the traditional stuff. You might spot friends on the slopes if you’re playing the same Global Event at the same time, but if you’re hoping to race friends directly online — or even offline via splitscreen, as was an “SSX” staple once upon a time — you’re out of luck.

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Jak and Daxter Collection
For: Playstation 3
From: Naughty Dog/Mass Media Inc./Sony
ESRB Rating: Everyone/Teen (comic mischief, language, suggestive themes, violence)
Price: $40 (games also available separately for $15 each via Playstation Network)

The advent of a “Jak and Daxter” HD collection was patently inevitable as soon as Sony began unleashing these terrific (and terrifically-priced) two- and three-packs of remastered Playstation 2 classics.

Here’s another shocker: “Jak and Daxter Collection” does excellent justice to the three games — originally released between 2001 and 2004 — that comprise it. The remastered games play perfectly, and though the original games’ colorful, Pixar-esque graphics have aged better than those of most PS2 titles, the benefits of a high-definition upgrade are obvious and considerable. The addition of stereoscopic 3D is sufficient for those with the technology to support it, and Playstation Network Trophy hunters will delight at the presence of lengthy trophy lists (each topped with a Platinum trophy) for each game.

If you lost track of “Jak and Daxter” back in the day, “Collection’s” biggest surprise may be just how much variety lies within — and not simply because Naughty Dog (best known today as the developer responsible for the “Uncharted” PS3 games) knew how to stuff a whole lot of creative level designs and ideas into these games. Though the level of variety certainly is copious, it’s the series’ gradual shift in tone and even genre that’s most striking.

The series’ debut, “Jak and Daxter: The Precursor Legacy,” was a 3D platformer from the “Super Mario 64” school of colorful characters, collectables and levels that were open to discovery but still pretty self-contained. A voice cast and slight taste for vehicles set it somewhat apart, but it certainly felt right at home in its chosen genre.

“Jak II,” on the other hand, played as much like “Grand Theft Auto” as it did the original “Jak and Daxter.” Though not gratingly or humorlessly so, the tone was measurably darker, and the difficulty spiked accordingly. The open-world Haven City served as a massive hub at the heart of the game, and guns and vehicles (which, yes, you could hijack) played a major role. The addition of hoverboards even brought with it a “Tony Hawk”-style minigame. “Jak II” never outright abandoned the ingredients that comprised the first game, but platforming definitely takes a reduced role.

“Jak 3,” appropriately, feels like a culmination of all that preceded it. It somewhat jettisons the bustling city design in favor of something more wide-open, and its gameplay accommodates the shift with an epic adventure flavor that very capably makes room for nearly every gameplay element that found its way into the first two games.

Remarkably, the series never really loses its way during the course of this evolution. For all the different ideas each edition throws at the wall, the franchise as a whole is a model of consistency when quality is the sole metric. It’s also aged extremely well, especially with a new coat of graphical paint applied. These games were easy to recommend back when they cost $50 each, and at $40 for all three, it’s one of the better gaming values of 2012 thus far.

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Journey
For: Playstation 3 (via Playstation Network)
From: thatgamecompany/Sony
ESRB Rating: Everyone (mild fantasy violence)
Price: $15

If your jaw isn’t on the floor following a trip through “Journey,” call your doctor, because you probably don’t have a jaw. As best a video game can be expected to do, “Journey” replicates the sensation of being lost and alone in a wholly unknown land. It drops you in a vacant desert, offers a couple prompts to show you which buttons on your controller are in play, and that’s it. The rest of the way, you’re left to your own devices, free to venture through the desert, under the sea, and up a snowy mountain toward an oasis that waits faintly in the distance. “Journey” offers traditional resistance by way of riddles to solve and secrets to find along the way, but there’s no health bar or even enemies in the traditional sense. More than a game to beat, it’s a literal journey that wants you simply to explore its staggeringly pretty scenery rather than survive it. (Outside of the real thing, these might be the most stunning sand and snow physics you’ve ever seen.) Alone and in though, the trip is a treat without equal. But “Journey” truly sparkles when you come upon other players making their own pilgrimages in the same world. You won’t know who they are — “Journey” doesn’t reveal their PSN usernames until past the closing credits — and your only means of communication is a single button that emits a musical tone of variable length. With that, you’re free to blissfully ignore each other or find a way, like two birds chirping at each other, to share the road and complete the journey together. If you elect to try the latter option, prepare for an organic co-op gaming experience that’s wholly unlike any you’ve experienced before.

Games 2/14/12: The Darkness II, Gotham City Impostors, Shank 2

The Darkness II
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows PC
From: Digital Extremes/2K Games
ESRB Rating: Mature (blood and gore, drug reference, intense violence, strong language, strong sexual content)
Price: $60

Though certainly a first-person shooter at its core, “The Darkness” may be remembered most fondly for the unique ways it applied thick layers of stealth, adventure gaming and a bold devotion to sink-or-swim immersion that no game since has quite captured. Playing “The Darkness” often felt like being a tourist in a new town — albeit one where a disproportionate percentage of the locals wanted to kill you.

Playing “The Darkness II,” by contrast, feels like passing through as Godzilla. Jackie Estacado (that’s you) is more powerful, the powers ingrained in him by the enigmatic force known as The Darkness are considerably nastier, and the game — set two years later and produced by a new developer — sheds most of those layers in favor of a straight sprint that’s exhilarating and potentially dispiriting all at once.

Let’s not mince words: The six-ish hours that embody “TD2’s” main campaign may very possibly be the six craziest hours you spend playing a first-person shooter this year. Jackie’s brandishes the usual crop of firearms, but the upgradable powers granted by The Darkness — wieldable swarms and black holes, a demonic underling who does your bidding while calling you names, and a pair of demonic arms that can tear enemies apart, feed on them and toss them across the room — are anything but rudimentary.

Instead of piecing out combat and creating scenarios where acting stealthily works best, “TD2” throws you into the fire and encourages you to mix gunplay and demonplay in whatever ridiculous fashion pleases you best. One firefight never differs dramatically from another, and even the most powerful enemies aren’t terribly smart, but a mix of busy environments and relentless enemy formations ensures plenty of room for attacking creatively instead of simply twitching and reacting.

With that picture painted, let’s not mince words here either: While “TD2” preserves the original game’s soul in some respects, and while the game is a riot to play on its own terms, the new gameplay comes almost completely at the expense of everything the first game dared to do differently.

The need to literally read street signs and check subway schedules to navigate around an unfriendly and non-linear city is, for instance, no more. “TD2” is nearly always straightforward, and a button press tells you exactly where to go if you somehow still get lost.

The need to shoot out streetlights in order to design the perfect stealth ambush is, to name another example, almost absent. Jackie’s Darkness powers still disappear in bright light, so shooting lights out still works to your advantage, but you’ll do so in the heat of a battle in progress instead of in anticipation of a fight you’re starting on your terms.

