Dec 29, 2006

The King's Game -- Online Chess Kingdoms Review

Online Chess Kingdoms for the PSP is by no measure a blow-you-away hit title, but it does an exceptional job at giving chess enthusiasts an arena to flex their mental muscle. It offers a few different modes of play, with a handful of adornments to make the the classic game of war a little more interesting.

As the name might suggest, the major selling point of Online Chess Kingdoms is its online competitive play. Making it even more unique is the way this online mode works. Rather than joining a traditional matchmaking sever where all available opponents just sit in a room and wait for challenges, players of OCK find themselves on a persistent game board, where territory is divided among the game's five "kingdoms." Before joining a server, the percentage of territory per kingdom is displayed, along with the number of active players on that particular map, and upon entering, each player must choose a kingdom. The point is to expand one's kingdom's territory by engaging in battles (chess matches) along it's border. It is a very simple embellishment, but still serves to add a little something to the game.

Another interesting twist on the traditional game is story mode. Here, the player is faced with a grid, on which their armies are located, and must move throughout the field in order to to conquer the enemy. This map includes a few critical squares to watch out for. Cities can be taken over by moving an army into a vacant one, or defeating a controlling faction. These become important when trying to add more armies to one's kingdom or perform one of the game's "special abilities." The other special node on the game board is the all-important capitol. This is where new armies spawn, and if it is lost, then "game over" is spelled out right in the gamer's sorrow-laden face.

The kingdoms in OCK are represented by animated characters on the chessboard, with each faction having a distinctive look to the models. Additionally, each kingdom possesses its own chessboard and environment, so the scenery is somewhat fresh with each game. The problem, though, is that none of the models actually look very good, and their corresponding territories are not incredibly detailed or captivating. On top of that, viewing the character pieces on the chessboard makes it difficult to see how the battleground is laid out, and can lead to unnecessary losses. Luckily, the game offers alternative graphical representation, including a couple of 3D sets of traditional chess pieces, as well as a completely 2D board with default icons. These make it much easier to see exactly what you're doing in heated battles of wits such as those that are so common within the kingdoms of online chess.

When it comes to challenge, OCK caters to a wide range of skill levels. Playing solo, there are four difficulty levels, but I found that if a semi-talented player wants any sort of competition, the game should be set to "advanced" - the second highest level. In online play, it is possible to get really engaging matches with good players, but on the other hand, some opponents are crushed within 10 moves. There 's a simplistic ranking system integrated into the online portion of the game, so it is possible to roughly predict an opponent's skill before battle, but of course there can be no guarantees, and you only truly find out on the game board.

Seemingly challenging when first attempted is the Battle mode of OCK. It is a sort of free-for-all where both sides move simultaneously, in an effort to wipe out the enemy. Moves can be made as long as the on-screen "Power Bar" is full enough to allow them, and victory is based on points, rather than checkmate. In theory it sounds pretty interesting, but what it inevitably boils down to is getting the queen to the opponent's rear line, then massacring the entire squad. A game takes little more than a minute, and requires only slightly swift thumbs. Slightly exhilarating on higher difficulty settings, this mode is a sort of bust until played there.

The music in OCK is pretty good, but like Battle mode, can get old when you experience it too many times. There is a simple list of songs that, although fairly enjoyable, can get old relatively quickly. Other sounds, such as combat noises when pieces interact on the board, are generally pretty generic-sounding, and offer little in the way of excitement.

And that is the main idea when it comes to Online Chess Kingdoms. It is a solid game that does very well for what it is. It delivers single and two player chess games, as well as providing gamers the means for online competition. It even manages to add a few interesting touches to the ever-changeless game of chess, but ultimately, is simply a portable chess game, and not a whole lot more. If you already enjoy chess, go for it. If not, this game won't really change your mind.

Dec 22, 2006

What's In The News

As many of you have no doubt been seeing, regular PS3 sales seem to be slowing down and the purchase prices on Ebay have been steadily declining. Perhaps due to the initial scarcity, there was a perceived demand for the PS3 that is not being borne out in current sales. Based on this perceived demand retailers took the opportunity to force consumers looking for the PS3 to buy fabulously expensive bundles and Ebayers gouged the rich for all they were worth. Maybe out of general frustration from these practices, or maybe because $600 is just too damn much to pay for a videogame system, consumers are walking. Where are they going? To the checkout line with their brand new Wiis.

Now, I think the Wii costs too much for the technology it uses, but I feel like it's almost a foregone conclusion that the DS effect is going to strike again. That's where Nintendo makes a simple system from matured technologies and the system is basically compelling to pretty much everybody. It isn't ridiculously cheap, but it's easily within most peoples' price ranges, even the somewhat thrifty, and it just plain looks fun. So it ends up being almost an impulse buy for millions of people that may not have been willing to purchase a traditional, complicated-looking system in the first place. The videogame market eluded Nintendo for the past two console generations so Nintendo just brings everybody back down to their level. Whether or not this will result in better games or mass-marketed crap aimed at old little kids and old people remains to be seen.

Reports are coming in that Blue Dragon sales in Japan have rapidly dropped as well. Last week over 80,000 units were sold according to Media Create, but this week Blue Dragon isn't even in the charts anymore. My theory is that every Japanese person that owns a 360 bought a copy, and now it's pretty much done. 80,000 is far less than what's needed to break even on development costs, especially a title with so many top class developers working on it. After localization, the sales in western markets will most likely be awesome though, so it could still turn out to be a hit overall.

In other news, I'm heading to America next month, so all readers in all major American cities prepare yourself for the coming onslaught!

Dec 20, 2006

Jump Festa 2007 Special

Jump Festa is an annual show hosted by Jump Shueisha, the publishers of the incredibly popular Shounen Jump magazine, a collection of Japanese manga, or comics, such as Naruto and Bleach that comes out in both weekly and monthly editions. Jump Festa is primarily an event intended to showcase popular manga and characters, and provide an opportunity for some fan interaction with cosplay exhibitions, but videogame companies usually make a strong showing as well since they're aiming at the same demographics. In fact, the Jump properties feature prominently in games across nearly all the different consoles.



This year, Jump Festa took place at the Makuhari Messe auditorium in Chiba prefecture, on Saturday and Sunday, December 16th and 17th. I made it out to Chiba to cover the event and it turned out to be an awesome day. I woke up early on Saturday morning in order to make it on time for the 9AM opening. When I stepped off the train at the Kaihin Makuhari station, within walking distance of the auditorium, I found myself already being ushered along by an enormous crowd all headed in the same direction. Luckily, when I actually arrived at the auditorium, it wasn't even close to packed. Calling the Makuhari Messe center an auditorium is an understatement. It's more like a series of three football field sized showfloors, dotted with gigantic inflatables of Naruto, Goku from Dragon Ball Z, and other famous Jump characters. The cosplayers were still just filtering in, but by lunchtime I found myself crouched on the concrete, eating soba noodles next to Cloud and Reno from Final Fantasy 7 in a forest of gargantuan, brightly-colored, inflatable people. This is exactly why I came to Japan.


Videogame booths were everywhere on the showfloors, and appeared to be the main attractions. In fact, it looked as if no expense had been spared in constructing these enormous, flashing mini-habitats to grab your attention. For the Wii, Nintendo constructed a series of living rooms for you to wait in line by, while a strange man in a bright green suit randomly accosted the diligent to play Magic Taisen, a game for the DS that lets you perform magic tricks. The most enormous and overdone booth was without a doubt Square-Enix's, though. Less a booth than a series of several enormous booths each staffed with their own attendants with separate uniforms reflecting the clothing style from some Final Fantasy game or another, two movie theaters, and an enormous marquee sign flashing text taller than me all day. To top it all off, they threw in a giant inflatable Chocobo and a Slime from Dragon Quest to sit on top. If there hadn't been a roof over us, I'm sure this would have been the first videogame booth visible from space.



