Today I completed Mass Effect 1
Yet whilst I relish the triumph of completing game, I came away from Mass Effect feeling somewhat let down. Now I know what makes a good game ending (and I hope to talk about it in a later post) but to me the ending of Mass Effect felt anti-climatic. I can recall the feeling of utter triumph when I beat Baldur's Gate 2 (original+expansion) but I didn't feel anything similar with Mass Effect.
I don't know: Maybe it's the feeling that this is essentially the first part of a game cut into three installments. Maybe it's the thought that I need to play Mass Effect 2 and the upcoming Mass Effect 3 to get the full effect (pun unintended). Maybe it's the impulse of scoring all the achievements and unlocking all the bonuses to build the ultimate Shepard to take into ME2 and ME3.
Still, Mass Effect 1 has certainly proven to be entertaining. Sure the dialogue is monumentally tedious and the driving sections wonky but I enjoyed the action elements and the feeling of exploring a massive galaxy. The writing was top-notch (but being a Bioware game that's hardly surprising), the voice acting stellar and the graphics impressive. It was an epic journey and I had a lot of fun getting there.
Ultimately though, there does lie the nagging thought that, much like the Lord of the Rings movies, the game is far from over and much more is on the horizon. Which, of course, makes ME1 look silly as a stand-alone title (but I doubt that was the point). Kind of makes one wonder what would've happened if the game wasn't a hit and the trilogy didn't go ahead as planned.....
Wednesday, September 29, 2010
Monday, September 27, 2010
What Not to Say
In all my years of gaming experience, there is one lesson I have learnt time and time again. It is as follows:
Upon completing a particular/gruelling task you must not, under any circumstances whatsoever, utter the words "I'm So Glad I Don't Have to do That Again"
Because you may find yourself doing just that.
Believe you me, this happens. This HAPPENS. Without fail.
Don't believe you? Well, you're welcome to try it out for yourself. Just don't come crying to me when it DOES happen.
Upon completing a particular/gruelling task you must not, under any circumstances whatsoever, utter the words "I'm So Glad I Don't Have to do That Again"
Because you may find yourself doing just that.
Believe you me, this happens. This HAPPENS. Without fail.
Don't believe you? Well, you're welcome to try it out for yourself. Just don't come crying to me when it DOES happen.
Friday, September 24, 2010
XBLA Wish List
Seeing as the XBLA likes to dust off old arcades games and put them up for offer, I present a list of suggestions I would like to see put up for purchase.
I played these games when I was a kid and love to see them on XBLA - Probably may never happen but we can always dream....
Vendetta
A beat-em-up made by Konami made in 1991. Whilst the four-way beat-em-up was popularized by Teenage Mutant Ninja Turtles, I do remember this one quite fondly. What made this one stand out was the wide variety of weapons, which indeed made the game heaps more fun. Also noteworthy is the sense of humor that was quite lacking in the genre. I mean come on, where else can you have Mike Tyson, Hulk Hogan, Jean Claude Van-Damme and Mr. T all banding together to beat up some punks?! Sure the presence of the gay dudes that dry hump the player characters may cause some offense but I will gladly pay for the censored US version of Vendetta for, if anything, to just play the damn thing again.
Golden Axe 2: Revenge of Death Adder
Well the original Golden Axe found it's way onto XBLA so why not it's follow up? Without question the high point of the entire series, RoDA takes what works in GA and improves it on many levels. Better graphics, more beasties to ride, more foes to crush, gorgeous environments, magic combos, multiple paths, and even catapults! Again, having this not follow it's older brother onto XBLA is just mind-boggling. And considering that was never released for a home console in it's day, this is hands down one game that needs a second chance.
Alien vs Predator
Developed by Capcom in 1994, this is one game I played at every opportunity and enjoyed every minute of it. Take two marines (one of them being Arnie's character from the first predator movie) and two Predators and go kill some Alien arse. Some detailed graphics, great music, and the mind-bending opportunity to mow down so many xenomorph scum at once is indeed an attractive package. Plus, seeing as there exists crummy movies and crummy games based on the AvP concept, I would certainly welcome this, the best of the lot, to the XBLA.
