Tuesday, October 27, 2009

The Unboxing.



It's here.



The beginning of a beautiful friendship..



You know what that means. Stay tuned.

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Thursday, October 22, 2009

This is the "Games" page of my iPhone -- Tier 1.



Why Tier 1, you may ask? I have so many games that they must be ordered by personal ranking. I'm finicky.

But it's definitely something that got me thinking as I looked over my collection. I was after all, one of the many people who scoffed when Apple announced their interest in the portable gaming space. Then again, I've been watching competitor after competitor try and dethrone Nintendo from their pedestal for 20 years now to no avail. It's something everyone says. Paraphrased:

"We're going for the throat of (insert current portable Nintendo platform), and we will beat them at their own game."

Then they fail.

Something's different here though. And if my first page of game apps is any indication, Apple is gaining a momentum that may have a shot at making Nintendo lose some sleep. Sony as well.


Its merits as a worthy adversary in the mobile phone space (notice how every new smartphone released nowadays is touted as an 'iPhone killer'?) notwithstanding, every day, or should I say every week, the device proves its mettle more and more. Graphically, it's on par with a PSP, and it's multi-touch screen gives it the unique functionality of a DS. It used to be that a mobile phone version of a game would be simplified, or cut down in some way,but having played the PSP and iPhone versions of Need for Speed: Undercover, the latter version is superior, somehow edging out the established system in terms of visuals and control.



But why just visuals and control as outstanding points?

Control can be a huge issue with any portable gaming platform. Either schemes have to be shrunk, compromised, or changed altogether--and in each of these cases the gamer ends up feeling the loss more then the developer. Thankfully, due to the multi-touch nature of the iPhone's display along with its built in tilt sensor (akin to a wii remote or SIXAXIS pad) anything from Rhythm Action, to Racing, to even adventure games are possible on the system with enough creativity. While it isn't likely that we'll see a fighting game on the iPhone at any point (they simply demand too much precision and timing for something like a touch screen), the fact that it handles every other genre reasonably well, even sports titles, is quite a feat.

Visuals are the backbone as well, aside from the high definition display that takes up 90% of the phone's real estate, it's hardware makes it competitive with the PSP, which means it edges out the DS visually by default. There's a bit of Mac tech sneaking around inside, and its evident everywhere, from navigating the interface to running the programs themselves. Better yet, the machine continues to become incrementally more powerful as time goes on, and very much like a PC, as the hardware gets better, the games do as well. Can you say having your cake and eating it too?

The App Store, its means of digital distribution, was also a step in the right direction that everyone was also skeptical about. Simply put, having the entire library available at your fingertips, merely a push away not only ensures that the vast majority of the games on the iPhone are cheap due to the lack of physical media (most fall within the $5-$10 dollar range) but they rival the other handhelds' feature sets. I just purchased Rock Band last night and I already feel like it's a more complete, feature rich game than the PSP's Rock Band: Unplugged. Things like online multiplayer, individualized instrument selection, and better priced downloadable music in the store are things the PSP version was inexplicably lacking, and the iPhone version has this for $30 dollars less than what that version goes for. Assassin's Creed is another great example, as the flawed Altair's Chronicles for the DS recieved a much needed visual and mechanic boost during its conversion over.



It's such a force to be reckoned with (Akin to Steam for PC gaming) that I can't help but feel like Sony's PSPgo is an answer to the iPhone as a whole, what with it's download only model, emphasis on the Playstation Network for distribution, and forthcoming "PSP Minis" service, bite sized games for a couple dollars or so. Even Nintendo is showing around their (lukewarm) DSiWare service for the DS, with bite sized games to download as well.

Did Apple get it right? While I can't see consoles committing to this route (or transitioning as smoothly to it over time), I think it's perfect for the portable space.

This was meant to be a small piece, but I couldn't help but think these things when I was arranging the icons this morning. Through the iPhone--and by extension the iPod Touch--Apple not only manged to create a great portable system that can stand tall next to Nintendo and Sony, but in some ways, outdoes their competitors where it counts. It has the base functionality of the DS with the graphical horsepower of the PSP, and its distribution model is fast, easier to manage, and vastly cheaper than the competition while offering practically the same experience.

Color me impressed.

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Saturday, October 10, 2009

Uncharted is a perfect name on several fronts.



When writing the review for this game, the graphic analysis will read as follows:

"..."

There are no words.

This is the best looking game of this generation.

