Wednesday, August 24, 2011

Reverse Psychology



I think I hated this last year. Couldn't accept it for the world. Now, I'm seeing things.

I see a very twisted, mcabre visual style. I see some inspired enemy design. I see dynamically morphing environments and an impressive sense of scale. I see a battle system that looks, surprisingly like DMC1, but with an added level of flourish. It looks cool, it looks sharp...it does look like Devil May Cry.

Honestly, it looks a lot like Devil May Cry 2 visually, but without the suck.

I'm inclined...to turn an eye to this. Not a blind eye, but one wide open, and accepting of change. I still don't like the way he looks, but it isn't nearly as distracting as it was last year.

I do like this video. It's making me smile.

Once again proving that really, gamers have no conviction, and that if it looks cool enough, eventually, despite our dissent, we will crack in the name of the game.



Cool artwork, too.



Damnit.
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Tuesday, August 23, 2011

Ninjas hiding from the truth.



Ninja Gaiden 3 is in development, and it's no secret to avid followers that this will be the first NG title to be an completely original development not based on a previous work. Though the action looked serviceable enough, and violent enough to satisfy, something seemed to be missing. Specifically, an over-the-top amount of violent payoff to match the on-screen action. When asked about whether they would be returning to the all too famous decapitations and dismemberment characteristic to the Ninja Gaiden series since its reboot back in 2004, This is what Team Ninja had to say about the matter:

"We don't think people want to see that anymore," they were reported as saying at Gamescom last week. "They've already seen it."

Yeah right.

More like "We aren't talented enough to have a full dismemberment system in place on both consoles."



I'm seeing a pattern here. To this writer, it seems like excuses wrapped not in good intent, but in their own shortcomings as a developer, especially with their notoriously abrasive, yet perfectionistic leader gone. Let me explain.

Tech savvy gamers know for a fact that the 360 has a higher fill rate than the PS3. In terms everyone can understand, this means it has an ability to display more polygons on screen at any given time. In terms of Ninja Gaiden, specifically it's sequel, it meant they were able to have a fantastic gore/dismemberment system in place that even occasionally compromised the game's otherwise rock solid framerate, slowing things down when there were simply too many bits and pieces flying about.



It's my theory that this system, one that bogged down the 360 at times, was just about impossible to port over to the PS3. While it's a trial indeed to port over (and in some cases, upgrade) the vast majority of the game's assets intact, that wasn't the difficult part. The most difficult part would be getting that gore under control on the PS3...and they couldn't. They dropped the ball, and gave an excuse.

“Each game has its own concept and with Ninja Gaiden 2, the focus was on extreme violence. But with Ninja Gaiden Sigma 2, we really questioned whether violence is a necessity for a game, so we decided to move away from that trend. So the violence ‘approach’ is not the way we approached the development of Ninja Gaiden Sigma 2. Being able to unlock higher levels of gore would be out of kilter with the concept of the game.”


Motion controlled breasts were not, however.


Remarkably similar, no? The quality of Team Ninja's games have been in decline ever since Itagaki left, and Yuusuke Hayashi keeps proving time and time again that he cannot uphold that standard since his departure, instead masking his shortcomings in tired excuses like this. I heard nothing of this in the original Ninja Gaiden port, which had the decapitations intact and took the time to improve visually...but the source material was from the last generation of hardware. The second game takes advantage of a specific next gen hardware advantage and has that specific feature cut. The third game is multiplatform out of the gate and has every aspect cut. That can't be coincidence.

The funny thing is, while he may be fooling anyone else blind enough to accept that tripe, this was all to familiar to the MGS2 debacle on the Xbox, one that is all too familiar.