Jump Festa 2007 being a huge event, there were a lot of big announcements that are probably just now filtering out to the internet. Square-Enix really took advantage of this opportunity with news of a Final Fantasy: Tactics remake for the PSP, a sequel to FF:Tactics Advanced showing up on the DS, a mysterious, unnamed project marked for 2007, the original Front Mission game for cellphones and the DS, an updated version of the movie Final Fantasy Advent Children, a trailer for Kingdom Hearts Final Mix, a remake of Kingdom Hearts 2 for the PS2, and updated trailers for Final Fantasy XIII and others. The real draw though, was the set of games playable by the public for the first time ever. Here are some first impressions.


Crisis Core: Final Fantasy 7 (PSP) – Crisis Core is incredibly polished. Everything looked great, the story seemed to already have all of the voice-acting in place and the game looked mostly finished. In the demo I got to play, I played as the character Zack, a friend of Cloud's that appears in Advent Children. The demo allowed you to walk into town and fight Ifrit. The battle gameplay was good, with the ability to move Zack at will and execute commands such as using spells or items. When you choose the fight command though, Zack makes a beeline towards the enemy in which you can't control him in any way, so if you execute the command from far away he will definitely get hit. In the middle of the battle, Ifrit did an attack that seamlessly switched to video of him punching things wrapped in flames. Unfortunately, he did this move twice against me and I couldn't skip the video the second time around. Overall, though, Crisis Core looks amazingly good. This game may provide an enormous boost to PSP sales in Japan, where the system is very weak.


Seiken Densetsu 4: Dawn of Mana (PS2) – Dawn of Mana was looking really good. In the demo I played you start off in this brightly-colored paradise, populated by cute hopping bunnies and 3-legged wooly horse things. The paradise was shattered as I immediately set to destroying everything that moved, an act which was made easier by the main character's whip that allows you to grab and manipulate objects, spinning them and sending them flying into groups of enemies or just launching them straight out at the adorable, unsuspecting inhabitats. I can't wait to get this game. With no bunny rabbits left to smush, I headed out to fight the boss monster, an enormous creature that whipped me with his long arms. The attendant kept telling me to do something with the pumpkins all around him that I couldn't translate completely, but everytime I touched them they blew up on me, so I ended up running out of time before beating the boss.


Subarashiki Kono Sekia: A Wonderful World (DS) – This handheld game features a semi-realistic Tokyo in which you play as a character that travels around using psychic powers to defeat strange creatures that happen to just be hanging out. There are two main characters, and you primarily control the boy, although in some battles there is secondary action going on on the upper screen where you must occasionally manipulate the girl to enable you to fight the enemy in the lower screen. The gameplay consists of you using the stylus to perform pyrokinesis to burn enemies, shock the enemy with lightning bolts, hit them directly, or use telekinesis to fling objects around. Sometimes it seemed as if the game was difficult to get to respond right, where I continually casted fire when I just wanted to hit the enemy, but overall it seems like a promising title.

Dragon Quest Sword (Wii) – Dragon Quest Sword is a first person Dragon Quest game where you travel along a more or less linear path with occasional branches, defeating enemies by using the Wii Remote to swing your sword, block with your shield, or shoot balls of magic. The game was very responsive and looked decent, if a bit simple. All the enemies were standard Dragon Quest fare, such as the Slime, the Golem, etc. The game was fun, but the girls in the booth were distractingly hot, so I may have missed a few things.

Lost Odyssey (360) – This Mistwalker title looked promising from a distance, but up close the game failed to impress. There wasn't much of a crowd gathered at all, at any of the 360 booths really, so there wasn't much of a wait to play. Lost Odyssey is an RPG set in a strange alternate universe of technology and magic where you play as a silent warrior sword-fighting with an entire army, apparently by himself. You end up fighting a giant machine that shoots flames, but the combat was a bit slow and I don't think many of the players at the booth figured out how to use the Power Drink item, as most of them ended up just walking away early on. I stayed and beat the machine to get treated to Lost Odyssey's partially broken texture-loading on the world map. I then encountered some other soldiers in absurd helmets that ushered me on to a town of some sort, before getting booted off the machine due to time limits.

Strange Dragonball Z Game (I don't know the name of the system) – I was walking around and I saw a bunch of little kids spazzing out playing some sort of Dragonball Z game where you wore little sensors on your hands and opened and closed your fist in front of a camera to attack. The attendant there must have confused my confusion with interest, because he gestured for me to come give it a try. Luckily, I have a strong ability to turn off my embarassment reflexes, so I, of course, agreed. All in the name of journalism! Unfortunately, the camera was set at the height of children, so I had to half crouch to play, but the game consisted of me opening and closing my hands to launch little energy balls at the enemy while he flew around and attempted to hit me. You use your energy balls to deflect his shots or pinpoint his weak spots to halt his attacks. I'm proud to say I utterly crushed my opponent. Piccolo would be proud.

There were many other games, but I only got to play them briefly. A Chocobo game for the cellphone seemingly instantly imploded from my touch, so I quickly fled. Then the attendants began closing everything up by around 5PM. Jump Festa 2007 turned out to be a lot of line-waiting punctuated by a few minutes of gameplay, but the spiky-haired cosplayers made the waiting bearable, so the event was pretty enjoyable. Hopefully these first impressions will give everybody some new games to eagerly anticipate heading into 2007.



Dec 19, 2006

Perspective In The Game World

What makes up a video game? At the most basic level, they are systems of input (controls), output (graphics, audio) and the relationship between the two. Although the complexities of a well-made game extend well beyond this simple definition, the joy of any game is ultimately derived from the gamer's ability to produce desirable output using the given input options.

Hardly an argument, the most important aspect of a game's output is visual. They are called video games, after all, and would be unplayable without a graphical display. Of nearly equal importance is the way gamers are enabled to view that display. With the advent of 3D gaming, camera systems have become a universal problem within these virtual worlds. The player needs to be able to view the action in such a way that the experience is not at all degraded, providing a consistently appropriate point of view without interrupting the flow of gameplay.

In a perfect world, the camera would blend so well that it would become invisible to the gamer. One should feel that they are a part of the action, viewing the scene as one observes the real world - not through a floating window of sensory confinement. The FPS genre has tackled this issue by placing the camera inside the protagonists' heads, thus simulating the way the real world is regarded, and adding a feeling of immersion to gameplay.




Not all games are FPS, though, and the real problem arises in third-person situations. It is here that you find the highest incidence of what's called gamerus annoyimus, or the utterly annoyed gamer. Not uncommonly, a death or some other in-game screw-up can be attributed to camera flaws. Sometimes it may get caught in a corner, or some other prison of polygons, allowing the player character to drift off screen. With no visual cues as to his movements, the person manning the controller can be left disoriented at best...dead at worst. Then there is the classic enthusiastic camera, that accepts and responds to commands until that certain point where you just want it to stay still where you left it. The enthusiastic camera wants to help, though, and will determinedly seek out what it thinks is a better view - even though it is not. This is what is called a "smart" camera system. So much for that idea.

In opposition to this sort of dynamic floating eye is the static camera approach, made famous by horror games like Resident Evil and Silent Hill. Probably the most dramatic of viewing options, the static camera remains in one spot to view the action, then switches to the next predetermined location as the player passes out of its viewing area. This system is clearly designed for artistic reasons, rather than operational concerns. An entire sector of gamers vehemently voice their abhorrence for this developer's eye, citing control inconsistencies upon camera changes, and bewilderment in formulating a mental map of the game world. A constant change in perspective is both distracting and dysfunctional.


What it comes down to is the issue of control. Retaining full control over the game's camera is convenient and empowering. Frustrations are minimized, because the gamer has the ability to place the camera optimally at all times. Furthermore, the feeling of control creates a sense of confidence in the player, as if to say "YOU are in charge of this world." Not many people enjoy being told what to do, or how to regard things. Being forced to view the game world as a developer chooses falls along the same lines. To a degree, it removes a gamer's freedom, suffocating the desire to see things as one wishes. Much more than the physical properties of sensation, camera systems are linked to the subjective qualities of perception, and the interpretation of a game in its entirety. They have the potential to make or break the gameplay experience.

