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--- Now Playing 2008 Archive---
Below are our weekly updates from 2008:
12/28/08
Band Music Games Revisited
12/21/08 There's a bit of history behind Rock Revolution from Konami. Konami is the company most responsible for the music game explosion. They're the creators of Dance Dance Revolution, for example, as well as a whole series of music games such as Beatmania and Guitar Freaks, the latter of which pre-dated Guitar Hero by years--but never was released outside of Japan. So now, many years later, after Guitar Hero and Rock Band have become such huge successes, Konami finally gets the picture and releases a music game of their own in the rest of the world. That game is Rock Revolution. How is it? Well... Rock Revolution sucks a big one. It completely bombed at retail, so it’s down to $20 now, and I’d say it may be worth getting for $5 just for the laughs. This game fails on so many levels that I think if it were released in it’s current state alongside Guitar Hero ONE back then, it would probably have bombed hard then too.
12/14/08 Soldner-X is a side scrolling shooter recently released on Playstation Network. The game is fairly unique for a shmup, not that there have really been any to compare to this generation. In this side scroller, you have a health bar, so you don't die until you run out of health. The fact that you can't die with a single hit is a blessing since your hitbox is pretty large. When you do die, you respawn just a little ahead of where you died, rather than restarting the entire stage or starting from a preset checkpoint.
12/07/08 The new Prince of Persia, the last big game of the year, arrived this week. It's quite a departure from last gen's Prince games in several ways, though it has very similar platforming--wall running, jumping between pillars, and so on. But it has new characters, a new control system, a new setting, a new open world map, a new combat system, new art direction, and some other additions. If you look around the internet, you'll find people complaining about each of these. Ironically, I don't find any of them to be large shortcomings. But here's a run-down of the complaints, and my take of each of them: The characters: people say the Prince is unlikable, or that he's a jerk. Well, he isn't. He's a smartass, but he's likable enough, and the dialog between him and the Princess Elika is pretty decent and entertaining. And if you don't like it, you don't have to hear most of it, because most of the dialog comes only when you press the "talk" button. Another complaint is that the Prince isn't Persian, he's American, and that's valid. He also doesn't seem to be a prince--there's some vague hints in that direction, but he's a wandering tomb robber by trade. Whatever. The control system: there are more complaints about this than anything, especially how the game handles 'death'. The controls are easy, yes, with very few button presses to accomplish the platforming, and wide timing on those few presses. Princess Elika, who has magical powers, will fly over and give you a throw (i.e.. a double jump) anytime you ask, which is necessary to make some of the jumps. And the Prince can inexplicably run an extra body length or so up any wall he hits. Indeed, gravity isn't much to worry about. But although I would prefer tighter timing, I don't think it would make the platforming any better. The platforming has a much worse problem, which I'll get to later. What is there is fun. Now, about "death". When you do mess up, you don't get a "game over" screen--instead, magical Elika flies down, grabs your hand, and deposits you back on the last solid ground. You can clearly see you failed, and you end up right where you'd be if you did have to sit through a loading screen. I fail to see the problem with what amounts to really fast loading, but some people will bitch about anything. I found this to be much better--seamless but still measurable (there's even an Achievement/Trophy for not being saved too many times). The setting: yes, it's very Final Fantasy reminiscent in parts, with big machinery and canvas windmills and strange hot air balloons. But trust me, it's gorgeous. The open world: ironically, I never got lost or wondered where to go next in this open world. Compare that to last gen's buggy, convoluted, yet linear Prince games that couldn't even hold my interest through to the end (the 2nd and 3rd, that is: Sands of Time was perfect), and I don't see how anyone can argue for linearity, but some still do. The combat: it's not perfect, but it's fine. You only fight one enemy at a time, and as you progress, it becomes extremely dependent on blocking at just the right time in order to deflect an attack, which leaves the enemy open to counter-attack and subsequent combos. By the end, it's impossible to hit the enemy any other way. I do find this to be at odds with the simplified "hit the button anytime you like" platforming, because the timing to deflect an attack is very tight, and you can't progress without beating the boss characters at key points. The combos look great, especially because you can chain Elika's magical attacks into them to make them longer and quite impressive. Combat also employs Quick Time Events--mostly if you're losing--and another version of Elika's "death" sequence--she'll save you from enemies just like she saves you from falling, but when she does, the enemy regains health, and not just a little. The fights can be extremely difficult if you don't work out the timing to counter-attack. The art direction: this overlaps with the setting, but also worth noting is the subtle cell-shading and character design. It's odd, but very likable. Again, I don't see how anyone could prefer, for example, Warrior Within's art to this. But to each his own. I do have to admit it isn't very Persian. Now, after all that, I do have one major complaint with the game. I haven't seen anyone else complaining about this, despite all the moaning about each point above. My issue with the game is with devices the game refers to as "plates". A plate is a magical circle on the wall. Mostly, they allow Elika to fly, dragging the Prince along with her. I hate them. Plates suck in every way possible. Let me make a list:
1. You, the player, have no control over where you go when you use a plate, and only sometimes do you have slight movement control.
