Tuesday, October 30, 2007

Don't feel bad staying in the Darkness about this one.

I've most recently completed "The Darkness" for my Xbox 360. I'm a bit late on this one, but mixed opinions and these wonderful $60 price tags had me overlook it until the price was a bit more fair. Add to that the fact that I respected, but did not enjoy Starbreeze studios' last game, "The Chronicles of Riddick" and you have your own recipe for ambivalence. I will say that I am a longtime fan of Mob stories, which is what drew me to the game, so don't think I went in expecting total boredom.

I did enjoy my time with The Darkness, at least enjoyed more than hated. The thrilling opening sequence lead into a rather engaging consistent world. I was surprised to be able to wander about so freely. Main plot items being mere suggestions amidst a variety of things to do. However, quantity not being quality, most of these jobs given to you by strangers are little more than fetch quests. What's more, it's awfully jarring to have this serious plotline about mob murders and revenge bogged down by needing to go fetch random object X for stranger Y. Of course, these are all optional and merely unlock bonus content, so if you feel as I do, you can ignore them, as I did.

The Darkness really didn't make much sense to me. Lots of murder, revenge, and World War 1 in hell. I didn't quite get that last bit either, but maybe if you're a fan of the comic, you will. The Darkness can claim to have the best handling of a girlfriend of about any game, without any cheesy outfits, dialog, or unrealistic interaction. This brief sequence where you visit her focused on her character and their interaction more than the sophomoric tones typical of female characters in games.

Other highlights are a very intense shootout where you're defending a house on a city block from all sides from within, a scene where you literally tear a mansion apart looking for your nemesis, and the monologues that cleverly hide most of the loading in the game. It's a unique solution to the loading problem and the main character's dialog is very compelling and adds to the story events within the game.

So where's the rub? In between these highlights, you'll find yourself spending far too much time wandering back and forth between subways, streets, and city blocks trying to get to your next destination. I found it a pain to have to spend minutes walking (very slowly) through a subway station, wait for the train, wait for the loading, arrive at the other station, find the exit I need, walk through that station, get another loading screen, arrive in the general area of my destination, and find it within there. Sorry that this paragraph dragged on so long, but now you have an idea of what the later hours of The Darkness feel like.

The shooting mechanics are imprecise and jumpy, just like they were in "Butcher Bay". Fortunately you spend the most time using your Darkness powers. Unfortunately, these require you to be in darkness, and therefore shoot out the lights in almost every environment that contains combat. Add this tedious task to the almost, but not completely necessary devouring the heart of every enemy you kill, and every encounter gets another 3 or so minutes bloated onto it with repeated animations that are only enjoyable for about the first 2 hours.

The Darkness has its fair share of problems which really add up due to the frequency with which they appear. They dragged down the potential positives of the experience to leave me feeling quite flat about the whole thing. Like a chocolate shake made with the finest cocoa, and rotten milk. The Darkness fails to impress, and since these scores are so popular, I'll give it a neither good, nor bad 5 of 10.

Saturday, September 1, 2007

Required Gaming-September 2nd, 2007 Final Fantasy X

Each week Required Gaming presents a game that any gamer should know and love. Like required reading lists, but for games! If you're a new gamer, or have been around the hobby for a while, hopefully these will introduce you to some overlooked classics, or make you want to replay an old favorite you had forgotten about.

Being the most recent Final Fantasy completed, and also one of my personal favorites, I've chosen Final Fantasy X as this week's recommended, must play game.

I hear this game is wildly popular in Japan, but it doesn't get much talk in the US. We're all about the dudes wielding 7 foot swords and popeye arms here. FFX is noteworthy for being the last FF we'll likely ever see that sticks with the original series formula, and the original series creators. Since FFX, we've had an MMO, and a FF with a MMO's battle system. It's fortunate then that FFX is the best and most refined example of a traditional Final Fantasy.

For a Final Fantasy game, FFX has a reasonably believable and devoid of nonsense plot. In the world of Spira, Summoners go on pilgrimages with the goal of becoming powerful enough to defeat Sin, Spira's token force of destruction and chaos. The problem is that summoners sacrifice their lives at the end of a pilgrimage, and Sin inevitably returns.