The best method is to relegate camera control to the player. You see what you WANT to see, of course...and you want your games to do just the same.

Little Big Boss -- Metal Gear Solid: Portable Ops Review

Portable Ops is what I would call Metal Gear Lite. The first handheld iteration of the Metal Gear Solid series to feature the traditional sneaking and shooting gameplay, with Portable Ops Kojima Productions have attempted to shoehorn a direct sequel to MGS3 onto the PSP and have fantastically succeeded. PO is without a doubt my current favorite game for the PSP, and, I would even venture, the single best game the system has seen so far. That being said, PO is still a radical departure from the format of the console entries.

Technically, PO shines. The graphics aren't quite up to par with MGS2 or 3 for the PS2. They tend to be simpler, and textures occasionally appear pixelated, but that's really the only significant graphical complaint I can make. For a handheld game, PO looks great, with nicely detailed character models and not a hint of slowdown even with many enemies on screen. Perhaps some areas end up looking a bit bland, as a result of having many of the environmental effects and soft lighting from MGS3 stripped out, but PO proves its chops during certain climactic battles. What PO elevates to high art, however, is the menu. This game's menus are brilliant. Everything looks slick and makes cool little sounds. The overall presentation of this game is flawless.


The cut scenes aren't full 3D like the console titles, but are instead stylishly done comic book art, with minor animation thrown in. These usually look decent, and they generally do a good job conveying the story. The voice-acting in particular, though, is very well done. David Hayter, the voice of Snake, appears to have gone for something a little bit less gruff this time around, but the general interaction between all the actors is natural sounding and emotional. The enemy radio chatter is pretty good as well. Overall, the sound is regular Kojima fare, which, of course, means really well-done. These are the MGS sounds you are used to, and they still work great.

Control-wise, there are a few issues. In making the jump to PSP, there is one less analog stick to use for control, so camera sometimes becomes an issue. Kojima Productions makes it somewhat easier by allowing you to completely configure your controls, resulting in my being able to come to an acceptable compromise, but, in my case, the lack of complete freedom of control of the camera while moving sometimes made things difficult for me. It was not a continual and glaring annoyance, just something that frustrated me a few times where I needed to aim my character more exactly and couldn't depend on seeing where I was going. With the customizability of the controls, however, every player is free to figure it out for themselves. I actually configured mine to play entirely in first person mode for awhile, just to try it out, but it didn't end up working so well.


The story is fairly solid. Sort of a truncated mix of the murderous battlefield drama and emotional exposition of the console versions, PO tells you the story of Big Boss following MGS3. The story is significant, in that it unveils some of the vital points in the Metal Gear time line, beginning to bridge the gap between MGS3 and the original Metal Gear for the NES, but it is a bit short. As usual, there is a ninja, but boss battles this time around are somewhat limited and the mythology of the Metal Gear series, with its usual collection of emotionally scarred but supernatural warriors, is reduced to just a few supernatural soldiers this time around. The same elements are present, just in smaller amounts.

The way the story unfolds, however, is where PO diverges from the console games. In Portable Ops, the essential gameplay within an individual mission is the same, but everything is broken up into bite-sized maps that can be completed in a shorter period of time, making PO much more convenient as a portable title. The gameplay is open-ended in that you can choose which maps to go to, leaving the actual progression of the story for later if you wish. Between missions you can save and manage your team. That's right, I said team.

In PO you get the chance to build an army. As you go from map to map executing missions, you have the option of abducting enemy soldiers and convincing them to join you. By the end of the game, I had a vast network of spies delivering reports on every map area for me to investigate, a workshop full of technicians building me weapons and ammunition, doctors making sure I'm nice and healthy at all times, and a squad of the finest killing machines ever seen. Inside each mission, you can bring a squad of up to four soldiers that you can switch between dynamically. Item slots are limited, so you really benefit from specializing each member for a specific role.

So how does the game play? Everything feels like classic Metal Gear Solid within the missions, the sneaking and the fighting are still fun. Once the recruitment push began, I found myself a bit obsessed with the process, often tranquilizing, beating, and choking entire maps of enemies unconscious, then dragging them back to my truck. At times dragging enemies around got a bit tedious, but once I figured out how to radio them in it wasn't a problem at all. You don't have to go through a convoluted process to treat your wounds this time around, thankfully, but you still have to deal with both stamina and health. The stamina running down coupled with the limited item slots occasionally results in annoyance. The boss fights are, sadly, much more direct and simple than is common with MGS, devolving into little more than outright shootouts, but they are still emotionally charged affairs, pitting former comrades and eternal rivals against one another.

Dealing with things from the map screen, you get the basic enjoyment of building an ever larger army, developing your own weapons, etc. Unfortunately, though, you don't really seem to build new and interesting weapons for use in the missions often enough. As your spies deliver reports on each map location, you end up getting a sort of repetitive series of side quests that follow the formula of procure the new weapon on this map here or rescue the detained soldier on this other map over here, PO's version of the fetch quest. That said, the strangely addictive quality of getting more soldiers and arming them with marginally better weapons keeps you going, and the maps are small and self-contained, allowing you to complete the objectives in a relatively short period of time anyway.


I found this picture on the internet, I have no clue how to get this character

There are a few idiosyncrasies going on as well. You are executing sneaking missions, but you perform all actions from your truck, which acts as a mobile base. Each mission you go on, you pull up in your truck and hop out. How the enemies manage not to notice, I'm not sure, especially since the truck's wheels appear to be perfect hexagons, so you know it has to be making plenty of noise. Also, in Portable Ops' version of the 70's, the majority of doors sense your presence and slide open automatically. Soviet technology was formidable indeed. Humorously, all of your comrades that you deploy with hide in cardboard boxes strewn across the level. Luckily, the cardboard box is still the perfect disguise. Finally, this time around enemies seem to be utterly baffled by lockers. Even if you climb into the locker right in front of them, they are powerless to open it. The enemy will just run up to you then run away over and over again, as if desperately trying to decide what to do, before radioing in to headquarters that you've mysteriously disappeared, I imagine in an attempt to hide their shame.

The multiplayer aspect of PO seems very robust but, unfortunately, I was unable to find any opponents due to the fact that the Japanese version isn't out yet. What I could see is that there is a trading function that puts your PSP into sleep mode while it waits to pass another PSP waiting to trade, then you swap team members. There is also a direct battle mode where you play against other players online, and whether or not it is real or virtual mode, your characters that get killed are taken by the other player. Finally, there is a sort of simulation circuit where your team plays against other teams online, without the player doing anything.

Long story short, MGS: PO is undoubtedly one of the best PSP games yet, and a solid, but somewhat non-traditional, addition to the MGS series. Though somewhat short on the MGS series' traditional pantheon of inhuman boss characters to puzzle out how to beat, it's polished, fun, and delivers in all aspects. I have no qualms recommending this game unconditionally to any PSP owner. I give MGS:PO my highest score, 2 stars.

**

Dec 18, 2006

Rumble | Linux Battle

It's time again! After my last Google battle, I thought it would be interesting to take the winner, Linux, and break the fight down even further. Today we have a face-off between FIVE different Linux distributions.

Ubuntu in BLUE
Suse in RED
Debian in ORANGE
Gentoo in GREEN
Slackware in PURPLE

[Image lost to time]

It looks like Ubuntu reigns supreme, with the rest all following at a relatively equal level. It's been in the news lately, and is obviously on everybody's mind, or at least their keyboard. I happen to have Ubuntu on one of my own PCs - a Pentium 2 400mHz - and it serves me well. The clear winner of this battle is definitely a solid choice for anyone looking to replace Windows.