Last generation, a perfect example of this was Metal Gear Solid 2: Substance on the original Xbox. Being a port of the original MGS2: Sons of Liberty on the PS2, the game was specifically designed to take advantage of the system's strengths, most notably the console's fill rate to create the still amazing to this day rainstorm in the tanker chapter. When this game was ported to the Xbox, the textures were better, the sound was better, and overall the game had a much cleaner look. However, the rainstorm was a bit too much for the system's architecture (particles, natch), and what was a perfectly smooth experience on the PS2 turned into a slow motion spectacle worthy of Zack Snyder on the Xbox, turning every scene outside the ship into a slideshow. Was it the Xbox's fault? No, it was more Kojima Productions' doing by not optimizing the game on different hardware, deciding that it would be easier to just dump it on the Xbox intact and let the chips fall where they may.

This is exactly what I feel is going on here, except instead of leaving the original game concept intact come hell or high water, they're instead omitting aspects of the game, leaving the fans to stare and shake their heads in bewilderment every time a new statement like that comes out. Yes, Ninja Gaiden is a great action game, but part of that enoyment comes from the visceral action, and yes, later on, the absurd amount of gore that came as a result. Omitting those aspects (using us as an excuse no less) is only going to hurt them in the long run, because as far as I can see, the God of War series is still going pretty strong, and Kratos has never run into an enemy face unworthy of evisceration. Imagine if Sony Santa Monica said they were cutting the gore from the PSP version of God of War, stating that it was time to tell a more "mature" tale for a different audience unfamiliar with Kratos. You'd think they were full of shit, right?

Exactly.

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Groove Coasting



Few games have inspired a state of wonder and excitement in me the way Groove Coaster has.

Reisuke Ishida, creator of Space Invaders: Infinity Gene is back. Already having reinvented the classic shooter for a new generation, he’s got his sights on a new genre—rhythm action. Sometimes, it’s the simplest things that resonate the most, and if a Tron-esque visual style, married with an uptempo soundtrack and evolutionary gameplay could work for the most basic of shooters, could the same treatment be used to revive the rarely changing rhythm landscape?

Groove Coaster
For: iOS 4.2 (iPhone, iPad, iPad 2, iPod Touch)
Publisher: Taito corp.
Price: $2.99
Release: 7/28/2011 (North America)


The premise is simple, your avatar follows a line from start to finish, and along the way, there are dots along the way that you have to tap in rhythm to the song being played. When you’re successful, the instrument in question rings out and the song sounds better, miss one, and the instrument sounds muted. However, to offer such a plain explanation would be selling the experience short, as the game expands from simple taps, to holds, to all out swiping gestures at higher difficulties, and the lines themselves change depending on the song played, veering off in strange angles and wrapping around itself in tune with the song. It’s surreal and exciting all at once.



This is exactly where Groove Coaster shines. One conundrum of rhythm games is that no matter how great the music is, most offer up the same interface and visual feedback no matter the song being played, leaving the difficulty to be the only distinction between tracks. Here, I can’t say the same thing. Each visualization here not only is unique to the song being played, but are also so distinct, each song feels like its own experience, and it’s one related to the song being played in a more intimate fashion. So where a techno song is filled with harsh lines and curves that veer off at ninety degree angles to the beat, a jazzier song is filled with softer curves and a slower pace that feels more akin to travelling on a wave of sound. The decision to use wireframe visuals was a wise one, and one that’s easy to appreciate especially as the game starts playing tricks with depth and other effects to obscure notes.

For the diehards or rhythm aficionados, there’s a leveling system in place that unlocks new skins, avatars and items, which serve as modifiers for each track affecting things like the visuals, just in case you need the visuals even more trippy than they already are, or how you accumulate score. Having Game Center, Leaderboards for each song are also a must, and there are plenty of reasons to return to each song, not that anyone would complain about the 16 already on display. All this and I haven’t even mentioned the in-game store with extra tracks, avatars and items to buy…



Groove Coaster is something special. Not just because of the visuals, or the excellent music, or the ingenious touch-screen gameplay, but rather, how all three manage to come together in a way that would make Tetsuya Mizuguchi lose sleep at night. It’s an innovative, engaging ride of sights and sounds that filled me with a feeling of excitement I haven’t felt since playing the original Rez on the PS2 nearly a decade ago. Long story short, if you have a pulse at all, you’ll find something to enjoy here. Is there a higher recommendation than that?

