Every 5 years or so, the Big 3 of gaming clash a battlefield so treacherous that even the most elite armed forces avoid-
Holiday Retail Space.
Console War Historians, like myself, have seen gaming empires rise and fall during these battles. Which new platform will reign for the next five years? Which will be left in pieces and sentenced to the clearance bin?
In this cycle's war: Nintendo is the war-torn veteran with a new battle strategy, Sony has the empire to lose, and Microsoft is no longer the young GI fresh from boot camp. No, this cycle's console war involves three very shrewed companies with three very different philosophies. So how do their system's shake out; and more importantly: who's war bonds should you buy?
Let's take a look...
Sony’s PlayStation 3
Philosophy: If We Build it, They Will Come.
Sony’s rather arrogant approach to the PS3 is somewhat warranted. After all, PlayStation has been synonymous with the top spot in gaming for over ten years. A newcomer against Nintendo and Sega in 1995, the original PlayStation blew everyone away with 3-D graphics. Its domination only continued with the PS2, released a full year ahead of Nintendo’s newest console at the time and ahead of Microsoft’s entry into gaming with the original Xbox.
Pros:
The newest version of the PlayStation continues along the Sony tradition of technology looking as if it came from the future. The PS3 is sleek, shiny, black, and looks like it belongs under Darth Vadar’s TV. Though it does come off looking like a futuristic fax machine, the PS3 has disc tray and no buttons. Placing a disc in the optical slot tells the PS3 to gobble up the game/movie/music and start playing. The system is powered with touch-sensitive panels on the front, further adding to the tech-sexiness of the machine.
Sony’s stand-out feature of the PS3- and the reason why the thing is so darn expensive- is the Blu-Ray DVD player that comes standard. Blu-Ray is one of two competing High-Definition DVD formats. As opposed to standard DVDs which currently have a capacity of 8.5GB of space, Blu-Ray discs can hold 50GB of space. More space means more capacity for developers to design larger, more intricate worlds for gamers to explore- further displacing themselves from the one they currently live in. Granted, the level of detail is limited by the type of hardware that runs it, but in Sony’s case, the PS3 will have no problem putting quality use to all that storage capacity.
Blu-Ray movies, which the PS3 is capable of displaying, are considered “true” high-definition movies, and considering that stand-alone Blu-Ray DVD players sell for over $1000, the PS3 is suddenly the cheapest Blu-Ray player on the market. Coincidence? Considering that Sony pioneered the High-Definition format, it’s more shrewdly synergistic than anything else. Blu-Ray movies look beautiful, and achieve a level of detail and color that standard DVDs can’t touch. This may only make a difference for a very small population at this point, since the rest of the world is still getting used to transitioning from VHS to DVD, but the PS3 is not marketed to be an everyman’s machine- it’s for techno-philes who’ll appreciate the cutting-edge format, even if the format is still in its infancy.
The PS3 comes in two configurations, but both have internal hard drives, which allow developers to take advantage of either 20GB or 60GB of space. Developers can, therefore, rely on the fact that every PS3 gamer has a hard drive and can code games to load start-up files onto the hard drive so that, in theory, games run quicker than they would if they needed a fresh boot every time. This is an advantage over the Xbox 360 where only one of its two configurations has an included hard drive, and over Nintendo’s Wii which only includes a paltry 512MB of flash memory.
Amidst the rumors that the PS3 can’t play all of the PSOne and PS2 titles, the fact remains that Sony’s new bad boy can play about 98% of the thousands of titles that have been released for both systems. That’s pretty significant. So although not every game will load, or load properly, the fact that almost all of the past 10 years of gaming can be played on a single system is pretty cool. No, I don’t know how many people are really going to want to dust off that copy of “Sabrina the Teenage Witch: a Twitch in Time,” but you can-
And kudos to whoever does.
The question that is immediately asked as soon as you bring up the PS3: is it really worth it? $600 is an enormous amount of money for a gaming system and the PS3 stands as one of the most expensive systems in history. Perhaps more amazing is that Sony is reportedly taking a loss on the console’s hardware at over $250 per unit.
For a system that’s $200 more expensive than the high-end Xbox 360 and $350 more expensive than the Wii, that system better make me appalled at all other attempts at gaming. Does it?
No. And here’s why:
Cons:
Any self-respecting person who spends $600 on a gaming system touted to be the cutting-edge of high-definition gaming better come with high-definition cables to make good on that tout. The PS3 does not. Instead, the system comes with standard composite (read: red, yellow, white) cables left over from the PS2. In order to achieve the high-definition output the system is capable of, gamers will have to purchase either Component or HDMI cables, either of which will run you about $50.
That’s another trip to the store. That’s one less game. That’s unacceptable.
Another major item missing from the PS3 package is the rumble feature of the PS3 controller. Instead, it has been replaced with six-way motion sensitivity which may or may not see broad acceptance in games. In games like “Tony Hawk Project 8,” the controller can be tilted left and right to balance characters on rails, in “Warhawk” it directs the pitch and yaw of your jet fighter. Though the SIXAXIS controller, as it’s being called, is a fun feature, it feels like an afterthought. In fact, it feels like a weak attempt to steal the thunder from Nintendo’s solid motion-sensing Wii controller.
Additionally, the SIXAXIS is entirely too light and cheap feeling. The plastic casing and its feather-weight make the controller feel like a toy, rather than a solid interface to a $600 machine. I’ve never been a fan of the PlayStation’s controller design to begin with, and I didn’t think I’d be able to like a PS controller less than the DualShock, but the SIXAXIS managed to do it. Hold onto it tight during frustrating gaming sessions, if it flies from your hand, it’s likely to keep going until it smashes into something expensive.
Finally, the PS3 launch titles aren’t particularly strong. Insomniac’s “Resistance: Fall of Man” is easily it’s must-have game, but it feels like a cross between “Call of Duty” and “Halo” and doesn’t really match up to the quality of either. Granted, the launch line-up of the PS2 was horrible, so a launch catalog does not a console make. Still, knowing that half of the games available for the PS3 are also available for the 360, and knowing that the 360 is much cheaper means that there’s just not a lot of incentive to purchase Sony’s console.
Verdict: Wait it out (you’ll have to anyways) until more substantial, exclusive games are available and the price drops.
Microsoft’s Xbox 360
Philosophy: One World, Under Live.
The original Xbox may have made a solid mark on the gaming world, and nudged Nintendo out of the #2 spot, but it couldn’t come close to touching the stranglehold Sony had on the gaming world. The Xbox was arguably a learning period for Mircosoft in how to launch and sustain a console. One of the first lessons it learned was to be the first one on the block- especially when you’re trying to topple Sony.
Launching a full year before the competition brought criticisms of rampant hardware failures for early systems, and meant that the 360 would have to rely on the standard DVD format, rather than upgrade to HD-DVD. Microsoft has insisted that it will win this console cycle- which is a pretty easy statement to make when you have no competition. With the releases of PS3 and Wii, it’s a whole new ballgame.
Pros:
Having a year under its belt means that Microsoft has pretty much worked out all the kinks in the system while its competitors are just beginning to see theirs. Additionally, developers have been working on the library for the 360 for over a year, and the quality of 2nd generation of games shows that developers are comfortable with the system and are just starting to push the limits of what the 360 has to offer. One look at Microsoft’s darling “Gears of War,” and you’ll know what “next-gen gaming” looks like. The game blows away anything that’s out there and is a critical and commercial success. With “Gears” as the benchmark, titles are only set to look better in the coming year- likely staying graphically ahead of the PS3 for the near future. Not to mention that a little title called “Halo 3” will be on the 360 within the year.
Also, while people are scouring stores for a new Wii and an even more elusive PS3, the 360 is readily available. Dealing with product shortages and eBay gouging is so 2005 when it comes to the 360. Microsoft stands to benefit in a big way from the scarcity of the other two systems. If it’s not a system selling, it’ll be a couple of games that make their way under the Christmas tree in lieu of where a PS3 or Wii might have been.
