March 2004

[floatleft]http://www.snackbar-games.com/images/reviews/princeofpersia/cover.jpg[/floatleft]Price of Persia has been out quite some time now and it saddens me that I haven’t been able to fully focus a large chunk of time on this game. If I had to summarize this entire review in a single word it would be “Wow”. PoP is THAT good. PoP has undergone many revisions from its days back on the PC long before many of you were playing games to the Genesis, SNES, the Game Boy Color, and finally to the Xbox. Having never played any of the previous versions, I can’t tell you how true to the original the newest version is, but what I can tell you is that it is a game everyone should have as a part of their library.

If I get off track and starting ranting about how great this game is, you will have to forgive me because it is one of the rare titles that will blow away any expectations you may have about the game. From my perspective, Ubi Soft really shows that a simple mixture of some excellently prepared elements can produce a game beyond its time. Let me explain those elements to you now.

When you first start playing PoP, you will no doubt have to lift your jaw off the floor because the graphics engine is beyond description. The light and airy feel of the surrounding environments lends itself well to the fantasy world that has been constructed. These environments seem to be perfectly rendered with immense detail that doesn’t diminish with camera movements. There is no doubt in my mind that PoP is the most beautiful game that I have seen to date.

[floatright]http://www.snackbar-games.com/images/reviews/princeofpersia/ss03_thumb.jpg[/floatright]To compliment the graphical perfection of Pop, Ubi Soft decided to mix in a set of controls that must have been divinely inspired. Every button seems to have been intuitively designed w/ gameplay in mind. Everything from performing wall runs to scaling a wall and ending in a backflip off of a carefully placed bar were performed with ease. The controls end themselves nicely to performing wonderfully acrobatic fighting moves of many varieties.

The combat system is another thing that was flawless in its execution. The way the Prince transitions from attack to attack really added a sense of realism to the fighting. It was about the closest thing to a completely liquid fighting system that I can recall seeing in a game to date.

The thing that really makes this game unique is your ability to rewind time should you fall and die or get yourself in a tough situation while fighting some enemies. Simply pulling the left trigger will rewind time for as long as you hold down the trigger until the meter runs out. The way this works is you have a meter in the top left of the screen. As you kill enemies, you use your dagger to capture the sand “in” them and in various places throughout the levels. This sand fills up the meter and when full, results in the ability to rewind time. You can fill up the meter multiple times before it is full so you can rewind a few times before a full refill is needed. Your meter increases in size as the game goes on. Above this initial meter is a smaller meter that determines how long you may rewind time. Hold the trigger down and time rewinds as the meter goes down. Let go of the trigger and the meter starts to fill back up. Very simple. The way you capture the sand is luidly integrated as a move in the combat system.

You are also able to use your dagger as a weapon. The dagger contains special powers that make fighting a large number of enemies a little easier. The dagger can slow down time and even freeze an enemy in stone for easy disposal. Additional powers are unlocked as the game progresses.

[floatleft]http://www.snackbar-games.com/images/reviews/princeofpersia/ss06_thumb.jpg[/floatleft]To make the game a little bit easier, you are given very frequent save points which you should utilize. There was more than one occasion where I had to go back to a previous save point and redo a small chunk of the level because I was almost dead at a very unfortunate place. These save points are also the places where you are given hints on how to complete the next portion of the level in the form of a “vision”. The visions show you enough of the next section so that you can figure out the room, but not enough that you feel like you are using a strategy guide.

Overall, I was pretty surprised that Ubi was able to create a superb blend of jaw dropping graphics and wonderful gameplay. Typically, one is sacrificed for the other and rarely do we get a game that is so fantastic in both areas. In addition to that feat, they managed to keep the controls simple and functional which creates a wonderful gaming experience.

Prince of Persia is not only one of the best looking games out on the Xbox, but it is a real enjoyment to play. I think I have said all that I need to say about the game so far. I do want to mention that the game is a tad bit short so if that makes you a little nervous you may want to rent it. From there you can make up your mind if it belongs in your library or not after you spend some time with it.

