Aug 29, 2008

Rumble | Mortal Kombat Versus DC Comics

Following up on both the latest Game Crush Rumble (Marvel vs. Capcom) and my most recent preview (Mortal Kombat vs. DC Universe), today's deathmatch pits the infamously violent Mortal Kombat vs. the generally tame DC Comics.

Google Trends once again plays host to this bloody showdown. Here are the results:


[mk+vs+dc.jpg]

For the second Rumble in a row, videogames have defeated comics, with Mortal Kombat delivering an even mightier finishing blow than Capcom did last time around. I can't say that I'm surprised; DC is made up of a bunch of pansies and Batman.

Next Rumble: Capcom vs. Mortal Kombat...

Ninjabatics -- N+ Review

They say there is beauty in simplicity, and that is exactly the philosophy that SilverBirch Studios aims to capitalize upon with their portable adaptation of Metanet Software's ninja platform/puzzle IP. N+ was originally a freeware flash game (entitled, simply, N), but was ported to Xbox Live Arcade early this year. Now, a ground-up version of the game has found what seems the proper home for such incremental, small-dose gameplay--the PSP.

The game is divided up into small, single-screen levels, through which players must use the momentum-based and super-responsive control system to navigate, collecting golden nuggets from a web of mines, lasers, machine gun turrets, homing missiles, and a variety of other nasty obstacles on their way to the exit. The only tools at the ninja's disposal are his ability to run, jump, and kick off/slide down walls, but those skills are enough to be successful, and have fun (and/or get addicted to) doing it.

Dying in N+ is less a final destination than a short pause in the action, which, along with the against-the-grain minimalist graphical style helps to present a wholly different gaming experience than many of the big-budget, cinematic productions of the current generation of games. A short ragdoll explosion of ninja parts all over the place, and you're right back to the start of the level. N+ is about gameplay, plain and simple--and it works oh so well.

The simplicity of the game's level design, with its grayscale palette (or slightly more elaborate "plus" motif) and clean lines lend N+ to extensive user customization via the included level editor. Here, it is possible for anyone, from the award-winning artist to the least creative kid in class, to create interesting and challenging arenas to play in, and then share them with the rest of the gaming community.

Unfortunately, the online bits of the game are limited to uploading and downloading custom levels, with multiplayer restricted to local-only play. Ad-hoc multiplayer offers up a handful of game types such as Tag, Race, Domination (collecting gold reduces opponent's time), and others, with 100 cooperative and 50 competitive levels to navigate in tandem. While these certainly augment the game's 200-stage single-player experience, N+ would have been more complete and longer-lasting had online play been included.

N+ is a blast, and is perfect for the PSP. It's easy to jump into a game, complete a few levels, and then jump out in a matter of minutes. At higher difficulty levels, a well-trained hand is required to achieve one's goals and extract the maximum appreciation for the title. Being able to create and share custom levels is a huge plus, but I question whether this game is worthy of a higher price tag ($19.99) than all existing versions (curse the cost of physical media). Either way, N+ retains a solid core of refined gameplay that all gamers should enjoy.

Aug 25, 2008

One Word Review | Metroid Prime

This is One Word Review, a concept that I shamelessly lifted from my friend Creighton over at eight bit childhood (it's okay, he said I could). The idea behind OWR, as we like to call it, is that videogames are so often rated, reviewed, and discussed to exhaustion that it is sometimes a relief to read a succinct, definitive description of a game--a single word that sums up the most prominent characteristics of the gaming experience. That's the idea, so here goes:

Archeological

Aug 23, 2008

Better, Faster, Stronger -- Bionic Commando: Rearmed Review

Xbox Live Acrcade and the PlayStation Network have seen a number of remakes in recent months, with publishers like Capcom leading the way in revitalizing relatively ancient properties for distribution during the current era of gaming. The most recent of these restorations comes in the form of Bionic Commando: Rearmed; fans have pined for this for ages.

Developer GRIN has done a fantastic job at updating the classic NES title while still remaining true to the game's original content. Anyone who has played Bionic Commando in the last 20 years will instantly feel at least a small sense of nostalgia when they see the 3D version of the game's map or receive the first radio transmission from HQ.

In essence, Bionic Commando: Rearmed is just that--a rearming of the original title with a fresh new look, slightly tweaked controls, and a few added features. The 2 1/2-d high-definition visuals look wonderful, and controlling the titular claw-armed soldier feels better than ever.

BCR is an action-platformer in which players must guide supersoldier Nathan Spencer through a series of missions on his way to rescue a comrade in distress. On this quest, he has the help of a grappling gun-equipped arm that acts as both an offensive tool and Nathan's primary mode of transportation. Throughout all of his military training, Nathan apparently never learned how to jump, so this cybernetic appendage is a huge boon.

The bionic arm allows Nathan to grapple ledges and other solid structures, then pull himself toward/over them or use the length of the grappling claw's chain for Tarzan-like urban jungle swinging. The mechanics take a bit of getting used to, but end up being a great deal of fun once mastered. The claw is also useful for removing certain obstacles and for grabbing heavy barrels to launch at enemy soldiers.

