Apr 13, 2007

Maddeningly Slow -- The Fast And The Furious Preview

Smashing Bricks recently got our grubby little mitts on the upcoming PSP game, The Fast and the Furious. Due for release later this month, the game is essentially a port of last year's Playstation 2 game of the same name. Developer Eutechnyx made a few small additions here and there, but nothing to really change the overall experience -- besides excruciating load times.

The Fast and the Furious features a career mode, which is the main single player offering. It follows the same formula as its predecessor, and most other street racing games. One must purchase and upgrade cars in order to win races in a variety of formats. Success is measured in cash prizes, which then go toward newer and better cars and parts. In addition to making your vehicles perform better, there are numerous ways to make your car look purdy, as well. New to the PSP version of the game is the ability to...wait for it...change your oil. Although it is easy to be critical of this seemingly mundane maintenance, just like in real life, it actually does improve vehicle performance.

Races in career mode are either grip races or drift races. A grip event is a normal race to the finish line, whereas drift events are won by accruing the most points within a certain time limit. Points are earned for the duration and depth of your drift, and there is a meter to guide you (read: keep you from spinning out). Additionally, the game features "roll-up" races which are straight drags with rival cars that roam around the city map. These are initiated by a few flashes of the headlights, and won by leaving your opponent in the dust.

As for multiplayer, Fast and the Furious includes a handful of new ad-hoc options on the PSP. There are drift races where up to 4 players try to earn the highest drift score on each turn on the course. It is much like skins play in golf, but instead of winning holes you win corners, and the player winning the most corners wins the race. There is also the new Tag Run, where teams of two racers compete in a relay race, with the second team member beginning upon the arrival of the first.

Lastly, the game features a new mode called Swap Meet, where players link up wirelessly and trade or give away decals and designs. Even entire vehicles are swappable, so your friend's totally pimped ride could very well be your own one day.

The Fast and the Furious is the type of game that wants to get right down into the subculture of car tuning and street racing, and for the most part, looks to do a good job. The PSP game is merely a port of the original PS2 version, so even though there is a slew of licensing from various car manufacturers, there isn't a whole lot of new content available. The biggest changes come in the form of multiplayer options, and slightly downgraded visuals to match the hardware. As a portable option for a street racing fan, though, it will serve its purpose.

Look for The Fast and the Furious on PSP April 24th.

Apr 8, 2007

Baseball Without The Major League -- MVP 07 Review

While the rest of the gaming community is downright infatuated with the Wii's new control style and the possibilities it opens up, Electronic Arts just isn't biting. Over the past few years, EA has consistently innovated with its long-running sports franchises on conventional controllers, and the results are almost universally positive. This year will be the second in which EA is without MLB and MLBPA licenses, and has to migrate the MVP franchise to institutions of higher learning. MVP 07 NCAA Baseball introduces all-new analog controls, and although somewhat bland in presentation, turns out to be one of the more enjoyable baseball sims out there.

The game has been updated from last year's edition, and now includes 152 teams from around the country and 23 licensed stadiums. It also features in-depth create-a -player, -team and -ballpark modes, mini games, tournaments, and EA's familiar Dynasty Mode. The biggest update, however, is the new "Rock and Fire" pitching that has been implemented. Rather than simply pressing a button to shoot one in, players now use the right analog stick, much in the same fashion as last year's "Load and Fire" batting.

At first, pitching seems the same as always. A pitch is selected via the PS2's (MVP 07 is ONLY for PS2 this time around) face buttons, and then directed at a certain spot within the strike zone using the left analog stick. At this point, Rock and Fire pitching comes into play. A small v-shaped meter appears on screen, with a baseball icon along the top portion, at a point determined by the left analog's pitch placement. The player must ease the right analog stick down, until the meter's cursor reaches the optimal green area near the bottom, and then move it back up, toward the aforementioned ball icon. The nearer the player gets to the ball's position on the meter, the nearer the pitcher throws to his target in the strike zone. It is very intuitive, and players will become acclimated to this new method of hurling in no time. After playing MVP 07, it's strange to think other baseball games DON'T play this way. Pitching has always been one of the most boring aspects of baseball sims, but Rock and Fire has just changed that.

One gripe that some may have with Rock and Fire is that it tips pitches in multiplayer games. The developers considered this problem, and added the ability to remove the pitching target altogether, simply by holding R2 during a wind-up. Now a player has to know where his own pitch will be going and still hit his spot, but at least his opponent wont be given a sneak preview of pitch location.