Sunset Riders
Well seeing as westerns are enjoying a resurgence (in the form of Call of Juraez and Red Dead Redemption) it would make sense to see this game on the XBLA. Again this is four-way game - and console games are really more fun when played with a group of people (you only need to look at Castle Crashers for proof). But, unlike the three listed above, this is a shooter and has lot's of personality to boot. Humorous moments are filled with the game which are hilarious to watch and it's fun to see how much inspiration is drawn from old Western movies. Indeed, special mention must be made of the game's willingness to not take itself seriously and comes out heaps more fun because of it.
I played these games when I was a kid and love to see them on XBLA - Probably may never happen but we can always dream....
Vendetta
A beat-em-up made by Konami made in 1991. Whilst the four-way beat-em-up was popularized by Teenage Mutant Ninja Turtles, I do remember this one quite fondly. What made this one stand out was the wide variety of weapons, which indeed made the game heaps more fun. Also noteworthy is the sense of humor that was quite lacking in the genre. I mean come on, where else can you have Mike Tyson, Hulk Hogan, Jean Claude Van-Damme and Mr. T all banding together to beat up some punks?! Sure the presence of the gay dudes that dry hump the player characters may cause some offense but I will gladly pay for the censored US version of Vendetta for, if anything, to just play the damn thing again.
Golden Axe 2: Revenge of Death Adder
Well the original Golden Axe found it's way onto XBLA so why not it's follow up? Without question the high point of the entire series, RoDA takes what works in GA and improves it on many levels. Better graphics, more beasties to ride, more foes to crush, gorgeous environments, magic combos, multiple paths, and even catapults! Again, having this not follow it's older brother onto XBLA is just mind-boggling. And considering that was never released for a home console in it's day, this is hands down one game that needs a second chance.
Alien vs Predator
Developed by Capcom in 1994, this is one game I played at every opportunity and enjoyed every minute of it. Take two marines (one of them being Arnie's character from the first predator movie) and two Predators and go kill some Alien arse. Some detailed graphics, great music, and the mind-bending opportunity to mow down so many xenomorph scum at once is indeed an attractive package. Plus, seeing as there exists crummy movies and crummy games based on the AvP concept, I would certainly welcome this, the best of the lot, to the XBLA.
Sunset Riders
Well seeing as westerns are enjoying a resurgence (in the form of Call of Juraez and Red Dead Redemption) it would make sense to see this game on the XBLA. Again this is four-way game - and console games are really more fun when played with a group of people (you only need to look at Castle Crashers for proof). But, unlike the three listed above, this is a shooter and has lot's of personality to boot. Humorous moments are filled with the game which are hilarious to watch and it's fun to see how much inspiration is drawn from old Western movies. Indeed, special mention must be made of the game's willingness to not take itself seriously and comes out heaps more fun because of it.
Wednesday, September 22, 2010
Why my favourite games rock: A boy named Ico
What games do I like? Well, I've working on this blog for over a month now and it wouldn't be a gaming blog if I didn't harp on about the games I like. Sure I've been talking about games I'm playing at the moment but, it would seem, not the games I enjoy.
So today I will talk about the Playstation 2 game Ico.
This game was released in 2001 and has since achieved something of a legend status: It didn't sell enough copies worldwide and, as such, it is subsequently less than easy to get a hold of (but there's always ebay....). Me, I walked into EB games in Cat and Fiddle Arcade (Hobart) and, just by chance, I saw it - Hearing about it, I snapped it up without a second thought.
But that isn't the only factor that contributes to Ico's legendary status: It was one of the first, and thus most prominent examples of 'games as art' theory. As such, not many people got it and thus the game didn't sell enough - and those who did lamented on how it didn't really reach enough people, thus cementing the game as the most underrated games of all time.
So what is Ico all about? Well, the players controls the titular character: a boy with horns. He is trapped in an (almost) abandoned castle. He eventually meets a girl named Yorda who speaks in an incomprehensible language and so the two try to escape. And that's pretty much it.
