May 31, 2007

Flippin' Fun -- Super Paper Mario Review

The Paper Mario series has always managed to put a very unique and interesting spin on a franchise that usually shows little gameplay diversity in its major releases, and is abused by its spin-offs.

Paper Mario on the N64 took a cue from Super Mario RPG, bringing the heroic plumber into the quasi-3D realm and representing character growth in concrete terms. The GameCube sequel, Paper Mario: The Thousand-Year Door, took the unique visual style further, adding immensely to the depth of gameplay and storytelling, expanding upon both of its predecessors.

When the time came for Intelligent Systems to add a new installment to the series, a simple incremental update would not suffice. The result of the team's brainstorming is an innovative action RPG known as Super Paper Mario, which blends traditional Super Mario Bros platforming with Paper Mario RPG content. It is an excellent fit in the series, while still offering something fresh.

The game tells the story of new antagonist Count Bleck's plans to destroy all existence. This can be accomplished with a chaos heart, which he plans to acquire by joining the kidnapped Princess Peach and Bowser in unholy matrimony. Luigi, who was also grabbed by Bleck, tries to save the day, but ends up, well, failing. Mario, who had been left behind then embarks on a journey to set things right again. After a novel's worth of text, Mario is directed by a "pixl" named Tippi to the town of Flipside, where the adventure begins.


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As stated earlier, the game is a blend of styles found in past Mario games, all rolled into one. At first glance, it appears to be a cookie-cutter sequel to 2004's Paper Mario: The Thousand-Year Door, but the gameplay proves otherwise. While still holding on to RPG elements such as hit points, attack and defense power, level-ups, exploration, and puzzle-solving, the mechanics of the game are more akin to Super Mario Bros.

There is no separation between exploration and battle - everything takes place from the same perspective and in real-time. Combat is as simple as jumping on the heads of your foes, or by throwing shells, blocks, and the like at them. Reminiscent of Super Mario Bros 2, the player can even toss enemies at each other. The baddies each have a defined hit point value that is depleted with each strike, and the amount of damage inflicted depends on Mario's attack power. Likewise, enemies hurt Mario simply by making contact with him, as in the platforming Mario games, but this time around Mario's HP must be reduced to zero in order to stop him. Again, the final damage is dependent on RPG element, "defense."

In addition, Mario can use a variety of offensive, defensive, and curative items at any time. These are just like the ones from The Thousand-Year Door, and are purchased at shops or picked up from fallen adversaries. Unlike the previous Paper Mario games, level-ups are handled automatically. Mario's attributes improve as he collects points, which is achieved by defeating enemies. It is seamless and effective, and cuts down on the usual management time found in RPGs. The game is really more of a platformer, anyway.


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The "big" gameplay innovation in Super Paper Mario is the first skill that Mario - "the hero of light" - discovers. With a quick tap of the A button, the entire world shifts 90 degrees, going from a flat, 2D perspective to a 3D version of the same terrain. This allows Mario (and ONLY Mario) to access places that would otherwise be impossible, heading behind various objects and even into the background at times. It is a very cool effect early on, although by the game's end, the novelty wears off a bit.

Incidentally, this "flipping" dynamic is the most common way to solve the game's simplistic puzzles, which is somewhat of a shame because only Mario is capable of doing so. The other characters remain mostly unused, except in very specific circumstances. It reminds me of the way I would only use Toad in SMB2 because he had the fastest dig and throw. In SPM, however, I can switch characters on-the-fly, and still don't.

What ARE quite useful, on the other hand, are each of the pixls. These are small, rainbow-colored, floating designs that each have a particular function, and a clever name describing that function.. Thoreau is a hand that grabs items and enemies, Boomer is a bomb that can be used as either a tool or a weapon, and Fleep is a square that completely flips around a small section of the screen. There are 12 pixls (3 optional) in all, and Mario can keep one at the ready at all times. That is not including Tippi, who is always available to reveal hidden things and serve as a help button of sorts. The other pixls are discovered as the adventure progresses.

