Free App Review: vParticle

8 02 2010

All sorts of trials await you in vParticle

The great thing about the Apple App Store’s gaming selection is that, somewhere in the absurdly large catalog, there’s bound to be something unique that fits your tastes. Take a game like vParticle, for example. You probably won’t ever see a game like this appear on another handheld like the DS or PSP. There are a few reasons for this – apart from the absence of an accelerometer on those consoles (an essential device for vParticle), this title probably wouldn’t get the love it deserves from publishers because of how it goes out of its way to satisfy a very specific niche market.

That market would be the fan of labyrinth games – you know, the kind of game where you have to guide a ball through a maze and into a hole. vParticle not only embraces that concept with a crazy amount of levels, but ups the ante by asking you to guide not only one ball, but fifty. Yes, fifty of these “particles” must be navigated through increasingly complex environments by the tilt of your iPhone. The levels are composed of a series of blocks, each usually with some special attribute. Some blocks move in a set pattern, some only move when you touch them, others appear and disappear when touched, and the like. Other things affect your particles in unique ways – the vents send them flying off in a specific direction, the time boxes slow them down to a crawl, and the acid instantly disintegrates the particles.

When particles are disintegrated or crushed by two blocks, they are sent back to the start of the level, while all the surviving red dots stay where they were at. This of course leads to you having to essentially repeat the level over again in order to get all your particles in the goal box. And yes, you must get ALL of your particles in the goal box to finish the level. It gets frustrating very fast when you have only three or four dots preventing you from finishing the rather lengthy levels, and when one of those three or four gets destroyed and you have to restart AGAIN… you come to my biggest issue with vParticle. I’m all for replayability in my games, but when you have to do the same level over and over again just because of a small handful of stray particles, you’ll be wondering why you’re even bothering to. It doesn’t help that many levels have several spots that require you to wait for a certain block to move out of your way before you can proceed. Patience is absolutely necessary to keep this app open for more than a minute or two on your iPhone.

Getting to that “E” won’t be as easy as it appears… invisible boxes will pop up to complicate the path to the finish

The physics behind the particles are great, but understandably, they don’t feel entirely realistic. If I had 50 red dots in a container in front of me in real life, and I tipped it upside down all of a sudden, I would expect the particles to instantly drop to the other side – faster than I could even tell. In vParticle, there’s a slight delay from when you make a motion and when it actually starts happening. Sure, you can flip your iPhone over and watch them fall, but be prepared for a short pause in which the physics program is figuring out what exactly needs to be done. For such a small independent team, though, they really did an impressive job with how the particles react to the accelerometer. Just to show off their physics, they even included “sandbox” levels, where there’s no goal or way to finish. It’s up to you to have fun moving around the particles in the setting.

If you’re crazy for labyrinth games, I don’t know how you could do any better than vParticle. There are shortcomings, but now that this game is free, (I’d have recommended it even at the $1 price tag before) there’s really no reason to not give it a look if guiding things through mazes interests you. I’ve had it for a while, so I can tell you that updates come regularly. As a result, I don’t think it’s unrealistic to expect more skins for the stages or (hopefully) a level editor in the future. If you fit the labyrinth-loving niche the developers of vParticle were going after, you’re sure to be entertained by their solid app.

Final Score:

By Josh60502





“No More Heroes 2: Desperate Struggle” Wii Review

31 01 2010

It’s here! Being somebody that genuinely enjoyed the first No More Heroes, its sequel has been my most wanted Wii game of 2010. Unfortunately though, it is also one of the most disappointing sequels I have ever laid hands on.

Just to clear the air, there is very little that is technically wrong with the game. It runs quite well and the game mechanics are enjoyable throughout. For starters, the combat has been subtly tweaked to make it faster and more visceral. There are new moves which involve the shaking of the Wii Remote and Nunchuk while dashing around your enemies. Other than these few changes, the combat is virtually untouched; so if you liked how the first played, you should enjoy fighting off goons in Desperate Struggle.

Coolest addition to the sequel.

However, this segways into my biggest complaint about the game: it ultimately feels lazy. The similarities in the combat are acceptable, it is a sequel anyways. The story, as well as the ranking battles, are less creative this time around. By this I mean, the assassins that you fight throughout the game have little or no character or reason to be there. In the first game, the cutscenes leading up to and following the ranking battles characterized the assassins you would be facing. This is simply absent in Desperate Struggle. Players will find themselves just shepherded into mindless battles with no introduction or reason. Some of the assassins don’t even feel it’s necessary to speak at any point in the process. One of the ranking battles is against a soviet astronaut. No explanation is given as to why he simply floats down to earth in a high position of the rankings list acting as if he hasn’t been to earth in years. It just feels as if the development team didn’t take the time to think anything out.

