Jul 31, 2009

Wolfenstein Origins Developer Diary



Since Wolfenstein 3D was the first FPS I ever played, thanks to my dad, I'm looking forward to this. Return to Castle Wolfenstein felt a bit woeful, so I have high hopes for this.

--Andrew
Halt!

Jul 30, 2009

Why Indie Games are Important



This is why we support Indie games and not wait with baited breath for the same crap from certain game companies week in, week out.

--Andrew
Thou shalt always kill

Jul 29, 2009

What Keeps Me Playing - Fallout 3



I’ve now clocked thirty-five hours of exploring the Capital Wasteland, killing mutants and slavers, emptying my inventory countless times. Interestingly enough, I lost interest in Bethesda’s fantasy oriented title Elder Scroll: Oblivion after roughly five clocked hours, yet have been unable to shake the desire the play Fallout for another thirty-five. It seems the difference is in a few basic principles. Primarily, the orientation of the genre is science fiction as opposed to fantasy, essentially capturing the source material perfectly and expanding upon it in a way that, while not perfectly in line with previous incarnations, illustrate and flesh out the franchise even further. Bethesda additionally goes a step further and allows for the game to be played from various perspectives, opening the door to multiple playthroughs and, with the implementation and extrapolation of game achievements and the gamer scores, from various angles. Along with the main quest, side quests as well as downloadable content demand the attention of the player and are so flush with content they can keep any gamer entranced well beyond the estimated one-hundred hours of gameplay.


First and foremost, Oblivion is not a bad game. It is a well-written and thought-out title that has the ability to drive any fantasy fan into a fit of immersion that has the potential to leave them drooling and sitting in a pile of awe. My primary issue with the game was that the fantasy left a lot to be desired for me as a player. I enjoy alternate titles in the genre to be sure; Lord of the Rings: Two Towers, Fable and Fable 2 are a few of my choice titles. Fantasy games are not bad, but my preference as a gamer naturally gravitates towards titles such as Fallout 3, which is why my initial predisposition is quite obvious as this point. But, I never once in this article want to knock Oblivion. Bethesda knows what their doing when it comes to games.

I’ve played Fallout, Fallout 2, Tactics and even Brotherhood of Steel. Before the Fallout series came into being, the post-apocalyptic world was never done so well. The original Fallout was designed to be a dungeon crawling role-playing game, in the same vein as Blizzard’s Diablo. The exception here was that the entire world felt like the dungeon, always leaving the player feeling, in some capacity, at the mercy of the game world. This constant danger not only persisted to keep the player feeling vulnerable, but in that susceptibility, created a genuinely entertaining environment. The constant challenge on the horizon is one of the prime appeals of the Fallout series. However, Fallout 3 was altered with formulaic precision from its predecessors, without subtracting the elements that made it enjoyable.

The opening cinematic sets the stage to submerges the player into the post-apocalyptic world. From the moment the player is born in Vault 101, takes the G.O.A.T exam and subsequently escapes into the wasteland around what was Washington D.C. Bethesda seemingly has thought of everything. Character customization is spot on, allowing for players to create themselves in virtually any image they choose. Additional creation is extrapolated following the S.P.E.C.I.A.L process and the G.O.A.T exam that gives the player the abilities they’ll come to rely on later in the game. While being the training level that essentially establishes many of the rules for the player this is never done in a way that feels tedious and remains interesting enough to get the player through the vault. Even prior to the final escape, the player is given the opportunity to make last minute changes. Pending the player’s satisfaction, the character sets foot out into the wasteland.


Though wandering through the wasteland, at times for hours, the game never feels tiresome. Whether intended or not, Bethesda created a universe that allows the player to feel like an explorer. Random encounters with creatures, mutants and wasteland inhabitants, friendly or not, create a vast world that doesn’t cease to be remarkable. In particular, when discovering a new location, there is a satisfying ‘Cha-ching!’ sound and an on-screen prompt notifying the player where exactly they have found themselves. I find this tremendously compelling given that this occurs before the player even starts to investigate the settlement and intermingle with the populace. Coupled with branching dialogue options as well as the actions afforded the player, regardless of playing good or evil, provide the gamer numerous prospects to experience the game from an assortment of perspectives. In-game quests, be they downloadable content, side or mainstream, further provide the player with a plethora of fun and compelling content to sink their teeth into and keep the gaming community playing this game. Very much like a pusher, this title gives you the main quest from what you receive in the box of Fallout 3. But if you want more content, gameplay or achievements, then you have to pay. So far, four additional packs of content have been released and the ending of the main quest has been effectively removed. Theoretically, if Bethesda continues to create downloadable content, players can effectively play Fallout 3, wandering through the wasteland, until Fallout 4 is released or the end of time, whichever occurs first.