There are 8 chapters in the game, each divided into 4 stages. It's much like SMB, except the flags are replaced by stars, and the useless Toadstools are replaced by Pure Hearts. These are the key to defeating Bleck, and the whole reason for playing. Certain chapters feel drawn out as one plays, sometimes sending the player back and forth all too often. It's almost as if the designers were confused as to what type of game they were making. The battle system and streamlined RPG elements lean toward a faster-paced platformer, but the lengthy texts and back-and-forth design lend themselves better to the longer RPG form. For the gamer, this means that you may FEEL as though you are playing a platformer, but then your momentum is stunted by some trivial, playtime-lengthening plot device or other roadblock that ultimately seems somewhat out of place.


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The game's visuals are always very nice, which is important, because one of the main selling points of the game is its artistic merit . The vibrant colors fit the Mario universe very well, and the paper theme is used during scene transitions and various character animations to good end. Load times are made nearly non-existent as a result of some well-implemented foldings and crumplings. Flipping the world on its side is another pleasure to witness, even though some of the 3D sections seem devoid of "stuff." While the terrain turns into a solid collection of blocks and platforms, characters all retain their two-dimensional paperiness. Using the 2D-to-3D strategy to avoid assault is strangely satisfying, watching razor-thin enemies and their tiny shadows as they walk ignorantly on an entirely separate plane of existence.

As for aural pleasures, SPM is a bit mediocre. The sound effects are good, with whimsical blips and bleeps and whams and creaks, etc., but the music, while unoffensive, is also forgettable. A few tracks stand out as very good, and on the whole there are few complaints to be made, but a symphony this game is not. It is retro and new age at the same time, and that strange combination ends up working well for the game's content.

Super Paper Mario is a game unlike any other, and for that fact alone is worth a try. On top of that, it's fun, interesting, and funny, with a good graphical presentation and solid gameplay. It struggles to find its own identity at times, but that's just because it's the videogame equivalent of a drag queen or cross-dresser, stuck between two very different genres, and two very different perspectives. The reading and backtracking are a bit much, but again, that's only because the player is led to expect a faster pace. At the end of the day, Super Paper Mario is one of the best games the Wii has to offer, and most gamers should have a good experience with it.

May 17, 2007

Welcome To The Next Gen -- Gears Of War Review

Gears of War is a third-person shooter set to be the flagship title -- the first killer app -- for the Xbox 360. Is is brought to us by Epic Games, and to put it bluntly, it is awesome.

The story is simple, the planet Sera is the victim of an alien invasion, and must take measures to defend against their assailants. As a last line of defense against the invading Locust, mankind is forced to destroy their own civilization - which honestly seems at least a little counter-productive. Nevertheless, the conflict continues. The game begins when the main character, Marcus Fenix, is sprung from military prison by supporting character Dom Santiago. The mission is to locate and utilize a highly powerful weapon that was previously in the possession of another group of Coalition of Ordered Governments (COG) soldiers. Basically, it's time to kill some bugs.

Gears of War is a third-person shooter, viewed from an over-the-shoulder perspective much like the critically acclaimed and wildly popular Resident Evil 4. It employs a unique duck-and-cover style of gameplay, which allows players to use all manner of environmental objects - walls, columns, statues, cars, debris, etc. - as cover, intermittently popping out to return fire. Much like the somewhat obscure Winback: Covert Operations, a simple button tap plants Fenix firmly against whatever cover is available. Pulling a trigger brings him out to aim, and releasing it sends him back to safety. The other trigger rains lead.

Beyond simply moving in and out of cover, Gears of War makes it very easy for players to send Fenix quickly from point to point, in any direction, in order to secure to a new position. These movements could involve quickly dashing across an open doorway, jumping over a low wall, or "roadie running" far ahead to the next pile of junk. The roadie run is a fast, crouched sprint that only lasts a short time, and it is quite useful when a flood of Locust pour out of one of their emergence holes. The setup takes a bit of getting used to, but ends up working like a charm.

The level of control during the combat sequences is phenomenal, and firefights can get very elaborate and very intense - especially on the highest of three difficulty settings, aptly called "insane." In addition to the nine different firearms available throughout the game, there are grenades, stationary gun turrets, and melee attacks, as well as various environmental weapons like gas tanks and faulty architecture. The most spectacular of all the weapons is probably the gruesome and wonderfully satisfying chainsaw bayonet. It instantly dismembers enemies when used successfully, sending copious amounts of blood and various other fluids splattering onto the screen...and everywhere else. Other weapons include a shotgun, sniper rifle (by far the most effective), a couple of machine guns, a rocket launcher, and an explosive bolt shooter, not to mention the Hammer of Dawn (readers, you have to see that one for yourself).

