Video Games Archive

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Free Portal (Steam For Mac Released)

A few years ago, I would have scoffed at all the adorable Apple faithful every time they got a feature or program that we PC users have had for ages.  The tables have turned, now that I own a Mac myself.

The much ballyhooed Steam Mac client was finally released this morning.  I freely admit to being one of those jackholes who refreshes his browser all morning in anticipation for software that has already been out for six years on a platform I already own.  Whatever, I’m excited to finally be able to play Torchlight on my Macbook without having to reboot into Windows.  It’s all about laziness, folks.

Oh, by the way, Valve is giving away free copies of Portal for the next 12 days to celebrate this (whether you’re a PC or Mac user), so please grab it if you’re one of the few people who haven’t played it yet.

Download the Steam Mac Client DMG

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Impressions: Blur Multiplayer Beta

I’ll admit to apathy in having a Blur Multiplayer Beta code rotting away in my inbox since February.  I just thought the game didn’t bring anything new to the already crowded racing game genre.  Shame on me, though, because it turns out the game is actually pretty fun.  It’s too bad I only had the last week to enjoy it.

Blur plays like Mario Kart with real cars, Wipeout’s powerups, and Call of Duty’s perks and leveling system.  Granted, the game doesn’t sound earth shattering, but this amalgamation of gameplay mechanics actually works fairly well.  The controls are as simple as Mario Kart: Gas, Brake, Fire Powerup (point the stick backwards to fire backwards).  There’s an added complexity in that you can hold up to three power ups at once so you’ll have to do some inventory juggling if you want to hoard them.  Other than that, the most complex part of the game is learning the different icons for power ups.  They’re pretty standard kart racing fare: nitro, shield, homing missile, dumb missile, mine.  Unfortunately, there’s a blue shell-like first place hoser, but I’ve been lucky enough to not be cheesed by it too badly.

Being an Activision published title, Blur’s familiar mods and “fans” (what the game calls xp) system didn’t surprise me.  You gain fans for using powerups well (e.g. boosting without hitting a wall or landing a missile on an enemy) and for completing/placing in races.  With these fans you can unlock new cars and upgrades for your racer.  There’s even a Modern Warfare “perk” like system where you can select from different mod loadouts that give you added attributes like increased ramming damage or gaining more fans for landing powerups.

My issue with this and other incentive-based multiplayer progression is that it can feel unfair for new players because everyone else seems to have better stuff than you.  My first few races I felt I had no chance of placing first because I simply didn’t have the tools to.  Granted, I still had fun and got rewarded with a bunch of fans.  As long as you’re not expecting to pop in the game and start placing first in every race, you’ll enjoy racing in Blur.  Plus, there’s that added goal of trying to beat better-equipped players with your crappy starter car.  Believe me, you will feel like the shit if you do this.

Blur’s definitely worth checking out if you’re into arcade/kart racers.  You can finish a couple of races in 5-10 minutes and still feel like you’re making the progress to greater things via the fans system.  It’s a great game to de-stress after work without having to commit hours of time.

Feel free to share your thoughts in the comments if you played the beta as well.

Blur will be released for Xbox 360, PC, PS3.  Developed by Bizarre Creations (Project Gotham Racing, Geometry Wars).

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Postgame: Sam and Max Season 3 Episode 1: The Penal Zone iPad

Postgame is a new experimental segment on the blog where I give my thoughts on a recently finished game. It’s not as comprehensive as a review, but not as brief as a tweet.

Sam and Max Visit The Alien Brain

Playing Sam and Max Episode 1: The Penal Zone on the iPad was like dating a gorgeous, funny woman who was prone to random crazy breakdowns. You put up with the crazy stuff because you love the highs and try to ignore the lows. The Penal Zone has gorgeous graphics and fully voiced characters. The game’s presentation is pretty much exactly what you would see on the PC or Xbox 360. Unfortunately, it’s pretty obvious Telltale Games didn’t have access to a preproduction iPad because the number of technical issues that plagued this title were abundant. Random crashes, freezes, sporadic long load times, and framerate slowdowns plagued my playthrough of the game.  (Coming from a PC game “save early and often” background, the crashes never set me back too far.) I’m sure they did the best that they could to make the launch date given what they had to work with, but telling the user to reboot the iPad each time he wants to play, DOS boot disk style, is almost too much to ask. On the bright side, I think Telltale knew this and that’s why the price of the game was lowered to $6.99 (from $9.99).