Shaping a universe is never easy, be it Oblivion or Fallout, but Bethesda handled it in such a way that was convincing and stood out in an extraordinary way. They crafted and molded a science fiction oriented world that pulls the player in and immerses them in a post-apocalyptic future. Regardless of the previous incarnations of Fallout, the game is accessible for those seeking to play, but crafted in such a way as to interest those who have been playing for years, while still paying service to the Fallout faithful. But with the chance offered to play multiple times, be it good, evil or neutral, through the title, I believe that coupled with the various perks and abilities the longevity of the game is assured. Additionally, with the commitment Bethesda has professed with downloadable content continued play has been cemented with relative certainty. Thus, with all the extras on top of the initial package received upon purchase, there is enough content for any willing gamer to supersede the one-hundred hour gameplay estimate and explore every last facet of a world Bethesda has created.


--Andrew
Guns and 50's music.

Jul 28, 2009

Is the PSP Dead?



I will never forget the day I opened up the crisp cardboard box containing my first PSP. That box didn't just hold some sort of gadget or toy, inside that box at the time lie dormant the very things of which dreams are made. I remember when I first saw what would become the Playstation Portable. I was haplessly streaming videos from E3 2004 and trying to keep an eye on whatever information I could via whatever site was claiming to have the most updated information on the most regular basis. Looking back at the time, I was kind of pathetic in my geekdom, but nonetheless a moment I fondly look back on.

When my eyes gazed upon it, I was dumbstruck. I couldn't look away. The Playstation 2 was still moving by the boatload and the Playstation 3 was a madman's distant dream. The PSP could very possibly fill the void. It wouldn't be difficult when matched up against the competition at the time. Microsoft was still fumbling slightly with the Xbox and Xbox Live service, Apple wouldn't unveil the iPhone for sometime and
Nintendo was knee-deep in the Gamecube and trying to shake the image of pushing the most kid-friendly system, both a blessing or a stigma, while showing off what would become the DS. It seemed like compared to the only offering on the table at the time, the PSP was poised to blow the DS out of the water.

The PSP was virtually a Swiss Army knife to many. Besides playing titles on the proprietary UMD format (really, thanks so much for that Sony), the little machine could play music, movies via UMD or loaded on a memory stick, could access the internet / Playstation Network and with a hacked system it became possible for gamers to easily play Playstation 1, Super Nintendo, Sega, Dreamcast or any other title compatible with the emulation software. Following the release of the Playstation 3, remote play via PSP to PS3 connectivity became possible and is still being fleshed out based on the much flaunted ten-year plan Sony has for the Playstation 3.

So is the PSP dead? And if it isn't, why then is Sony releasing the PSP Go?

It's always remarkable, be it a failure or not, to watch a genre move forward, but when a gaming platform makes the same progress, it is always interesting to watch. This however, is not the case with the PSP Go. I'm still trying to imagine what exactly is the direction Sony wants to take the market, but if the design of the Go is any indication whatsoever, they want to hold all of the cards via downloadable content. And not just minor updates or simple DLC, I'm talking about downloading entire titles and removing retail marketeers out of the equation in their entirety so that every dollar, euro and cent goes to Sony in one incarnation or another. Design-wise the Go is all about mobile platforming via downloaded content. All one needs to do is look at the integrated 16 gigs of memory. But why take retail out of the equation besides keeping all the money for themselves? Don't retailers like Target, Best Buy, Amazon.com and even Gamestop give Sony the marketing coverage it needs? Is the average Sony consumer really that informed to base all of their purchases off what they see on the PSN? Personally, I think Sony is hoping for just that.

