May 14, 2008

Platinum Games: More than just games made out of platinum

God bless those that leak.

While I may not be a corporate favourite for saying that (and I'm sure it'll bite me in the ass when I need to keep my unannounced game under wraps), I love when embargoes are broken. I can almost always count on my European brothers to completely disregard any and all non disclosure agreements they've agreed to.

So what has me so excited? Up until today, I intended to go on and on about the travesty that was Microsoft's inability to keep their own secrets.

But then to rays of light beamed through my window, and I saw the light. I finally knew what a real leak was.

Before yesterday, Platinum Games' endeavors were unknown. But even then, it was nothing more than a news report on a website I wasn't familiar with, one that pulled down the story just as quickly as it was put up. But when I heard that "news" I hoped it would be true.

And wouldn't you know it, it actually is true. Unless of course someone out there loves creating fake video game footage, playing it on a TV, and then making a shaky-cam version of said footage. If that person is you, you'll pay with the very hands you used to create that abomination.

Moving on, I'm glad to see the reported "poor" sales (don't get me started on the sales of a niche game for a niche audience by a niche studio) of No More Heroes haven't hindered Platinum Games from releasing a title that just may out gore Suda51's latest effort.

But I'll let you be the judge.

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Not the best pictures, I know, but you can gather what the game is about. You're some dude with (as reported) a chainsaw for a hand. What you do with that chainsaw is completely up to you, that is, along as they conform to your provided options. Which looks to be killing or maiming. And as with any game, it looks better in motion. Good luck finding a video though, Sega got those B's taken down promptly (except for this one, so watch it quick! Also check out this scan from Famitsu for a clearer shot of our protagonist) What makes the biggest impression (if it wasn't obvious enough) is the visuals. Not only does it look cool, but is someone actually taking advantage of the Wii? No. Way. As of right now, Mad World looks like it could really go places. Unfortunately, those places may not include Europe, last I heard, they don't take kindly to this kind of stuff. But who knows. Get rid of the blood and then everyone's happy.

And if that's not enough hyper-violence for you, then take a gander at Bayonetta you sick, sick person.

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Bayonetta_01

Guns for feet are so played out. But feet with a gun attached? Right back into the cool zone.

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So far, so good. Considering it's being directed by Hideki Kamiya (Devil May Cry, Okami, Resident Evil 2), we're entitled to believe that this will turn out to be an excellent game. You can see the non-game footage here, but hurry, Sega's probably already unleashed the wolves. It's for PS3 and 360, so it looks like no matter what console you own you're going home happy.

Platinum Games has also got Infinite Line for the DS in the pipeline, but as it stands little information has been released (yes, even less then the above two titles), so I await further details. What is known hasn't won me over, but here's hoping.

At this juncture in time, nothing is 100 per cent official. The Famitsu scans obviously prove everything they need to, but it seems that nothing will be officially unveiled this Friday. And that's why these leaks are so great, Friday is like, ages away. So until then, lets put up with these crappy Youtube videos, it's better than waiting, isn't it?

May 11, 2008

Who will be the Youtube of video games?

Friday was an all out brawl between rival sites Game Videos and Game Trailers. Both claimed to be the exclusive spot for Gears of War 2's video debut. No matter who loses, we win, unlike the occasional battles between a certain alien and a particular predator.

Game Videos and Trailers have always fought to be number one, but after some admittedly sissy-boy fights, we've finally gotten to see them truly trade blows. I can't say it was a clean fight, but with the only referee being me, everything goes. Like special guest referee "wrestling" matches, I don't care if Game Videos manager knocks his opponent out with a guitar, as long as somebody manages to crawl out of the ring alive, I'm A plus.

In this corner wearing the Space Invaders themed trunks, is Game Videos, the video content provider of the 1Up network! Their GoW2 footage can be found here.

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And in this corner, wearing oh-so fashionable HD and SD format trunks, Game Trailers, the video content provider of a lot of parent companies! Their just as compelling GoW2 footage can be found here.

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As much as I'd like to, I can't produce a comparison video of each other's output. But this time, it is not due to a complete lack of video gathering and editing knowledge. No, instead it's because the "exclusive" footage each promised was in fact the same. Well, in the Game Trailers video, Cliffy B said the following was exclusive to them. I'm not sure what part. Maybe that part of his sentence was. But man, when it comes out of the mouth of Cliffy f-ing B, it is one hell of an exclusive. Game Videos may be a subsidiary of the 1Up network, but this time, Game Trailers had the 1Up on them!

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HI-YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Speaking of old Cliffard of B, who told this guy he could pull a Seacrest? The guy goes from super dolled up video game poster boy, to a slightly less touched up (but still ready for the big time), more free wheeling "dude".

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I mean, a shirt that reads "Yes. It is me."? Oh I get it, it's ironic! Right? Right?