You can check out the details of this search right here

Dec 16, 2006

Zelda Outshines Zelda -- Legend Of Zelda: Twilight Princess (GCN) Review

The verdict is in...The Legend of Zelda: Twilight Princess is most certainly a GameCube game. A more manageable control scheme and camera system, combined with equivalent audio and visuals make the GameCube edition of Twilight Princess the definitive version to buy. While the Wii version offers a variety of ways to interrupt the action, this release is smooth-sailing. It is entirely more enjoyable despite (and partially the result of) the lack of the Wii remote, and undoubtedly represents the the greatness of the series.

The control system is in fact the biggest difference between the two games, as the GCN version of Twilight Princess reverts to the familiar scheme found in previous Zelda games, with a few minor tweaks. Link wields his sword with the B button, performing special maneuvers like jumps, rolls, and spin attacks using the A button in conjunction with the control stick. Combat feels very responsive and is satisfying throughout, making the gamer really WANT to engage the game's many enemies.

When it comes to secondary weapons, the loss of direct aiming is unfortunate, but not detrimental to the experience. In fact, Link's weapon of choice now shows up on screen while aiming, using the tool itself as a guide in place of the default Wii crosshair. The control stick does its job, and saves the player the trouble of raising his hand to point at the screen. As a result, the "please point remote at the screen" message that was so persistent in the Wii version is completely eliminated. Additionally, the mapping of Link's items is improved upon, by allowing instant access with a single button-push. Whereas the Wii version forced players to first select the desired item with the D-pad, and THEN make use of it with the B button, the GCN Link uses it on-the-fly when X or Y is pressed. The only problem here is that there are now only two buttons available for these items, as opposed to four. In certain situations this is a hassle, and can be more annoying to some gamers than others.

The change that all will undoubtedly welcome is the immensely improved camera system. The player now takes full control of the camera with the C-stick, much like in Wind Waker. The L button still works to center the camera, but becomes relatively unnecessary for anything other than combat. This change, above all others, makes the game a pleasure to play from start to finish - even in a backwards world. The Wii game is a 100% mirror image of this version, because Nintendo thought a right-handed Link would feel more natural to gamers swinging the Wii remote. Now, he is a lefty again.

So the series that has wowed gamers time and time again is taking its final curtain call on the Gamecube, with The Legend of Zelda: The Twilight Princess. The only question that remains is, does this spiritual successor to The Ocarina of Time stand up to the task, and is it worthy of the Zelda name? The answer - yes, it is everything gamers have come to expect from the franchise, and on the GCN, has remedied control and pacing issues that made the Wii version feel somewhat dated.

Twilight Princess is the tale of another young lad named Link, who comes from humble beginnings as a goatherd in the small village of Ordon, just south of "Hyrule Proper." An unfortunate series of events sends Link to the rescue of a few of the villagers, but before he can make it very far, he is drawn into an alternate world known as the Twilight Realm. It is here that a good portion of the game will take place, and serves as this game's analog to the light and dark worlds from A Link to the Past, or even Link's childhood and adulthood in The Ocarina of Time. In this digitized dark filter of Hyrule, Link is transformed into a wolf, and has a different set of abilities than while in his human form. Wolf Link is able to dig into the ground for items, and even pass under obstacles such as gates and walls. He also possesses the "sense" ability, which reveals things that would otherwise be imperceptible, such as scents or apparitions. If these aren't enough, a little twilight-dweller named Midna joins him on his quest, and grants him new combat techniques and the very nifty ability to make seemingly impossible leaps in rapid succession. The dichotomy of the two worlds along with Link's two forms creates a sense of variety in gameplay, which is more fully realized as the quest wears on.

Early on, Link must venture to various portions of Hyrule, in traditional Zelda fashion, complete a series of dungeons to collect a group of items to eventually save the land of Hyrule. The difference here is that each area is initially veiled in Twilight, and Link is charged with the task of locating "tears of light" to de-twilightize it. These portions can feel slightly slow, and combined with excessive hand-holding at the outset, Twilight Princess requires a bit of patience.

Otherwise, the design of the game is very good. Hyrule is huge, approximating roughly five times that of The Ocarina of Time, and it is put together such that it unfolds to the player naturally and elegantly. As Link traverses the landscape, load times are few and far between, and when they do rear their ugly heads, it is brief and relatively painless. This applies to dungeon areas as well, which, as always, are superbly conceived and executed, with very well thought-out progression and plenty of interesting new puzzle ideas. These are really the meat and potatoes of the game, and provide the essence of the Zelda experience. There is generally a point within each dungeon where the gameplay is stepped up, presenting a new set of challenges to the gamer. These points coincide with the acquisition of one of the game's many new secondary weapons and items. Of course there are the old standbys, such as the bow, boomerang, and bombs, but Twilight Princess also incorporates a slew of new toys for Link to play with, and even adds slight tweaks and new uses for the recycled items in order to keep things fresh. Another nice alteration is that Link's tools no longer dwell within the shadows of random treasure chests, but are acquired by defeating mini bosses within each dungeon. The sense of achievement involved is reminiscent of the recovery of abilities in Metroid Prime. Link earns his weapons now.

Similarly, the player must also work to gain new combat skills. Gone are the days of the static move set. Twilight Princess grants seven new techniques to the player at points throughout the adventure, but only after locating special howling stones and subsequently sparring with an ancient spirit. It is possible to eschew these altogether and complete the game as an untalented swordsman, but the skills provided by this spirit add much depth to the combat system, and make swordplay much more entertaining.

One aspect of the game's combat that is especially engaging are the boss fights. As is expected from the Zelda series, the boss battles are all excellent. Each is multifaceted, requiring a few different skills working in conjunction to succeed, and most are multi-staged. There is considerable variance between these conflicts, because each one is reliant upon the primary employment of a specific weapon, and each one makes use of an entirely different gameplay mechanic. No two bosses are the same, and that is greatly appreciated. Another addition to Twilight Princess's combat system is the ability to fight on horseback. Link is no longer limited to using his bow, but can wield his sword and other weapons while perched atop his trusty steed. Mounted swordplay is incredibly satisfying, but unfortunately there are only a few sequences that highlight it as it should be. All other times, gamers will just have to enjoy the fact that Link can now swing his sword as he runs, without interrupting his stride. It is a small improvement, but a noticeable one.

Also very noticeable are the game's graphics. Of course the visuals don't stand up, technically, to HD-era games, but artistically, Twilight Princess is solid. It is one of the prettiest on the GameCube, although textures and animations (the horse and wolf running motions, in particular) can seem lacking in today's graphical battleground. The land of Hyrule is presented as a complete world, with varying land and sea -scapes, as well as a vast desert and stormy tundra. Each dungeon carries a unique theme, which is integrated not only in the the graphical presentation but straight into gameplay. The visuals are actually functional. Beyond the familiar Hyrule horizon is the digitized Twilight Realm. This dark, computerized world is highly stylized and presents some cool effects, like the materialization of warp holes in the sky, which remain visible in the distance at all times. Everything in the Twilight Realm is composed of little black squares, in a sort of pixelated dream-world. When warping, the pieces composing Link will break apart and come together, just as the Twilight creatures do when defeated. All the models in the game are done well, and even though the game has been billed as a more mature-looking title, it maintains a cartoonish look in its characters, who are caricatured and very expressive. Polygonal graphics doesn't mean realistic, and Twilight Princess functions as an artistic exhibition more so than a technical display.

The audio is also presented simply, but artistically. Twilight Princess includes a wonderful score that will constantly poke gamers in the nostalgia center as it remixes tunes from the Zelda archives. The mood is set perfectly in most areas by the appropriate orchestral instrumentation and engrossing compositions. The only problem here is that the sound samples are still not produced by real orchestras, but by their synthesized counterparts. Ambient noise and sound effects are well done, reusing some old sounds to keep things very "Zelda," but adding in strange bits here and there to exemplify the very obviously different themes that are already presented visually. All of this is delivered in Dolby Pro Logic II, with good quality separation and very acceptable field of sound.