I've tried caring about the PSP Go since I saw it, but I just can't bring myself to begin appreciating it in any further capacity than wanting to try it out, and this is coming from a proud PSP owner. I love my PSP, I want Sony to do better in this console generation so that they'll still be around when the dust settles and a new generation is at hand, but at this rate, I'm sincerely concerned. The Nintendo DS and DSi have both buried Sony, capturing a significant amount of the handheld / mobile market share and to make it worse for the PSP Go, Apple has made up significant ground with the iPhone / iPod Touch. Add to the mix that there really doesn't seem to be any indication that such success won't let up any time soon, and that's a significant problem.

My primary issue is that Sony hasn't announced any sort of strategy to allow those who already own any kind of UMD to upload them or have them on the Go, while still passing on all the costs of the product development to the early adopters. To me, it seems like Sony is significantly banking on the customer loyalty that their brand has garnered over the years, but how much more loyalty can there be if the loyal keep feeling screwed over? Take for instance the 60gb Playstation 3, which had the closest thing to acceptable backward compatibility for PS2 and PS1 titles. Instead of working to make full-backwards compatibility the standard, Sony pulled the model and it has since become nothing more than a sought after relic for those willing to be price gouged on eBay. I apologized to you once Sony, but I can't do it anymore. I have a collection of PS1, PS2, PS3 and PSP titles all sitting on my shelf. Is it so much to ask that I can actually play my old games on the newer systems as opposed to getting screwed out of that simple right by being forced to purchase them again via the Playstation Network so Sony can turn another couple of bucks off of me? I applaud Final Fantasy VII for selling as it did, but what about those of us who already own the original discs and simply want to play it on their PS3? Not so much luck.

I would really like to give Sony my money, but if my original, out-of-the-box PSP is still chugging along and doing what I want it to do, when I want it to do it, then the PSP Go becomes nothing more than a superfluous amount of money. It ultimately comes across like Sony is trying to reinvent the wheel with the Go, and if this truly was the case, why not just implement phone capabilities into it? Why not be more transparent about the development process and give the gamers what they want instead of either telling us what we want or giving us what you think we want. A little inquisition can go along way to getting a desired result.

I like you Sony and we go way back, but I agree with many others that you need to seriously reevaluate what exactly it is you want to do as far as handhelds go. When Nintendo unveiled the DSi, they added just enough to warrant purchasing it, but Nintendo recognizes that it's still the clumsy little sister when compared to the hotter, more experienced system that is the DS. But, we all grow up eventually, right? It seems like the PSP Go just doesn't have enough to convince me yet that it's the hotter, sleeker version of what I already own. In the meantime, Sony please figure this out or you're going to go the way of Sega.

Best of luck.


--Andrew
To the best laid plans.


Thank you to Billy Berghammer for the piece that inspired this one.

Jul 27, 2009

LBP Hits One Million User Created Projects



I could arguably dictate that this speaks for itself, but in case you hadn't heard, there's over one million user created projects now on Little Big Planet. One million doesn't sound like a big number, but look at it like this: 1,000,000.

See? Big number.

If you do the math, even after you complete the offline content, that's still a daunting amount. Say you spend 5 minutes on every user created level, good or bad, that would mean you would be playing for 5 million minutes. That translates pretty well in consumer value for the $400 spent on the PS3, $60 on LBP and the $50 you spend on internet each month. Roughly, that breaks down to 83,333 hours, 3,472 days, or 9.5 years. I don't think Sony was kidding about that whole ten-year plan. Really, the Soviets would be proud.

Sincerely speaking, my warmest congratulations to Media Molecule and the users who have given their time to shaping their little corner of the Little Big Universe.

--Andrew
We shape reality.

Jul 23, 2009

Dead Space Extraction Comic-Con 2009 Gameplay



Making all allowances given how much fun the original Dead Space was, I think this game has a certain quality about it that makes it seem like it could be a good time. My only qualm so far is the controller vs. screen interface given the precision required to take limbs off the creatures. This of course could be easily rectified by making the predictable exception for the Wii.