Where the spirit of the first game shines without contradiction is in “TD2’s” storytelling, which resumes where the original left off and arguably outdoes that game in terms of presentation, character design and exploration of The Darkness and its roots. “TD2’s” voice acting is superb, its cast (down to that strangely adorable name-calling demon underling) extremely memorable. And the new visual style — which uses hand-drawn and hand-painted textures to give players the sensation of playing inside a freely explorable graphic novel — is a night-and-day improvement over the first game’s more traditional look.

Instead of the first game’s competitive multiplayer, which few will miss, “TD2” complements the campaign with a collection of hit missions and a second, shorter campaign you can play alone or cooperatively (online only, four players). None of the four playable characters are as powerful as Jackie, nor are the missions very creatively designed. But each has a unique power that Jackie lacks, and the game’s devotion to strong storytelling and character design applies remains in full effect.

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Gotham City Impostors
Reviewed for: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC
From: Monolith/WB Games
ESRB Rating: Teen (blood, comic mischief, language, mild suggestive themes, violence)
Price: $15

“Gotham City Impostors” posits a wonderfully crazy idea: an urban battleground pitting self-appointed vigilantes in shoddy Batman costumes (Team Bats) against similarly entrepreneurial criminals in homemade Joker getups (Team Jokerz).

It’s such an inventive premise, in fact, you might be dismayed to see it applied to a multiplayer first-person shooter that, beneath the surface, is only so different from the multitude of other class-based shooters already crowding the market.

Purely in terms of being what it sets out to be, “Impostors” is mechanically excellent. Monolith’s first-person shooter expertise — if you’ve played “F.E.A.R.” or “Condemned,” you’re familiar with its work — gives “Impostors” a rock-solid foundation in terms of control responsiveness and other particulars. You can choose preset loadouts catered to five classes (Striker, Defender, Medic, Scout, Sniper) or configure your own, and between the guns you expect and a few that are special to this world, your firearm needs are covered.

Though your toys are nowhere near as impressive as Batman’s or The Joker’s gadgets, “Impostors” gives you a few to play with, and it doesn’t force you to level up before you can play with them. That’s a very good thing, because while you can freely sprint around the five maps, it’s more fun to glide, spring into the air and zip around with the grappling hook. “Impostors,” realizing this, designs the maps to take full advantage, with multiple vertical levels, numerous hiding spots in high places, and lots of opportunities to flee harm’s way in a flash.

For those dismayed by the increasingly uneven playing fields that make most multiplayer shooters practically impenetrable for new players after a few weeks, the news about “Impostors” is good. Unlockables are numerous, but they’re cosmetic and personal enhancements rather than weapons and perks that offer players an unbalanced performance edge. For those invested in the game, the personal enhancements — including new performance trackers and in-game challenges to complete — are terrific carrots within a carrot. A truckload of clothing pieces makes it possible to design Batman and Joker costumes that bring out your personal sense of shoddy style. You even can use unlocked graphics to design a special calling card that other players see when you take them out.

Here’s hoping you enjoy that kind of ribbing, because if you aren’t here for the online multiplayer (12 players), you may as well not be here at all.

Though the Bats and Jokerz spout some funny lines during the course of a match, there’s no story mode to really let the premise shine. You can’t play against bots or against friends via splitscreen, and outside of a tutorial mode and some very brief skills challenges, online play is your only option. The three match types are your standard class shooter match types, the matchmaking system is predictably prone to dropping you into fights against players ranked higher than you, and if you don’t enjoy duking it out online in “Call of Duty” and its ilk, the amusing little things that set “Impostors” apart from its humorless contemporaries will be cold (and short-lived) comfort.

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Shank 2
Reviewed for: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC
From: Klei Entertainment/EA
ESRB Rating: Mature (blood and gore, drug reference, intense violence, strong language, suggestive themes)
Price: $15

The original “Shank” took a handful of good ingredients from different genres and combined them into one surprisingly focused action game. “Shank 2” doesn’t mess with that approach, providing a second helping of all the first game did right and making adjustments to the few places where it went wrong. For the uninitiated, “Shank 2” is a violent but cartoony sidescroller in the “Metal Slug” vein, outfitting players with guns and explosives but placing special emphasis on close-quarters combat and providing an abundance of weapons (from knives to shovels to chainsaws to wieldable fish) with which to deal damage. The melee combat is, despite the 2D presentation, somewhat in the “Devil May Cry” vein. A when-all-else-fails pounce attack come straight out of Wolverine’s playbook. And the running and jumping occasionally feels like a classic “Prince of Persia” game when Shank is in chase and chaining moves together without hesitation. Beyond telling a new story, “Shank 2” tempers the first game’s occasionally cheap difficulty, fixes a few unfortunate button-mapping choices, and adds some new moves — most notably, a very convenient evasive roll and a terrific counterattack mechanic — that allow players to better fight defensively. A new arcade-style Survival mode (two players, online or offline) also complements the story and allows players to unlock and play as new characters. That feature comes at the expense of the first game’s collection of co-op-only missions, but it’s a better fit that’s built to endure longer than those missions did.

Games 1/24/12: Scarygirl, Amy, Saints Row the Third: GenkiBowl VII

Scarygirl
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: TikGames/Square-Enx
ESRB Rating: Everyone 10+ (cartoon violence, use of tobacco)
Price: $15

Don’t let the name fool you: Even though its namesake and star has the arms of an octopus and the face of a skeleton vinyl doll, Scarygirl — and the game bearing her name — is more cute than scary.

In fact, for those attuned to “LittleBigPlanet’s” style, “Scarygirl’s” presentation will be familiarly cute. Like “LBP,” it’s a 2D platformer modeled with 3D graphics that look like a diorama come to life — more papercraft and watercolor than “LBP’s” burlap, cardboard and vinyl, but unmistakably riding the same visual wavelength. Throw in the narrator, who introduces each level as if a page from a slightly twisted bedtime storybook, and it’s very obvious from whence at least some of “Scarygirl’s” stylistic influence came.

With that said, don’t let the kindly exterior fool you either. “Scarygirl” gets off to a pretty gentle start, and the levels that comprise the first two of its seven chapters aren’t terribly imposing if your only goal is to clear them.

But then “Scarygirl” drops you into the Hairclump Spider Cave with the cave’s namesake enemy almost immediately on your tail, and just like that, the kid gloves are off.

In part, the challenge spikes for unintended reasons. Though she’s pretty spry, Scarygirl’s repertoire (running, jumping, gliding, swinging, melee combat, and a limited-use forcefield for blocking and counterattacking) sometimes feels almost too responsive, resulting in a slight jerkiness that makes it easy to slip when combining moves or trying to stick a precise jump.

An overly generous hit detection works against as well as for Scarygirl, and there are occasions where enemies spawn right on top of her and cause damage before you even have a chance to react.