The game is basically all combat, with a few breaks here and there. Exploration is minimal, as everything follows a pre-determined, linear path. The overall presentation is highly cinematic, seamlessly transitioning from gameplay to cut scene and back. The pacing is excellent, driving the game forward in all it's filmic glory. Only one portion really sticks out like a sore thumb to spoil the otherwise smooth ride, and that is to the lone vehicle section. Not only is it far underdeveloped in comparison to the rest of the game and a jarring switch to a totally different gameplay style - it's also just not very fun. At a few junctures, the player is given the choice of going down one of two paths, but each time the split is brief and the two roads soon rejoin. This design may only be in place to serve the cooperative mode, forcing players to part ways every once in a while.

When it comes to multiplayer, Gears of War really shines. It features both online and offline cooperative play, allowing a second player to jump in at any point during the main campaign, then leave just as easily. It is in co-op mode that another of the game's features comes heavily into play. There are no hit points in Gears of War - no health bar and no healing items. As Fenix and company take damage, a red cog begins to appear in the middle of the screen. It continues to darken, telling the gamer that their on-screen avatar is nearing death, and must run for cover. As time passes, the image fades, and the character's health returns to normal. If an ally should fall in combat, running up to him and tapping the X button returns him to his feet, ready to fight again. It's like the Gears version of a revive spell, and while barely useful in single-player mode (especially because AI teammates can't do it), it is absolutely indispensable in the co-op game.

I'm going to go out on a limb and say that playing Gears of War cooperatively is one of the best gaming experiences available today. The ability of the two players to take different roles using different weapons, or to strategize on-the-fly, moving either separately or in tandem make the action fun and exciting. Always having to look out for one's partner, reviving him if need be, brings the two players together like few co-op endeavors have manged to do in the past. It is simply a gaming experience worth having.

As for competitive multiplayer, Gears of War offers a rich online playing field. The scale is relatively small, going up to eight players per match, maximum, but it works very well for the style of play. There are no respawns in Gears; the game is round-based, and players can be revived like in co-op mode. The lack of respawning falls in line with the game's focus on self-preservation. You simply cannot be reckless, or you will end up as lunch meat. The available game types are "Warzone," which is a standard deathmatch, "Assassination," where one character is protected by the other three, and "Execution." The last option is unique in that players must finish off opponents, either with heavy fire or a final melee blow. If left in the half-dead state, players will come back via some good button mashing. There are a few flaws in the online game, like the inability to change option mid-session, and the inability to easily move an entire squad from one game to another. It's all a question of player management, though, rather than actual gameplay.

A game with such good gameplay must be lacking something in the graphics department, right? No way. Gear of War may be the prettiest console game to date. On top of that, it has no frame rate issues during gameplay. In the midst of finely detailed, smooth and shiny textures and ridiculously realistic character models (except maybe for their girth), everything runs without a hitch. As for the real-time cut scenes, there are a few instances where slowdown can occur. The attention to detail in this game is phenomenal. The faces of the COG soldiers look real, with scars and blemishes writing the histories of these war-hardened veterans. The landscapes in the game are artistic vistas of a post-apocalyptic world, shattered by conflict. Even in such a state, the gritty environments can be beautiful and picturesque, with the action that unfolds within them completing the visual feast. The only questionable aspect of the visual presentation is the sometimes over-embellished lighting. Most of the time, it is well-implemented, only adding to the game's graphical merits, but at certain points can make the game look artificial.

The audio, as well, is stellar. The sound effects make the weaponry feel heavy and "real," and also makes the player keep an ear out for any disturbances in his surroundings. Enemies are not silent, each with signature phases, grunts, roars, or screeches, and they make plenty of noise while moving around the map. The audio field the game creates is very good, separating sound channels nearly perfectly. Bullets audibly whiz across the field, and the various explosions and rumblings fill the air. The voice acting of the COG is a perfect match for the setting. It is colloquial and authentic, although sometimes maybe a bit forced. Epic may have tried a bit too hard to make the game "manly" with some of the dialog.