Also tweaked for 07 is the returning Load and Fire batting system. The same down-up motion is required to make the hitter load and then swing, with pulling or slapping the ball governed by the angle of the upstroke. Unfortunately, there is no real control over the height of the swing, or more importantly, the deliberate attempt for a grounder or fly ball. This omission is particularly annoying to small-ball players trying to execute a textbook hit-and-run or sac fly. Also, there is a definite learning curve to Load and Fire, and beginners will find themselves off-balance and on the wrong end of a few Ks before figuring it out. Once you get used to the motion, though, it feels just as natural as batting practice. The batting minigames are a big help, too.

Other parts of the game that have been shifted to the analog sticks are fielding and base-running. These are less refined, but work well most of the time. Throwing to a particular base is done by pointing in that direction on the right analog stick, and holding it to increase the strength of the throw. The problem here is that diving to make a play is also mapped to the right stick, so players will have to wait until a ball is fielded cleanly before directing the throw, or else dive purposelessly. This makes the whole process a bit choppier than old systems that allowed player to anticipate their throw and direct it before even fielding the ball. On the upside, mapping both pitching and fielding to the stick leaves a player's thumb poised perfectly after the pitcher's delivery.

Beyond the impressive controls, MVP 07 offers a myriad of customization options. Rules of the game can be changed from the default NCAA book, removing the 10-run rule, metal bats, and the like, as well as shortening innings and leaving bad umps in or out of the game. Of course, game times, locations and conditions are adjustable, and the game even has a situation editor where players can set up a bottom-of-the-9th, down-by-one situation, or any other imaginable. Also included are player, park and team creation modes, which offer very detailed control over just about every aspect of each item. You can even designate the type of bats your selected team uses, or the focus of the team's lineup. Batting order adjustments include official NCAA, power, small ball and all-around, so the player can effectively carry out the strategy of his choosing.

The game includes the EA Sports mainstay, Dynasty Mode, now with some college-specific updates. The most notable addition is draft buzz, which keeps players on the lookout for big league scouts in search of top talent. It's now possible to lose a team's star player, even after having spent considerable time and energy grooming him. Throughout the season, part of the coach's job is to actively recruit new players for his squad. This is done by spending recruiting points on all the typical scouting procedures. This, in conjunction with the new draft buzz element, makes team management a more tactical affair than before, and a bit more authentic.

Graphically, realism is difficult to come by. While animations are decent, character models are disappointing. Not only are they lacking detail, but almost everybody looks the same. They all maintain dumb, blank stares, and in times of excitement appear to be molded out of crudely formed stone with clay smeared on top. Stadiums aren't very impressive, either, and lack detail and texture. The game has an all-around "flat" look to it as a result of all the plainly adorned polygons, and when it comes to the crowds, well...I've seen more enthusiasm from hermit crabs.

The sound department is, for the most part, as bland as the visuals. Games have little crowd buzz, leaving *pings* and other generic baseball sounds to break the silence. Announcers are okay, but offer nothing more than what has been available for years now, and although the game features 65 fight songs they're only played during rivalry games. The most interesting sounds actually come from the dugout, where chatter from teammates really adds to the atmosphere. I found myself reminiscing about my high school and college ball-playing days as I listened to shouts of, "BAAAACK!" on pick-offs, and "get ready to roll 2" before a pitch. I expect others will feel the same way.

MVP 07 NCAA Baseball suffers from a case of bipolar disorder. While its controls, customization and overall gameplay is excellent, its shortcomings are evident in its bland presentation and lack of key content. Not all Division 1 schools are represented, and of the 152 that are, only 65 have fight songs, and many fewer have accurate stadiums. Fans of the sport will likely love this game based solely on the way it plays, but for those who seek a more polished presentation and genuine NCAA feel (or an MLB game) will probably find it to be just an average baseball sim.

For The 11th Time -- Romance of The Three Kingdoms XI Review

Romance of The Three Kingdoms XI by Koei is one of those games that players either love, or have absolutely no interest in. Gameplay is of the same variety that longtime fans of the series have come to expect -- deep, strategic, detailed and slow -- but adds a few key updates and a fresh visual style in an attempt to breathe new life into the series. Unfortunately, the game is hard on newcomers, overwhelming players with menus and statistics while neglecting to present them in an easily accessible manner. As a result, this entry, like it's predecessors, is likely to remain more a niche title than anything else.

Based on the 120-chapter novel of the same name, ROTK XI recounts the story of feudal China during the second and third centuries at the end of the Han Dynasty. The main game is divided up into 10 historical scenarios, from the dawn of the Yellow Turban Rebellion in the year 184, up through the Nanman Rebellion of 225. Also included are fictional campaigns, such as the "Rise of Heroes" scenario which pits ALL of the historical figures of the time period against one another the ultimate power struggle. Furthermore, the game includes 8 preset scenarios, where one must take control of a specific ruler at a critical point during their reign, and 8 challenge scenarios which are timed ordeals with a number of requisite victory conditions.