So in regards to the actual video itself, cool. While I'm not the biggest fan of the game's characters and art style, it is fun. And fighting things bigger than you is pretty cool, so it looks like the Brumak's got me covered. I do find it funny that the much discussed "Chainsaw duel" is nothing more than a quick time event. Shenmue did it, Resident Evil 4 did it, No More Heroes did it (big ups to NMH, did you buy it yet?), so lets throw another on top of the heap. That sounds overwhelmingly negative, and while I'm no Takahashi Meijin, I do love to sweat onto a controller while I slam on a button as fast as I can. I do like the direction this mission takes, battling on-board a flying craft is pretty neat. Especially since you're flying into a hostile area, where all types of bad guys are trying to take you down.

So, if their video is the exact same, how can I announce a winner? Easy.

Their analyzation videos will determine their fates!

Behold Exhibit A
,  the Game Videos produced entry. This version starts off on a really great foot, considering they did just as I had hoped, talked about Cliffy B's new found appearance. While they never mentioned him being flipped, I feel that their comments do suffice. I kind of snuck in there what I feel is Game Videos best feature, voices. The "directors commentary" worked really well for the video. Bonus points for forcing me to only select my age before I watched, but I won't let you turn around and sell this information on me! I said I was 56, suckers! 1Up won't know whether to approach Gatrorade of Depend.

And over here we have Exhibit B, the Game Trailers version. Right off the bat there's no discussion of Cliffard's opening, minus 100 points. Serving as further humilation is the fact that there's no discussion at all. Game Trailers takes the pop-up video approach, which forces me to read as I try to see just what they're writing about. Doesn't really work out for the best.

So, when it comes down to it, Game Videos is the winner this time around. I'd love to compare their original content more often, but the less said  about Invisible Walls the better.

May 08, 2008

Gametrailers tricks me again! Followed by some PoP drooling.

Beware my friends.

As you travel up the winding path to the dark and dingy castle known as Gametrailers.com, make sure you pay close attention to the signs that lead the way.

I made the mistake of not, and I payed dearly.

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"First look you say?

As art comes to life? Well, the game is cel-shaded, so I understand your double meaning! Very clever! What the hell am I looking at though? Someone's torso? Anyways, that's not important, sexy-hot Prince of Persia "Next Gen" footage awaits. I can't wait to see what the PS4 and Xbox 720 can do!"

And that's when I wasted one minute and 54 seconds of my life, hoping to see the next PoP in motion. Instead, I got to watch some guy draw what looked to be something out of the next Ninja Gaiden.

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So there's the lesson, kids. Everything Gametrailers says is 100 per cent literal. When they say "Get a glimpse of the Prince as art comes to life!", they are actually saying you get to watch someone draw. When they say "World Exclusive footage of Resistance 2!", it means you get to watch a 2 minute video of titles, company logos, and a cinematic that won't be in the game.

And since my American buddies at Gametrailers have let me down, I'll have to crawl on over to France, where I'd be lucky if they spat on me, let alone provide my with PoP screenshots.

Luckily, my grade nine comprehension of French allowed me to stumble upon what I consider to be one of the most gorgeous games I've ever seen. Between this and Valkyria Chronicles, cel-shading has never looked better.

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You can see a lot more over here, and if you can read French, you'll be way ahead of me. I really dislike scanning magazines, but it's French and sold in France, so honestly, I could never buy it anyways.

Review: Echo. Echo. Echo. Chrome. Chrome. Chrome. (Echochrome for PSP)

Much like a child’s finger paintings that manages to infer the meaning of life, Echochrome too  hides depth under its simplicity. It takes place in a whitewashed world that holds its own set of rules that are much different then what we’re accustomed to in a video game. While the protagonist, an artists dummy, can manage to fall down into a well of nothing and magically reappear seconds later, that’s the only thing Echochrome shares with its peers. Echochrome’s goal is to present the player’s errors in judgement as the game’s true enemy. But at times the mechanics that Echochrome prides itself on prove to be far more strenuous then the puzzles themselves.

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While the game does provide a protagonist, he/she/it is completely out of your control. Instead, and don’t let this sound too pretentious, you control the stage’s perspective. Not in the sense that you see the issues of life from the perspective of an artist’s dummy, but instead you control the protagonist’s path by moving the camera around the stage. By blotting out hazards from the landscape, players can allow the game’s protagonist to reach his goals. The stages you are maneuvering are the game’s puzzles, as your goals are rarely connected to your starting point. By changing your perspective of the stage, you can connect the separate platforms into one, allowing the avatar to fulfill his duty.

Your reasoning for making your way through these stages is to collect echoes; wafting silhouettes that stand in place. Capturing all the echoes completes the stage. While the time trial aspect of the game isn’t stressed, there is a limit on how long you can take to beat the stage, while your lives are limitless.

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Due to the way the stages are built, there is always more than one route to complete your objective. When a jumping circle is provided, players can cast the character forward, quickly changing his landing area by moving the stage. A hole in your path can drop you in plenty of different places, all based on what the hole is positioned above. Just as in real life, appearances are everything in Echochrome. But like all beautiful things, Echochrome has its flaws.