Yes it may be running on a formula seen in a gazillion and one games before but it's not the scenario but WHAT the game does with it. I mean Mario can rescue the clueless bint (to borrow a Yahtzee-ism) Princess Peach all he likes but it takes balls to do something different with something tried and true.
What strikes me about this game is that it really takes the frequented gaming scenario of "Rescue the princess from the castle" on it's head by having Ico guiding Yorda through an abandoned castle solving puzzles whilst having very little in the way of conflict. This what makes it so interesting: This game is one that breathes atmosphere. With drab colours and little music, the game becomes a triumph in ambiance. The setting itself looks completely believable and presents a degree of personality not seen in gaming buildings
Also, by allowing little action and forcing the player to pay attention to the scenery (in order to solve the problem), the game makes the castle a character in itself. It's certainly a credit to the designers for making a brave move to have a game featuring so little action when so any games these days feature nothing but.
What is also a brave move is throwing away all exposition whatsoever. A common problem with games these days is there is far too much exposition at the expense of the gametime - thus leaving the player spending far more time watching cinematics than actually playing the game (yes Hideo Kojima and SquareEnix, I'm looking at YOU). Not so with Ico: What little exposition is far more concerned with establishing an emotional connection with Ico by making the player as confused and disorientated as he is. Indeed, establishing a story is not important to the game because the game is the story. Considering that games are gradually becoming more emphasized on story lines, which is strange when you consider that video gaming is far more interactive than a book or a film, it takes balls to do something different
What I also find interesting is that not many people know of this great game: Despite an original concept, it got overlooked for some strange reason (perhaps a sign that modern video gamers are all action junkies?). Instead, it sold 650,000 units worldwide and few I've talked to has heard of it. Still, I think it's great that I own this game that no one else seems to know about (and one which comes with a great cover that resembles a Giorgio de Chirico painting).
So what is it about Ico that I hold it in high regard? It is many factors really: The unusual method of storytelling, the gall to be drastically different from other games on the market, the fantastic graphics, the use of ambiguity, the surprisingly effective use of subtly in a market which is not known for it, the wonderful and well-realised setting, the creation of atmosphere, but what works the most me is the emotional weight.
It has been said many times before that the emotional weight invested into Ico is one of it's key strengths. And to that, I'm not going to argue. So I'll describe my own experience and thoughts:
What makes this game a particularly satisfying one for me is that is the only one that has really made an emotional connection with me. One key theme is the emotions of loneliness and isolation, emphasized in the characters of both Ico and Yorda, how they're presented in being in a forgotten environment and their current situation. Thus it is not too hard to become attached to the characters and their goal of escaping the castle. Such is the case for me that, upon being confronted with the endgame cinematic, I broke down. Seriously. The emotional impact of the game finally caught up to me and I cried like a big baby - proof, if any was needed of a great game indeed. Through in an unforgettable ending theme and you have proof of the emotional power games can provide (when they decide to do it).
As mentioned before, video games aren't really known for their use of subtly. Thus I take my hat off to a game, and it's creator, whom are trying to do something different. And different being being profound and able to connect with people on an emotional level, in the same way as, say, a painting, a song, or a movie can is indeed a feat worth shouting about. I'm not about to divulge into that 'games as art' debate because I find it pointless but I give kudos to a game that makes the effort to be something more substantial than something of amusement value.
So that's my thoughts on Ico. It's a brilliant game that may not have reached enough people but left a lasting impression on those that did. It has emotion seeping through it in an area little known for it. I may be treading over well trodden ground with these words but really what can be said about this game? If anything it's an experience that has to be seen to be believed.
And that for me, is what makes it one of my favorite games EVER.
P.S.
I recently completed Shadow of the Colossus which was made by the same people. It pretty much achieved the same goals as it's older bother (only with more sales) and is too a great game.
P.P.S.
Last Guardian? Bring it on!
So today I will talk about the Playstation 2 game Ico.