Max Versus Stinky

I’m going to be honest and say I have never been that great at adventure games. Inevitably I’d always end up using a walkthrough for some or most of the game. With that said, I’m proud to say I completed all of The Penal Zone without looking to the internet for help. I’d like to say it’s all due to my leet deductive reasoning skillz, but it’s mainly a credit to great game design.  There’s an excellent subtle hint system manifested through one of Max’s new psychic powers, future vision.  With it, you can see what the future of certain items/people brings.  Armed with this information, you can divine what you should do next.  It’s a great way to help dense players like me get on the right track while making them feel awesome for figuring things out own their own.  Max’s other main psychic power, teleportation, adds an almost Portal-like way to approach problems.

RAWRAHGUAHRHG

The Penal Zone is a great adventure game.  You’d be hard pressed to find a more high quality 3-4 hour experience on the iPad.  It’s just a shame the technical issues mar the otherwise awesome game.  If you have the patience to deal with some slowdowns and random crashes, it’s a recommended purchase on the iPad since it’s only $6.99.  Otherwise, I’d recommend getting it on the 360/PS3/PC/MAC platforms.  It’ll cost a bit more, but you’re paying for stability.

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Halo Reach Beta Crash Course Guide

Sup biddies.  I dove into the Halo Reach beta for a few hours over the weekend and fumbled my way through the new gametypes, maps, powers, and weapons.  I’m here to distill what I’ve learned into a short guide on what to expect when you fire up the beta with an emphasis on what’s changed from Halo 3.  One thing to keep in mind is that the auto-aim assist has been turned way down – you’re going to have to earn those headshots now, son.

Protip: If you want to keep the controls similar to Halo 3, switch to the Recon control scheme. Otherwise, be prepared to use RB as your melee attack, X as your reload/weapon pickup, and B as your grenade type changer.

Armor Abilities:

The biggest change is the addition of special armor abilities that you can pick from each time you spawn via a loadout selection menu.  Loadout options will change based on the gametype you get in matchmaking.  These abilities are not consumable and will recharge if you do not use them for a bit.  You can see your ability status on the bottom left corner of your screen via a circular meter around the icon.  The default button to use your ability is LB and you can deactivate the power up at any time by pressing LB again to conserve energy.

Spartan(common loadouts listed):

  • Sprint – (Scout Loadout) Makes you run faster – you can use it in bursts or all at once.  Especially fun if you have the sword or hammer.
  • Active Camouflage – (Stalker Loadout) Like the old powerup, it makes you invisible.  You will also act like a mobile radar jammer, filling all radar screens around you (including your own) with red dots, so don’t rely on it to find enemies.
  • Jetpack – (Airborne Loadout) Makes you fly!  Keep in mind, the rules of physics will still apply.  If you’re falling like a rock, it’ll take more juice to keep you afloat.  Think Tribes more than Duke Nukem.
  • Armor Lock – (Guardian Loadout) As long as you hold down LB, you will be invincible and immobile.  It also acts like an EMP, draining the shields of anyone next to you.  Very useful for defending an area as you basically become an attention grabber, buying valuable time for your teammates to help. (MMO Tank!)

Covenant:

  • Evade – (Both Loadouts) As a Covenant Elite, your armor ability makes you do an evasive roll in the direction you are moving. Use it to avoid bad things.  On a fully charged meter, you will be able to evade twice before having to recharge.  Keep this in mind if you get into a skirmish with someone.

New Gametypes:

There are two new gametypes currently available, Stockpile and Headhunter.

  • Stockpile – You’ll see this in the Grab Bag playlist.  Basically there are two bases on the map, indicated by giant colored columns. Neutral flags will spawn randomly across the map.  Your goal is to bring and drop those flags into your team’s colored area.  BEWARE: the marker colors for the bases on your HUD are not necessarily the colors of the bases.  Make sure you are going to the right team’s base!  A timer at your base will count down every 60 seconds.  When it reaches zero, the game will reset the flags and give each team a point for each flag inside their base.  First team to 10 points wins.  Remember that you can screw with the other team by removing the flags from their base.  Even if the flags are a little outside the cylinder they will not count.
  • Headhunter – This one appears in FFA.  Each time someone kills someone, a flaming skull will drop.  The goal is to collect these skulls and bring them to the designated drop off area.  First one to 25 dropped off skulls wins.  Or, if you drop off 10 skulls at once, you’ll get a skullamanjaro and win instantly no matter what the score is.  You just have to run over a skull to pick it up.  If you die, you will drop all of the skulls you were carrying, Sonic The Hedgehog style.  The game will put markers on people, indicating the number of skulls they are carrying so you can prioritize your kills. Also, be mindful that the drop off areas will move periodically.
  • Covy Team Slayer – Not really a new gametype, it’s just Team Slayer with everyone playing as Covenant.

