Monday, November 15, 2004

And All the Trimmings...

As originaly printed in The Davis Enterprise (reprinted with permission)


What am I thankful for this Thanksgiving?

1. TiVo

2. Halo 2

3. Ohioans


And my incredibly forgiving wife who understands that due to number 2, the only time she will be able to watch TV in the near future is after I drop from pure exhaustion.


It’s a good thing we have number 1 in the house.



Tony Hawk’s Underground 2 (Xbox, PS2, Gamecube; MSRP $49.99; Rated T; thug2online.com)


Well another year, another Tony Hawk game.


Why the grandpappy of the extreme sports genre continues to release yearly offerings in the same vein as the Madden series is beyond me. Surely there’s something to be gained by waiting some time in between releases? At the very least some excitement could be generated surrounding the release of a new game.


But the kids love the skateboardin’; and Activision and the Hawk love their money. Thankfully though, the ol’ Hawk has got some flight in him left.


The story-based concept of “THUG” is continued in the sequel (which translates to the sixth Hawk game). But rather recycle the rags-to-riches story of an your highly customizable character, “THUG 2” focuses on the “World Destruction Tour” competition between hooligan teams lead by the Hawkster and “Jackass/Viva La Bam” star Bam Margera. Points earned during each of the numerous stages are determined not only by the skill with which tricks are executed, but also by the amount of juvenile delinquency caused. This low-brow humor adds a bit of levity to the “realistic” tone that the original “THUG” took, but also opens the door to plenty of bodily function humor which is, I suppose, to be expected with ex-Jackasses Steve-O and Wee Man as unlockable characters.


As much as I may poo-poo the frequency with which these games are released, it’s undeniable that “THUG 2” has more bang for the buck than ever before. Tons of goals await would-be thrashers on each level, and more goals are unlocked with each pro skater, guest skater, and hidden character found on every stage. New heights can be reached both figuratively and literally between the level of customization in Create-A-Skater/Park/Trick/Goal aspects and the continued “THUG” tradition of off-the-board open exploring of each level.


Hawk traditionalists who shyed away from “THUG’s” GTA-inspired non-linear gameplay will be able to grind anew with the benefit of a “Classic Mode” that allows the same type of time-based goal challenges that players became accustomed to through the first four “Hawks.” If collecting S-K-A-T-E and the hidden tape was your thing, then welcome home.


Extreme sporting has certainly lost its steam in the past few years, and who knows how much longer Tony and the crew can keep up his game-a-year gig. But if you’ve tuned out of the genre a while ago, there’s no better game this year to reacquaint yourself with the exhilaration and pain that comes from pulling your teeth from the asphalt after you miss the landing on that 300,000 point combo.


Fresh? Not so much, but grind for grind there’s no better value.



Get On Da Mic (PS2; MSRP $39.99, $59.99 w/mic; Rated T; getondamic.com)


I’m kicking myself for not having reviewed Konomi’s brilliant “Karaoke Revolution, Vol. 2” when it was first released. The game’s joy is found in its simplicity, party fun, cartoon visuals, and inviting gameplay.


Instead, I’m reviewing “Get on Da Mic,” an awful attempt to capitalize on the Karaoke genre “Revolution” left out- hip hop.


Unlike “Revolution” which judges crooners on pitch, “Mic” critiques only on wannabe’s ability to flow- sounding like the artist isn’t required, but keeping pace with the rapid-fire lyrics is.


This is the first problem area. Unlike the rhythm found in most songs, hip-hop moves with piranha-like ferociousness- meaning that even the most die-hard fan can flub up in the middle of his flow, have to take a few lines to reorient, and begin rapping again. When points are earned for how many lyrics are timed correctly, a simple screw up means tons of points lost. Additionally, the presentation of the lyrics on screen strays from traditional karaoke so confusion and where-the-heck-am-I-in-this-song begins to set in quickly.


