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Like Sony's ambitious third iteration of their once-ubiquitous platform,
the PlayStation Network - launched day and date with the tricked-out
initial shipments of the system itself - was slow to start but a
beast of a contender with when it kicked into top gear. Early pickings
were slim to none until console-exclusive Super Stardust HD energised
the PSN's core audience. What small wonders Geometry
Wars wrought for Xbox Live Arcade, Housemarque's revamp of Amiga
500 favourite Stardust brought in equal measure to Microsoft's burgeoning
competition; and from there on out, despite a few notable missteps,
the PSN has gone from strength to strength. Two years on, its library
has swelled to include the usual multi-platform assortment of downloadable
offerings, yet the PlayStation Network is most notable today as
a means of distributing the sort of experimental games that are
in such short supply elsewhere. The Wii has World of Goo and XBLA
can brag about Braid
till it's blue in the face, and while it won't do to cast undue
aspersions on either - both titles are tremendous achievements in
their own right - they each seem significantly out of place on their
respective services, elbowed into obscurity long before their time
by the Black Friday barrage of mini-game collections that are desperate
for attention. On the open-plan marketplace of the PSN, by comparison,
art-house experiences such as Riff: Everyday Shooter and Pixeljunk
Eden have the room and the opportunity to spread their wings and
flourish, as they should. If downloadable games ever need saving,
and I fear they may, the battle will be fought - and won, with luck
- on Sony's groundbreaking service.
With
that said, an incredible number of console owners are yet to buy
into any one of the range of platforms for downloadable games [I've
admit I've got plenty of XBLA titles but not a single PSN one so
far. Ed.], so it's a canny move of Sony's to package up a few of
the PSN's greatest hits for more exposure at retail. Here, then,
on the PSP, are two such ostensible collections: the Puzzle Pack,
and the Power Pack, neither of which, I'm afraid to say, are shining
examples of the best that the service has to offer. In their own
right they're each worth the nominal price of entry, with plenty
of replay potential standing to represent excellent value for money,
but from their no-frills presentation to a few inexplicable technical
issues - not to mention the unfortunate selection of games that
the pair of packs bring together - neither Puzzle nor Power will
likely be enough to make believers out of those avid gamers still
resisting their Sony system's online capabilities.
Leading
the charge for the more action-oriented of the pair is, oddly enough,
flOw, perhaps the single most relaxing experience you can have outside
of listening to an hour of whale-song whilst suspended in an immersion
tank. flOw began life as a Flash-based game created by one-man band
Jenova Chen as research for his University thesis. When he made
it available to play online and for free download, flOw attracted
something like a million players - and all this before Sony had
even declared its interest. When it did, amid the last unknowing
hurrah of Electronic 3 in 2006, Chen formed thatgamecompany with
a few code-guru compatriots and work began on a port to the PSN.
Seen initially as a showcase for Sony's groundbreaking sixaxis motion
control, there was a surprising amount of debate about the nature
of the actual game - surprising in that a quick Google would have
revealed a fully-featured Flash version for any and all comers to
experience firsthand. Those enthusiastic press peeps who branded
it a Geometry Wars for the PlayStation Network rather missed the
mark, even though in the aforementioned Super Stardust HD there
was indeed such an equivalent. In any case, there's no shooting
in flOw; there are no power-ups, life bars or boss fights. There
are parallel mechanics that work in similar ways to each
of these things, but they're cleverly implemented; subtle, slight
and years ahead of their time. Take the menus of Dead
Space, acclaimed for their immersion - they're present and correct
in the HUD-less waterscapes you'll explore here; and flOw did away
with game over screens well before Peter Molyneux called time on
them in Fable II.
Ultimately,
flOw is more of a moment-to-moment journey than a game in the traditional
sense, which is to say that although it shares several traits with
the narrow spectrum of experiences that mainstream titles have conditioned
gamers to expect, in its striking simplicity, its ethereal atmosphere
and its come-one, come-all approachableness, it sets itself apart.
But don't misconstrue that particular pull-quote as an assertion
that the game beneath all the innovations isn't up to snuff, because
what Chen and company crafted in flOw was one of most addictive
entries in the early PS3 catalogue and the same exceptional experience
has been well preserved for its journey to PSP. You are cast as
a series of sub-cellular organisms - an eel-looking thing to begin
with, a cursory investigation of which reveals a startling range
of abilities: it can both move, and move a little faster. In order
to lead your creature around the screen on the PlayStation 3, you
had to wave your Sixaxis in an uncharacteristically apt integration
of the system's motion control; on the PSP, on the other hand, your
sole means of movement is the analogue nub. All of the face buttons
on either system activate what you might call a special power; your
protozoan eel's speed-boost, in this case, or the paralysing strike
of a later evolution of the creature. In those first moments, though,
in the emptiness of the sky blue space you're dropped directly into
after starting the game, you need no such abilities. You swim around
a little until you come across a creature with strange red markings;
swim into it and you're transported to another, slightly darker
plane, where you encounter a little blue organism that takes you
back and another red creature that guides you deeper into the aquasphere.
flOw isn't an elevator, though; a great swathe of other pseudo-aquatic
creatures populate the planes as you venture further down, and these
guys are for eating. Whether simply by swimming your mouthpiece
into them or by gobbling up the glowing spots on the larger of them,
the more you eat, the bigger your eel gets, and the bigger your
eel gets, the bigger the creatures he can eat.