At the outset of each scenario, the player chooses a faction to command, and has the opportunity to adjust various campaign options. After an explanatory intro movie, it's on to the the game's 3-D world map, rendered in a style reminiscent of classical Chinese inkings. Players are charged with the basic task of building a military force with which to conquer adversaries and expand territory. The game boasts a cast of 780 officers and supporting characters, but I found it is easy to lose track of them, as all of the unfamiliar Chinese names tended to run together in my mind. So while it may be a legitimate figure, the individuality of these characters is questionable.

In order to be successful in ROTK XI, players must govern cities, maintain order, boost financial and agricultural productivity, build facilities, raise and outfit an army and attend to diplomatic affairs, among other things. There are over 40 different base commands in this game, so time and resource management is of the utmost importance. Gamers who are accustomed to action and instant gratification simply will not enjoy the type of gameplay found here. Building farms, markets, barracks and the like, as well as recruiting, outfitting and training soldiers takes a good amount of time, with not-so-clear indication of current task progress nor easy tracking of what exactly your officers are busy doing. Plus, the screen can quickly be overtaken by the various lists and menus that document your faction's development. The sort of gameplay in ROTK XI seems much more suited to the PC audience, and even then would be deficient in organization and navigability.

Luckily, the game offers a lengthy tutorial mode which runs through the basics of city development, military construction and the art of warfare. Playing through these instructional phases is essential for beginners, as they provide one with the general understanding of how to progress through the game's early goings. What it doesn't do, though, is explain the best way to follow the vast amount of data hurled at you, or understand why button functions change from menu to menu.

The game runs on action points, which are consumed with each building erected, soldier recruited, weapon developed, etc. Also essential for doing ANYTHING is a stable of available officers, because no action can be carried out without one to three officers heading the project. Then, of course, each action takes a certain amount of time, which translates into turns for the user. One turn equals ten days, and actions generally fall within the 20-60 day range. It's not uncommon to find oneself repeatedly ending turns in order to complete actions or free up officers. Over time, more officers can be hired/appointed, and inter-faction dealings such as alliances, marriages and sworn brotherhoods can yield more opportunities for the expansion of personnel, which will be important when the time for war arrives.

Warfare is obviously a key element in conquering feudal China, so it stands to reason that this turn-based strategy focuses on military confrontation. As a city/district is built, technique points are earned for performing actions. These can later be used to improve upon troops' abilities, and unlock greater versatility in battle. Also involved in combat are special "advanced tactics" which produce various effects in battle, including on opposing forces and on the world map itself. Otherwise, the combat in ROTK XI is standard strategy fare. Units are moved along the gridded battlefield within a set range before receiving their commands to wait, attack, use tactics, etc. The main difference here is that there is no separation of "overworld" (city-building and government) and "battlefield" (combat) maps -- everything happens on the same classically inked canvas.

The art in ROTK XI is generally well-done, the environments possessing a visual flair the series has never before offered. The trade-off for this panache is decreased detail and clarity in most unit and structure icons on the playing field, however. Considering the already-daunting complexity of the title, this may have been a step in the wrong direction. The narrative portions of the game, on the other hand, are full of very well-done still images which are crisp, vibrant and generally awesome. It would be interesting to see the entire game tackled with a similar art style, but it would probably be difficult to transmute those flat images into a 3D world.

Like the game's graphics, it's evident that there was clear and purposeful thought that went into the composition of ROTK XI's score. Orchestrated melodies and befitting instrumentation surround the gamer, enveloping one in sounds that are characteristic of the time period. Sound effects are somewhat generic, but the voice acting is surprisingly not terrible, and even comes in both English and Chinese forms. Chinese voice acting is a first for the series, and although useless to some gamers, it will be appreciated by purists.

Purists will enjoy it all, in fact. Fans of the series have in ROTK XI everything they are looking for, with a fresh look and a few new options and upgrades. Newcomers, however, will be met by a slow, tedious experience with inexplicit detailing of progress, and oftentimes overwhelming information and menus. The Romance of The Three Kingdoms series seems to be both blessed and cursed by its eternal niche status.