I am delivering a straight kick to the chest of the frustration associated with posting here from my phone (picture resizing and all, click for dramatic effect) just to let you know that I am playing this game, and my mind is blown. Wow.

Just..wow.

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Friday, September 25, 2009

AIM Grabs: Hey Lucien, how do you feel about Halo 3: ODST?



Friends of mine expressed interest. What could I say?

Much.


ExpertPenguin (1:46:26 AM): lol
ExpertPenguin (1:46:34 AM): you are all alone on that one
ExpertPenguin (1:46:40 AM): the adverts always work
ExpertPenguin (1:46:48 AM): amazing universe built around an average FPS
ExpertPenguin (1:47:08 AM): I can guarantee you that the commercials carry more emotional and narrative depth than that entire game
ExpertPenguin (1:47:30 AM): I don't want to [play it], it's Halo
ExpertPenguin (1:47:41 AM): and if Halo 2 was a slap in my face
ExpertPenguin (1:47:47 AM): 3 was every single nail in the coffin
ExpertPenguin (1:47:58 AM): and ODST is the dirt being put on the casket
ExpertPenguin (1:48:06 AM): I wish I didn't [Own Halo 3.]
ExpertPenguin (1:48:18 AM): that was another Bungie trainwreck
ExpertPenguin (1:48:30 AM): but that Believe campaign they had swirling around it was something else, wasn't it?
ExpertPenguin (1:48:55 AM): stop watching the commercials
ExpertPenguin (1:49:15 AM): I guarantee you if you watched every Halo 3 commercial, ANd the short movie, AND the mockumentaries
ExpertPenguin (1:49:21 AM): you'd want to play Halo 3
ExpertPenguin (1:49:36 AM): Because it's a compelling and rich universe
ExpertPenguin (1:49:45 AM): with some average games at the center of it
ExpertPenguin (1:50:01 AM): I saw ODST in action
ExpertPenguin (1:50:11 AM): it looks like halo 3 graphically
ExpertPenguin (1:50:43 AM): and has the same overall look to it
ExpertPenguin (1:51:34 AM): like it's strange
ExpertPenguin (1:52:00 AM): I am so turned off to Halo as a game by this point in time, it's insane
ExpertPenguin (1:52:19 AM): and I want to see the story somewhat, but I'd have to play the game, or watch the game being played to do so'
ExpertPenguin (1:52:30 AM): I don't know if I'm willing to make that sacrifice
ExpertPenguin (1:53:03 AM): barf
ExpertPenguin (1:53:11 AM): it looks like a Halo 3 mod
ExpertPenguin (1:53:22 AM): and Bungie STILL doesn't know how to simulate full scale war
ExpertPenguin (1:53:41 AM): all of their attempts at war setpieces look like multiplayer matches
ExpertPenguin (1:55:51 AM): people awkwardly bouncing and running around pristine locales, laden with random scorch mark textures

---

Yeah. I think I'm good on the 60 dollar 6 hour campaign packaged with the cesspool of the internet's favorite multiplayer console FPS.

Quite.

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Tuesday, September 22, 2009

Da funk back to the punk, come on..

dp.jpg


My return is heralded with the sound of house music.

It's no secret that I'm excited about DJ Hero, but it seems Activision is speaking to me--and by extension, everyone else slightly burned by the direction they've taken Guitar Hero--by letting everyone know just how much effort they're putting into making this game phenomenal for house/dance/techno music lovers.

The picture above speaks for itself with Daft Punk signing on, lending not only their likeness and inimitable style, but a number of exclusive remixes just for the game to pad out an already mindblowing catalog of mixes reaching past the hundred mark.

Tim Riley, Activision's VP of Music Affairs had much to say to Rolling Stone during their interview but these quotes stood out for me:

“They are known to be selective about the projects they get involved with and being able to partner with them in this way is a rare opportunity we are honored to have,” Riley added. “From the mixes featuring their music, to their character models and the amazing Daft Punk inspired venue, the guys have been meticulously involved every step of the way.”

and:

“It’s the next best thing to being at a Daft Punk concert.”

Amazing. Now that I've thought of it, what IS a DJ themed game without Daft Punk? This is love. Those of us who are dying to see the duo on stage again, you know, before 2017, I think we've been blessed. Their tracks after the jump.

Now, I really can't wait.