As far as the new generation of console games goes, Gears of War stands out above the rest. It has the best graphics out there, with audio to match, it features gameplay that is not only unique and innovative, but works incredibly well. It doesn't rely on cookie cutter first-person action to deliver a top-notch shooter, but does things its own way. As one of the few games to offer the complete single player game in a cooperative mode, in addition to online competitive play, it delivers the goods that gamers love - and gamers love it. There is no reason NOT to own this game.

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

Mar 31, 2007

The Count | Top 10 Most Violent Videogames

Recently, the video game industry has been under fire from the media, as well as self-aggrandizing and uninformed assholes like Jack Thompson. The reasons are as simple as sex and violence. Somehow, these archaic non-thinkers believe that video games are strictly for children, and that games that contain mature themes are poison to our youth. Well, the Nintendo generation has grown up. We are adults, and play adult video games. Adult video games contain adult content and adult content often contains violence. Only the video game industry seems to be chastised for it, though.

Anyway, here are the top 10 violent video games out there. They're perfect for virtual stress-relief, and are generally good games, too.



10) Loaded - Look up the term "bloodbath" and you will find Loaded and its sequel, Re-Loaded. These games feature classic top-down action, where players demolish floods of enemies, staining every inch of the ground with blood. Weapons include flamethrowers, missile launchers and plasma cannons, among others. It's a take-no-prisoners affair (which, coincidentally begins inside a prison), and anything that MOVES is fair game. When you're done, it looks like you've emptied a ketchup bottle onto a doll house in the psychiatric ward.



9) Mortal Kombat - The granddaddy of video game violence, Mortal Kombat started it all. It featured character models as photo-realistic as the technology of the time could provide, and then proceeded to tear them apart. Blood flew with every strike throughout each match, but the real exhibit was the fatality system. When a player was told to "FINISH HIM," fighters would take the liberty of tearing out opponent's skulls, with spinal column attached, or reach into their chest and tear out a still-beating heart. Other fatalities featured full dismemberments, leaving gamers shocked - but eager to see more.


8) Grand Theft Auto - As the highest-profile series on this list, Grand Theft Auto games have become the poster children for violent video games. One must consider the entire franchise, since there have been more than a half-dozen GTA games in the past 10 years. What makes these games so offensive is the freedom players are granted to do whatever they want in a setting that mirrors real life. The move to 3D is when things became most violent, allowing the beat-down of anyone walking the streets, random gun-downs of civilians, gang members and police officers, vehicular manslaughter, and the titular offense of grand theft auto (usually involving a punch to the face and a toss onto the asphalt before driving away). There's a reason GTA is in the news, and that very reason lands it on this list.



7) The Punisher - When a game is partially censored due to violence, you know it has to be pretty intense. The Punisher features 3rd person action much like a Max Payne game, but what sets it apart are the "interrogation" segments, which always result in some brutal ending for the one answering the questions. For each of these kills, a black and white filter is applied to the visuals in an effort to curb the violence, and for good reason. Bad guys are sawed, drilled, crushed, and fed to piranhas, just to name a few of their undesirable fates. The best part, though, is when Frank Castle shoves a knife directly into the top of a man's skull.



6) Killer 7 - Killer 7 centers around the story of a syndicate of assassins, and branches out into whatever questionable content it can manage to reach. Not only do bucketloads of blood spray out of enemies' bodies when they are killed, but the protagonist actually absorbs it to get stronger. At one point, a character gives a man his wife's severed head, before shooting him in the back of the head, execution style. Another scene features the methodical murder of eight people in a hotel, and yet another sees blood literally rain from the sky, covering everything below. This game is a psychological mess, and the sort of violence within is the product of insanity - or maybe genius. In any case, resurrection using a bloody paper bag full of body parts is definitely on the graphic side.



5) Soldier of Fortune - This game's CALLING CARD happens to be its highly graphic violence. It featured a whopping 26 unique areas on its character models that could display damage independently of the others. They were called "gore zones." Players could create all manner of semi-limbless creatures, shooting off arms and legs at various points. The results were sometimes reminiscent of a butcher shop. A head shot could leave a bloody stump of a neck or split the enemy's skull, and shots to the stomach could blow a hole straight through or leave intestines dangling. With the amount of disfigurement encountered throughout Soldier of Fortune, anyone would agree that the name "gore zones" hit the nail right on the head.



