Tuesday, July 31, 2007

Coming Attractions

And now a word from our sponsor,

E3 has come and gone with nary a word from your intrepid, nude gaming enthusiasts on the subject. The show, a mere shadow of its former self, now represents more of a month-long publicity window for publishers. Many of the biggest announcements came before or after the two day "expo," perhaps proving once and for all that E3 is dead. *Moment of Silence* And I never even got to go.

A few things of note in the past few weeks:

Super Mario Galaxy looks great, just the kind of innovative, imaginative title the genre so sorely needs.

Disappointed by the lack of major Brawl announcements, but isn't TGS coming up soon? Holding out hope for news there.

WiiFit is a great idea, but E3 was not the right venue to showcase it. Most of the people who know and care about the show are the type looking for the next Twilight Princess. Thankfully, Nintendo doesn't seem to care about their opinion much anymore.

15 minute Metal Gear Solid 4 demo? Amazing. I hate to say it, but I might have to get a PS3 to play that game. The amount of abilities and features added, on top of Snake's already impressive movelist, is truly stunning. MGS continues to improve with each iteration and I'm almost sad that this will be the last one (lulz).

Extended RE5 trailer was great. Looks like 4, only more intense, which is saying something. Knowing Capcom, we'll be sick of neo-Resident Evil in a year or two, but for now the future is bright.

I don't hate Halo. This is not to say I hated it before, but I think I'm beginning to understand the love a bit. Most of my criticisms stand, but I'm enjoying the PC demo of the first. I'm fairly excited for 3, especially since today's 4 player online co-op was announced. Co-op is tons of fun, especially in FPSes. Hopefully there won't be much lag and the game will remain balanced, as far as difficulty goes.

All the usual suspects continue to impress: Assassin's Creed, Mass Effect, Crysis, Bioshock and Devil May Cry 4 will undoubtedly deserve my hard-earned money once I have a way to play them.

Sony had a remarkably strong press conference; I had underestimated how much they are willing to sacrifice to stay competetive. I'm not sure how much these renewed efforts will actually help their market share, but it is nice to them trying.

Need more Soloscholar,
Daniel Radcliffe

Saturday, July 21, 2007

Go for Broke

insertcredit reports that Playing to Win is now free to read online. Playing to Win is a book by David Sirlin, based of an article he wrote. The gist is: Scrubs and cheapness don't exist: People make shit up like that because they lose. Play to win, use what the game gives you, and be awesome.
Get ready for some goddamn Guilty Gear XX Accent Core.

http://www.sirlin.net/ptw

Wednesday, July 18, 2007

The pain knows no bounds

For the past week and a half, I have been visiting a camp called EGD, or emagination game design. The premise of this course is to create a game so that you have experience when you possible get into the industry. And for the past week, we have been creating an FPS, using a program called FPS creator. Sounds fun, right? I wish it were.

To start off, FPSC sucks. You can only make the AI do one thing from their pre-programmed scripts, which range from run, to shoot, to run away, to strafe, and to cower. And forget about having many enemies in a room. You have one, and it's good. You have 2, and it's okay. 3, and it's a stretch. 4 is pushing it, and you can definately forget about 5. And the bigger the room, the worse off the lag is. Most rooms have to have the ceiling so that you can look up and hit the ceiling with a melee weapon. If you stand on a table, your head is brushing the ceiling. If you have it outside, it had better be damn small with few enemies. FPSC can't seem to render anything else with the sky that well.

Then there's the producer of our team. He doesn't know what he's doing. His ideas don't make sense. For example, we wanted to put in a flashlight. So I asked when do we put it in from the beginning of the game. But since you play as a prisoner aboard a space station who just escapes, why would you have a flashlight in your cell? But he kept insisting that the flashlight is available right from when you start. And today, I found out that one of the reasons that he doesn't like me is because he thinks that I'm unoriginal. Blegh, there's just so much that is pissing me off about this I can't say it all.

Anyway, long story short, I am never creating an FPS.