Tracks:

• Daft Punk “Around the World” vs. Young MC “Bust A Move”
• Daft Punk “Da Funk” vs. NASA “Strange Enough ft. Karen O, ODB and Fatlip”
• Daft Punk “Da Funk” vs. Queen “Another One Bites the Dust”
• Daft Punk “Robot Rock” vs. Hashim “Al-Naafiysh (The Soul)”
• Daft Punk “Robot Rock” vs. Queen “We Will Rock You”
• Daft Punk “Short Circuit” vs. Boogie Down Productions “Jack Of Spades”
• Daft Punk “Technologic” vs. Gary Numan “Cars”
• Daft Punk “Television Rules The Nation” vs. No Doubt “Hella Good”

Ah...October 27th..

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Wednesday, August 26, 2009

Rock-em Sock-em Cowgirl.



I remember seeing the trailer for this game and not being interested. I remember seeing a woman dive in slow motion, I remember seeing her acrobatic stylings on the television above at work, and writing it off.

I occasionally wonder if I'm a bit too jaded. "Another clone from the house Max Payne built", I said. I watched her outrageous, acrobatic stylings, gunplay and swordplay and remember saying to a coworker of mine - "You know, that looks awesome, but I wonder if the transitions are that smooth in actual gameplay?" I looked away and didn't pay it much mind.

It's funny, because in wondering whether or not I'm jaded, I also realize that I've been very pleasantly surprised at many of the releases this year, games I wouldn't have batted an eye towards just rushing up to me and making it known just how wrong I was.

Wet is another of those games.


Coming completely out of left field from Bethesda of all places, and being developed by Artificial Mind and Movement (A2M), Wet is a game that wants you to have fun. The game is awash in a cheesy, worn down Grindhouse style akin to House of the Dead: Overkill, is rife with blood and guts galore, has completely outlandish and over-the-top scenarios aplenty, cheesy, yet catchy music and dialogue, and the best part is, you're in control of it all.

You play as Rubi, an assassin-for-hire with the agility of the Prince of Persia and the firearm proficiency of Max Payne. From the very start of the demo, you're taught the basics. Leaping is done with the A button, Sliding with the B button, Left Trigger helps run on walls, Right trigger is to fire. Later, you gain the ability to use that huge sword on her back and your battle options increase, but it never gets more complicated than those 5 options.

Which brought me back to the point I made with my coworker about it controlling as well as the trailers made it look. I'll say right off the bat that there is a bit of a learning curve, but everything and then some is possible. Every move Rubi executes, be it a wall run, jump, slide, as soon as you move the aiming reticle over an enemy, the game slows down in order to help you aim (and looks damned cool too.) Sweeping the reticle over two enemies causes her to auto-aim at one while you focus on another, making use of both her pistols. It's actually a great design choice that takes the focus away from pinpoint accuracy and more towards how well you can maneuver her through the environments. Within minutes I was deftly executing movements that would make even Mr. Smith from the movie Shoot 'em Up blush.

Case in point: In the opening room alone, I was able to run along a wall, take out two men, flip off said wall without losing momentum catching another henchman between the eyes in midair, hit the ground sliding across the floor on my knees towards two more, taking one out by the knees before literally using him like a human staircase and backflipping off his face, not only taking him out, but the guy behind him as well.

This was all one extended movement. The moves used were literally, wall run, jump, slide. The interactions made them so much more. Even something as simple as descending a ladder will have her sliding down with her back arched backwards if you choose to pull the right trigger on the way down.

It actually wasn't until I played Wet that I realized just how much other games of this nature like Stranglehold took much of the emphasis away from your spectacle by having you focus intensely on pinpoint aiming. Here, within minutes I wasn't nearly as worried about my guns as I was maneuvering her skillfully enough to dispatch my enemies. With each battle area and stage serving as some sort of interactive playground, the possibilities actually seem endless. One area late in the demo spent a good 30 seconds highlighting all the zip lines, swinging poles, walls, and explosives in the area. My brain could do nothing but contemplate how to turn that area into an extended ballet of death. IT's something you as a player would want to do since successive kills fill a combo meter, not only giving you points but also restoring Rubi's health depending on the situation at hand.



The demo ends with a highway chase that's half gameplay, half Quick-Time-Event, having you alternately hopping from car roof to car roof while precision aiming at enemies. If the previous moments of gameplay didn't sell me, having to break away from my shooting in order to hop off one car the second it capsized , only to land on the roof of another car swerving to avoid another car flipping down the interstate had me completely floored.