A number of swappable weapons, from a simple pistol to a devastating rocket launcher, also help to clear Nathan's path of soldiers, tanks, turrets, and other opposition. In addition to these primary foes, coming into contact with enemy unit icons on the map leads to a Commando-style top-down shooting sequence. Unfortunately, there are only a few of these that repeat themselves with each confrontation.

Boss fights in BCR are big and impressive, and have been re-worked for this version of the game. Each is unique, and forces players to use the bionic arm in creative ways in order to succeed.

Other additions to BCR include 3D puzzles that must be navigated to hack into the enemies' lines of communication, timed challenges, and local competitive and cooperative multiplayer modes. Unfortunately, there is no online multiplayer, which is both puzzling and disappointing.

Bionic Commando: Rearmed is one of the better remakes of one of the better games of the 8-bit era. If you are looking for a fun platformer with unique and inventive gameplay, I'd recommend picking this one up for 10 bucks.

Aug 18, 2008

RPG Baseball -- MLB Power Pros 2008 Review

I am a firm believer in the old adage, "never judge a book by its cover," and in few places in the gaming world have I seen the phrase more applicable than in the MLB Power Pros franchise. Despite its childish exterior, Konami's MLB Power Pros 2008 is one of the most full-featured and complete arcade baseball games out there, and by adding rpg elements to a sports title, is also one of the most unique.

Anyone who's played the first MLB Power Pros on the Wii will know exactly what to expect out of MLB Power Pros 2008, because little has changed since last year. Players can choose from a number of typical game modes, such as exhibition, home run derby, practice, season, league play, and team/player management, as well as the series' unique MLB Life and Success modes.

The game uses a cursor-alignment hitting interface that is very similar to what has been used in the All-Star Baseball franchise. Players choose between a contact and power swing, use the analog stick to line up the bat graphic with the ball icon, and then swing with the A button. Only "Wii Remote" mode--a very elementary exhibition or home run derby--makes use of motion controls for pitching and hitting.

The game's normal Exhibition mode is fairly straightforward, allowing players to adjust a number of different settings (teams, lineups, uniforms, stadium, game rules, weather conditions, control settings, etc) before jumping into the action. Home run derby and practice modes are just what one might expect, except for the inexplicable and nonsensical lack of multiplayer support in home run derby mode. In order to have a home run derby with a couple of friends, players must play a series of single-player derbies, rather than taking turns in a unified competition.

Season mode is actually a multi-season affair, and allows players to start from scratch with options for a full draft, created players, expansion teams, etc., or to simply choose an existing MLB squad and customize a handful of league and game settings. Once the season is underway, games can be played out in full, monitored in strategic "fast game" mode, or controlled via a hybrid of both approaches. League mode is a six-team, custom-length mini season, minus the GM work.

Success mode can most aptly be categorized as a baseball-themed role-playing game. Players create a character and bring him up through the ranks, improving skills through play and practice while managing a variety of outside-the-lines obligations such as health, finances, and relationships. The ultimate goal here is to become a successful Major League player. This whole process turns out to be a uniquely fun and moderately addicting experience, especially for gamers who may not be die-hard baseball fans or who may not be interested in all of the nuts and bolts of the game that come along with extensive team management. Success mode has a different set of nuts and bolts to tinker with.

The new MLB Life mode is very similar to Success mode, but focuses on a Major Leaguer's career over the span of 20 years. Either a real-life ballplayer or a custom creation can be used in MLB Life, and players will be responsible for keeping him equipped with the best gloves, bats, workout equipment, cars, houses, etc. Even marriage, children, and charitable donations come into play throughout the career. This focus on the individual is further exemplified by the fact that only the player's at-bats are played out; the rest of the team's performance is simulated. There's no "I" in team, but there is a "me."

Speaking of things that are NOT included, players won't find any sort of online play in MLB Power Pros 2008. They won't find any decent (or even coherent) commentary, either. The announcers in this game may be the worst I've heard in a baseball videogame in the last 10 years. On multiple occasions (that means at least once an inning), they will call a play that never happened, make up game situations that don't exist, or say something else that simply doesn't make any sense. Not only is it bad, it is sad to hear.

MLB Power Pros 2008 is a solid baseball game. The breadth of options that are included on this disc will appeal to baseball fanatics, casual fans, and non-fans alike. Major deterrents for the most staunch simulation players would clearly be the game's audio/visual presentation and its overly forgiving gameplay difficulty, but for what it offers (and that's a lot), it gets the job done and lets you have fun.

One Word Review | Eternal Darkness

This is One Word Review, a concept that I shamelessly lifted from my friend Creighton over at eight bit childhood (it's okay, he said I could). The idea behind OWR, as we like to call it, is that videogames are so often rated, reviewed, and discussed to exhaustion that it is sometimes a relief to read a succinct, definitive description of a game--a single word that sums up the most prominent characteristics of the gaming experience. That's the idea, so here goes:

Mindsnaring

Aug 15, 2008

Flyin' High -- 1942: Joint Strike Review

Firing up 1942: Joint Strike on the Xbox 360 conjures up fond memories of virtual journeys through the Pacific Theater, when Capcom's original arcade version (and subsequent ports) of 1942 gave us an early dose of classic top-down vertical shooting action. With Joint Strike, that core experience has been carefully maintained, but expanded upon and brought up to speed for the XBLA and PSN generation.