Apr 6, 2007

Rumble | Jack Thompson Versus Rockstar Games

It's no secret that I think Jack Thompson is a complete and utter douchebag. Since this fool is in the news again, i decided he would be the focus of today's Rumble. He is pitted against his self-chosen arch enemy, Rockstar Games. He has a law degree on his side (I question how this man ever earned ANY degree), versus a wealth of great games and fan adoration backing Rockstar. Thompson is in BABY BLUE and Rockstar is in BLOOD RED.

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Yeah, that pretty much sums it up. Jack Thompson will NEVER beat Rockstar Games, or any other game company, for that matter. Let's all hope he is disbarred at the conclusion of his latest trial.

Apr 3, 2007

Soccer Cards? -- UEFA Champion's League 2006-2007 Review

Who would've thought that soccer and card battles could go hand in hand? Well, Electronic Arts obviously had some sort of inkling. EA is up to its fourth Xbox 360 soccer title in the past year and a half, and with UEFA Champions League 2006-2007, they've decided to introduce an intricate card system alongside the normal soccer action, as well as introduce gamers to the Union of European Football Associations. The result is a product that can be incredibly deep -- for the right players.

The big addition and calling card of this game is the new Ultimate Team mode, which charges the player with developing the best custom team and winning the UEFA Champions League. In this mode, EA has decided to try to infuse a bit of a strategy element in a very unique way. That is accomplished by making the player collect and trade virtual cards. There are a variety of different types available, and they're used for everything from assembling a squad and boosting player stats to hiring staff and finding a place to actually play some football. Simply playing any game mode earns credits, which are then used to purchase card packs. The catch, though, is that of the gold, silver and bronze card packs, only the bronze can be purchased in this manner. Gold and silver (read: better) cards can only be acquired by progressing in Ultimate Team mode.

Players begin with a single bronze pack, which includes enough player cards to fill a generally crappy roster. You really have to work to create a good team. As the team comes together, one must manage not only the talents and positional preferences of players, but also the entire team chemistry. Matching player's nationality is important here, because a team is much more functional if the members can all communicate with one another. Much of these management considerations have been commonplace in previous sports games, though, and it seems the card collecting is just a way to make those normal concerns seem more interesting.

Other functional cards include staff cards, which affect player growth, development cards, which directly affect player stats, and gameplay cards. Of all of the types, gameplay cards are the most unique and interesting, and actually have direct effects on matches as they are played. Before a game, 4 gameplay cards are selected for use during that particular competition. They are available for use on-the-fly, and disappear once applied. Some of these boost player attributes or reduce those of the opposing team, some affect the refs' calls and others even manipulate the game clock. It's much like a game of Magic or Yu-Gi-Oh, where having the right hand at the right moment can mean the difference between victory and defeat.

Beyond the Ultimate Team mode, however, Champion's League is a fairly average soccer title, and fundamentally just an evolution of the FIFA 07 engine. On the field, everything plays out as expected, with a few bumps here and there. The pace of the matches is steady, but slow. A successful play takes longer to develop than one might be accustomed to. While passing the ball around and waiting for the right opportunities to arise, gamers will feel very much like Beavis and Butthead. "I just wanna score!" is a common notion that runs through the minds of Champions League players, which may very well be a testament to the realism of the game's scoring trends. On the other hand, it may point a finger at the imprecise controls that are in place. Manipulating the players and the ball up and down the field feels somewhat clunky, with passes missing their mark or completely flying off into the middle of nowhere just a bit too often. The same goes for shots on goal, and furthermore, basic player movement can be significantly choppy. While there is a myriad of detailed control options for pulling off certain types of passes, shots, etc., it seems that everything could have been more fluid in order to improve the gameplay experience.

The game's presentation, however, is quite fluid. The graphics are not totally photorealistic and not of the quality one might expect on the Xbox 360, but the way the action is handled makes you feel like you are right in the game. This is accomplished via an excellent camera and wonderful replay system, and an appropriate game atmosphere, overall. The players themselves have a sort of plastic look to them, but are all smooth and solid, and the fields and stadiums are all nicely done. Player animations are also excellent, although the focus on motion capture may have had a detrimental effect on the overall flow of gameplay. As for audio, there is a solid play-by-play team and crowds that let you know that they're alive. An excellent soundtrack that spans musical styles from all of the various nations represented in the UEFA rounds out this game's audio delight. Throughout Champion's League, the unique UEFA flavor is always evident, and serves to immerse the player in the organization's culture.

