Sep 28, 2007

If They Were Halo, They'd Be Kings

The massive anticipation is over. Halo 3 launch day has come and gone with great fanfare - big events, long lines, eager fans, master chief, etc. In the first 24-hour period alone, the game grossed over $170 million. To put that in terms of copies sold, it's roughly equivalent to more than 2.8 million. Of those, 1.7 million copies were pre-sold.

With Halo 3 riding high on the extreme marketing push made by Microsoft and Bungie, one has to wonder if it would have experienced such success without it. More so, it is interesting to ponder what games might have done just as well as Halo 3 had they received the same tender loving care from their respective marketing departments.

I have gone through a slew of recent releases, and come up with a pair of games that may very well have been this year's super-sellers had they been pushed down consumers' throats the same way that Halo 3 was.

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Bioshock is arguably the best game of 2007. It received multiple "best of E3 honors, as well as "best Xbox 360 game" at the 2007 Games Convention in Leipzig, Germany. Also the third in a series, Bioshock is the spiritual successor to a pair of games that routinely land on critics' "top videogames of all time" lists - System Shock and System Shock 2.

It's rich storyline and excellent gameplay were apparently not enough to match the might of Halo 3, however. Halo 3 managed to sell more copies prior to release than Bioshock had done with more than 2 weeks of shelf time. As of September 10th, 2K's shooter was reported to have shifted 1.5 million copies.

Bioshock's Gamerankings and Metacritic ratings are both a full point higher than those of Halo 3, even though nearly twice as many scores have been recorded yet it's total sales pale in comparison.

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Metroid Prime 3 is widely considered the best original Wii title to date. It is the third part of the critically acclaimed 3-D series in one of Nintendo's biggest franchises. This is beside the fact that the much earlier Super Metroid for the SNES topped EGM's infamous Top 100 Games of All Time, and has since appeared in the top 20 range of nearly every similar list since. Still, Metroid Prime 3 sold a mere 10th of Halo 3's day one numbers in the first week after release.

The advertising behind this sales performance? A downloadable Wii channel with videos and pictures of the game, along with Virtual Console releases of the first two games in the Metroid franchise. That sort of isolated advertising is not exactly what one would expect to lead to Haloesque sales...and it didn't.

So what would happen if all of these games had equal marketing muscle backing them? Well, I'm no Michael Pachter, but I imagine it would lead to greater sales and fan support. Either of these stellar sequels could have shared in the success of Halo 3, but-- Hey, look at that! The Halo 3 "Believe" commercial is on TV.

Master Of None -- Kengo: Legend Of The 9 Review

Kengo: Legend of the 9 is a game whose premise has massive potential, but unfortunately seems to have fallen just short in terms of gameplay. There are some very good ideas here, such as 9 different characters with interweaving stories, counter attacks, environmental kills, a tree of skill upgrades, and a handful of gameplay modes. Unfortunately the final product doesn't come together as perfectly as all those features might lead you to believe.

Right off the bat, I have to say that the progression through this game is ridiculously derivative. The whole "main mode" goes something like this: read story (narrated in Japanese), watch short dialog scene (in Japanese), fight group of nameless baddies (about 3 different levels of skill for these guys), watch meeting between protagonist and "boss" character, fight boss, upgrade stats and techniques, save, rinse, repeat. If you can get beyond that, the bland presentation, and the initial barrier of adapting to the pace of combat, then you can actually have a bit of fun with Kengo.



Basically, this is a street brawler with katanas, so if that's not what you're looking for, quit right now. This is not Ninja Gaiden, and feels stiff and mechanical when your thumbs start to go to work. Deaths might come easily in the beginning, but once you've conquered the first two levels, the other 6 are pretty much in the bag. That goes for the other 64 levels, too, because there are 9 different warriors to use, in total. The problem with that, though, is that they reuse all the same stages and enemies--even dialog--in different combinations along the way.

After each level, points are awarded and used to upgrade the samurai's stats and sword techniques. There is some depth to Kengo's combat that may not be immediately apparent, though. Using the proper attack against each type of defense makes things go much smoother. When opponents guard high, for example, vertical strikes will be more easily blocked, and horizontal slashes might be a better choice. Ultimately, details like this won't often mean the difference between success and failure. The various moves available in each of the samurai's three stances are only truly effective to a master of the game on the highest difficulty level. Otherwise, Kengo is what I would call a "controlled button-masher." Some strategy can be applied to players' approaches, but combat usually turns into an exercise in pattern recognition. Cut enemies until they block, then grapple and cut them. Or, cut them until they block, then grapple and throw them...then cut them. That's how winning is done!