Oh look! Another assassin that you will know little and care less about.

There are also some points in the story that simply don’t make sense. Now, I’m not going to try and sell you on the fact that No More Heroes was a heavily story driven game, but some parts of this sequel simply don’t make sense. For example,the advertised Shinobu and Henry levels feel tacked on (Shinobu has the ability to jump and the camera simply can’t keep up with it). Shinobu spends her areas killing assassin’s ranked higher than Travis while he is busy, but it is never explained why this is allowed. Should Travis not then have to kill Shinobu to gain the ranks that she gained by killing the higher up assassins?

Finally, the most apparent and bothersome issue in the game is the difficulty. I managed the first game on the highest difficulty and so I began Desperate Struggle at the highest difficulty unlocked from the start (normal), I had quite a difficult time completing the game and was forced to repeat some ranking fights upwards of ten times. I’m not exaggerating. If the game was simply difficult, that could be acceptable. The difficulty, however, often comes from the fact that the ranked fights are simply cheap. The number 1 ranking fight in particular is against a boss who has multiple unblockable attacks including ones that can kill Travis in one hit. On the opposite side of the spectrum, some of the ranked assassin’s will simply walk around the arena throwing slow and easily blockable attacks, making the fights turn into Travis chasing the assassin around the arena whittling down his/her health with single blows.

All in all, I was very disappointed with the game and couldn’t shake off the feeling that I wouldn’t have minded its issues as much if I had not played the first game. It feels like a step back even though Travis’ gameplay is even more fast paced and addictive this time around. It no longer has the simply odd feel that the first game had. You’ll also care even less about the story this time around, despite the attempts to make it more serious and dark. The portions of the game that I enjoyed the most were the arena-like areas before the ranking fights where you had a chance to show off Travis’ skills on random, respawning enemies. This, however, is not something that I can wholeheartedly recommend spending $50 dollars on, especially with truly outstanding titles out now and in the near future. If you loved the first game, it’s likely worth at least a rent to take the gameplay improvements for a spin, and if you haven’t played the first game, go ahead and play this one first so that you’re not disappointed by the drawbacks of the sequel.

Final Score: 7.5 out of 10

By LostAddict1993





“Bioshock” Xbox 360 Review

16 01 2010

In 2007 a game came out that everybody talked about, a game that won nearly every “Game of the Year” award that it could… a game by the name of Bioshock. Fast forward to January 2010, and we have its sequel just about a month away. Most gamers are abuzz about that, but I’d like to take the time to take us back a few years by providing my review for the first Bioshock. I just finished it for the first time a week or so ago, so what better way to get people pumped for Bioshock 2 to than to remind everyone who played the original years back why it’s so great?

Bioshock is, at its core, a first-person shooter like so many of the other popular games around. However, it not only does so many things differently from the Gears of War’s and Call of Duty’s that everyone is used to, but it trumps the competition in many aspects as well. One of the most striking and memorable ways is how Bioshock tells its story. The set up is brief, but effective. In the opening cutscene we see the protagonist, known as simply Jack, sitting on a plane when it suddenly goes down over the ocean. Emerging from the burning wreckage, the only path available is towards a lighthouse in the near vicinity. You walk inside and step into a bathysphere, which begins to descend into Rapture, the underwater city below. The scene is set up with a video projected onto the window of the bathysphere – a man named Andrew Ryan created the city to escape the societies of the world above. In Rapture, a man’s entitlements equal the amount he works for them. This view closely resembles that of real life author/philosopher Ayn Rand’s; in fact, you might even notice how the name Andrew Ryan is essentially an anagram of Ayn Rand.

Within moments, it becomes clear that Rapture did not end up how it was intended. Monstrous people with supernatural abilities known as “splicers” roam the many buildings of the ruined city, bloody corpses line the walls, and violence can be found everywhere. After obtaining a radio, which you use to communicate with various characters, inside the bathysphere, you step into the city and discover right along with Jack just how twisted it is, and just how far it fell. One of the greatest things about Bioshock is how you learn the city’s story through experiencing it first-hand. There are no lengthy passages of text to scroll through, and cutscenes are almost nonexistent. The delivery of the story could be compared to the Half-Life games, but unlike in those, Bioshock’s narrative remains coherent and compelling throughout.

