Sunday, August 30, 2009

A Weekend Visit to the Curious Village

There are many mysteries to solve in the curious village

I've owned "Professor Layton and the Curious Village," a point and puzzle-filled adventure for Nintendo DS, for well over a year. In preparation for the sequel, I finally decided to come back and finish what I started after a sizable hiatus.

Sadly, things this happens to gamers a lot. We start a game. We get excited for the game. And then we trail off, our attention yanked in another direction by something else. Sometimes it's life that pulls us away from the games we crave to play, or often times it's another game (or even a bad game - but who buys those and is genuinely surprised). This is all part of a strange cycle that even the most devout and dedicated gamers can fall into, and it's gems like "Curious Village" that suffer.

I didn't stop playing Professor Layton's first adventure released in America (Japan already has three, I think) because it was boring. Absolutely not. In Layton's case, the opposite is true; I couldn't put it down because of how polished it all was. The puzzles, the presentation, the mystery are all well conceived and executed. And the addictive nature of solving puzzles completely reeled me in. The story seemed childish (as in Saturday morning cartoon) in tone, but it's a much deeper experience than I first thought.

The bigger reason why Layton got the boot from the game slot of my DS was... because another game came out that I wanted to play as well.

I dropped Layton for "The World Ends With You," another handheld gem from 2008 that held my interest for a few months before I moved on to something else.

It's so schizophrenic isn't it? Move from game to game and never finish what you started, never experience the ending or full charm of a game. In some ways never discovering the conclusion is like nibbling a corner of a fresh bag of Doritos and then promptly closing the bag, then putting it away.

Well, I'm done with this buy, try, and then shelve routine. It's absurd, and the wrong way to really do anything. This weekend I started by resuming my file in the "Curious Village" and I was done by Sunday afternoon. The game was amazing, and seeing (and guessing) how it all came together was a blast.

It felt so good to finish a game for change, and it's inspired me to on to more. I'll finally restart and conquer "The World Ends With You," I'll restart my adventure in Hyrule and then save it in "The Legend of Zelda: Twilight Princess," and I'll find some other great games I tossed aside over the past two to five years.

Maybe I'm making my New Year's Resolution too early, but I'll try my best to finish everything I start from this moment on.

Tuesday, August 18, 2009

Podcastin' It Up!

Not pictured: Matt Chandronait

Okay, it's a lame title for a post, but hopefully the content herein is not so lame. I got lucky (hooray) and was invited back on Rebel FM for Game Club, a podcast dedicated to playing an already released game as a community and discussing its' highs and lows with the each other and the fine folks who visit eat-sleep-game.com. I still remeber the last time I was on; I got to see off my good friend Sterling McGarvey.

It was such a priviledge to be a part of the discussion with such a great group of guys, epecially considering the game they picked for this Game Club - "Heavenly Sword" for the PS3 .

Nariko, the ill-fated wielder of the Hevenly Sword

See, the thing is Heavenly Sword was a game I had zero interest in. As in at all. It was the subject of many arguments between a good friend and I back in then. I wasn't convinced it would deliver the cinematic goods that both Sony and Ninja Theory said it would. I could have been wrong, but at $60 in a crammed holiday release period? I couldn't justify it.

I felt the need to choose between it and "Uncharted: Drake's Fortune", a game I was much more interested in. I chose to believe in Naughty Dog's game instead.

I should make clear that I love action games. "God of War" and "The Mark of Kri" were two of my favorite games from the last console generation, and the final decision regarding a purchase between the two basically boiled down to gut reaction.

In the end, my gut chose Uncharted and I have no regrets.

Feel free to check out this week's episode and see what we thought of Heavenly Sword. And if you have feedback, leave a comment at their club site located here.

