Tag Archive: Review

Review – Frequency


Systems – Xbox 360 Indie’s

Developer – Bootdisk Revolution

Price – 240 ($3.00) Microsoft Points [DOWNLOAD HERE]

Genre – Action/Platformer

Frequency is a side-scrolling platformer game of the type like Mega Man games, you play as the robot ‘Grey’ who gets reactivated by the last survivors of humanity on an unknown continent where a machine named ‘Nemesis’ has rebelled against humanity. He has created a system called the Simulation, forcing the other robots to become his slaves. It’s your job to tear down the Simulation, defeat Nemesis, and save humanity from complete extinction.

It’s a very Asimovian story, exploring what it means to be alive and what it means to have a soul and become a person. Sometimes the dialog is a ‘iffy in places, and the story can sometimes become confusing but it’s good enough to mention that there’s something else interesting here apart from the gameplay.


What you have here is a very solid and well-made action/platformer that’ll instantly feel familiar to you if you frequent these types of games. What sets the game apart is its color-switching mechanic. You can have up to three different colors which you can switch your character to, in effect they shoot different colored energy beams.

The trick here is that your ammo meter is also your health meter so you’ll have to be careful of your shots, and to recharge your meter you must suck the color out of the environment and enemies by holding down the Left Trigger. It’s an interesting way of managing your health and ammo that works well.

Another fancy thing you can do is that your beams of color energy can change the landscape around you, the game takes advantages with this system and offers a couple simple puzzles for you to solve. It’s nice they had the feature, but I wished they made some more interesting and complex puzzles.

indie 3

My first playthrough of the game took about 50 minutes which seems short for 3 dollars, but surprisingly they added a whole new mode called ‘White’ mode. It has a completely different, and better, storyline, tougher enemies, a completely new power to use, and an entire new level which is probably the best level in the game. White mode is where the game really takes off and flows together well, with a very satisfying climax that the normal game mode lacked. You’re going to want to play this mode as it’s better than the normal mode, and will take you about 50 minutes to an hour to beat.

One of the biggest oddities to me was that you lacked the ability to crouch and shoot at enemies. This was very frustrating as one of the enemies is like one of those vacuum robot things, and the only way to hit it is to jump around and shoot down hoping you hit it before it zooms over and hits you.

Speaking of frustrating enemies, a couple of the enemies in the game can get super cheap. For example there’s this flying enemies that has the ability to phase through the environment, which he then can do a dash attack up through the platform you’re standing on and deal massive damage to you, and before you can attack it does another dash move going down that hits you again and puts it back in a place where you can’t shoot it.


Overall Frequency is a very solid action/platformer with an interesting color mechanic, entertaining story, and an awesome unlockable mode that gives you a great reason to replay the game. A little bit of me wishes that the game had more puzzles, but the experience is so fast-paced that too many puzzles would probably slow it down quite a bit.

Unfortunately cheap enemies and the odd ability not to crouch and shoot at times makes the game more frustrating then it should be. But overall Frequency is an entertaining and fun experience that I recommend to fans of the action/platformer genre, and people looking for a great Xbox Live Indie game.


Undead Knights logo

Systems – PSP

Publisher – Tecmo Koei

Developer – Team Tachyon

Genre – Hack ‘N Slash

Undead Knights follows the story of three warriors as they get killed and get resurrected by this mysterious character called ‘The Beast’ and are out for revenge against the queen who ordered them killed. It’s a silly nonsense story that thankfully doesn’t take itself seriously and really is only there to move the game along.

The stand-out feature of Undead Knights that saves it from becoming a boring hack ‘n slash is that instead of just killing enemies you can convert them into zombies to fight on your side. And while you can just have a bunch of zombies running around killing people, you can also take control of them and send them to attack specific targets. And watching twenty zombies rip a dude apart is once of the most satisfying things I’ve ever done in a game.


The game branches out with puzzles where you have to get a certain amount of zombies to do something. Can’t cross the cliff to get into the castle? Don’t worry, send you zombies over and they’ll make a bridge for you. Gotta’ hold up a ceiling from killing you? No problem, send in the zombies to hold it up for you! The zombies are used in hilarious ways which adds a bunch of personality to the game that other hack ‘n slash games lack.

And the zombies are used for more than just puzzles, you can also toss them at enemies, or slam them in the ground for massive damage. This is important as many enemies have weakness that only the zombies can exploit, indeed the a problem I see for people playing this game is that the character they control often can’t too much by himself and you’ll be relying on zombies a lot. I didn’t find it that big of a deal because I found the zombies to be awesome and fun to use.


With the awesome zombies and solid combat the game only gets better with its over-the-top nature. The soundtrack only consists of over-the-top cheesy hair metal, and the blood that flies on your kill when you’re killing a dude is really cool, and overall makes the game feel more insane if making bridges out of zombies didn’t already give you that feeling.