This morning at the GDC, Microsoft announed a new development platform entitled XNA. It is meant to allow simultaneous development for Xbox, Windows, and Windows mobile devices. They are also planning controllers that are natively supported by Xbox and Windows. Definitely a suprise move that I never would have imagined, but I can see how this would be a big benefit for game developers. There is speculation of an Xbox Live style matchmaking service becoming available for Windows users as well. The full article is on Gamespot.

MAD GAMEAGE!!

March 24, 2004

This is Pretz broadcasting live from the best gaming cafe in the world Xtreme Gaming Cybercafe. The cafe is hookin it up with some BF Vietnam, Unreal Tournament 2K4 and many other games. So make sure you guys check it out, the place freaking rules. Make sure you tell them that the Snackbar Crew sent ya!

If there was anytime that you should save money for games, this is the week to do it. Let me give you one good reason why, Splinter Cell: Pandora Tommorrow. Me personally, I have pre-ordered three games Splinter Cell being one of the three. Far Cry and Condition Zero being the other two. Make sure you Snackbarians check out these new titles, cause are they are going to be intense. Cone and Dots should be expecting the new member of the SB crew any time now, so stay tuned in. As for Pic, I’m sure he is grinding away at school and will be in town this weekend for some mad gameage.

[floatleft]http://www.snackbar-games.com/images/reviews/batmanrost/cover.jpg[/floatleft]Dots is a huge Batman fan and as such she should probably be writing this instead of me, but given my propensity to be a controller hog she didn’t get to play all that much. So here I am. Let’s get this show on the road.

The first thing you should know about Batman:RoST is that it plays almost exactly like TMNT. The games share a very similar graphics engine. They were both cel-shaded and both used fixed 3rd person cameras that moved thru the level. I ended up giving TMNT a pretty harsh review for quite a few reasons and while this one seems to be very close to TMNT, I think they eliminated a lot of the things that truly annoyed me in TMNT.

In RoST you can play single player or in a 2 player co-op mode. From the beginning you can choose to use Robin, Batman, Batwoman, and Nightwing. There was one stage in particular where I was unable to complete the mission on normal without having Dots as the 2nd player. I tried maybe a dozen times to no avail and the nice thing is that the game doesn’t have to stay 1 player or co-op for the duration. You can essentially pick and choose which levels you need a 2nd person to help you on. The downside is that you have to save, quit and restart the level if you decide to change.

[floatright]http://www.snackbar-games.com/images/reviews/batmanrost/ss02_thumb.jpg[/floatright]Each or the 4 characters has a unique set of moves. The button combination and the end result of the move is identical across players, but it was nice to see a variation in the attacks. You start out with a minimal number of moves and as you progress thru the level you gain points which can be used to unlock new moves at certain points in the game. Some moves inflict maximum damage while others are more style based and help you gain additional points for unlocking even more moves. The sheer number of moves you can unlock kept me playing for quite some time as I never seemed to be happy with the move I had just unlocked. Unfortunately, when I had unlocked them all I didn’t seem to utilize more than 3-4 combos from there on out. As I mentioned, each person’s moves are exactly the same in terms of button presses, and this makes it easy to switch between characters assuming you have unlocked the moves you typically use.

One caveat to the point system is that each characters points are separate. Just because you have 10000 points with Batman doesn’t mean you have any with Robin. This made switching to a new character in mid game a very brave move as you were essentially starting over in terms of combos. Another quite annoying discovery was the fact that a new game was completely independent of any previous or in progress games in terms of moves. New game, clean slate. Unless you are a very advanced player, it will take you the entire game to earn enough points to unlock all the moves and even then you only get to use them for a few levels before the game ends.