This sixth entry into the 19__ series focuses on multiplayer action, where the titular joint strike attacks let two players work together to vanquish foes quickly and efficiently. Any of the three joint strikes allows players to deal critical damage to whatever lies between them, making communication between wingmen a key ingredient for success.

Other than this unique tag team mechanic, Joint Strike remains standard, yet enjoyable, shooting fare. Players choose one of three planes to pilot up against the game's five stages. In each of these missions, hordes of land, sea, and air units attack from just about every direction in a variety of formations. A massive boss craft awaits at the end of each level for players to pick apart piece by piece while avoiding a healthy arsenal of machine guns, cannons, missiles, flamethrowers, etc. Through all of this, Backbone has managed to keep each level feeling fresh without also feeling artificial.

The good guys have a number of weapons at their disposal, as well. Each plane begins the game with what can best be described as a pea shooter, but can later pick up machine gun, spread shot, and laser power-ups, each of which has two levels of destructive power. The time-tested screen-clearing bombs that gamers have grown to love are also available in limited quantities.

Players must make good use of these tools of the trade, because on any of the game's four difficulty levels, there are exactly zero continues. Each difficulty level grants a different number of initial lives (more are earned by racking up points), but no coin insertion will keep the game going once those run out. Game over means it's back to stage one, which is so unforgivingly retro it hurts...especially on Wing King difficulty.

1942: Joint Strike is a sweet, albeit short gaming experience for fans of classic top-down shooters. Those who have friends to play with will obviously have the most fun with the game, but even solo pilots will find plenty to enjoy here.

Aug 11, 2008

One Word Review | Madden Football

This is One Word Review, a concept that I shamelessly lifted from my friend Creighton over at eight bit childhood (it's okay, he said I could). The idea behind OWR, as we like to call it, is that videogames are so often rated, reviewed, and discussed to exhaustion that it is sometimes a relief to read a succinct, definitive description of a game--a single word that sums up the most prominent characteristics of the gaming experience. That's the idea, so here goes:

Perennial

Aug 10, 2008

The Lessons Of Braid: Time And Life

Gamers needn't read reviews for the new Xbox Live Arcade game, Braid. This masterpiece is a must-buy, and costs less than a third of the price of most games on the console. It's a no-brainer; start your downloads.

Braid is one example of exactly where videogames should be headed. Like the finest works of literature--poetry, short stories, novels--the game allows the audience to extract meaning from the collection of artwork, words, and gameplay, interpreting the content in a variety of ways. Though there were certainly very specific topics that designer Jonathan Blow aimed to address with this phenomenal game, each player may come away from it with something slightly different from everyone else--personalized lessons and meaning.

Braid

This game is one about life, love, relationships, identity, introspection, and time, and the following is but one set of lessons to be drawn from it, as experienced by but one gamer:

Time and Forgiveness

As I discussed in my column entitled Second Chances, Braid's time-manipulating gameplay mechanics grant players the ability to take back what has been done and try again--to have our mistakes forgiven. As perfect as that may sound, and as much as we may like to do so, we can't un-live the events of our lives. However, what we take away from each trial, each error, is the knowledge to do things right--lessons that serve us in the future. While there may be no second chances--no going back in time--in real life, we can still substitute the un-successes that remain in memory with new approaches to similar circumstances that arise in the present moment.

Time and Mystery

Reversing the events of the past in our own minds does little to prevent the march of time from continuously moving forward. Dwelling on these memories can cause us to miss out on present events, becoming completely oblivious to them as they play out. They fall beyond our reach because we are trapped in retrospection. As the time-immune items and enemies of Braid will tell you, turning back the clock in our mental space or finding forgiveness for our actions gone awry, some things will never be forgotten, reversed, or redone. They are written in permanent ink.

Time and Place

In Braid's fourth world, time only moves forward as Tim, too, is moving forward. Likewise, regressing causes the rest of the world to rewind. Doors can only be unlocked from one direction, as well. If we hang on to the past, revisiting the times and places in our memories, no progress can be made and no growth sustained. Only while moving forward through our lives will the world around us also evolve. Barriers/obstacles can never be surmounted by approaching them retrospectively, but taking positive steps towards them with solutions in hand will grant us passage.

Time and Decision

Our actions leave permanent impressions on the pages of existence. Even after reversing time in this portion of Braid, a shadow of what we have done remains, and repeats those actions over again--affecting the world in both its past and present states. Our actions are not forgotten, but besides serving as reminders and lessons in our own mental spheres, they also continue to produce consequences in the present, oftentimes playing parts in lengthy chain reactions--undercurrents to the rest of our daily lives.

Hesitance

In one's own mind, everything surrounding a particular event, person, place, etc. can be isolated and "protected" from the influence of reality. This prevents us from ever making progress with that particular topic. When we become entrapped by those memories, we are crippled as well--prevented from advancing through life in a healthy way. As we move away from the subject matter that we have made stagnant, we become liberated, allowed to move forward uninhibited. In order to be free, we must discard the parts of ourselves that have become paralyzed.