2. Most plates fly you to other plates, so you'll go through long series of them, often in order to go a matter of feet from where you started--just out of double-jump distance.
3. The yellow plates tend to fly you around long, circling, twisting paths that collide with geometry, which is where your limited control comes in: you get to press a direction to dodge.
4. After using a plate, Elika occasionally drops you short of your destination (i.e.. the next plate), so you need to press the double-jump button to have Elika throw you the last few feet.
5. Worst of all, plates remove any advanced platforming from the game. If you see something that looks hard to reach and think you'll be climbing to it somehow, you're wrong. There's probably a plate to fly you there. There are entire sections late in the game that consist of little but extended plate usage. And they're awful. They lowered my opinion of the game a great deal. So, what is my verdict on the game? Overall, it's good. But it could've been great. Almost every aspect of the game could've used minor tweaking, but the only glaring flaw is the dumb plate system. The game leaves us with the impression that there will be a sequel, and I'll say right now that I'm on board. But if I see plates in it, I may look for it in the bargain bin rather than buying on launch day like I did this one. Here are a few videos from the game. You'll see some of the points above in them: The first one shows some basic platforming, including the Elika throw 'double jump' and the sequence it plays if you 'die' (which is pictured).
This one is an example of combat early in the game, before counter-attacking is the only way to fight. You can see the cool Prince/Elika combos that make the fights look great.
And here's a very mild example of a hated plate sequence--these plates go straight to each other. That's often not the case. Note the double-jump after plate 2, though.
11/30/08 So, this week we have the latest entry into the old, tired, unoriginal and boring World War II genre of first-person shooters: Call of Duty: World at War. So, if it's so bad, why did Leon buy it? Well, because it's on the Wii, where FPS controls are fresh and fun, and yet FPS games are so frustratingly scarce. Beggars can't be choosers. It's a competent game made fairly fun by the controls, but compared to Medal of Honor Heroes 2 from last year, the Wii control scheme and its customization both fall pretty short. The game is worth playing, but we're dying for an alterative with some originality, like next year's The Conduit, which looks promising. Here are a couple videos: This first one shows off the interesting presentation the game uses, which is (sadly) probably the most original part of the whole game:
And here's a video of gameplay, which, without experiencing the controls, probably looks pretty bland:
We also have a video this week of an old Super Nintendo game that's somewhat unknown. It's a shooter called Axelay, from one of our favorite developers, Treasure. Unlike most shooters, Axelay doesn't use a single perspective, but switches from a top-scroller to a side-scroller between levels. In the top-scrolling sections, it uses the SNES's Mode 7 graphics to produce pseudo-3D visuals that were very cool at the time. And it has an unusual 3-weapon system and damage system as well. It's a very challenging game. We were very surprised when this game showed up on the Wii Virtual Console. Check it out.
11/23/08 First up this week is Pac-Man Championship Edition, an Xbox Live Arcade game that we downloaded recently. It's an interesting and fun version of Pac-Man that changes the way you progress. The level never ends like in a normal Pac-Man game. Instead, eating all the dots on either the left or right half of the stage causes a fruit (or whatever) to appear on the other side, and eating the fruit causes more dots to appear. Also, the game is timed, so the objective is to get the highest possible score. Honestly, that's the game's only flaw: it should've had a normal "play as long as you can" mode in addition to the several timed modes it offers. Anyway, here's an example video of the 5-minute Championship mode:
The other game for our update this week is the brand new Resistance 2. This is the sequel to the PS3's launch shooter, Resistance: Fall of Man. It's a very functional, capable shooter that tries very hard to be Halo, while also trying differentiate itself from other shooters, contradictory though that may seem. And it mostly succeeds. It does feel very much like Halo, with a 2-weapon system and a nice variety of human and alien weapons, a "superman" main character, and a good lineup of alien enemies. It stands out due to its unique "alternate history" setting that details an alien "virus" invasion of Earth in the 1950s, that turns people into aliens called Chimera. Honestly, this was much better done in Resistance 1. In this sequel, there's a lot of futuristic content--such as the entire 'alien' fleet of flying ships--and it makes the 1950s setting seem like quite a stretch. It also has boss fights, which many FPS games don't have. Resistance 2 is perhaps the most visually impressive console game so far this gen. That's certainly debatable with titles like Gears of War 2, Dead Space, Call of Duty 4, Uncharted, and so on all looking great, but I was honestly very impressed with Resistance 2 beyond what any of these did for me. Here are a few videos of various parts of the game: I'm a sucker for a good water effect, and this game has some excellent water. Not perfect, but still some of the best we've seen: good-looking but, more importantly, believably interactive. It's just one nice graphical highlight in a beautiful game.