In terms of gameplay, there isn’t a whole lot to RoST. You basically run thru a level section by section and kill all the same bad guys over and over. Every boss you face has some special trick to defeating him and it can get tiring playing them more than one time. Even on easy I gave up trying to defeat Sin Tzu as it became very very cumbersome. I can’t imagine what it would be like to play him on Hard or even Dark Knight, which I assume is unlocked after beating the game on Hard.

As you play through the game you also unlock different Arena Challenges. Unfortunately, the challenges are all very similar and only the setting really changes. You have the choice to defeat 20, 40, 60, or 80 enemies and be scored based on time or given a certain amount of time, defeat as many enemies as possible. Both challenges kept me busy for only a few minutes before getting old.

[floatleft]http://www.snackbar-games.com/images/reviews/batmanrost/ss04_thumb.jpg[/floatleft]To keep the comparison running with TMNT, RoST had an actual combat and combo system where TMNT seemed to be a game based around a string of no more than 3 or 4 moves. In RoST you can build pretty lengthy and impressive combos given a little practice. The random catch phrases from TMNT were also present, but they were a lot less frequent, had a lot more variety, and were immensely less annoying.

Graphically, the game was similar to TMNT, but it was definitely a step up. TMNT looked flat, but RoST has a very cartoon feel to it and looks just like the newest Batman cartoon series even during gameplay.

My initial time with the game left my hands tired as I felt like I was on a button mashing marathon. You can decide if that is a good thing or not. Personally, I like games with a little more skill involved than how fast I can hit the buttons. I took some time away from the game and went back to play it and it took me a little while to get back into the rhythm of the combos.

[floatright]http://www.snackbar-games.com/images/reviews/batmanrost/ss06_thumb.jpg[/floatright]The game was also packed full of bonus material that seemed more fit for a DVD of the cartoon series. It had character sketches that could be unlocked by purchasing coins on the different difficulty levels. Needless to say, purchasing these coins means less upgraded moves, so I didn’t waste too many points on this aspect of the game.

Batman: RoST was a highly enjoyable 3rd person action game. The tons of bonus features seemed almost out of place and possibly had more depth than the additional game types and variety in the story mode. The game was meant to be a straight up arcade style action game and I think it accomplished that very well, but after playing through on easy, I sincerely have no desire to go back and play again. The arena challenges are repetitive and the time spent on unlocking bonus features would only be worth it for a die hard Batman fan. Even though I enjoyed my time w/ RoST, I recommend you keep on your list for rainy weekend rentals or bargain bin titles.

[floatleft]http://www.snackbar-games.com/images/reviews/goingcommando/cover.jpg[/floatleft]Allow me to introduce myself. My name is Snowcone and I am a Ratchet & Clank-oholic. After being introduced to the first Ratchet & Clank a short time ago by a good friend, I became addicted. The game possessed a unique sense of style and humor that made it impossible for me to release my grasp of an otherwise wretchedly designed controller. It was only a short time later that I learned of an impending sequel, at which time I was only partially thru the first game. I gave my lovely wife the opportunity to express her thoughts on the first game and I couldn’t have said it better myself.

After being blown away by RC, I had to wonder what on earth Insomniac could throw into this game that would make it anything more than a re-release of the same old game with different levels and a slightly modified story. After receiving a demo of Going Commando, I wrote up a short preview of the game and my anticipation began to mount. The game mechanics were still the same, but Insomniac played the one card that seems to always do it for me. Insomniac added experience points and their form of “leveling up”. I have made it no surprise that I don’t care too much for the true to form turn based RPGs, but I do love the aspect of upgrading your character and growing along side them.

What exactly did Insomniac do that suddenly made my blood boil with anticipation? Add experience points which in turn increase your nanotech aka life meter? Check. Add experience points which allow your guns to be upgraded to a much more powerful version of the standard weapon? Check. Allow you to purchase black market add ons for these weapons as well as upgrades for your otherwise plain ship? Check. Allow you to purchase varying levels of armor in different stages of the game? Check. It is all there folks. Insomniac reused the perfect parts of the first game and added things that my feeble little mind had yet to even conceive.