By no means do my words encompass the full gamut of what Braid has to offer; it will say different things to different people, and the only way to truly understand is by playing it. If you have played the game, do you agree with me? Do you have your own interpretations? Do you think there is more? Do you think there is less? If you haven't played the game, you must.

Aug 3, 2008

One Word Review | Earthbound

This is One Word Review, a concept that I shamelessly lifted from my friend Creighton over at eight bit childhood (it's okay, he said I could). The idea behind OWR, as we like to call it, is that videogames are so often rated, reviewed, and discussed to exhaustion that it is sometimes a relief to read a succinct, definitive description of a game--a single word that sums up the most prominent characteristics of the gaming experience. That's the idea, so here goes:

Awkwittination

Aug 1, 2008

Fore! -- We Love Golf! Review

We Love Golf! Those must be the first words out of everyone's mouth every morning at Camelot Software Planning, developers best known for their work on the Hot Shots Golf and Mario Golf series, and now the driving force (I apologize for that pun. It just sort of happened.) behind We Love Golf! on the Nintendo Wii.

WLG is an arcade-style golf game in the same vein as the developers' previous titles. It offers more depth than the super-casual Wii Sports Golf, with detailed swing meter controls, multiple play modes, a selection of distinct characters, and more, but doesn't try to overwhelm players with too much regarding the finest intricacies of the game like a full-fledged simulation might.

Regardless of its relaxed approach to the game, WLG still packs a nice set of options. Up to four players can compete in Stroke or Match/Skins play, as well as a Near Pin Contest. A single player has the additional options of Tournament and Character Matches, where new courses and golfers are unlocked; Ring Shot and Target Golf, which require precision ball control and direction; and of course Training mode.

There is also an online component in WLG, where a solo player can get into a match either with a friend or with a complete stranger from anywhere around the world. The course will always be comprised of nine randomly selected holes during online play, however, so don't expect to spend much time customizing your session. There will be no courses made up entirely of par threes or par fives; toss that idea right now.

With any sports game, a solid control scheme is of the utmost importance. Players must feel like they have proper command over the action, especially when manipulating that action with the Wii remote. WLG provides an adequate level of control, but could benefit from a few improvements. New players will be shooting birdies after a short learning period with the game's swing meter, but sometimes the actual orientation of the remote goes undetected, leaving the club head cursor stalled on the meter and turning what should be a 200-yard blast into a 75-yard poke. Of course I can't determine whether this is a shortcoming of the software or of the Wii itself, but in either case it is an evident issue.

Besides this gameplay hiccup and the insanely annoying, Wiimote-shaped, talking guide (which can thankfully be turned off), playing WLG turns out to be a simple and enjoyable experience. Players can align their targets from a number of angles, put draw or fade action on the ball's travel path with a simple tilt of the remote, and apply topspin or backspin on any shot by holding down a button during their swing. Once you get into the game, a full course can go by in no time. That's a good thing.

On the other hand, WLG's visuals and audio are not impressive at all. It doesn't necessarily detract from the raw gameplay, but it would've been nice to see a little eye candy or listen to some really great tunes while swinging away. To the game's credit, the costumes of Jill Valentine, Chun-Li, Apollo Justice, and other Capcom characters are included as unlockable rewards, so at least the fanboy/girl inside of you will be happy.

You should be happy to play We Love Golf! It's not phenomenal, but it's not awful, either, and it does provide a measure of fun. If you're looking for a Wii golf game without the PGA frills, WLG will do just fine.

Jul 31, 2008

Test Your Might! -- Mortal Kombat Vs. DC Universe Preview

We're all familiar with the Marvel vs. Capcom line of fighting games, but did anyone ever expect to see Mortal Kombat vs. DC Universe? Well regardless of what anyone expected, Midway is planning to deliver a fighting mash-up between their most popular cast of fatality-performing warriors and a group of tights-wearing heroes, and it's due to arrive this November.

I had the chance to play the game at Midway's Comic Con party in downtown San Diego, and regardless of the game's T rating and what some might call "unfitting" guest characters, MK vs. DC still feels very much like a Mortal Kombat game.

Members of the gaming press were treated to a preview build of the game that was limited to a handful of combatants and a few different levels to compete in. Scorpion, Sub-Zero, Sonya, and Shang Tsung made it on the MK side of things, and Batman, Superman, Catwoman, and the Flash were representing the DC Universe. Liu Kang, Kitana, Jax, Captain Marvel, the Joker, and the Green Lantern have also been confirmed as part of the final roster, but were unplayable at the event.

Before you even begin to play, you will notice that the game looks very good. The characters are rendered in great detail, making the two properties actually look like they belong in the same game with one another. Equally impressive background visuals, gradual costume damage, and very smooth character animations all add to the visual package.

But how does it play?

The game feels very similar to other recent Mortal Kombat games, but with a few welcome additions. First, the high/low punch/kick system has been done away with, and now each fighter simply has four striking attacks of any kind mapped to each of the controller's face buttons. Superman has three punches and a kick, while Batman has three kicks and a punch. The developers chose not to limit themselves, but instead to let the characters' individual fighting styles shine through in their basic attacks.