All in all, The Legend of Zelda: Twilight Princess is a welcome addition to the Zelda franchise, and stands tall among its brethren. At its core, it is undoubtedly a Zelda game, and produces that magical effect that they are known for. The 'Cube version improves upon nearly all of the Wii's shortcomings, and the game gets better and better as it unfolds. The bottom line is that it is a very enjoyable experience, impossible not to recommend to any gamer. If Zelda was your sole reason for purchasing a Wii, then rejoice, save yourself the $250, buy the GCN version, and rejoice again.


PS - I STILL don't need to know about the more valuable rupees EVERY TIME I play the game!!!

Dec 13, 2006

Dragon Quest IX For The DS

The industry is abuzz with the recent announcement that Dragon Quest IX will be coming out for the Nintendo DS. Square-Enix has bucked the trend of releasing the next iterations of their flagship series exclusively on home consoles, and has made it clear that handhelds will be a perfectly acceptable fit. This bodes well for Nintendo, who are seemingly receiving a vindication of their strategies. Nintendo has enjoyed breakout success with their DS handhelds in a Japan that appears to be increasingly focussed on the more casual gameplay experience. Nintendo is taking the same approach with the Wii, focussing less on cutting-edge technology and more on creating a system that is instantly compelling in terms of look and interface. The Wii's success is not yet certain, but early indications tend to favor another massive success, with Nintendo most recently breaking console sales records in the UK. The movement of the Dragon Quest series to the DS may come as a slap in the face to Sony, but it makes perfectly good business sense from a publisher standpoint. The DS installed base is simply incredible and the development costs will be far lower than that of a PS3 title. It remains to be seen whether other large franchises will make the jump entirely to the DS in the future, or, perhaps, to the Wii, in a similar fashion.

Game Crush Podcast Episode 2

Yes! Episode 2 of the podcast is out:



Or you can download the mp3 right here.

Here's the rundown:

1:00 Site changes - news feeds, social bookmarking links, chat box
3:20 Games we're currently playing - FF1&2 Dawn of Souls
4:30 Online Chess Kingdoms for PSP
5:40 Metal Gear Solid: Portable Ops for the PSP!
8:00 Disgaea for the PSP
8:30 Zelda for Gamecube
10:28 EA: Current games only use 20% of the PS3's power
13:00 Tons of FF: Tactics style strategy games in Japan
14:05 Yggdra Union for the GBA
16:10 Dragon Quest 9 for the DS!
18:03 Crisis Core for the PSP
20:35 Gitaroo Man for the PSP
21:30 Call of Cthulhu for PC
23:10 The news
23:20 Mass Effect trailer
26:15 Assassin's Creed gameplay video
29:50 Project Offset
32:05 Blue Dragon released in Japan
35:40 Resistance: Fall of Man
39:25 Wii sold out in the UK
42:50 No More Heroes
48:30 PS2 sales and new games in development in Japan

Check it out!

Dec 11, 2006

Awesome Game Art

This is an awesome picture I found while browsing on DeviantArt by the user MikePMitchell, whose entire gallery kicks incredible ass.

Fundage: The Price Of Gaming In The Next Gen

So here we are, in the next - scratch that - CURRENT generation of console gaming, and I can't help but ponder the issues that affect the direction of the industry, and ultimately impact gamers. As Microsoft might call it, the HD era of gaming is upon us. The Xbox 360 is now just over a year old, and the PS3 has entered our lives like an electronic embodiment of a stock market IPO. Gaming is more popular than ever, but because everything is BIG Business, the very audience that nurtured and supported the industry from infancy may end up feeling the harsh sting of its maturation.

The world seems to revolve around money, a fact that is painfully evident in the development costs of the new game consoles. With dev kits costing around $10,000 for Xbox 360 and $20,000 for PS3, plus the much inflated overall production costs, creating new software is anything but easy on developers' wallets. There is a great expense in the creation of high-res art, and in working around the difficulty of strange CPU architectures, as well. In a recent interview with Bloomberg, Namco Bandai Holdings' president Takeo Takasu states that the company must sell half-a-million units of each new title on PS3 just to turn a profit. He explained that creating a new game costs roughly $8.6 million, and cites high-end graphics as the culprit. When development houses must grow and grow to meet the demands of new technology, accusations like this are quickly proven correct.

Furthermore, difficulties arise in the early stages of any new console generation, as developers learn to work with brand new development environments. They spend years perfecting their craft on a particular set of consoles, and when the next wave roles around, they become novices yet again, braving unfamiliar territory. As of right now, many developers are holding off on working with the PS3, due to its difficult processor and high costs. They are basically waiting on first party to show them how it should be done, to get an understanding before diving in.

Besides that, Sony will have shipped 400,000 consoles by year's end. If a company needs to sell 500,000 copies of their games in order to make money, then why on earth should they even be in production? With game creation becoming too expensive to make any money on, then developers will inevitably need to supplement.

So how might these companies manage to generate more revenue, then? Advertising. Consumers are already witnessing a steady rise in in-game advertising, as they drive by Burger King stores or get messages on their Cingular phones, or even simply watch and listen to "sponsors" integrated into a game's plot. In any way, shape, or form, advertising in video games cannot enhance the experience - only detract. This is not something many gamers are interested in enduring, and I don't like the idea much at all.

Or maybe game companies will try to save money by only creating formulaic crap. Will we see the same game reheated and served up time and time again? Resources can be conserved by rehashing games in this way, and never having to invest the same amount in development beyond the first iteration. Also, if a game succeeds, gathering plenty of public acceptance, then a sequel will surely be a safe bet. Sales are guaranteed - as long as that name remains on the box. It's been said before, but originality is in jeopardy during this new generation of gaming.

So money makes the world go round, and video games are not exempt from that law. Developers certainly have their fair share of challenges ahead of them in this new era of gaming, and as game creation becomes increasingly difficult and expensive, gamers can only hope that all the life is not choked out of the industry we have raised.

Dec 10, 2006

Japan Spam: Top Fighter For The SNES

Here's a video of this weird sort of bootlegged game running on an SNES at the Akihabara location of Super Potato.



For those who don't know, Super Potato is a shop that specializes in older games, so you will see a huge selection of more old and obscure items than you can imagine. There are NES systems with the Japanese disk drive, old, pre-NES electronic games, piles and piles of Genesis, SNES, Virtual Boy, Saturn, and Neo Geo games, and lots of old strategy guides for all of them. Usually they have some 8-bit music playing out of their window when you walk past, so you know how to find them despite the fact that they are sort of hidden on the second floor and third floors of a building in a back-street off of Akihabara's main drag.

Here's another video I took the same day, last December. Cut out of this video for privacy purposes: the incredibly hot half-French girl I was with at the time. Just so you know who I was talking to.



I know that was too fast and blurry, and I left out some of the cooler things, such as the Nntendo 64 DD pack I found one day, but I haven't really recorded anything recently. I'll do a full breakdown on Akihabara someday, but for now enjoy this little glimpse into Super Potato. By the way, there is a Super Potato in Osaka as well, at the place called Den Den Town, so be sure to visit if you end up down there.

Dec 8, 2006

Rumble | OS Battle

Once again, there is a fierce melee to be sorted out, and where better than here at Game-Crush, with a little help from our trusty field of war, Google Trends. Today, we have the battle of the operating systems:

Windows XP in BLUE
Windows Vista in RED
Linux in ORANGE
Mac OSX in GREEN

http://photos1.blogger.com/x/blogger/4366/3555/1600/25521/viz.png


In a more in-depth elaboration upon our last Ask Google, we have pitted the two Microsoft products against Mac's offering, as well as the people's OS, Linux. In the end, Linux rides on the shoulders of the masses, and OSX pulls up the rear, with Microsoft populating the middle. Of particular note is that as of November, Vista has pulled ahead of the older XP, foreshadowing the future of the PC world.