[floatright]http://www.snackbar-games.com/images/reviews/goingcommando/ss02_thumb.jpg[/floatright]Most reviewers have a preset amount of time they like to spend with a game before they feel comfortable trying to explain their thoughts on it. For some people it is only a few hours while others like to complete the game before they begin the writing process. Typically, I like to get my feet wet and truly understand what the game is all about, but with Going Commando I accidentally beat the game and got about 80% of the way thru it again before I pried myself off the couch and into the office to get things rolling. Typically I would call that “slacking”, but in this case I am very glad that things worked out that way and I will explain why.

In the first RC, you were given the option to replay the game from the beginning with your set of weapons in tact. This would obviously make the game much easier, but as an added bonus you were able to purchase gold versions of the same weapons for a much higher price. This same feature was available in Going Commando as well with the presence of “Ultra” versions of the same weapons. (Standard weapons upgraded via experience to Mega Weapons, 2nd time around you purchase Ultra weapons and upgrade them a 2nd time to Mega Ultra. Confusing isn’t it? ) Not only does this allow you to upgrade those new Ultra weapons via experience points, they make the task of obtaining them much easier by adding a “bolt multiplier”. The way this works is that the multiplier increments itself as you kill enemies as long as you don’t get hit. Get hit and it resets back to 1. The multiplier itself tops out at 20, but is still a welcome addition. Obviously if your multiplier is at 10, then you will receive 10 times the normal bolts you would for killing an enemy or destroying a breakable item. It quickly becomes an element of the game that would make purchasing a few of these Million bolt weapons very very difficult if it were not present.

Now that I have ranted for far too long about the parts of the game that really make it shine to me, I want to address the things that will make this game a welcome addition to any gamers library. For starters, the story is great. Insomniac delivered a well written plot complete with twists, predictable as they may be, and a perfect dose of humor. Ratchet & Clank interact like a comedy duo with many years under their belts and it never seems to get old.

Many times, the main complaint in some sort of 3d game is the camera control and it took me going back and restarting Kingdom Hearts to realize just how good the camera is in RC. You have perfect control over your viewpoint and it behaves exactly as you would expect it to. I cannot honestly think of one complaint that I have about the camera implementation and I applaud Insomniac for that.

[floatleft]http://www.snackbar-games.com/images/reviews/goingcommando/ss06_thumb.jpg[/floatleft]The graphics engine that was used was basically the same as the first game. In case you were wondering, the engine was actually developed by Naughty Dog for use in the Jak & Daxter games, so if it seemed very familiar that is why. You will also notice the presence of a few Jak style scenes and cameos. Just like the original, the graphics were flawless aside from the occasional view from the wrong side of a wall. I was also pleased at the absence of the v-sync issues that seemed to run rampant in Jak 2. I really look forward to seeing what else Insomniac can accomplish with this aging PS2 hardware.

The music was subtle and not overbearing. It didn’t make you want to play with the game on mute while playing for long periods of time. The voice acting was spot on and is actually an area that Insomniac shines in. Their actors do a wonderful job of portraying the true spirit of the character they are reading for and they really give them a unique personality. This is an even greater feat when you discover that only a handful of people were used and they often did 3+ voices each.

Obviously I feel that the game is not only worth my time to play all the way thru, but I am almost thru it a second time. If the game was not fun or didn’t possess an extremely high replay value in my eyes then I would have stored it away for a rainy day after the first time, but I can’t stress enough that it is even better the second time around with the Ultra weapons that you will be receiving.

Overall I can easily say that Going Commando is my vote for Game of the Year on the PS2. Insomniac added a level of depth to an already refined engine, tossed in a dash of humor, and a side of well written plot. The end result was Going Commando. I typically like to recommend that gamers rent games before purchasing since I know we all have different tastes, but I honestly can’t advise you to waste money renting what should be a mandatory title for all PS2 libraries. This one definitely gets a huge Snowcone seal of approval and one of these days we may just have a fancy graphic to go along with that!