I always thought this plot was an interesting parallel to the Final Fantasy series formula: a party of heroes travels throughout the world, becoming more and more powerful to ultimately defeat a final foe, followed by a sequel with completely unrelated characters going through the same basic premise. FFX's group of heroes realize this repeating cycle, and desire to break the cycle. With FFXI being online, and FFXII turned over to a completely different team, X's writers seem to be telling us that this pattern has come to an end, and the series would not be the same after this game.

FFX lacks a strong antagonist Almost completely at the end of the game, you learn that the person behind sin and all of spira's troubles is a summoner from long ago which is hardly mentioned at all in the 40+ hours previous, nor is he very well explained after being introduced. Also the main character Tidus's secret past is underdeveloped and confusing.

However, I found the relationships between characters to be stronger than in any other game. The mixture of dread and duty that the party faces as they travel is felt very clearly. This is the first Final Fantasy game to use voiced dialog for the characters. While overall very enjoyable, there are awkward moments and Yuna's voice in particular sounds very dry and flat. The game also shows it's experimental nature in the way characters emote and act. The animations repeat far too often and are not synced with dialog. The detail on those characters is very impressive for such an old game, and still holds up today. Overall the visuals are very impressive, with bright colors and attractive character/enemy designs.

Battles are turn based, and give you a complete layout for the turn order characters and enemies will act in. FFX's battles are much more strategic, rather than the tactical nature of the Active Time Battles in every game since FFIV.

Each enemy has a clear weakness and character which can deal more damage than others. And since in FFX you can swap out any character at anytime without losing a turn, you're able to exploit those weaknesses without battles dragging on. This turns random battles from what was just repeated mashing of the A button and Fight command into something you actually have to think about a bit to finish them as quickly and effectively as possible. It also promotes using a variety of characters throughout the game.

One more think worthy of noting is that unlike other Final Fantasies that had a large world you could explore freely, FFX leads you through a linear path from area to area. It makes sense in context of the plot, but some might miss the freedom of older games. The leveling system is also drastically changed, using a board of interlinked spots, each containing some sort of stat boost or ability. The new system allows you to move characters along whichever path you wish, affecting their strengths and weaknesses.

FFX is the best example of a traditional style Final Fantasy game. Its visuals stand the test of time better than any before it, and it's much more accessible due to the voice acting and linear nature of the game. If I had to recommend anyone new to the series one game to play, this would be it, with FFVI a close second.

It's quite a long game, around 60 hours to get a moderate amount of sidequests and finish the final bosses with ease, although you could finish in 40 and barely escape with your life, if you so wished. Probably not the kind of thing anyone could play in a week, but still very recommended. You shouldn't have any problem locating Final Fantasy X, for under $20. Some stores even have new copies still in stock, if you don't like playing someone else's games. Just don't pay the high prices some big box gaming stores have decided used copies are worth.


Next week I'll be talking about a classic FPS that breaks genre traditions and uses horror to great effect.

Monday, August 6, 2007

The less expensive Suikoden

Suikoden is a charming old RPG that has not exactly stood the test of time. If you can look past its unintuitive menu system, ugly graphics, and relatively slow pace, there is a lot to like.

Suikoden was one of the first Playstation RPG games in america, and it's technical inferiorities show. 90% of this game could have been done on a Super NES. Beyond just plain ugliness from a graphics standpoint, the menu and user interface is very confusing. Items are always bound to a certain character, and there is no universal "item list" where you can choose from all your items. If one person's inventory is full, but you have something for them to equip, you'd have to give an item to another member to free up a slot, then give the equipment to the person who is equipping it, then cancel out to another menu to choose that character, and finally equip it. There's no reason for things to be this complicated. The rune system of equipping spells is confusing as well, since it's never really clear what each rune does. There are some vague descriptions that the game gives you, but either trial and error, or a quick search online is the only way to quickly find out what the "Champion's Rune" does. Add to this some very oddly worded menu options, and the interface is just a mess.