But games aren’t just under trees and in stores, with an incredibly solid online community, gamers can download quick and satisfying games with the wonderfully addictive Xbox Live Arcade. As part of Xbox Live, the Live Arcade gives gamers access to download old arcade favorites like “Pac Man,” alongside new challenges like “Small Arms” and “Lumines Live.” Additionally, all regular titles released on the 360 are required to support Xbox Live which effortlessly connects gamers all over the world to each other for multiplayer mayhem. The online system that started on the original Xbox has only grown larger and more solid on the 360, and while Sony and Nintendo are trying to get their online presence up and running, Microsoft is light years ahead of either company- recently announcing the ability to download HD shows and movies directly to the 360 hard drive. If you want to game online, Xbox Live is the best place to be.
Cons:
Being first also has its downsides. Though the 360 looks sleek and sexy, it’s internal fans create more noise than you’d like to put up with from a home theatre component. When the three fans kick on to run a game, you’d think the thing was trying to take flight. This is especially conspicuous compared to the PS3 and the Wii which both run whisper quiet.
The 360 also runs hot. Hot enough to fry an egg. Make sure to have plenty of cool air circulating around the system so it doesn’t overheat and shut down. Closed media cabinets are not recommended. If MS decides to re-vamp the 360 within the next two years, they’d be well served to figure out a way to make the 360 quieter and cooler, not to mention getting rid of the behemoth of a power supply that could double as a murder weapon.
The 360 also runs a different GPU processor than the original Xbox had. This poses a major problem when running original Xbox games on the 360. Each game has to be emulated, which means that only about 100 original Xbox titles can be played on the 360, and not all of them play particularly well. Plus, there’s no way to transfer old saved data from the Xbox to the 360, which means that games will have to be started all over again if players want to experience them on the 360. Now, of course, huge hits like “Halo 2” and “Fable” are backwards compatible, but what about great games like “Psychonauts” which deserve to be remembered on a new console? No such luck, and given the forward progress Microsoft is working on with the 360, it’s unlikely we’ll see much backwards progress towards getting more original Xbox games onto the new system.
Verdict: “Affordable” High-Definition gaming with titles that look better than anything else out there, and a fantastic online infrastructure to boot.
Nintendo’s Wii
Philosophy: Everyone is a Gamer.
Nintendo clawed for recognition during the last cycle. Though its first-party offerings were warmly received by fans, it lost substantial third-party support due to the fact that most gamers were playing titles on either PS2 or Xbox. The Gamecube became a quick “second” console for gamers and only registered blips on the gaming radar when an exclusive game was released for it.
The success or failure of Wii will determine whether Nintendo has the ability to stay in the console wars, or whether it will go the way of Sega and stop making hardware.
Pros:
The Wii takes a radical new approach which far distances itself from either PS3 or 360. In fact, Nintendo doesn’t necessarily look at itself as being in the console war- they’d rather let Sony and Microsoft fight amongst themselves while they provide the world with an entirely different way to game. And Nintendo’s price point is much easier to swallow than the other two companies’. At $249, Wii seems like a downright bargain for the next-generation.
The Wii remote looks like a television remote, and functions as an extension of the gamer’s arms. The movements of the player are translated to the movements of the player’s character. Swing a sword as you would in real life, and Link will swing his sword in the game. “Throw” the controller as you would a baseball, and your pitcher will toss a slider across home. This is the closest to “virtual reality” as any console has come. It’s also the reason why non, casual, and hardcore gamers will purchase the Wii in droves- it is instantly accessible, intuitive, and a heck of a lot of fun.
Whereas the 360 and PS3 weigh in at 9lbs. and 12lbs., respectively, Wii is under 3lbs. and is no larger than three DVD cases stacked together. Its incredibly small footprint means that it can fit just about anywhere, and can be thrown into a backpack for easy travel. The sensor bar that reads the Wii remotes movements is small and disappears almost entirely into a home entertainment system when placed on top or under a television. The system is so portable and encourages same-room multiplayer so well that gamers may forego hauling their larger gaming rigs to friends’ homes in favor if the easy Wii.
Finally, Nintendo has the most beloved history of franchises dating back to 1985. Only on Wii will gamers be able to play with Mario, Donkey Kong, “Zelda’s” Link, or “Metroid’s” Samus. Plus with the addition of the Virtual Console, gamers can download old NES, SNES, and N64 titles directly to their Wii (for a fee); so long-gone favorites like “Kid Icarus” will finally have his triumphant return to the next-generation. The ability to use the Wii remote like a gun also means that classics like “Duck Hunt” can return, drawing in past-gamers who may have strayed from the fold. Welcome home old friends.
Cons:
Nintendo focused more on the method of input with the Wii than they did about graphical upgrades. Nintendo was very vocal when Wii was first announced that it would not try to compete with the graphics of the 360 or PS3, and boy were they right. The Wii’s graphics are not any better than the Gamecube’s of five years ago. And with only non-HD progressive scan resolution, the Wii looks like a child’s system compared to the graphical powerhouses of Sony and MS.
Though fanboys may descend on me for saying so, the fact of the matter is that graphics do matter when launching a new system. To not pay attention to upgrading the graphics, polygons, or shading possibilities is to dismiss a major part of gaming evolution. It’s like making movies on 18mm film when digital is possible- unless it is being done for an artistic reason, doesn’t it make sense to go with the best quality possible? For this reason, Wii feels like Gamecube 1.5- a system that’s no stronger than what was out 5 years ago, but now has a nifty new controller.
And speaking of the new controller: gamers hate drastic change. That’s why “Madden,” for all intents and purposes, still plays fundamentally as it has for ten years. Changing directions so drastically on Nintendo’s part stands to alienate a lot of long-time gamers. More importantly, the Wii remote affects how developers will design a game for the system, and whether its worth the time, effort, and money to design a game for a system where the unique control scheme can not be translated to another system like the PS3 or 360 in order to maximize profits. Nintendo has a history of thinking outside of the box and gambling the company on it. Sometimes it’s a hit (Nintendo DS). Other times it’s a laughing stock (“Virtual Boy,” “Power Glove”). The Wii remote is only a few bad games away from becoming a short-lived fad- Nintendo needs to tread carefully to make it work.
Verdict: Unproven gameplay makes this a risky purchase, but price and accessibility makes it a no-brainer as a second console purchase, or a 1st console for non-gaming families
Regardless of which system finds its way onto your gift list this winter, one thing is for sure: this holiday season is a great time to be a gamer.
Tuesday, November 21, 2006
WAR!
"Small Arms" on XBLA this Wed.
So what if it's a "Smash Bros." rip-off? It's only 800 points (that's $10 in the real world), and "Smash Bros." doesn't have online multiplayer. Plus there's a special "viral" achievement called "Six Degrees of Small Arms" which can only be achieved by beating a member of the "Small Arms" development team, or someone who already has.
Pretty cool. Worth a download- especially compared to the lack-luster retro-ports of arcade games we've been seeing as of late.
Wednesday, November 15, 2006
Here's Wii
Along with receiving my Wii last Friday (pictures to follow), Nintendo made their mega marketing push last night by airing the first US Wii commercial during Dancing with the Stars.
Now dang it if Nintendo doesn't want people embedding their commercial into their sites (like this fine establishement here). But you can check out the 30 second clip on YouTube right now. CLICK HERE
Of course, this is one of a four-part series of commercial blasts for the Wii. One that was embed-able is below for your viewing pleasure. The slogan "Wii would like to play" is pretty good, but not as good as the one I came up with when the Wii was first announced. I'm not going to drop it here, it'll be used in my review of Wii next week.
Congrats Nintendo, you've got a fantastic product (even given the limitations that the Wii internet server is not online yet, and that "Excitetruck" is only so-so), and a marketing campaign that makes "Now You're Playing with Power" look like kid-stuff.
Friday, November 3, 2006
Where's Wii?
No commercials, no movie trailers, no magazine adverts? Is word of mouth from Nintendo zealots and game industry chatter really the way to sell the console that's supposed to break down the barriers between the hardcore, casual, and non-gamers?
Case in point: when I waited outside to preorder my Wii, no less than 10 people asked what the small group of us were waiting outside for. When we told them "its for the Wii," we were met with "huh?" Then said "the new Nintendo," which was met with "oh, is that coming out today?" And we're only talking a couple of weeks ago, which means a little more than a month out of a momentus launch which is making Nintendo stock soar.