This game was released in 2001 and has since achieved something of a legend status: It didn't sell enough copies worldwide and, as such, it is subsequently less than easy to get a hold of (but there's always ebay....). Me, I walked into EB games in Cat and Fiddle Arcade (Hobart) and, just by chance, I saw it - Hearing about it, I snapped it up without a second thought.
But that isn't the only factor that contributes to Ico's legendary status: It was one of the first, and thus most prominent examples of 'games as art' theory. As such, not many people got it and thus the game didn't sell enough - and those who did lamented on how it didn't really reach enough people, thus cementing the game as the most underrated games of all time.
So what is Ico all about? Well, the players controls the titular character: a boy with horns. He is trapped in an (almost) abandoned castle. He eventually meets a girl named Yorda who speaks in an incomprehensible language and so the two try to escape. And that's pretty much it.
Yes it may be running on a formula seen in a gazillion and one games before but it's not the scenario but WHAT the game does with it. I mean Mario can rescue the clueless bint (to borrow a Yahtzee-ism) Princess Peach all he likes but it takes balls to do something different with something tried and true.
What strikes me about this game is that it really takes the frequented gaming scenario of "Rescue the princess from the castle" on it's head by having Ico guiding Yorda through an abandoned castle solving puzzles whilst having very little in the way of conflict. This what makes it so interesting: This game is one that breathes atmosphere. With drab colours and little music, the game becomes a triumph in ambiance. The setting itself looks completely believable and presents a degree of personality not seen in gaming buildings
Also, by allowing little action and forcing the player to pay attention to the scenery (in order to solve the problem), the game makes the castle a character in itself. It's certainly a credit to the designers for making a brave move to have a game featuring so little action when so any games these days feature nothing but.
What is also a brave move is throwing away all exposition whatsoever. A common problem with games these days is there is far too much exposition at the expense of the gametime - thus leaving the player spending far more time watching cinematics than actually playing the game (yes Hideo Kojima and SquareEnix, I'm looking at YOU). Not so with Ico: What little exposition is far more concerned with establishing an emotional connection with Ico by making the player as confused and disorientated as he is. Indeed, establishing a story is not important to the game because the game is the story. Considering that games are gradually becoming more emphasized on story lines, which is strange when you consider that video gaming is far more interactive than a book or a film, it takes balls to do something different
What I also find interesting is that not many people know of this great game: Despite an original concept, it got overlooked for some strange reason (perhaps a sign that modern video gamers are all action junkies?). Instead, it sold 650,000 units worldwide and few I've talked to has heard of it. Still, I think it's great that I own this game that no one else seems to know about (and one which comes with a great cover that resembles a Giorgio de Chirico painting).
So what is it about Ico that I hold it in high regard? It is many factors really: The unusual method of storytelling, the gall to be drastically different from other games on the market, the fantastic graphics, the use of ambiguity, the surprisingly effective use of subtly in a market which is not known for it, the wonderful and well-realised setting, the creation of atmosphere, but what works the most me is the emotional weight.
It has been said many times before that the emotional weight invested into Ico is one of it's key strengths. And to that, I'm not going to argue. So I'll describe my own experience and thoughts:
What makes this game a particularly satisfying one for me is that is the only one that has really made an emotional connection with me. One key theme is the emotions of loneliness and isolation, emphasized in the characters of both Ico and Yorda, how they're presented in being in a forgotten environment and their current situation. Thus it is not too hard to become attached to the characters and their goal of escaping the castle. Such is the case for me that, upon being confronted with the endgame cinematic, I broke down. Seriously. The emotional impact of the game finally caught up to me and I cried like a big baby - proof, if any was needed of a great game indeed. Through in an unforgettable ending theme and you have proof of the emotional power games can provide (when they decide to do it).
As mentioned before, video games aren't really known for their use of subtly. Thus I take my hat off to a game, and it's creator, whom are trying to do something different. And different being being profound and able to connect with people on an emotional level, in the same way as, say, a painting, a song, or a movie can is indeed a feat worth shouting about. I'm not about to divulge into that 'games as art' debate because I find it pointless but I give kudos to a game that makes the effort to be something more substantial than something of amusement value.