The controls are simple, basically using 3 buttons for the whole game. The designers did a nice thing though with this simplicity. The game can be played with only one hand using the controller. The D-pad will move your character, R1 and R2 are used for menu confirm/cancel and inspecting/running. Select opens the menu. It's a convenient and creative option that allows you to relax a bit more and not feel hunched over the controller.

The battle system is pretty normal fare. 6 characters in a party taking turns with enemies attacking. The engrish menu options show up here to, where the auto battle is so cleverly titled "free will". The large scale battles have an epic feel to them, but they basically become a rock-paper-scissors fight. It's nice that you have groups that can see what the enemy will do next, or recruit from the enemy forces as a change of pace. The most exciting and original battles though are the duels. These are one on one battles that take place far too infrequently. The duels also use a rock-paper-scissors type system, but their outcomes have drastic effects on the story and characters can be permanently lost in them.

On the topic of the story, it's a pretty formulaic type, where there's a big mean empire that an underground resistance movement has to overthrow. The 108 characters are all fairly fleshed out, for how many they are, and you're sure to find some favorites in there. Recruiting members for the liberation army makes up most of the non-story quests in this game. The story is satisfying though.. there were lots of characters that I cared about, despite the awkward dialog between them.

One of the best things about the game is how you can build a fortress for your liberation army. It starts out as 5 mostly empty floors, but as you recruit new members, they will move in and create item shops, gambling minigames, an inn, a blacksmith, and many other interesting features. It's really fun to see the fortress transform as the game goes on and is good motivation to find all 108 stars and fill your fortress.

Konami should consider a current-generation update to the original Suikoden that could clean up some of these problems and tell the McDohl story in a fresh and interesting way. The real problem with Suikoden is that it's technical and interface inferiorities make it hard to get at the good things the game has to offer, like the varied battle systems, the evolving fortress, and the story.

The majority of people will be turned away by the general clunkiness and lacking presentation in Suikoden. However, get past the clunky interface, use a little imagination, and you'll find a real gem beneath.

Tuesday, July 31, 2007

Daxter: Now with 100% less Jak!

Daxter is great portable platforming fun. The game has loads of personality; Daxter is consistently funny and interesting to listen to. It's a shame the writers didn't come up with a story to match the witty dialog. As far as I can tell, Daxter's stranded in this city and stumbles upon a job exterminating bugs.

The story isn't the focus here, though. Top notch platforming is what Daxter is all about. Very linear, jumping and timing based levels keep things focused. This essential aspect of a portable game is something too many PSP developers forget.

I'd be yawning if all the game had to offer was platforming, though. Daxter's spray gun starts out as just a way to stun bugs before squashing them dead. By the last level, it's become a flame thrower/energy gun/jetpack that really opens up the level design. These upgrades could have been given earlier; the last few levels have much more creative situations due to the variety of tools you've accumulated.

One look will show you that this is one of the best looking PSP games yet. I especially enjoyed the animation of the characters and enemies. You'll probably never even give the controls or camera a second thought; they feel very natural and allow you to play without complications.

All of the levels are tied together by a large city that feels quite empty and purposeless. A menu or map to choose locations from would have served just as well. As with any platformer, there's the optional trinkets to collect. The problem is even if they're precariously placed, your unlimited lives encourage you to dive in without restraint. These orbs unlock bonus minigames with Daxter in movie parodies of Braveheart, the Matrix, and Lord of the Rings. These games sound like fun but are little more than simon-says button mashing, and won't compel you to play more than once.

Daxter has another issue that is becoming too common lately. A great game with an epic end battle that has just the right amount of challenge leads into an unsatisfying 15 second video ending. It's a small mark on an otherwise polished game, but you can't deny the bad taste it leaves as you put the game back on the shelf.

I can't recommend Daxter enough to any PSP owner. It can be had for less than $20 now and you'll surely get your money's worth.
8/10

Virtual Console Love

Virtual Console goodness does come at a premium, but who could argue with the excellent games that have been available in the past few weeks? Here's a few I've been putting my rose-tinted glasses on for.

Super Mario Bros. 2
A game that's much bigger, more colorful, and more fun than I remember. I played the hell out if it back then, of course. The memory of it's successor just dwarfs this classic. Unique mechanics, interesting characters, and great control-what's not to like? Many complain because of the changes made or the questionable pedigree here; I welcome the variety here and say today's Nintendo could learn a bit from their own past.