Image Courtesy of: johnsof.nl

Saturday, August 8, 2009

Two Days Off, A DSi, and a Whole Lot of Clean Up

It's been a very relaxing few days since the end of the Beacon summer session, and I've made it a priority to take advantage of the downtime, finally enjoying my vacation. Then again, vacation is a pretty relative term here coonsidering the amount of leisurly stuff I did while I was "working". The Beacon Summer Program went to the movies, visited the Academy of Science, walked the Santa Cruz Beach Boardwalk, and went on a pretty kick ass camping trip.

In fact, I really can't follow up that kind of experience with much of anything so far. The last few days have been alright but today was especially boring (filled with dastardly chores; the kind that haven't been done in weeks).

Not the Best Buy we went to, but a Best Buy nonethelessStill, I'll admit that the downtime was needed. No one likes to work year round, least of all me. Thursday we had an impromptu reunion of volunteer Beacon Staff at the Best Buy over on Harrison. A bunch of the cool kids (ATF!) invited me to go with them as they eagerly scouted the electronics giant for a worthwhile item to spend their prized $100 gift cards.

And I walked into Best Buy with my a mission of my own - to not buy a Nintendo DSi. And I failed miserably.

So, why wouldn't I want a Nintendo DSi, you ask? This is especially puzzling if you actually know me in real life, and know what a champion for the games industry I tend to be. The truth is, I wasn't interested in any of the little things: the smoother matte finish on the device, the smarter menu design, the bigger screens, and the (low quality) cameras were all wasted on me.

Nintendo DSi

Instead, the purchase of my DSi came down to the potential of Nintendo's downloadable games. Say what you like about the format, but downloadable games are the future of the industry. Yes, they're smaller budget, and these games are no where as visually polished as currnet gen console stuff, but the focus in developing downloadable games tends to shift to just being fun and entertaining.

I did take pictures with the camera though, and there is something oddly fun to be said about manipulating photos on the device. I'd proabably have to pay to do this on my iPhone 3G, or try a series of different apps before settling on the right one.

What will I do with my DS lite?

So the greater question is, what will I do with my DS Lite? It still has a GBA slot for the old school great games of Gameboy's past. Someone I know even mentioned getting an R4 for it, but I haven't decided if I really want to take that route yet.

Besides becoming the proud owner of a DSi, nothing else really happened on my vacation so far besides a lot of cleaning. Oh, and I started re-playing a Japanese RPG called "The World Ends With You" on my new DSi; that and a downloadable Brain Age Math game have been keeping me pretty busy.

I can only hope the rest of my vacation turns out to be more interesting.

Sunday, August 2, 2009

Splosion Saturday

Splosion Man, Splosion Man, Splodes Like No Other Splosion Can

In case you haven't read it on other tumblr blogs's, the OMIE Beacon Summer Program (a.k.a. the people that I worked for) took it's staff and students on a camping trip over in Livermore, CA. Those adventures can be read right here, here, here, and here. I had a great time despite my clashes with the ATF, but you can read about what happened somewhere else (and you really should).

The only unfortunate thing from the trip was the apparent pandemic I brought back with me ( I suspect it came from the shitty pool lake). So, I've spent the past three days pretty much as sick as, well .... just really frigging sick. And since in my book sick comes under the heading bed rest, and luckily the bed is right next to some game systems, I spent the majority of Saturday catching up with video games.

The first game I tried I'd heard about a few weeks ago, called "Splosion Man."

Splodin' Like No Other Brother

In Spolsion Man, you play the role of the title character trying to escape the platforms and pitfalls of a twisted laboratory. As the name suggests, you only have one major ability - to explode. Sploding is the only way to jump, and the Splosion Man can jump up to three times before he needs to hit the ground again and recharge.

I think the thing that surprised me the most about "Splosion Man" was the consistent level of humor found in this game. Spolsion Man, himself, is a very animated character. He runs through the hallways of the lab swinging his arms like a plane and making noises, quoting the occasional Arnold film as he goes. Every once in a while you'll hear something like, "get to the chopper," "No way, Jose," or some other famous movie one-liner. And in the end, making Splosion Man such a fanboy is a brilliant way to add character depth to a platformer - even in the light hearted tone of this game.