Another little something I stumbled across is this simple little radio. There are radios like this all through the game, playing 50s-style music and radio broadcasts, and I guess the developers thought that the player might take a good look at them. I did, and noticed the extra detail they put into it. Nice touch, guys.
This is an example of one of the weapons, called the Splicer. I just call it the Saw Gun. It's a rip-off (ha ha) of past shooters' saw guns, like Unreal's Ripper, I suppose, but a good saw gun is always great fun. Weapons in Resistance 2 tend to be placed 'as needed', meaning if you find a sniper rifle, there's probably about to be a good place to use it coming. The Saw Gun tends to show up just as you run into these hordes of unarmed Chimera.
I think my favorite gun in the game is the Magnum. It's powerful, of course, but it also shoots explosive bullets that you control with the secondary fire, which is great fun. Even if an enemy dies in one shot, you can still kill his friends by exploding the bullet later on. You can also see the Hedgehog grenade in action quite a bit in this video.
Another trademark Resistance weapon is the Bullseye. Its secondary fire marks an enemy, and for a short time, all your primary shots will go to that mark. They ripped this off from the movie The Fifth Element, which showcased a gun with a "Replay" option that did the same thing. It can be very useful, and again, quite fun.
This is a video of the game's first boss. It also shows the not-quite-as-good-as-the-other-type ocean water (it's a bit slow-mo-ish compared to the swamp or stream water in the game), and the ridiculously large alien fleet of airship things.
And this is a later Godzilla-esque boss fight, set in Chicago.
11/09/08 This time of the year, there's a lot to play. New games come fast and furious in the shopping season leading up to Christmas. This week, we've still been playing Rock Band 2 and Valkyria Chronicles and Gears of War 2, but we've still found enough time to play (and beat) Mirror's Edge. Mirror's Edge is an unusual game for just one reason: the perspective it uses isn't normal for its genre. It's a platforming game that uses a 1st-person perspective. Running and jumping can feel very odd in 1st person view (although any veterans of Metroid Prime should have some experience in this). The viewpoint makes for a very immersive experience. Check out this example video:
By default, Mirror's Edge has a feature called "Runner Vision" turned on. Runner Vision simply means that some things will be red, showing that you should use them to grab or jump from in order to progress. It turns out the game is a short one, and we played it with this feature off, preferring to find our own way. If we'd had it on, it would've been even shorter. We really recommend turning this off. The game has a hint system anyway: at any time, you can press a button and the game will point you toward where you should be going. The only time we were forced to turn Runner Vision on briefly was in a couple of dark areas where we couldn't see the geometry to grab until it was turned red for us (flashlight, please!). Here's a short video of what Runner Vision does:
The game also has frequent combat sequences, which are good, but could be much better. The physics are the weak point here. For example, if you execute a flying kick and it hits your target, your mass and velocity guarantee certain effects. Well, in the game, it's impossible to knock someone down unless you knock them unconscious. That's poor design. At one point (off video, unfortunately), I ran and jumped from one building over to the next, and a man on the destination building was standing at my landing point. So I kicked him. My character was doing 20 miles an hour or so, and he was standing still, but when he blocked my kick, I bounced backwards several feet and fell to my death, while he flinched backward slightly, maybe one step. The main character, Faith, is a slight woman, but not so slight that she can be slapped away like a tennis ball. Anyway, here's a small example of combat in the game. The game's creators encourage us to attempt to go through the game without shooting anyone (you can take guns from enemies, and use up the remaining ammo in them, so by taking the gun from each successive kill, you can do quite a bit of shooting). If the combat physics were up to par, I think I'd try it. As they are...I don't know. Overall, Mirror's Edge is a good game. The biggest complaint is that it's short. Games aren't cheap, so at $60 we can hardly recommend this without mentioning that. It does have time trials and online Speed Run rankings for those who are into that kind of competition. We found it on sale for $50 at Fry's Electronics, but even $50 is hardly an impulse buy. To anyone who wants to support nice original games, I recommend it. To anyone else: try it if you have the means to do so. It certainly deserves exposure.