Rating: 9.5



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Friday, July 29, 2011

You don't say.



So the 3DS price drops....and it's a move I didn't see coming.

Cue a raised fist to the sky, scream of anguish..

$169.99, eh? I REALLY didn't see this happening.


Really, none of us did. It's not like the system launched with a paltry lineup (even for a standard issue dry launch), no online shop or internet functionality, and a console comparable price tag that (m)any a reasonable person would see as a barrier for entry. Yes, Nintendo magic (read:gimmickry) be damned,there were plenty of reasons not to take the plunge.

...Unless you're me.

The sting of being an early adopter is strong with this one.

Oh, what's that, Nintendo? You don't want us to feel betrayed? Well excuse me. Perhaps, instead of trolling us all by releasing a console that clearly wasn't ready, with no killer app in sight wasn't such a good idea. Perhaps promising the fans a hardcore resurgence in the form of this handheld wasn't the best idea.

Perhaps the price wasn't such a good idea. At $249.99, it's a console $50 more expensive than a 360, $100 more than a Wii, and with an extra $50, hell, you can get a PS3. Smartphones, iPod Touches, need I say anymore? Who in their heart of hearts thought it was a good idea to sell us a portable Gamecube for that much money? Someone clearly trying to cut a profit, that's who. I understand that after reselling us a Gamecube with motion control 5 years ago, bucking the trend of early hardware losses became a new motto for the company, but perhaps you should've planned better before you expected lightning to strike twice.



Then again, we would've perhaps settled into the price point of a portable Gamecube with 3D if the Playstation Vita hadn't quintupled its power, stole the functionality of your forthcoming console, and threatened its fighting chance by releasing at the exact same price point. Somehow, buying a console you know is coasting on old technology with a selectively usable gimmick is less appealing than a portable Playstation 3 when they're THE SAME PRICE...

So I can see the impetus. I can also see the logic

This is a much better price point. It's affordable. It's not much more than a regular DSi, and less than a Vita. It'll make cautious adopters take the leap, now that the console is getting some decent software in. It feels more like a complete system now, with the E-shop, Internet Browser, Netflix, and Nintendo Video in place. Now the 3DS is here.

But can you convince early adopters that they participated in nothing but a very costly beta?
Can you shake the insinuation that comes with the price drop? You know, the one that the system really wasn't ready after all, and that the price really was too high?

Doubtful. I know I feel a bit stupid, and a little betrayed that at 4 months, this is possibly the fastest markdown for a console I've ever seen, but I know Nintendo is scared. Possibly, a drop was planned for the holidays, but the Vita is too much of a looming threat for the same price. The DS is still outselling the 3DS, and that's something scary when you're trying to get consumers to move on before the technology gap becomes too great. So I understand.

Bugs the hell out of me..

But we'll forget soon enough. Gamers have no lasting conviction, especially Nintendo fans, and will eventually crack. It's just the way things are. Good move, Nintendo, but bad form.







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Tuesday, July 26, 2011

Hiatus.

I've taken a month off. Have I run out of things to say? Nay. It's rather slow this time of year..

Or that could be an excuse. Has my brain run out of steam? Perhaps not. I've just been gaming like you wouldn't believe. Dedicated a portion of my brain to Mortal Kombat, made my way through a 3D Zelda, watched my girlfriend get her 1947 on via L.A. Noire, saved the world (twice) in Earth Defense Force: Insect Armageddon, hell, I even tied up loose ends Child of Eden and Shadows of the Damned, both of which performed terribly at retail..

;(

It's been quite a June. But a very depressing month for the industry, this has been. So I went into exile for a bit and covered my tracks. Have to be ready for this fall. These fingertips are moving.