--Andrew
Hackin' and whackin' and smackin'

Microsoft Dashboard Update



Microsoft
cleverly slipped a bit of knowledge into their Comic-Con press release. The next major Xbox Dashboard update since the Xbox Live Experience launched is coming on August 11.

I bet you're wondering what that means for you. Well, have no fear.


If you are a Netflix user the ability to watch a film in a grouped party across Xbox Live with friends will become possible. It's extremely interesting if not cool that I can now watch movies, from the classics to classically bad, with a party of friends - especially for those who are interested in watching 1080p, or rather those who have a connection that can manage it. Really, it gives a new angle and breathes yet more life into the 360 Dashboard as well as the Xbox 360 as a system.

Additionally, integration with Twitter, Facebook and Last.fm are impeding. So, now I can tweet about the game I'm playing, leave a facebook update about the game I'm playing and have the opportunity to listen to more of the music I want to listen to while - as the kids say - slaughter them noobs on the Live. Overall though, this is fascinating as it brings an entire new social aspect to the system with the integration of the various networks. Bravo Microsoft.

Last, but not least, Games on Demand will become available following the update going live, allowing for gamers to download Xbox 360 titles in their entirety. I really can't wait to see the digital distribution model take off and watch retail outlets like Gamestop have it stuck to them. I'm all for picking up a nice game cheap, but what if with certain elements taken out of the product, that occurs naturally. After all, it would be asinine to charge the same, full price for a title I download when I could just as easily go out and buy a boxed copy and not waste the bandwidth, right?

A lucky few will be able to get the update early - those being in the press, obviously and those who head to Microsoft's website and are willing to submit their consoles to guinea pigdom, which I'm more than willing to do so and have already signed up here. I like where Microsoft is taking this.

I'm aware of the argument that PSN is free and Live is not, but that is a different argument for a different day. For now, I'm going to celebrate the great things I'm trying not to be cynical about in my expectations.

--Andrew
Getting what you pay for.

Jul 21, 2009

Katamari is Forever Rolling



The new trailer for Katamari Forever makes me fondly remember Katamari Damacy, We Love Katamari and Beautiful Katamari quite fondly and this iteration appears to be no different.I definitely am liking the art style which, while looking very unique, seems to borrow a bit from Echochrome in basic principle.

--Andrew
Rainbow Road!

Zombies Now Hunt Sheep?



This a video for the new iPhone / iPod Touch title Zombies vs. Sheep. I would be lying if I said I was less than confused/intrigued as to why the Zombies are going after Sheep now. But with Zombies in the digital equivalent of Las Vegas, Zombies fighting plants and Zombies caught up in the aftermath of Katrina, I suppose I shouldn't ask too many questions.

--Andrew
Brains?

Jul 20, 2009

Batman: Arkham Asylum In-Game Video



Despite the press about Eidos trying to buy good reviews, which they've vehemently denied, I'm going on good faith and will check this out. Batman is just that awesome.

--Andrew
Na na na na na na na...Batman!

Jul 17, 2009

Operation Flashpoint: Dragon Rising



Every new trailer brings this title closer to its release date. Believe me, I'm all for military sims, but there is a thin line between simulation and fun.

--Andrew
Straddle the line.

Jul 16, 2009

UPDATE - Section 8 Dev Diary



Developer diary giving ample explanation about the unique Section 8 game mechanics.

--Andrew
Drop in.

Jul 15, 2009

Earth vs. Moon



For an iPhone and iPod title, this is looking like a very fresh take on Missile Command. Granted, while the story is a bit convoluted, it still looks very fun to play.

--Andrew
Colorize the Moon.

Jul 14, 2009

To Download - 'Splosion Man












This is a new type of post - To Download - which will basically cover titles that are downloadable content from sources such as Xbox Live Arcade, Playstation Network, Steam, GOG and Wii Shop Channel. 'Splosion Man is a new title from the same guys who did The Maw and is shaping up to look like a lot of a good time. The quick look over at Giant Bomb covers it pretty nicely and leaves me wanting to give it a try.