You can check out the details of this search right here

A Long Game Isn't A Better Game

(Now featured on GamerNode.com)

Since the dawn of time, gamers have found themselves waging wars of words and carrying on conflicts of colloquialisms over innumerable issues eternally bonded to the very source of their every pleasure, pain, love and hatred - video games. One such debate centers around game length, and how much time can be squeezed out of any given title. Some argue in favor of maximum duration, and some harp on dollar-per-hour comparisons, but in the end, isn't it the quality of the content that matters most?

As games have evolved, one important focal point of developers has been to create more elaborate and enjoyable experiences for the gamer. Early on, this was easily achieved by increasing the size of the game. This description can be taken quite literally, as the earliest games took place entirely on one screen. Pong, Asteroids, Space Invaders, Pac Man, and others never left the confines of the field defined by the screen's boundaries, but later games, such as Super Mario Bros., placed characters in a world that could extend far beyond the stimuli provided at any given instant. This sort of expansion provided a much more interesting space for gamers to explore, but also served to establish the concept of finite beginnings and endings in video games. There were now measurable lengths to games, and inevitably, each gamer would have a very real perception of a game's conclusion, completion, or outright cessation - especially when the game managed to tell a story concluding with the words "THE END" displayed in big, blocky letters. "I beat the game" became a common phrase, meaning "I finished the story," but implying, "I needn't play this one anymore."

Pong Super Mario Bros

So games steadily increased in length, all the while offering more options and greater gameplay variety. Longer games were able to provide gamers with increased satisfaction, simply due to the fact that there was more available to enjoy. They weren't yet extended for the sake of logging time, but grew to fit the content contained within, and were fraught with the solid gameplay mechanics that had made them enjoyable to begin with. At this point, the length of games began to represent one measure of their overall value, as gamers sought more extensive experiences to occupy their time.

Nowadays, however, games have become much more complex creations, and maintaining a consistent level of quality over the course of a lengthy one has become a greater challenge to developers. They now have to resort to alternative measures in order to satisfy a generation of consumers who have been trained to believe that a game's quality is directly proportionate to it's length. The collective critical voice only exacerbates the problem, as journalists regularly refer to duration as a determining factor in their appraisals of games, thus perpetuating the general expectation for longer ones. This "longer is better" standpoint unfortunately leads creative minds to tarnish their craft with inessential 'fluff' and 'filler,' as a sort of appeasement to the masses.

The problem with this practice is that this sort of augmentation, though it is meant to heighten regard for a title, usually only accomplishes a degradation of quality in the finished product. There is a reason that gamers consistently bash things like fetch-quests, escort missions, and other totally pace-breaking, game-lengthening play segments - it's because they suck. When a gamer is forced to take part in a particular activity for an extended period of time, with no added rewards and no real sense of progression, their desire to continue dwindles fast, and their opinions about the experience change for the worse. So games can suffer the wrath resulting from the addition of filler content, or stick to their best quality mechanics, but run the risk of being deemed "too short." There is always a reason to complain.

Usually, the reasoning behind consumers seeking long games is financially rooted. With games costing 50, and now 60 dollars apiece, gamers want to squeeze the most out of their hard earned dollars. Following this logic, a 50-hour game is better than a 10-hour game, because the gamer receives five times the merchandise for the same price. Essentially, the 50-hour game costs $1 per hour, while the 10-hour game costs $5 per hour. But again, we must consider the QUALITY of the time spent. If a game is a non-stop tour de force of great gameplay and captivating content, yet delivers a shorter total playtime than a fluff-laden snore-fest that stretches on and on, then it is CLEARLY a more valuable investment. I, for one, would much rather have 5 hours of "awesome" than 30 hours of "so-so."

Dragon Warrior

One genre that is notorious for very long games is the role-playing game, or RPG. Traditionally, these games attempt to tell epic tales of world-saving heroes and their companions. The story is obviously of prime importance here, as gameplay usually boils down to hours upon hours of mundane battles with the SAME cloned enemies, managed via lists of commands selected with a single button. The entire premise of character-building is based on time - the basic building block of their every skill and ability is called the "experience" point. A typical definition of the word experience is as follows: "the observing, encountering, or undergoing of things generally as they occur in the course of time." So gamers wade through endless random battles, leveling up their party, in order to reach a few key points in the story and prod the real substance of the game along. Remove the filler of random encounters, and a 40-hour game easily reduces to 15 hours. Now I enjoy a good RPG, but it is not the "in-between stuff" that is important to me. I play these types of games for a fascinating plot, which is easily furnished in less than half the time normally required of me to experience it. An ideal RPG would minimize the monotony, and allow gamers to focus on the narrative, tightening the entire presentation.

Prince of Persia Shadow of the Colossus

Of course, there are many types of games, for many types of gamers, but when a game of ANY genre is extended for the sole purpose of increasing play time, it is bound to suffer in terms of quality. Very few people complain when a movie clocks in at 90 minutes instead of two hours, so why should anyone chastise an otherwise high-caliber game on the grounds that it is "too short?" Plenty of outstanding titles have been exceptionally short-lived, while still providing first class gaming experiences. Prince of Persia: The Sands of Time and Shadow of the Colossus are just two examples of this type of finely-crafted production. Each of these stellar games has achieved a GameRankings composite score of greater than 91%, yet each requires only about six hours to complete. The reason games such as these were able to garner such acclaim is because in their relatively short spans they provided the best in gameplay with minimal unenjoyable crap thrown in, thereby keeping gamers interested and happy, always wanting to continue, and never feeling an interruption in their temporary virtual existence. This is the way it should be done, and when a game is over, it's over.

To put it succinctly, games should be fun, not long.

Site Changes, Japan Update

Site News

For all return visitors or people just coming in for the first time, I thought I'd explain some changes we've been making to the site. First off, we have our first podcast. You can expect more of these at a regular rate, however I'm not certain how to deal with hosting the mp3 file yet, so if anybody has a suggestion feel free to chime in. In addition, people who've been coming for awhile may have noticed the inclusion of separate news feeds in the sidebar. Basically, Eddie and I both use Google Reader to aggregate all of our rss feeds from different sites, it's a really efficient way to get updates without having to visit every single site and navigate through a ton of pages, so I highly recommend Google Reader or some other rss feed reader to those who haven't tried it out yet. Anyway, in Google Reader you get the option to share any items of interest you may come across, thus generating a separate feed of just those items you choose. With the little script that Google provides, we're now publishing these feeds on the sidebar, so you'll see them changing constantly. Unfortunately, our feeds only display 7 items at a time for the sake of not destroying the layout, so if you want to see everything we've shared you can either click to see more or subscribe to our feeds separately. I think I find a lot of awesome stuff so I really recommend you give it a try.

Japan News


The past few days have been a whirlwind of major releases in Japan. First, on November 30th, I was there to witness the rerelease of Final Fantasy 6 for the Gameboy Advance. This was actually a pretty big event, with displays all over Akihabara and awesome FF6 music playing wherever I went. FF6 had my favorite music of the series, so it was fun being out there. Pretty much every major store had stacks of copies, and sales seemed really brisk. The buzz for it was pretty strong, with even ShokoTan, the closest thing Akihabara has to a living mascot, releasing a picture of herself biting the box.


Then, on December 2nd, I was there for the Wii launch. Unfortunately, I had to teach a lesson that morning so I couldn't be there for the unveiling, but I was there in the aftermath. Of course, by the time I arrived there wasn't a single Wii to be had anywhere in the city. I asked some clerks in stores when they expect to get a new shipment of Wii's but none were able to give me a date. Interestingly, the Wii is actually quite a bit cheaper in Japan if you compare the exchange rate of Yen for Dollars. 25,000 Yen is about $217 USD. Unfortunately, Wii's aren't region-free though, so when I do manage to pick one up I'm going to have to play games entirely in Japanese. For most games that isn't a problem, but RPGs are hell.