So where are you hype-machine? When will you finally get a media presence that's not a gaming media presence? When do we start seeing Nintendo and the Wii reaching into the mainstream, and grabbing the public conscious of news anchors who will have no idea how to pronounce "Wii" correctly? The clout of PS3 adverts and 360 consciousness is heavy, and the Big N is potentially losing ground in the market share before they even launch if people don't know it's something they should notice and buy.
The House that Mario built can hit a homer, but let's rev up the engine and get the lead out, shall we?
Wednesday, October 18, 2006
Godfather/Saint's Row: Review
Godfather The Game (360, Xbox, PS2; $59.99, $39.99; Rated M for Blood, Intense Violence, Sexual Themes, Strong Language; godfatherthegame.com)
Saint’s Row (360; $59.99; Rated M for Blood and Gore, Intense Violence, Partial Nudity, Strong Language, Strong Sexual Content, Use of Drugs and Alcohol; saintsrow.com)
The unbelievable success of the “Grand Theft Auto” franchise opened the floodgates to an entirely new genre of open-ended exploration that’s become known as “sandbox gaming.” There have been many “me too” titles that imitate the “go anywhere, do anything” dynamics established by the GTA series, but none follow as closely to the source material as EA’s “Godfather The Game” and THQ’s “Saint’s Row”- both games who’s mechanics are similar enough to be almost interchangeable, but with content that couldn’t polarize audiences more.
Electronic Arts has the money to afford the Puzo/Coppolla epic and adapt a methodical, drama-heavy trilogy into an action-packed gaming experience. “The Godfather” universe is more of the focus than necessarily “The Godfather” storyline. Yes Don Vito, Sonny, Fredo, and Michael are featured characters in the game (all with likenesses and voices in tact, with the exception of Al Pacino, who would not sign his likeness or voice away to Michael Corleone- probably because he just got done signing them away for Vivendi Universal’s “Scarface” title), but the events of “The Godfather” films provide more of a backdrop for the player’s progression through the game than the actual game itself.
As a young boy left orphan from the results of family aggression against the Corleone’s, players begin the game working as an outsider to The Family. Through a series of events, one of most important being escorting Don Corleone’s ambulance to the hospital after an attempted assassination in Little Italy, players will be accepted as an associate to the Corleone’s. By protecting Family territories, overtaking rival family rackets, and completing missions made famous by “The Godfather” films, players gain more respect- eventually working up the food chain to becoming a Don themselves.
With “Saint’s Row,” THQ had the ingenuity to figure out everything the “GTA” series failed at, while keeping intact the core elements that made the franchise amazingly successful and ends up producing a mechanically superior version to the “GTA” franchise. “Row,” too, features a nameless young thug who is taken in by The Third Street Saint’s- a street gang with a heart of gold, that recognizes the only way to pacify the increasing gang violence, is by killing all other rival gang members and overtaking the city of StillWater. Players will hijack, 187, maim, and torch rival territories in order to lay claim and provide and “armed peace” to
Because gameplay in both “Godfather” and “Saint’s” is strikingly similar to the each other, the kind we’ve come to expect in these types of games, the escort and assassination missions tend to blend together- regardless of whether its in Depression-era New York, or a modern ghettopolis. “Godfather” distinguishes itself a bit by implementing a fairly tight melee system for roughing up store owners who don’t want to pay protection money. By grabbing an enemy by the collar, players can use the right analog thumbstick to throw, slap, gut punch, or even smash the enemy’s head through a cash register. The mechanic of using the right analog stick to do the dirty hand-to-hand stuff is borrowed from EA’s “Fight Night” boxing series which also ties all the hand-to-hand boxing to the right analog stick. Aspects like this are great if only to show the level of synergy that’s flowing throughout a mega-corporation like Electronic Arts, and even greater when the system works well as it does here.
Applying pressure to store owners for protection money serves a second purpose unique to “Godfather”- namely, exposing rackets. Sometimes a store owner only wants to make sure that you won’t take a bat to his merchandise, other times, he’ll give you the keys to the back room where all sorts of debauchery and illegality takes place. Sometimes, the back-room racket can be bought out with relative ease, increasing the player’s monthly take-home (with percentage paid to the Corleone’s) and respect. Other times, it will require some blood and bullets as the store is a front for a rival family’s racket. Killing all of the rival family associates and clearing the racket means that the Corleone’s extend their territory, and add to your character’s individual power.
“Saint’s Row,” on the other hand, doesn’t add anything new to the narrative mix. Its missions are similar to what we’ve seen before, and there is nothing as unique as the racket takeover. The closest innovation in “Row’s” single-player campaign is the ability to recruit fellow gang members to travel with you on missions. However, this “innovation” was already a part of “GTA: San Andreas” released a few years ago. I suppose another innovation is the ability to be hit by oncoming traffic in order to generate insurance fraud cash- it’s humorous, but it doesn’t make the game.
What “Row” does offer to the GTA crowd is a vast improvement on the weapon selection and targeting. It’s a simple thing, but “Row’s” weapons are easily selectable by holding down a shift button on the controller, and selecting the weapon with the analog stick. Even better, traditional third-person shooter controls allow for the player to easily move in one direction and shoot in another direction. Why, oh why have the makers of the GTA franchise never figured this out? Running and gunning has always been one of the most frustrating aspects of a GTA title. “Row” handles it with ease and intuitiveness and trumps “Godfather’s” inconsistent and ham-fisted click-to-target scheme which inevitably pulls fire away from the one guy you want to shoot at.
Character creation and customization are equally impressive in both titles. “Godfather’s” “Mob Face” mechanism allows players to detail their character to the minutest blemish or scar, and the Xbox 360 version allows for persistent bruising and scars- adding to the war-torn look of your mobster. “Saint’s Row” also allows for a surprising amount of detail in face customization, and even out does “Godfather” in overall body composition and clothing details. Want a gangsta bigger than Biggie? You got it. Personally, I went for an avatar that looked like a heroin-addicted Vanilla Ice circa the “Mind Blowin’” album. And whereas “Godfather” limits your gender to male and ethnicities to Italian or Irish, “Row” invites the hoochie-mammas and homeboys of all colors.
Comparing both titles on the next-gen platform, they are equally graphically impressive, with “Row” nudging ahead in terms of textures and environmental effects like weather and day-changes. “Godfather” gets the nod in cinematics because, while both titles are equally executed, seeing a motion-captured version of James Cann as an irate Sonny makes my heart smile. Sound-wise, “Saint’s” again wins out due to the extensive licensed soundtrack, which “Godfather” does not have. Plus, in terms of extras- “Row” has a robust, though lag-filled and ultimately uninspired, online multiplayer and takes the GTA experience a step further by implementing online co-operative missions over Xbox Live. “Godfather,” on the other hand, allows players to upload their progress, respect, and earnings to Xbox Live- which no one cares about anyways.
So why, then, is “Saint’s Row,” while narrowly beating out “Godfather” in terms of technical skill, so much lower rated?
Its content is abhorrent.
Yes, both games feature and reward a criminal lifestyle. Both titles allow for wide freedom to act as a “respectable” criminal, or to incur the wrath of the police due to rampant lawlessness and the taking of innocent lives. Though “Godfather” doesn’t carry the same tally or creativeness of profanities that “Saint’s” does, it still has coarse language. And “Godfather’s” special button and rewards for executions makes some of the action a little more gruesome. So though “Godfather” is no angel, there’s something less offensive about it as compared to “Saint’s.”
Clearly, neither game is acceptable for a young audience. But whereas “Godfather” feels more like a “romantification” of the 30’s mob culture and, therefore, a fictional work, “Saint’s Row” is nothing but a glorification of the modern urban gang culture- one that is far easier to access than that of the Mafia. Any kid can put down the controller, walk to the wrong neighborhood, and live the lifestyle depicted in “Saint’s Row;” the same can’t be said for “The Godfather” and therein lies the distinction. The crime genre is barely palatable as it is; at least “The Godfather” gives it some class. Games like “Saint’s Row” or its most direct influence “Grand Theft Auto: San Andreas” do nothing but cash in the ethnic and socioeconomic groups they exploit, while eroding the efforts of others to show the toxicity of the modern gang lifestyle.
Xbox Live Vision Camera
(360; $39.99; xbox.com)
Even considering the entire downloadable content, movie trailers, music videos, and game demos that Xbox Live users have, what’s the one thing that’s been missing?