Tuesday, July 17, 2007

IT IS DECIDED




I'M GETTING A 360 WHEN THIS COMES OUT UNLESS IT IS FUCKING HORRIBLE

EDIT: LARGER SCAN ADDED. SPECULATION BEGINS. DUSTLOOP REPORTS THAT THE ARTICLE SAYS SOMETHING ABOUT "MELEE ACTION" AND "REAL TIME." SIN, THE CHARACTER REVEALED LAST YEAR IN A PUZZLING 360 DOWNLOAD, IS THE GUY WHO LOOKS LIKE KY ON THE BOTTOM THERE. RIGHT NOW, I'M GUESSING WE'LL BE FIGHTING THE FRIGGIN' HOLY WAR A LA DYNASTY WARRIORS. LOOK AT THOSE MAPS ON THE RIGHT.

Capcom's back in the game, bay-bee


No one played Devil Kings, but apparently the original game was cool. I guess. Well, enough that Capcom is making this friggin' 2D weapons-based fighter of it. YYYEEEESSSSSSSSS.

Tuesday, July 10, 2007

Tame By Comparison

....

So, the Emasculated Electronic Entertainment Expo is upon us. What surprises does the show hold? New IPs? Price Cuts? Giant enemy crabs? We can only hope. The next few days will probably be rife with exciting gaming news, so stay tuned to TNG for all the most important updates.

A couple other items of note: PS3 gets a price cut and a new SKU. I have a feeling this is too little too late to improve Sony's market share much. Jack Tretton said he expects sales to at least double, but this seems more than a little optimistic. Until some big, GTA-sized exclusive hits, neither HD console is going to take off as the PS2 did. If you are at all interested in a PS3 though, and don't have Sony's previous console, this is your chance to secure a emotion-engine enabled console for best backwards compatibility.

Second, Microsoft extended their 360 warranty to three years to cover the dreaded "Red Ring of Death" at a reported cost of $1 billion+. They are even compensating people who have already experienced hardware failures. While this is very generous and great PR, the fact is that consoles should not be failing in the first place, especially at such a high rate. Would it really be that expensive to alter the architecture and fix it? Still, this is better than I would have expected out of Microsoft.

Lastly, who thinks Killzone will look nothing like the 2005 trailer? A screenshot has already been leaked, and it looks like crap, but really won't be able to tell until we see it in motion. Sorry fanboys and girls.

Real-time Weapon Switching,
Kaz Hirai

Monday, July 9, 2007

Maybe A Dingo Ate Your Baby

Aloha,

Another day, another game from Kojima Productions. Except that it wasn't called that back then. I digress.

Zone of the Enders: The Second Runner is the sequel to a little game called Zone of the Sons of Liberty Demo. Don't worry about playing the first, this is where the action is.

ZOE, like so much that comes from Japan, is about giant robots fighting in space. You control a powerful orbital frame by the name of Jehuty and stylishly wreak havoc with whatever is placed in front of you. That is really all there is to it.

Seriously, the plot sucks, being basically nothing more than a weak link between missions. The characters are two dimensional at best and the setting is so insubstantial it hurts. The voice actors read their lines as though they have no idea what they are supposed to be responding to; there is little actual conversation and a lot of "two people in separate recording booths". The laughable writing and dialogue don't do much to help matters. In fact, just about everything not related to the actual gameplay is so bad, I have to believe it is intentionally terrible to evoke most giant mecha anime.

Fortunately, the gameplay is good enough to make up for all this. While the experience is short (just over seven hours to completion for me), there is enough mission variety and interesting scenarios to keep it engaging. While a few levels fall flat, particularly the mine/infiltration part, overall that Kojima polish shines through. Boss battles are mostly unique and rewarding, though figuring them out can be frustrating and the grab/block/be attacked mechanic is overused. Many stages push the PS2 impressively, from the epic battleship armada to the Aumaan charge with literally hundreds of enemies, to create outstanding and memorable gaming moments.

Throughout the adventure you are awarded various extra weapons to compliment your arsenal. Unfortunately, most of these sat unused in my inventory. The grab, which Jehuty starts with, is overpowered, allowing players to destroy two enemies at once, while being invincible and without using sub energy.

Control takes a bit to get used to, but ends up working fairly well. Still, more customization, particularly aim inversion, would have helped. My biggest complaint about the controls comes from Jehuty being almost too easy to control; there is no sense of gravity or environment because you can float effortlessly almost anywhere. When you run into a cliff there is no sudden jerk accompanied by the scraping of metal on rock, only a sense that you aren't moving anymore thanks to an invisible and substance-less wall. If everything was given more weight, particularly in combat which sometimes feels like beating up a pillow, the whole game would be much more satisfying.