More dramatic alterations of the franchise's fight mechanics are the new "Klose Kombat" and "Free-fall Kombat," which involve sequences of specific, yet unprompted button presses leading up to character-specific super moves. When these segments begin, the player who initiates the attack must string together a custom combination of face button attacks, while the opposing player attempts to anticipate and counter them by preemptively matching the next button pressed by the attacker. The Free-fall Kombat includes a meter that builds up as players plummet from one level of the battle arena to the next, so long as their strikes are landing. When it is full, a quick tap of the right bumper unleashes a super-powered assault that inflicts heavy damage upon the enemy.

As for the more conventional portions of the contests, there doesn't seem to be a huge amount of variability to each character's technique, with few combos or long strings of attacks integrated into the flow of combat. "Pro moves" were interesting, however, allowing players to double up on their characters' special attacks with well-timed button taps. The effort is definitely apparent in all of the game's special moves, but the basic dance of combat could use some additional flair.

I didn't have the opportunity to play through the game's proposed story mode, where players' chosen characters must combat members of the opposing universe, who act as invaders of their own.

Mortal Kombat vs DC Universe is scheduled to hit stores on November 4th in the U.S.

Jul 29, 2008

Pirates Could NOT Handle This -- N+ Preview

If you haven't had the pleasure of trying out the flash-turned-XBLA game N+, you can consider yourself at least slightly deprived. The game is a joy to play, thanks to its highly intuitive design and responsive, physics-based controls. Pretty soon, we'll all be taking that formula on the go, because SilverBirch studios is hard at work on a PSP (and DS, but I'm not here to talk about that one) version of the game.

I've had some time to run my super-agile, monochromatic ninja through a good chunk of the game's 200+ single-player levels, all the while taking care to avoid the body-splattering mines, turrets, missiles, drone bots, and any of the other dangers designed specifically to shorten a ninja's already-limited lifespan. What I've discovered from my adventures through these gauntlets is that N+ is one IP that seems tailor-made for handheld gaming systems.

The object of this platform/puzzle game is to complete many series of single-screen, two-dimensional stages by activating and escaping through each one's exit door. There is a smattering of gold thrown between all of the hazards that block your path, and the more you pick up, the better your score.

You can die an infinite number of times in N+, which is very fortunate because that little ninja will meet his end--in explosive, ragdoll fashion--a lot. The game is difficult in a good way, though, never setting you back further than to the beginning of the current level, never taking away any more than a second or two of playtime before starting you off again, and always making sure you stay addicted to playing.

In addition to the single-player challenges, N+ will also feature 100 cooperative and 50 competitive multiplayer levels, playable via a local ad hoc wireless connection. There will be a half-dozen different game types in this mode, such as Tag, Race, Domination (collecting gold reduces opponent's time), and others. These will really add to the core N+ experience by throwing that extra human element into the mix.

The biggest improvement to the portable version of N+, however, is the ability to connect to the internet and share the levels that you can create in the game's excellent level editor. The XBLA version of the game allowed players to build and play their own levels, but never to upload and download. This added functionality will undoubtedly expand the title's lifespan a thousandfold.

N+ plays great on the PSP, and the segmented nature of the game lends itself especially well to the portable platform. In only two week's time, this game will be hitting store shelves here in the US, and I can tell you right now that it belongs on most gamers' "to-buy" lists.

Jul 27, 2008

One Word Review | Soul Calibur

This is One Word Review, a concept that I shamelessly lifted from my friend Creighton over at eight bit childhood (it's okay, he said I could). The idea behind OWR, as we like to call it, is that videogames are so often rated, reviewed, and discussed to exhaustion that it is sometimes a relief to read a succinct, definitive description of a game--a single word that sums up the most prominent characteristics of the gaming experience. That's the idea, so here goes:

Staccatoquipped

Jul 26, 2008

Best Of E3 2008

There was a lot to see at this year's E3 Media & Business Summit, and I did my best to scurry about the show floor, attend press events, meet with developers and publishers, and most importantly, play and see all of the upcoming videogames that the industry had to offer.

While there was indeed a certain amount of, shall we say, junk, on display at the show, there were also many, many highly impressive titles that I just can't wait to play more of in the future. It was difficult, but I've managed to compile a list of my favorites from E3 2008. Without further ado...

Best of Show:

LittleBigPlanet

Even with incredible games like Left 4 Dead, Resident Evil 5, and the ever-present Spore dotting the show floor in various states of playability, LBP stood out as the one that will not only be a joy to play, but will also increment the state of gaming toward wider adoption and integration into popular culture (and NOT by pretending to play virtual instruments while throwing frisbees to your virtual pet dog and cutting virtual vegetables on your virtual kitchen counter). This multiplayer "gaming 2.0" platformer is a combination of gameplay, creativity, social interaction, limitless possibility, and most of all, FUN, that is simply undeniable.