The swordplay is admittedly simple (in the guise of complexity), but the game does reward more creative swordsmen with bonus leveling points, so using grapples and environmental kills is preferable (and looks cooler). The environmental kills are one of the better ideas infused into Kengo, allowing players to direct enemies towards walls, cliffs, carts, barrels, statues, etc., and then use those structures as the foundation for particularly bloody, instant executions. The fact that these even work on stamina-drained boss characters is a plus. The lock-on and counter attack systems are also done relatively well.

One thing Kengo could benefit from, however, is a smarter camera, especially in the more confined levels. It can get hung up in the crappiest of positions, and since the player has to focus on blades arcing toward his or her face, it can be difficult to adjust. Also, it'd be nice if there was a way to evade other than just running away. Something like the tumble in Ninja Gaiden would be a perfect fit.



There appear to be a ton of modes available in Kengo, but it's worth noting that only 3 feature actual gameplay. The others--including all Xbox Live competition--are just a spectator mode for the AI versions of players' improved characters. What's more, when you are watching a battle in either Live or Solo mode, there is no way to cut it short. I can't say I'm a fan of either of those decisions.

As for the playable portions of the game, Mission mode challenges players to satisfy certain winning conditions (like killing X number of enemies) in a set amount of time. Combat mode is a one-on-one showdown for one or two players, and is presented like a semi-3D fighting game. Best of all: no camera issues in this mode!

Kengo features pretty decent graphics and animations, with crisp character models (and shitty water), but the game's audio is not very friendly to the ears. The background music is insubstantial and unimportant, although era-appropriate. You might not even notice if it was removed completely. Sound effects are empty and generic. Sword slashes sound like they came off of an internet soundboard and enemies' footsteps are so overdone that, when combined with the whirring of the 360's DVD drive, could almost convince you that someone is making microwaved popcorn in the room with you. Oh, and the entire game is voiced in Japanese, with English subtitles, just in case you missed that part.

Overall, I had a fairly decent experience with Kengo: Legend of the 9. It isn't the best of games, but does manage to put a handful of good ideas in one package - even if it wasn't done as well as it could've been. The developers' hearts were in the right place, and for that, I'd say give Kengo a rent and a little bit of time.

Sep 22, 2007

Halo Hype: Nauseating

I think this article will be the first of a two-part series (can I call it a "series" if there are only two parts?), but I won't be certain until I reach the midpoint, so read on...

Anyway, Halo 3 is almost upon us ("us" meaning those not named Brendon), and the anticipation for the title is at fever pitch. This game's fan following is built not only on the merits and successes of past Halo games, but also upon marketing and the highly influential, ever-present "hype engine."

The internet is actually an instrumental tool used to keep this machine well-oiled. In the past 10 days alone, GamerNode has run about seven or eight stories about Master Chief's new adventure, and nearly every one had something to do with the Halo 3 launch, sales, or obsession. Let's take a look:

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For one, Wedbush Morgan analyst and gaming prophet Michael Pachter has predicted that Halo 3 will sell over 3 million copies in it's first 12 days on the market. In addition, analyst Colin Sebastian has claimed that he believes the game will gross more $$$ in a single 24-hour period after launch that the record-holding Spider Man 3. How much? Over $200,000,000.

The game has already made some money. Due to early leakage and a broken street date, a PAL copy of the regular retail version (not the Legendary Edition with helmet and bonus discs) showed up on ebay a few days back. It sold for the equivalent of a whopping $206 plus $10 shipping. The incredible thing about this is that not only was the final sale price so insanely high, but the auction ended just five days before the game's official release. The winner would only be able to play (alone, mind you) for four days before he or she could've gotten the game for about $150 less in the store. O_o

Or maybe this person couldn't have gotten the game in a store, because it seems it may be sold out before it even releases! The Legendary (read: f*cking expensive) version is, anyway. For more than twice the price of the normal game, "collectors" get a small replica of Master Chief's helmet, a couple of bonus DVDs, a pretty box, and the game. $130 for this bundle...and it's already sold out! Wtf?

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Not only that, but more retail outlets than ever before are holding special "Halo parties", beginning as early as midday Monday and climaxing when the clock strikes midnight. The games will be dished out and everyone will sprint, drive, ride, fly home to play them. At the Best Buy on 5th Avenue in NY, celebrities and Bungie employees will even be making appearances to play the game publicly on Monday afternoon, along with a few lucky gamers.