A large chunk of this narrative comes in the form of audio diaries that are strewn about the environment. Only a small handful of them are necessary to advancing the game, but I took the time to find as many as I could anyway because they were actually interesting. Each contains a short snippet of a particular character’s story, so when pieced together, they foreshadow the things to come and ultimately paint Rapture as a fleshed out, fully realized world. One of the reasons that the climax of Bioshock is so fondly remembered by everyone who experienced it is not only because of how genuinely well done it is, but because by that point in the story, we have a deep understanding of the characters – or so we think.

Of course, a game can not be great without stellar gameplay, and Bioshock delivers on that front as well. The main things that set Bioshock apart from its first-person shooter peers are the plasmids and tonics, which are the previously mentioned supernatural abilities that nearly every citizen of Rapture makes use of. These are separated into groups – each one applying to a specific aspect of gameplay. The plasmids are used as attacks, and range from shooting electricity out of your hand to creating a target dummy to distract enemies to even unleashing a swarm of angry bees on opponents. The tonics don’t function as attacks, but rather boost your character’s traits. For example, one reduces the amount of damage explosions do to you, one quiets your footsteps so you can sneak up on enemies better, and another one, my personal favorite, shoots out a jolt of electricity from your body every time an enemy hits you with a melee attack.

Some of the tonics make hacking easier for you, which is useful seeing that you’ll be doing a lot of hacking during your stay in Rapture. Throughout the levels, there are mechanical devices that will attack you. Sentry guns equipped with either machine guns or rockets guard places of importance, and security cameras, if they catch you, will cause sentry bots to come flying in to take you down. However, these devices, if disabled by an electrical attack, can be reprogrammed to fight for you. Hacking them consists of a minigame involving rearranging tubes so that a liquid that starts from one side of the screen can successfully follow a path to the end. The hacking challenges become harder depending on what you’re hacking; for example, it’s easier to convert a sentry bot to your side than it is to crack open a safe. As a result, the hacking difficulty throughout the game ranges from easy to the point of being a somewhat annoying diversion from the main game to ridiculously hard. As soon as I was able to bypass the hacking process later in the game, I took advantage of all those opportunities. It isn’t that the hacking is necessarily bad, it just seems like a halt in the flow of the game most of the time.

One thing that is well done in Bioshock, however, is the sound design. The eerie ambiance is one of the main contributing factors to the game’s excellent atmosphere. The various public radio announcements that can be overheard as you traverse the city go far in establishing the feel of Rapture, and the other sounds that come from vending machines sound exactly right in place with the rest of the creepy 1960’s style of the city. Actual music is sparse, but the transition from ambient sounds to full-scale instrumentals when something dramatic starts happening is always so well done that you barely notice the sounds have changed completely.

The art style is fantastic, and the visuals do a great job of conveying Rapture as a place of both wonder and horror. One small gripe I have with them, though, is within the animations. When you kill a splicer, many times their body will fall to the ground in what appears to be a rigid and unnatural manner. If you ever happen to hit a dead body with your wrench or some other weapon, this same rigidness can be seen as well. I also noticed several textures not loading correctly at times. I would walk up to something and it would be void of any real detail when all of a sudden all the intricacies of the model would pop up. Interestingly, this happened mainly when I went back through areas that I had previously beaten.

That in its own right is interesting as well – that I would backtrack through levels I had already beaten even though I didn’t have to. Once I reached the ending of the game, I immediately wanted to go back to the earlier areas and get things I had missed. It’s not like Bioshock is a particularly short game, either. However, it feels that way when you beat it because, twisted and disturbing as it is, Rapture is a place that you want to continue to explore even after you have gone through it all. It’s a testament to how well the environments are built and how fun the gameplay is that I would want to return to them so quickly. The fact of the matter is that even though Bioshock might be considered old news to some, the game is still one of the best first-person shooters available on the Xbox 360, or any system really. If you want a game that will disturb you, wow you, and completely engross you all at the same time, there aren’t very many better choices than this work of art.