As peachy keen it is to spin the stage around until its various bits and pieces appear as one, all excitement stops when the mannequin man doesn’t recognize it. While rare, you will find that certain connections don’t take, and while everything appears fine, the protagonist will simply walk right on by. Considering the fact that the game had little else to get right but this sole mechanic, it’s disappointing to see it fail. Suddenly a game that appeared to have limitless solutions does stop you at some point, forcing your hand to complete the puzzle a different way.

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In a genre laden with coloured blocks, it’s refreshing to play a puzzle game that is neither colourful nor brimming with squares and jewels. Echochrome’s complexity is only restrained by the player’s creativity, and hopefully the visually minded take kindly to it. Both the PSP and PS3 versions contain an in-game level editor, and over time, players will be able to amass a collection of user created levels through peer to peer (PSP), or over the internet (PS3). Both versions cost $9.99 over the Playstation Network, but if forced to choose, the PS3 version shows more promise. While both contain 56 levels, the PS3 version allows players to share created levels over the internet, as well as upload them to the game’s developers. As of this writing, there has already been one pack of user made levels distributed by Sony, and it’s likely more will follow. And if you’re still not won over, the analog sticks on the Dualshock 3/Sixaxis allow for a greater degree of control over the PSP’s baby nub.

May 06, 2008

Review: A far cry from Mario Fart (Mario Kart Wii)

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Mario Kart Wii lacks that one key feature that allows it to truly sing and distance itself instantly from its predecessors. Instead, it offers abilities that fail to make the intended impression. While online play is a first for the home console installments of the series, it comes at a time when it’s expected, not hoped for. The motorcycles are an interesting addition, but they aren’t terribly different from the standard karts. And as far as motion controls go, the ability to swap out the Wii Wheel for a more traditional method of control becomes a necessity for those hoping to compete.

So with Mario Kart Wii’s enhancements not benefiting the series as much as intended, just where does it shine? While the game’s graphics have an almost porno-film like oily-luster, a staple of Nintendo’s Wii games, I’m talking about something more important. And what could be more important to a racing game than its tracks? 

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As if they were fighting for their lives, Mario Kart Wii’s track designers have created some of the best work the franchise has ever seen. While staples like a newly renovated Bowser’s Castle and the panic inducing Rainbow Road are found, Mario Kart Wii still manages to surprise. In your travels you’ll race within an in-production factory, atop the trees of an aging forest, and down the roads of a moon lit vila. Defying all odds, the tracks found in the earliest cup manage to impress, escaping the tradition of boredom found in most other MK entries. Three tracks into the game you’ll first encounter the results of a possible affair between Mario Kart and the formerly great Rush series of video games. Mushroom Gorge is an early indication of Mario Kart Wii’s new emphasis on alternative paths. Unlike the shortcuts found in previous Mario Karts, these routes rarely require the aid of an item like the mushroom or star. Instead, success depends upon the ability of the player. With each lap of Mushroom Gorge, players have a choice. One requires players to carefully maneuver an awkward placment of overgrown mushrooms, while the other is a much more straightforward path. While not every alternative route will shave seconds off your time, the variety alone is welcomed.

But it’s not all smooth sailing on these new courses. In fact it’s quite a bumpy ride, but for the better. With a quick jolt of the remote, every instance of air time will result in a trick. These can be pulled off from the highest of ramps, to the tiniest of moguls. When your cart or bike lands on solid ground, you’ll be treated to a mini boost similar to a gold-spark power slide. Each track has its fair share of opportunities to perform one, but much like the short cuts, there is a risk/reward factor. In the race for first you may lose a placing or two, but the jumps usually net an item as well as a boost, so it may not take long to earn that placing back.

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So with the courses making up the bulk of why this entry is so great, what else stands out? Interestingly enough, a lot of little details stand out. And at face value, all these tiny additions really make for quite an improvement.

Online multiplayer runs perfectly well, and none of the hiccups that popped up during Super Smash Bros. Brawl’s debut have bubbled to the surface. When you and your online adversaries link up, players choose a track from which to race, and the outcome is randomly chosen. When the race comes to an end, players can decide to quit or to continue playing. Interestingly, unlike Mario Kart DS, you are not limited to four races. You can continue for as long as you’d like this time around. And players will constantly flow in and out of your matches, with a maximum of 12. As far as battle mode is concerned, it continues to play second fiddle to racing. The usual modes return, but this time around players are divided into two teams. Battle mode is offered both online and off, but still lacks the appeal that has been degrading since Mario Kart 64. And if you intend to race and battle friends, Mario Kart Wii offers a much simpler approach to the usual friend code doldrums. Tucked away at the bottom of the screen of the game’s Mario Kart Channel is the chance to send friend requests to those registered on your Wii console friend list. When they receive the notice, they can choose to add you. Of course, if they’re not on your console friend list, it’s back to the ol’ exchanging of friend codes for you.

While multiplayer is grand and all, online benefits Mario Kart Wii in a lot of other areas as well. The once neglected Time Trial mode returns with a fiery vengeance, bolstered by the ability to send and download ghosts. As you race in this mode, your times are collected and compared to those of your friends. And if you want to further humiliate yourself, you can compare your times to those in your region and even the world. You can even download the ghost of he that claims the number one spot, and see just how they did it. You’ll expect their ghost to glitch all over the course, but when you see that their combination of Funky Kong, a motorcycle, and perseverance destroys your best by 10 seconds, you’ll be stifled. Knowing that your friend has bested you by only .04 of a second will drive Time Trial mode out of obscurity.

