About Author: Todd Schlickbernd

Description
I've been writing off and on since High School and finally decided to try and write for a site; now I write for XBLA Fans. I'm a huge fan of breaking games down into their smaller pieces, and as such I do that as often as possible, with or without a sledge hammer. Writing is fun and I intend to have fun with my writing. And smashing.

Posts by Todd Schlickbernd

2

Worms: Revolution review (XBLA)

Worms: Revolution was developed by Team 17 and published by Warner Bros. Entertainment. It was released on October 11, 2012 for 1200 MSP. A copy was provided for review purposes.

Worms, Worms, Worms. The Xbox Live Marketplace has seen Worms, Worms 2: Armageddon and Worms: Ultimate Mayhem, and now we’ve got Worms: Revolution. That’s really quite a bit of Worms, it’s strange to imagine that the artillery shooter genre is in such high demand to warrant four Worms games all in one place. Since each of the games have been at least competent, enjoyable, playable iterations all more or less with the same problems, was there really space available for another Worms game? Worms: Revolution had no space to fit into, so instead Team 17 cut the fat, renovated the foundation of the game and built something grander, smoother, and far more polished than its precursors.

But it’s still a Worms game. It’s a Worms game with Worms problems and Worms humor and Worms entertainment and if that’s all well and good then get right on board the Revolution train, but for everyone else there’s a cache of new features to consider. Worms: Revolution adds a class and formation system, dynamic water, physics objects and several new utilities and weapons. There’s a lot going on in this Worms game, a lot of new things, all piled on top of a 17-year old foundation that still works. Well, it works for multiplayer, the AI still makes single player a chore. Read the rest of this entry »

2

Mark of the Ninja complete scrolls guide

What would a stealth game be without some items hidden from the players as well? It’s only fair, right? Well in case those scrolls are hiding too well, we’ve got a guide to shed some light on their location for you! Welcome to our Mark of the Ninja scrolls and challenges guide. Since the scrolls also include the challenge gates, we figured it’s only fair you get the solutions to those as well! However, they are genuinely interesting pieces of the game that we recommend you at least try- none of them have anything to do with stealth, they’re mostly spatial. Also beware of spoilers in the level names.

If you’re not sure what Mark of the Ninja is then check out our review and educate yourself! The developers, Klei Entertainment, also made Shank (and Shank 2), which you should totally check out after you’re done sneaking through this guide. Each page has the map location for each of the three scrolls for the level including a description of how to solve each challenge room (there isn’t one in the first level). If you reach the end of a level without finding a scroll, be sure to bring up your map and compare it with our screenshots. The scrolls will be where the number and the ninja-stamp are.

  1. Ink & Dreams
  2. Breaching the Perimeter
  3. Trail of Shadow
  4. A Change in Course
  5. The Fall of Hessian Tower
  6. An Ancestral Home
  7. Above a Bottomless Chasm
  8. The Inner Keep
  9. A Blade at his Neck
  10. A Shattered Stronghold
  11. Set to Flight
  12. The Return

Thanks for reading and happy stabbing! Or sneaking. Or smoke bombing. Whatever you want.

4

Jet Set Radio review (XBLA)

Nostalgia does not a game make. Nostalgia is the stuff of memories, the stuff of impressions often from a time where taste is unrefined and based on “video games” versus reality (usually video games win, hopefully). Jet Set Radio feels really old. It’s rife with this strange mix of a great gameplay idea, nifty characters and a zany environment but it’s all bogged down with bad level design and flow. By no means is it “bad”, but it’s certainly not up to today’s standards of platforming games, and the proof is in a classic Xbox game: Jet Set Radio Future. There’s a reason they made it the same game but better.

For those of you out of the SEGA-centric loop, Jet Set Radio is an HD remake of the Dreamcast release of Jet Set Radio, a 3D action platformer involving crazy Japanese youth, graffiti and magnetized roller blades. The theme of a group of graffiti-wielding roller blade punks combattin an oppressive, insane private authority muscling in on the town of Tokyo-to (not to be confused with Tokyo) is the setup for Jet Set Radio. Players select from different characters from a group of rudies (the aforementioned punks) called the GGs. Tokyo-to is divided into three major areas each with three sub-areas where players must complete various story challenges to unlock more characters and get to the bottom of the recent craziness in the city. The idea works. It’s just the rest of the game that’s hit and miss.