Finally, while “Scarygirl’s” level design is generally pretty great — diverse locations, branching paths, gobs of color and style — it also features occasional instances where a jump of faith feels necessary. Sometimes, a jump that looks doable just isn’t because it’s part of a another path on a different perspective plane. “Scarygirl” rarely depends on trial and error, but the few times it does are pretty unflattering. (Fortunately, checkpoints are frequent enough that they aren’t very aggravating.)

Fortunately, the aforementioned points are exceptions to the rule, and “Scarygirl’s” challenge mostly comes from the right places.

The branching, vertical level designs — set in deserts, mountains, aboard airships, in a nightclub and elsewhere — make excellent use of Scarygirl’s arsenal, particularly if you’re bold enough to pull off the tricky acrobatic maneuvers needed to get a perfect level score (no deaths, all collectibles found). You need not perfect a level to pass it, but “Scarygirl” keeps track and provides an leaderboard to motivate the best of the best.

Similarly, while its combat is simple — strong attack, weak attack, forcefield — “Scarygirl” tests it with enemies (and especially bosses) whose attack patterns make it crucial to balance defense, offense and positioning to manage multiple enemies. At its best and most imposing, it’s a perfect ode to the classic sidescrollers of the NES era — modern in its production values and polish, but timeless in the desire it creates to play, replay and master its levels.

If you aren’t quite that dedicated, “Scarygirl’s” two-player drop-in co-op support will take the edge off a bit. It works as painlessly as one hopes it would, with the lack of online support being the only potential downside.

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Amy
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: Vector Cell/Lexis Numerique
ESRB Rating: Mature (use of drugs, blood, intense violence, language)
Price: $10

In the thin strip of land separating challenge and undying aggravation, the checkpoint is king. As it goes, so often goes a game’s fate, especially when it’s a horror game crawling with elements seemingly designed to purposefully work against you.

The Amy in “Amy” is a young girl who, for reasons not really clarified, cannot speak and wants zero to do with a place known casually as The Center. When things go awry, she’s in the care of Lana (that’s you), who shares her sentiments.

The upshot of the not-really-explained story is that “Amy” overwhelmingly is an escort game. You indirectly control Amy by pressing a button to hold her hand and pull her around, but she’s also capable (when the A.I. cooperates) of following, waiting, hiding and accessing places you can’t reach to create access for you.

Arguably, when not wandering into mission-ending peril, Amy gives more than she receives. When nearby, she automatically heals Lana, and over time, she’s able to (clumsily) wield telekinetic powers and create temporary safe zones that distort enemies’ senses. In “Amy’s” best trick, you also can hear (and feel, via the controller’s vibration) her heartbeat when monsters, infected people and other enemies are near. The closer you are to peril, the more forceful it beats.

The tension that heartbeat creates is palpable, because “Amy” subscribes to much — good or bad — of what made horror games so scary during their mid-1990s advent. Lana isn’t as clumsy to control as those early “Resident Evil” game characters, but her awkward turning skills and the controller gymnastics needed to make her break into a sprint (especially when holding Amy’s hand) means she’s working in the same neighborhood.

Sadly, her melee combat acumen fares even worse — a point you’ll suspect in “Amy’s” easy first chapter and confirm when things get exponentially hairier in chapter two. The weapons she uses break way too easily, and her swing wouldn’t pass muster in a slow-pitch softball game. Though “Amy” offers a dodge mechanic and encourages you to use it, its sloppy camera and hit detection almost certainly will betray (and, if one bad break leads to another, kill) you.

This, by the way, is where “Amy” goes from endearingly antiquated to hellaciously frustrating.

There are checkpoints scattered across during “Amy’s” six chapters, but they are cruelly sparse. Once again, you’ll likely realize this in chapter two, where you’ll do some exploring, find some story clues, find Amy (who fled following chapter one’s closing twist), see a cutscene and almost immediately get killed in one whack by the star of that cutscene.

If that happens, you have to repeat all that mundane exploring and hope to device an escape plan so the quick demise doesn’t repeat. But even if you escape, learn about Amy’s special abilities, solve a couple key card puzzles and then die at the hands of another enemy you meet 20 minutes later, you have to start the entire chapter over. Because where most games would have dotted this half-hour stretch with two, maybe three checkpoints, “Amy” offers zero.

What a shame, too, because with even a reasonable checkpoint system, all of “Amy’s” miscues — stiff controls, clumsy combat, A.I. lapses, some elaborately annoying trial-and-error processes, a stealth section that would feel ancient 14 years ago — could be written off as forgivable callbacks to a punishing niche genre that still has its fans. When “Amy” is tense, it is exceptionally so, and a reasonable scattering of checkpoints would have enhanced rather than ruined that. When immersive tension gives way to the dread of having to replay 30 minutes that weren’t necessarily fun the first time around, there’s no reason to keep playing.

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Saints Row the Third: GenkiBowl VII
For: Playstation 3, Xbox 360 and Windows PC (requires Saints Row the Third)
From: Volition/THQ
ESRB Rating: Mature (blood and gore, drug reference, intense violence, partial nudity, sexual content, strong language)
Price: $7 (also included as part of the $20 season pass)

After the complete spectacle that was “Saints Row the Third’s” main storyline, hopes were high that the first downloadable expansion would go even crazier. On one hand, “GenkiBowl VII” — a series of violently fantastical events emceed by the diabolical game show host/living cartoon character Professor Genki — delivers on that hope. Sexy Kitten Yarngasm, for instance, tasks you with causing as much property destruction as possible with a massive, steerable, shockwave-blasting yarn ball, while Sad Panda Skyblazing combines the timeless sports of free-falling through the air in a panda suit and waging war on people in bunny and hot dog suits. Along with some funny play-by-play, it certainly qualifies as a spectacle. But Yarngasm essentially is a modified version of the main game’s Tank Mayhem missions, and the events where you escort Genki around and venture through a deadly game show-style maze have similar counterparts. Only Skyblazing feels completely new, and with only two missions per event to complete, the entire expansion is over before you know it. You can keep the spoils — the yarn ball, Genki’s car, some characters and outfits — and use them throughout the rest of the game, and the fun of wreaking havoc with a gigantic cat toy cannot be overstated. But even with that said, a few more missions per event would have done wonders for better justifying “GB7’s” price tag.

Games 1/10/12: Your Shape: Fitness Evolved 2012, Invizimals: Shadow Zone, NFL Blitz

Your Shape: Fitness Evolved 2012
For: Xbox 360 (Kinect required)
From: Ubisoft
ESRB Rating: Everyone (mild suggestive themes, violent references)
Price: $50

That hissing sound you hear? That’s your resolution to get in shape slowly seeping out of the room as the new year starts feeling familiar and the excitement of 2012’s first week gets pushed out of the way by life as usual. Gym memberships are expensive, finding time to go to the gym is a hassle, making a plan is hard, sticking to it harder. Seeing progress requires saintly patience, and on top of all that, exercise for exercise’s sake is often really boring.

