First Impressions

Puzzlegeddon

Platform: 360 Arcade
Released: 16 December 2009

Playing Puzzlegeddon is a bit like trying to solve a Rubik's Cube while people throw tennis balls at your head. However, by "people" I really mean "bots," since I am apparently the only human being in the universe willing to give this a shot.

@ Fifteen minutes: I find the tutorial and learn how to play. There is a planet with a puzzle board in the center. Basically I am told to shift rows or columns around until same-colored blocks are grouped together. Then I press X to convert them into Mormons. Wait, that's not right. I press X and four little bars above the puzzle board (one for each color) begin to fill up.

The Tutorial Robot assures me that these bars are hella-important, beep boop. In this respect, Puzzlegeddon is similar to Puzzle Quest: the player needs to stockpile resources of a certain color in order to strategically unleash big attacks or moves.

Green is defense, Red is attack, and there are also two other colors of dubious worth. At this point I finally realize that the pirate island perched atop the planet is supposed to be me.

I'm in love. PixelJunk Shooter landed on PSN and completely gobbled up my evening before I even knew what happened. After gorging on big releases for the last few months, I really didn't think there was room in my stomach for this last, wafer thin mint of a game. I'm glad I dropped the ten bucks, because I am exploding with delight over here. This is fun.

You play as a single ship, newly arrived to a planet where a mining team has gone missing, leaving an SOS signal pulsing out into space. Diving deep into the earth, you navigate the caves and rescue scientists with your ships grappling hook, yanking them into the safety of your hull. You maneuver your vessel in the time honored tradition of twin stick shooters, controlling facing with the right stick and thrust with the left. You fire unlimited missiles out the front of your ship and if you hold the trigger down, the missiles become heat seekers.

Each level is fairly small, your primary goal is to rescue every surviving scientist, which unlocks the gate to the next area. Sometimes they're easy to reach, you just need to swoop down and snap them up. Other times you have to figure out a way to reach them without dumping a metric ton of lava on their heads in the process. A common solution to some of these earlier scenarios would be to shoot some soft earth out from under a body of water, causing it to flow out and harden the lava, rendering it dormant and easy to blast through. Otherwise, that lava is liquid and it will flow through whatever holes you blast into the rock, frying the hapless scientists in the process.

Where PixelJunk Shooter really shines is the alchemy and physics involved in solving these environmental puzzles. Water hardens lava and lava can ignite gasses. How you release these elements or create tunnels to re-direct them is where it becomes more than just a shooter. Enemies themselves can blast magma at you or fire their own missiles, overloading your ships heat sensors and killing you. Rather than need to worry about health, it's all about heat management. Staying close to lava will heat you up, getting shot heats you up almost to bursting and firing homing missiles also generates heat. You can collect shields to negate this or fly your ship into the water to cool down. Everything from the controls to the way the environment reacts to your maneuvers just makes sense and flows beautifully.

Unlike PixelJunk Eden, Shooter feels more like a complete game with multiple objectives and ways to fight back against the enemies harassing you. With any luck I'll be able to try some local coop (up to two players) before I finish my run, so there's lots left to do!

There's also more depth, powers and tricks to discover than I'm willing to spoil here. It's worth seeing for yourself and for such a low price of admission, it's impossible not to recommend.

Where many paths and errands meet.
And whither then? I cannot say.

If new MMORPGs were baby seals emerging from shelter and into the sunlight for the first time, World of Warcraft would be the hunter clubbing them as they took their first tentative sniff. On a planet where the Star Wars license could fail to gain a large audience, it's easy to imagine that Lord of the Rings could crash before it ever got off the ground. Sierra's first attempt certainly did; Middle Earth Online promised permanent death and other risky features before getting the axe in back in 1999.

Turbine, the developer of Lord of the Rings Online, has a turbulent history of its own. After the moderate success of the Microsoft-published Asheron's Call was followed with a failed sequel, Microsoft cut Turbine loose. Left to their own devices, Turbine launched D&D Online and turned out a solid, if forgettable, group-focused MMORPG based in the Ebberon universe. Some gamers in the Turbine forums complain that the company diverted too many resources to the development of LOTRO, leaving D&D Online under-supported. Maybe that's true; Lord of the Rings Online: Shadows Of Angmar has obviously been given a lot of love and attention. It surprises with interesting, well written quests and an affection for the mythos created by Tolkien.

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