Best Console Game:

LittleBigPlanet
(see Best of Show)

Best PC Game:

Left 4 Dead

I love zombies, I love cooperative gameplay, I love intense action, and I love Valve Software. That combination pretty much seals the deal for my best PC game of E3 2008, Left 4 Dead. My hands-on time with this online shooter was one of the most enjoyable gaming sessions I had at the show, thanks to the nearly flawless Source engine and the unique interactivity between the game's players and the game itself. Hordes of enemies will always rain down on the group of survivors, but from that point the game unfolds based on the players themselves. My time was short with Left 4 Dead, but it certainly left an impression.

Best Handheld Game

???

I honestly didn't see enough to crown a victor in this category, so rather than make something up to sound important, I am bowing out of this one. No, I didn't get to play Resistance: Retribution.

Best Non-playable Demo

Gears of War 2


[gears2.jpg]

It's always difficult to crown a "best" game based on non-playable demonstrations. With your eyes and ears, one can only absorb a game's superficial presentation and conceptual makeup, rather than actually feeling how it all comes together. That being said, my choice for the best non-playable game of E3 goes to what was possibly the most visually stunning demonstration, layered on top of proven gameplay mechanics with a handful of added features and improvements.

Gears of War 2 looks incredible. The environments and scenarios I saw were some of the most impressive at the show, with dozens upon dozens of Locust on-screen, ranging from man-sized creatures to hulking behemoths. The flow of combat also seemed to be smoothed out a bit since the first Gears of War as I watched the COGs dip in and out of cover, taking out anything that posed a threat. Then there is multiplayer, which has been upgraded to support ten players at once over Xbox Live, and will be powered by an all-new matchmaking system. I'm ready for more Gears.

Jul 25, 2008

Antivirus -- Resident Evil 5 Preview

"Resident Evil...Five."

I don't know if Capcom's next entry into the long-running survival horror series opens with those words, but I do know that after playing the game in Capcom's suite on the second floor of the LA Convention Center last week, it's definitely one of my most anticipated phrases of the current console generation.

Those of you who have been following the game, watching the videos, and looking at screen shots can probably tell that Resident Evil 5 has a lot in common with its predecessor, Resident Evil 4. The game uses the same over-the-shoulder perspective that has become standard in more than half of the third-person action titles released since RE4, and focuses more on fast-paced, high-intensity combat than the methodical exploration and conflict avoidance of older Resident Evil games.

Also like Resident Evil 4, RE5 puts a member of the S.T.A.R.S. team (this time Chris Redfield) into a foreign environment flooded with enemies far more dangerous than lumbering zombies. This time the player is dumped into the heart of Africa--the birthplace of the Progenitor virus.

The demo at E3 proved that even in bright, outdoor environments, Resident Evil 5 still manages to keep players as jumpy as chipmunk on a caffeine high. Only moments after I began, the building my partner and I were hiding in was overrun by crazed, non-zombie locals who wanted nothing more than to see me lying in a pool of my own blood. These particular enemies didn't display any notably impressive tactical intelligence, but were fast, focused, armed, and...many. It seems that the enemy AI hasn't been perfected just yet, though, because the larger and more threatening executioner enemy became randomly stunned a number of times during the demo, making him an easy target for the lead I was ejecting into his face.

The game's controls are an updated version of Resident Evil 4's scheme, where the right trigger and left control stick aim (left trigger for the knife) and the A button fires. Context sensitive actions such as jumping through windows, climbing up ladders, and delivering stiff right crosses or size 13 boot stomps to the jaws of stunned or downed opponents are back for another go-around, while the pause screen-only equipment management is thankfully not. Now, players can switch weapons and use items without leaving the action via a pop-up item overlay. One of the biggest complaints about RE4 was the way players swapped weapons, so this is a welcome addition, but the necessity to press a button to select from the on-screen selection boxes may benefit from a slight re-tooling. It'd be far more intuitive to simply hold down the inventory button and release it while the desired item was highlighted. Capcom told us that the control scheme has not been finalized at this point, though, so there may be alterations and adjustments by the time we get the game home.

The game still plays very nicely, even eight months out from its March 15th release date. The gunplay is finely tuned and if the demo levels are any indicator, the environments will be incredibly detailed and interactive spaces. Enemies respond to specific wounds, falling to the ground when shot in the legs or holding their faces and wildly thrashing about when they take one in the mouth. When Chris is badly wounded, he will respond unfavorably, as well. Players' actions will be limited as he nears death, and the screen will darken and become slightly distorted until a first aid spray or green herb is used. I didn't have the opportunity to try out multiplayer during my time with Resident Evil 5, but this will likely be a very important part of the tag-team experience. Capcom promises local and online two-player cooperative play where one player controls Chris and the other controls Sheva, his femme fatale partner, in a jump in/jump out system that spans RE5's full story.

I'm very excited to play more Resident Evil 5, and expect nothing but good things to come of it. The visuals are stunning, the animations are already silky smooth, the audio sounds like it will be immersive and appropriate for the subject matter, and the gameplay is right where it needs to be. In the time it takes for the full game to hit store shelves, Resident Evil 5 should be polished to an incredible shine.