--Andrew
Boom goes the Dynamite

Jul 13, 2009

Ridiculous Life Lessons from New Girl Games

Wired.com has an article posted discussing the lessons that titles created for the once immense minority of the gaming community, girls. After reading through it, I wonder if certain elements of the industry have come as far as they like to think they have.Brief cut below with the whole article found (Opens new window) here:

Ridiculous Life Lessons from New Girl Games



Image courtesy Ubisoft

Some parents worry that videogames might cause their children to become violent and antisocial, but what if the opposite were true? What if games could make kids exceedingly likable and fashionable?

A wave of new games for tween girls seeks to do just that, serving up innocuous gameplay designed to let players become perfect little princesses. Aimed at that lucrative, Hannah Montana-fueled intersection of childhood and adolescence, these games might give 8- to 12-year-olds their first experiences with fashion, make-up, popularity … even boys.

The weird thing is that you can view these “wholesome” games as being just as bad for girls as Grand Theft Auto’s random bloodshed and rampant criminality is for young, impressionable boys. And while GTA’s influence on boys has been dissected to death, what about the Nintendo DS’ upcoming avalanche of games for tween girls? What kinds of values do preteens learn from these titles? Valuable life lessons, or bad habits?

It's definitely worth the read.

--Andrew

Girls just want to have fun?

U.S.S LBP






I can't wait to play through this level.

--Andrew
Perchance to dream.

Jul 10, 2009

Cinematic Appreciation 101



Cinematics and trailers say a lot about how we look at a game. Some spark excitement, others try to convey a message to the player, a few start telling a story, some make us laugh, and a fraction of them exist solely as damn good marketing. It can be argued that certain cinematics fall into multiple classifications; however, few can contend the viability of in-game video. Metal Gear Solid, a notable offender of having in-game videos that border on contending with Hollywood blockbusters, harbors notoriety for players getting comfortable at the start of what will surely be a video of significant length. Conversely, some titles never use cutscenes or any in-game video at all, while still using trailers to generate interest. When something noteworthy is achieved with a title, such as Valve’s multiplayer phenomenon Team Fortress 2, it becomes viable to point at the trailers and videos. For example, the ‘Meet the’ videos, which give the viewer insight into the personality of the respective classes, have propelled Team Fortress 2 to larger than life status. Additionally, few titles have studios utilizing the player driven cutscene, such as those of Call of Duty 4: Modern Warfare, in which the narrative occurring places the player at the center of the action. Alternatively, the Quicktime Event (QTE) of games such as Resident Evil 4 or God of War, which while lauded for the enhancement to player interactivity, is hindered visually, at times, by on-screen prompts. Finally, marketing trailers, depending on the title, can make or break the release of a game. Teaser trailers often show pre-rendered graphics ending with the impeding title of the unreleased game, which generally has a propensity to be either excellently done and begin generating momentum for the title, or stonewall, leaving the marketing for the game faced with an uphill battle until the title finally releases. Extended or gameplay trailers usually have content from the original teaser with a mix of gameplay or additional pre-rendered visuals to further entice potential players into desiring and reserving the title. As a final point, developer diaries have a chance of shouldering the most weight during the creation period of the game until the release, as it gives the development team a chance to speak to their intended players. At times this can backfire horribly, creating a veritable public relations disaster. To this end, cinematics can be considered integral or trivial to the overall gameplay; none can argue the immense impact they have on the gamers.

Metal Gear Solid, Final Fantasy and Valkyria Chronicles are full of gorgeously artistic in-game video, while additionally possessing exceptional gameplay, though there is arguably a surplus of film. Prior to the release of Hideo Kojima’s opus Metal Gear Solid 4, rumors leaked through the cracks of the internet hailing at least ninety minutes worth of cutscenes. While some gamers applaud such artistic passion conveyed in stunning graphics, others are simply filled with disdain at what is taken away from their gameplay. There is a definitive camp of gamers who can appreciate feature length amounts of video in a game, especially since a good portion of those sixty dollars was meant for gameplay. However, the narrative qualities place them on par with, if not exceeding, those seen in film. In cases such as this, cinematics take on whole lives of their own and breathe dynamic angles into a game where they otherwise may not have previously existed. For instance, the ending of Final Fantasy X (*spoiler in link*) conveyed a type of twisted raw emotion that wouldn’t have been possible in a medium such as text, it had to be done via in-game cinematics. Valkyria Chronicles is capable of the same conveyance, but it is doubtlessly one of the most beautifully animated games about war, and that is sincerely in the capacity of when one is able to play. Yes, cinematic-wise, the story, dialog and character succinctly take on a style of their own, ultimately compelling the player forward. Truly lengthy in-game cutscenes have their place in the creative hierarchy, despite run-time, as long as story elements are properly expressed, urging the player onward.