But Undead Knights unfortunately has deep issues that really hold it back, for example the game is a descent length for a handheld game, but the game’s sole chance of having any replay value is destroyed due to the fact that all three characters have the same upgrade system which is greatly depressing, and the characters really don’t play that much differently themselves. After you beat the game there’s no reason you should pick this game back up.

Another problem is that it inherits a major flaw from its Dynasty Warrior heritage, the game will get very repetitive where you’ll be stuck in entire sections repeating the same things over and over again. And it even pulls the old BS of re-fighting all of the bosses at the end of the game.

Also the game will probably bore you with its dull, uninteresting environments. I hope you like the colours grey and brown, because there’s a lot of it here.

undead knights blah

In the end, Undead Knights has an amazing premise and concept, a fun system for controlling zombies and using them in hilarious ways, tons of interesting enemies to use them on with hair-metal playing in the background. It’s quite the amusing and over-the-top experience. Unfortunately the game is dragged down by boring and bland environments, total lack of replay value, and its repetitive nature.

Review – Lucidity

Lucidity title

Systems – PC, Xbox 360 (Xbox 360 Version Reviewed).

Publisher – LucasArts

Developer – LucasArts

Genre – Puzzle/Platformer

Lucidity is a beautiful new IP from LucasArts developed in-house for the PC and 360, this is their attempt to try something new that isn’t stupid and generic like Fracture. With LucasArts now attempting to return to its roots of great story-telling they try to bust back onto the scene with this game. But unfortunately, Lucidity is not the game to do that.

The greatest thing about Lucidity is its overwhelming sense of style. The game looks gorgeous, using an art style that reminds me strongly of Paper Mario which is a very good thing. Cutscenes look especially fantastic and really show off how good this game looks. There is also a wide variety of songs in the game all of which are deeply moving and emotional especially the title track.

The story is also deep and moving, a little girl Sofi is staying up late with her grandmother Nana reading fantastic tales in her book. After she drifts to sleep she wakes up to find her grandmother missing, after jumping out of bed, Sofi sets off to find out what happened to her Nana.


The story gets revealed to you through Sofi’s own journal diaries during loading screens to missions, and postcards written by Nana you gain after completing a level. Also at the end of each of the 3 acts you’ll get an amazing cutscene, all of these elements combined form a compelling narrative and a really touching tale of loss.

With this riding for it, it’s a great shame then Lucidity falls completely on its face when it comes to the actual game.

You could describe Lucidity as a Puzzle/Platformer, but I feel it’s more accurate to call it an On-Rails’s Platformer. You don’t have any direct control over Sofi, instead the game will give you certain tools to effect her path with including stairs for her to walk up or slingshots to propel her over great distances. The main problem with this is that you can’t choose what item to use, instead it’s up to the computer to what you get. And the computer doesn’t generate the right items for you to use ever really.

This reduces the game’s challenge level to little more than luck. Instead of you choosing how you want to progress through the level, the computer throws stuff at you to try and figure out, but levels are usually designed in such a way that you’ll need a specific item to move forward.

And when you’re just spamming items to get the right one, Sofi is getting killed by an enemy which starts the entire game over from the beginning of the level. Now I don’t have a problem with that in platformers, but restarting from the beginning of the level in Lucidity is a special case. Because it’s almost impossible to replicate what you did if you got a good run through the level until the very end due to the games random nature.


Also the atmosphere of the game falls victim as the gameplay devolves into a twitch-style affair as you’re panicking the entire time, and having to constantly use items until you get the one you need. This destroys the atmosphere as you’re usually too busy to trying to keep Sofi alive and spamming until you get the right items for her instead of experiencing its rich atmosphere.

The game is also short, taking me only 3 hours to beat. And while there’s a lot of collectible firefly’s to capture to open up new levels, the completely random factor of the game makes it nigh impossible to collect everything in the levels, as you’ll have to rely on the computer to give you items that could be the wrong thing for where you need to go.

Lucidity even fails to keep things interesting throughout, instead you’ll be given all the items in the game by the end of Act 1, and from then on nothing new really happens. You’ll just be doing the same things you did in Act 1 for the rest of the other 2 acts.


I’m not saying Lucidity is a complete failure, but it’s close. If it wasn’t for the games amazing art-style and soundtrack I would’ve hated this game completely, instead Lucidity is a complete disappointment. The game’s completely random nature only serves to frustrate you, and makes collecting things hard after the game ends, which is bad since platformers rely on collecting for players to replay it.

I’ll be interested to see if Lucidity will get a sequel that’ll fix these issues, but for now the game is a mess. I really wanted to like the game, but unfortunately all dreams don’t always end well.