The story mode follows your character from “8-mile” inspire rap battles, through the party scene, to the money-makin’ big time. With each off the chain round, playaz earn mad bills to buy bling and pimpin’ cool whips to roll as the Mac Dad of all Mac Daddies…


I’m not even sure what I just wrote means.


The problem in all this? Who cares? The graphics are bland and jaggy; the animations are simple, repetitive, and wholly independent of the lyrics. During one round, my character was punctuating words repeatedly with finger points- the only problem was that there were no lyrics on the screen and I wasn’t rapping anything.


Rapper’s Delight? Anything but.



Fable (Xbox; MSRP $49.99; Rated M; fable-game.com)


Peter Molyneux released his self-proclaimed “Greatest Role Playing Game Ever Made” to eager fans, hungry for the game that had been in development for five years. Although unable to deliver on every promise made of the game’s foretold greatness, Moleneux and his company produced a game that’s highly engaging, beautiful, and epic in every sense of the word.


Players control… well… themselves. See, “Fable” prides its existence on the fact that no two people will play through the game the same way. Every choice players make determines the outcome in how characters within the game perceive you and therefore respond. Show mercy on fallen enemies and townsfolk will revere you as a champion among champions. Slaughter entire villages and sell the now-vacant homes to feed your evil greed and your infamy will ring throughout the fictional world of Albion. Players’ alignments towards good or evil also affects the characters’ physical appearances- only the most pious will grow a halo and have butterflies fluttering about; while despicable villains sprout horns and develop a foul stench.


Frequent use of melee and ranged weapons determine skill and proficiency with those items and the hyper-aging effects of magic use result in deeper wrinkles and wear-lines for those gifted in sorcery. In a refreshing break from the RPG norm, all combat occurs in real-time, which gives “Fable” a much more hack ’n’ slash feel to its gameplay.


Although there is a set storyline that is a tad short for hardcore RPG fans, exploring all of the side-quests, minigames, and hidden treasures that abound this giant land allow for many hours of gameplay, even once the story has concluded.


In fact, I knew I was playing a very special game when after only logging five hours into the main story, I was already looking forward to playing through again from a completely different moral alignment.


Not to mention eagerly anticipating “Fable’s” sequel (fingers crossed for online play next time around).



Katamari Damacy (PS2; MSRP $19.99; Rated E; namco.com)


Own a PS2?


Sick of carjacking, first-person shooting, platform hopping, or race car driving?


You would do well to pick up this quirky little title immediately.


The premise is simple: your father, the king of the cosmos, got drunk one night and knocked out all of the stars in the sky. You, the little prince, are sent to Earth to roll up earthling-items into a ball with the use of the cosmic Katamari.


What kind of earthling-items you ask? Initially, matches, thimbles, playing cards, and other minor prizes. But as your Katamari grows like a rubber band ball, so does the size of your treasure. What once started out being no larger than an orange now has the ability to pick up livestock, airplanes, stadiums, and skyscrapers.


Its simple control scheme (only the analog sticks are used) and Terry Gilliamesque quirkiness are infectious. Its laid back and soothing vibe is enhanced by its fantastic soundtrack and minimal, but grin inducing, sound effects. It is marvelous. It is inviting. And it is a shame that it almost did not make it to the States.


So few games actually calm nerves while playing, it’s important to add a title like “Katamari” to our library when we can, along side our zombie/Nazi/alien killfests.


And at twenty bucks, how can you argue?



X-men Legends (Xbox, PS2, Gamecube; MSRP $49.99; Rated T; activision.com)


Excelsior! True Believers!


Slews of sub-par X-themed releases date all the way back to the days of the NES. Really, when it game to gaming, the only thing “uncanny” about the X-men was how any developer was unable to do justice to one of the most successful comic books of all time.