Thank goodness for, of all things, video games — and particularly this one. After a year of good-but-not-great fitness games releasing for Microsoft’s Kinect, “Your Shape: Fitness Evolved 2012” gets pretty much everything right en route to knocking every aforementioned excuse off the table.

The polish is immediately apparent, too. In addition to not being a complete pain to navigate using Kinect (voice control would have been nice, but it proves unnecessary), “Evolved’s” main menu very cleanly lays out a staggering array of workout programs, games, virtual classes and other tools. Inside each of those menus lies a large array of programs organized by intensity and the goals they help fulfill. The offerings — targeted strength training, yoga and dance classes, training programs for specific sports and numerous others — are terrifically comprehensive, and “Evolved’s” uncluttered and intuitive presentation of all these options is extraordinary.

“Evolved’s” My Zone section allows the game to build workout plans for you based on your needs and availability, but they aren’t binding: A game-wide stat tracker gauges your progress against your goals, and it does so regardless of which programs you engage or ignore. Additionally, most programs are on the short side, making it easy to jump around and diversify your workout as wildly and impulsively as you please.

Though “Evolved” can only do so much to make its straightforward workout programs fun, it at least does a good job of keeping hassles at bay. A trainer demonstrates each exercise as he or she calls them out, and while the game’s grading of your form isn’t always accurate, it’s close enough to keep you minding your form without growing needlessly frustrated doing so. Kinect calibration happens quickly and automatically, and “Evolved” works well regardless of lighting and whether you have a surplus of room or just enough.

The ability to jump between programs is additionally welcome in light of “Evolved’s” suite of games and special events, which provide a fun means of breaking up straight-faced workout routines. A block-punching game provides a physically intense way to unleash some aggression, while a rhythmic stepping game evokes the spirit of “DanceDanceRevolution” without the need for a dance mat. An amusing jogging game lets you run through VR recreations of storied cities, while a block-balancing game lets you employ your newfound yoga skills in pursuit of a high score.

“Evolved” provides multiple difficulty settings and a scoring system for each of these and its other games, but it offers the same courtesy to its traditional workouts as well. The periodic tendency to misread your form will dock your scores unfairly now and then, but past that inconvenience, the constant presence of scores to beat and other meters of progress — along with in-game badges and Xbox 360 achievements — allows “Evolved” to continually dangle and dish rewards beyond the simple promise of fitter days ahead.

Should you not wish to do it alone, “Evolved” also includes in-game tools — and a companion website, yourshapecenter.com — that let you stack your progress against that of your friends and the world at large. The games also support four-player multiplayer, though only offline.

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Invizimals: Shadow Zone
For: Playstation Portable
From: Novarama/Sony
ESRB Rating: Everyone 10+ (comic mischief, fantasy violence)
Price: $40 (includes PSP camera accessory)

Augmented reality is neat, and Sony’s PSP camera accessory — an adjustable camera that pops into the top of the PSP and can be adjusted to be a front- or rear-facing camera — is pretty nice as well. “Invizimals: Shadow Zone” uses the latter to create a game based around the former, and as a demonstration of all that cool tech, it’s certainly a proof of concept.

Whether it amounts to more than that will come down to your interest in monster-collecting games and your patience with a story that has you watching the game as much as you play it.

“Zone” arrives a year after the original “Invizimals,” and most of the essentials remain the same. It’s a “Pokemon”-style game, and when you drill that story down to its bare bones, the object — collect Invizimals and pit them in battle against other Invizimals — is the same.

The difference, of course, comes with how you discover and track those Invizimals. Instead of exploring an expansive game world, you’re walking around your own world and panning the camera around until you spot an augmented-reality Invizimal frolicking around your furniture or other surroundings. (They favor bright colors, so if your surroundings lack any, it may be wise to correct that before hunting in vain.)

Upon spotting one, you have to lay down your trap card (bundled with the game), and once you do that, one of a handful of rather simple minigames commences. Complete that, and the Invizimal is yours to customize (name and color scheme), upgrade and employ in battle.

“Zone’s” fighting portion also differs from “Pokemon’s” in that it’s more real-time combat than not. Attacks are mapped to buttons instead of menus, but a need to recover stamina between moves lends an air of turn-based strategy to the fight.

Problem is, there isn’t much more to the fighting than the threadbare description implies. Because the Invizimals appear in augmented reality and in relation to the trap card, you can’t move them around the space with the analog stick. Outside of basic and strong attacks and a block button, there’s little nuance to the fighting, and that doesn’t change as you advance through “Zone’s” storyline.

Nor, for that matter, does the act of trapping Invizimals, which is neat until the tech’s novelty wears off. Though “Zone” offers incentive for those who absolutely must collect every single Invizimal for no other reason than sheer compulsion, it never builds on its mechanics in any substantial way, nor does it introduce new concepts as things progress.

That’s a problem when you spend as much time watching as you do playing.

“Zone,” like its predecessor, tells its story through first-person live-action cutscenes, and if you got into the first game’s story, you’ll be happy to know it delves even deeper into Invizimal mythology this time around.

If, however, you didn’t like that story, “Zone’s” incremental advancements over its predecessor are bound to disappoint. The AR tech works better this time around, but the game’s inability to take that tech and expand on it is hard to defend in light of how simple those mechanics are.

“Zone’s” competitive multiplayer portion (two players, local wireless or online) consists of a pretty straightforward versus mode and a tournament option, while a co-op mode (local only) allows two players to team up and complete select quests together. None of the modes eludes the aforementioned problems that bring down the story mode, but it’s still nice to have the option to put your custom Invizimals up against those of a friend.

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NFL Blitz
For: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
From: EA Sports
ESRB Rating: Everyone 10+ (comic mischief, mild language, mild suggestive themes, mild violence)
Price: $15

Though Midway’s “Blitz: The League” games were head-and-shoulders deeper than “NFL Blitz” ever was, the one thing it couldn’t provide — the NFL license — was the one players wanted the most. With both the franchise and license now in EA Sports’ hands, that no longer poses a problem. And while this “Blitz” lacks some elements — roster management, injuries, story-driven seasons and giggle-inducing illegal late hits — of those other games, the arcadey spirit of those original “NFL Blitz” games returns in immaculate condition. The old rules (seven on seven, 30-yard first downs, two-minute quarters and no penalties) still apply, and a game of “Blitz” plays so fast and loose with football conventions that you need not even like football to get a kick out of this. Also per usual, it’s a game best enjoyed with others (four players, online or offline). In addition to basic pick-up games, the new “Blitz” includes some clever and surprisingly deep modes for collecting star players, assembling dream teams and pitting those teams against other players’ rosters. For solo players, “Blitz’s” A.I. offers a good (if not always situationally sharp) challenge. And while it isn’t as robust as the multiplayer modes, the Gauntlet Mode — a ladder-style season complete with “boss fights” against teams of fantastical characters — is fun in its own right (especially when you beat those mascots and recruit them to your team).