New Weapons:

  • DMR – It looks like a Battle Rifle, with the key difference being that it’s single fire action.  Use it as you would the BR, aim for the head at medium-long range.
  • Needle Rifle – The covenant version of the DMR, it looks kinda like a long Needler.  Needles will still explode dudes if you stick them with enough. Same usage scenarios as the DMR.
  • Focus Rifle – Think of it like Quake’s Lightning Gun.  It’ll fire a constant beam that you’ll have to train on an enemy.  Has surprisingly long range and you can zoom in twice.  Looks kind of like the Beam Rifle did in Halo 3.
  • Plasma Repeater – Unlike the plasma rifle in previous Halos, this one consumes ammo.  Think Covenant version of the assault rifle.
  • Grenade Launcher – It’s not as easy to use as the rocket launcher is, but just as powerful.  If you’re good with it you can bounce it places for the win.
  • Plasma Launcher – Use it like you would the Spartan Laser. When you’re ready to fire, hold down the RT to start charging it and paint your targets. Watch your crosshairs –  it will fire after 4 dots have lit up at the corners no matter what.  When you let go, plasma balls will home and seek your target, even if you die right after they fire.

This should sum up what you need to know before heading into Matchmaking.  If you want more detailed info, read Bungie’s Official Beta Guide.

(Updated on 5/3 with stuff I learned playing this more over the weekend.)

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Split/Second Demo Impressions

Homeboy got exploded

Sometimes simplicity is good in a racing game. Getting into a Forza 3 or Gran Turismo or even memorizing what all the different power-ups do in Mario Kart can be a daunting experience. If it’s one thing Black Rock Studios (makers of PURE) got right with Split/Second, it’s the pick up and play aspect of an arcade game.  Toss in a shitton of explosions, pretty graphics, a breakneck sense of speed, and you might just have the perfect game to play in short bursts with gamers and non-gamers alike.  Think of it as Burnout 3, but with controlled explosions instead of boosting.

There’s essentially three buttons you use in Split/Second: “Gas”, “Brake”, and “Power Play”.  The first two are self explanatory.  The third one is what you use to get a leg up on the other racers.  Fill your power meter to level one and you can unleash a Jerry Bruckheimer/Michael Bay-esque environmental movie explosion on cars in front of you.  These can come in such forms as a hovering helicopter dropping an explosive barrel or an exploding tunnel collapsing on top of your opponents.  You can also use a level one Power Play to take shortcuts along the course.  Fill your power meter all the way to level two and you can completely level the race course itself (preferably while your opponents are still on it), changing the path everyone has to follow.  There are three ways to fill the power meter: drafting behind opponents, drifting around corners, and by catching air time.  Personally, I found few opportunities to jump in the demo, but the other two maneuvers are plentiful.

I had a few concerns with the game though.  First, there don’t seem to be many opportunities to use the level two power play.  It can take out 3-4 opponents at once, but I often found myself missing good opportunities waiting for the game’s permission.  Second, I found myself constantly wishing for a nitro button or something to get me ahead of the competition when no cars are nearby me.  You need cars around you to be able to use even a level one power play.  Finally, the Split/Second demo is short. There’s only one track and you can’t choose your vehicle.  In fact, it’ll take you under 5 minutes to complete a three lap race.  Yes, one of the game’s strengths is the ease of which to pick up and have fun, but I hope there’s a bit more depth in the full version.

That being said, if you like racing, explosions, blowing shit up, or fun, go give the Split/Second demo a download.  You’ll probably like it.

(Oh, and for anyone worrying about the “reality show” premise being annoying, it’s not. There’s no cheesy announcer or anything to even remind you of reality TV once you’re playing.)

The game's title wasn't kidding. F.

Download the demo:

Xbox LIVE Marketplace | Split/Second.

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PSP Go? More Like PSP No, Amirite?

I’m going to be honest with you. I’m a gadget freak. My friends know this. My colleagues know this. I know this.  For example, I am one of the assholes who has bought all three Nintendo DS SKU’s on consecutive launch dates.  That’s right, despite owning perfectly functional DS phat and lites, I’ve also managed to also buy a DSi.

