This site reviews the first hour, and only the first hour, of video games. It gives a minute by minute look at what is potentially a deal breaker for many games. If a game isn't fun during the initial hour, why should we expect the last 10 to 50 hours to be any different? The First Hour updates every few days with a new game review. Please contact greg@firsthour.net for comments, game suggestions, or if you'd like to write for the site.

LEGO Rock Band DS

Lego Rock Band ds CoverRock Band 3 is due out very soon and I just read that there will be a Nintendo DS port of the game. Unlike Guitar Hero: On Tour, there will be no bonus peripherals used to control the game, just the regular buttons. If this sounds odd to you, well, the experience is already available! Harkening all the way back to Harmonix's first game, Frequency, released in 2001.

After Frequency and Ampltude grew a cult following, the rhythm music game world exploded with Guitar Hero and Rock Band. No more would we press mere buttons on a controller, but now we will press buttons on a plastic guitar (not hating, I love the Rock Band series)! I thought we would never see the classic button pressing gameplay ever again, but gaming history likes to repeat itself, and I recently discovered that Harmonix has brought it back with Rock Band: Unplugged and LEGO Rock Band DS.

Seeing as I don't own a PSP, I sat down to the odd combination of LEGO and Rock Band. Released about a year ago alongside its PS3/Wii/Xbox 360 big brothers, the DS version was hampered with a smaller soundtrack and no downloadable content, but it is available on the go. And of course, if you're a fan of Frequency and Amplitude, then it might be time to return home.

Limbo

Limbo CoverTheologically, limbo exists as a state of divine neutrality, a residence between heaven and hell. Limbo by Playdead Studios displays this fuzzy pseudo-reality in its presentation, but with a sinister twist. This limbo can be cruel, grewsome and even downright evil. Bear traps randomly lie on the ground, forever waiting just for you alone to trigger them. Giant spiders hide in caves, hoping you'll wander close enough for them to skewer with their giant legs. In Limbo, ghost children satisfy their concept of play by setting up guilottines and buzzsaws to shred you. This game is in no way particularly kind.

However, that cruel nature only adds to the atmosphere as the player must remain constantly aware of the presense of death in this bizarre, mysterious minimalist world. In this world and state of existence, death is the norm. Beginning as a stylistic proof of concept by a disgruntled game artist named Arnt Jensen, the concept soon flourished into a full game as Jensen subsequently co-founded Playdead Studios with Dino Patti to develop his idea. Originally planned for a PC release, Playdead was able to procure Dutch government grants and investor support while eventually deciding on an Xbox Live Arcade release, likely to avoid piracy worries and possibly for 360 exclusivity bonuses provided by Microsoft. The game eventually released this summer on July 21st during the 360's "Summer of Arcade." So, how does the final product match atmosphere and action? Does the constant presence of death help or hurt player mood and motivation? Let's take a deeper look and try to decide.

Split/Second

Split Second CoverHaving just finished Split/Second last night at the midnight hour, I’m ready to talk about the experience. It was an intense, blister inducing ride that brought great joy and frustration to this veteran gamer. As I mentioned in my first hour review of the game, I’m not a fan of realistic racing games, but arcade racers like this and the Burnout series have a very special place in my heart (and on my game shelf). The first hour of the game blew me away, even though I played it almost two months ago, I remember the evening vividly. Split/Second was going to rock.

I just reread Ian’s full review of Split/Second (we received a copy of the game from Disney, the publishers, and have been passing it around the writers here - look at the perks for writing for this site!) and I really have to agree with almost every single point he made. It’s a really fun game but can be incredibly frustrating at times. I wouldn’t go as far to say as there’s all out NFL Blitz style rubber band A.I., but the computer is a very challenging opponent, and there are seven of them out there on the track with you.

There’s a list of things I found wrong with the game, but I’d really like to start off by saying that this is a really good game. If you like arcade racers like Burnout, you will enjoy Split/Second. If you like unique genre-mashing experiences, this game might be worth a try. Here’s my full review of Split/Second for the Xbox 360.

Castlevania: Lords of Shadow

Castlevania Lords of Shadow CoverIt's not uncommon for a game's narrative concept to change mid-way through development. Story is just one of many factors that go into a title's creation, after all, and is probably the most malleable. Alterations to the game mechanics from the original plan often crop up during the creation process, and the story is adapted to reflect them. Other times, a new intellectual property will be merged into a proven franchise in order to create instant brand recognition. Before it was a celebration of all things Nintendo, Super Smash Bros. was "Dragon King: The Fighting Game." Star Fox Adventures started out simply as "Dinosaur Planet."