And thankfully, Microsoft heard the cries of the masses and released the Vision- the 360’s own camera, capable of displaying your rump, or whatever other body part you choose, with the rest of the world.
Is this a necessary purchase? I suppose the answer lies on how much of a closeted exhibitionist one is. Its main purpose is to allow video chat connections between players while in-game. Currently, only titles such as Uno, Backgammon, Hearts, and Billiards on the Xbox Live Arcade offer the option of players to get a look at one another, however the number of games implementing this feature will continue to grow- I’m still waiting for Texas Hold ‘Em to implement it, so I can finally read rivals’ tells.
Microsoft is also planning on launching titles to utilize the function of the camera as a controller, ala Sony’s last-generation Eye Toy. Here’s to hoping the types of games available for the vision hold gamers’ interests longer than the Eye Toy software.
Additionally, the Vision can be utilized to snap pictures to send to friends over Xbox Live, take a custom photo for your GamerPic (the picture that identifies you over Xbox Live), or to initiate a video conference with another friend. Oddly enough, the two-way video conference also allows one person to trigger the vibrating function in the other person’s controller. I don’t want to even think of the implications of such a function, but sufficed to say that those long-distance gaming relationships have the potential to become a lot closer.
The $40 price tag is a bit steep for a peripheral that doesn’t have many uses that directly affect gameplay, especially figuring that the same money can go towards a hefty down-payment on MS’ must-have title of the holidays, “Gears of War.” It’s good to also know that the Xbox Live Vision doubles as a web camera for a regular PC, so the multiple use helps justify the cost a bit more (except for those of us who have Macs with iSights). But if you’re looking to get a gift for a 360 owner and don’t know the types of games they like to play, or what they already have, the Vision would be an unexpected, and likely welcomed, present.
LocoRoco: Review
(PSP; $39.99; Rated E; locoroco.com)
First there were Cabbage Patch Kids.
Then it was Tickle Me Elmo.
For a brief moment there were the Furbys.
Now, in the cute-as-a-button category, we have LocoRocos.
Thank goodness someone at Sony finally figured out that, while 3-D games on the sleek PlayStation Portable looked great, they didn’t always play great. With the Nintendo DS kicking the PSP’s butt in sales and software, Sony desperately needed to crack the Mario Code- what game can we put out to appeal to young and old AND that’s easy to control?
“LocoRoco,” I don’t know what the heck you’re supposed to be, but you came to the rescue, and proves that Nintendo-styled fun can be had on the PSP using only two main buttons.
That’s right, the top L and R buttons on the PSP are the only buttons that control movement of the LocoRoco on the screen. Now, I have no idea what the story behind “LocoRoco” is, as much as I know that the LocoRoco is a little blob that, when eating fruits found in their colorful environments, make it grow into a bigger blob, and a bigger blob than that, and so on, and so on. Being a big fat LocoRoco makes it possible to unlock areas in each level to lead to more fruit and hidden items, however sometimes there’s a pathway that’s too narrow for our rotund ‘Roco, or where there’s a need for two ‘Rocos to accomplish a task- that’s where the LocoRoco’s ability to split into many ‘Rocos comes in handy.
No, it doesn’t make much sense, and it’s not too difficult- any child can pick up and play “LocoRoco” and have fun, but the beauty of this game comes from its simplicity. The hymns the LocoRoco sing while proceeding through a level are soothing and slightly hypnotic, the psychedelic color schemes and artistic pathways add to the trance, and the adorable smiles on the little ‘Roco’s faces all add up to one heck of a cute acid trip- and really, isn’t that where the best children’s programming comes from anyways?
“LocoRoco” is one of those games in the same vein as “Katamari Damacy,” so quirky and so out in left field that it causes the game industry to re-evaluate itself: Are bigger guns, higher framerates, and more intense particle effects really where the future lies? Or is it in the Nintendo-philosophy of the future, where simple gameplay backed by inviting visuals reach out to kids, moms, and seniors, expanding the audience who call themselves “gamers?”
Dead Rising: Review
(Xbox 360; $59.99; Rated M for Blood/Gore/Violence/Language/Partial Nudity/Use of Alcohol; capcom.com/deadrising)
There’s only one enemy that’s more fun to kill than a Nazi in video games, and that’s a Zombie (which would mean that killing a Zombie Nazi would be the pinnacle, but I digress). Though there are no Nazis in “Dead Rising” to obliterate, there are thousands (and I mean thousands) of zombies to do away with.
Players take on the role of Frank West, adventuring photojournalist, who commissions a helicopter to take him into
“Unrest” is putting it mildly, “Undead” is more on point. As Frank flies overhead, he starts clicking away at the mayhem happening beneath him- school busses being overturned, helpless women being pounced on by gangs of ghouls, and children running for their lives-
It’s like Geraldo Rivera’s version of Heaven.
Frank has the chopper set him down on the roof of a shopping mall, telling the pilot to come back for him in 72 hours, where he’ll return to civilization with the story of a lifetime. And so players are trapped in a mall for 72 hours, infested with zombies.
If this sounds like the greatest movie plot of all time, you’re not alone- an explicit disclaimer in the game and on the box specifies that “Dead Rising” is not developed, approved, or licensed by the owners of George A. Romero’s “Dawn of the Dead;” but “Dead Rising” is certainly one heck of an homage to the Romero classic, though the tongue-in-cheek presentation is much more “Shaun of the Dead” than “Dawn.”
While in the mall, players are faced with moral dilemmas in progressing through the game. Should you rescue a survivor who is about to be food for the undead, or should you use the horrific moment to capture a Pulitzer-winning photograph? The choice is yours. If you decide to take the shutterbug route, the photo could net you a boat-load of experience points which go towards leveling up Frank’s speed, agility, skills, or inventory. At the same time, the death of a survivor can affect the outcome of the game, so should you choose to play Errol Flynn, it’s best to grab a weapon and jump into the fray.
Thankfully, you’re in a mall, and weapons are a dime a dozen there. Though there may a shortage of guns and swords in such a place, the most benign and commonplace objects can be used to send the undead back to the
The 72-hour time limit imposes an interesting restriction on an otherwise free-roaming adventure. Frank must pursue story leads in a timely fashion in order to uncover the mystery of the zombie outbreak, or run the risk of a trail going cold- thereby ending the game. So, while there are plenty of side missions for Frank to complete, he must stay focused on the task at hand or else the story fails to develop and ends. There are so many side missions, and so much to do and see in “Dead Rising,” that it has been programmed to encourage multiple play-throughs of the story in order to get different endings, achieve different bonuses and unlock different extras.
The good thing is that Frank retains all of his skills and abilities during multiple runs through the game, making the core game easier to complete and leaving more time to explore and unlock. Unfortunately, to encourage progression through the game, the developers allow for only one save slot in which to save progress. The problem is that if players get into a tight bind and save the game when they are at little or no health, they effectively save themselves into a corner and have no choice but to start the game all over again.
Yeah, that’s a little infuriating.
The single-save issue aside, “Dead Rising” flourishes with tight graphics, hundreds of zombies on the screen at once with no slowdown, fantastically creepy sound, and thoroughly enjoyable gameplay. For the lovers of the undead out there, “Dead Rising” is a can’t miss experience- destined to find a place along side of the more serious zombie fare like its cousin, “Resident Evil.” Hopefully the formula will be technically tweaked and expanded into a sequel involving the survival on a “Grand Theft Auto” scale city?
We can only keep our fingers crossed.
Where Have I Been? Oh, and another Star Wars Review
I’ve been busy stripping this past month.
Oh, you didn’t know that yours truly is starring in the Runaway Stage musical production of “The Full Monty” at the
It’s so good, in fact, that I almost completely forgot about video games all together. That is, if it wasn’t for the Xbox 360 I keep in my dressing room to play during intermission.
Hey, I’ve got to keep limber for that final strip scene.
And so here’s what I’ve been playing in between acts. Thankfully I haven’t missed an entrance yet, but there still a few more weekends to go…
LEGO Star Wars II: The Original Trilogy (Xbox, PS2, Gamecube; $39.99; Rated E10+ for Cartoon Violence; legostarwarsii.com)
The original “LEGO Star Wars,” a sleeper hit of 2004, gets a follow up that’s much deserved. Now, instead of playing through the Star Wars trilogy that most people would rather forget, fans get to blast their way through cutesy, miniature versions of the Classic Trilogy that burrowed its way into our hearts long ago.