Also this week, as promised, we've uploaded several new Gears of War 2 videos. They contain major spoilers, so be warned. They're on the new dedicated Gears of War page.
11/09/08 This week, aside from more Guitar Hero: World Tour and Rock Band 2, Bruce has picked up Valkyria Chronicles (based on a very impressive demo on PSN), and Leon picked up Gear of War 2. We have a few movies of each, along with our impressions. Valkyria Chronicles is a turn-based
strategy game, but a very unusual one, potentially a real genre-changer. There's a vast lineup of SRPG's floating around out there, with more of them showing up on handhelds rather than consoles. It's easy to get burned out on them, and right now there are quite a few good console games to choose from that aren't SRPG's. With that in mind, Valkyria Chronicles comes
as a very unexpected and pleasant surprise. To make all of that clear, just watch the video:
Here are a few examples of the story cutscenes.
Gears of War 2 is, of course, the sequel to the very popular Gears 1 from a couple years back. We had a lot of fun with Gears because of its 2-player system link co-op mode, and it was a nice touch of originality in the shooter genre, thanks to its cover system and interesting variety of gameplay, and a few other nice touches. Gears 2 had us excited because we were under the impression that it would have 4-player system link co-op. It doesn't, or at least, not as a mode of the main game. So that was a very big let down. After getting past that, though, it's been extremely impressive. It's a far more ambitious game than Gears 1, with more of everything on a larger scale: bigger environments and more of them, bigger enemies and more of them, bigger "alternate gameplay" sequences and more of them (i.e. driving, flying, even boating), bigger weapons and more of them...and so on. Some of the scenarios and bits of the story are really over-the-top ridiculous, but it's all in good fun, so you'll love it even as you may mock it. If the game had, say, a mine cart level (dumb as that sounds), it would fit right in--as long as it was a mine cart level with explosions, body parts flying everywhere, and cursing. The bosses are cool, and also bigger and badder, like everything else. The bosses from Gears 1--the giant spider-like Corpsers and the you-never-get-to-fight-it Brumak aren't unique encounters now, they're just routine foes (although so far, I've only seen them in the vehicular sections, when they're fairly easy to deal with). Gears 1 was a little buggy, and Gears 2 follows suit. We found a couple of minor bugs already, and put videos of them on the bugs page. But here are a few videos of the game. We've left the best parts unseen; the game is brand new and, for once, we'll be a little sensitive about spoilers...but we'll also add new videos very soon. So trust us and play this now! These first two made us laugh. Playing through Gears 1, we joked about how the only guy wearing a helmet got shot in the head. Well, someone at Epic Games must've heard the same joke, because they put some dialog on the subject into Gears 2. The first video is the scene from Gears 1. The other is the scene from Gears 2.
This is the intro cutscene for a new character, named Tai...and a good (mild, actually) example of the over-the-top, absurd type of situation I referred to above.
This has probably happened to a lot of people, but it's always fun to see a bad guy get double-chainsawed.
11/02/08 For the last week, we've been playing Rock Band 2 and Guitar Hero: World Tour. These two very similar games are, of course, direct competitors, and people want to know which one is better. That can be a very tough question to answer, but we do have one. Here's the write-up: Rock Band 2 could actually be considered Rock Band 1.2, as it really is more of the same game with a few fixes and improvements. It's like a
glorified Track Pack and patch. The core game is the same. That's not necessarily a bad thing. Aside from the new, rather large set of songs,
they've added many things that people have wanted in the first game. The most notable addition that people have requested is to be able to play
the World Tour mode online. You can also play World Tour mode by yourself, and in the beginning, it appears that you'd have to play World Tour
in order to unlock the rest of the songs. Fortunately that's not quite the case, as if it were, that would mean replaying many of the earlier
songs A LOT as you slowly unlocked the remaining songs. The alternative is Challenge mode, and it contains some instrument specific challenges
that increase in difficulty for that instrument as you work your way through them. This is the quicker way to unlock songs, and is the closest
thing to the previous game's Career Mode that is now absent from this game. Challenge mode is in the Tour section, so officially you're playing
as a band, even if you have only one band member, so of course you can also play it with up to 4 people. One
more note about GH:WT. The note charts are improved quite a bit over
GH3. But there are some glaring exceptions. "Hotel
California" has a horrible note chart. You keep switching between
lead guitar, 2nd guitar, and 3rd guitar, which leads to a terrible
mish-mash. That's one of my (Leon's) favorite songs, and I was very let
down. On "Love Me Two Times", you play rhythm guitar right
through the solo. Let me write that again: you aren't allowed to play the
guitar solo. And on "La Bamba", they've completely removed
the best part of the song: the closing Spanish guitar section at the end.