So that's my thoughts on Ico. It's a brilliant game that may not have reached enough people but left a lasting impression on those that did. It has emotion seeping through it in an area little known for it. I may be treading over well trodden ground with these words but really what can be said about this game? If anything it's an experience that has to be seen to be believed.
And that for me, is what makes it one of my favorite games EVER.
P.S.
I recently completed Shadow of the Colossus which was made by the same people. It pretty much achieved the same goals as it's older bother (only with more sales) and is too a great game.
P.P.S.
Last Guardian? Bring it on!
Monday, September 20, 2010
Mass Gilbert and Sullivan Effect
Gone back to playing Mass Effect - cos it rules. I admit I was slow coming to it - I personally rate Bioware RPG's quite highly so such a lineage is going to be hard to top - but I'm glad I got there in the end. Sure the dialogue makes progress monumentally tedious but there is much to enjoy.
Ultimately, I'm currently building up a character whom I can take into Mass Effect 2: It may take a while yes but it's still heaps of fun. After all, I know for a fact that the reward at the end will be worth it: Becuase I saw a friend play it and thought it was awesome indeed and worth trying myself.
But what sweetened the deal was seeing this moment play out:
It's not every day you see a game referencing the works of Gilbert and Sullivan.
Ya gotta love the pause too.
Ultimately, I'm currently building up a character whom I can take into Mass Effect 2: It may take a while yes but it's still heaps of fun. After all, I know for a fact that the reward at the end will be worth it: Becuase I saw a friend play it and thought it was awesome indeed and worth trying myself.
But what sweetened the deal was seeing this moment play out:
It's not every day you see a game referencing the works of Gilbert and Sullivan.
Ya gotta love the pause too.
Friday, September 17, 2010
Itchy Trigger Finger
According to wikipedia:
Well I would if SqueeEnix decides to get off it's arse and gets Chrono Trigger put on the Virtual Console, you twat!
In the May 1, 2009, issue of Famitsu, Chrono Trigger placed 14th out of 50 in a vote of most-wanted sequels by the magazine's readers. At E3 2009, SE Senior Vice President Shinji Hashimoto remarked, "If people want a sequel, they should buy more!"
Well I would if SqueeEnix decides to get off it's arse and gets Chrono Trigger put on the Virtual Console, you twat!
Wednesday, September 15, 2010
Solid Rock
I went to the Rock Band site today only to find I was directed elsewhere. That elsewhere being the international site where I had to make the selection between the UK site, French site, German site and the Swedish site.
Interesting except for one small detail: I LIVE IN AUSTRALIA DAMMIT!!!!
Considering how Australia seems to be repeatedly snubbed by the Harmonix (both RB2 and the Pro Guitar never being release here) I'm beginning to smell a conspiracy.
What happened? Does someone in Harmonix have a grudge against Australia? Did they go to Australia on holiday and have their wallet stolen or something? Does Harmonix have issue with kangaroos and koalas?
True I could just go to the UK site for RB goodness but it does feel somewhat patronizing. Is Australia really that an insignificant speck in the gaming industry? Ignoring potential customers can't be good for business surely....
Interesting except for one small detail: I LIVE IN AUSTRALIA DAMMIT!!!!
Considering how Australia seems to be repeatedly snubbed by the Harmonix (both RB2 and the Pro Guitar never being release here) I'm beginning to smell a conspiracy.
What happened? Does someone in Harmonix have a grudge against Australia? Did they go to Australia on holiday and have their wallet stolen or something? Does Harmonix have issue with kangaroos and koalas?
True I could just go to the UK site for RB goodness but it does feel somewhat patronizing. Is Australia really that an insignificant speck in the gaming industry? Ignoring potential customers can't be good for business surely....
Monday, September 13, 2010
Forever is too long
Apparently, it's true: A release date has finally been set for Duke Nukem Forever. Suddenly, the game that has been a laughing stock will finally see the light of day, after so many years in development.