Lucasarts, who let the publishing rights go for the first “LEGO Star Wars”- believing the game to be a throwaway title, was wise enough to retain rights this go around. A wise choice, since “LEGO II” retains all of the quirky adorableness of the first title, but chocks it full of the characters we know and love.
The original title had a great sense of humor, always poking fun of the sanctified source material. It never took itself seriously, and instead cashed in on physical comedy and the angular nature associated with creating the Star Wars universe out of LEGO building blocks. That humor returns in “LEGO II” almost immediately upon the first iconic scene from Episode IV when the Rebel Blockade Runner is swallowed into the Imperial Star Destroyer, followed shortly by a glimpse of Imperial Stormtroopers bathing in a hot tub, with blue Speedos stretched over their full armor.
Hey, even clones have to kick back and relax every once in a while.
The lightheartedness of “LEGO II” is what makes the game so darn endearing. All of the sound effects and musical score from the big screen are here, and yet the goofiness of it all makes the story feel fresh and exciting again- much moreso than just another hi-def retread of Episodes IV, V, and VI.
The “LEGO Star Wars” series is all about fun, so even if you lose your life, you’ll start right where you left off, with only some LEGO currency taken away. This currency, which can be found in blasting apart just about anything or anyone, goes to an overall total that can be used to purchase extra characters, hints, or cheats.
Over 30 characters and vehicles are unlockable and the ability to replay any completed level with any unlocked character means that you can team Luke and Vader together for a father/son frag-fest, or delight in feeding Ewoks to the Rancor. In addition to just playing around, different character combinations in replaying levels will give players access to new areas and even more unlockables.
Because of its atmosphere, “LEGO II” makes for a great title to play with those non-gaming friends (or wives) of yours; and the drop-in, drop-out co-op multiplayer mode makes it easy for friends to join in on the fun. Plus, “LEGO II” implements vehicle combat and creation, meaning you can not only build your customized X-Wing fighter, but fly it as well- very fun stuff.
Really, you can’t go wrong with a game like this. For fans of the series, it’s a must have, especially now that both of the trilogy’s have been LEGO-tized.
May the Farce be with you.
Prey: Review
(X360; $59.99; Rated M for Blood/Gore/Violence/Partial Nudity/Language; prey.com)
“Prey” is all about Tommy, a simple grease monkey, who discounts his Cherokee heritage despite persistent pressure from his walking stereotype of a grandfather. But not Tommy, he wants to get himself and his hot girlfriend Jenny off the Reservation and start a new life together. But that Jenny, she likes to tend bar for racist White-men in what could be the most depressing bar in all of the Indian nations.
Fortunately for Tommy, Jenny and he manage to get off the Reservation. Unfortunately for both of them, it is due to an alien force that abducts them for enslavement and experimentation. In addition to being armed with alien weaponry, Tommy has to get in touch with his Cherokee side in order to use the mystical powers handed down from his ancestors to save Jenny from a very bloody fate.
Yep boys and girls, that’s the premise of “Prey.” And who says there’s no originality in gaming anymore?
As ludicrous as the story sounds, “Prey” does turn out to be a twisted, spooky, and semi-unique experience. Though the game is as linear as First-Person Shooters get, its use of physics-defying environments make for some very disorienting firefights. Players and enemies have the ability to walk up walls and ceilings. This means that the floor you are walking on in one room may actually end up being the ceiling for another room, which means you’ll have to look up to blast the enemies that, in actuality, are below you.
MC Escher would be proud.
This trip through Wonderland adds some unique platforming elements to gameplay as well. Tommy will have to use his spirit powers to leave his corporal self in order to reach areas inaccessible to solid bodies; and while Tommy’s Spirit is invulnerable to enemy attacks, his spirit-less body is wide open and vulnerable- see the challenge?
Were it not for the gravity-defying vertigo-fests, “Prey” would be a rather run-of-the-mill sci-fi shooter. However, the disorienting nature of the game, combined with some sincerely creepy moments (disembodied children’s cries, anyone?), and some great next-gen graphics make “Prey” worthy of a look, especially for those looking for a “Doom”-like experience.
Chrome Hounds: Review
(X360; $59.99; Rated T for Mild Language/Violence; sega.com)
(three stars)
Let’s look at another game that requires some strategic forethought before jumping into the fray. “Chrome Hounds” fills that void on the 360 reserved for “Giant Robot Explosi-A-Thons,” and in doing so gives us a game with a post-apocalyptic storyline, some serious customization options for the wannabe bot-builders out there, and a game that is 100% dedicated to online play.
Which is one of the biggest problems with this game- if you’re not part of a team that plays online regularly (aka: a clan), then there’s no point to playing. And if you’re not on Xbox Live, there’s really no point in playing “Chrome Hounds” at all, because the single player campaign only serves as one very long tutorial for the ultimate challenge seen online.
The bread and butter of “Chrome Hounds” lies is in the ever-persistent Neroimus War- an online campaign mode where players swear allegiance to an affiliated country, and battle for total world domination. It’s a lot like a game of Risk, but with less of the plastic choking hazard pieces, and more of the shoulder-mounted rocket launchers- equally as hazardous.
Battling in the Neroimus War means that players will have to join a clan in order to have any fun at this game, as only clan-based battles will turn the tide of the war. Playing in a “pick-up” style match will not affect the persistent and, because of which, is very little fun. And here’s where your dedication to “Chrome Hounds” will either flourish or wane: playing as part of a squad/clan means that each win or loss potentially effects the entire outcome of the global war- and that’s pretty exciting; however joining a squad/clan takes time and (sometimes) practice, not to mention a general level of acceptance from the rest of the members of the squad/clan, so just how much time and effort do you really want to put into a game like this?
Part of the answer depends on how much fun the game is to play in general. Simply: it’s not engaging. Although graphically, “Chrome Hounds” is a beaut to look at when it comes to particle effects, explosions, and other little details, the bland environments and total lack of anything of interest on the screen means players are relegated to staring at the back of their Hounds for most of the game.
Which brings me to the speed of the game, or should I say, the lack of speed in the game. Hounds, even the spryest ones, move agonizingly slow. I realize that if we were actually piloting huge walking tanks, that they may not clip along at the speediest of paces; but for God’s sake, if we’re going to suspend our disbelief long enough to believe that world wars are won and lost by human-controlled nuclear robots, can’t we suspend it just a bit further to believe that these robots can move faster than grandma in her walker?
And its in those types of details where I want my next-gen gaming to be less like a life-simulation, and more like a game. The Xbox 360 definitely needed a fun Mech-based game in its library, but “Chrome Hounds” fails to be it.
Stacked with Daniel Negreanu Review
Wait, did you say "Crapped w/ Daniel Negreanu?"
(Xbox, PS2, PSP; $19.99-29.99; Rated T for Crude Humor/Simulated Gambling/Mild Language; stacked.mtv.com)
(one star)
I would have thought that since MTV was attempting to cash in on the Poker craze with the kids, they would have produced a game slick enough to keep the split-second attention span of its audience. Instead, I heard even the Amish think this game looks like junk.
And Brother Jebediah: you couldn’t be more right. “Stacked” is a horrible looking game, not even fit for the N64, let alone the PS2 or Xbox. Look fellas, I realize that the systems you produced this game for are lame ducks, and I realize this is a “budget title,” but that doesn’t mean it has to look and play this bad. After all, “NFL 2K5” was a $20 budget title, and it was so good it caused EA to gobble up the exclusive rights to the entire NFL. And that’s a football game! That required lots of animations required to make the game look good and feel real- all you had to do was make ten people sitting around a table look, well… not dead, and you would have nailed it!
Playing a video poker game isn’t just about getting the card system down right, but also about building an exciting atmosphere around playing cards. After all, we’re not shooting Zombie Nazis or blasting alien spaceships, we’re doing something anyone with four other friends can do- why not make the experience a little more flashy? For crying out loud, we aren’t really playing in a high-stakes poker tournament, so why be so boring in the presentation?
