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GAME REVIEW: Kinect Star Wars

When Kinect was announced for the Xbox 360 a few years ago, one of the first questions on nearly everyone’s mind was whether we might finally get a “Star Wars” game that would let fans act out their fantasies of being real-life Jedi Knights. The device’s motion sensor controls seemed tailor-made for the “Star Wars” universe, so it didn’t come as much of a shock that Microsoft already had a game in the works. Now that “Kinect Star Wars” is finally here, though, some fans might be upset to discover that it didn’t turn out the way they imagined. Although you do get to wield a lightsaber and toss enemies around like ragdolls using the Force in Jedi Destiny – a short but enjoyable story mode where players assume the role of a Padawan on a mission against the Empire – it’s only one of many different modes available.

Jedi Destiny is without a doubt the most fleshed-out of the bunch, but while it certainly delivers on the wish fulfillment aspect of the game (there’s nothing quite like taking down an entire army of droids with a swift swipe of the hand), the controls aren’t always precise, leading to a number of frustrating moments. Still, it fares a lot better than Duels of Fate, the only other lightsaber-related minigame on the disc, which is essentially a stripped-down version of the campaign-based combat that follows the same repetitive formula of blocking, battling for position, and attacking your opponent until he’s defeated. Also included is a solid Podracing game that’s only real downside is that it’ll make your arms feel like Jell-O after just a few laps, and a shallow but fun twist on the arcade classic “Rampage” where you take control of a Rancor and wreak havoc on popular locales like Mos Eisely in virtually every way possible.

The final piece in the “Kinect Star Wars” puzzle is also the strangest: a gonzo version of “Dance Central” called Galactic Dance Off that features “Star Wars” characters busting a move to spoofs of popular songs like Gwen Stefani’s “Hollaback Girl” (“Hologram Girl”) and Jason Durelo’s “Ridin’ Solo” (“I’m Han Solo”). It sounds like a bad April Fool’s joke or something you might see on an episode of “Robot Chicken,” but it’s actually quite amusing in a weird sort of way. Though it’ll likely receive plenty of backlash from fans still complaining about Jar Jar Binks or who shot first, the dance mode adds to the whole party game experience; and for better or worse, that’s what “Kinect Star Wars” aims to deliver. It might not have the replay value to warrant a purchase, but there’s enough here to keep you and your friends entertained for the weekend.

GAME REVIEW: Sine Mora

One of the great things about Xbox Live Arcade is that it really encourages developers to create games that appeal to the nostalgic gamer in all of us, and you don’t get much more classic than the side-scrolling shoot ‘em up. What separates “Sine Mora” from genre favorites like “Gradius” and “R-Type,” however, is the importance that time plays in the game. Not only can you control time by slowing it down in order to evade fire, but time also acts as your health. You lose a few seconds with each hit you take, gain some back with every enemy you kill, and if your timer runs out, you’re dead. There are also several power-ups you can collect throughout the game that add time to your clock, upgrade your primary weapon or provide a temporary shield.

The game’s distinctive features are only upstaged by its amazing art design, although you won’t have much time to appreciate the gorgeous backdrops because you’ll be too busy trying to dodge the overwhelming amount of enemy fire that fills the screen at any given time. But while “Sine Mora” is a visually stunning twist on the popular shoot ’em up genre, the fact that Suda51’s Grasshopper Manufacture is behind the game means that it’s also a bit bizarre. Starring a cast of “Star Fox”-like anthropomorphic pilots that speak Hungarian and discuss adult topics like murder and rape, the story jumps back and forth between locations, time periods and characters so often that it’s virtually incomprehensible.

“Sine Mora” would have been better off just axing the story altogether, because although the game can be a bit frustrating at times, it’s still a lot of fun to play; the multi-tiered boss battles are a particular highlight. Sadly, it all goes by too fast, with a campaign mode that barely lasts two hours on normal difficulty. Those looking for a bigger challenge will find one in the included Arcade mode – which lets you play each mission piecemeal without the story and introduces other abilities like rewinding time and a bullet-deflecting shield – but unless you’re a hardcore shoot ‘em up fan, it’s probably not worth spending $15 on such a niche game.

GAME REVIEW: FIFA Street

It’s been four years since EA Sports has released a “FIFA Street” game, and with a little luck, it’ll take four more years before we see another one. That may sound a bit harsh, because “FIFA Street” is by no means a bad game, but it’s so completely lacking in depth compared to EA’s flagship FIFA title that it feels like an insult to be charged the same price. There’s just not that much to do in “FIFA Street” apart from playing individual matches or competing in World Tour, which is where most people will likely spend a majority of their time. In this mode, players build a team and compete in a series of challenges and tournaments around the world, earning points along the way that are used to upgrade attributes and learn new moves, as well as unlock venues and gear based on the difficulty level of each match.

The gameplay itself doesn’t have a very steep learning curve, making it more accessible for casual gamers, but despite the heavy emphasis on beating your opponents using trick moves, they’re not really necessary to winning matches, with the exception of one game type. In fact, “FIFA Street” would get old pretty quick if it weren’t for the variety of ways to play, including classic 5v5; Futsal (indoor soccer without walls); Panna (score by kicking the ball through your opponents legs); Freestyle (score points for performing tricks); and Last Man Standing (lose a player for each goal you score and be the first team out). Unfortunately, “FIFA Street” simply doesn’t have enough replay value to validate its $60 price tag. The game is fun to play in short bursts, but I can’t help but think that it would have worked better as DLC for the far superior “FIFA 12.”

The iPad’s effect on the gaming industry

The iPad is having a huge impact on the gaming industry, and the bog industry players are paying attention.

After Apple Chief Executive Tim Cook noted that iPad sales now surpass PC unit sales for HP, Lenovo, Dell, and Acer; Mike Capps, president of game developer Epic boasted that Apple’s new tablet computer has “more memory and higher screen resolution than an XBox 360 or Playstation 3.”

Hardcore gaming snobs may scoff, but Apple’s competitors are taking notice. In late October 2010, Nintendo of America President Reggie Fils-Aime said Apple was a more dangerous competitor than Microsoft.

76% of Apple’s revenues now come from ‘post PC devices’ — iPads, iPhones, and iPods, Cook said Wednesday. And gaming is one of the most popular applications for these devices. Of the top 25 paid iPhone apps, at least 22 are games; among the top 25 paid iPad apps, at least 12 are games.

To be sure, most of the casual games that are so popular on the iPad and iPhone aren’t as sophisticated — or expensive — as the best games on home consoles or dedicated handheld gaming devices. But Apple’s massive volume — Apple has now sold more than 55 million iPads — means its products are getting plenty of attention from developers.

It probably isn’t affecting serious gamers, but for casual games the iPad and smartphones have revolutionized the business as more people get hooked on Angry Birds or play simple games like chess or casino games. Now as the iPad gets more powerful with better screens, we might see it have an impact on serious gaming as well.

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