I was in the GameStop in Myrtle Beach last night and overheard some kids who were gawking at a particular piece of store signage. One said something to the effect of, "line starts at 9pm, I'm gonna be waiting for three hours to get my copy." The whole lot of them went into what was nearly a round of seizures over the aforementioned Master Chief helmet when the smug store associate revealed it to be sitting in the cabinet on the wall behind the desk (it was pretty shiny). To quote one of the pre-pubescent, borderline retarded children, "Halo helmet, Halo helmet, Halo helmet, Halo helmet..."

It seems the power of this franchise has reached a plateau that is almost beyond comprehension. While it turns children into zombies here in the U.S., the Westminster Council in London believes that Halo 3 will be a major catalyst for riots in the streets, and has cancelled all midnight launch events along London's Oxford Street, the largest shopping strip in Europe.

Finally, in what is probably the biggest example of the power this game holds over the gaming masses, a professionally-made, full-body Master Chif costume has sold on Ebay for over Twenty-One THOUSAND U.S. Dollars. No additional commentary necessary. Look.

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So there you have it - the lead-in to the release of what will undoubtedly be a very good game (we can just ask Brendon for confirmation of this, since as of this posting he has already beaten the game on normal mode. It took 7 hours, if you're wondering). Wouldn't it be funny if it sucked? In any case, the question we must ask is this:

Objectively, is Halo 3 really amazing enough to deserve this sort of fervor and success, or is the unprecedented level of hype some sort of strange, nearly unexplainable phenomenon? What other very good, great, or even outstanding games could have done just as well with the right sort of marketing? What games are actually better than Halo...yet haven't enjoyed even a fraction of its success?

Next time, we'll examine this question...and its answer.

Sep 21, 2007

Feudal Lords In Mech Suits? -- Dynasty Warriors: Gundam Review

"Whoever conquers this planet gains the power to make anything possible!"

Koei must not have conquered that planet, because I'd imagine Dynasty Warriors: Gundam would be a better game if they could make it so. DW:G isn't exactly your typical Dynasty Warriors game, but then again, it really is. It's Dynasty Warriors with a fresh coat of paint, if you will. A new setting and a mech exterior is used as a facade for what is essentially the same kind of gameplay gamers have come to expect from the series over the past 10 years.

Unless your brain is on ice, Dynasty Warriors: Gundam is the type of game that can induce mental fatigue after only 20 minutes or so of gameplay. It's unfortunately lacking any real innovation, save for the fact that it has taken the Dynasty Warriors franchise from steel swords and feudal armor to lightsabers, guns, and mech suits.

The cast, although very outspoken, is still somewhat devoid of character. They have mostly cookie-cutter personalities, and play a minor role in the actual progression of the gameplay experience. That's not even taking into consideration the nearly endless hordes of mindless drones dispatched to destroy the player -- the sort that do their duty without any question.

It's as if Koei figured that diverse characterization could be achieved by haphazardly slapping together as many different accents from around the world that they could find voice actors for. The only problem is that the voice acting is not very good. The exchanges between characters before each mission are almost painful to endure as characters spout off porno-caliber dialogue, with B-movie precision. The short comments made during combat are out of place, overdone, and a little annoying. As for the music, it's pretty much the same semi-intense synthesized loops playing the entire time.

Graphically, the game is nothing impressive. Character models, terrain, and maps are all minimally detailed, with only crudely defined textures. As a matter of fact, most sections of the environment are nearly indistinguishable from the rest of the area, save for a few that boast a landmark or two. This makes the map vital for determining your location. As for effects, there are only the most basic from the lighting and particle departments. The exceptions to this rule are the short cut sequences involving combat with NPCs and at the onset of missions. Here, the graphics are kicked up a notch, giving the player higher resolutions and better effects and animations.

The game features two solo modes: Official and Original. The difference between these two is the basis of the story, and the characters involved. For each mode, players choose from one of three characters to start, and embark on various missions filled with hack-and-hack-and-hack-and-shoot gameplay. Much of the game's action primarily boils down to mashing a button or two, and to be honest, it can get boring if you don't have the proper mindset.

Maps are divided, in a grid-like fashion, into fields. Each field contains any number of mobile suit soldiers that the player must defeat in order to control that particular area. Sometimes, special guard units show up and serve as a miniature objective for that section. Defeating guards instantly earns the player control of a field. By controlling a particular area, it weakens the enemy's strength in adjacent ones, allowing for strategic isolation of tougher zones. When goals are formulated and worked towards, a sort of flow can even be achieved.