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Nintendo looks to also be holding tournaments, which are provided within the Mario Kart Channel. While world wide championships might spring to mind, Nintendo is actually attempting something on a much smaller scale. Instead of working your way up a leader bracket, players compete for the best time on any given track. Based on the games first tournament, players can expect a twist to take place. The first tournament presented players with unrestrained Chain-Chomps running amok on the track. Hopefully Nintendo continues to provide these fun diversions for some time to come.

It’s funny that everything outside of Mario Kart Wii’s talking points are what makes it most enjoyable. The addition of motion control through the game’s Wii Wheel accessory feels like nothing more than a fun experiment. Were it to be the only option, the game would still be fun. But the quick reaction times you’ll need online as well as in the 150cc cups will be hindered if you decide to go this route. It’s disappointing to say it, but the game is just as if not more fun with a more traditional set up. That said, the best method of control is remote and nunchuk. While the Gamecube and Classic controllers work well, it’s just easier to pull of tricks with the remote and nunchuk. Instead of moving your thumb away from the analog stick, your simply flicking your wrist to perform a stunt. And you can scratch your face as you play. So that’s a plus.

While the addition of motorcycles does seem important, they do end up feeling like little more than another set of statistically different karts. While they lack a second degree of sparks during power slides, they are able to pop a wheelie at will to gain speed. Because of this, they are pretty much on even ground with the karts.

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Mario Kart Wii is just as much fun as any previous Mario Kart, but without any game altering additions, it appears to be a flat installment. Don’t be fooled, the gameplay may not be altered to the degree of Double Dash!!, but the small advancements its made in every other area is what makes Mario Kart Wii worthwhile. And with 16 of the most original tracks of the series in tow, it’s definitely a Mario Kart to remember.


May 02, 2008

I've been Grand Thefted...possibly Auto'd

I've never been a huge fan of Grand Theft Auto.

I wish I could give you entertaining reasons. If only it was because I was opposed to "strong sexual content", or that "partial nudity" really gets under my skin. I want to tell you that "strong launguage" gets on my last nerve, but I'm actually quite happy dropping an F or S bomb here or there.

I don't like Grand Theft Auto because I get overwhelmed. I don't freeze up and weep or anything when I have the choice of three different missions to tackle, but I hate all those opportunities. I like having a set path, straight and narrow. But GTA (and other "sand-box" games) makes my head spin. What do you mean I have to choose if a man lives or dies? What are the outcomes? You can't tell me?! But what if I make the wrong decision? Etcetera, etcetera.

I'm happy to report (in fact, I'm lucky to report, as I'm nearly $100 poorer), that Grand Theft Auto 4 is my cup of tea. It's the perfect blend of orange pekoe, three sugars, and two milks.

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What made all the difference is how accessible everything has become. It's almost as if they Wii-ized the game. But that's not to say Miyamoto upended any tea tables, the game doesn't run the risk of being more casual that past iterations. Instead, I found the game to flow really well. What really made my heart sing was the ability to set waypoints on the map! WOW! Screw everything else, this really should have been a bullet point on the back of the box. It just makes traversing the city so much easier. Instead of fumbling around back alleys and generally getting myself into trouble, I can go to my map and choose where I'd like to go. From here I just follow my mini-map to the destination and voila! I'm at Burger Shot. While it seems like such a minor (possibly lame) detail, it really allows me to focus on the task at hand.

Speaking of lame features no one probably cares about, you can now turn off the story mode of the game and paint the town red! I found that early on I was getting bombarded by phone calls. "Niko do this," and "Niko wipe my bum," it was really starting to interfere with what I was trying to do. I could be on my way to pick up some ammo or food, and I get a text message from Little Jacob, an acquaintance of mine who dabbles in gun laundering. He wanted to go play darts, but I had other things to do, so I said no. Well guess what? Buddy gives me a thumbs down and our former level of tightness goes down a notch. Not cool. So now you can turn off such favours and explore.

So now that I've listed the lamest reasons ever for loving GTAIV, maybe it's time for reasons that are actually interesting.

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For one, Rockstar North must have kept all their voice actors imprisoned in a state of the art dungeon. While I hope they weren't subjected to medieval era torture, it's hard to believe they weren't when they have to act out such a gross amount of dialogue. While it's pretty much known that every mission has its fair share of spoken word, it's crazy that upon repeated attempts that different dialogue replaces it. And it's not just minor stuff either. You can have completely different conversations, while still revolving around the same subject. And if you fail a mission enough (which I have), eventually your partner will tell you he's bored and that we should "just listen to some music." Even the pedestrians can't shut up. I stood and listened to a street preacher for several minutes, and not once did he loop back to the start. What pushes Rockstar North to go to such lengths? Does Take-Two make their families wear bomb collars or something?