Alternatively, some titles are able to illustrate deeper meaning while not using in-game cutscenes at all. Prior to the release of Team Fortress 2, Valve released a trailer, which would ultimately become an entire series of videos, humorously introducing a member of one of the games many character classes. Through the various trailers, players are clued in to the psyches, motivations and personalities of each character, giving a significant amount of depth to characters that may not otherwise have been known. After significant time fermenting on the internet, the trailers have achieved a cult-like following among Team Fortress players, as well as gamer culture as a whole. To a different degree, Call of Duty 4: Modern Warfare accomplished cinematic notoriety by inclusion of the player in what would have otherwise have been cutscenes. Taking pages out of numerous summer action films, Call of Duty 4 never lets up on the adrenaline pumping sequences that steep the player ever deeper into the genuinely interesting storyline. Beginning by witnessing a public execution through the eyes of the condemned, the intensity never once lets up giving a virtual feast to the player’s eyes. Furthermore, notable events, all of which are occurring in-game as opposed to via cutscenes; allow the player a level of immersion few developers have yet to perfect. Finally, Resident Evil 4 and God of War, which both utilize cutscenes as well as quicktime events, allow the player to have, at times, an extremely fluid cinematic experience. However, occasionally, the on-screen prompts can become a bit arduous, ruining the gameplay by telling the player what to do. Ultimately though, the minor issues here are superseded by the exceptional gameplay in the titles. Clearly though, various levels of depth are created with trailers, in and out of a game, which intend to successfully connect the player to their character, game, goal or even other players of the community through successful use of cinematic themes.

Marketing trailers are designed for one thing and one thing only – to make you want the game being marketed. Teasers are the run-of-the-mill archetype released to the video game public, more often than not this is done in coordination with the official announcement of the title to the general gaming populace, in addition to the industry at large. Surreptitiously, trailers come in both good and bad. A good trailer has enough to interest a gamer, let alone anyone, while inviting the perspective audience to ask more questions. Conversely, a poorly done trailer will often lose players before the title even appears. While helpful, gameplay trailers are decidedly more potent than teasers. Studios, developers and publishers – CG will only go so far before gameplay is rabidly demanded to be shown. In the past, it could be expected for amazing CG teasers to give way to extremely shoddy gameplay, and even today this can still be the case. As evidenced by Team Fortress 2, documentaries ultimately have the highest propensity to help a game succeed. However, developers can make promises they may never possibly be able to deliver on, the greatest of these being Fable and Fable 2, with over-the-top expectations on behalf of the gamers, as a result of what was publicly said by Peter Molyneux. While it is not necessarily a bad thing for a creator to talk up their pet-project, it should be done with a certain bit of discretion, in order to ultimately avoid disappointing future players.
Cinematics, overall, have the best and worst potential for a title’s first introduction to the gaming public and the world at large.

Regardless of the length of an in-game cinematic, it cannot be argued that a great deal of artistic care went into each videos. The voice actors, art, animation, and utilization of plot devices make the cinematics come together piece by piece, to create and shape a story that the player will genuinely be interested in playing and watching until the credits rolls. Furthermore, by integrating the player into the in-game events and cementing the player’s role, a truly invigorating experience is created for the gaming community to love and appreciate, regardless of the centralized artistry, present or not. Ultimately, despite the consequences of the industry, marketing trailers and promotional videos do play a part in the process of garnering excitement for the title, whether it is still in the works or a completed title. While some can argue that cinematics are merely passing scenes in a video game, it is unavoidable that their significance is incommunicable to every game title and to the industry as a whole.

--Andrew

Sometimes it's better to watch.