Certain enemies and some destructible environmental objects leave power-ups that the player can pick up to aid them in the fray. These go into effect immediately, and produce effects such as speedy movement, increased defense, or health restoration. They can be helpful at times -- especially the speed increase (for those long treks across the map) and the bonus health. Otherwise, the ease with which enemies are mowed down doesn't require much aid. I mean, they don't even attack if the protagonist just stands still... I can only describe it thusly: O_o

At the end of each mission, points are calculated based on the number of enemies defeated, the number of fields taken control of, and the time spent doing so. Pilots and suits both advance in level during missions, and the resulting stat increases are reflected here. Melee, shot, defense, armor, thruster, and SP gauge all improve as the game progresses. Upgrades to players' suits and skill-sets also go into effect between missions, although these are added manually from a list of items previously collected on the battlefield. The most interesting part of character growth is that players can play through the game multiple times, gaining more and more skills and parts with each run. Since the Official and Original modes are so short (do I hear 4 missions?), those replays may actually be possible.

Dynasty Warrior: Gundam also features a versus mode allowing players to either fight against each other directly or to try to conquer a field of foes in the shortest time. This may extend the play time for some, but locating two players in close enough proximity (who actually enjoy the game enough) to meet up for a versus session could be rather challenging.

Finally, there is a Gallery section that lets players view art and biographies for the characters, mobile suits, and battleships that they have encountered in the Official and Original modes. There is even a section for listening to voice clips. Why anyone would do that, I am not sure.

Repetition is the name of the game in Dynasty Warriors: Gundam. Or maybe monotony? Or boredom? It features repetitive action, monotonous scenery, and boring dialog. It's simply a mediocre game, but it certainly has its place and draw. No hard feelings, guys.

"ERUPTING. BURNING. FINGER!" -Domon Kasshu, DW:G

Sep 14, 2007

Where Wii Goin'? Finding Our Way In The Game World

I believe in the Wii. I have faith in the console, its technology, and the styles of play that are possible with the tools available to the gamer. There is so much potential in that little white box that has yet to be tapped into.

Just prior to launch, my vision for what the Wii had to offer the gaming world was as follows:

Total immersion. It's sort of a vague idea, but when I think of the Wii and it's input method, I am always seduced by the idea of the player's hands existing as permanent fixtures within the game world. One might think, "but doesn't that happen already in FPS on Wii?" Well, yes and no. The hands are always there, but their function is strictly limited. My idea is that the actions of the gamer are represented in a one-to-one fashion on-screen. Consider the following as an example:

If a player should happen upon an object in a particular game and decide that they simply must interact with it, then reaching a hand forward could cause a congruent gesture by the in-game avatar - it would reach for the object. At this point, the item isn't picked up, but simply pushed around. Why? Well, the Wii-mote can also simulate grasping motions. The A and B buttons oppose each other just the same as do fingers and thumbs. Pressing the two in concert can translate to gripping any object in the virtual world. If an object isn't available, the result would simply be a fist - which has it's own separate implications. If something is there, however, there are multiple new options available, and all are viable with no further control-mapping required. If the object is small, then a twist of the wrist allows for examination. If it is a ladder, moving hand-over-hand allows easy ascent. A tree or rock face can be scaled in similar fashion. Large objects can be pushed or pulled to clear or block a path. The list goes on...

I can imagine countless possibilities when it comes to combat, and just as many for puzzle-solving situations. At the most basic level of combat, punching and grappling are now possible in a truly interactive way, and as I've already described, weapons can be manipulated to strike or shoot from all angles. At the same time, complex combat routines will arise from the very same set of controls. Environment interaction is a key possibility, as well -- weapon improvisation can become a fun and creative option for dispatching foes. As for general exploration, gestures as simple as turning cranks, placing items, and pulling levers can now provide the player with a feeling of accomplishment, when previously they represented the most mundane of activities. This level of interaction can essentially recapture much of the joy of gaming because it dissolves habituation to gameplay mechanics experienced by so many gamers.

The Wii has the potential to make everything fresh again.

It's true. Games that make a switch over from traditional control styles to fully-implemented Wii...ness present a brand new sort of experience to gamers. I know it because when I pick up games like Resident Evil 4: Wii Edition or Metroid Prime 3: Corruption, there is a short, unfamiliar learning curve to the controls themselves, as if I am a novice gamer again, just learning the mechanical aspect of gaming for the first time.

This is not a bad thing, though, because I can understand the situation; adapting to something new can take time. I enjoy the discovery of it all.

Over the course of the Wii's short history, my outlook hasn't always been the same. Early this year, during the yearly doldrums of the videogame industry, I questioned where the real support for Nintendo's console was -- where the true games were. Was every release to be a glorified tech demo, or a collection of casual minigames? Was the depth of the software pool to be restricted to the shallow end? I asked myself, "If the Gamecube had full-scale, 'feature-length' games, then why can't the Wii?"