Knowing my weakness for cool new revisions of handhelds, I’m sure you’ll agree with me that Sony has accomplished something extraordinary with their recently released PSP Go.  They have, in fact, created a product that I have no desire to purchase.

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Put Your Pwnge Halo 3 Replays On The Web Easily

I’ve been playing around with a new gaming community video content hub/service called GameVee.com.  Along with the ability for users to upload and share HD game video content, GameVee has a unique utility called “Grab.” Using a top secret voodoo propietary algorithm/solution, Grab automates the process of capturing video content from games and uploads it into a tidy Flash-based video player for you to share with everyone on the web.

Right now the service only works with game replays/clips on Halo 3 file shares, but it’s still pretty damn awesome.  All you need to do is put in an Xbox Live gamertag along with the title of a video clip on the person’s file share and Grab will automagically capture, convert, and upload the clip.  It does take a few hours to complete a Grab request, though, as it looks like a laborious process for the black box to download, play, capture, and convert a replay.  It’s hard to find fault with the results though.

Making gameplay video capturing this easy is going to take social gaming to a new level.  Games like Pixeljunk Eden already have the ability to capture gameplay video and upload directly into YouTube from within the game.  I know I’m going to be sharing my awesome gaming exploits with people who don’t even own a game console.  It’s only going to help generate interest and awareness for games and the games industry.

Indulge me after the jump as I share with you a video of me going 19-1 in a ranked doubles match recorded shortly after the release of Halo 3 last fall.
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Review: American McGee’s Grimm Episode 1

American McGee\'s Grimm Logo

American McGee is best known for his work on DOOM, Quake, and Alice.  The latter, which I found to be a deliciously twisted romp through the wonderland of Lewis Carroll.  McGee’s past games have earned him an automatic “I gotta check out what he’s doing next” pass.  His latest project is entitled American McGee’s Grimm and is a 24-part episodic game available exclusively on Gametap.  New episodes are released every Thursday and will be available free to play for a 24-hour period, much like a television show.  Grimm is based on the idea of “f’d up fairy tales,” with each episode centering on the corruption of a particular fairy tale, like Little Red Riding Hood or Beauty and the Beast.  Gameplay is very simple and casual friendly.  It plays kind of like Katamari Damacy in that you are guiding a character in a world with the objective of covering the most surface area possible.  There is some light platforming as well.

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Review: Strong Bad’s Cool Game For Attractive People

Strong Bad Homestar Runner Game

I gotta admit, Homestar Runner was a huge part of my college days.  Every Monday my friends and I would eagerly wait for the latest animated Strong Bad email to be posted so we could watch and quote it for the rest of the week.  Though I stopped following the site in recent years, I was still very excited when Telltale Games announced an episodic adventure game based on the Homestar Runner characters and world.  After a two month delay, the first episode was finally released yesterday on Wii Ware and for the PC.

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Edgar Bronfman Needs More Money

edgar bronfman moar fail money

Not content with totally mishandling the music industry’s disastrous “transition” into the iPod age, Warner Music CEO, Edgar Bronfman Jr., has started down the path of bungling yet another potential revenue stream.  With the recent explosion in popularity (and sales) of Guitar Hero and Rock Band, it was only a matter of time before someone had to open their big mouth.  The churlish executive told Reuters:

The amount being paid to the music industry, even though their games are entirely dependent on the content we own and control, is far too small.

Now, to be fair, no specifics were given as to how much the record labels are actually getting paid for the use of their music recordings in the games.  It’s certainly possible that the game industry is not paying enough.  Let’s forget for a minute all the other components that make Guitar Hero/Rock Band successful (development costs, peripheral manufacturing, distribution, marketing, etc.) and play Ed’s game.  If I had to guess, I’d posit that the current cut for music in rhythm games is close, if not the same, as a digital download on iTunes.  Our pal Eddie must have seen this, and thought, “Hay! Activision is charging double the price of iTunes, but we’re only getting the same as El Jobso.  Let me talk to the press, they will surely be on our side!”

Sarcasm aside, Eduardo and the rest of the music industry really need to think before they speak.  Even if they are getting the shaft, it would be much more productive to solve the issue behind closed doors.  Coming out and complaining to the press in a haughty tone is not going to help their situation any.  To the contrary, it’ll just serve as blogger and message board fodder to further drag the music industry through the mud.

Not that the record labels really need any more help with that.