Playstation > Whats New > PlayStation Reviews > Staff Review | ||
|
A.P.I Review: | Live Wire | ||
---|---|---|---|
Developer: | Code Monkeys | OPTIONS: | SCREENSHOTS: No.1 No.2 No.3 |
Distributor: | SCi | 1-2 Player | |
Game Type: | Puzzle | Memory Card | |
Review Date: | March 1999 | Dual Shock Compatible |
Setting the Scene
Puzzle games are few and far between on the Playstation. Successful
formulas are often repeated over and over again with little new to offer
the gamer. While the Bust-A-Move's and Super Puzzle Fighter's of this
world remain highly addictive they hardly stretched the boundaries of the
consoles graphical capabilities.
Recently we have been treated to a new strain of 3D puzzles in the form of
Roll Away/Kula World, Mr Domino and Devil Dice. SCi are about to release
their new project where play takes place on the grid lines of 3
dimensional wire frame landscapes and objects.
Genre
3D Puzzle game.
Graphics
The visual content within Live Wire reminded me of the graphics
previously seen in Parappa The Rapper. The rich, vibrant playing surface
and scenic surroundings appears to have been sketched and then quickly
brushed in with watercolors rather than constructed from smooth slabs of
polygon. In fact the over-use of bright colors occasionally looked like an
explosion in a paint factory. I dare say if you fell asleep in front of
the screen with Live Wire still running you could possibly waken up with a
sun-tan.
I am still unsure as to what the character that the player controls is
supposed to be. It looks similar to a zeppelin at a carnival, but scurries
around the board like a clockwork mouse. The 3D levels are populated by
many unusual characters that endeavour to make life increasingly more
difficult for the players. These turn up in many forms such as sharks at
the beach, transparent ghosts in the haunted level and grandfather clocks
in the rickety old house. Traps, blockades and other hindrances also exist
to challenge the players.
The game may be viewed from two perspectives... first or third. Don't even
try the first person mode, you'll end up dizzier than a dog chasing it's
tail on a waltzer. The third person angle is fine with the distance and
tilt of the camera also adjustable.
Overall I would say that the graphics were outrageous... but functional.
Sounds and Effects
The sound effects are fairly basic, being a collection of blips, bleeps and booms. The music on the other hand is very up tempo and compliments the fast and furious pace of the game. The tracks are fairly similar although there is a slight variation to suit the theme of the level.
Playability
Live Wire is effectively a competitive video board game for 1-2
players. Game modes include Competition play and Team play. There are
always going to be four players on the board at one time up to three of
them may be controlled by the computer.
The main objective involves players navigating their way around a large
gridded themed area. These grid lines change color as the player crosses
over them. When all the containing edges of an area are colored in, the
space inside flips over forming a solid textured polygon tinted in the
player's color. Once all are filled in or a time out occurs, the player
with the largest amount of turned tiles is awarded a win point and play
progresses to the next level.
Bonuses are hidden beneath random tiles which if collected may be stored
inside the players inventory and used against any opponent upon command.
Each bonus in the inventory is indicated on the play area with a flag in
the owning player's color. The inventory can hold five items and appears
at the top of the screen. Bonuses include various missiles or the
capability to steal opponents collected squares.
The controls are extremely simple to use making Live Wire accessible to
all ages. Your character is moved around the grid by using the D-pad.
Sadly the analog stick does not function resulting in a bruised thumb
after long periods of play. Two of the face buttons are configured to
browse inventory and select bonus. The remaining buttons are used to
adjust viewing angles. Childs play!
Live Wire features 50 unique levels based around themed environments.
Each theme offers different looks and modified game play.
The five environments are:
Oceanic: Desert islands and Under water.
Spooky: Haunted Houses and Graveyards.
Space: Planets, Alien Landscapes and Space Stations.
Fun Fair: Roller Coasters and Helter Skelters.
Wild West: Western Towns, Indian Reserves and Gold Mines.
Levels will be made up of any combination of shapes of cells, including
square, hexagonal, octagonal, and rectangle. When a player completes all 5
levels in an environment, they will win a "prize" either a key
or a token.
A radar shows the relative positions of the other players in the game. The
player is represented by a dot in the centre of the radar with the other
players shown as colored dots. Each game lasts for three minutes with all
characters being allowed six lives. A life is lost when a characters
health bar reaches zero.
Live Wire is one of those games that you will either love... or loath.
Even though the player only has to get used to working the D-Pad it does
take a while before you stop overshooting each junction. However it does
improve after time. The single player game can be so frustrating,
especially when the clock reaches it's final few seconds and a CPU
opponent claims ALL of your collected squares leaving you with nothing but
a sore thumb for your effort. Of course this is specifically what makes
Live Wire a good multi-player game... especially when the same fate is
performed on a human opponent.
Value for Money
With 50 unique levels Live Wire offers a wide variation of challenging courses and all are not played on a flat rectangular surface. As you advance through the game railway tracks, haunted houses and even a Helter Skelter is used as a theme. Unfortunately the gameplay seldom changes... winning just becomes harder.
Opinion | ||
MARTIN | ||
GRAPHICS: | 13/20 | As
a single player event Live Wire lacked that addictive quality which
makes the best puzzle games stand out from the crowd. I was happy to
play through the first twenty or so levels in single player mode but
purely for the purpose of reviewing the game. However two player split screen mode extended the gameplay. But then puzzle games are designed for entertaining the crowds rather than satisfying a trigger happy hermit. |
SOUND: | 6/10 | |
PLAYABILITY: | 40/50 | |
VALUE: | 15/20 | |
OVERALL | 74% |