As cool as the "Splosion Man" concept is, it's not a game for everyone. This is a really difficult game. It's so mind numbingly tough at times that you'll frequently question if some of the move combinations needed to escape a particular section are even possible. More challenging is the fact that most of the game revoles around a trial-and-error style of game, making deadly mistakes feel more like user error than anything else. As negative as this all might sound, I never really got stuck in the same space for very long. Most of the time, it just came down to being observant and hitting the jumps as best as possible.

Well, I've gone on long enough and now it's Sunday morning and I'm still sick (hooray). So, besides getting some much needed breakfast, I'll probably be home again playing more games again. Sigh.

Monday, May 11, 2009

Solid Advice: The Elements of a Good Demo


It isn't the first mutiplayer beta to ever hit Xbox Live, but the "Bionic Commando Multiplayer Demo" is live, and the initial public response is mixed so far (Recently a patch went out to address some issues) . But the ongoing debate here got me thinking about multiplayer betas/demos in general, and how they can undermine the reputation developers of a soon-to-be-released game. Clearly, a well made multiplayer demo creates product evangelists, a poorly made one does not.

But what happens when a beta or demo gets the opposite attention than it was created for? How can developers temper the experience into something better? What could they have done differently and what are some of the key elements to a successful beta is the console space? Systemic examines this issue a little closer (using the Bionic Commando Beta as a guide) to give you our take.

Take the Time and Teach
A public domain beta, i.e. one that's free of exclusive access or registration, and forgoes any user buy in for the experience, still needs to be accessible. Why? Because anyone can download it for free to try it out. More importantly, if its multiplayer game that uses new mechanics to traverse a space, It needs to teach you how to play the game. The concept of teaching is fundamental because it helps users understand how they can traverse within the space. And for a lot of folks, this beta is their first exposure with the game, so why frustrate them from the start? There simply is no benefit here.

Yes, the concept behind the word 'beta' (or even demo) immediately reminds people that the game their playing isn't a final build, but there should still be a standard of what to expect if the controls deviate from traditional standards set in said game's genre. Correct manipulation if the controls is a pivotal factor to enjoyment here.

Multiplayer games are supposed to be fun, but if the player has no idea what's going on or how the game works, the experience degrades from something fresh to more of a mixed bag. Bionic Commando is a game where swinging, quick movement, and decent shooting skills are all essential skills for success, yet teaching players those skills is ignored completely.


A big reason why the Halo and Call of Duty betas were successful was
because of how synonymous the vocabulary for First Person shooters
controls are among most gamers (aside from also being pretty well
balanced games in general). The average console user is pretty well
versed in these types of controls, so they don't need hand holding to
grasp general mechanics.

The Bionic Commando Demo heaves players into a match made free-for-alls, but ignores building player skills through a short tutorial. They toss you into the wild against random opponents. And the fact is not knowing how to play makes the game that much more inaccessible.

It's Fun to Play Together
Allowing users to play together seems like simple rule, and it can lead to the most potential fun in multiplayer games. Let's face facts: after playing so many games online we know that playing with strangers isn't always fun.

Of course the natural counter argument here is that the deathmatch mode included in BC: Multiplayer beta is designed for a free-for-all play, and gamers can't be trusted to play fair if they played with friends. To counter, I'd say then why only include that mode?

One Map Just Isn't Enough
In multiplayer beta-land, most good experiences come in packs of three. Let's look at the console version of the competition for Bionic Commando Multiplayer. "Call of Duty 4: Moder Warfare" - three maps. "Halo 3" - three maps. "Call of Duty: World at War" - three maps, again.