“Legends” succeeds where others have failed by creating a semi-satisfying action/RPG title. It doesn’t blaze any trails, but it doesn’t screw up either. The levels are unusually long, with appropriately spaced save areas where players can mix ‘n’ match between a large number of classic muties to form a team of four and take on Magneto and his Brotherhood of Evil Mutants. They just never seem to quit, do they?


Gameplay presentation is reminiscent of the classic “Gauntlet” series, or more modernly, of “Hunter: The Reckoning,” with the camera fixed on a top-down perspective of our heroes in action. Cel-shaded graphics and X-costumes ranging from the humble days of “Uncanny #1” to the modern “Ultimate” comic series gives the game a stylized look. Micro-managers will enjoy the ability to upgrade characters’ powers and skills and outfit them with performance-enhancing cybernetics, but thankfully there’s an option to bypass and auto-upgrade your team in order to get you back to the smashing.


Four heroes on the screen screams for cooperative multiplayer, a feature that was almost omitted from release, but thankfully found its way into the final version. Having three other friends jacked in around the same console (no online, sorry) takes me back to those days when I would feed my life savings into the “Gauntlet” machine, just so I wouldn’t leave my fellow players in the thick of battle. In fact, I hear the faint cry in the wind:


“Wolverine needs food… badly.”


Wednesday, November 10, 2004

Say Halo 2 My Little Friend

As originally printed in The Davis Enterprise (reprinted with permission)

Halo 2

(Xbox; MSRP $49.99, $54.99 limited edition; Rated M; halo2.com)



November 8th, 11:00p.m.: I stand, in the rain, outside of my local EB Games with another hundred or so people, waiting for the release of the most anticipated Xbox game of the year. Occasionally, being a game journalist makes me privy to the early release of a game before the general public. This was not the case with Microsoft’s most prized possession.


I, like every other fan, have to wait until the stroke of midnight, November 9th to experience “Halo 2.”


11:25p.m.: My best friend in Atlanta calls. He’s already been playing for almost two and a half hours, and so calls to rub that fact in my face. Damn you Pacific Standard Time!


12:00a.m.: The doors open, I’m 30th in line. I wait patiently, grab my copy of the “limited edition” version and race home.


12:40a.m.: Already have torn through the commemorative tin snap-case in the car, I drop the disc in my Xbox and there it is, “Halo 2” on my TV. Can this game possibly live up to all of the hype it has been getting since first announced almost two and a half years ago?


Uh, can I get a “hell ya?”


What drew most fans to the first installment was a solid sci-fi story, fantastic visuals, intuitive controls, and addictive multiplayer. Arguably, “Halo” is alone responsible for securing the Xbox as a solid contender in the console war. The sequel builds on all of the things that made the first so great, and the fans have responded. “Halo 2” reportedly grossed $125 million in its first 24 hours- shattering previous game and Hollywood box office sales alike ( “Spider-Man 2,” the largest opener ever, raked in an amazing $40.2 million at the box office its first day and swung to $180 million after its first six days).


“Halo 2’s” story picks up shortly after the conclusion of the first game. With the destruction of the first Halo weapon successful and the universe saved from decimation, our protagonist Master Chief returns to a Confederate starship to find that the Covenant, a unified alien coalition united by religion, has grown more aggressive in its jihad war against the humans. The Covenant has pushed its offensive to Earth while simultaneously pursuing another weapon of destruction to wipe out the human race.


So much for the welcome home parade, Chief.


Our emerald armored hero charges back into the thick of it for more plot twists and turns than in the original storyline. While not spoiling any of the story, I can say that the story twists come frequently throughout the fifteen level game, and intrigue increases with each cutscene between battles.


Not that you’ll need to find a reason to continually play, its putting the controller down that’s the hard part.


This time through, the Chief makes better use of vehicles and weapons, many re-tooled for better balance (the Needler gun) while others are brand spankin’ new (the SMG). Two of the newest additions to gameplay come in the form of being able to duel-wield weapons for some double-fisted firepower, and the ability to carjack or “board” enemy-piloted vehicles. Try not to smile too wide the first time you kick an Elite soldier off of his Ghost hoverbike and run him over with his own vehicle. Go ahead, try.


