Video Games Archive

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E3 2010 Recap And Big Picture Musings

After making it alive out of downtown Los Angeles last week, I thought I’d start the week off by posting my big picture E3 2010 recap first and then work on putting up individual title previews as the week progresses, Memento-style. I’ve got a ton of good stuff from E3 and I’m just one dude, so bear with me this week while the sausage is made.

Contrary to what some sensationalists will say, the gaming industry is not crumbling before our very eyes. E3 2010 was not a complete disaster, nor was it an undeniable success. It was, for lack of a better term, average. Generally, the most memorable E3 years tend to be those where new console generations are announced or a blockbuster game franchise debuts on said new consoles. Unfortunately, we just happen to be in the current generation’s mid-life point. A new Halo title for Xbox 360 just doesn’t have that “wow” factor of being the first Halo title on the Xbox 360. In spite of this, it was still exciting to try out new ways of playing games in the form of motion and 3D gaming. Whether or not this actually panned out…well that’s an issue we’ll get to.

The Press Conferences

I want to address the “Big 3” press conferences first. Video game pundits and fanboys alike take part in the yearly ritual of declaring “Who won E3?” as if  the show was a competition. I’m not going to pretend I’m above this sort of thing, so here’s my ranking of the press events:

1. Nintendo

2. (tie) Sony and Microsoft

Nintendo’s event was far and away the most compelling of the show. It was tightly presented, contained minimal gaffes (only miyamoto’s controller issues), and had the most “surprises” in terms of great games we didn’t know about prior to the show (Goldeneye, Kirby, Donkey Kong Country, Epic Mickey). To top it off, Nintendo announced a new piece of hardware that we had heard only rumors of before, the 3DS. With a robust roster of developers and franchises (e.g. Metal Gear, Resident Evil, Kingdom Hearts), the 3DS looks like it’ll be a force to be reckoned with next year.

Sony’s event wasn’t as embarrassing as Microsoft’s, presentation-wise, but didn’t provide much in the “wow” department. A new David Jaffe-helmed Twisted Metal game is pretty cool, but it doesn’t quite carry the weight of a Donkey Kong Country or Goldeneye remake. An appearance and endorsement by Valve’s Gabe Newell as “best” platform for Portal 2 was a huge coup for Sony’s credibility. Playstation Move wasn’t as cringe-inducing as Kinect’s demos the day before, but didn’t do much to sell the platform as anything more than a glorified Wiimote.

I had already written about Microsoft’s presentation last week. It had some really cool moments (ESPN and New Xbox 360s for everyone!) balanced by some facepalmy ones too (every word uttered by an executive, Kinectimals). Overall, I felt it evened out to around Sony’s level once I took into account the peaks and valleys of the presentation.

As a short aside, I really feel that Apple has raised the bar for geek press events since the iPhone announcement in January, 2007. Steve Jobs’ and crew are incredibly well rehearsed keynote machines. Say what you want about the guy, but he doesn’t give ho-hum or embarrassing (wifi issues withstanding) presentations. Every time you hear him talk, you can’t help but feel the urge to buy whatever he’s selling to you. Sony/Nintendo/Microsoft? Not so much.

The Show Floor

If you’ve never been to E3 before, the best way to describe it is an indoor Times Square. There is an overwhelming rush of sensory overload the moment you walk into either of the large halls. Gigantic 100+ inch HD screens pepper the showfloor. Disneyland-like booth constructions, like a haunted house or a post-apocalyptic shelter, are the norm. It’s quite unlike anything you’ve seen indoors.

There’s no way I could see everything at the show, even over the course of three days, so I tried to sample the titles I’ve been anticipating prior to the show along with the new hardware that was announced. I also kept my eyes and ears open for stuff people were buzzing about and caught a couple of interesting titles I would’t have thought of otherwise.

All three console manufacturers (Sony, Nintendo, and Microsoft) and virtually all of the major games software publishers had a presence at the show. Countless other small games publishers and accessories manufacturers had booths as well. There was even a company called “Gamer Grub” that sells “performance snack foods.” Yeah. Really.