The pattern here is obvious, and if there's any lesson to be derived it's that the more maps mean better. In Bionic Commando, a game that's clearly more geared as a single player experience than a multiplayer one, even two maps would have been fine. Ultimately, don't give gamers a single vertical slice of your game in multiplayer. Consider opening up the experience a little, instead.

One Mode Isn't Enough, Either
Yes, one mode isn't enough, but in reality this is a two-fold issue. On one had, players really throw away too many multiplayer man-hours in Deathmatch and Team Deathmatch modes, and that's okay to an extent. Deathmatch is a great place to start, but adding 5 minute games of CTF could help expose more of what the product can potentially be to the intended audience, especially when the mechanics are so different. This gives players a better, a more well
rounded playground where they can test strategies and share their
experiences, ultimately becoming product evangelists for the game.
After all, who can deny the undying power of word of mouth.

In a beta the graphics don't have to be polished or the features set super robust, but the experience still needs to be tight. As a beta, you're vying for people to pay attention to your game and it pays to make a good first impression.

A first impression is hard to make, doubly so when that its supposed to inspire users to spend $60 on a future purchase. And we're just offering our advice and hopefully you'll acknowledge our points. Otherwise don't complain when we play your game and say that you're 'doing it wrong'.

Monday, May 4, 2009

Tekken 6 Hands-On

The King of Iron Fist Tournament is back... again.


"Tekken" is now up to its sixth sequel. That's right, it's sixth. The series in general has been one of the universally adored fighting franchises in recent history, moving 33 million units across multiple platform generations according to publisher Namco Bandai. At a recent Namco Bandai Editor's day event in San Francisco, we had a chance to go hands on with the new game to bring you our impressions of "Tekken 6".

The goal of the development team for "Tekken 6" is simple, yet grandiose at the same time. The mission: Make "Tekken 6" the greatest "Tekken" ever. Staring at the character select screen, you start getting the immediate feeling they're serious in that credo. A whopping 40 characters are available in the new Tekken, with 6 of them bringing fresh faces to the series. As exciting as that news is, our demo only allowed us to use 4 of them, instantly dashing our hopes of revisiting all of our favorite characters in one sitting.


The four characters included in our demo build are a mix of old school and new: Zelfina and Bob (new school) are paired with nefarious series badboy Kazuya and his son Jin (old school). Oddly enough, the best way to describe either of the new characters for us was by comparing them to characters from other fighting games, some published by Namco and some surprisingly not.

Zelfina is a sultry new female addition to the roster, a gal whose fighting style is best described as the female Voldo of the "Soulcalibur" series, another Namco Bandai game. Her fighting style is very tricky, (think deceptive) without wielding the huge claw like blades Voldo is known to carry from game to game. Zelfina's moves come at you from odd angles which makes playing against her a slightly confusing affair, a seeming advantage for players eager to bemuse their opponents with her awkward attacks.

The heavy yet bouncy Bob is more easily compared to another fighting great: Rufus of "Street Fighter IV" fame. Bob moves quick for a heavy looking guy. According to representatives for the game on hand at the event, Bob's a tough fighter that doesn't let his size discourage him from competition. To us, his moves are way less confusing than Zelfina's, but despite the immediate comparison to Rufus, he feels more like a Paul Phoenix - agile yet powerful, despite his large waistline.


It's easy to see "Tekken 6" living up to being 'the best the franchise has to offer' after our hands on time. Kazuya and Jin both feel familiar and true to their previous "Tekken 5" versions. Visually, we're impressed as the characters move at a rock-solid 60 frames a second in gorgeous fully animated 3D backdrops. One set took place in what resembled a destroyed highway tunnel where explosions bounced cars around in the distance behind the two battling contestants. A trailer they showed at the event showed that players can also knock opponents into certain sections of the ground enough times to shatter it, sending both opponents falling into a second stage beneath the arena mid-fight, but we weren't able to do so during our demo time.