Pros: Fantastic atmosphere, excellent and rich plot, unique and fun gameplay, some of the best sound design I’ve ever seen, surprisingly high replay value

Cons: The hacking minigame halts the flow of the game, some small texture issues, death animations seem rigid, the Vita-Chamber system of respawning isn’t perfect

Final Score: 9.6 out of 10

By Josh60502





Josh’s Top 10 Favorite Songs of 2009

31 12 2009

I didn’t listen to as big of a variety of music this year as I did last year, but I still found plenty of gems that I’ll be listening to in 2010. For my top 10 list, I have two rules: the songs must have been released in 2009 and there can only be one song per artist. That said, take a look at my picks…

10. This Is It - Michael Jackson

The premature release of this song may have been a shameless attempt to capitalize on the buzz concerning Michael Jackson’s death, but that doesn’t stop it from being a surprisingly well-made and memorable tune from one of the most memorable entertainers who ever lived.

9. I’m on a Boat – The Lonely Island

Comedy music saw a comeback this year due mostly in part to The Lonely Island. This smart parody of rappers’ egos is best heard along with its music video.

8. New Divide – Linkin Park

Linkin Park is a band that has put out about an equal amount of crap songs and good songs, so it was nice to see that this single, commissioned for use in the Transformers sequel, was definitely one of the good ones.

7. Fireflies – Owl City

Listening to this song is kind of guilty pleasure for me, but there’s no denying that it was a much-needed dose of uniqueness shot into the arm of top 40 radio this year. It’s just so… happy…

6. (If You’re Wondering If I Want You To) I Want You To – Weezer

This is the second year in a row that Weezer has made my top 10 list, and once you listen to this awkwardly named song, you’ll understand why. The great percussion section keeps the strong melody going strong throughout.

5. Second Chance – Shinedown

“Second Chance” has that grand, epic sound to it that usually only a band like The Who would provide. And let me tell you, there’s nothing wrong with more bands sounding like The Who.

4. Scumbag Blues – Them Crooked Vultures

This song sounds like a cross between something from the Foo Fighters and Led Zeppelin, which makes sense considering that this band is made up of ex-Foo Fighters and Led Zeppelin members. I haven’t fully listened to every song on Them Crooked Vultures’ debut album, but so far, “Scumbag Blues” is my favorite.

3. East Jesus Nowhere – Green Day

Green Day put out a great album this year, and if I didn’t have my “one song per artist” rule, this list would mostly be filled with songs by them. However, I had to narrow it down to my favorite, “East Jesus Nowhere”. I wholeheartedly disagree with the song’s anti-religion message, but I still enjoyed the punchy guitar playing that wouldn’t have sounded out of place on the “American Idiot” album, as well as the more alternative stuff (such as the voice filter and guitar riff introduced later in the song) prevalent on the rest of the “21st Century Breakdown” album that this song appears on. “East Jesus Nowhere” is really the best of the two albums’ sounds put together.

2. On My Way – Billy Boy on Poison

Most of the songs that are given away for free on iTunes every week are forgettable, but “On My Way” was not one of them. This great single from the band’s debut album has been stuck in my head ever since I heard it for the first time months ago.

1. Ignorance – Paramore

Paramore is a popular band that knows how to rock, and that’s frankly a rare thing these days. “Ignorance” is a song that comes from a whole album of great material, but the in-your-face guitars and equally brash vocals put this song at the top of my list. “Ignorance” easily stands among, if not topping, Paramore’s other best songs, “Misery Business” and “That’s What You Get”. A great song off a great album by a great band, this is the best I heard this year.

By Josh60502





“Bayonetta” Demo Impressions

24 12 2009

Some games are just so crazy that trying to explain them simply cannot do them justice. Bayonetta, a soon to be released Xbox 360 and Playstation 3 game, falls under that category. The demo has been up on the two systems’ respective online stores for a while now, but it still deserves to be talked about here on Frayed Wire.

Fans of action games in the vein of Devil May Cry or God of War will get the most enjoyment out of this insane title, but I found that even I, one not normally impressed by button-mashing action games, had a great time with the demo. After a short opening cutscene briefly explaining a story involving angels consigning another angel to some sort of eternal punishment for having a child she wasn’t supposed to, the menu opens up. I chose to go through the tutorial simply to learn all the little tricks of the combat system. Games like this tend to involve a somewhat complicated control scheme that takes practice to master. It appears to me that Bayonetta’s combat is deep and varied enough to keep players busy learning the ins and outs of it, but it is accessible enough to let people jump right into the action. I have read in other publications that Bayonetta offers an easy difficulty where button presses are minimal, and most of the control involves simply pointing one of the analog sticks at enemies in order to execute attacks, but the demo did not allow this control scheme to be played. I wonder why this “casual-friendly” setup would even be in the full game, because this doesn’t seem like the kind of game that is being marketed to the casual crowd, and it certainly would overwhelm all the soccer moms who are challenged enough getting Wii Fit to work.