Games 11/29/11: Halo: Combat Evolved Anniversary, Disney Universe, Where is my Heart?

Halo: Combat Evolved Anniversary
For: Xbox 360
From: 343 Industries/Bungie/Microsoft
ESRB Rating: Mature (blood and gore, violence)
Price: $40

Though “Halo: Combat Evolved’s” impact has been exhaustingly documented, there may be no finer point than the realization that the 2011 holiday season’s best new first-person shooter may very well be a 10-year-old game with a fresh coat of paint.

At least on the solo (or two-player co-op) side, that’s what “Halo: Combat Evolved Anniversary” is — a pretty carbon copy of the game that launched with the original Xbox in 2001 and subsequently formed the foundation of a video game juggernaut.

Arguably, “Anniversary’s” faithfulness is to a fault if you’re accustomed to the advancements the series has made — from enemy A.I. to the ability to sprint, hijack enemy vehicles and dual-wield weapons — since that first game. Even visually, and regardless of a graphical revamp that brings everything up to par with the recent “Halo” games, there are allusions to yesteryear in the jerky way other characters animate and the odd turns enemies sometimes make when flanking and backpedaling.

The upside to staying so faithful? A cool trick that lets you swap between the old and new graphics at any time with a single button press. The transition is a little awkward insofar that the screen briefly fades to black without without stopping the action. But as a fulfillment of curiosity and a jaw-dropping demonstration of how far graphics have come in a decade, it’s a wonderful little touch. (Just be sure to use it when the coast is clear.)

As it happens, the rest of the game remains pretty wonderful as well. “Halo’s” sequels and prequels have outdone it in terms of scope, design variety and level arrangements, but the tenets of those great games — wide-open battlefields, branching paths even indoors, enemies that swarm and flank as well as rush in packs, numerous opportunities for devising your own unique plan of attack — are fully intact here. It was groundbreaking in 2001, and in 2011, following on the heels of oppressively linear military shooters that routinely punish creativity in their campaigns, it still puts many of its newer, flashier contemporaries to shame.

For those who never played it on the original Xbox, the full-circle timing of this anniversary release could not be better. Last year’s “Halo: Reach” allowed players to play out the story that fed into the events of the original game, so if “Anniversary” is new to you, it may as well be a sequel to “Reach” in the same way a “Star Wars” movie from 1977 is a sequel to one released in 2005.

For the returning players, each mission hides a terminal that unlocks new insights — courtesy of perennial series antagonist 343 Guilty Spark — about where the series is headed when the next “Halo” trilogy kicks off next year. The terminals are sometimes harder to find than they should be, but for the diehards, they’re absolutely worth seeking out.

“Anniversary’s” faithfulness isn’t quite as hardcore on the multiplayer side (16 players). The game includes remastered versions of six classic maps and some match configurations that allow players to reenact the original game’s four-player multiplayer, but it uses “Reach’s” multiplayer engine to power it.

At no point does “Anniversary” pretend otherwise: The game uses the “Reach” branding, includes all of its features (from Forge mode to jetpacks), and allows you to play with “Reach” players who purchase the six maps as a $15 download. The maps that shipped with “Reach” aren’t included on “Anniversary,” but in a generous touch, “Anniversary” includes a code that lets you download the maps for free and use them in “Reach” if you have a copy.

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Disney Universe
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, Windows PC
From: Eurocom/Disney Interactive
ESRB Rating: Everyone 10+ (cartoon violence, crude humor)
Price: $50

Though “Disney Universe’s” name isn’t exactly untruthful, it might be a little misleading. This is neither a simulation nor an expansive online multiplayer game (as games with the word “Universe” generally tend to be), and it certainly shouldn’t be confused with the “Kinect Disneyland Adventures” game that lets you explore a virtual Disneyland.

If anything, the “Disney” in the name is more garnish than dish — a decorative exterior for a platforming game that has more in common with “LittleBigPlanet” and the Lego games than anything the “Universe” tag might imply.

Unless you had grandiose ideas for “Universe,” though, that little surprise is — particularly for younger and unseasoned players — a pleasant one.

“Universe’s” levels are modestly sized and pretty self-contained, framed by a fixed-camera perspective that functions similarly to what you get in those Lego games. Also like those games, completing a level in “Universe” typically entails complete a handful of simple mandatory objectives (which clear the way, cause-and-effect style, to the exit) and some trickier optional objectives that are good for collectibles, achievements/trophies and pride in a challenge comprehensively completed.

At no point does this become strenuously difficult: Even flat-out dying in “Universe” provides no punishment beyond simply losing a few hundred coins, which are abundantly available and function as currency toward unlocking new levels and other bonus content. But “Universe” isn’t so easy as to be insulting or boring even to players who are experienced enough to cruise through it.

In large part, that’s because “Universe” does the little things better than those Lego games do. Enemies storm levels at regular intervals, but while the combat is simple and loose, it’s far more refined (and, consequently, miles more fun) than the Lego games’ shoddy excuse for brawling. “Universe” also handles locomotion with considerably less guesswork: The characters don’t run and jump like they’re wearing soggy clothes, which makes it more fun to get around and easier to (among other things) correct a bad jump while airborne. Given a fixed camera’s occasional tendency to betray the laws of perspective and distance, even a little extra polish in this arena goes a long way toward alleviating aggravation.

Predictably, everything the game does is more fun when in the company of others. “Universe” supports four-player offline co-op, and it fulfills the mission of giving players numerous reasons and means to antagonize each other as well as work together.

If, at this point, you’re wondering how Disney fits into this, the answer is “loosely.” “Universe’s” levels are themed according to Disney properties, but the themes feel like themes more than the actual worlds from whence these brands came.

That’s doubly so for the characters you play as and face off against: Instead of literal Disney characters, they’re vinyl dolls wearing costumes with Disney character themes. If you played “LittleBigPlanet” — and particularly if you purchased any of the Disney-branded outfits for that game — the characters in “Universe” will almost certainly look just a little familiar.

The significant upside to that loose interpretation is that it allows “Universe” to cram a whole ton o’ Disney — Mickey and friends, Winnie the Pooh, the Muppets, the Disney Princesses, Pixar’s most wanted, Jack Sparrow, “Tron” and more — into the game without having to explain why Lilo and Peter Pan might be joining forces on a pirate ship. The story it comes up with instead is amusing, the characters look adorable in their Disney Halloween costumes, and the costume abilities and level intricacies shout out to their respective themes in clever ways that set this apart from just another Disney game.