Devil's Crush
This is the best videogame pinball I've ever played. The ball behaves naturally, there's a great variety of challenges, 3 levels to the table, and great depth to be found. Devil's Crush is also very addicting; you'll want one more play to get that bonus round you barely missed. One of the top 10 VC games released yet- go get it now.

Ninja Spirit
I'm always fascinated at how a 15 year old game like this can absolutely capture what makes videogames great, while even today we have games that struggle with basic things like smooth control, variety in weapons, and enemies with personality. Ninja Spirit is a very polished action game. Controlling your ninja is smooth and accurate. I had fun using the 4 different weapons, and giving them upgrades gives you incentive to stay alive and keep your uber-powerhouse status. Think gradius with ninja stars and grappling hooks. Bosses are large, detailed, and numerous. Ninja Spirit's one frustration is the strange way in which one enemy will merely deal damage, while certain enemies will kill you with one hit. Trial and error is the only way to discover these 1-hit threats. Ninja Spirit is worthy of standing tall alongside Ninja Gaiden.

That's all for now. I'm purposely not writing about sure thing downloads like Paper Mario, Super Mario World, and Link to the Past. Nobody likes reading about games they know are good. I'd like to give dynamite headdy a try this week. Look for impressions soon.

Last Gen Gaming is so underrated.

It could be my lack of broadband, the $60 prices, the massive hardware failures, or the 10 hour "epics", but my 360 is gone, turned into a cool $250. I'm proud considering I kept the hard drive, and the $50 price cut is coming in a week or two. The mounting guilt every time I saw the mess of unplayed systems sitting in my gaming area became too much. Call it a wallet protecting measure for the absurd number of titles coming in the next few months.

I've got to admit though, I'm enjoying the duller polish of the last gen. Focusing on the Wii and PS2 has given me a welcome appreciation for the backlog. Okami, FFXII, Ace Combat 5, and Metroid Prime 2 all were tragically overlooked in former christmas release clusterfucks. Next time you're sitting down to enjoy a game, take a look at the collection. Find those unfinished gems, and remember a time before achievement points and when games shipped in their complete version (most of the time).

Tuesday, June 5, 2007

Indigo Prophecy Teaches us how to Ruin a Story.

I really liked Indigo Prophecy. The mystery, the interesting characters, the unique dynamic of playing the killer/investigator, it all drew me in. But I was fooled. I didn't see it coming. Indigo Prophecy falls apart so fast that you'll hardly know what happened.

In less than an hour of gameplay, your character will go from an average Joe who works at a bank, trying to patch up things with an ex-girlfriend who finds himself at the giving end of a bathroom stabbing to an undead Neo clone making love to the woman investigating him for murder in a subway car. Yes, those are spoilers, but since the story makes no sense, it doesn't really matter. At right about the same time, the game transforms from a clever evolution of classic adventure games to a button mashing/simon says game placed on top of cinematic scenes. It's a real shame that this game wasn't given more time to fulfill it's potential.

On the plus side, there is more good than bad, time-wise. It's only the last few hours' sloppy wrapping up of the story which ruins things. You can enjoy the multiple story threads, well written dialog, and the well developed and believable characters for about 75% of the game.

On the mechanical side, sometimes the controls just don't act naturally, because whenever a camera angle shifts, your character seems to want to turn around and start walking another direction. It's tough to explain, but not as tough as moving your characters where they need to be in the timed sequences. I can't speak for other versions, but on PS2 there were numerous times when the audio would skip and stutter for 10-15 seconds at a time, while the game froze, and also when the incorrect lines of dialog would be played, out of sync, or on top of the character's actual dialog. This was a brand new copy I played, so I'm calling it a software issue, and you may not experience it.

I do like using the right stick for dialog selection and interaction with the environment, and Indigo Prophecy looks great, with lots of detail and good animation that communicated emotion very well.

Scoring Indigo Prophecy is difficult because of the split in quality. I can, however, ruthlessly give it a 6/10 for wasted potential, and say play it if you get the chance, for $10 or less.