Champion's League includes a handful of gameplay modes, but nothing out of the ordinary. Exhibition mode and online play are pretty much the standard we have come to expect, and the UEFA Champions League mode allows players pick a team and guide it through the official European tournament in hopes of being crowned champion. The Lounge is a new take on offline multiplayer, where up to 19 players compete in three different match modes, trying to complete objectives and remain on top of the leaderboard. Lastly, the UEFA Champions League Challenge presents a sort of history lesson of European football, as players progress through a series of scenarios from the annals of the UEFA. This mode is sure to be incredibly interesting to fans of the UEFA, but likely has little appeal to the anyone else.

Funny, but that seems the general trend of UEFA Champions League 2006-2007 as a whole. It's a deep and rewarding experience for players who are genuinely captivated by the title's unique approach and also have some interest in the UEFA itself, but a mediocre and oftentimes clunky game of soccer to those who fall below the category of aficionado.

Apr 1, 2007

Hot, Hot, Hot -- Chili Con Carnage Review

While I'm certainly not the the first to say that the PSP is flooded with ports and remakes, that doesn't necessarily mean that they are all of substandard quality. Based off of last year's Total Overdose: A Gunslinger's Tale in Mexico, Chili Con Carnage is a solid action title, with plenty of gunfire, explosions, and John Woo style gunplay to go around.

Chili Con Carnage's story focuses on a young man named Ram, who finds himself consumed by vengeance after witnessing his father's grisly murder. He sets out to make all responsible parties -- who just happen to comprise a Mexican drug cartel -- pay, and pay dearly. What ensues is a series of missions that play out like fight scenes from the movie Desperado, with some Max Payne -esque moves thrown in to spice things up.

While borrowing heavily from its predecessor, Chili Con Carnage makes a legitimate attempt to be its own game. Gone is the free-roaming gameplay, replaced by bite-sized missions that are much more suited to a handheld gaming system. The plot has also been liberally re-tailored to fit the attenuated game design. Remaining the same, however, is the high-flying action that players will take part in throughout the adventure, performing slow-motion shot-dodges, jumping out of recklessly driven vehicles, blowing up everything in sight, and shooting drug traffickers squarely in the face -- over and over.

What makes the action much more interesting than simply shooting everything that moves (or doesn't) is the way Chili Con Carnage tallies the player's score. The goal is to build up points based on stylish "takedowns," Loco Moves, and combo chains. At the most basic level, this equates to stringing together kills and actions such as kicking off of walls, sliding down zip-lines, and leaping from cars. With the help of a slew of Loco Move pickups, Ram is able to take things a step further, whipping out machine gun guitar cases, unleashing a whirlwind of uzi fire, or even baiting unsuspecting cartel members with a pinata as he picks them off one by one. Additionally, each mission can be replayed as a "challenge" level, where goals range from killing a certain number of bad guys in the allotted time to racking up style points via particular moves.

While all the action is a lot of fun, there are a few issues worth mentioning. The control scheme of Chili Con Carnage is obviously limited by the hardware on which it is available. The PSP lacks a second analog stick, and therefore Ram lacks the ability to easily peruse his surroundings. In order to look around freely, one must hold down the circle button before manipulating the analog stick. During that time, Ram remains stationary and vulnerable to death's icy grasp -- or at least a cartel member's warm bullets. In the heat of combat, Ram always targets in the direction he is facing, making a fight with enemies at all sides a less fluid situation to handle than it would be with a better camera system. This is not to say that things become unbearable, because the level design, enemy AI, and slow motion shot-dodging all serve to make combat more manageable.

Another small gripe has to do with the two multiplayer modes Chili Con Carnage offers. Including a multiplayer mode is a big plus, and adding a second is like icing on the cake, but in this game, neither multiplayer option features player versus player combat. Hangman mode plays out much like the traditional basketball game, h-o-r-s-e. Up to four players take turns trying to score the most points. As long as the current player betters the previous score, the round continues. If not, then he's on his way to a "hangman." Fiesta mode is an ad-hoc killing contest. Up to 4 players are thrown into separate rooms, where they fight to be the first to reach a set point value. It is almost like a gun-slinging Tetris personification. Both multiplayer options offer something unique and interesting, but the game could have benefited from a more traditional deathmatch mode, or even cooperative play.

Overall, Chili Con Carnage is a keeper. There's plenty of action to keep a gamer interested, with a handful of extras beyond the main sequence of missions. A mix of Spanish hip-hop and Mexican-themed tunes fit the setting, and the visuals are very good for a PSP game. Clearly, this game doesn't aim to be "hard-boiled," with pinatas, tnt-strapped chicken, and a general lighthearted humor about it, and that is most likely a good thing. The gameplay will eventually get old, but by not taking itself too seriously, Chili Con Carnage doesn't play itself out as fast as it might have otherwise. Overlooking slight control issues, this game is perfect for a quick action fix, done with style