Other than Blizzard (who are so big they have their own yearly expo, Blizzcon), the only major games publisher that was conspicuously absent from the show floor this year was parent company Activision. However, the big A-B’s presence was still felt during the week as Uncle Bobby Kotick put on an absolutely ridiculous $6 million concert/party on Monday. We’re talking indoor fireworks and a private concert that would put many music festivals to shame. (some artists: Eminem, Rihanna, Chris Cornell, deadmau5, David Guetta, Usher, Maynard James Keenan, Jane’s Addiction) I mean, why spend the money on an E3 booth when you can just throw the most insane party ever. Fuck Cirque du Soleil’s Kinect premiere, why didn’t MTV broadcast this event?

The Takeaway Themes

I came away from E3 2010 taking away 3 prevalent themes: Motion Gaming, 3D Gaming, and Sequels Galore. I had originally intended to elaborate on these themes in this recap, but ended up with a 3000 word monstrosity, so I split this up into another article. You can read that here.

Here is the TL;DR version:

  1. 3D Gaming – They work as advertised. The effect isn’t annoying and is actually kind of cool. Not significant enough to warrant replacing your home theater or current Nintendo DS, though.
  2. Sequels Galore – We’re getting too many sequels too frequently. They’re becoming too predictable and unexciting. It’d be great if we increased the time between major franchise entries at the very least. Ideally, the interim years would see the release of more original titles.
  3. Motion Gaming – Mixed bag here. The first party Kinect and Playstation Move titles were generally uninspiring, but there were a couple of standout third-party games that make convincing arguments for buying a motion gaming controller. Dance Central by Harmonix and Child of Eden by Ubisoft are titles that couldn’t have been done with current consoles and provide truly fun experiences. If I had to pick between the Kinect or Move, I would go with the Kinect. Simpler, cheaper, and true hands-free motion gaming is hard to argue with.
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Three Major Themes From E3 2010

3D Gaming

My two biggest concerns with 3D gaming going into the conference were: “Does it work without being a hassle?” and “Do I really need 3D in my games?” After some hands on experience with 3D, I came away from E3 2010 with an answer to at least one of those questions.

I had some hands on time with both the Nintendo 3DS and Killzone 3 on the PS3. Microsoft was conspicuously mum on the 3D front, deciding to focus all its energies on the Kinect. (I believe Crysis 2 is the only 3D enabled title on the 360, but didn’t have a chance to demo it) On both the PS3 and 3DS, I could say that the 3D definitely added a sense of depth that wasn’t there before.

Nintendo’s 3DS worked as advertised in bringing a 3D display to the venerable DS platform. Although most of the demo content was not playable, they served to show off the 3D display fairly well. Watching the Resident Evil and Metal Gear 3D tech demos, I could definitely see distinct people and environments in the foreground and background.

Sony was wise to feature a snowy level to show off Killzone 3 in 3D. Falling snowflakes clearly popped out without becoming distractions. HUD elements and updates were made salient by the added depth. As for the 3D glasses themselves, I can attest that I didn’t even notice them once they were on. In fact, they fit comfortably over my existing glasses without much issue. All in all, I was fairly impressed by the fact that going 3D on the PS3 didn’t detract from the experience at all.

The meatier question is if 3D enhanced the gameplay experience at all, and based on what I experienced, I’d have to lean towards no. Talking with Killzone developers at the Sony booth made it crystal clear that the actual game itself was identical with the 3D version. Apparently, you’re not missing anything crucial by not going 3D, just some visual eye candy. I came to the same conclusion after the 3DS hands on as well. Of the playable games there (Nintendogs and a novel face-mapping picture shooter), none showcased any mechanics that couldn’t be done with current hardware.

Perhaps I’m being too idealistic about my expectations for 3D. After all, visual eye candy can be a big draw in playing new video games. My issue with 3D currently is that developers aren’t building titles from the ground up as 3D titles. They’re adding it in their games almost as an afterthought. It’s just another bullet point for hardware manufacturers to sell new devices. The reason Avatar was such a big draw for me in 3D was because James Cameron intended for viewers to watch the film in 3D. Most films use 3D as a gimmick, a way to charge more for tickets. When compelling, high quality games start coming out using 3D in an integral way, that’s when I’ll start to take a real hard look at it.

If someone handed me a free 3D enable TV, sure I’d play the 3D version of Killzone 3 on it. It was kinda cool and didn’t cause me discomfort or anything. Would I redo my entire home theater for the experience? No, it’s just not worth it yet. The same goes for the 3DS, albeit on a much smaller scale. I might end up picking one up simply because I’m a gadget junkie, but I’d actually be more excited about the games now possible with the added analog stick rather than the 3D display.