What GTAIV really goes to bat for is the importance of style in a video game. In a lot of areas GTAIV doesn't compete with the best of it's big budget peers. In terms of visuals, it can't go toe to toe with something like Uncharted. But there's just something about it that strikes a perfect balance between cartoon and reality. All of its characters are so creatively brought to life. No one person fits the role of any archetype, even our protagonist, Niko, is not without his flaws. When he tries on clothes you can see the belly he has, and it even seems like he's conscious of it as well when he runs his hand over it. All of the game's characters are so unattractive that they become alluring. It's how people actually are. While it may not pack the effect and technical wizardry of something like Gears of War, in terms of little details it can't be beat. Without spoiling anything, your cell phone behaves just as a cell phone should, and a TV works just as it would in the real world. It's just chock-full of the tiniest details, but they make all the difference.

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Oh, and on a final note, being drunk in the game sucks. Whenever a friends wants to go out drinking, I curse them under my breath. I'm hoping I stumble upon something that cures my impairment, because you're practically uncontrollable for quite some time when drunk. All this talk about driving while under the influence is crazy, I can't imagine anyone wanting to attempt it. The way the screen bobs and weaves is incredibly disorienting, although, Niko and co. do look amazing as they stumble around. But in my stupors I have bumped into the wrong people, and drunk fights are not where it's at.

 

April 23, 2008

The Call of Duty Curse

The lord giveth, and the lord can taketh away. It's a dramatic way to make a point, but it is true. It's like when your parents remind you that since they brought you into this world, they could also take you out of it. They're completely capable. And if you keep spending "all this money on goddamn video games", they're likely willing as well.

And yesterday I found myself being given a great bit of news. Infinity Ward was rumoured to have obtained sole custody of the Call of Duty franchise. Despite the fact that I was required to ingest this news with a grain or two of salt, I felt that it was entirely believable. Who would ever want to be in Infinity Ward's position? Imagine creating the Oreo. People love it, and it proves to be a popular cookie. But then Mr. Christie is all, "While you work on a new cookie, we're going to have this other chef make the Oreo." So here you are, working hard to make the next great cookie. The Oreo made you a star, and you want to continue to do it justice. But this other chef, he's a bit of a loser. He never quite nails the recipe, and wants to add his own ingredients. Next thing you now, you have Oreos on the shelf that have a damn olive in them. So, you release your new Oreo, and people love you all over again. All you did was make a more attractive Oreo, you didn't mess with the formula like the other guy because that's what the people want. Oreo's with a pink filling.

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And that's how things have been for Infinity Ward. After creating Call of Duty 1 and 2, they wanted to take their time to craft the next installment. But Activision, who didn't have World of Warcraft lining their coffers at the time, wanted more. But Infinity Ward put their foot down and was all "Nuh uh! We sick of World War 2, get it outta our fayce!" So Activision gave Treyarch the keys to the Call of Duty franchise. And they did nothing but give it back to Infinity Ward in horrible shape.

Could you imagine having to rebuild a franchise with each and every attempt?  With the sales and acclaim Call of Duty 4 has rightfully accrued,  it's obvious that the developers know what they're doing. But what it also means is that Call of Duty is the new hotness, and that it's obvious that a pair of soiled pants bearing the moniker will sell. As such, Treyarch is expectedly well on their way with a fifth installment. And here's where I drop the bomb. It will not be as good as CoD4.

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It's not the most shocking of news really. People will notice a dip in quality from 4 to 5. But the problem is they won't chalk it up to changing of the developers, it will become a matter of "5 isn't as good as 4," and maybe even "5 sucks. Call of Duty sucks. Hard."

And then installment number six will have to earn everyone's respect again. We'd be lucky if the majority would simply see this as the video game's version of the Star Trek curse; every odd numbered Call of Duty is garbage.

We haven't seen this with the series before because before CoD4, CoD2 for the 360 was the first time gamers got their mitts on an Infinity Ward developed CoD. Before that we had to contend with games of the CoD series by name only. And at that point (the 360's launch) the system hadn't reached the numbers it has now, so CoD2 really didn't make as significant an impact as CoD4.

And so, in believing that after the constant beatings Call of Duty suffered elsewhere it would become sole property of Infinity Ward, I was elated. And then it all came crumbling down.

I can't understand this need to overstimulate an audience. While Activision does run a business, and they obviously run it well, they could always try to improve. If anyone should understand brand fatigue, it should be them. Because of their yearly entries of the Tony Hawk series, people moved on to Skate. At least with Skate you could be promised a new experience. Neversoft is incredibly capable as a developer, imagine what they could do with another 6-12 months.

I honestly believe this is something that Infinity Ward wants. While they aren't forced to push out a sequel every year, is it any better than sitting by and watching someone else turn away your fans?

April 18, 2008

Game journalists, smile on your brother

It's not often that I can say I'm revolted.

Hell, one time I was pouring maple syrup onto my pancakes and a wasp came out. Sure, I threw out the pancakes, but I would classify my feelings on the matter as nothing more than a little grossed out.