In theory, “Stacked’s” card system is supposed to “learn” a player’s strategy as they progress through the game, making the computer respond more appropriately as real opponents would to a rising poker star. However, considering I play poker with as much cunning as a wolf in a KFC, I wasn’t able to determine whether the computer ever had me pegged- I was too much of a loose cannon, and therefore beat “Stacked” at its own game.
The animations in this game are awful, the table chatter is repetitive and grating, the character design is sub par, and the excitement to play poker is at an all-time low. Yes, hopefully we will see an Xbox Live Arcade version of Texas Hold ‘Em on the 360 and other next-gen systems, but who’s palms do I have to grease to make sure it’s not this version?
Lord of the Rings: Battle for Middle Earth II Review
(X360; $59.99; Rated T for Fantasy Violence; ea.com)
The ol’ Ring of Power is causing quite a stir between the forces of Good and Evil in Middle Earth- this time bringing the war to Microsoft’s next-gen system.
The original “Battle for Middle Earth,” released only on the PC, attracted veterans of Real Time Strategy-based games, as well as newcomers, with its relatively simple interface, memorable characters (uh, you get to control a Balrog!), and ability to command legions of troops to their certain death.
Traditionally, Real Time Strategy games (or, RTS) don’t translate well to the home console market. Prior attempts have been poor replicas of their PC counterparts; and since RTS games dictate a certain level of micro-management over huge maps, such control has only been mastered by a mouse-and-keyboard interface.
Unfortunately, “Battle… II” continues the tradition. Despite the developers’ attempt to give as much control to the console player as his/her PC cousin, the detail required in a game like this is far too complex to be whittled down to eight buttons and two joysticks.
The player’s main mode of resource management, building, and spell-casting is handled by the selectable menu called the Palantir. Through the Palantir, players have instant access to building structures in order to train new troops or upgrade weapons, coordinate battle stances for armies, call upon “Heroes” from Tolkien’s trilogy, or to summon spells that have both strategic and beautiful effects.
The Palantir interface works well during the down-time of a mission- i.e., the beginning. Being able to play around with structures, troop stances, and armies’ alignments at a leisurely pace is good when getting accustomed to the game. Once the armies of Sauron (or armies of the Fellowship, depending on your alignment) start swarming around you, strategic use of the Palantir seems to get thrown out the window.
And that’s the shame of this game: rather than have the control to leave your archers back to bombard the enemy as your horsemen ride in to lay waste, or have the Goblin King quietly summon a Balrog into the middle of battle, the Xbox controller doesn’t allow for the same finesse that a traditional mouse-and-keyboard combo does. Consequently, the “strategy” in this Real-Time Strategy game is gone.
Limitations like this may not matter much to those who are not familiar with the armchair command tactics seen on PC RTS titles, but for anyone who has played a pinch of PC RTS games, and enjoyed it, will immediately notice the awkwardness.
The frustrating controls overshadow an otherwise pretty game. Battles truly have an epic feel about them, as hundreds of characters can bee seen on the screen at one time battling against each other. Familiar characters, with designs straight out of Peter Jackson’s films, make for fun battles to watch- unfortunately, not so much fun to control.
Though full online multiplayer is available through Xbox Live, in a game like “
Trust me, I know.
Tuesday, September 12, 2006
Reset, Restart
I'm back. With this site being down the past month, I'm finally up and running again. No, there's nothing new; no, there are no new podcasts; and no, there's nothing revolutionary to announce. Just me, your favorite Game Guy, with an unbroken website. Isn't that good enough?
I'll be working on posting all of my older reviews that haven't been uploaded in the past two months, plus some new stuff as well. Though the summer has had its usual drought in quality games, there are still some worth noting: Lego Star Wars II and Dead Rising is a start.
In the mean time, catch up on some old stuff why don't you?
Good night, game over, and I'll see you soon.
S-
Friday, July 7, 2006
Nintendo DS Lite Review
(Recommended)
It has only been a year and a half since Nintendo released the original DS, turning the handheld market on its ear with a quirky approach to game playing. Using the Dual Screens of the DS and a stylus to control action sure seemed odd at the time. But after a year and a half the DS has not only been a certifiable success- it’s also rated as the top handheld in the industry, despite a more powerful and versatile competitor in Sony’s PSP.
So where does the House of Mario get off in releasing the same system with a shiny new package in less than two years? I suppose we can thank Steve Jobs for this by introducing a new iPod every year that looks smaller and cooler, but does all the same things the older, larger one did. Nintendo’s just following suit- can you blame them?
For those who’ve not yet taken the plunge into the DS, now is a perfect time to- as the system is not only cheaper than before, but smaller and brighter than ever. The DS Lite is true to its name in being about ¼ smaller than the original DS and a heck of a lot sleeker. Taking another cue from the iPod, the DS Lite now comes in glossy white- both a plus and a minus. With the old DS, its ugliness meant that no one gave it a second thought to fold it up and chuck it into the back of a backpack or car. Doing so with the DS Lite means taking a risk on (gasp!) marring the sleek exterior. Like the iPod Nano, the only way to keep it pretty means purchasing a separate case- something most parents will want to keep in mind if they want to save themselves from giving the “that’s why you can’t have nice things” lecture.
Aside from the smaller, prettier package, the DS Lite also boasts a brighter screen. The difference can really be seen when comparing the original DS to the Lite- colors are remarkably more brilliant and good-looking games, like “New Super Mario Bros.” really benefit from the illumination. Of course, that also means that the screen accentuates the not-so graphically impressive titles (yea, I’m looking at YOU “Resident Evil”).
The positioning of the stylus and microphone have switched to more convenient locations, but everything else is still where it was before- just tinier. The feel of the buttons are more solid, again less toy-like; and the weight is… well… “Lite.”
As much as I love the size, and the improved portability, shrinking the unit down does have its downsides when it comes to the hand-cramp-a-thon that occurs during extended sessions of play. Plan on taking a break if you are playing on a long trip, otherwise you may be reduced to permanent, claw-like hands. This is especially pronounced when playing a game like “Metroid Prime Hunters” which already has a fair share of discomfort due to the layout of controls, but when played for a long time on the DS Lite- mercy me!
Ultimately though, there are no complaints. Gaming, like fashion, is pain sometimes. And when you have a gaming machine that’s as fashionable as the DS Lite, be prepared to Mellencamp the night away:
Come on baby make it hurt so good.
Rockstar Games presents Table Tennis Review
(four stars)
When infamous developer Rockstar Games announced that they were developing an all-new title that would utilize the power of the Xbox 360, all the folks in Videogameland were a-twitter about what it would be. After all, when the developer of “Grand Theft Auto” says they’re making something brand new, people pay attention. As excitement built around the unknown title, no one in their wildest dreams would have expected that the poster-child for game censorship would unveil- a Ping-Pong game?
What the..?
After much head-scratching and reasonable skepticism, Rockstar revealed its first screenshots, and dang it if it didn’t look really good. Surely though, from a company as nefarious as Rockstar, there’s an ace up their sleeve.
But no. Not in “Rockstar’s Table Tennis.” There are no guns, no hookers, no rampant violence to enrage Senators and PTA moms alike. It’s just Ping-Pong, in it’s purest, truest, most detailed form. In fact, the only thing controversial about the game is the fact that Rockstar made an uncontroversial game.
But in looking at the history of the developer it makes sense. After all, Rockstar has proved itself in almost every genre with “GTA,” “Manhunt,” “Midnight Club,” “Red Dead Revolver,” and “The Warriors.” Where else is there a challenge to the company, but into the sports genre? And so, bizarre enough, “Table Tennis” was the next-most logical step.
And you know what? It is pretty darn good.
Produced as a “budget title,” “Table Tennis” may not have all of the bells and whistles of a traditional sports game. There are not create-a-player features, no extensive stat-tracking, and no career mode. In fact, the only modes of play are Exhibition, Tournament, Training, and Multiplayer. There are only a handful of characters to choose from and an equally small number of arenas to play in. Simply put: when it comes to options, “Madden” this is not.
The attention paid in the game, however, is in the details: clothing wrinkles, sweat beads, and hair mattes. More importantly, the responsive control and game physics are so pinpoint sensitive that it would be hard to imagine improving upon the mechanics of the game in further releases. The player has total control, using both analog sticks, to control the ball in direction and spin. After progressing through the Tutorial, players will mature from a “Ping-Pong” player, to a “Table Tennis” connoisseur- developing strategies of not just how to return the ball back to their opponent, but when and where.