If I had any complaint, it was that the camera was too close, providing a limited view or hindered one in small rooms, and that Rubi's agility can occasionally be a hindrance, with her moves either being too sensitive or not sensitive enough. The latter becomes a problem when there's always 5-6 enemies minimum shooting at you at any given time, and the wrong combination of moves can get you mowed down.

That however, didn't stop Wet from making my wanted list for Fall 2009. I don't remember any other game since HOTD:Overkill that simply wanted me to have fun because the creation itself was born from developers having a great time.

Did I mention that I also love her character design? Something about it. So renegade and not overtly sexual like most female protagonists.



Surprise from left field. Nice one.

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Monday, August 17, 2009

Digital Kid and The Dark Knight



Both this PS3 browser and my phone are swallowing up my posts. This is out of my control.

No more empty promises until I've got something concrete.

Though I will say this in passing, and damnit if I haven't typed this into the window and watched it get sucked into the abyss three times--

Batman: Arkham Asylum is amazing, not in that "Hey this is pretty good" comic book game sense, but as the most fully realized, authentic, nailed-to-a-tee Batman experience I've seen in a very long time, and yes, that is including the last two films, both of which were fantastic.


The setup is simple - The Joker finally gets captured (and it's a term I use lightly) by Batman and dragged to Arkham Island, no sooner than he is a few steps into the prison, the guards are down, the Joker's loose inside and taking over, and it's up to Batman to contend with every single loon he's locked up in that place.

The visuals are top notch and exude creativity, the voice acting is superb (What is it with the Joker ALWAYS stealing the show? Thank you Mark Hamill), the controls are fluid and intuitive, and most of all, it's FUN. What we have coming up is a Stealth/Action hybrid that not only manages to capture the essence of the world of The Dark Knight, but it looks like it's shaping up to be a damn fine game as well.

The best thing about the game is that it truly lets you FEEL like Batman.

Utility belt and all. It's almost like a Batman refresher course in case you've forgotten his abilities.

A superb multidirectional fighting system reminds you just how adept he is at hand-to-hand-combat, complete with impressively segued counter animations, should the need arise.

The grappling hook, batarang, prehensile cape are there to remind you what a great inventor he is. When was the last time you used a weapon or accessory in a game that felt less like a appliance, and more like a natural extension of the character?

Being able to scan an entire area with his "Detective vision" (with detailed, per-enemy information down to their moods) reminds you of his above average perception and situational awareness. You know, pretty much the answer to just how he takes advantage of all those shadows and vantage points you wouldn't have thought of.

A particularly fond memory of these realizations adding up to a cohesive whole:

I was faced with a room full of enemies. 5 to be precise. All milling about, minding themselves. A flick of my detective vision from the vent revealed 5 enemies, all aware, all armed. I set forward, crept behind the first one too dumb to check his 6, and knocked him unconscious. I'm wide in the open though, another flick of my DV reveals several stone gargoyles near ceiling high. I notice one right near two enemies making their rounds. Perfect. I grapple towards them and bide my time.

They're running a tight ship, heading in the same direction. I have to separate them. I wait until they've gotten closer to my vantage point and make my move. Quickly whipping out a batarang, I knock the first one unconscious. This startles the second one, leading him to panic and try to revive his partner. He got it the worst, making the mistake of running underneath the very same gargoyle I'd made my new home. A flick of the Y button, and he was yanked upward into the shadows, strung up like a defenseless pinata. I drop down silently and pacify the still unconscious thug from before.

3 down.

I'd apparently made too much noise, as one of them noticed and started making his way towards the site of my handiwork. A quick tap of RB ziplines me back into the shadows, prime for my next move. These next two are much too far apart for me to be effective. As soon as one's back is turned, I leap off the gargoyle with my trademark glide kick, and nail one right in the back, this makes enough noise to startle the other, so much so that I don't even have time to finish my target, I have to retreat. But they're both worried. My detective vision tells me this much. Hanging from yet another gargoyle, I yank his terrified friend skyward just to spook the hell out of the last thug, and it works. He is literally so flustered, he's taken to firing up at the ceiling. I know I have him.

Right in the middle of his best Rambo impression, I drop behind him without a sound, punch him in the neck and put him in a sleeper hold.

The Joker laments my victory with taunts and chagrin for the hired help.

I am Batman.

Great game. I can't wait.

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