But this just takes the cake. It takes the cake, loads it up with fungus, and forces it into my throat.

Majesco, who obviously isn't the coolest kid on the block, is a little upset over a Gamespot writer's take on Cooking Mama 2. He awarded the title with a six out of ten. Which, if we are truly using the full ten points of the scale, places it above average. Good for Cooking Mama! Well, it was good until someone at Majesco felt that squeaking past an average score wasn't acceptable. He/She wasn't going to take it! They decided to write a sarcastic letter to the game's reviewer, thanking him for grounding the company after their success with past Cooking Mama titles. And while the letter is childish and pitiful, it's at least well written, something you don't find a lot of in most hate mail.

Mama's cooking alright. She's whipping up another batch of blood lust.

What I'm not really understanding is why would it have to come to this? Did this individual really feel that reaching out for sympathy would earn them favour in the gaming community's eyes? I understand the need to blow off steam, but most of the steam finds its way into my draft box, and it never rears it's inelegant head again.

But all this does is make me think way back to when former editor in chief Dan Hsu wrote about Ubisoft's hissyfit concerning Crispin Boyer's Assassin's Creed review. What bothered me most was that is eventually became nothing more than another case of a giant company looking down upon those that keep the gears oiled in this machine we call the video game industry.

Why was it that no one came to EGM's aid at this time? Irregardless of whether or not it's a publisher's responsibility to provide the "enthusiast press" with preview and review code, what Ubisoft did (and what EGM's competition did in turn) wasn't right. But I'm beginning to feel that maybe Ubisoft became the lesser of two evils.

If it were up to me, I would have sacrificed coverage of Ubisoft's wares in an effort to support EGM and it's staff, as well as gaming journalism as a whole. An issue that arose during that time was how would other writers review Ubisoft's products? Would every one simply pass their titles along with high scores just to retain their ability to remain competitive? Will Haze or any number of Tom Clancy games ever be given a fair shake from EGM?

But by showing Ubisoft the power they had as the press, they really could have made a difference. Maybe Ubisoft wouldn't have minded, and instead poured more money into the marketing machine. If that would have been the case, at least the industry could have understood how powerful and important they can be. I'm not advocating harsh reviews, but I do believe that every one has an opinion. And if Ubisoft wants to stifle that, then the gaming press should have stood together and let them. Then Ubisoft would have had a much larger mess on their hands, one that would take a lot longer to clean up.

April 17, 2008

Why I care about Ware

The roller coaster relationship I have with Nintendo (and video games in general, but I can't be so loosey goosey for this post) is not one I can summarize in 500 words or less. It'd end up being some sort of Tolkien-esque epic that I'd have my son finish for me. And the foreword would be by Shigeru Miyamoto, for always making games that I didn't know I wanted.

So, in the effort of not providing you with sleeping material (my previous post probably met that criteria), I'll tackle my love-hate relationship with Nintendo's upcoming Wii Ware program. For those in the know, skip all this green coloured jazz.

Wii Ware is Nintendo's online distribution service for games that for whatever reason are deemed smaller or bitesized. Retail games are like the chocolate bars you get at the movie theatres; they're large and cost a little more than you'd care to spend. Wii Ware on the other hand provides games that you'd find at the bottom of your Halloween bag; small, affordable, and sometimes just plain awful. There is no bar of quality that a developer must meet to sell their product on the service, they just need to make it and get the ESRB to rate it. If you find one you like, you can buy it, with prices ranging from 500 Wii points to 1500.

So, when the service was first announced, I was really excited. Finally I would have a chance to play those games that the Queen Bee of Nintendo deemed too tiny or turdish to develop into a full blown game. You have to sell away your mother to make a game nowadays. Hideo Kojima's family won't even talk to him anymore in fear of being sold to a slave trade to raise funds for his ever escalating budgets.

So when I was operating on no information, I was quivering in anticipation. And then the information came, and I let a sigh sneak out of my mouth. I mean, Dr. Mario is cool and all but...why not show me how whack the Wii can be? Give me some cheap tech-demos, I'll eat them up I promise. But when the games scheduled for launch were discussed, I kind of lost interest in the upcoming line-up.

But, like a life preserver, those wild and whacky games have come to rescue my lifeless body from the swallows of self pity. In particular I'm talk about Lost Winds and World of Goo.

Now, they say that developers are only as good as their last game. So when it comes to Lost Winds developer Frontier Developments, I literally have no idea what to think. I'm aware that Thrillville won  the Editor's Choice Award from Children's Technology Review, but what does that mean for me, someone who is neither child nor technology? So, in my mind, Lost Winds is the dev's first shot at the big leagues. And my lord what a shot it looks to be. Something that I think is lost on alot of developers is that if you want to appeal to the Nintendo faithful, it's not as simple as hitting the Kiddify button. There's something about Nintendo's overall style that speaks to everybody. While you are controlling a portly plumber in a rainbow infested world, you feel as if nothing is cooler. I think Lost Winds has nailed that look, and more importantly, that Nintendo feel.