Well, I see good things in the future. Games like the recently released Metroid Prime 3 and the upcoming Manhunt 2 remind me that "real" games can and will find their way onto the system, and future releases such as Capcom's Zack & Wiki and the thriller adventure Sadness tell me that innovative gameplay mechanics are indeed being experimented with in interesting ways (ways other than minigame overkill). Then of course there's Super Mario Galaxy. :-)

Maybe my hopes for the Wii will one day be fully realized, and I'll find myself exploring a vast, highly interactive game world. Until then, you can find me blasting space pirates, executing hunters, and manipulating select virtual objects.

Sep 9, 2007

Casual Or Hardcore? Or Middlecore?

The definition of the word "gamer" is pretty straightforward. It means, "one who plays games," usually referring to those of the audio/visual variety. Until recently, being a gamer meant that you were knee-deep in the industry, knew what games were coming, and had a good sense of what made a quality game. You probably owned two or more gaming systems and had a sizable collection of games. You were a gamer.

Nowadays, the term "gamer" is somewhat antiquated. Nowadays, a lot more people play videogames, but a lower and lower percentage of them fit the above description. Today's videogame market is divided into the "hardcore," who are essentially the "gamers" of yore, and the "casual." The casual gamer is an interesting type. They may sit online and spend time playing little flash games (you know, that PopCap crap), or they may come over and try out the latest Mario Party and the like. They are not really a big part of the more traditional culture of gaming, yet they are what is powering the industry forward.

Nintendo is an old company. Founded in 1889, they began as a Hanafuda card manufacturer, and then moved into the electronic games industry in the last third of the 20th century. They've been around the block, and most definitely helped kick-start the modern era of videogames.

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It is ironic (or maybe not), then, that they are the same company that is "changing the game" from it's roots, as everyone and their mother is quick to point out. And it's mothers who are doing a lot of the new game playing. The casual market that has been catalyzed so strongly, first by the DS and now by the Wii, is largely made up of older game players and the previously alien female gamer.

That's not a big deal, really. I don't mind expanding the market to vast proportions. I would like to see the videogame industry eclipse the movie industry, even. It is a more complete form of entertainment, simply because of it's interactivity. Widespread acceptance is the next logical step in its maturation process.

What should NOT happen, however, is the dumbing down of content, or leaving the most dedicated fans in the dust of newfound successes.

What seems to be happening is that videogame companies, like Nintendo, are directing their primary focus toward this new market. Of course there is money to be made there, so they would like to pursue the new trend in full force, but it seems to come at the expense of the more in-depth works. New divisions are popping up within many videogame development companies, taking manpower from the more "feature-length" games, and established development teams are even being shifted to casual projects, going so far as to cease work on games that are already underway (Project H.A.M.M.E.R., for example).

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The latest event to aggravate my ever-deepening casual games wound is the announcement of Nintendo's WiiFit. This is a personal fitness...application...for the Wii. It's not even a game anymore - it's exercise software, step aerobics, etc. Is this where things are going for Nintendo? Are other companies to follow? If this is the case, then they need to increase the development pool, making ROOM for both types of software. Both "real" games and these new pieces of casual software should be fully supported. Don't sacrifice one for the other.

Which brings me to the "hardcore" sector. The casual insurgency is mounting so much that there appears to be a sort of backlash against it. The "hardcore" game is taking up an incredible chunk of the rest of the market. The first-person shooter, war game, "hard-boiled" action game, etc. is what the in-crowd plays now, as if in retaliation against the casual assailant.

The phenomenon is similar to what has happened for ages in the music industry. A genre of sanitized content arises, thereby evoking a response from other musicians to cultivate a more rough, dark, "dirty" form of aural pleasure, and then the two groups remain at odds with each other over an indefinite period of time.

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Hardcore gamers, raise your hands. Are you into the "casual games" movement. I'd wager you said some form of, "nah, not really." Well, casual gamers don't even consider themselves gamers most of the time, distancing themselves from the hobby that they take part in every time they do some Brain Training or fire up a party game. It has become a struggle, simply because the transition has been harsh and abrupt.

There is little room left in the middle for those gamers who take everything as it comes - those gamers who simply want a unique and compelling gameplay experience, regardless of the classification. While resistance to casual games is high for "hardcore" gamers, and resistance to "hardcore" games is high for casual gamers, there is still a middlecore that needs some attention, and would be happy to just play some good games.