I chose the “normal” difficulty for my demo playthrough, since that doesn’t hold the player’s hand at all – any and all combos have to be executed with specific button combinations and timing (just like most games would have it). Right away there is another cutscene to watch once the game starts, only this one cannot be skipped. Thankfully, it’s not too long, and even more thankfully, it’s pretty cool. Bayonetta doesn’t waste any time getting insane. The first level of the demo has the titular main character fighting off swarms of enemies while standing on a chunk of a destroyed clock tower falling thousands of feet towards a cliff. To add to the strangeness of the situation, let me describe the main character: Bayonetta is a witch who can shoot guns from not only her hands, but her feet as well. Also, the outfit she is wearing is not a tight leather suit as it appears to be; rather, it is entirely made up of her hair woven rather intricately. Some of Bayonetta’s attacks involve using her hair to create, for example, a giant high heel used for smashing things into the pavement, or a massive dragon-like thing that can chomp screen-filling bosses into bits. Does this make any sense at all? Not really. I really wonder if the character of Bayonetta was thought up off the top of the game designers’ heads, or if a ton of thought was put into this bizarre woman. The bottom line is that once you stop trying to figure out what exactly is going on in the game, you can appreciate it for the insane thrill ride that it is.

While fighting on the broken clock tower hurtling through the sky in the beginning stage of the demo, it’s hard not to notice how impressive the graphics are. The colors and the detail seen in every fact of the visuals is the most delicious kind of eye candy I’ve seen in a while. Contributing to the glorious choas going onscreen by controlling Bayonetta’s attacks is a joy as well. Every once in a while, the action takes a quick break to showcase a “torture attack”. One involves pushing an enemy into an iron maiden that appears out of nowhere and watching it snap shut. Blood spurts. Rings start flying everywhere. Upbeat Japanese pop music is playing in the background. It’s over the top, and it makes no sense. But that’s Bayonetta for you.

The second level of the demo is great as well, although it starts with a peaceful walk through a train station. This lull in the action gives you a chance to breathe from the explosive opening and also to try out some of the many combos on various objects sitting around the station. When things get going later on in the level, the craziness resumes, and the boss battles are as crazy as ever. I’m not going to go through all of them, since they’re better off seen in the gameplay rather than in writing. All I know is that when the demo ended, I was left wanting more, and that’s a good sign. Japanese gaming magazine Famitsu rewarded Bayonetta with an incredibly rare perfect score when it reviewed it, and American publications have been praising the game as well. Without a doubt, Bayonetta will be turning lots of heads when it comes out in North America early next year.





Internet Gaming Spotlight: This is the Only Level

22 12 2009

From “John”, creator of the hilarious game with a message, Achievement Unlocked, comes another clever title. Players take control of the same blue elephant, but instead of trying to unlock hundreds of achievements, This is the Only Level is about getting past the first and only level to win the game. Of course, it’s harder than you would think, as “stages” apparently don’t count as full levels themselves. Each of the game’s 30 stages offer a unique puzzle twist on the same level layout. Sometimes you have to try different controls to guide the elephant to the exit, other times you have to be very exact in your jumps; all of the stages bring something else to the table. This is the Only Level is worth a look.

Rating: (Everyone) – Content Warnings: None

Play this game here!

By Josh60502





Vote For Your Favorite Game of 2009!

16 12 2009

We did it last year at Frayed Wire, and now it’s time to do it again – vote for the best game of the year! I’ll try to get a handful of our editors to make personal lists, but what we really want to know is what YOU think deserves the top honor! Keep in mind that, just like last year, we are asking for your FAVORITE game of the year – not necessarily what you think is the BEST of the year. You’d have to play nearly everything that came out to make a judgment call like that, and believe us, not even we have done that.

Vote in our poll on the sidebar of the site, and the results will be shown in a later post.

By Josh60502





Green Day: Rock Band Announced

13 12 2009

I was sure The Who: Rock Band would come before this, but the reality is that Green Day, my favorite band, is getting their own entire Rock Band game. As pleasantly surprised as I am by this, I’m not convinced the simple 3-chord songs of Green Day are a perfect fit for an entire game to be supported by. Still, this has gotten me more interested in the Rock Band franchise since… ever. Will this be the game that finally makes me buy a plastic instrument band? I’m not too sure, since I could probably learn all the songs on a real guitar in a couple of weeks. However, I’ll have my eye on this game as more information about it comes out in the future.