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Where is my Heart?
For: Playstation 3/Playstation Portable (universal, via Playstation Network Minis)
From: Die Gute Fabrik
ESRB Rating: Everyone
Price: $7

A traumatic family hiking trip inspired Bernie Schulenburg to design “Where is my Heart?,” and what results is a wonderful case of turning a negative into a positive. “Heart” follows the adventures of three monsters lost in the woods and searching for a way home, and at its most basic (on the first level), it’s a simple case of running and jumping through a level that fits entirely within the constraints of a single screen. From there, though, the levels break apart into disconnected panes that form a coherent level but do so out of order. A pane in the top left of the screen might depict scenery that’s adjacent to a square on the bottom right instead of right next to it, and you’ll need to dance along the edges and use the level design’s context clues to decipher how to reach the exit. “Heart” goes from easy to ingenious extremely quickly, and once it gives you the ability to rotate those panels and navigate parallel dimensions in search of shortcuts on the other side, the puzzles become downright devious. Fortunately, everything else about the game — the adorable 8-bit graphics, the sweet demeanor of the monsters, a sound palette that’s minimalist in a way that evokes Apple II-era games — makes “Heart” too impossibly charming to even frown at while its puzzles cerebrally kick you in the face. An understated gem like this stands in complete contrast to the tornado of big budget games that are bigger and badder iterations of the same old thing, and if you’re dying simply the play something you’ve never played before, this one is essential.

Games 11/22/11: The Legend of Zelda: Skyward Sword, Saints Row: The Third, Jurassic Park: The Game

The Legend of Zelda: Skyward Sword
For: Wii
From: Nintendo
ESRB Rating: Everyone 10+ (animated blood, comic mischief, fantasy violence)
Price: $50

No matter which door you walked through to get here, “The Legend of Zelda: Skyward Sword” likely is the game you want or do not want it to be. If you think the series is staler than moldy croutons, so is this game. If you think it’s picked up too many bad habits that have sent it from the cutting edge to behind the curve, this one validates your position.

Conversely, if you think “Zelda” games do what they do boldly, peerlessly and just plain better than other games do, “Sword” could be the game of your dreams. And if you believe in motion controls like Nintendo does, this is the validation you’ve been waiting five years to play.

It is in the area of combat — a weak spot in every “Zelda” game released in three dimensions — where “Sword” unquestionably wants to and does leave its mark. In contrast to the Wii’s first “Zelda” game, where simply shaking the Wii remote any old way produced one of a handful of proportionally generic sword strikes, “Sword” accurately matches your remote (MotionPlus attachment or Wii Remote Plus required) to the sword. Hold the remote awkwardly over your head and Link does the very same, leaving him vulnerable to attack from enemies who not only take advantage of your openings but also punish you for telegraphing and repeating attacks. Enemies naturally exhibit weaknesses and tells of their own, and it’s on you to exploit them while keeping them guessing and keeping your shield up.

(The shield, mapped to the considerably less capable nunchuck attachment, doesn’t control as flexibly, but it handles basic blocking perfectly fine.)

In typical Nintendo style, “Sword” devises myriad ways to capitalize on its enhanced range of motion, and not merely with regard to swordplay.

Per series custom, “Sword” provides bombs for purposes of environmental manipulation as well as combat, but now you can bowl as well as throw them simply by doing so with the remote. Items you take for granted like the boomerang, meanwhile, are outright replaced by (unspoiled) new gadgets that function similarly but better take advantage of motion controls. That, in turn, feeds into puzzles and dungeons that accommodate motion without sacrificing the scope and intricacies for which “Zelda” dungeons are revered. Better late than never, “Sword” seals Nintendo’s case for motion controls as a way to significantly enhance a traditional game at no cost to tradition.

At the same time, “Sword” is swimming in idiosyncrasies that very, very arguably have overstayed their welcome. This is the most ambitious and moving story the series has ever told, but it’s one that undergoes nearly five hours of exposition, hand-holding and fetch questing before it starts getting interesting, and it’ll be a few dungeons after that before it really gets good. If you don’t like that early going, you won’t love the collect-a-thons and fetch quests that needlessly pad the time between dungeons, either. (Fortunately, the unfortunate lack of a passable interface for tracking optional quests makes it easy to just forget about them and plow forward.)

“Sword’s” orchestral score and watercolor-esque visual style are series high-water marks in both respects, but the continued omission of voice acting — whether you find that charming or archaic — sticks out more awkwardly than ever.

Link’s platforming abilities, meanwhile, are that much clumsier thanks to an awkward dash mechanic that gets more use than it deserves. And that obnoxiously binary brand of “Zelda” stealth, where simply getting spotted means immediately starting a segment over? It’s back in its brief but recurring role.

Stuff like this — and sometimes hours of it — are the price paid for the stuff in between, which finds “Zelda” in as fine a form as it’s ever been in the 3D age. This is the most ambitious game Nintendo has ever made, but it’s a stubborn strain of ambition, and if you come into “Sword” already baring strong feelings — favorable or otherwise — this one likely will cement them.

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Saints Row: The Third
Reviewed for: Playstation 3 and Xbox 360
Also available for: Windows
From: Volition/THQ
ESRB Rating: Mature (blood and gore, drug reference, intense violence, partial nudity, sexual content, strong language)
Price: $60

Three chapters into a series that began as a straight-faced “Grand Theft Auto” wannabe, “Saints Row: The Third” commences by almost immediately giving you a reaper drone as your first weapon upgrade and letting you call in (and control) missile airstrikes at will from that moment forward.

And with that — and following an opening sequence in which you lead a bank robbery that somehow culminates in an airborne shootout that includes skydiving into and through the windshield of a crashing airplane — we are off to the races.

Before we get carried away with how out of control this fable gets, it’s worth stopping and emphasizing how solid “SR3’s” underpinnings are. The game’s third-person shooting controls are far more versatile than what “Grand Theft Auto IV” produced, and the driving (and, eventually, biking and flying) controls are what you expect — loose and arcadey, but with enough weight that driving a sports car, street sweeper and tank (yes, there are tanks) are markedly different experiences. The graphics aren’t always easy on the eyes, but they certainly suffice considering how big, busy and free of load times the open world is.

Perhaps more surprising is how much care goes into the coherence of a story and world in which anything and everything goes. “SR3’s” humor is juvenile, but it’s cleverly, sharply and even endearingly juvenile — more silly than obscene, though exceptions certainly apply when one mission involves rescuing a friend from a brothel via a rickshaw chase. The main character’s gender, voice and appearance are your calls to make thanks to “SR3’s” terrifically flexible character editor, but nothing you do changes the lengths the game goes to develop our hero and his/her friends, enemies and random weirdo acquaintances into legitimately good characters.

With that groundwork thoughtfully laid out, “SR3” is free to go completely bananas en route to creating the most shamelessly bombastic open-world game you can play today.