So some thoughts on this revelation:
- Does anyone really care? The development has gone on for so long and, as such, Duke 3D has been forgotten or dismissed as tainted. I enjoyed Duke 3D when I was in high school and I liked it for it's sense of humor and character: Something that Quake and Doom seemed to lack. Indeed, seeing as FPS these days seem bound rigid to the notion of realism, an FPS with kooky weaponry and jokes would be more than welcome. So it may be far to say that DNF's time has come but are we ready to hand over the money for it?
- The reason 3D Realms used to explain the delays with DNF was: "When it's Done" Funny thing is, Valve and Blizzard use the same principal with their own games - only thing is, when a game from those camps is finally released, everyone falls head over heels in love with it and eagerly goes along with the developer's ambitions (I'm looking at you Starcraft 2!)
- Why did Gearbox take over? It's easy to imagine a huge sigh of relief upon the project's termination after years of delays and frustration. That being said, are Gearbox acting on the frustration that enough is enough? Or do they sincerely believe there is a good game just waiting to get out?
- Does anyone know what they're doing? Following the history of the development hell that has been DNF, it seems it's been a clutter of ambition, ideas looted from other games and a continual race to keep up with graphical advancements. Do the few remaining on DNF's team know what they're doing? Does anyone at Gearbox know what they're doing? I can easily imagine someone from Gearbox coming down and establishing order with loud shouting, proper guidance and a decent sense of direction. Is that what's happening? After all, it would be a shame to deliver a lousy product after a long wait (Too Human anyone?)
- Comparisons to the Guns N Roses album Chinese Democracy seem rather inescapable: Two projects that spent an incalculable time in development to the point where only the devoted few were the only one's keeping record. Thus, when Chinese Democracy finally got released opinions were divided. Sure some may dismiss and defend Chinese Democracy in equal measures but in the end, the Chinese Democracy Guns N Roses is indeed a completely different beast to the Appetite For Destruction Guns N Roses who had won millions over twenty years earlier.
- Does this mean Yahtzee's joke assessment of DNF would now rendered irrelevant? Would this also mean that the Zero Punctuation fans who voted in DNF as the best ZP would end up looking kinda silly? And, now that I think of it, did Gearbox take over DNF development purely for the sake of showing up Yahtzee?
- Would the wait be worth it? I suppose it would be easy to dismiss the game after the long wait but somehow, the idea that the game would be a triumph to end all triumphs is hard to imagine.
Sad but true.
So some thoughts on this revelation:
- Does anyone really care? The development has gone on for so long and, as such, Duke 3D has been forgotten or dismissed as tainted. I enjoyed Duke 3D when I was in high school and I liked it for it's sense of humor and character: Something that Quake and Doom seemed to lack. Indeed, seeing as FPS these days seem bound rigid to the notion of realism, an FPS with kooky weaponry and jokes would be more than welcome. So it may be far to say that DNF's time has come but are we ready to hand over the money for it?
- The reason 3D Realms used to explain the delays with DNF was: "When it's Done" Funny thing is, Valve and Blizzard use the same principal with their own games - only thing is, when a game from those camps is finally released, everyone falls head over heels in love with it and eagerly goes along with the developer's ambitions (I'm looking at you Starcraft 2!)
- Why did Gearbox take over? It's easy to imagine a huge sigh of relief upon the project's termination after years of delays and frustration. That being said, are Gearbox acting on the frustration that enough is enough? Or do they sincerely believe there is a good game just waiting to get out?
- Does anyone know what they're doing? Following the history of the development hell that has been DNF, it seems it's been a clutter of ambition, ideas looted from other games and a continual race to keep up with graphical advancements. Do the few remaining on DNF's team know what they're doing? Does anyone at Gearbox know what they're doing? I can easily imagine someone from Gearbox coming down and establishing order with loud shouting, proper guidance and a decent sense of direction. Is that what's happening? After all, it would be a shame to deliver a lousy product after a long wait (Too Human anyone?)