Such is the case for the newest installment in the Castlevania series. Lords of Shadow was originally the title, not the subtitle, and had no real connection to Konami's classic series. It also went through a few of those oh-so-common story adaptations. It was originally pitched as a remake of the original Castlevania's tale of Simon Belmont, but eventually became the series reboot released last week. And a reboot is something many would say Castlevania sorely needed: five attempts at a 3D installment of the series ended with five instances of mediocrity, and it's obvious that some fresh perspective would help, here provided by relatively unknown developer MercurySteam.

The game found its way into my mailbox last week, courtesy of GameFly. I'm a noted Metroid-vania fanatic, though my time with Lament of Innocence a short while ago was largely underwhelming. Does the reboot take the polygonal half of the franchise a step in the right direction?

Borderlands

Borderlands CoverSo it's been a while since I've written about games. It's actually been a while since I've played more than a few minutes of one. A crazy summer of children in the hospital, surgery, putting our dog to sleep after a nasty month-long illness, and planning a family reunion has meant that gaming has taken a back seat to lots of other things the last few months. My wife and I have made a name for the summer of 2010. It is, “The Summer of Suck”.

So that explains where I've been. But what is the reason I'm back? Well, to write a Beyond the First Hour review of course! But what game could be significant enough to get me out of my pitiful stupor of gamelessness? That game would be a little FPS that takes place on a planet called Pandora. That game would be Borderlands.

If you've been around The First Hour long enough, odds are good you've seen me comment on Borderlands, either from my First Hour review of the game, or via the comments section where we've discussed it several times. If you haven't, let me get you up to speed; I really enjoyed it. Ok, sure, that's a bit of a spoiler of the review you're about to read, but at this point in my life, I'm willing to do that. The reason is because the fourth and final DLC installment was just released on Sept. 28th.

I've been waiting for this ever since I finished the 3rd DLC back in March. So enough about me, let's get to the review.

Civilization V

Civilization 5 CoverI have a long history with the Civilization series, I was first exposed to it when reading Nintendo Power magazine while they pushed the original’s Super Nintendo release for months on end. The game seemed unlike anything I had ever played before, particularly on a console. I read and re-read their strategy articles trying to wrap my head around what this game was exactly supposed to be.

I never had the opportunity to play the original Civilization, but it wasn’t long until the second game fell into my lap, and there went my next few summers. The depth of Civilization II was incredible. Every game I played was challenging and had its own fun quirks. I loved the multiple paths to victory and the differences between each civilization. I really liked the early turns in each game before the game seemed to get bogged down in city management and what felt like watching all the other civs take their turn forever.

After Civilization II it was Alpha Centauri, the game I believe to be the pinnacle of strategy gaming and easily the best “Civilization” game in the series. Alpha Centauri can be described simply as Civilization II in space, but it’s really so much different. You have the ability to create your own units and civilizations are instead broken up by ideological factions, which turns everything on its head.

Civilization III was released and I jumped on it, but it just never felt right to me. I had invested way too much time into Civ II and Alpha Centauri and anything that deviated from those games made me angry. I gave up on III and went back to my old standbys. This might have been for the best, however, as Civilization IV was released when I was in college, and playing that might have been a disaster!

So here we are with Firaxis’ latest entry in the series, Civilization V. I’ll admit, I’m intrigued. I haven’t seriously played the series in a decade, but every time Sid Meier slaps his name on a game, I’ll at least give it a try. So let’s give it a shot, here is Civilization V’s first hour played from the free Steam 100-turn demo.

Professor Layton and the Unwound Future

Professor Layton and the Unwound Future CoverHere we are back for the third year in a row with another Professor Layton game. The series has definitely become an annual event that I look forward to as the games are enjoyable to play and chock full of challenging puzzles. I’ve compared the Professor Layton series to the Phoenix Wright series before, as both sets of games offer unusual types of gameplay on an annual basis. But some other similarities are starting to creep in, and that’s the feeling of staleness.

The series hasn’t evolved a lot in three games, this isn’t necessarily a bad thing as the puzzles are great and the stories always intriguing, but it’s starting to feel like I’m playing expansion packs instead of brand new games. I awarded the first game, Curious Village, a 9/10 and its sequel, Diabolical Box, an 8/10, and I’m about to hand out a 7/10 to Unwound Future. I put a lot of value in mixing things up and trying something new, and the Professor Layton series just isn’t going anywhere. This isn’t to say I didn’t enjoy my 20 hours with Unwound Future, but I’d really love for something more.