Sequels and Remakes Galore

I’m worried the games industry is falling into the same trap that Hollywood and the music industry did by depending too much on the “guaranteed” money of a blockbuster sequel. Take a look at some of the more ballyhooed titles from this year’s E3: Halo Reach, Call of Duty: Black Ops, Gears of War 3, Twisted Metal, Gran Turismo 5, Portal 2, The Legend of Zelda: Skyward Sword, Donkey Kong Country Returns, and the list goes on and on. What do you notice? That’s right, they’re all sequels or franchise “reboots”.

Part of the reason why E3 gets less exciting each year is that most of the new titles announced are predictable sequels. We know they’re coming and we know roughly what to expect from all of these. Publishers sometimes use this sense of familiarity to sell us on franchises we’d given up on. During my hands on demo with the new Castlevania: Lord of Shadows at the Konami booth, I was asked if I was a fan of old school Castlevania. Naturally I answered,”Of course.” The Konami rep then proceeded to reassure me that I would “love” this new title because it was a return to the series’ roots. Only I couldn’t really tell from the two demo levels I played since I felt like I just played God of War with holy water and throwing daggers. It definitely was a return to a series’ roots, just not Castlevania’s. Later, he explained that the E3 demo was a taste of pure action levels. He reassured me that the famous Castlevania level structure would be present in the full game. I’ll take his word for it.

The point I’m getting to is that sequels are not necessarily a “bad thing.” It’s just that they narrow the possibilities of what developers can create and what consumers can play. With an established franchise, there’s only so much developers can innovate and experiment with there before they run the risk of alienating potential sales. On the flip side, consumers only have so much time and money to devote to video games. Given the choice between say, Call of Duty 7 or Vanquish, most people browsing in the store are going to go with the established franchise. This in turn encourages publishers to devote more and more resources in repeating that “hit” and tighten the leash up on developing brand new properties.

I’m not advocating that the games industry stop producing sequels. Every industry needs its cornerstone products. Hell, I’m personally excited to play each and every one of the titles I mentioned earlier. What I’m suggesting is perhaps a toning down of the frequency of sequel production. Give us a few years to breathe between installments. Make each successive franchise entry a truly monumental event. (Yes, I realize that it’s been a few years since Gran Turismo or Donkey Kong Country entries, but isn’t that why they got the ovations they did in their respective presentations?) Challenge developers and gamers in the meantime. Give us more titles like Portal or Braid or Rez. Who knows, maybe these new titles can be the foundation for a new generation of money printing machines.

Motion Gaming

Microsoft and Sony made their motion gaming intentions known at last year’s E3 with their respective announcements of the Kinect (Project Natal) and Playstation Move. This year, both devices were actually available for everyone to play. I had a chance to try both of them out and couldn’t help but wonder one thing:

What the hell were the first party developers doing for the last year?

The derivative gameplay offered by Sony and Microsoft’s titles left me decidedly dismayed. Kinect Sports (developed by the once proud Rare) was essentially a Wii Sports clone. Kinect Adventures was a glorified Wii Play mini-game collection. And Kinectimals? Sorry, Microsoft, I’m not 9 years old and I don’t need to pay $60 to play with virtual tigers on screen. Sony didn’t fare much better with its lineup either. Beyond your obligatory minigame collections in titles such as Sports Champions and Start the Party, Sony showed some glimmers of hope with Echochrome and Sorcery. Echochrome incorporates the move controller as a light source puzzle game, while Sorcery evokes images of Harry Potter spell-casting. At least these two titles looked like games one would want to play for more than one session. None of the above mentioned games would sell me on a new device, though.

Where was the truly novel and amazing stuff like last year’s Milo demonstration for Kinect? Was it all just smoke and mirrors? Why are we stuck with clones of pre-existing Wii titles? I imagine it must be a low-risk way of cashing in the casual market by showing the general public, “Hay! We can do intuitive casual games just like Nintendo!” I’m not sure if shoving the same gameplay experiences down even casual consumers’ throats will work so well, no matter how much more accurate than the Wii your motion controller is.