4) Gears of War - When a game looks this good, all of its content is effectively magnified. The gore in Gears of War is as graphic as it comes. Enemies limbs are often perforated and torn off by a barrage of machine gun fire and close encounters usually result in a chainsaw to the neck, leaving SOMEBODY headless. Otherwise, enemies simply explode into bits of blood and bone, with much of the end product splattering all over the camera - and everywhere else. The sheer volume of blood in this game leaves players swimming in a sanguine sea.



3) God of War - In both the original and the sequel, gameplay in the God of War series is a sea of unrelenting violence. Kratos is one of the most vicious characters the video game world has ever seen, never hesitating to impale bodies, sever heads, and even rip enemies in half with his bare hands. As for innocents...he'll quickly slice them to shreds or offer them up as a sacrifice to achieve his goals. The cut scenes in God of War are particularly gory, with blood gushing as far as the eye can see, and the finishing maneuvers enacted upon enemies are some of the most brutal imaginable. You can almost FEEL the pain.



2) Thrill Kill - EA canned Thrill Kill at the last minute because they "didn't want to publish such a senselessly violent game." Featuring four player deathmatches between deranged inhabitants of a modern-day Hell, this game took the most violent route possible. Rather than health meters gradually declining as the battle wore on, each player fought to build up their "kill meter," which allowed them to execute brutal "thrill kills." Mutilation, dismemberment, blood-splattering lacerations and the like were all standard fare in this game, which earned it the rare AO (adults only) rating before its eventual cancellation. Senselessly violent? Probably.



1) Manhunt - Here's a game with a plot that revolves around the making of a snuff film. The game's protagonist, James Earl Cash, is already a convicted murderer, and is now at the mercy of a deranged directer who basically tells him to kill or be killed - and to make it gruesome. With weapons ranging from shards of glass to baseball bats to machetes to shotguns, Cash kills gang member after gang member in only the bloodiest of ways. The view even changes to a special TV camera perspective to provide the most optimal view of each execution, where heads roll, blood flies, and things are generally nasty.

Um...ouch?

Mar 30, 2007

GTA IV Trailer!

Yesterday, the world got its first glimpse of the next addition to the Grand Theft Auto Franchise, when Rockstar unveiled the first official trailer for the game.


It appears to take place in contemporary New York City, featuring shots of locales such as Times Square, the Brooklyn Bridge and the Statue of Liberty. It apparently even goes as far as Coney Island. The time period is made evident by the types of ads found on Times Square billboards, and supported by the fact that the Empire State Building is pictured, while the World Trade Center is absent. No footage of actual gameplay has been shown, but I can only imagine it being standard GTA style.

As for the protagonist, we are led to believe that it will be the large-nosed Russian dude in the video, who talks, among other things, of SUING people. Interesting...

Mar 27, 2007

Random Battles Equal Random Annoyance

I love video games. On all platforms, in most genres, through all generations. Sometimes, however, videogames can be annoying. As my gaming tastes have matured, I find my tolerance for certain aspects of certain games waning fast. One such example is the age-old RANDOM ENCOUNTER, dating back to the infancy of Role Playing Games.

The random encounter (or random battle) is an instance in a traditional RPG where the exploratory action on the "overworld" or "dungeon" map is disrupted without notice, sending the player into a fight, usually viewed from a vastly different perspective. The combat is resolved, after which experience points are awarded, money and items are collected, and the adventure resumes from where it left off.


The reasoning behind the inclusion of random battles is to simulate the experience of travel through hostile environments. There is always a chance of ambush, and characters within the story would likely feel at least slightly uneasy as they progress, compelling them to always be on guard. With the implementation of the random encounter, this feeling is transferred to the gamer himself, who then anticipates a fight at every turn. This leads him to keep the party well equipped and in good health at all times - to be prepared.

Unfortunately, traditional RPGs can be entirely too representational to keep players immersed in such a way. We don't necessarily picture the game's characters wandering through the woods or creeping through cavernous tunnels, so much as we see a sprite or 3D model glide over a background on the screen. It's not as easy a translation as, "Holy s***! F***! Another fight!"

Frustration.