Tuesday, May 15, 2007

Let me be frank about F.E.A.R. on XBox 360.

F.E.A.R. is a standard first person shooter with some horror/slo-mo elements added in. In general, I never felt very polarized either way about FEAR, neither loving or hating it. Nothing much stands out in the game, run through linear passages through office/industrial/slum environments shooting enemies with a variety of weapons.

The enemies are quite smart and did surprise me several times when I was surrounded before I realized it. The problem is that the closed in spaces you fight in rarely have enough different passages to take advantage of the AI. FEAR's weapons are all standard fare, SMG, Rocket launcher, Pistol, Shotgun. Weapons do control well and feel powerful. Two that stand out were the penetrator, which fires metal projectiles that make for some humorous looking enemies pinned to walls, and the laser sniper rifle which makes enemies explode in a bloody mess, going against any kind of stealth or subtlety long range rifles are suited for.

Another way in which FEAR attempts to be different is by including a slow-motion ability which basically means you can move faster than enemies, see them being blown apart (literally) by your attacks in slow motion. Nothing too exciting. The few scripted hallucination events in the game seemed tacked on and if you've played Eternal Darkness, will seem like nothing special. These could have made the game much more interesting, but seem like yet another missed chance.

I thought multiplayer was more fun, if also basic. The standard Deathmatch, TDM, CTF gametypes are provided, also with slow-mo variants that nobody plays. Speaking of which, not many are playing online except for peak periods and weekends. Nothing much impressive here, just running around maps mostly taken from the single player game competing for kills. Weapons are pretty imbalanced and from my experience the AR/Penetrator dominates the game.

Lastly, graphics are good, but not great (noticing a trend here?) with some good lighting that never really is taken advantage of, nice detail on characters, and lots of objects that blow up and go flying when firefights take place. I didn't notice any framerate issues or glitches in my play through or time with multiplayer.

The 360 version includes two very forgettable extra modes, instant action which places you in areas from the single player game with a number of enemies. It's a lot like a terrorist hunt on Rainbow Six, without as much customization, and only single player. A "bonus mission" of sorts which took all of 10 min and made little sense, not to mention taking place in familiar recycled environments with recycled enemies is included as well. On the topic of not making sense, the story doesn't. I wanted to understand it and I did, but only after a quick trip to wikipedia where someone had written a synopsis. What I understood is the story borrows pretty heavily and blatantly from The Ring and The Grudge.

Final verdict? I'd say 5 of 10, meaning it' s the perfect average FPS. Nothing here done wrong, nothing here done very right or exciting either. It's hard to recommend FEAR with better shooters like Rainbow Six:Vegas out and Half Life Orange coming out. I'd say pay no more than $30, and don't set your expectations high on this one.

Friday, May 11, 2007

Let's paint a dystopian future: What if the Wii reaches PS2 levels?



Seeing week after week in japan, and month after month in US, Wii and DS sales keep dominating, doing very well in a traditionally slow season for gaming. The software isn't quite there in the US yet for Wii, but rarely are more than 5 of the top 20 software spots in japan belonging to non-nintendo systems. Traditionally, NA has followed japan's lead in sales. We all were convinced that the "superior" PSP would stomp on the DS in NA, at least, but after a brief period of competition, the DS pulled away by far.

Some people can call it a fad, say it'll trail off, but let's say it doesn't, what does this mean? If Wii breaks the 3rd party curse of Nintendo consoles, which it certainly could, if exclusives keep coming, I don't think anything could stop it this generation.

So what then? What does this mean for 3rd party development on the HD systems? Look at PS2, last generation. Which system were 99% of 3rd party titles originally made for? If Wii becomes this benchmark, with other systems getting upgraded verisons, it could seriously retard the potential of the other two systems. Could you really see UbiSoft/EA/others ignoring a console with sales the size of the original PS2?

Alternatively, this could create a huge split, with lower tier developers working on Wii/PS2/PSP, extending PS2's lifespan to that of Wii's, and keeping Sony in good shape while the PS3 struggles to find acceptance over the next few years. An ironic development, considering PS2 ports have helped give Wii a hand up while developers recover from the shock at Wii's success.