That’s not to say all is doom and gloom for these motion inputs, though. Harmonix and Ubisoft both showed great titles that have pretty much sold me on fun experiences that couldn’t have been done on a normal controller. Harmonix’s Dance Central made dancing with yourself (sup Billy Idol) look cool. Full body dance tracking is something that has never been done on a game console before and I’m not sure it could have been done without the Kinect powering it. Not only that, the game is actually pretty fun even if you are a dance club wallflower. Tetsuya Mizuguchi’s (Rez, Lumines) new psychadelic music shooter Child of Eden impressed the shit out of me at Ubisoft’s press event. It’s a bit hard to explain so I’ll let this video demonstration do the talking. Since it’s published by a third party, I wouldn’t be surprised to see this one on both Move and Kinect.

Interestingly enough, I think a compelling solution may be to combine both movement input systems as one. I could imagine wanting to hold a controller for a swordplay game, while I wouldn’t want to be holding anything if I was learning a dance routine. Ostensibly Microsoft has more room to work with in this scenario, as Kinect’s camera is much more precise than Sony’s Playstation Eye. It’d be easier to add a control peripheral than to sell users on an expensive new tracking device.

All of this leads us to the million dollar question: Is all this stuff worth it?

For me, Dance Central and Child of Eden have sold me on the Kinect. Hell, the novelty of being able to act out Minority Report almost sells me by itself, shitty minigames be damned. If I had to go with one motion controller solution, it’d have to be the Kinect if just for the simplicity factor. Coupled

With Move, there’s three separate peripherals to keep track of: the Playstation Eye Camera, the Move “motion” controller, and the Move “navigation” controller.

Milkawha?!

I just had to look up all that stuff and will probably get the “motion and “navigation” controllers messed up for the rest of eternity. I guarantee you that the average consumer will get confused by all of this come Christmas shopping time too. Sony will have you believe that their motion gaming is “only” $49.99, but you’ll have to buy a $40 Playstation Eye camera and a $29.99 “navigation” controller in order to get the full experience. You won’t need a new camera for each additional player, but you’ll have to get another set of Move controllers per person. It’ll end up being $200 for a “full” 2-player Move experience, while the Kinect is simply $150 for all you will need.

Pricing issues aside, the Kinect has the added benefit of being truly hands-free. During my Move hands-on at the Sony booth, I had to recalibrate the controller by holding the controllers in several positions like a traffic cop. Each time someone new wants to play, you’ll have to do this. It’s no small annoyance if you have a big group of people wanting to play. Kinect requires recalibration too, but there’s no wristband tethered controllers to take off and pass around.

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E3 2010 Days 1 and 2 Photodump

It’s been an absolutely crazy first two days at E3! I’ve barely had time to sit down and gather my thoughts. Rest assured that over the next few days I will be posting some thoughts and previews on some of the more noteworthy titles I had a chance to get some quality hands on time with.

In the meantime, I’m putting up all of the photos I’ve taken on the showfloor the past couple of days. There’s no captions yet, but you should be able to figure out what’s what.

Day 3 awaits!

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Six Impressions From Microsoft’s 2010 E3 Press Conference

Seriously, if I hear another video game executive speak the words “redefine”, “amazing”, “entertainment phenomenon”, or “transformation” again, I’m going to RAGE quit gaming.

Microsoft’s 2010 E3 presentation was filled with hyperbolic marketing speak, planned pauses for nerd applause, unrehearsed speakers, and awkward catcalls from the audience whenever an attractive woman took the stage. It reminded me of the much maligned Nintendo presentation from 2008 where the Big N just talked about how much money they made and finished with a dude air drumming for Wii Music. Only the strength of Microsoft’s gaming franchises and a couple of other big announcements kept this presentation from real embarrassment.

At the end of the day I do realize that it’s a presentation on video games from video game executives. Still, would it kill them to actually read and rehearse what they’re doing? It’s not a trivial amount of money being thrown at these things, you know. Plus, Microsoft is trying to reach a “mainstream” audience by live-broadcasting this event all over the web and on television. Why take the chance of embarrassing your company and your products on the big stage?