But these are exceptions, and overall, the note charts are very good. We
still give RB the edge, but only slightly.
So, overall, which is the better game? Rock Band 2. Guitar Hero: World Tour has a very impressive list of improvements, but most of those are "catch up". Rock Band was already a much more refined, better game. And it still is, but it's closer. This recommendation also comes with a huge warning sign: Rock Band hardware is likely to be broken in the box. The optimal situation is to play Rock Band 2 with the Guitar Hero: World Tour guitar and a working set of Rock Band 1 or 2 drums, but that can come to quite an expense, especially before the GH:WT guitar goes on sale separately. So there's a lot of hedging in this answer, because there are so many variables. If an individual were to ask which to get, we'd have to play 20 questions. If anyone actually does want to ask our advice, or ask us to clarify anything written here, please feel free to do so on the forum.
10/26/08 This weekend, we're updating with videos and impressions of Mega Man 9 and Dead Space. Mega Man 9 is a recent downloadable-only game release, done in the classic 8-bit look and feel of the early Mega Man games, specifically Mega Man 2. It's very well done, much better than later entries which didn't live up to Mega Man 2 and 3.
Dead Space is a science fiction / horror game. I've seen it compared to several games, and I wouldn't call any of the comparisons wrong. It's got a bit of System Shock / Bioshock in it, a bit of Half-Life, a bit of Resident Evil 4, along with some elements that don't make other games spring to mind. Overall, it's well done and a great new entry this year, alongside all the sequels. Here are a few videos: This one showcases basic combat, which stresses dismemberment as the best way to kill the weirdo zombie things the game throws at you.
Here's some similar combat in a vacuum, one of the twists the game uses to shake things up a bit. Notice the air counter on the character's back (the segmented line in the center is his health meter).
The other cool level variation is zero-g. In certain areas of the game, there is no gravity (or you're able to turn it off), which is a nice bit of variety.
10/19/08 The last couple of weekends, we've been playing World of Goo and Wipeout HD. World of Goo is a WiiWare / downloadable PC game in which you manipulate little blobs of goo in order to reach a goal. Mostly, you build things out of them, but there are some other types of play as well. It's a very fun game. Our only major complaint is in regard to the over-simplified controls: you use the pointer and one button. The game could really benefit from a few more buttons--camera control independent of the 'grab' cursor, and the ability to better determine which blob you're aiming for would make for a better game. Here are a few videos from the game: This is an example of an early level where you must build a way up to the top piece of land.
This one is set in a tumbling octagonal room, with the exit pipe at the top. It also features re-usable green blobs.
In this level, we discovered a way to beat the system. Each level has an "OCD" requirement that's tougher than what's required to just pass the level. This could be a certain number of blobs to finish, a time limit, or a limited number of "moves" (i.e. blob attachments when building). In this level, it was to use as few "moves" as possible to lower the bridge and allow the giant face ball to roll across. We managed to use zero moves to accomplish this (the video first shows the "right" way to do it).
Wipeout HD is a new downloadable version of the long-running Wipeout series, which debuted on the Playstation 1. I've been a fan since Wipeout 1, and long felt that the early Wipeout games were the best ones, particularly Wipeout XL/2097 (i.e.. Wipeout 2). That's no longer the case. Wipeout HD is an easy contender for the best of the series. It's not perfect, but it's excellent. It controls beautifully, runs very well, has a great sense of speed, and basically has just engaged me better than any Wipeout since #2. We're disappointed that it has no LAN mode (which even Wipeout 1 and 2 had on the PS1), though. Here's an example video.
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