Read the rest of this entry »

0

Hybrid guide – Developer Tips & Tricks

If you didn’t get enough out of our Hybrid build guide or are simply curious about how the folks at 5th Cell play Hybrid, check out these tips and tricks from the QA team. If you need more, there’s even some level guides available now as well.

Attacking

Jump Jetting

  • Dodging: Get used to moving around while you’re attacking to avoid enemy fire. Not only will this tactic make it hard for your enemy to shoot you but the bots won’t be able to hit you if you’re moving in a circular motion.
  • Boost Timing: Use boost often, but make sure you have it ready when you need it. Boost right when you take off and a second before you land to get through the landing sequence faster. If you boost too late, you won’t be able to fire for a short time after landing.
  • Retreat: Make sure to retreat if you’re low on heath or something unexpected occurs. If you’re low on heath, try not to land at a cover in the enemies view since the landing sequence is slow.
  • Scanning: You can use your selection arrow to identify an enemy’s position even if they are obscured from view. Select a cover you think an enemy is hiding and jump jet to it. While jetting to the cover press the vault button (Y) to move your selection arrow to the far side of cover and move it from side to side. If your arrow gets displaced from one of the main 3 positions there is an enemy there. Read the rest of this entry »
1

Hybrid guide – Level Maps & Tips

For those of you out there still fighting the good fight between Variants and Paladins, we’ve got some extra assets for the war effort. 5th Cell was kind enough to send us some full images of each map currently available in Hybrid. They’ve color-coded the maps and we’ve added IDs to each cover (they’re different from the ones in-game because these are easier) for your assistance. Orange cover areas are ground-based, purple ones are below ground/other cover, and green ones are on the walls. We’ve provided some simple tips for you to design map strategies around, but feel free to download the maps and work your own magic on them.

Airfield

  • Combat tends to localize over N, N1 and N2, controlling N1 and N2 simultaneously leads to map domination
  • There’s a route from R1 – R3 and B1 – B3 which is great for escapes and surprise attacks
  • R and B are the most defensible positions on the map, artifact/overlord gameplay will almost always centralize around those two points
  • Having people at both R1/R3 and B1/B3 respectively is the key to removing map dominance from N1/N2
  • The B2/R2 and B4/R4 spots on the map are great hiding places for catching people off guard, waiting for regeneration or resetting cooldowns

Read the rest of this entry »

0

Mark of the Ninja scrolls and challenges guide – Ink & Dreams

Scroll #1

Scroll #2

Scroll #3

Back to Guide Hub > Skip to Breaching the Perimeter

0

Mark of the Ninja scrolls and challenges guide – Breaching the Perimeter

Scroll #1

Challenge Scroll

In our very first challenge gate we’ve got a bit of Limbo-puzzling to do regarding big metal doors and crates. The first and obvious decision to make here is to turn off the big red laser beams of instant-body-frying by hitting the switch right next to your head. From there, you’ll notice that there’s now a big red death laser just below the scroll, making passage impossible. As such, we’ll need to find a way to have the bottom lasers on without being fried to death.

Step one is to get that crate down to the bottom floor. Drag it on over to the big floor-door and drop down to the bottom. From there the rest is pretty easy. Pull the crate over to the far left corner where all the lasers come from.

Once you’ve got the scary death beams all nice and plugged up, just head on up to the top of the level and pick up your first challenge scroll! Mmmmm, bet the paper smells nice and first-time-success-y.