Here are 6 impressions I came away with from the press conference:

  1. Awesome Sequels – We saw Call of Duty (7): Black Ops, Halo: Reach, Gears of War 3, Fable 3, and Metal Gear Rising (granted, not a “true sequel” but clearly wouldn’t be a big deal without the name attached) demonstrated. All of these titles look great and will be huge sellers. However, did anyone really need to be convinced of this? It’s cool seeing these titles being played live, but as a fan of previous franchise entries, you’re going to buy them regardless of what Microsoft shows. Where are the original new games? Where’s the stuff that really “redefines entertainment?”
  2. Kinect UI – Finally we’re entering the age of Minority Report-esque screen interfaces. If it’s as responsive as demoed, it could really change the way we consume media on a console. Voice commands? Meh. It’s almost always less cumbersome to navigate via a physical input device. Controller < Mouse < Pointing with finger. Seeking in a video file is a perfect example of how great the interface can be.
  3. ESPN – LOVED this announcement at first. The only reason I even have cable TV is because I enjoy live sporting events. ESPN on my console would save me a ton of money each month from my cable bill. Add an interactive score ticker, HD streaming, rewind/fast forward capability, and some neat polls/trivia widgets and you have a real compelling product for sports fans. Acouple of things tempered this excitement, though. 1) You need to have an ISP provider that plays ball with ESPN. I’m not sure if you need to have cable TV service too, but that would just make things pointless if so. 2) The service is basically ESPN 3, which isn’t necessarily a bad thing. It just means that we’re not getting a simulcast ESPN-prime for free – that means no Sportscenter, no Around the Horn, etc. We’re getting one off live events at their programming whim. Regardless, it’ll be a welcome addition since we don’t have to pay for it.
  4. Kinect Games – If this is the stuff that “redefines entertainment,” I want my old entertainment back. Kinect Sports, Kinectimals, Kinect Joy Ride, Kinect Adventures, Your Shape, and Dance Central are the Kinect titles demonstrated. With the exception of Your Shape and Dance Central, all of these are first party titles. Let’s talk about the Kinect____ titles first. They all look like Wii Sports/Wii Play/Wii Fit minigame knockoffs. I seriously hope Microsoft isn’t planning to charge $59.99 for each of these, because I’d have a hard time justifying that for a bundle of all of them. Every one of those titles looks like something I would play once and never touch again. Regarding Ubisoft’s Your Shape – *yawn*, “fitness genre”. I will say it looks a lot more useful than having to deal with a Wii Fit balance board, though. Dance Central by Harmonix was by far the most interesting title demonstrated. The technology to execute a real dance-move game has not been available until now and it looks quite fun, even for someone like me who’s normally too embarrassed to dance.
  5. Kinect Proof of Concept Games – We’re treated to a glimpse of the future with a short Star Wars trailer and a Forza tech demo. The Star Wars stuff may as well be CGI without knowing how the actual gameplay works in a live setting. Also, it took us how long to get a decent modern Star Wars game? Consider me skeptical until proven otherwise. As for the Forza stuff, it looks graphically impressive and I’ll definitely want to check it out on the floor. There’s lots of menus and choices to be made in a racing simulation and the Kinect UI should help out greatly there. I can’t help but be concerned over the long term viability of controlling a driving game holding your hands out and pantomiming, though. Where are the pedals? Won’t my arms get tired? Just because something is intuitive doesn’t necessarily make it a great experience in the long run.
  6. New Xbox 360 (Stealthbox) – What? We got an extended demo of a little Asian girl playing with a virtual tiger and barely a couple of minutes to describe an radical redesign of your flagship product? And it’s shipping right now?! Milkawha??  The new Xbox 360 does look pretty sleek (albeit slightly ZOMG STEALTH FIGHTER COMPUTER CASE mod), with built in 802.11n and vastly superior noise reduction. If I didn’t own an Elite, I would jump at the chance to upgrade. As it is, I can’t justify the $299 price for what amounts to more hard drive space and less noise. Definitely a good time to buy an Xbox 360 for the first time, though.

I really hope the Kinetic titles are much better in person. The idea of affordable motion capture technology is very compelling, but most of the titles Microsoft showed here were uninspiring at best. Harmonix has the right idea with Dance Central, but it’s not a system seller. Where’s the Halo or the God of War or the Mario of Kinect?

Sony and Nintendo, the ball is in your court.

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DJ Hero 2 Announced, Free Lady GaGa vs. Deadmau5 Track Released For Original


DJ Hero gets a bad rap for being another tendril of Uncle Bobby Kotick’s profit machine. While I won’t argue the shamelessness of charging $149.99 for a game with plastic peripheral, the actual gameplay of DJ Hero harkened back to the halcyon days of music gaming before expensive plastic peripherals entered the picture. I’m talking about games like Frequency or Amplitude which were more about good music and good hand-eye coordination skills, rather than cramming in motion captured artists or non-fail gameplay modes so Grandma can strum a plastic guitar with the family.