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And while it's clear that Kirby's Canvas Curse had an influence, Lost Winds takes the concept to another level. Controlling a character that relies so greatly on another is such an interesting mechanic. Something like The Adventures of Cookie and Cream comes to mind. But what I really like is that the young boy, Toku, isn't completely useless on his own. Unlike Canvas Curse, he can be controlled separately from the supporting character (in this case, the wind). As such, you're juggling the two characters, which isn't something you see of too much in video games. I really think Frontier nailed it, and I can't wait for it's release.

Next up is another title that has an aethetic that really blows me away. When you see it for the first time I promise you you'll wake up concussed and in a hospital. It literally looks that beautiful. I'm talking significant other beautiful.

World of Goo hails from 2D Boy, which as you've probably guessed, is going to stick with 2D games for a little while. I know that somewhere Koji Igarashi is fist pumping excitedly. But based on World of Goo, I don't think we'll see them retreading the effortless pixel work we've been seeing in some DS games of late. What I like best is that unlike most puzzle games, World of Goo has a premise. But to even further differentiate itself from other puzzlers, the game's premise is commentary on ourselves. Maybe. Regardless, I love the gloomy visuals, makes me think of the Oddworld series, which despite being grotesque was still humourous.

World_of_goo

 

While I wish I could say "Ah yes, I understand how this game plays perfectly!", I can't. But that's not a bad thing. I think the depth of the game is really going to surprise me. I get the gist of it, build structures out of goo to get said goo from A to B. But all this jazz about combining goo based on colour is going over my head for now. But I'm excited for the depth it'll provide when I get my non-gooey hands on it.

Lastly, and assuredly not least, is Strong Bad's Cool Game for Attractive People (you should click the trailer link on the right hand side). But that should really go without saying. I mean, an episodic series of games from a developer who actually knows how to deliver on such a promise? Yes, it can happen, don't let those who couldn't commit fool you!

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Telltale Games has been doing it for awhile now with their successful Sam and Max series for PC (which will see a release on the Wii as a bundle of the first "season", which I will buy on day NOW). I'm not that familiar with Homestar Runner, but this game could very well make a fan out of me, I'm already brushing up on my Sam and Max comics.

So it looks like the coaster is ascending again, as I'm growing ever excited to get these games on my Wii. I'm sure I'll be just as uptight as everyone else on day one when the service is slow as hell, but it's hardly something I'll derail over.

April 14, 2008

Some fore play with Hot Shots Golf: Out of Bounds (PS3)

Hot Shots Golf: Out of Bounds is one of the most bizarre juxtapositions you'll find this side of a restaurant that puts fried eggs on top of spaghetti. I'm worried that you'll find that normal and perhaps even appetizing, so I'll cut to the chase. For a game that contains caddies which run at greased lightning speeds and other such qualities we pair with anime, it's amazing just how authentic a game of golf it presents. While a variety of fanciful effects will accompany a perfectly timed shot, there's no magic in the 4 MPH wind that could wreak havoc on an ill-planned shot.

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But before I can move on to discuss the game in greater detail, let me just say this as an aside that in no way should effect one's decision to play the game. I hate the character artwork of this game. I can even forgive the racial stereotypes, which is something that one really should do. But the atrocities committed against the world of character design is even greater than the continuation of the stereotypical muscular American. There is a time and a place for character models this revolting, and it is when I'm dead and gone.

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Without touring the annals of history too much, it's pretty clear that the Hot Shots Golf franchise was started by one company, Camelot, who left the series in the capable hands of...*ahem*...Clap Hanz. During the Playstation and Playstation 2's lifespan, Clap Hanz's regular installments of HSG would stand against Camelot's Mario Golf series (one installment each for the GameBoy Colour, N64, Gamecube, and GameBoy Advance). What we're seeing is similar to the Rock Band and Guitar Hero franchises, the creator of one has left to work on another. And while the two series rarely deviated much from the formula Camelot established with HSG1, it's great to see the changes Clap Hanz has made this time around (especially in comparison to Camelot's We Love Golf for Wii).

As with every new generation of consoles, it's always exciting to see the new graphical flourishes added to our favourite franchises. Luckily, HSG:OoB is more than the count of its polygons.The extra power of the PS3 has been used to create an interesting world where fact and fiction intertwine  beautifully. While you pan forward through an English countryside, onlookers scatter as the camera catches them watching  the day's events unfold. As a chunk of grass flies from your club's impact while a racoon scuttles across the fairway, you understand that you're playing an anime's take on golf. Importantly, Out of Bounds prides itself on its subtlety, and aside from the characters the cartoonish nuances of the world are usually tucked away in the corner.