Scroll #2

Scroll #3

Back to Guide Hub > Back to Ink and Dreams - Skip to Trail of Shadow

5

Mark of the Ninja scrolls and challenges guide – The Return

Scroll #1

Challenge Gate

Ahhh, the final challenge gate! So far, they’ve all been easy, right? Must be the whole guide thing. This one shall be no more difficult than the others (thanks to the guide)! Pick a side, any side–we picked the left one though, so that’s how we’ll guide you. Rotate the light such that it exposes the left floor-level entry, then teleport your way over to the lever within (not the one guarded by lasers, you can’t fit in there). Pull the lever on the bottom floor and on the top floor to expose the right side of the room, then teleport back to the center of the map (where the light-rotation wheel is).

Move the light such that it’s aiming at the light-sensitive-switch on the right, then enter the room on the right and pull the lever there. In fact, just pull all the levers on the entire right side of the map. This will turn on the left lights as well as turn off one of the lasers blocking the scroll.

Once you’ve done that, again make your way back to the center of the room.

Turn the wheel such that the light now faces the left-side switch, making the left laser-lever safe to pull. Pull that final lever then go get your scroll and your achievement!

Scroll #2

Scroll #3

Back to Guide Hub > Back to Set to Flight

0

Mark of the Ninja scrolls and challenges guide – Set to Flight

Scroll #1

Scroll #2

Challenge Gate

This gate is one of the longest ones, it’s even got a mid-challenge checkpoint! That said, you shouldn’t be needing it since we’ll tell you what’s going to kill you. Jump onto the main platform and make your way to the left of the level until you see a turn-able wheel. Rotate the wheel until the crate makes it all the way to the bottom, then jump on the crate quickly before it goes too high, being wary of the spikes lining the walls. Once you’re at the top, pull that lever, then skidaddle through the vent in the ceiling up to the double-doors.

Once you pull that lever knives are going to fly at you. We recommend letting the first set hit the door so you don’t die from rushing it, but hey it’s your health bar! This is where the checkpoint is, by the way. Once the knives finish hitting the door, immediately open it then teleport to the first piece of cover (the dragon statue) and hide there. After each wave of knives, move over one piece of cover. Once you get to the last piece of cover, teleport into the save nook under the knives.

Pull the lever on the way out of there then head back to where that crate was. Over in the opening to the left of the crate’s path is a grapple point- grapple to that. You’ll probably notice it due to the constant swinging of that massive, intimidating blade that you’re just going to teleport through. Teleport to the other side and pull the lever, then pull the one blocked by the blade.

Once all the levers are pulled drop down to the main platform. From left to right use darts to knock all the bombs onto the ground, making sure not to let them hit you (they hurt) or to step on them once they become landmines. Once each of them has been tossed to the ground, drop below and just make a run straight for the scroll- it’s really quick theatrical.

Scroll #3

Back to Guide Hub > Back to A Shattered Stronghold > Skip to The Return

0

Mark of the Ninja scrolls and challenges guide – The Fall of Hessian Tower

Scroll #1

Challenge Gate

Here we have another Limbo-esque challenge to overcome. This one’s a little bit more involved, but it’s the same idea. The first step is to turn off the power in the power panel to the far right, then drag the crate over the floor-door. Once you’ve done that, step on the pressure plate to the left to drop it down a level. Last time that was it, but this time… there are three stories!

Once the block has dropped down to the second story you’ll note that it’s needed to hold down pressure platform, an activity it performs admirably. However, business is not completed back at the broken power panel. Head over to that ledge and crawl under it then hit the switch to make passage safe into the red-laser-zone (by swapping which side the laser fires from). From there, push the block to the left on top of the pressure plate. With the block on the plate in the left corner of the level, return to the switch and switch it such that the upright door closes and the door to the far left on the second story opens.

Once open, drop down through the door on the far left and break the power panel there to open the bottom door of the double-door combo. Push the block back on top of the door area then step on the pressure plate to drop it to the first story and the final floor.

Once it’s dropped to the floor, climb on the right side of the ceiling of the final floor and hit the last switch. To get access to the scroll, push the block onto the final pressure plate and grab the scroll.

Scroll #2

Scroll #3

Back to Guide Hub > Back to A Change in Course > Skip to An Ancestral Home

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