Activision announced the sequel a couple of days ago, and it’s looking like they’re trying to make it a “party” game. Microphone support and “battle” gameplay modes are the big additions. I’m not too excited about pretending to “outscratch” my friends at social gatherings, but I am excited for some awesome new mixes. The mash-ups in DJ Hero were by and large very cool and stuff I wouldn’t be embarrassed to listen to away from the game.

Case in point: They’re giving away a free Lady GaGa – Let’s Dance vs. Deadmau5 – Ghosts ‘n’ Stuff DLC for owners of the original game until June 14th. I’ve played it and it’s good times. It’s worth dusting off the old plastic turntable for.

Download the GaGa/Deadmau5 mix for free on Xbox Live Marketplace.

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Rock Band 3 To Actually Teach You How To Play Real Music

Plastic Axe has a really interesting interview with Harmonix on the goals and new features of Rock Band 3.

For Pro mode, for the guitar, are you basically learning the song? Like, if you got up to Expert in Pro mode, and you played the song, would you then just be able to go pick up any other regular guitar and play that song?

DS: Effectively, yes. The underlying design of Rock Band Pro across all the instruments is that whatever you’re doing in the game translates to some form of genuine musical ability outside of the game. So on the keyboard, even if you’re playing on Easy or Medium, the notes that you’re playing, or the notes that the game is cueing you to play, are pitch-accurate.

And in guitar, it’s the same way. We’ve designed an interface that covers everything from single notes and single-note runs, to power chords, to full barre chords and open chords. It gets pretty complex.

We have arpeggio language — it does take you all the way through to Expert, which is note-for-note authoring…for ridiculous songs! Like, “Crazy Train,” or “Rainbow in the Dark,” or whatever — these songs that have blistering solos — in order to beat those songs in Pro mode on Expert, you will have to learn the song.

The interview also talks about how the new guitar and keyboard peripherals will have MIDI out.

This is huge.

The line between video games and music creation is officially blurred.

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New E3 Vanquish Trailer Has In Game Footage

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From Shinji Mikami (Resident Evil) and Platinum Games/Sega comes this epic game of US robots vs Russian robots over the demise of San Francisco.

Yeah.

It does look pretty fun though. I’m reminded of the fast paced movement of Virtual On with the wackiness of Bayonetta and the big budget effects of Gears of War. If all of those hunches play out, we could have a new standard for awesome.

I’ll definitely be checking this out at E3 next week.

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Postgame: Splinter Cell Conviction

Warning: This game requires patience.  If you have none, stay away. It’s not a straight shooter.

If you’ve ever wanted to be as badass, cunning, and ruthless as Jack Bauer in a video game, Splinter Cell Conviction is the game for you.  Do you want to act out one (or several) of Jack Bauer’s famous interrogation scenes?  Done.  There are almost an excessive number of situations for you to brutally ask bad guys where stuff is.  Conviction’s situation is a departure from previous games in the series.  Longtime protagonist Sam Fisher is not ostensibly working with any sort of government agency.  For most of the game Fisher’s only contact with “the good guys” is with a woman he used to work with in the government.  Sound familiar?

I loved the way new objectives are presented to you in this game.  Many have called the way the game projects text onto the game world “Fringe Lettering” (yes, referring to the JJ Abrams show).  I’d say it goes a bit further, as the show’s lettering is limited to large block letters hanging in mid air introducing new locations.  Conviction goes a step further and blends the text into walls and objects in the world seamlessly.  More games need to do this.

Diehard Splinter Cell fans lamented the loss of certain gameplay elements such as hiding bodies.  I found it refreshing.  Hiding bodies always felt like a chore, rather than “ooh, this is cool because it’s realistic.”  Fisher has a new trick called “Execution” where you can mark anywhere between 2-4 targets (depending on how much you’ve upgraded your gun) and can instantly kill them all with one button if you are within line of sight. It’s balanced since you have to “earn” the right to do this by successfully melee killing someone.  While some critics may complain this cheapens the gameplay, at the end of the day, it serves to make the player feel like a badass.  I’m ok with this.  I want to be the action hero I see in the final cut of film. I’m ok with cutting out “realistic” elements for more fun.