After all, Bobby Kotick did just say something not too long ago about the high price of innovation... *snicker*

Oh yeah. I'm not done yet.
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Monday, June 27, 2011

Blind Fury



There aren't too many words that can describe what's going on here aside from "SHEER MADNESS" or "VOODOO" (my fanboyish linguistic shortcomings, not yours), but the fact of the matter is, Netherrealm Studios is keeping good with their promises in a way that many studios wish they were (coughCapcomcough), and the next DLC character in the form of Kenshi is on his way next week, July 5th.

My friends are on notice.

So are you.

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Thursday, June 23, 2011

The 'Tude is....back?



See that? Depending on what Sonic fan you ask, THAT is the real Sonic. A huge head, a bit of pudge, and that know-it-all grin.

It’s Sonic’s 20th Anniversary, and even though the years have not been kind to the blue blur, with Sonic Generations, something just feels different. There are no gimmicky characters, No terrible butt-rock. No nonsense plots, and for the duration of this demo featuring Classic Sonic, no terrible camera work or questionable 3D gameplay. Just you, Sonic, and what the Green Hill Zone would’ve looked like had the game released in this day and age, with the technology available, the demo seems to promise as it’s booting up.

It truly has never looked better.

It’s quite breathtaking, to be honest. Similar to the way Street Fighter IV brought its classic characters to life, The Green Hill Zone practically jumps from the screen with meticulous detail. Lush, volumetric grass sprouting from the ground, rolling waterfalls, and a background that’s filled with similar areas to the one you’re exploring. It’s literally like staring into a panorama of several Green Hill Zones, and it goes a long way into making the area feel more alive. Enemies have received a similar overhaul, being distinctive and well animated, though occasionally they can get lost in the hustle and bustle of the backgrounds.




Strangely yet not offensively so, everything has a larger-than-life effect similar to Sonic Adventure 2’s reimagining of the level, but it’s once again in the stage’s favor, as the drastically pulled back camera does much to showcase all the extra details on display as well as set the stage for some fun camera work. For example, even though the game remains fixed on a 2D plane, everything looks feels three dimensional, with platforms that feel like canopies as you run beneath them, or piranha who leap over bridges from the foreground to the background. There are even certain parts of the map that cause the camera to react dynamically, like an especially fun effect that sees the camera over his shoulder to add a rollercoaster-like effect for running down a hill! The music is something to write about as well, sounding just as anyone who has played the first would remember, but with all the instruments composer (insert name here) wishes he had when struggling with the Genesis’ sound chip way back when. Overall, the game accomplishes with gusto what Sonic 4 tried to do and failed: Making the old new again, while maintaining the same retro sensibilities.



Even the control accomplishes this. While they aren’t as smooth as I would’ve liked, with an odd stickiness that sort of tethers Sonic to flat surfaces, there’s no denying that it’s the closest approximation to classic Sonic that Sega’s been able to muster in over 15 years. I even took the time to fire up the original Sonic 1 to confirm my suspicions, and it was a smooth transition. The sense of inertia and speed you get from careening down a hill, or the gradual climb before a steep hill are present, and it makes the return to platforming all the more welcome. (Yes, platforming.) Even at this early stage, it seems that the “plaforming with speed rewards” type gameplay is back from the Genesis days, and everything from swings, to springs, to corkscrew loops are all here and well accounted for. This is another beautiful thing, as the stages are absolutely MASSIVE in scope, somewhere between Sonic 1 and 3 in terms of alternate paths and hidden areas accessible by only the finest of reflexes.

At one act, the demo is a bit short, and one can only wonder why the second act featuring Modern Sonic was excluded from the package (along with the 20-day expiry date), but I have little worry for the final product. The daytime stages in Sonic Unleashed, and Sonic Colors have been some of the best translations into 3D the series has ever seen, and if they keep that spirit intact for the full game, I have little to worry about. What I do know however, is that the part I was most worried about turned out better than I’d hoped. I loved the classic stage, and given that I've played through the demo three times and found something different each time through experimenting, I'm confident that if all of the classic stages continue in this fashion, Sonic fans are going to be in for a real treat come this fall. I've never felt so nostalgic playing a modern Sonic before.



Bravo, guys.



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