A 360/PS3/PC segment that shares versions of 3rd party games would be the other side, with far fewer titles, but those being of blockbuster quality, at least in production values. In this scenario, 360's ease of portability from PC would be a huge advantage.

I see Wii dominating sales in a near PS2 like fashion, PS2 continuing to sell well at $99 or less to those even more price conscious, getting non-motion versions of Wii titles.

360 will likely benefit from ease of development and ease of portability from PC, doing well, but not as well as last generation, and the PS3 mainly becoming the high end video nut's console for blu-ray and the highest of visual quality in the fewer games made to take advantage of it.

It could all be BS, but this is my "expert analysis" as it were. I could be wrong, and PS3 could take the lead, and the benchmark for development, giving 360/Wii gimped versions of PS3 titles without Blu-Ray storage size.

Any other thoughts on what it'd be like with a Wii winning generation? Or even.. GASP, a one console future? j/k on the last one.. at least for anywhere outside japan..

Thursday, April 26, 2007

Square Enix not Down with Digital Distribution

Square Enix seems to have indicated that their classic catalog of games will not be getting the microtransaction treatment so many companies have taken advantage of this generation. Square cites lack of Japanese interest in digital downloads as the reason. The statement was specifically targeted towards the Wii's Virtual Console, but the response makes future releases unlikely for PSN or Xbox Live as well.

Opinion:
It's quite obvious what the reasoning is for this move by Square Enix. They have been doing the remake raping of consumers for years, and it pays off every time for them. Square Enix doesn't want to release Final Fantasy on NES for $5 on VC when people are happily buying the PSP remake with Korean MMO style graphics for $30 a pop.

The real shame here is that we'll probably never see some of Square Enix's harder to find or unreleased in the US titles from years past, as the VC was the first real chance for Square to do this inexpensively and with minimum risk.

I hate to place the blame on consumers, but the Square-centric consumer has been about as picky with their buying decisions lately as swine running to Square's slop filled trough. Really, did anyone really need to buy Dirge of Cerberus, or any Mana game made in the last 10 years?

Thursday, April 12, 2007

The 20GB Playstation 3 dies quietly in North America

Sony today confirmed that the $499.99 version PS3 will no longer be available. Sony's Dave Karraker cited "overwhelming demand" for the $599.99 model during launch for the move to one system at retail.

Opinion- As always, Sony makes a confusing move. Who stands to benefit here, other than Sony? One of the biggest problems people have had with the PS3 is its pricing, and the $500 model becomes even more attractive with the $480 Xbox 360 Elite competing with it. Speaking of 360, Sony seems to have just justified Microsoft's pricing by distancing themselves $120 from Xbox.

Removing options can never really be a good thing, and the "overwhelming demand" statement becomes rather hollow when you realize that the majority of shipments were for the more expensive model. The $500 PS3 was fully featured for gaming, unlike Microsoft's Core package, and I'm sure I'm among many non-PS3 owners who would have chosen the $500 version when software starts coming.

The real question is without the $500 version, does that become a begrudging $600 purchase, or another $600 model sitting on the shelf?

EA and Bizzare launch a dud with Boom Boom Rocket.

Let me get this out of the way. Boom Boom Rocket (BBR, get it?) is a shameless attempt to cash in on the recent rhythm game popularity. BBR even yoinks the famous DDR font to give added subliminal connection to potential buyers. Don't be fooled. This is as simple as it gets push the button when it crosses the line gameplay. On top of that, the graphics are very blah, the music is all royalty-free classical style song remixes, and the game is far overpriced at 800 points.

Verdict: 2 of 10- Little to like here, might be okay if you had a 4 year old who wants to play the 360. The high price should turn almost anyone away, though.

Tuesday, April 10, 2007

Review: Yes folks, there IS a good TMNT game out there!

I was a Ninja Turtles kid. The toys, the show, all that stuff. I never thought twice that the concept of amphibious lizards who know karate and eat pizza was ridiculous. Anyway, that series went gracefully into the night, or so it should have. The recent attempts at reviving TMNT fell hollow on today's Pokemon and Hilary Duff infused youth, while also managing to destroy older fans' image of the series, however inaccurate or undeserved.