Clearly the most enjoyable new weapon in the game is the Covenant Energy Sword. This blade has the ability to lock onto enemies, resulting in an up close and personal one-hit kill. Even if you managed to remain stone-faced while boarding, no person with an ounce of self-satisfaction could remain stoic after standing amongst a pile of alien carcasses due to his own sword mastery.


Phenomenal graphical upgrades, full 5.1 surround sound, cooperative play with a buddy, increased AI, and a Hollywood worthy story is literally only half the game. We’re just getting to multiplayer, the crown jewel of “Halo 2.”


Forget everything you know about playing online multiplayer Xbox Live. The common system for setting up, finding, and competing online is antiquated compared to the advancements made by Bungie and Microsoft for “Halo 2.”


No longer are ranked games controlled by an individual player where cheating and artificial statistic increasing can take place. Bungie has developed a system where competing in a ranked game (a game that contributes to world-standings of Halo players) means the game automatically finds players similarly ranked in skills and abilities and loads everyone together in a match under randomized playing conditions. Gone are the days of deathmatches controlled by the host player who knows the map like the back of his hand and can be assured a win. Here, everyone is on equal footing, all competing to level up their bragging rights and the opportunity to compete against better players. Team games require strangers to communicate with each other and act as a unit in order to assure victory. The benefit of playing against similarly skilled players, as opposed to being slaughtered by crack-shot fourteen year olds every time you log on makes the Optimatch version far more enjoyable, even if it does feel awkward at first.


Adding to the depths of detail, players can log onto Bungie’s website to find their statistics and compare them to friends and other players. Players can also pull up the maps of the matches they played in order to find out where they got fragged, by whom, and with what weapon.


I know, crazy.


But lets be honest, smack talking friends is always more preferable than to strangers, so what about getting a gang together for hours of slaughter? This is where the new online “party” comes into play.


A party is a group of friends on your buddy list who can join you in non-ranked games. Those friends “attach” onto you as the party leader. Whenever starting a new game, they’re playing with you- without a worry of being dropped from the game. If you decide to join a larger party lead by someone else, they follow, if they want. If the party leader has to bug out or, say, has to have dinner with his wife, he can transfer his leader status to another player- eliminating the old problem of an absenting host that kicked all players out of a group game. It also means that after leaving a game, a player can return fairly easily to the party and jump back in for more action.


For those “Type-A” personalities out there, “Halo 2” takes full use of clan support. Whereas a “party” is a group of friends that game for a single session, a “clan” is a group of friends that form a long-standing team. Designated by a clan name, clans compete against other clans for the same bragging rights solo-players compete for. Organized clans will have practices within their team before challenging another clan to battle because no self-respecting clan member wants to be humiliated or let their team down for a ranked game. Being a part of a clan becomes somewhat of a nerdy status symbol. In “Halo 2,” a player can only be part of one clan at a time, which means that skilled players can shop out recruitment offers they get from clans while successful clans can persuade players of an opposing clan to defect.


Getting a group of sixteen buds online for countless hours of game playing, of countless game modes, makes for some fantastic gaming. The ability to easily find, join, and frag your friends means this is one Xbox Live game with legs that won’t be getting old anytime soon; and with the promise of downloadable content that could take the form of new weapons, vehicles, and maps- it may never get old.


I must confess, if not for my slave-driver of an editor who makes me review new games every month, I would be perfectly content to keep this disc warm, and let everything else in my collection gather dust. At this point, all other games are part of my job- “Halo 2” is my post-work recreation.


This is, by far, everything we had hoped for and the greatest game released this year. “Splinter Cell Pandora Tomorrow?” “GTA: San Andreas?” “Burnout 3?” Sorry guys, hail to the Chief.