Video Games Archive

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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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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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My Day Has Come: New Releases for 8/18-8/22

Too Human Cover

Downloadable content is again the story this week, although there’s a long awaited big budget exclusive title for the Xbox 360 as well.  Here are the games I’m excited to play this week:

Too Human (Xbox 360, $60) – 8/20/08 – Too Human is an Xbox 360 exclusive that has been in development for almost 10 years.  It’s an ambitious action/rpg game that aims to be as addictive as Diablo, but with the graphical prowess and combat depth of a Devil May Cry.  The internet has already been torn in half by drama over the game.  Suffice to say, I’ve been excited for it and have it pre-ordered.  I enjoyed the demo and the promise of co-op play still has me itching to play it.  The mediocre reviews are troubling though…

Ratchet and Clank: Quest For Booty (PS3, $15) – 8/21/08 – One of the surprises of Sony’s E3 conference was the announcement of an original downloadable Ratchet and Clank game for the PS3.  Boasting the same Pixar-movie quality production value as last year’s Tools of Destruction, Quest For Booty is a 3-4 hour experience that continues the storyline from Tools of Destruction. With a manageable gameplay length, the value proposition of quality over quantity is huge here.

Galaga Legions (Xbox 360, $10) – 8/20/08 – Old school game remakes are the flavor du jour of digital distribution lately.  Anyone over the age of 20 probably remembers Galaga, the seminal top down space shoot ’em up from the 80’s.  Namco has remade the game with pretty graphics and some extra gameplay changes, such as the ability to move in all directions and deploy “satellite” ships to attack for you.

Star Wars: The Force Unleashed Demo (PS3, Xbox 360, free) – 8/21/08 – How nice of Lucasarts to be platform neutral and release the demo for the most anticipated Star Wars game in years on the same day.  With a crazyawesomecool physics engine and an actual honest-to-god interesting new story, The Force Unleashed actually has the potential to be the first Star Wars game in nearly a decade to not completely suck.  (How awesome are these videos!) I’m still skeptical, but will eagerly download and try the demo the first chance I get on Thursday.