- Comparisons to the Guns N Roses album Chinese Democracy seem rather inescapable: Two projects that spent an incalculable time in development to the point where only the devoted few were the only one's keeping record. Thus, when Chinese Democracy finally got released opinions were divided. Sure some may dismiss and defend Chinese Democracy in equal measures but in the end, the Chinese Democracy Guns N Roses is indeed a completely different beast to the Appetite For Destruction Guns N Roses who had won millions over twenty years earlier.
- Does this mean Yahtzee's joke assessment of DNF would now rendered irrelevant? Would this also mean that the Zero Punctuation fans who voted in DNF as the best ZP would end up looking kinda silly? And, now that I think of it, did Gearbox take over DNF development purely for the sake of showing up Yahtzee?
- Would the wait be worth it? I suppose it would be easy to dismiss the game after the long wait but somehow, the idea that the game would be a triumph to end all triumphs is hard to imagine.
Sad but true.
Friday, September 10, 2010
Customise This
Been playing a lot of Mass Effect lately: Took a while to get into it but now I'm having a great time getting through it. But then again, this is a Bioware game and they have yet to let me down.
Okay sure, the quality ratio between story and game-play seems dreadfully unbalanced but there is still some good to be gained from this game.
I found the customization a bit strange though: I go to the effort of building a decent avatar to represent my John Shepard - but what looks like something workable in the development doesn't quite work out in the final product (much like many other games). Still, it could be worse: I recall my friend Hanna playing Mass Effect 2 with a Jane Shepard that resembled a cross between Samus Aran and Julia Gillard....
Okay sure, the quality ratio between story and game-play seems dreadfully unbalanced but there is still some good to be gained from this game.
I found the customization a bit strange though: I go to the effort of building a decent avatar to represent my John Shepard - but what looks like something workable in the development doesn't quite work out in the final product (much like many other games). Still, it could be worse: I recall my friend Hanna playing Mass Effect 2 with a Jane Shepard that resembled a cross between Samus Aran and Julia Gillard....
Wednesday, September 8, 2010
Rock Band Beatallica
Well, we have a Guitar Hero Metallica and a Beatles Rock Band - it makes me wonder if Beatallica will have a rhythm game all to themselves.
Sure it may be a licensing nightmare but dammit, who wouldn't want to play Beatles/Metallica hybrid music on some plastic guitar shaped controller?!
Sure it may be a licensing nightmare but dammit, who wouldn't want to play Beatles/Metallica hybrid music on some plastic guitar shaped controller?!
Monday, September 6, 2010
Shoot the Runner
I have mixed feelings towards the TV show Good Game (for the uninitiated it's a gaming show on Australian TV). I watch it yes but only becuase it's the only gaming show on TV. As such, the show frequently comes across as a mixture of rubbish and information - indeed, it is a chore to sit through the former just to get to the latter. I look forward to the day that the proposed Game Damage gets the green light but until then, Good Game is all we've got.
Still I'll give Good Game credit: I saw them give a glowing review to the WiiWare game Bit.Trip Runner. Intrigued, I downloaded, had a go at it and found it very much to my liking. It may seem quite daft, in that resembles an Atari 2600 game but the idea of collecting power-ups to build a tune is a strong one and here it works great. Sure some of the jumping may be frustrating (particularly when it sends you back to the beginning of the level!) but Bit.Trip Runner certainly has a lot going for it.
So yes - Bit.Trip Runner is a good game (for lack of a better choice of words).
Still I'll give Good Game credit: I saw them give a glowing review to the WiiWare game Bit.Trip Runner. Intrigued, I downloaded, had a go at it and found it very much to my liking. It may seem quite daft, in that resembles an Atari 2600 game but the idea of collecting power-ups to build a tune is a strong one and here it works great. Sure some of the jumping may be frustrating (particularly when it sends you back to the beginning of the level!) but Bit.Trip Runner certainly has a lot going for it.
So yes - Bit.Trip Runner is a good game (for lack of a better choice of words).