Jul 9, 2009

Section 8 - A New Kind of Warrior



I still can't be excited enough for this game. I'm sincerely hoping it takes what Tribes established and brings it to a whole new level.

--Andrew
makes me feel like a kid again.

Jul 8, 2009

UPDATE - New Mechwarrior Title in the Works



Call it whatever you want, I call it the possibility of Hell yes Mechwarrior!






--Andrew

What he said.

Jul 7, 2009

Retrospective - Star Wars: Republic Commando



Growing up in the mid-eighties it was only inevitable, that I would discover the sensation that was the original Star Wars trilogy. I remember the first time I watched the Imperials and Rebels slug it out as the boarding action took place in A New Hope, but it wouldn't be until years later when I realized how fortunate I was to see those films until I sat through the newer trilogy. These three movies illustrate the Galactic Republic, before the Emperor came to power, after Anakin Skywalker went off of his medication and decided that every other Jedi just had to go. Barring the poor acting, the action and combat of Episodes I, II and III had the possibility to give the Star Wars fans a bit more than they had been able to ask for in the past. In the TIE Fighter and X-Wing series, we were able to experience space combat at its finest. Dark Forces gave us a real taste of ground combat in the Star Wars universe, and Rebellion was a decent attempt at large scale strategy (Empire at War was still a few years off). However, Republic Commando proved that the Star Wars franchise had enough strength that not only was a tactical squad-based shooter possible, but could be well done and insanely fun to play.

First unveiled at E3 2003, the teaser trailer showed a four-man squad of Republic Commandos moving through catacombs, leading the viewer to believe they were watching a special operation take place on Geonosis. Despite being completely rendered in CGI, the game concept was rolling and a conceptual demo materialized at E3 2004, which showed gameplay in action. Prior to release, the title was proving to be exceptionally solid. It would be capable of giving die-hard Rainbow Six players an outlet in the Star Wars universe, and was in place to show just how it could be done.

Before the game’s release, a demo trailer surfaced on the internet. Following the release, the game’s introduction was also available online.

Upon playing the game, it quickly becomes apparent that there is something special to Republic Commando. The controls are tight, allowing the player to utilize the entire squad in the same way a weapon would be used; quickly and efficiently. You could order squad-mates to set charges, revive wounded squad members, attack, defend, and hold position, among other things, as fast as turning and shooting at a target. The sound, from the music to the orders, all feel very authentic to the Commandos of the Star Wars universe. The plot is outstanding in its believability, given what was presented to the viewers of the new trilogy. The game never feels trite or woefully over the top and the variety of weapons is well thought out. The standard rifle expands into a grenade launcher and sniper rifle, in addition to being able to possess grenades - it all rounds out to be a very exceptional experience.

In hindsight, I really would like to see Lucasarts, or anyone for that matter, release either a sequel or another title in the same vein as Republic Commando. Rainbow Six: Vegas, one of the finest titles currently available in the tactical squad-based shooter genre, makes it very possible to lay the groundwork for another Star Wars game that isn't an RPG, MMORPG or straight-up shooter. That, of course, depends on a publisher/developer willing to put the time and effort into a title that could bring some more Star Wars faithful fans back into the fold. In the meantime, it's alright to wait patiently and hope that designers come to their senses before releasing another LEGO title, but that's idealistic optimism at its finest and one really shouldn't hold their breath. All the same, I'm glad that I have Republic Commando nestled comfortably in my collection and am happy to remember the title with a fondness that brings a smile to my face.

--Andrew
Your designation will be RP 01/138. We expect great things.

Jul 6, 2009

Quick Review - Dance Floor DS



Having played exceptional titles like Ouendon, Elite Beat Agents, Rhythm Tengoku (Heaven / Paradise) and Guitar Hero on the DS, I wasn't too adverse to giving Dance Floor a chance. A chance that were I given a chance to utilize a time machine of some sort, I would go back in time, poke both of my eyes out and severe the hands from my body in an attempt to keep me from playing this title.

I wish I could be kidding.

Rhythm games are all meant to take music and create an objective for the gamer that makes it an overall fun experience. This title fails in that aspect where none of the other qualities are really redeemable in any capacity. The direction pad on the touch screen is not sensitive enough the rhythm timing is nowhere near as forgiving as other titles. Even Ouendon and it's sequel on the highest difficulty settings are more forgiving of error than this title on its normal setting.