But wait! Ninja Turtles have always been good concepts for a videogame, right? 4 turtles, four players, lots of beating up enemies and ninja moves! But no, aside from the re-release of the classic arcade game, Ubisoft seemed to have put out a mindless Prince of Persia lite for every home system ever conceived. (they may have forgotten the Colecovision, I'm not sure) Even the DS, which is often like a glittering fantasyland made of licorice whips for good games got a watered down version of the crappy home game.

Is the nouveau TMNT a complete wash? Is there nothing good to sift out of the steaming piles of childhood memories? No, dear reader, for the Game Boy Advance saves the day, with an excellently crafted and incredibly overlooked ninja beat-em-up.

The game basically has two objectives. Kick ass, and move right! Aside from that simplicity, the game does have a good combo and air juggle system using launchers and combo strikes along with roll/dodge moves that adds a lot of depth. Weapons are placed throughout the somewhat repetitive levels. The whole game has a very solid feel to the engine and physics that I haven't seen in this style of game since River City Ransom.

River City Ransom comparisons don't stop there though. Each of the four turtles can accumulate experience points and improve their abilities. Enhancements also can be purchased with money that enemies drop. There is a hub-like overworld from where you select levels, buy upgrades, and play an abundance of minigames with Casey, Splinter, and April. Last on TMNT's extensive feature list is the medals (read: Achivements) for doing things like a 50 hit combo, juggling someone 10 times, accumulating money, and other creative goals.

Sprites are clean, clear, and animation is very expressive. The levels are a bit repetitive, and the game is over before it really should be. It should go without saying, but if you hate these type of beat-em-up sidescrollers, TMNT won't be for you. However, for fans, GBA is by far the best way to go for TMNT gaming this time around.

The game hasn't been very widely shipped and you might have to do some worthwhile searching. (I found mine at a best buy, and have only seen copies at a local department store otherwise, every GameStop/EB and GameCrazy got NO copies in, morons)

I give TMNT an 8 of 10 for the very solid game engine, ample bonus content, and very impressive graphics. It loses points for the number of stages in the game, and lacking classic TMNT villians. (yeah, the movie was too, but that's another problem)

360 Keyboard Controller Attachment Rears its Ugly Head

Images of an Xbox 360 keyboard controller with a small keyboard added were quickly removed after posting at GameSpot. This seems to go hand in hand with the dashboard update video shown early last week with MSN messenger functions built in.

Pictures, and also the location I shamelessly abridged this from: http://kotaku.com/gaming/xbox-360/xb...ing-250606.php


Opinion: Few are going to buy this when a real, full featured USB keyboard works fine. (and likely will cost less, if the 120GB HD is any indication) Was anyone really asking for this? Seems that there's plenty of other problems that MS is ignoring to be wasting time on something like this. There's no way the keys are anywhere near big enough to be comfortable to use. Not to mention how much of a pain it'll be to use the normal controller with that tumor-like obstruction sticking out of the bottom.

Brings PTS disorder style memories of the Jaguar Controller back. *Shudder*

Nintendo fesses up, offers replacement Twilight Princess discs

Nintendo is now offering a new, fixed Legend of Zelda: Twilight Princess disc for those who have experienced either of the infuriating bugs. The glitchy areas effectively halt your progress in the game, requiring you to do at least 3 dungeons over. Apparently the new disc will fix the problem even with a glitched save, no need to restart the game for the fix to work.

Nintendo's directions:
Write a letter explaining how you encountered the issue, along with name, address, and daytime telephone number, and mail it along with just the game disc (no case) to the following address:

NINTENDO OF AMERICA
ATTN: CS ADMIN
4900 150TH AVE NE
REDMOND WA 98052-5171



My opinion: This is a great move, and even better that it fixes saves already glitched. To go back into the US version code and change for future prints is a pretty stand up move.

It does come a bit late, especially for the many people it's already happened to and had to start over. The glitch shouldn't have been there in the first place, and it's quite strange to see such a bad bug in a high profile 1st party Nintendo game.

I haven't encountered the glitch yet, but from what I've read up on it, I'm fairly close to where it CAN happen. I'll probably be sending in my disc soon, and recommend everyone do the same. What better time than with Super Paper Mario this week to keep you busy until the replacement disc arrives?