But more importantly than anything is that Out of Bounds can proudly claim that their "new shot system" is a welcomed alternative. Unlike most other golf titles that shoehorn a dud of a system next to the tried and tested three-click swing meter, Out of Bounds manages to have one that can co-exist peacefully. In fact, if the online preferences are anything to go by, Advanced Shot™ is the new pink! It is possible that that is due to the e-peen dilemma, why use something old and stuffy like Traditional Shot when you could count yourself amongst the new hotness with Advanced Shot? With this new shot method, players watch their character's back swing, and stop it when they feel necessary. But you're not completely blind in regards to power. The club's head with flash with light at the 50 and 100 per cent mark, and a sound effect will emit at 25 and 75 per cent.  The upside to this new method is that you can achieve greater distance, and the area of impact is larger. Problem is, hitting accurately with a power level other than 25, 50, 75, and 100 per cent is rather difficult. But you can manage it in time. For me though, I'm a traditional man. I like my tea with milk, my jean's blue, and my shot method's traditional. Three-clicker for life.

No matter which method of control you choose, you will have an issue regarding your ball's flight path. Unlike the system found in Mario Golf Toadstool Tour for the the Gamecube, you can't use the camera to follow the balls path. What this did was allow you to follow the ball's arch from tee to landing zone, but only if you hit the ball perfectly. While the path when over a tree, if you made an error in your swing, you'd end up with a poor shot. While this may have created an easier experience, it also provoked players to take riskier shots. No matter what I did, I still had to hit perfect shots if I wanted to land where I intended to. Out of Bounds only follows the balls path in a straight line on the ground. You cannot follow the arch, which means it's difficult to gauge whether or not you'll hit the wall or tree in front of you. To argue that this is more realistic is difficult because HSG is not necessarily a realistic game.

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The Hot Shots Golf series single-player mode doesn't progress as you might expect. Instead of tackling a 18 hole course to unlock the next, Out of Bound's presents eight challenges that you must beat before you can move on to the next rank (or level of difficulty). Each challenge is generally 9 to 18 holes of a course, and some challenges may even have special rules like fast wind or a mirrored course. The final challenge is against one of the game's computer controlled characters. Defeating them allows you to rank up, and take on a new set of challenges. The matches against the computer controlled character are lengthy, as you have to watch them set up their each and every shot. You'll even think your PS3 has frozen when the computer takes more than a few seconds to set up their shot.

Beyond going for the lowest stroke count, you can also have an keep a leg up on your competition by not mucking around in the rough and sand traps. As you play, the game distributes points based on your performance. And while you may have the same stroke count as he that it is in first place, that visit you paid to the water hazard threw you down into second.

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Earning first in the game's challenges nets you items that you can use to outfit your character. But more often than not, these prizes do more than just provide a superficial makeover. Instead, you'll earn clubs and balls, each with their own abilities imbued. As you change your clubs and balls (and please, try not to laugh), your characters stats with bob and weave accordingly.

If you intend for challenge mode to be where you spend most of your time, be advised that things start off slow. For the first few rankings, you'll feel as if zero progression has been made, as you'll be playing the same 18 holes seemingly over and over again. As you continue to play, however, later rankings bring more courses, and soon enough the tidal wave of deja vu will simmer down to a mere splash.

If you choose to view Hot Shots Golf: Out of Bounds as a comatose being, than its online component is the life support system that keeps it alive for you to enjoy. In an effort to sound more cool and less politically incorrect, Out of Bound's online play is where it is at, cuz. In it, tournaments are laid out throughout the day, with each occuring within 15 minutes of another. Like the tournaments found in challenge mode, some will have special rules, some will only allow specific characters to play as. Fortunately, all clubs and balls earned in the offline component follow you online.

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As an incentive for online play, Clap Hanz has a ranking system in place. Anyone can compete in tournaments labeled GF, however, to enter tournaments that fall under the G3, G2, and G1 categories, you must meet certain requirements. G3 is the lowest level, so these are easily joinable. What sets these apart from GF tournaments is that your results from a G3 tournament will affect your ranking. After a number of first, second, and third place wins, your rank will increase to G2 and so on. Do well enough in a G3, G2, or G1 tournament and you'll earn prizes. If waiting around for your tee off time isn't your cup of tea, you can join any available player run tournament. Your standings will not affect your ranking, however, and the games are usually occupied by no more than eight players.

The biggest problem with playing in online tournaments is the wait times. This is definitely a game where you'll want a magazine laying around to kill some time with. Hell, try to learn another language, or take up cross-stitching, as the wait between each hole in an online match takes between one to two minutes. It's not even a matter of allowing time for every player to finish up the hole, you'll often find that every player is ready to move on with another minute to go. Technical issue or not, these waits are quite long, and more than make up for the lack of loading in the offline portion.

Hot Shots Golf is known for its ability to earn an audience of both gamers and genuine golfers. And with Out of Bounds, the series will continue to please. More than any other franchise, HSG is always more than a simple face lift with each new installment. With Out of Bounds, a new swing mechanic (that actually works), as well as an entertaining online mode bring the series to the forefront again. With the promise of downloadable content in the near future, Out of Bounds will have legs for some time.


About Tyler Ohlew


  • Tyler, currently a journalism student at Durham College, has never spent a day where he hasn’t at least touched a video game controller. While just touching a controller does seem odd, it at least shows his commitment to the hobby. Read of his adventures of playing video games into the early hours of the morning, and learn of his frustrations as he tries to beat Kid Icarus for the first time of his life.

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