Finally, there was the Blue Dragon launch. Buzz for this game has been good, I've been seeing package deals for it advertised in convenience stores, it got a great Famitsu score, and there are capsule toys and all types of little accessories out for it. The character design was done by Akira Toriyama, that's the artist who drew the Dragon Ball and Dragon Ball Z comics, the character designer behind Dragon Quest, Japan's other huge RPG series besides Final Fantasy, and the character designer behind Chrono Trigger. Unfortunately, it doesn't look like this was enough. Blue Dragon doesn't appear to be selling that many systems, or even that many copies. Unless some surprising news comes in about system sales, it appears Microsoft's single most hopeful gambit seems to have been unsuccessful. Rapid, widespread adoption of the console in Japan is still not happening, and that means serious Japanese developer support is still going to be limited. As long as the US and European developers provide quality titles like Gears of War, the system may do fine in the western markets, but it looks like this is shaping up to be one more console generation where Microsoft has failed to significantly penetrate to the east. It remains to be seen what other strategies Microsoft will take to make it over here.

Dec 6, 2006

Building The Universe In A Box

Following up on my previous article on emergent gameplay dynamics, I began to give some serious thought to creating a true sandbox RPG, that holy grail universe-in-a-box that grants the user infinite freedom to alter and even recreate new worlds to quest in, one where not even a single action or event is scripted.

Building on the notion of the simplified lexicon of overall actions and events, the developer's goal would be to construct a world similar to The Sims in that the characters all have needs and certain predilections. However, this would be adapted to a range of actions more suited to the RPG archetype. For instance, a character may, when affronted by another, opt to handle their differences with a swordfight. Again, the actual detail of the ouput would be limited, the days of an AI agent reading off their own poetry, generated in-game, are nowhere close, but there would be a generalized set of interactions around which the player would be able to construct their own story. Instead, the characters in our game may speak a sort of medieval babble, replete with taunts, triumphant sounding retorts, and the requisite evil laughter.

The basic economic system of our world would have to be more complex. Rather than purchasing lots and building modern homes like in The Sims, there would be a rudimentary commerce system, perhaps relying on just a few iconic goods, such as mined ores or magical energy even, that characters individually seek to gain more of and conduct trade with. In a degree of sophistication surpassing The Sims, the characters themselves would seek to purchase land, construct their own shops, and generally procure themselves a niche in the landscape. The distribution of resources across the land and presence of other settlements, as well as a given character's personality, would determine where they seek to settle, if at all. In fact, the attitude of each character would determine the nature of their interactions with others in many ways. Whereas some characters may go about the process of seeking wealth in a generally lawful manner, the villains would tend to take what they could where they could get away with it.

One interesting idea, besides the added complexity of AI real-estate development and a functional, although simplified economy, would be the opportunity to get away from the egalitarian social system of The Sims. Perhaps in our theoretical sandbox RPG, characters all fit into their own separate places in a feudalist system. This would radically change the nature of the social interactions in the game. Some AI agents would be compelled, to varying degrees, to help further the goals of other AI agents. There would be an added layer of abstraction between the direct experience of a need and the satisfaction of that need. For example, a character seeking to gain wealth may end up helping another character fight off some bandits, if that character has wealth to offer.

If we extrapolate the feudal social system out, our sandbox RPG can be understood as a system embodying competitive economic development where the total resources an individual character wields includes capability of production, actual holdings, and the fealty of other characters. One action in our simple lexicon of RPG actions may be for a villainous character to kidnap the family member of a wealthy character, hoping to extract a ransom. The wealthy character may then, in turn, issue a reward to ensure the safe return of their loved one, or even send out their own group of AI agents to find the kidnapper.

This is where the player character enters the picture. The player could be one of many separate entities attempting to get the reward. The limitations on what plot-twists arise would be limited only to the range of actions implemented in our RPG lexicon. Perhaps other, less scrupulous reward-seekers would attack the player character in an attempt to derail his/her efforts. The possible actions that could take place and all of the various resources and equipment in play are merely the basic elements of our game world. The way in which all of those elements combine would create a truly emergent story. In fact, the player may instead be the wealthy merchant issuing the reward, or even the one doing the kidnapping.

To create the complete universe in a box, we could pre-package our little world that we've grown and we could include the ability for the player to develop their own. Simply provide a few seed values, such as the amount of resources, population, etc., then allow the game itself to procedurally generate some terrain and some AI agents. When the world begins, the generated characters are all dropped in to seek out their own fortunes. Perhaps the world is aged to some degree, so that there are power structures already in place by the time the player decides to enter, or perhaps the player is there from the beginning. Either option would be possible. Once all the underlying game systems are in place, it wouldn't be incredibly difficult to lay a simple combat engine and some decent graphics on top, and our living, breathing RPG is complete. Any series of events could unfold, and the player would have the option of truly playing any role they wished.

Dec 5, 2006

Game Crush Podcast 1

The first Game Crush podcast is out! Check it out:



Or you can download the mp3 right here.

Here's a rundown of what we talk about:

00:00 Zelda thoughts, control scheme issues
10:42 The outpouring of Zelda love begins
16:11 Zelda - just an Ocarina Upgrade?
20:18 Console camera bashing
22:17 FF6 for GBA release in Japan
26:14 MGS4 not looking so hot in PS3 displays
30:52 General PS3 issues - devs say the ps3 is just not as good technology
33:47 Procedural textures, animations, terrain, and content
40:27 Emergent gameplay vs the scripted experience
44:00 Games that need to happen on the Wii - online lightsaber battles
47:17 More games that need to happen on the Wii - putting your hands into the game
51:20 The folly of Trespasser
53:46 Nintendo Virtual Console is a huge ripoff
55:32 Killzone for PS3 looks cool as hell

Dec 2, 2006

The Ghost of Zeldas Past -- Legend Of Zelda: Twilight Princess (Wii) Review

When one thinks of time-tested, classic video game franchises, it is difficult NOT to think of The Legend of Zelda. Now the series that has wowed gamers time and time again has been introduced on Nintendo's new Wii console, with The Legend of Zelda: The Twilight Princess. The only question that remains is, does this spiritual successor to The Ocarina of Time stand up to the task, and is it worthy of the Zelda name? The answer - yes, it is everything gamers have come to expect from the franchise, in just the same way they've always experienced it...but in this era of gaming, is that enough? The desire to stay close to what has made the series great in the past operates both as a boon and as a hindrance to Twilight Princess. Familiar trappings such as well-designed dungeon areas, deep boss battles, interesting characters and a variety of useful items make this an enjoyable (and lengthy) adventure, but issues with control, pacing and an overall feeling of datedness keep this game from achieving all the glory of previous editions.

Twilight Princess is the tale of another young lad named Link, who comes from humble beginnings as a goatherd in the small village of Ordon, just south of "Hyrule Proper." An unfortunate series of events sends Link to the rescue of a few of the villagers, but before he can make it very far, he is drawn into an alternate world known as the Twilight Realm. It is here that a good portion of the game will take place, and serves as this game's analog to the light and dark worlds from A Link to the Past, or even Link's childhood and adulthood in The Ocarina of Time. In this digitized dark filter of Hyrule, Link is transformed into a wolf, and has a different set of abilities than while in his human form. Wolf Link is able to dig into the ground for items, and even pass under obstacles such as gates and walls. He also possesses the "sense" ability, which reveals things that would otherwise be imperceptible, such as scents or apparitions. If these aren't enough, a little twilight-dweller named Midna joins him on his quest, and grants him new combat techniques and the very nifty ability to make seemingly impossible leaps in rapid succession. The dichotomy of the two worlds along with Link's two forms creates a sense of variety in gameplay, which is more fully realized later on in the quest, but falters slightly when first introduced.

Early on, Link must venture to various portions of Hyrule, in traditional Zelda fashion, complete a series of dungeons to collect a group of items to eventually save the land of Hyrule. The difference here is that each area is initially veiled in Twilight, and Link is charged with the task of locating "tears of light" to de-twilightize it. This is where the alternate world mechanic feels wholly unsatisfying, and efficiently spoils the game's pacing. Collecting these tears of light simply amounts to a few glorified fetch-quests, which take up way too much time and do not offer any significant captivation or development. In all honesty, during these segments I found myself playing more for the prospect of returning to human form than for the actual gameplay itself. It just feels like fluff or filler, and is not even a necessity in terms of the broader scope of the game. Combine that with excessive hand-holding at the outset, and you have the ingredients for a laboriously slow introduction.