Tuesday, March 27, 2007

A classic proves it's (mostly) free of wooden stakes, and a great value.

Seeing an early Playstation era classic on Xbox Live Arcade comes as a bit of a shock. Especially to those of us who remember eagerly awaiting the game's release back in 1997. (was that really ten years ago?) As we all know, old does not mean irrelevant, and Symphony of the Night holds up very well for it's age.

SotN is the story of Dracula's son, Alucard, who has awoken to investigate the events surrounding the Castle of Dracula's return. At the beginning of the game, Alucard loses the powerful weapons and abilities the player has so briefly enjoyed, in one of many similarities to the Metroid series. From there, Alucard finds new equipment, levels up by killing enemies, and more and more of the castle is unfolded to explore.

The sense of exploration and character growth is very tangible, when you see that far off ledge or small passageway that taunted you an hour ago all of a sudden become accessible, and a whole new wing of the castle with it. For new players, the game might seem a bit difficult at first, when you're at lower levels, almost any enemy in the castle can unexpectedly kill Alucard and leave you to load your game at the last save spot. The game does become easier and more playable as it goes on, with difficulty ramping up again about halfway through for spoiler related reasons.

The game takes place entirely within the castle, but a great variety of locations and visual styles keep things interesting. Little details on enemies like skeleton heads that clack their teeth together in anticpation of Alucard's demise are very enjoyable too. Alucard controls fluidly and animates very well too, with his cloak and hair all feeling very separate from his body's movements. The animation has such a satisfying feeling that you might find yourself moving Alucard around the screen, just to enjoy the animation and flowing movements of the character.

The most praised and memorable part of the game is the music, which sets the mood very well for each area of the castle. The entranceway's use of drums and guitar gets the player excited to charge into the castle. More elegant compositions in the library and garden areas contrast well with the horrible creatures and purpose of the castle as well. Do beware the soft rock elevator trash ending theme, though. "I am the wind" is an atrocious track, like finding a rotten, festering spot in an otherwise delicious apple.

One concern of the game coming to the Xbox Live Arcade was sound quality. However, all the soundtracks are at least equal to what I heard on the Playstation disc, without much compression distortion. It doesn't make sense that the game defaults to Mono sound, and you should be sure to change it, as the sound quality increases in Stereo.

SotN on 360 uses the original US Playstation voice acting, which can be seen as a positive or negative. The voice acting is bad enough to make you cringe, especially with such great music surrounding it. For some who've played and loved the game over the years, this might be a point of nostalgia. Personally, I'm a bit put off by the acting and wish they would have cleaned up the game's few lines of dialog, especially after seeing how Resident Evil's (GC) cleanup worked to improve that game.

Speaking of other negative points, SotN lacks direction. Exploring can be fun, but the average player not using a guide or with previous knowledge of the game could "finish" it in 5 hours and get a very disappointing ending. There is a whole second castle and further boss fights, and other playable characters, but none of these are clearly hinted. Thankfully, intelligent achievements are made available to direct people to dig deeper on the 360 version

Widescreen support is somewhat available, by stretching the screen and getting very pixelated results. The "enhanced" mode does little other than to smudge the pixel edges. As always, the 360 controller presents a challenge, especially when doing complicated magic button combinations. You can get by with using the analog stick, but forget trying to use the official D-Pad.

It is hard to complain, though, especially with so much content and such a well done game available for just 800 MS Points. ($10) The original Playstation version never retailed at that point and is tough to find on the resale market even day for less than $40. It's a classic that any platforming and especially any metroid fan should play immediately.

With these kind of retro releases, it's tough to give just one score. I'm going to give recommendations different for people who played the game years ago from those revisiting SotN.

For newcomers: 9 of 10. An essential game to play. You're getting an excellent version on the cheap, and if you get lost, there's plenty of guides available online to help you get the most of it.

For vetrans: 5 of 10. Achievements aren't enough to recommend ebaying your PSone copy. The shoddy widescreen support and slightly compromised sound mean you'd be getting a better experience through the original disc. Little here you haven't seen before.