Where to start? How about the multi-factional war that pits the Saints against cops, Luchadores, supernatural beings, an armed-to-the-teeth private military and zombies all at once? Because every faction brings its own playable toys to the fray, you can (among numerous examples) jack and joyride a tank, wield a weapon that’s basically the Gravity Hammer from “Halo,” or steal a gunship and rain hellfire down on gang strongholds that fall under your control once cleared out.

And that’s just the first few hours. Without spoiling any specifics, “SR3’s” toy chest only gets crazier as you progress through its story and wrap your arms around the ridiculous cache of upgrades, properties, (very) customizable vehicles and not-of-this-world weapons that recurrently avail themselves to you.

Your default pistol, for instance? Outfit it with upgrades, and it shoots exploding projectiles that launch enemies airborne. Should you launch an enemy from a high altitude, “SR3” will measure how far he flies and reward you in the form of experience points.

In fact, pretty much everything you do — from balancing a handstand on a moving jet to driving on two wheels to flying through your windshield after a nasty crash — is tracked in some way for high score purposes and cashed in for experience that unlocks more surprises. “SR3” wants you to use this playground to goof off as creatively as you like, and it lets you know by rewarding you in some way for every single thing you do.

The only place “SR3” dials it back is with multiplayer, with “SR2’s” 12-player competitive multiplayer omitted completely. The two-player survival mode that replaces it is amusing, but considerably more limited in its novelty. Fortunately, two-player anything-goes co-op — which was the absolute best way to maximize “SR2’s” burgeoning goofiness — returns intact.

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Jurassic Park: The Game
Reviewed for: Playstation 3 (via Playstation Network) and Xbox Live (via Xbox Live Arcade)
Also available for: Windows, Mac
From: Telltale Games
ESRB Rating: Teen (blood, mild language, mild suggestive themes, use of tobacco, violence)
Price: $30

“Jurassic Park: The Game” might be the year’s most insulting game — but only if you even consider it a game at all. In truth, most of “Park’s” most would-be exciting moments — pitting you on the run from dinosaurs — are nothing more than interactive cutscenes. Press the button prompts when they appear, and you live to experience to the next cutscene; miss too many prompts, and you just do it over until you get it right. Not exactly immersive, and unfortunately, the stuff that takes place in between falls even flatter. Telltale cited “Heavy Rain” as its inspiration for “Park’s” methods of locomotion and interaction, but even that game gave you direct control over your characters in a 3D space. This one doesn’t, often reducing mundane motions like climbing stairs and cutting shrubs to dead-simple and repetitive button prompt exercises. Worst of all are the sections that task you with investigating a scene and deciding how to proceed: “Park” somewhat resembles a point-and-click adventure game here, but with all the points of interest highlighted for you via yet more button prompts, your brain need not even apply. Between this and dialogue trees that all seem to lead to the same place, the whole thing feels more like a VCR board game from 1988 than a video game from 2011. “Park” had potential to take the movies’ mythology down some fun new roads — it’s set directly after the first film’s conclusion — but it’s impossible to get immersed in a game that often appears to be playing itself while you press a button here and there to prod it along.

Games 11/1/11: Kirby's Return to Dream Land, Battlefield 3, Ben 10 Galactic Racing, Dungeon Defenders

Kirby’s Return to Dream Land
For: Wii
From: HAL Laboratory/Nintendo
ESRB Rating: Everyone 10+ (mild cartoon violence)
Price: $50

Kirby might not even know it, but the way he walks in “Kirby’s Return to Dream Land” — with a proud strut and a carefree expression that completely belies it — is amusing without even meaning to be. That goes as well whenever Kirby enters a body of water: He sports a stylish innertube at the surface, and instantly swaps it for goggles whenever he plunges into the depths.

There are a thousand other similarly effortless details to spot in “Land” — some of them silly like those mentioned above, others crucial to the game’s design, but all adding up to a prototypically spotless Nintendo game that exemplifies the difference between a good sidescrolling platformer and one devised by the company that created the mold.

This isn’t to suggest “Land” has broken said mold. As the title itself implies, this is a return to Kirby’s roots much in the same way “New Super Mario Bros.” brought Mario and Luigi back to their basics. “Return’s” primary objective — move from left to right and reach the exit — is as pure as video game objectives get, and Kirby’s techniques — strutting, jumping, floating, swimming and the always-wonderful ability to open his mouth, ingest enemies like a vacuum and briefly acquire their powers — are just as they were during his first visit to Dream Land.

Of course, Dream Land itself isn’t the same as Kirby left it. The levels and worlds are all new, and they’re naturally more elaborate in their construction than in past “Kirby” games. Simply cruising from entrance to exit isn’t terribly challenging, but completely mastering a level — finding every secret area and using certain powers to acquire every last collectible piece of the spaceship you’re helping Kirby’s friend rebuild — is pretty tricky.

You can, of course, return to levels multiple times to find the pieces you missed, and because these levels are so cleverly but intuitively designed and the game so polished in every respect, replaying old levels new ways is a ton of fun. New and old enemies afford Kirby more powers than ever to mimic — including some spectacularly destructive super powers that engulf the entire screen — and every facet of his many control schemes is on par with his every last visual quirk in terms of attention paid to detail. In every crucial respect, “Land” is immaculate.

Though the game doesn’t bend over backward to specially accommodate it, “Land” features four-player local drop-in co-op in a slightly similar vein to “New Super Bros. Wii.” This time, though, only player 1’s peril is of any consequence. The other three players — playing as Waddle Dee, Dedede, Meta Knight or a Kirby clone — can incur all kinds of disaster in a supporting role, which allows someone with skill to lead the game while young kids or other novices play along and assist without impeding the game’s progress. That makes it a less chaotic party game than “NSMBW,” but a far more ideal experience for families who play together.

As has become tradition, “Land” complements the primary game with a surprisingly filling selection of bonus content, including challenge rooms, practice rooms and minigames. “Land’s” core gameplay uses only the Wii remote, turning it sideway to mimic a traditional controller, but some of the minigames allow you to use the remote’s motion capabilities. None of them are wildly original in light of the billion or so minigames that have graced the Wii over the last five years, but they’re fun, well-made, and suffice very nicely as free sides for an extraordinary main course.

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Battlefield 3
Reviewed for: Xbox 360 and Playstation 3
Also available for: Windows PC
From: DICE/EA
ESRB Rating: Mature (blood, intense violence, strong language)
Price: $60

No use wasting time being cordial: “Battlefield 3’s” single-player campaign is a bummer. Military first-person shooters have increasingly valued flash over substance since “Call of Duty” dumbed it down and became the market leader, and the less said about “BF3’s” me-too attempt — too many restrictive corridors, quick-time events, gimmicky diversionary missions that imitate instead of innovate, and stiflingly controlled scenarios that allow the psychic enemy A.I. to absolutely brutalize you if you dare attempt to ignore the continuous interface prompts and flex some creativity — the better. It’s technically polished but imaginatively bankrupt, and DICE — which proved it could construct good single-player campaigns with the “Battlefield: Bad Company” offshoots — should know better.