Putting those talents to the test against the training machine is one thing, challenging another player is a different story. Rockstar’s detail can, again, be seen in the challenging artificial intelligence of the computer-controlled opponents. Once you feel confident enough, take your game online to be shamed by all of the Forrest Gumps on Xbox Live who’ll give you such a paddle-whoopin’ you’ll think you just joined Sigma Chi.
But shortly you’ll realize that after you’ve successfully learned to out-strategize your opponent during a rapid-fire 50-hit volley, the *whoosh* sound of a missed return has never sounded so sweet.
And that’s when “Rockstar’s Table Tennis” has you, in the same way its predecessor had audiences in 1972 when it was called “PONG.”
Ear Force X2 Review
(Recommended)
There are certain understandings that are in place at The Game Guy’s home. One of those understandings is that Mrs. Game Guy hates the sound of blaring gunshots and action music immediately after work and when trying to fall asleep. Mrs. Game Guy and I have a different understanding as to the word “loud,” but because of my love for her, I acquiesce to her requests to keep it down to a level detectable only by sonar.
But I’m a man with needs, and one of those needs is to get my game on. Getting my game on means being immersed in the game experience, and I’m not satisfied until I actually believe that someone is sneaking up from behind to shiv me.
Enter the Ear Force X2’s a set of wireless headphones designed for gamers. More specifically designed for Xbox Live. The X2’s are the first headphones to integrate in-game sound and the ability to communicate with friends through the integrated microphone that plugs directly into the Xbox 360 controller.
Previously, to listen through headphones and communicate online, players would have to find a set of cans large enough to cover the Xbox communicator. Accomplishing this task usually involved some pretty heavy modifications to fit an Xbox headset into the earcup of a headphone. I’ve attempted it, and it usually became a pretty painful process after about 30 minutes of gaming.
With the integration of microphone and headphones on the X2, players can pipe the multiplayer chatter in stereo without compromising the in-game music and sound effects. Adjusting the noise-canceling microphone means being able to play late into the night without disturbing the wife- that is, as long as I chatter with my teammates in no louder than a whisper.
For a wireless set of cans, the X2’s produce a pretty good bass response and resonance. Granted, the problem with any set of wireless headphones is the maximum volume that can be produced without distortion. I may like my music loud, but not so loud that my ears bleed, and the X2’s accommodate that range just fine. Once in a game, the sound is crisp and clean.
The headphones are not, however, in 5.1 surround. This means that in games where sound positioning is critical to knowing where gunfire or enemies are, players will be at a disadvantage if relying on sound cues. When playing “Call of Duty 2,” I swear I heard someone behind me at all times, it turned out it was the headphones trying to squeeze 5.1 into stereo. Maybe not ideal, but certainly more ideal than not having any sound because it’s too late at night.
It should also be noted that though the X2’s are marketed for Xbox 360, they can be used as a communicator with the original Xbox as well. For that matter, they can be used as regular wireless headphones with any component in your entertainment center. The wireless base unit has the ability to split the sound into the headphones and stereo system, TV, etc. so players can use the headphones when needed without any issue.
At almost $100, this isn’t a purchase to take lightly and a set of high-end wired headphones will produce a greater range and depth of sound. So if sound quality is the only issue- wired cans an extension cord might be the way to go. But for those Xbox’ers out there needing to get their game on late into the night and not saddled with cumbersome cords- the X2s are the only way to go.
Friday, June 2, 2006
Hitman: Blood Money- Review
When it comes to Sadism, no character in video games has more of a penchant for it than Agent 47, the bald anti-hero assassin from the “Hitman” series.
This time around in “Blood Money,” 47 continues to take on all sorts of contracts leading him on trips around the world to meet interesting people, and then plugging them full of lead- that is, however, if you’re the not-so-subtle type. To be a true silent assassin, you’ll have to get up close and personal with your marks so you can complete the job using a professional’s touch in the form of knives, garroting wire, poisoned needles and even the occasional hammer. No, it’s not always the cleanest of jobs, but I hear the medical and dental benefits the best.
The challenge to the “Hitman” series has always been the stealth. Making yourself as much a shadow in broad daylight is the key to accomplishing the mission, and keeping your notoriety down. Whereas past titles in the series allowed players to go guns-blazing, killing anyone in their path without any real effect on the story, “Blood Money” forces players to be conscious of how much of a trail they leave. Newspaper clippings at the end of each mission reports on how many people were killed, in what ways, and whether any eye-witness reports were made. Depending on the ruckus 47 makes in one mission will increase his chances of “being made” in the next. This is why slow, methodical puzzle solving is the only way to proceed in the game successfully. Thankfully, there are always multiple paths for 47 to accomplish his missions, and with the new abilities to scale walls and jump platforms, old Chrome-Dome has a myriad of killing opportunities in each level.
The slow pace of play may be frustrating to those who love their twitch-shooters or their short bouts of gaming- especially since mid-level saves are erased as soon as the player exits the mission. If you intend to start a mission, you better plan on staying until its finished, otherwise all the progress you made will have to be made again. This gets incredibly aggravating in the larger, more complex levels. Developers IO Interactive would have made more friends if they had allowed players to save their progress and come back later. Truthfully, it’s the biggest flaw in the game.
I also expect a little more from the team in terms of polish. Sure, the environments are lush and beautiful (especially on the 360), but the artificial intelligence of the enemies leaves a little bit to be desired. Case in point: I was discovered by a guard, to which I ran down the hall, into a tiny room and hid in the only piece of furniture in the room. The guard ran into the room to patrol, but never bothered opening the closet where I was hiding. Stupid AI like that may have been forgivable five years ago, but with the advancements in stealth-action AI that games like “Metal Gear” and “Splinter Cell” are making, a long-running series like “Hitman” should also keep up. And as an aside, how hard is it to incorporate an animation of 47 opening and closing a door? Having doors magically swing open for you is so 1990’s.
Overall, “Hitman: Blood Money” doesn’t disappoint, but it still falls short of the engrossing experience it could have been. Advancements in voice acting, story telling, cutscenes, and in-game graphics are fantastic, but the dated physics engine is what holds this game back from greatness. Fans of the genre should definitely pick this title up, newcomers however should rent it and see if the pace of play fits their tastes.
Friday, April 14, 2006
Review: Tetris DS
There Goes Another Year of My Life
(Nintendo DS; $34.99; Rated E; tetrisds.com)
(four and a half stars)
“Tetris’” resurrection on the Big N’s quirky touch-screen handheld may single-handedly propel the Nintendo DS into the portable Hall of Fame in the same way it did for the original Game Boy in 1989.
The falling-block puzzler returns in all of its original glory and then some. In addition to classic NES 8-bit themes throughout the game, “Tetris DS” also boasts new game modes to add longevity to a title that most fans can lose days of their lives playing. Most notable of these new game modes are the two-player Touchdown-meets-Tetris game of “Push.” Players vie to complete lines from opposite sides of the same puzzle and push the puzzle into their opponents’ end zone for a win- great stuff.
But even cool new game modes can wear thin if the computer is the only one to beat. “Tetris DS,” however, makes great use of the Nintendo WiFi feature and allows players to jump online and compete against up four players in a traditional game of “Tetris.” Better yet- wireless multiplayer games of up to ten players can happen locally, with just one copy of the game!
Review: Brain Age
Youth: No Longer Wasted on the Young
(Nintendo DS; $19.99; Rated E; brainage.com)
(four stars)
As the cruelty of aging sets in, rock-hard abs turn Cinnabon-soft, we squint more when we read, and partying all night long means turning in before Leno finishes his monologue- at least we’re still intellectually quick as we ever were, right?
Wait. What was I saying?
Apparently not, because when I calculated the age of my mind with Nintendo’s new “Brain Age,” I had the mental sharpness of a 76 year old. Which is to say that if arithmetic problems were dodgeballs, I’d have giant welts all over my body.
Thankfully though, using “Brain Age’s” daily exercises, ranging from simple math to memory games to syllable sentence counting (34 so far in this one), I was able to drop my Brain Age down to 34 in a matter of days- which is still 14 years older than the ideal; this according to Ryuta Kawashima, the Japanese neuroscientist who developed the game. Dr. Kawashima theorizes that through regular mental exercises like those in “Brain Age,” our brains can live the rockstar lifestyle our bodies no longer can.