If this is your first Professor Layton game, you can expect a point and click style story-driven game with tons of unrelated puzzles to keep you interested. There isn’t any prior knowledge required to play Unwound Future, so it’s definitely a series someone can jump into at any point. Here’s my full review of Professor Layton and the Unwound Future. If you’re curious, I also have a half-hour handheld review up too.

Castlevania: Lament of Innocence

Castlevania Lament of Innocence CoverI'd never really paid much attention to the Castlevania series until Dawn of Sorrow was featured during the early days of the Nintendo DS. I was a bit hesitant to purchase the game, writing off the series' gothic style as that of a poor horror game. But in late 2005, I ventured into Castlevania for the first time and found its undead denizens too charming to slay just once. I've returned to see Lord Dracula and his wacky friends eight times since then, and enjoyed every visit.

Having played every modern "Metroidvania" since then (besides the recently-released Harmony of Despair, focused on online multiplayer), I realized I hadn't yet spent any time in a polygonal version of Drac's realm. The impending release of franchise reboot Lords of Shadow encouraged me to stop by the local game store and check the ten-and-under bin for anything Castlevania. The various entries on the Nintendo 64 and PlayStation 2 systems have received mixed reviews, but I'm willing to take a chance on a bargain title in one of my favorite franchises.

My excursion to GameStop ended with my wallet ten dollars lighter and a copy of Castlevania: Lament of Innocence added to my collection. I've spent sixty minutes in the demon castle. How did this latest visit fare?

Final Fantasy XIV Beta Impressions

Ff14 CoverWithout question, Final Fantasy XI deviated strongly from MMO traditions and norms.  In doing so, it managed to greatly polarize the community.  By moving at a slow, calculated pace throughout (even for an MMO) and requiring players to rely on others to accomplish the most simple goals, many players were forever turned off, including Greg and myself.  Past level 15, players required a party to do any sort of leveling.  Many damage-dealing classes were simply not wanted and sat in the main city for hours until they could find a group, while tanks, healer and support classes were welcomed into parties within seconds.  The economy was absolutely broken, with incredible inflation stemming from gil selling and the gap between rich and poor players.  Farming for money (outside of instanced colliseum-style fights) consisted of sitting at rare spawn locations for hours along with the other farmers and bots, just hoping that you manage to attack the monster before anyone else and then praying that it would drop what you wanted.  Simply put, the game had a lot of glaring problems that pushed people away.

Years after its original Japanese and subsequent North American release, FFXI began changing significantly, modifying nearly everything and adding features to appear more tempting to the average gamer, especially once under the shadow of MMORPG behemoth World of Warcraft.  FFXI has always enjoyed a degree of success, as a profitable long-running MMO with a stable user base.  However, it has not gained significant market share either.  By hearing customer feedback for the past few years as well as observing current MMO trends, Square-Enix is surely hoping that they'll be able to grab more of that growing market with Final Fantasy XIV.  But how much have things really changed?  Have they fixed the basic and more complicated issues that people had with XI?  I was genuinely curious and tried out the beta for just this reason.  Here's what I've found...

Final Fantasy Crystal Chronicles: The Crystal Bearers

Final Fantasy Crystal Bearers CoverIt's almost expected these days that a Final Fantasy game will be announced long before it ever hits store shelves. 2010's Final Fantasy XIII was first made public nearly four years before anybody outside of Japan got their hands on the final discs, and its companion titles revealed the same day aren't even locked for release yet. I know hype builds over time, but when a game passes the four year mark since announcement, I tend to forget about it completely.

Square Enix's teasing ways aren't exclusive to the main HD-platform Final Fantasy games either, as the absurdly-titled Final Fantasy Crystal Chronicles: The Crystal Bearers was let out of the bag a year before its HD cousins, but saw release only months prior. There were multiple rumors of cancellation, rumblings of drastic changes mid-development, and over two-thousand days between announcement and release, but FFCC:TCB did eventually see the light of day.

I remember the first teaser footage and a full trailer released some time later, which featured the protagonist in some pretty exciting situations and plenty of lighthearted flair. As time went on, I forgot about the title completely when it saw release last Christmas, but picked it up on the cheap a few seasons after its launch. Did all those years in the oven leave Crystal Bearers well-done or burnt to a crisp?

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