Jul 18, 2008

Supergood Or Superbad -- inFAMOUS Preview

If there's one thing the nation is obsessed with right now, it's superhero stories. From the X-Men to Spiderman to Superman to Batman, we just can't seem to get enough of these super-powered men and women in tights. While many videogame companies are capitalizing on this craze by re-creating the worlds of these preexisting characters, Sucker Punch is taking a different route with their third-person action game inFAMOUS -- they are creating a brand new, modern superhero origin story, and letting the gamer shape the star.

inFAMOUS tells the tale of Empire City, where a massive explosion leaves the urban center in shambles and effectively lawless from rioting and the elimination of the city's police force. Worse yet, the city is quarantined by the government, stranding the inhabitants in an unfamiliar and treacherous life.

At the game's outset, one resident, Cole, has been profoundly affected by the blast, gaining electricity-based superpowers for reasons unbeknown to him. The player assumes the role of that guy, and sets out to take on the evils of the city. While Sucker Punch does want the player to be able to play the game and shape the main protagonist as they see fit, the main plot will remain generally the same, with few radically divergent paths. Game director Nate Fox compared it to Mass Effect in that regard.

inFAMOUS has been heavily influenced by graphic novels (DMZ in particular), and makes use of gritty storyboard animation sequences to link gameplay portions of the game while moving the narrative forward. The graphic novel feel is very evident, and the artwork looks great.

When it comes to actual gameplay, inFAMOUS will drop players into an open world where the population reacts to and remembers the choices they make and actions they carry out. Based on how someone plays, he or she may be loved or hated by each of the city's individual groups and subcultures. Players can rescue citizens or chalk their suffering up to collateral damage; they can kill their enemies or immobilize/incarcerate them. These are the types of choices that will make Cole become either famous or infamous.

Empire City will be fully explorable, not only via the streets and alleys, but also by climbing up and over buildings, billboards, telephone poles, etc. The team's motto has been, "If you see it and think you can climb it, you should be able to," so expect just as much freedom as in Assassin's Creed, but this time with the ability to use all of your combat abilities from any position -- on the ground or suspended from the side of a giant neon sign. There is even a "vertical duck-and-cover" system in place that allows players to do Gears of War style pop-shotting over the top of a building or around the side of a vertical column they happen to be holding onto. From what I saw in the demo, this gameplay mechanic could be very liberating to players who have felt that their combat has been restricted in the past.

Cole won't use traditional weapons in the game, however, because until the cataclysm that befell Empire City, he was simply an average Joe with no special training or experience. What he will use are a variety of electrical attacks that grow and branch off into different disciplines as the game progresses. The choices a player makes come into play here, as well, because certain play styles will only have access to certain types of powers. The example Nate used was focused vs. area effect attacks. A "bad" guy might not care who gets in the way of his lightning bolts, but a "good" guy would probably prefer more precise attacks.

The city itself plays an important role in the use of Cole's powers, too. Most of the structures in the urban landscape are electrically conductive, allowing players to creatively use powers in conjunction with the environment. Additionally, the city's electrical grid acts as a source of power for Cole. After prolonged use, he will essentially need to recharge himself, and depending on where he is in the city, that opportunity may or may not be available.

Cole will encounter super-powered enemies throughout the game, although the developers were not at liberty to discuss characters and story beyond the simple introduction given earlier. One comment Mr. Fox made during the demo was very interesting, though. When asked about multiplayer, he responded with a very suspicious, "There's nothing announced at this time."

Could we see some super-heroic multiplayer action when inFAMOUS hits the PlayStation 3 next spring? It's a possibility, but I look forward to trying more of this game with or without it.

Fast And Furious -- Sonic Unleashed Preview

It's been a while since I've seen a Sonic the Hedgehog game that actually sparked my interest, but at this year's E3, Sega has given me just that. Sonic Unleashed is the first game starring the blue, spiked speedster in years that may actually break the mascot's streak of less-than-impressive videogame appearances.

Sonic Unleashed actually plays like two separate games, thanks to the implementation of a day and night theme and Sonic's new "werehog" ailment. In the game's daytime levels, Sonic Unleashed plays with all the speed and acrobatics one would expect from a current generation interpretation of the franchise's 16-bit glory days, both from an over-the-shoulder perspective and a throwback side view. At night, the pace slows down, and the focus is more on combat and exploration in a third-person action platformer style.

Even during daytime levels, however, the player is not simply racing from point A to point B as quickly and superficially as possible. There are sections where Sonic must slow down in order to perform some more precision platforming actions before throttling up once again. In the demo I saw, one such area involved jumping across a series of revolving platforms while avoiding spiked logs and then up through the gaps in a vertically oriented set of rotating discs.

When Sonic is running his hardest, there is a new "quickstep" action that allows Sonic some freedom to move laterally along the path. The team has even added quick time events to break up any monotony that players might experience while blazing through the game. Don't worry about failure, though, because we've been assured that there will be plenty of checkpoints throughout these areas.

During the nighttime levels, Sonic is transformed into what the folks at Sega are calling a "werehog." These levels progress much more slowly, and appear to share many elements with action games like God of War. Sonic will engage in combat with his massive werehog claws in-between jumping, climbing, opening doors, and picking up rings. The face buttons will correspond to different attacks, making it apparent that Sonic Team was really interested in making these portions of the game different from the other style.