The game utilizes subtle cell-shading to create some nice looking visuals. While most of the art direction is somewhat bland, it is still fun to watch thanks to eye-catching effects. Environments are partially destructible, which adds a nice sense of chaos and power to the fights. However, the feeling of scale is disappointing; only occasionally does the game get across the idea of piloting GIANT robots. The soundtrack is almost too good; such an uninvolving story does not deserve music of this caliber. It pumps you up, but then you realize you aren't really fighting for anything and whole thing falls apart.

ZOE2 includes a good amount of extra content, including tons of battle scenarios, (much like the VR missions in MGS2: Substance), a robust "New Game+" option and a relatively enjoyable versus mode.

Hmmm, I've been awfully negative, haven't I? Despite all my criticisms, I did really enjoy the game and can't wait to see what they will do with the sequel. Worth a look if you are looking for a PS2 action game and can find a copy.

Beyond the Bounds,
Nohman

Sunday, July 8, 2007

Some Days You Feed On A Treefrog

Long time no see,

Gentlemen, behold! I have created....this thing! In honor of the approaching trailer for Hideo Kojima's latest entry into the venerable Metal Gear Solid series, I thought I would review the masterpiece that is MGS3: Snake Eater. Despite some deep design flaws, it is the best game in franchise, the greatest stealth game I have ever played and probably my favorite PS2 title ever.

Snake Eater takes place prior to the MSX Metal Gear games. Rather than taking control of beloved franchise badass Solid Snake, players are thrust into the role of Jack, aka Naked Snake aka the man who will become Big Boss, progenitor of Les Enfantes Terribles. The adventure unfolds in an unnamed South-Asian jungle, against a backdrop of Cold War tensions and internal Soviet power struggles. While I am admittedly a sucker for 60's spy thrillers, I feel that the setting is one of the game's greatest strengths, lending it a distinct personality and introducing a welcome chance from the industrial settings the series was known for.

Due to the fact that much of the game takes place outdoors in forests, caves, rivers and mountains, a camouflage system is introduced. Brilliant in concept, this allows players to hide just about anywhere with varying levels of success. A percentage in the upper right hand corner of the screen tells how much Snake is hidden from enemy patrols and it varies depending on player movement and position. Lying prone and still in a patch of grass with the appropriate camo makes you virtually invisible, unless a guard accidentally steps on you. Conversely, running around is a sure way to get you shot. However, the system is far from perfect. The game allows you to pause and switch clothing and face paint instantly at any point, thus removing any planning from the equation. It also serves to break up the action and remove a degree of tension from the experience. Lastly, the each option has a number next to it that indicates its precise effect on the camo index in relation to their position, meaning players never have to choose for themselves what the best choice is; it is always obvious. While this does ensure that players don't have to continually pause and try different options to see what gives the greatest stealth boost, I feel as though realtime camouflage would solve this by forcing them to learn, plan and adapt.

The problem of pausing extends to the health, stamina and first aid systems as well. Snake Eater changes things up a bit by having Snake take far less damage, and have his health very slowly regenerate with time. It also introduces a stamina bar that slowly depletes depending on the players actions; running, climbing and other strenuous activities drain it faster, which then affect his ability to perform them, as well as slows his health recovery. You can regain stamina by hunting and eating some of the flora and most of the fauna found in the environments. Lastly, Snake can sustain a number of injuries, ranging from burns to lacerations to broken bones, which require medical attention, lest he gradually lose health and stamina. Very cool ideas all, but flawed in their execution. Rather than having to find a relatively safe hiding spot to tend to your wounds ASAP, then work as quickly as you can before you are discovered, everything is performed in the safety of a paused menu. Adding to this, the treatment can be performed in any order; players can bandage a cut and then stitch it up, which makes no sense.
Making the surgery a little more involved would go a long way towards making it more satisfying. Eating suffers the same problem: running low on stamina is never a problem because you can always just pause, eat something and then resume.