And now for some low quality pictures screen captured from YouTube videos!

By Josh60502





“Pop ‘n Tock” iPhone Game Review

8 12 2009

If you asked me what Pop ‘n Tock meant, I would have no idea what to tell you. But if you asked me what I thought of the iPhone game of the same name, I’d recommend it. A while ago, the game’s developer, a Korean company called Mirnamu, sent Frayed Wire a download code for the game. I’m long overdue to write the review, but I hope my spreading of the good word this game deserves will bring it a few more sales in the App Store and possibly put it back into the public eye.

The name Pop ‘n Tock doesn’t do much to describe what this game is about, so I’ll tell you here: three cute creatures called “jellyballs” need to be sent into a goal before time runs out. To bounce the jellyballs into their destinations, players tap them at certain angles as they are being tossed around the screen. Sometimes metal blocks will make it harder to bring the jellyballs to the goal(s), or a honey block will cause your cute little heroes to get stuck for a short amount of time. The first levels are very easy, with large goals and almost no obstacles. As the game progresses, the time limit starts to become a concern, and the number of goals you have to make increases. You’ll even start to notice that the jellyballs will explode if there are too many on the screen at once, meaning you haven’t been making enough goals fast enough.

There were about 40 levels in the game total when it was first sent to me. I beat all of those after a while, but soon afterwards a massive update was released for the game. Now there are 85, and they were completely redesigned. All of the 40 levels I played no longer exist exactly as they used to. In the update, the size of the metal blocks changed, several gameplay mechanics were added (including wind and the honey blocks), more background music tracks were put into the game, and new background artwork appeared as well. Pop ‘n Tock started off as a huge (and good) game, but the update it received nearly doubled the amount of content. This was one of the main reasons I took so long to write a review… I wanted to play through the game again to see what all the differences were. I can say after playing the majority of these new levels that Pop ‘n Tock is a better overall game than it was before, and this is good news even to people who have not played previous editions, as it shows that developer Mirnamu is willing to provide loads of new content in updates for their games. Will Pop ‘n Tock be updated this much again? It’s possible, and even just that possibility is a rare quality in an iPhone game.

After I had gotten a hang of controlling the jellyballs with taps, the game was fun, but it became pretty easy after a while. With so many levels, it would have been nice to see them get progressively harder, even if by just a little bit. The reality is, though, the game goes straight from very easy to a difficulty that stays pretty much the same throughout. Occasionally one level will be uncharacteristically difficult, but then the subsequent stages will go back to the normal, easier challenge. You could almost say that this game was designed for kids, as that is the age group that would probably most enjoy its cutesy charms. In that case, the difficulty is probably at about the right level.

The graphics are just as good as they need to be to convey the style of the artwork, and the sharp resolution of the iPhone helps them to pop. If you are immediately turned off by the visuals when you look at screenshots of the game, it probably isn’t for you, as you’ll be seeing a lot of that sort during the large amount of time you’ll spend playing the game if you try to beat every level. The music is fun and upbeat, just like the rest of the game. Also, with the update came a large amount of background images for the levels. They show the jellyballs doing various things – sometimes playing together, and sometimes getting into trouble. A few of the images even go together to tell a story solely in pictures. There is no over-arching plot in Pop ‘n Tock, but this isn’t the kind of game that needs one.

For $1, Pop ‘n Tock provides a lot of cute fun. The gameplay stays similar throughout, but there is enough variety slowly introduced over its whopping 85 levels that you’ll return to it now and again. It may prove to be a little too easy to the hardcore gamer, but for the younger crowd, the easier difficulty and lighthearted feel will be very much appreciated.

Pros: Charming style, huge amount of levels, it gets updated

Cons: Too similar throughout, too easy

Final Score: 7.6 out of 10

By Josh60502





Want a Google Wave Invitation?

8 12 2009

LostAddict1993 sent an invitation to me and I believe to JustMattPwn3r as well to try Google Wave, the new social network/email hybrid from Google. It’s currently in beta, so testers are needed to, you know… do their thing.

If you want to try out Google Wave, either leave your email address in a comment on this post or send an email to the official blog email account:

frayedwireemail@gmail.com

It’s first come, first serve, so be quick!

By Josh60502