There will, of course, be boss fights in the game. Sonic will encounter some of them during the day and others at night, again making for what I can only assume will be a well-rounded gameplay experience.

Sonic Unleashed will hit the Xbox 360 and Playstation 3 this November in the form that I saw at E3, with an independently developed version of the game coming to the Wii and PlayStation 2 around the same time.

Very Big Game -- LittleBigPlanet Preview

Coming into E3, LittleBigPlanet sat high on my list of most anticipated games for the show. After Sony's LBP "Breakout Event" and some hands-on time with the game, I can say with certainty that the hype is well-deserved.

LittleBigPlanet is an action platformer from developer Media Molecule that aims to take the "web 2.0" mentality and apply it to videogames via a piece of software centered around the player community and their interaction with one another.

The core gameplay is reminiscent of traditional platform games such as Donkey Kong Country, but with significant improvements for the current generation of consoles. Essentially 2 1/2-D, it is a side-scroller with just enough depth to the play field to greatly increase the possibilities for varied navigation of the game's environments. Physics play a huge part in the gameplay and level design, with nearly every structure being affected by weight, force, and momentum. Up to four players work cooperatively and in opposition to one another to complete levels that run vertically, horizontally, and every which way in between.

While the basic mechanics of LittleBigPlanet's play mode are enough to get gamers excited, it is the extensive customization and community features that push the title to the next level of "give me now."

Create mode gives players the power to build levels that rival those created by the game's developers. Any LittleBigPlanet user can adjust everything from the visual and audio components to the structural and procedural elements of the level. The background, color scheme, lighting, music, sound effects, platform construction, object motion patterns, and more are all determined by the person manning the controller. Manipulable gadgets and event triggers can be dropped into the levels for players to activate during play mode, and a variety of AI brains can be inserted into enemy machines to dictate those structures' behavior.

After creating a masterpiece in level design, or even a single object or sticker, the content can be "copyrighted," "hearted," sent to friends, or uploaded to the general pool of community submissions, where every other LittleBigPlanet user will then have access to it. Even photos taken in-game will automatically tag the PlayStation Network IDs of all characters in the photo.

The community portion of the game does not use traditional online lobbies, but operates on a social network-like tagging and search system. User-created levels are searchable by the tags left by other players, by author, by popularity, or by freshness to the servers. If you'd rather not be bothered with searching, the game will automatically present a collection of levels you might enjoy based on past "hearts," played levels, tags, etc., so you can jump right into the game from your pod, the game's hub area.

The extent to which a player contributes (sharing, tagging, commenting, and exploring new content) adds points to that person's overall LittleBigPlanet ranking, distinguishing him or her as an upstanding member of the LBP community. Trophies will also be a part of the game, providing added incentives and rewards to players.

Finally, Media Molecule technical director Alex Evans talked about the game's story mode, which is expected to last longer than 15 hours and feature huge boss characters with multiple forms, each requiring different strategies to conquer.

LittleBigPlanet is sure to impress gamers when it hits the PlayStation 3 this October. The combination of gaming, social networking, content creation, sharing, and the "two-point-oh" movement is going to leave a massive footprint on the gaming landscape. If you don't have a PS3 by the time this game comes out, here's your reason to finally buy one.

Jul 17, 2008

Fun Mother Flocker -- Flock Preview

Capcom had a little game called Flock on display at this year's E3, and I had the opportunity to stop by and try my hand at the charming physics-based animal herding puzzle game coming to Xbox Live Arcade, the PlayStation Network, and the PC later this year.

The premise of the game is simple: use your little flying saucer and its tools to direct a number of animals into the Mother Flocker spacecraft, earning points for meeting and/or exceeding your quotas and for performing other fun actions on your way to fulfilling those goals.

Simply chasing behind the sheep, chickens, and other animals will prod them along, but sometimes a little more effort will be required to either clear a path or otherwise make it possible for the animals to reach the Mother Flocker. A tractor beam can lift up boulders and other objects, which are then used to take out other obstacles or begin chain reactions, and another beam is used to flatten out high, impassable grass.

Animals can be lost to the hazards of the level very easily and in a variety of ways. Falling off the edges of the islands on which these collections take place, tumbling into random holes in the ground, getting eaten by vicious moles and other predators, etc. are all ways to diminish one's chances of meeting the animal quotas for a given level. The good part about that, though, is that the animations are funny, and that you are rarely in danger of losing too many of your herd because male and female animals can be mated on special blocks of land in order to replace lost creatures.

There will be other special abilities as well, such as brief flight for chickens or the propensity of male animals to follow females in a straight line (and avoid obstacles in the process). As the levels progress, the difficulty will increase, and the more players will need to rely on these sorts of skills -- and their own puzzle-solving abilities.

When all of the initial levels have been completed, the game has only just begun. The incorporated level editor and sharing system make for unlimited expansion to Flock, allowing players to download and try out the creations of other users anywhere the internet can find them.

To put it simply, what I saw of Flock looks like a fun-filled experience, and what I heard about the game promises to make it a lasting one. This modern-day lemmings will be available by holiday '08. Hopefully I'll be able to pull myself away from it more easily then than I could on the show floor this week.