Friday, September 3, 2010
Burned out
Whilst I finally have a 360, I'm not in any rush to play any of the new games. Strangely I'm sticking to the original Xbox games. Seeing as the gaming industry is built on a constant demand for new things, I however am taking things at my own pace, leaning on the notion that games cost a lot of money, such investment should be made to last, and there's no rush. After all, if one game is completed at least there is another ready and waiting in the wings (ie my Hall of Shame).
Anyway, I dusted off the old chestnut Burnout 3. I have always had a soft spot for this game, with it's gorgeous presentation and a prospect of a racing game that's charged with adrenalin and the satisfaction of slamming the opposition of the road. It's great fun and certainly entertaining to watch. I can't recall how much time I have invested in this game - which is a surprise seeing as I normally don't enjoy racing games. But if one works then it must be doing something right.
However, now the flaws of the game have become obvious: The soundtrack is woeful having an uneven ratio of good songs to crap songs. The DJ Striker as annoying but he can be turned off thankfully. However, special ire is reserved for the AI of the computer: It is nasty indeed. Whilst the game relies on crashes, it seems to have no idea what it wants to do with them: You get points for doing some decent driving yet, at the same time, you also get points of crashing. Likewise, crashing seems almost inevitable: Some of them come out of nowhere, the player crashes seem to last a whole lot longer than the computer crashes in an almost taunting fashion (my partner will verify just how much swearing has come out of my mouth whilst playing Burnout 3). And speaking of the opposing cars, they seem the recover pretty quickly from crashes and they seem to speed away an impossible rate when you crash. I know games should be challenging but they shouldn't be unfair.
Still, Burnout 3 still has a charm to it that keeps calling me back - not bad a feat seeing as the racing genre has never really endeared itself to me.
Anyway, I dusted off the old chestnut Burnout 3. I have always had a soft spot for this game, with it's gorgeous presentation and a prospect of a racing game that's charged with adrenalin and the satisfaction of slamming the opposition of the road. It's great fun and certainly entertaining to watch. I can't recall how much time I have invested in this game - which is a surprise seeing as I normally don't enjoy racing games. But if one works then it must be doing something right.
However, now the flaws of the game have become obvious: The soundtrack is woeful having an uneven ratio of good songs to crap songs. The DJ Striker as annoying but he can be turned off thankfully. However, special ire is reserved for the AI of the computer: It is nasty indeed. Whilst the game relies on crashes, it seems to have no idea what it wants to do with them: You get points for doing some decent driving yet, at the same time, you also get points of crashing. Likewise, crashing seems almost inevitable: Some of them come out of nowhere, the player crashes seem to last a whole lot longer than the computer crashes in an almost taunting fashion (my partner will verify just how much swearing has come out of my mouth whilst playing Burnout 3). And speaking of the opposing cars, they seem the recover pretty quickly from crashes and they seem to speed away an impossible rate when you crash. I know games should be challenging but they shouldn't be unfair.
Still, Burnout 3 still has a charm to it that keeps calling me back - not bad a feat seeing as the racing genre has never really endeared itself to me.
Wednesday, September 1, 2010
Class act
Whilst I've finally have a 360, I haven't forgotten my other consoles. Indeed, I'm still carrying on with Ogre Battle 64 on the Virtual Console. Why? Becuase it's a flippin' great game, that's why!
Funny thing is, I'm up to chapter 13 and I'm feeling somewhat left behind: The baddies have all these upgraded classes whilst I'm struggling on the same set I had ages ago (to give you an idea, I got the cleric class recently - the first new one in a long time). Thus it is kind of humiliating that I'm getting left behind as the baddies get all these sweet classes that can wipe the floor with me in mere seconds.
Give me more classes game! Stop being so damn selfish!!!
Funny thing is, I'm up to chapter 13 and I'm feeling somewhat left behind: The baddies have all these upgraded classes whilst I'm struggling on the same set I had ages ago (to give you an idea, I got the cleric class recently - the first new one in a long time). Thus it is kind of humiliating that I'm getting left behind as the baddies get all these sweet classes that can wipe the floor with me in mere seconds.
Give me more classes game! Stop being so damn selfish!!!
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