At
its simplest, the mechanics of progressions through the game boil
down to swim, feed, repeat, but flOw is a brief, focused experience,
and like Portal,
all the better for it - especially on the PSP, where its levels
are much less expansive than in the PSN version. Jenova Chen's pet
project scarcely changed in the years between its Flash-based conception
and its debut on Sony's online service, but flOw's evolution then
seems positively radical next to the minute tweaks that SuperVillian
Studios has made for its third iteration. Largely, things are just
scaled back a bit, but all the game is missing on the portable platform
is a bunch of empty space and some well-implemented motion control.
The port is a fundamentally faithful one, showcasing the same enchanting
hour or two of gameplay that made flOw such a breath of fresh air
in the first place, and above all the other games brought together
in the Puzzle and Power packs, its inclusion will do the most to
seduce those hesitant console owners into probing the PSN for other
hidden gems.
The
Power Pack's second game, Beats, is a pleasant enough diversion
but it doesn't come close to matching the power of flOw. If you
can imagine Bizarre Creations' bizarre DDR-inspired side-project
Boom Boom Rocket [Love that game! Boom-Ed.] with an ambient visualisation
plug-in instead of a self-congratulatory fireworks display to ogle,
you're halfway there. It follows the usual rhythm game tropes to
a fault: a beat-driven pattern of the PSP's four face buttons scrolls
towards the centre of the screen, where you have to match them against
the corresponding icons in time with the music. Next to thatgamecompany's
minimalist gradient of dreamscapes, Beats comes off as incredibly
gamey - contrived, even - but that isn't to say that the familiar
rhythm-game mechanics that SingStar
developers SCE London have brought to the portable platform can't
be a good deal of fun. With the fifteen songs there's room enough
to train yourself through the wearisome tutorials and find the right
difficulty to suit your abilities, but the default music is an uninspired
Wipeout soundtrack
on a Sunday afternoon and only on the harder settings, where the
notes come in floods and you must embellish the usual button-presses
with modifiers via the d-pad, does the gameplay start to challenge
rather than pander. Beats comes closest to deciphering its identity
when you copy across some music to your PSP's memory stick; the
other, more interesting half of the equation, you see, will be familiar
to all those who've ridden the choose-your-own-adventure waves of
Steam success story Audiosurf.
The option to import music from your personal catalogue is vital
and the engine does a surprisingly decent job of generating accurate
note-charts, whether you're trying to bring in hair metal or industrial
trance. Of course, the more defined the beats of your music, the
better the experience you'll have, but even then, the cheap visualiser
effects won't be quite enough to distract you from what boils down
to extended quick-time events set to a soundtrack of your own making.
That is unless the soundtrack is whale-song. And you play underwater.
Gaming
in an immersion tank won't help Syphon Filter: Combat Ops, however;
I don't imagine you'd get much of a signal from inside one of those
things and Logan's latest is a multiplayer-only affair. Somewhere
between SOCOM
and Metal Gear Online, Combat Ops is as easily as successful as
the recent online iterations of both those powerful franchises,
with as fully-featured a selection of modes and maps as you'd expect
from a triple-A home console shooter. The interface is a re-coloured
retrofit of the design from Sony Bend's own Logan's Shadow - it's
red this time around, folks - and it plays in largely the same way;
the controls, where the action is driven by the system's shoulder-mounted
triggers and the face buttons substitute for its missing-in-action
analogue stick, provide the best demonstration so far of a functional
third person shooter on the PSP. Syphon Filter's pedigree on the
portable is purebred and the gameplay of this latest entry does
not disappoint. When you can find a game, the experience is as gratifyingly
hardcore as ever, with a vast selection of gadgets and weaponry
to take down your opponents - and there's the rub: the very nature
of online-only games is that they only last as long as there's a
community to sustain them, and despite being handed out as a free
download with the God
of War PSP bundle, the Combat Ops player-base is already desperately
sparse. One can only hope that sales of the budget-priced Power
Pack reinvigorates owners of the game, particularly because the
level editing tools it comes with are surprisingly robust, and those
highly-ranked user-created scenarios already on the servers would
make for excellent stomping grounds should I have the pleasure of
playing them with other people.
The
line-up of the Power Pack makes for a markedly stronger package
than the uneven alternative, but the same bargain-bin interface
and long load times hamper both collections, and however powerful
the three games brought together here may be in their own right,
they're hardly compatible experiences. flOw is an excellent introduction
to the indie trimmings that have collectively made the PlayStation
Network relevant, and a fine game to calm you down on a rush hour
bus ride. Beats, on the other hand, is a button-mashing rhythm game;
a pared-down, value-added alternative to Guitar
Hero that's saved from mediocrity by its My Music mode. As for
Syphon Filter: Combat Ops? It's a multiplayer-only game that's sadly
short of players. This is a variety pack if I ever saw one, but
schizophrenic though the selection of games may be, they're an impressive
bunch and, at budget price, the Power Pack is a no-brainer addition
to any PSP library lacking its individual components.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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