Frustration is a nearly unavoidable part of gaming, and it rears its ugly head and strikes HARD after hours of random encounters. The only purpose random battles serve at that point is to break up the story, and the general flow of the game as a whole. They are no longer fun. Some games are so loaded with these time-filling segments that players find themselves taking only a few steps between fights. Couple that annoyance with a difficult set of enemies, and you have an algorithm for "turn off console." Even an otherwise excellent title, with a good plot and solid gameplay can fall victim to this untimely fate - especially after repeated "game over" screens or copious amounts of lost progress.

Notorious for random encounters are the traditional Japanese-style RPGs, such as the Dragon Warrior series. In fact, the original Dragon Warrior for the NES subjected players to a fight EVERY TWO STEPS at a certain point in the game. After dying, they were transported to the very first town, and had to set out once again.

Solutions are out there, however, and some modern RPGs have adopted them, to the applause of gamers and critics around the world. One simple fix, while still following the dual-perspective approach, is to display all enemies (or at least representative icons) on the overworld map. This way, gamers can choose to either confront or avoid their opponents as they see fit. Contact with an enemy in the overworld still leads to a separate battle screen, but at least the player isn't caught completely off guard or bogged down by incessant fighting.


The Earthbound (pictured above) and Paper Mario series' are good examples of this type of encounter system. Then there are Japanese RPGs like Chrono Trigger and western RPGs such as Star Wars: KOTOR and Elder Scrolls IV: Oblivion that take the idea a few steps further. As before, enemies are present at all times on the overworld screen, but in these games, the overworld and battle perspectives are one and the same. Oblivion even goes so far as to make battles real-time - with no disruption whatsoever.

This is just as it should be - the games we play should flow like water, delivering a seamless, wholly enjoyable experience. Design flaws should never be the source of a gamer's frustration - only the content of the game should be able to affect our emotional state while immersed in the virtual world.

Mar 18, 2007

Rumble | Video Game Networks

Once again feeding off of the previous Rumble, I have decided to take the notion into the large-game-network arena, where giants such as IGN, GameSpot, GameSpy and 1UP can duke it out in a virtual newsstand free-for-all. I have a feeling I already know who will win...

[video+game+networks.PNG]

Yup, the mythical BEAST that is the IGN Network comes out on top of this one. I expected as much, but can't help but feel disappointed, because I think GameSpot has superior writing talent as well as better content and presentation. C'est la vie. Everyone should just go to GamerNode, instead, where you can catch some more writing by your favorite tag-team of Destruction and Adoration (that'd be Brian and I).

Anyway, you can fiddle with the search results for yourself, here.

Mar 10, 2007

The Count | Top 10 (+1) Most Anticipated Games Of 2007

Experience has taught me that oftentimes, gamers are better off taking projected release dates with a grain of salt, but I can't help but feel like 2007 is going to be one of the best years in gaming history. There are enough high profile titles on the way to drown a fish, and they all look outstanding. I had trouble limiting it to only 10 of them - so I didn't. Here are my most anticipated games of the coming year:


(+1) Halo 3


Now I know somebody out there doesn't care about this game, but the rest of the gaming world is salivating in anticipation. The third installment of the critically acclaimed franchise is set to be huge, with high-def visuals and enhanced online gameplay, not to mention the climax of the series' story. The near-universal love of the series is clear, as Halo 2 remains the most-played game on Xbox Live to date. With the online beta of Halo 3 just around the corner, there is a lot to be excited about.


10) Blue Dragon


This one has already been released in Japan, and is responsible for selling more Xbox 360s there than any other game can claim. This RPG is the craft of a dream team who, when last working together, created one of the most lauded RPGs of all time - Chrono Trigger. A game that tweaks its genre just right, Blue Dragon does away with random battles, putting enemies on screen at all times. It also features a unique system for GETTING INTO battles, allowing players to string together fights, building momentum as they go, as well as drawing rival creatures into the same bloody fray - where they will attack EACH OTHER. Other points of awesomeness are the party of five characters, which all fight in every encounter, and the deep class system. It sounds like an RPGer's dream.


9) Grand Theft Auto IV

Just one image. That's enough. Heck, ZERO images would be enough for this game. We don't know where it takes place, what time period it spans, or who the main character might be, but it doesn't matter - we know it will be good. As of this posting, 19 days remain until the first trailer of GTA IV is shown at http://www.rockstargames.com/IV/.