Brain exercises and daily testing make simple use of the DS’ touchpad and microphone and, like other Nintendo games, are so approachable that non-gamers will have as much fun working out their minds as the hardcores. Healthy competition between users means that “Brain Age” is the type of game that’s always within reach, in the hope of sharpening your mind just a little more than your spouse (for the record, she’s at 24).
Review: Me & My Katamari
Like Walking With One Leg
(PSP; $39.99; Rated E; namco.com)
(three stars)
Games like “Me & My Katamari” make me hate Sony’s PSP.
Here you have a portable version of the much-beloved game where a tiny prince rolls up the world into an increasingly larger ball o’ stuff at the behest of his eccentric father, The King of All Cosmos. Here, publisher Namco has successfully translated the graphics, music, and silliness of the PS2 game into palm-sized. Here is a game that is so simplistic in nature that its five-minute missions are perfect for passing time while out and about.
And yet, here is a game that screams, screams for a second analog stick on the PSP in order for its full impact to be appreciated.
Maybe back in the days of the N64 we were complacent to have only one analog stick with our three-dimensional gaming. But for a game like “Katamari,” which is built on the simplicity of two-stick movement, making due with one stick and having the face-buttons fill the place of the second just doesn’t cut it.
After the first few introductory stages, the lack of dual-stick controls makes the already challenging time limits to complete stages near impossible. The artificial difficulty really holds the game back from being the approachable, non-gamer friendly title that this series has become known for.
Furthermore it begs the question: why would a game based around the dual-stick control scheme be designed for a portable that can’t support it? I would like to believe it’s a subtle suggestion to Sony to redesign its handheld in order to faithfully recreate the PS2-quality games it is capable of supporting…
Review: Tom Clancy’s Splinter Cell Essentials
Essentially: Not Worth Your Time
(PSP; $39.99; Rated M for Strong Language/Violence; splinercell.com)
(two stars)
While I’m ranting about successful games that translate horribly to Sony’s handheld, I’d be remiss not to point out one of the biggest stinkers released for the system.
Fans of my column (meaning my wife) will know how much I adore the “Splinter Cell” series. As far as covert-ops stealth-action games go- it’s the tops, not to mention the revolutionary and highly intense multiplayer the series introduced a while back.
Yet, what has been dubbed “Essential” is anything but. “SC Essentials” is clearly a not-ready-for-portable-play game. The graphics are sub-par, only a few levels are polished, and the whole of the game is so dimly lit that players are reduced to leaving their night-vision turned on at almost all times. And because it mostly needs to be played in Apple IIe, monochromatic green lighting, it only emphasizes how ugly this game looks at times.
Look developers: I get the fact that you are making a game that, on its console big brothers, has a second analog and four additional buttons. But for crying out loud, when you are giving a second function for every button, have no lock-on system for targeting enemies, create an unfriendly camera system that takes players out of the game, and completely switch the control functions between first and third-person views- shouldn’t that clue you into whether you should have made the game in the first place?
And only a two-player multiplayer? And just spy vs. spy? And only locally? What happened to insanely cool outwit-fests of two-on-two spies vs. mercenaries that we loved on the consoles? Did you forget they existed?
I understand the need to make concessions to fit within the hardware, but come on. If I wanted to ride my bike, but it had flat tires, one pedal, no chain, and faulty brakes- wouldn’t it just be easier for me to walk?
Review: Tom Clancy’s Ghost Recon Advanced Warfighter
Get Your GRAW On!
(Xbox 360; $59.99; Rated T for Blood/Language/Violence; ghostrecon.com)
(five stars)
Don’t worry about Tom Clancy gameboys and girls, though “Splinter Cell” on the PSP is a real stinker, Mr. Clancy attached his name to this game which is really swell.
Wait. I mean: Holy Crap!
“G.R.A.W.,” more than any other game released in the Xbox 360’s short life, exemplifies what next-generation gaming is like. Its intuitive controls, easy squad commands, eye-popping graphics, and intense soundtrack make it an incredibly visceral experience- one never seen for this series.
Taking place in 2013, the Ghosts- the highly specialized tactical response squad of the Army- are sent into Mexico City to quell a violent revolution. Depending on the missions, players are either fighting solo or in command of three squad mates, as well as having tanks, helos, and eye-in-the-sky robotic drones at their disposal.
One of the more startling aspects of the game is its seamless transition from cutscene to gameplay. There are no pre-rendered cinematics in the game and virtually no loading in between exposition and execution of the missions. After flying over the recreated landscape of Mexico City, players’ chopper simply lands in the hot-zone, and players jump out and joins the mission in progress. Sometimes that means hoofing it to where the action is, or it means jumping out into gunfire and having to make immediate tactical decisions to keep your squad alive and on mission. And that’s what makes the intensity so enjoyable- being outgunned and under pressure at all times.
If the single-player campaign isn’t rewarding enough, Ubisoft has packed in a thoroughly diverse multiplayer mode over Xbox Live, which is enough to keep us happy until “Halo 3” comes (well, maybe not that long). Not only are traditional team deathmatches, objective-based, and King-of-the-Hill modes available, but a full sixteen-player cooperative campaign is available for friends who want to work together as a team to complete missions against the game- unprecedented in console gaming.
Friday, March 24, 2006
PlayMessiah’s Generation NEX
($59.99; playmessiah.com)
(five stars)
(For all of you that don’t know, the NES was the system that put gaming back on the map and gave students every excuse in the world for never turning in homework on time. )
Mark Ecko’s Getting Up: Contents Under Pressure
(Xbox, PS2; $49.99, limited edition- $59.99; Rated M for Blood/Language/Violence; atari.com/gettingup)
At any rate, if a chilled-out vibe is what you need after all those shooters out there, pick up “Getting Up” for a fresh feel. While you’re at it, grab the “limited edition” which comes in a way cool metal tin, DVD soundtrack, and a silver Sharpie for your own self-expression outside the game.
Review: Full Auto
(X360; $59.99; Rated T for Violence; segalabs.com)
(Three and a half stars)
After the initial rush of release titles, the catalog of new games for the Xbox 360 has been as sparse as the supply of 360 units in stores. “Full Auto” was released to quench our thirsts for new experiences. But instead of being a frosty mug of ale on a hot, summer day, it’s more room temperature- still satisfying, but not quite as good as it could be.
“Full Auto” combines the mad-dash racing of “Burnout,” the bullet-ridden carnage of “Twisted Metal,” with the time-control of “Prince of Persia.” Surely the combination of these three stellar franchises would produce a game so action-packed, so competitive, that it would revolutionize gaming as we know it.
Not Quite.
What “Full Auto” has going for it, are fully destructible environments. Nearly every building, structure, vehicle, or sign can be blown up, obliterated, or fashioned into a makeshift roadblock for opponents. Not only does it behoove racers to use their forward and rear weapons to take out enemies, but causing rampant destruction also adds points which help determine whether racers get the gold, silver, or bronze. It’s not always about finishing first, sometimes it’s about being the last man standing.
Literally.
With as much action going on in the game, there is very little slow-down, but there are portions of each track that feel graphically tighter than others. From a graphics standpoint, “Full Auto” still doesn’t feel like a next-generation title. Closer, but not quite there.
Players get to pick from good selection of cars, and then drop heavy firearms on the front and back of their racers in order to blow up anything or anyone in race to 1st, but the game stumbles with uninspired racetracks, and restrictive weapon combinations. There just isn’t enough variety here to keep players interested throughout the single-player experience. Because all the vehicle types and weapons are instantly available in multiplayer, there’s not much incentive, beyond unlocking 360 “Achievements,” to spend time in the solo campaign.
Although online racing is one of the most rewarding aspects of the game, the “Unwreck” feature- the ability to rewind time in order to avoid certain collision- is unavailable in multiplayer. This means players have to be more cautious racers online in a game built around the risky motorist, again holding back the ultimate fun that could be had if the time-manipulation was creatively handled for multiple players.
The game is wonderfully fun, but the fun wears thin after a short while. Tweaks, tightening, and time could make a “Full Auto” follow-up the must-have title that “Full Auto” should have been.
Still- do experience this game- if only as a rental.