Broken down into its core elements, Conviction is a sequence of situations in which Sam Fisher has to deal with bad guys who don’t know he’s there.  Usually, I’d start off trying to take out everyone stealthily from the shadows.  I’m not one for elaborate planning, so invariably I’d get seen, shit would hit the fan, and I’d have to shoot my way out of the mess.  Oftentimes this would end in failure, but since I’m an above-average shooter player, I imagine I brute-forced my way through more than most players would. Generally, Conviction does a good job of preventing you from just run and gunning your way through the game, as a veritable clown bus of bad guys will swarm you if you try to do this. (Protip: There are always more dudes in the room than you think there are.)

I played through the single-player campaign through on “Realistic” difficulty.  I usually play most games on normal difficulty, but I strongly recommend that you play this game on “Realistic” if you do.  Playing through on anything less will give you far more leeway to run and gun your way through the game and I think that detracts from the experience. The most memorable moments you will have while playing will be the stealth kills and planned gadget kills, not the machinegun kills you get from playing Call of Duty style.

My favorite moment in the game was a planned attack where I planted a remote explosive on the ground next to a pair of armed guards.  I scaled the building to their right, overlooking another guard from behind.  Jumping down, I broke the neck of the hapless guard from behind.  The original pair saw this and began to run towards me.  Calmly, I pressed the button, detonated the explosive, and took out the remaining guards LIKE A BOSS.

The biggest complaint people have of Conviction is the “insta-fail” section well-into the game.  I can’t defend this; it’s some bullshit.  I’d like to think there’s a better solution to forcing players to act in a stealthy manner.  However, part of the reason I got through it with minimal yelling at the screen was due to my Realistic difficulty training.  By the time I got to the chapter in question, I was already used to basically “insta-failing” if I was detected (due to the immense swarms of enemies and inability to absorb much gunfire).  It still sucked, though, because I could do everything right except for one tiny mistake, and I’d be forced to reload a checkpoint. Perhaps a better way of enforcing this would be to elevate the difficulty level to Realistic for everyone, regardless of what they are playing at.  It’ll train the player to be more stealthy, but also give them the feeling that they could progress even if they make a mistake.

It’ll take a certain type of mindset to succeed and have fun with Conviction.  You need to be prepared to be methodical and inconspicuous.  If you can and are willing to do this, I guarantee you will have a great time with this game.

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Insomniac Games Goes Multiplatform, Signs With EA Partners

Wow.

This news pretty much blindsided me this morning.  I (like many others) assumed that Insomniac (Ratchet and Clank, Resistance, inFamous) was wholly owned by Sony.  The deal is only for one game, but I’m pretty sure when it succeeds, they’ll continue making more of them for everyone.

Could the platform exclusive title be an endangered species?  Bungie’s (Halo) liberation to Activision and the land of multi-platform releases last month certainly raises some eyebrows.  Developers want to own their IPs now and who blames them?  Wouldn’t you want to get in on movie-licensing and branded Mountain Dew flavor money?  Like in the music industry, once you establish yourself as a bonafied rock star, your dependence on the record labels shrinks to just product manufacturing/distribution.

Personally, I’ve never had a problem with not being able to play a title due to the consoles I’ve owned since I own them all.  However, I imagine most people have picked only one of the 360 or PS3.  There’s a lot of quality titles that you’re missing out on if this is the case.  Having our rockstar titles available on both platforms serves to only benefit the end user.  After all, nothing kills a recent video game conversation more than “Have you played God of War 3 yet?” “No, I only have a 360. ” =(

Joystiq’s got an interview with Insomniac’s CEO, Ted Price, if you want to read more.

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Bulletstorm? More Like Popuptextstorm Amirite?

Contrary to what the snarky post headline may imply, this trailer for Epic Games/People Can Fly’s (Painkiller) upcoming first-person shooter, Bulletstorm, actually looks pretty damn fantastic.

Let’s be honest here, pop-up text makes you feel awesome.  Don’t pretend that getting a little floating “+10” every time you kill someone in Call of Duty doesn’t make your insides want to do a high five with itself.  Throw some Duke Nukem Big Foot and a laser whip to grab your enemies and this writer is sold.

(Extra props for using the best Nine Inch Nails song to get the blood flowing.)