Fortunately, buying a “Battlefield” game for the campaign is like watching the Super Bowl to see the Black Eyed Peas. The multiplayer is the reason we’re here, and all the things the campaign condemns — the freedom to roam, to strategize, to fly that jet instead of simply sit in the gunner seat — are the things multiplayer lays at your feet.

First things first, a caveat: “BF3’s” console multiplayer suffers a steep drop from its PC counterpart. It’s limited to 24 players (two teams of up to 12 or four squads of up to four) instead of 64, and out of necessity, the larger maps have been pulled in a touch to prevent the slimmed-down armies from feeling too spread out.

Additionally, while the game remains plenty nice to look at when installed to the console hard drive, it doesn’t look nearly as sharp as those jaw-dropping demos you may have seen of the PC edition. Xbox and PS3 hardware simply isn’t capable. Combine that with player counts and match types (team deathmatch, territorial control, attack versus defend) you’ve seen before, and “BF3” isn’t the game-changer all the pre-release hype suggested it would be — especially with this being the third full-featured console “Battlefield” game to appear since 2008.

Demoralized yet? Don’t be: In spite of all the unfortunate news you just read — and assuming EA works out the server connection issues that continue to creep up as of this publication — there remains much to like about “BF3’s” online skirmishes.

In short, the ingredients with which “Battlefield” made its name remain intact. Even in scaled-back form, “BF3’s” maps are large enough to accommodate numerous attack strategies. If you want to commandeer a plane, tank or chopper, you can. If you want to ride shotgun and man the cannons, you can. And if you’d prefer to just hoof it on the ground, you obviously can. The usual classes (Assault, Recon, Support, Engineer) apply, and if close-quarters combat isn’t your specialty, the maps (and all-inclusive experience points system) allow you to contribute by providing cover fire, medical support or assistance with completing territorial objectives while allies cover you. All is for naught if you and your teammates fend for yourselves instead of strategize, but it isn’t the game’s fault if you don’t use its tools to their fullest capacity.

As is “Battlefield” custom by now, “BF3” is polished in every technical regard. Control is terrifically responsive, the sound is incredible, and — provided you accept the hardware’s limitations — its representations of New York, Paris, Sarajevo and places in between strike an impressive balance between scope and detail.

Assuming those server issues dissipate, “BF3’s” interface is similarly satisfactory. Everything’s where you want it to be, and the addition of Battlelog — a variant of EA’s Autolog social network adapted to “Battlefield” — is good news if you regularly play with people on your friends list.

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Ben 10 Galactic Racing
Reviewed for: Playstation 3 and Xbox 360
Also available for: Wii, Nintendo DS, Nintendo 3DS
From: Monkey Bar Games/D3Publisher
ESRB Rating: Everyone (comic mischief, mild cartoon violence)
Price: $40

You need not have a degree in video game history to realize “Ben 10 Galactic Racing” — a kart racer featuring the cast of the “Ben 10” cartoon doing battle on fantastical tracks inspired by the cartoon — is a callback to “Mario Kart” at first blush.

Unfortunately, “Racing’s” aim is a bit off. Instead of harkening back to Nintendo’s iconic racing game, it ushers in memories of the late 1990s and early 2000s, when cash-thirsty developers turned every kid-friendly property within reach into a me-too kart racer. Like nearly all of those games, “Racing” falls well short in its bid to conjure the greatness of the real thing.

It isn’t for lack of enthusiasm on the game’s part. From the description of modes to the voice-acted banter that supplies on-track commentary and track overviews, there’s a lot of fan service setting the table. The tracks also vary considerably in terms of design, with numerous climates, themes, on-track hazards, shortcuts and other random curveballs and visual touches on display.

Once the actual race begins, though, “Racing” succumbs to a significant lack of refinement. The steering is tenable but not nearly as sensitive as you’d like with tracks that twist, narrow and reveal as many pitfalls as these do. Opposing racers sometimes appear more concerned with banging into you than winning the race, and they’re particularly good at nailing you with whatever items they have as you close in on the finish line. Some of the items draw obvious inspiration from “Mario Kart,” but others seem designed simply to cloud your vision on tracks that are tricky enough as is to navigate, and when opponents spam you with these items in the last lap — whether you lead the race or not — it’s aggravation on top of aggravation.

Rarely, between these issues and some blatant rubberband A.I., does actual racing skill feel integral to winning in “Racing,” which is unreasonably difficult on its Easy setting and just obscene on Hard. Be prepared, regularly, to take a lead into the third lap and find yourself somehow in last place half a lap later.

If your love of “Ben 10” is such that you’ll suffer through “Racing’s” shortcomings anyway, its multiplayer (four players, offline only) very likely will be its saving grace. Many of the aggravations are either non-existent or marginalized (and, if you don’t take them too seriously, pretty funny) when there’s a level playing field, and while “Racing’s” A.I. is unforgivably cheap, its handling and track design are sufficient enough to get the job done on the multiplayer side. There are more refined and more feature-loaded kart racers on every platform — if not “Mario Kart,” then surely “Blur” or “Sonic & Sega All-Stars Racing” — but if the license matters more than the game, racing with friends is the best way to enjoy it.

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Dungeon Defenders
Reviewed for: Playstation 3 (via Playstation Network) and Xbox 360 (via Xbox Live Arcade)
Also available for: Windows PC
From: Trendy Entertainment/D3Publisher Of America
ESRB Rating: Everyone 10+ (alcohol reference, animated blood, fantasy violence)
Price: $15

Don’t let the downloadable size or cheerful presentation fool you. “Dungeon Defenders” is a fiendishly deep blend of dungeon crawling, role playing and tower defense, and if you engage this journey of potentially hundreds of hours, you’d best begin with the tutorial. Superficially, “Defenders” follows the action-meets-tower defense blueprint: At the start of a level, you (and up to three friends via drop-in/drop-out online/offline co-op) strategically decorate your elaborate surroundings with traps, and when you give the green light and enemies rush in from all sides, you’re free to run around and get your hands and weapons dirty fighting anybody who dodges the reach of those traps. Simple, right? Sure — until you realize straight away how different “Defenders'” four playable classes are. Each comes with separate weapons, traps, attribute stats, pets and abilities — all upgradable and customizable — and the inventory and role-playing interfaces more closely match that of a $60 “Elder Scrolls” game than a $15 downloadable equivalent. Consequently, while “Defenders” holds up as a single-player game, it absolutely sings as a multiplayer experience. With four people coordinating an attack while each controls a different class (not required, just recommended) and solves unique problems with unique abilities, “Defenders” resembles a real-time strategy game in which players control every unit directly. The configuration is up to you, and between the story campaign, challenge room variants, player-versus-player arena and a level cap of 70(!) for each character class to achieve, there’s a mountain of incredible content on which to try every idea that comes to you.