Representatives of Namco Bandai said there will be features included in "Tekken 6" that are on par with prior games of the franchise, but they're not talking about any of it until E3 2009 in June. That means if you want to know about adventure mode or "Tekken" bowling (maybe even a fantasy cooking mini-game starring "Tekken" characters - I kid) you'll have to wait. Still, our impressions of the game so far are solid based on the information they've shared, and online multiplayer is confirmed so far. The biggest surprise had to be the PSP version that will ship close to the console release, but aside from those announcements the Japanese publisher is tight-lipped.

They did share that there won't be any Star Wars characters appearing in "Tekken 6", so that's a considered a plus. Look for more news regarding modes and mayhem in "Tekken 6", this June.

Monday, April 27, 2009

Revisiting the Metal Gear Solid Saga


Call it foolish or some version of vain anticipation for the Hideo Kojima announcement at this year's E3, but I've made a lofty decision that might be too big for me.

***

If you’re a gamer that wasn’t excited for June 12, 2008, then you weren’t a devoted fan of "Metal Gear". It can easily be said that for those who moved on from the series this day in video game history was of little significance, but for the rest of us it was special. This was the day, where everything, in the sometimes loopy fiction of Metal Gear to finally be answered. After all the teasers, the promotional materials, and the great Kojima Productions podcast series that the fans were finally ready for a grand opus.

Indeed, "Metal Gear Solid 4: Guns of the Patriots" was glorious (depending on your perspective) and then it ended up stuffed in the game corner of my shelf with the rest of my personal collection.

This was my experience almost immediately after conquering the army of Outer Haven, after thwarting Liquid Ocelot’s nefarious plan, and after finally bearing witness to love blooming on a battlefield. The finale to MGS4 was so big that after it all settled I immediately sought a ‘much needed’ retirement from the world of tactical stealth espionage. The ending to MGS4 brought a satisfying conclusion to all the unanswered questions that the series had conjured, even if the long-form self-indulgent cut scenes were a bit pretentious. But immediately placing this game back on the shelf did something major for me. It broke an unspoken (and somewhat sacred) tradition I had with the franchise - much like movies, this is a game series that just gets better the second time through.

Only after a second play-through could I really see the wind from the trees and offer a clearer take on what MGS4 is. And rightly so. Your perspective is clearer tackling a game like this much later. The hype machine has past, and coming back to a Metal Gear the second time is a great opportunity to hunt for easter eggs, a notable series tradition that traces back to the original Metal Gear Solid.


Aside from the usual second-time-through-for-the-story approach, a greater appreciation sets in for me this time: this one focusing on advancements over the prior games in this stealth series. This is when the bigger picture comes to play (at least, for people like me it does). This playthrough becomes the a pivotal moment for feature sets, trying additional controls, or just trying the wacky shit you were too scared to try the first time through.

In this regard, MGS4 truly holds ups as the most replayable Metal Gear - the biggest proponent for this argument being the reworked control scheme. After all, there was enough evidence in MGS3: Snake Eater that the complex web of added functions and improvements to the controls needed some rethinking, a fact made evident by revisiting the older games. Only then can you witness the seemingly ridiculous system of old. Take, for example, the separate attack functions - physical attacks and CQC mapped to circle while all weapon attacks mapped to square. It’s only by looking back at a series a a whole that we can appreciate these things. It's then a wonder how we ever finished the prior Metal Gear games, or how miraculously carpal-tunnel syndrome never set in. But I've decided to use this second play through as something more than typical comparisons.

So for the past few weeks (thanks, in part because of the awesome Kojima keynote at GDC 2009), I've been replaying all the Metal Gear Solid games for the purpose of just admiring the series as a whole. Hell, I’m even considering going back even further to the original MSX "<b>Metal Gear</b>" and "<i>Metal Gear: Solid Snake</i>", simply to have a better perspective of the entire saga. The amount of discoveries factored in with the huge amount of in-game man-hours interspersed within these games should make this series replay totally worth it, right?