Otherwise, the design of the game is predominantly very good. Hyrule is huge, approximating roughly five times that of The Ocarina of Time, and it is put together such that it unfolds to the player naturally and elegantly. As Link traverses the landscape, load times are few and far between, and when they do rear their ugly heads, it is brief and relatively painless. This applies to dungeon areas as well, which, as always, are superbly conceived and executed, with very well thought-out progression and plenty of interesting new puzzle ideas. These are really the meat and potatoes of the game, and provide the essence of the Zelda experience. There is generally a point within each dungeon where the gameplay is stepped up, presenting a new set of challenges to the gamer. These points coincide with the acquisition of one of the game's many new secondary weapons and items. Of course there are the old standbys, such as the bow, boomerang, and bombs, but Twilight Princess also incorporates a slew of new toys for Link to play with, and even adds slight tweaks and new uses for the recycled items in order to keep things fresh. The new controller is a great advantage here, and makes aiming Link's projectile weapons incredibly intuitive. You simply point at the screen, and fire away with the B trigger. Alternatively, you can elect to disable the pointer and aim with the control stick, but I think the pointer works better in this case. Another nice alteration is that Link's tools no longer dwell within the shadows of random treasure chests, but are acquired by defeating mini-bosses within each dungeon. The sense of achievement involved is reminiscent of the recovery of abilities in Metroid Prime. Link earns his weapons now.

Similarly, the player must also work to gain new combat skills. Gone are the days of the static move set. Twilight Princess grants seven new techniques to the player at points throughout the adventure, but only after locating special howling stones and subsequently sparring with an ancient spirit. It is possible to eschew these altogether and complete the game as an untalented swordsman, but the skills provided by this spirit add much depth to the combat system, and make swordplay much more entertaining. It's a good thing they do, because combat suffers under the new control style of the Wii. Yes, the very portion of the game that was anticipated to benefit the greatest from the wii-mote is actually impaired by it. This is not to say that combat is entirely broken, but that it would likely be a smoother experience using the traditional button-mapping. This game implements a sort of gesture-mapping, rather than the direct input that is seen in a game like Wii Sports. Link's sword swings DO NOT directly coincide with the motions produced by the player - those motions simply initiate the very same animation that a button-press would. This sort of control certainly takes some getting used to. In the first 10 or so hours of gameplay, I experimented with all types of motions, ranging from full arm swings to slight flicks of the wrist - vertical, horizontal and diagonal. My conclusion is that the wii-mote works best when treated AS A BUTTON. A quick up and down motion (as if tapping a flat surface - like a button) is the most effective in producing the desired response in the most timely manner. As in older Zelda games, the most cumbersome part of combat is the initial slice, because Link first has to unsheathe his sword, and then swing. In the past, a quick reaction to an approaching enemy requires nothing more than a few rapid button presses, but in Twilight Princess, the same maneuver takes more time, as the system needs to sense the entire range of motion for the first gesture, respond, and then reset to receive the next input. This premise is true of any combat situation requiring a more rapid assault, and makes battles with larger groups less feasible, and less enjoyable. I feel as though battles with generic enemies could have been much more varied and elaborate had the gesture-based combat been omitted. I even found myself sometimes avoiding confrontation, while in older Zelda games, I would do my best to engage nearly every enemy.

One aspect of the game's combat that NEVER disappoints are the boss fights. As is expected from the Zelda series, the boss battles are all excellent. Each is multifaceted, requiring a few different skills working in conjunction to succeed, and most are multi-staged. There is considerable variance between these conflicts, because each one is reliant upon the primary employment of a specific weapon, and each one makes use of an entirely different gameplay mechanic. No two bosses are the same, and that is greatly appreciated. Another addition to Twilight Princess's combat system is the ability to fight on horseback. Link is no longer limited to using his bow, but can wield his sword and other weapons while perched atop his trusty steed. Mounted swordplay is incredibly satisfying, but unfortunately there are only a few sequences that highlight it as it should be. All other times, gamers will just have to enjoy the fact that Link can now swing his sword as he runs, without interrupting his stride. It is a small improvement, but a noticeable one.

Nothing is as 'noticeable' as the camera, though. Twilight Princess takes a huge step backwards from the excellent camera in Wind Waker, and completely revokes camera control. There is no way to adjust the camera's position on the fly and all that remains is a vestigial scheme from 1998 and The Ocarina of Time. Z-targeting and a first-person view are available, and both produce a horrible stutter in the gameplay experience when used. No longer can the player survey his surroundings while running around a room, but must stop, enter first person mode, look around, and finally return to the default view. Trying to achieve the best possible view is difficult, since all that one can do is center the camera directly behind Link. Even this becomes impossible if any enemy, character or targetable object is nearby. It is terribly frustrating. The camera tries to be "smart," and is often successful, but a better solution would have been to control the camera with the wii-mote's d-pad. Items could be put on the + and - buttons, menus and maps could be combined onto the 1 button and Midna could be put onto the 2 button. I am certain these simple changes would've helped produce a much more pleasant experience.

Although the camera is what I might call broken, what is available to look at through that camera is quite appealing. Of course the visuals don't stand up, technically, to HD-era games, but artistically, Twilight Princess is solid. It looks very impressive for a Gamecube 1.5 game, although textures and animations (the horse and wolf running motions, in particular) can seem lacking in today's graphical battleground. The land of Hyrule is presented as a complete world, with varying land and sea -scapes, as well as a vast desert and stormy tundra. Each dungeon carries a unique theme, which is integrated not only in the the graphical presentation but straight into gameplay. The visuals are actually functional. Beyond the familiar Hyrule horizon is the digitized Twilight Realm. This dark, computerized world is highly stylized and presents some cool effects, like the materialization of warp holes in the sky, which remain visible in the distance at all times. Everything in the Twilight Realm is composed of little black squares, in a sort of pixelated dream-world. When warping, the pieces composing Link will break apart and come together, just as the Twilight creatures do when defeated. All the models in the game are done well, and even though the game has been billed as a more mature-looking title, it maintains a cartoonish look in its characters, who are caricatured and very expressive. Polygonal graphics doesn't mean realistic, and Twilight Princess functions as an artistic exhibition more so than a technical display.

The same statement is applicable to the audio. Twilight Princess includes a wonderful score that will constantly poke gamers in the nostalgia center as it remixes tunes from the Zelda archives. The mood is set perfectly in most areas by the appropriate orchestral instrumentation and engrossing compositions. The only problem here is that the sound samples are still not produced by real orchestras, but by their synthesized counterparts. Ambient noise and sound effects are well done, reusing some old sounds to keep things very "Zelda," but adding in strange bits here and there to exemplify the very obviously different themes that are already presented visually. Lastly, the player might think that the controller is talking to him, because it is. A variety of sounds come directly from the wii-mote speaker, such as the slash of a sword or the stretch of a bowstring, and although the speaker is a tinny-sounding, low quality one, the effect is innovative and effective.

All in all, The Legend of Zelda: Twilight Princess is a welcome addition to the Zelda franchise, and stands strongly among its brethren. At its core, it is that same game that gamers have been playing for years, and suffers from a handful of imperfections from a bygone era. It often feels dated, and seems in need of evolution, which frankly has not been provided by the Wii remote. Despite its shortcomings, however, it still manages to produce the magical effect that Zelda games are known for, and gets better and better as the hours wear on. The bottom line is that it is a very enjoyable experience, and is impossible not to recommend to any gamer.


PS - do i REALLY need to know EVERY time i get a fucking blue rupee?!! i've been getting them for 20 years!! As for those who haven't, I'm sure they can grasp the fact that they're worth more after being told once!