Inventory management is unfortunately plagued by issues as well. For some reason, players are given two separate areas to store items; one that gives access directly by pressing L2 or R2, and the other that exists in hammerspace. The more weight stored in the former, the faster stamina depletes, but the things carried in the other seem to have no effect whatsoever. Compounding this issue it the fact that it is possible to transfer items between the two inventories at anytime. Why even bother with that system if that is the way it works? Additionally, stored food and medical supplies don't seem to be placed in either and in fact occupy their own dimensions. Personally, I feel like a Resident Evil 4 style backpack would be a much better design choice. This would force players to choose their camo, food, supplies weapons, equipment etc more strategically, rather than just carrying around a mine sweeper on the off chance it'll be useful. The game's theme is survival and it would make sense that Snake would carry only what is absolutely vital (at the discretion of the player) and leave behind unnecessary, seldom used items.

All of these design decisions make more sense when you take into consideration an important idea that got cut. Kojima said before its release that, while there would be no major character twist, there would be something to replace that this time around. Apparently, it was going to be necessary to beat the game without dying. While saving was possible, saves would be erased upon restart. With this in mind, giving the player these ponderous advantages makes more sense. However, there seems as though there was not enough time to change the game after that feature had been dropped.

Anyway, what happened to the praise from the first paragraph? I've been criticizing the game to high outer heaven. Well, you see, all of these issues would have sunk a lesser game. What amazes me is how Snake Eater still managed to be so enjoyable despite all my complaints.

The game is gorgeous. The environments are incredibly lush and detailed and really bring the jungle to life. Character models are superb and their animation is just as varied and detailed as one would expect from Kojima Productions. The realtime cutscenes are well directed and stylish, without resorting to The Twin Snakes' over-the-top acrobatics. Though the framerate only runs at 30 fps, compared to 60 in Sons of Liberty, the trade off in terms of map size, activity onscreen and visual polish more than makes up for it.

The soundtrack, as usual, is great. Harry Gregson-Williams and Norhiko Hibino managed to retain the spirit of the earlier games, while expanding on it and really capturing the essence of the setting and gameplay. The effects are satisfying and the ambient sounds perfectly convey the environments. The voice acting, again as normal, is top-notch with David Hayter reprising the role that made him famous and a slew of newcomers that really sell the story. The theme song also deserves mention, as it is a totally great James Bond parody, sung with gusto by Cynthia Harrell, of Symphony of the Night "I am the Wind" fame.

Being a Metal Gear Solid game, the story plays a huge role. Unlike in 2, the plot is relatively
straightforward, without nearly as much in the way of conspiracy theories or plot twists, at least
until the very end. It does a great job explaining the origins of the saga and even sheds some light on the mysterious Patriots. While some of the cinematics are lengthy, they never quite cross into the realm of Sons of Liberty, and are always interesting; there are even points in the middle of the cutscenes at which the player can hold R1 and look around in a first-person view. The game never takes itself too seriously, which isn't new to the series, but is done in a different manner than its predecessor. Radio conversations exemplify this well, including conversations about old movies, Snake's eating habits and cardboard boxes. Humorous references to previous games abound, providing tons of entertainment for fans of the series. Despite what some detractors would have you believe the dialogue is never that bad, and in many cases it is really good. My only complaint about the story is that it drags a bit early in the early parts of the Virtuous Mission, especially when The Boss is going on about the place of a soldier.

The game design, besides the aforementioned flaws, is great. It allows players to tackle any situation as they want to; brute force is more of an option here than in previous games, as the inclusion of a shotgun makes it easier to fight your way out of an alert and get to one of the game's numerous hiding places. Boss encounters are creative and memorable, particularly an epic sniper battle with The End. Every map offers its own unique challenges and obstacles, and the game is long enough to feel satisfying but never dull. It also helps that the game gets better as it progresses; there is an amazing action set piece towards the end that completely blew me away. Being a Kojima game, there are tons of small touches to appreciate, from food spoiling to killing a boss by waiting till he dies of old age, to hidden story bits if you meet certain conditions. Contol is tight; I especially like the inclusion of the new close-quarter combat system which makes Snake feel much less helpless at close range.

The game was re-released as MGS3: Subsistence with a slew of new content, including the unfortunately now defunct Metal Gear Online. This is the one to buy, as it gives the option of changing the traditionally overhead camera to a fully controllable one, which was one of the biggest complaints about the original Snake Eater.

All in all, it feels like a true sequel to the original Metal Gear Solid, even moreso than 2. Highly recommended if you are at all interested in Metal Gear.

Time Paradox,
Eva