8) Mass Effect


"BioWare presents..." Those words alone are enough to gamers excited. The company's track record is indeed a sight to behold - they are responsible for Baldur's Gate, Neverwinter Nights, Star Wars: Knights of the Old Republic and Jade Empire. Mass Effect's gameplay is reminiscent of prior games, but with a few huge improvements. The branching dialog in this game is done completely in real-time. This will allow the player to interject as he pleases and give these interactions a much less-scripted feel. The combat has also been improved, with all-new tactical control over party members' actions and equipment. Lastly, let's not forget that the voice acting is excellent and the graphics are some of the best around.


7) Super Mario Galaxy


This is the Mario game we're supposed to be excited about...and I am. It's Mario in full 3D again, and with a slew of Wii-centric controls, Super Mario Galaxy aims to take gamers on a ride unlike any previous Mario adventure. My only reservation was that game might focus too much on a single theme, quickly wearing out it's initial appeal (a la Super Mario Sunshine). Considering the variety of locales seen in this latest video, I'm not terribly worried, and can't wait to try it out.


6) White Night Story


From the developers of the recent hit RPGs Rogue Galaxy and Dragon Quest VIII, as well as the Dark Cloud Series, White Knight Story appears to be the game that could coax me into buying a PS3. Not only does it LOOK amazing, but it features a battle system unlike any other. Encounters are rendered in accurately choreographed sequences, where successful strikes on the enemy are mixed amongst a barrage of attacks that are either blocked or parried, before tasting the sweet reward of steel on flesh. As seen in the trailer, the protagonist is also capable of transforming into a hulking white knight, which is ALL KINDS of cool.


5) Metal Gear Solid 4


Metal Gear Solid is an incredible series, and MGS4 is sure to be an incredible game. Snake has grown old and battle-weary, but remains in the heat of combat, aided once again by his old friend Otacon. The jump to the newest console generation has done wonders for the graphical presentation of the game, and will propel the already stellar cinematography of the series to new heights. The story promises to be just as interesting as previous games, and will surely have plenty of underlying messages to deliver to eager gamers. This game will definitely be an experience.


4) God of War 2


If you've played God of War, then you MUST BE excited for God of War II. The first game was...well, awesome. It was fierce action combined with fun platforming and a top-notch story. If that game, and this trailer are any indicator, then God of War II is shaping up to be one of the best games the PS2 has to offer. We'll find out this Tuesday if the term "swan song" is applicable here.


3) Spore


When Will Wright creates something, people take notice. The legendary designer is hard at work on an ambitious new game, entitled Spore. Borrowing elements from games ranging from Pac-Man to The Sims, E.V.O. to Cubivore, it is what one might call a "life sim," where players guide the evolution of of an organism up through the generations, and at the same time through multiple game genres. The game features a huge amount of procedurally generated content, from the creatures that populate the game world, to the very world itself. Furthermore, Wright has dubbed Spore a massively single player game, because as players progress, their creations will begin to show up in other users' worlds. There, they become AI-controlled parts of that other player's game, and are tagged with their creator's information. From protist to intergalactic conquerer, there is just TOO much to Spore NOT to be excited.


2) Super Paper Mario


As a huge fan of the old 2D Super Mario Bros games, as well as the stylish Paper Mario games, there is no describing how exciting Super Paper Mario is to me. Not only that, but when Super Mario Sunshine promised an "incredible new feature," all I hoped for was a game that transitioned between classic 2D platforming and 3D exploration. It's finally here. This game introduces a myriad of new character abilities and gameplay opportunities to gamers, and combines 2D side-scrolling, 3D platforming, and role-playing elements all into a single bundle of AWESOME.


1) Assassin's Creed


I am in love with this game. Besides the ability to navigate your surroundings based purely on the physics and structure of the game world, it is everything I could ever want in an action game. Free-roaming exploration, acrobatics, stealth, swordplay, horseback riding, assassinations, and BEAUTIFUL visuals. Additionally, there have been rumblings of a very unexpected and intriguing plotline. All this from the people who brought us Prince of Persia. *swoon*


There you have it - a complete year of gaming goodness.