So lacking any solid controls or memorable music, the game rolls downhill into a ball of aggravation that not even Megalon could hope to withstand on his best day and I wouldn't expect any gamer of any caliber to tolerate a title such as this.

Final Score: F (2 / 10)

Jul 3, 2009

Review - Commando Steel Disaster



I had walked passed Commando Steel Disaster a few times at Gamestop before resolving to buy it and give it a shot and coming down from playing Metal Slug 7 I was disappointed to say the least. For a title that seems to blatantly rip-off the Metal Slug series there are sharp contrasts that place it far below the source material. In addition to an exceptionally weak plot as well as difficult that would make even the most grizzled Metal Slug veteran curse and throw their DS in frustration, the overall presentation of the title makes me wonder why I ever picked up the title in the first place.

But reassuringly, it gives me something doubtlessly fun to hate.

Well, maybe hate is too strong of a word. But there were points in the game where I definitely felt that it just may not be strong enough of a word. During the opening level of gameplay, which smacks of nuance to Metal Slug, the frustrating difficulty slightly aggravated me to the point of having to walk away a few times, only to come back and be freshly irritated with each new playthrough. Eventually, I made it through the first level and onwards, but the title only has five levels. Believe me, after initially judging this as being a prospectively short game, the ridiculously steeped difficulty with keep anyone crazy enough to play this title beginning to end busy for months, if not longer. I have no problem with short games, as long as they are fun, interesting and overall an enriching gameplay experience and make me a happier gamer all for it, but this had none of that for the length of the presented title
.

Length taken into account, the plot of the title is ridiculous at the very least. Side scrolling shooters are not meant to have stories, and while some have presented them exceptionally well, they have either fleshed out the initial story in later iterations or it has all been on paper for those willing to hunt for said backstory or read through the manual for it. I never really felt attached to the main character, his mission or anything of the like beyond shooting the bad guys in front of me and dodging the obscene amount of ordinance being returned in my oncoming direction. On the contrary, I've played Metal Slug since the series was released, own the anthology and prior to playing Commando Steel Disaster played through Metal Slug 7, which left me feeling quite warm and fuzzy inside.

My largest contention with most comparisons in the video game world is when titles are compared that really have nothing to do with each other. However, this title is a obvious play off of the popularity that has been achieved, cult status or otherwise, by Metal Slug but fails to deliver on the enjoyable gameplay that made the series so popular and give it such a longevity that has kept it on the radar of most gamers since the Neo Geo days. But I don't feel like I'm griping in the wind here when I say that if the intention of CSD was to capitalize on what made Metal Slug so well done, they could have done it far better than what I picked up off the shelf and put in my DS.

I won't say that this title will even come close to alienating me from randomly picking up games for my DS, because then I would run out of things to hate, but if you are going to go to the trouble of having a title go from storyboard to design and beyond into implementation and sale, then at least try and steal the ideas from the original that made it a well done title instead of sucking the fun out of it like a knife-wielding monkey in a moon bounce. For the money I paid, which thankfully wasn't much, as the title was used during my initial purchase I would rather have picked up something closer to the passable game Commando Steel Disaster was trying to be instead of the pile of mucous that it ended up being.



In the meantime, for any gamer looking for something that they might actually enjoy in the side scrolling shooter department, I strongly suggest picking up Metal Slug 7 or the Metal Slug Anthology as the enjoyment and money-to-hassle ratio is far more rewarding and won't leave you wondering where exactly you just dumped the last seven hours of your life only to walk away frustrated and possibly in need of a new Nintendo DS - or DSi depending on who is doing the replacing.

Final Score: D (6 / 10)

Jul 2, 2009

Splinter Cell Conviction - Redefining Stealth Action


Obviously, I won't know until I have the game in my hands, but for the time being, I'll be damned if this doesn't look amazing.

--Andrew
Shadows on the walls

Jul 1, 2009

God of War III



It's nice to see the series doesn't seem to be losing it's touch, but where can you go from the top?


--Andrew
keep on rockin' me baby