Mar 8, 2007

Sony Implements Miispace Via home

Every once in a while, I try to play the role of a modern-day Nostradamus, predicting the future of gaming as if I'm somebody special. Obviously I'm not, because I couldn't even get something as simple as Miispace right.

Well, would ya look at that? Maybe I did - too bad it's on the wrong console, though. Sony announced yesterday that they will be adding a new service, called home, available directly from the PS3 XMB. Looks and sounds pretty FAMILIAR.




Well, now maybe Nintendo can copy the idea, and use the Miispace name.
In any case, this is BIG news, and will give Sony a little bit more leverage in the future of the console race. Clearly, they learned from the best. ;-)
Good show, guys!

...finally.


Original Miispace article - 11/08/06

Mar 7, 2007

Cooperative Gameplay

As of yesterday, Xbox Live has reached the lofty goal of having 6 million users - and it happened four months earlier than Microsoft had expected. This is surely evidence that online play has become a staple in the lives of many gamers, and furthermore, is a clear indicator that multiplayer gaming is a driving force in the future direction of the gaming industry, as a whole.

With every new generation of consoles, new opportunities have been made available for multiple users to enjoy software together. First, there were two controllers, then split-screen play, then four controllers, LAN play, internet, ad-hoc net, SEVEN controllers... Multiplayer gaming has certainly been on the rise, but has something been forgotten along the way?

Cooperative play. Even in the midst of this online multiplayer explosion, there are very few co-op games. Most of the multiplayer emphasis is put on deathmatches and the like -- competitive play. While it is true that in many of these games, players operate as part of a team in order to defeat their opponents, the traditional "story mode" co-op has become a rare treasure. By this, I refer to the ability to play through the main storyline portion of the game with more than one player, old-school style.


Back in the NES era, if a game had a multiplayer option, it was very often a cooperative effort. Games like Contra and TMNT 2 spring to mind, the arcade influence shining through in these early game styles. Playing video games "with a friend" was just that - two players, playing at the same time, working together. Strategies could be generated on-the-fly, and players could always watch each others' backs. Co-op play is real teamwork.

Alternatively, there is the noncompetitive, turn-taking style, most notably found in Super Mario Bros games. Although it doesn't allow for simultaneous play, it still encourages a feeling of partnership between the players as they work together to clear level after level. Again, this is a style of multiplayer gameplay that has decreased in frequency over the years.

It's really unfortunate that the trend has been away from co-op and toward competition, because much of the time there is a sizable gap between the skill levels of players. This is incongruous with many other types of games (sports excluded), which usually require only slight amounts of skill, with much of the outcome left to chance. The "luck of the draw" is a key part of card games, and dice rolls dictate a huge percentage of board game results.

In video games, one player - I'll call him the "killer" - is usually significantly better at the game than the other - the "victim". Sitting down for a little deathmatch with a friend can become an exercise in frustration for both parties. The killer can become bored with the paltry challenge, while the victim simply wants to quit because they keep dying. I've experienced this scenario many times, especially back in my days of Goldeneye GODHOOD. ;-) It's not fun to have your friends quit the game after a few rounds.

A cooperative game doesn't suffer the same fate because the two players work together to accomplish common goals, with the better player picking up the slack for the less skilled. Unless they are pure @$$holes, it's all good, and the game is fun.

Cooperative play is a GREAT way to get non-gamers converted over to OUR side, as well. It becomes a much less daunting task for these newbies when they know that there is a "pro" on their side. "We can play on the same team?!" is a common reaction when a co-op game is introduced to them. Now they are interested. Want your girlfriend to play video games with you? Start with co-op.



One of the most recent games to feature a good story mode co-op option is Gears of War for the Xbox 360. This game has sold nearly 4 million copies already - 3 million in just 10 weeks. For those of you keeping score at home, that's just about 43,000 copies per day, on average. Granted, the game is rock-solid, but I'm sure the co-op play didn't hurt that number. Allowing for team play in a game that already presents a great solo experience (not to mention putting that same co-op mode online) is just icing on the cake, and a huge draw to a community that wets its pants whenever co-op is mentioned in an upcoming release.

Isn't it obvious yet? Gamers and game critics alike get excited at the mere mention of cooperative play, so let's see some more of them. Games of other types are almost universally multiplayer affairs, so why should this medium be any different. Video games just seem to be more fun when played together.