August 2004

[floatleft]http://www.snackbar-games.com/images/reviews/reoutbreak/cover.jpg[/floatleft]Resident Evil Outbreak is the newest game in the vastly successful series put out by Capcom. Outbreak stands apart from other games in the genre with the addition of online play while still maintaining a single player mode for offline play. The mere idea of a co-op survival horror game got fans in a frenzy. As the game was released, people were less excited as it just didn’t seem to measure up to the hype.

Outbreak is a scenario based game which differs greatly from its predecessors. At the beginning of each scenario you are given a choice of which of the 8 playable characters you would like to use. Each character has a different personality and a vastly different natural ability. Choosing Kevin, the cop, will start you out with a pistol while choosing Yoko, a student with a backpack, will double your inventory space. I quickly decided that David the plumber was my personal favorite. Maybe the handyman in me needed some attention at the time.

Once the game gets underway you will notice that the gameplay mechanics are similar to past RE games. One significant difference is that you have 3 additional characters that will assist you in the level. Unfortunately, the AI is less than superior and they have a tendency to run off and do their own thing only to return just after you could have used their help. In the online mode, these additional characters are played by other gamers. Due to this co-op concept, accessing your inventory does not pause the game since it would pause it for the additional 3 players. This is also true for the single player game and can make it very frustrating trying to navigate the inventory menu while a zombie is feasting on your flesh.

[floatright]http://www.snackbar-games.com/images/reviews/reoutbreak/ss02_thumb.jpg[/floatright]When my friends first started playing Outbreak all I heard was a bunch of complaints in regards to the loading time so I paid extra attention to this as I figured it would ruin the gaming experience for a lot of people if what I was hearing was true. I am glad to report that it isn’t nearly as bad as everyone made it seem. The initial loading time for the level clocked in at 35 seconds which is a little on the long side but not unbearable. Each room you enter is also accompanied by a 10-15 second load time which wasn’t that long but it did get annoying if you accidentally entered a room or had to travel long distances across the level. After playing for a few hours you will no doubt begin to loathe the “now loading” screen. The use of the PS2 harddrive should cut down on loading times by a very large factor since Outbreak will copy the game files onto the drive. Unfortunately the drive only comes with FFXI and at a price tag of $99 it seems rather silly to spend the extra cash unless you plan to make good use of the game as well as FFXI.

After you complete the scenario your results can be sent to the Outbreak online leaderboard. The results are also used to unlock bonus content and new scenarios in your single player experience. You can also go back and replay previous scenarios as you desire.

I want to issue a formal warning to parents thinking of letting their children play Outbreak. It obviously deals with zombies etc and can be pretty gory, but the language in Outbreak took me by surprise. Curse words are littered throughout the dialogue between characters. For these reasons I would suggest that Outbreak be reserved for an older more mature audience. I know I know that makes me sound like an old fogey.

[floatleft]http://www.snackbar-games.com/images/reviews/reoutbreak/ss05_thumb.jpg[/floatleft]The controls in Outbreak are just as I remembered from past RE games and only one aspect of them annoyed me. When you walk in Outbreak you don’t really walk you kind of shimmy. This isn’t some normal shimmy either; it is like a 90 year old man shimmy. Until I realized you could hold down a button to run I was getting severely pissed off at how slow you move. After playing for a while I had to wonder why the default would be to walk and not run as I couldn’t think of a single time in the game where I chose to walk over running.

Before it sounds like I have nothing good to say about Outbreak I want to discuss its visual merits. The graphics were downright pretty. They were far and away better than any previous game and really did a number to increase the immersion of the gamer into the story. Of course any good that did was immediately ruined by the loading screens.

I didn’t mean for it to sound like Outbreak was a bad game because it isn’t. Outbreak just has a few major issues that prevent if from being fun for anyone but a Resident Evil fan. Naughty Dog proved that you can have immersive levels without loading screens on the PS2 and Capcom obviously didn’t get the memo that waiting for loading is unacceptable. If you are a Resident Evil fanatic then you have probably already bought and beat the game. If you aren’t, then I wouldn’t recommend spending your time with Outbreak as you will probably spend an equal amount of time being frustrated or loading as you will playing the game.

No Xbox 2 in ’05

August 2, 2004

I meant to post this last week but it got lost in the shuffle. Microsoft held its yearly Financial Analyst Meeting at the Redmond HQ this past week. 2 interesting things were mentioned at the meeting. The first of which is a Media Center Extender add-on that will be available for Xbox later this year. What exactly this software package will do I am not sure, but it sounds interesting. The second is a quote from CEO Steve Ballmer regarding Xbox 2:

“There’s no new Xbox in the next year, but, man, are we hard at work on that next Xbox; that’s all we’ll say. New Xbox Live creativity, “Halo 2,” and again innovation fuels growth, innovation fuels growth. It’s about as simple as that. People fuel innovation, innovation fuels growth and customer satisfaction, driving that hard, make sure that the wheel can come around and around and around and around and around.”

So we are at least back to a 2006 release date and that makes me a very happy person.

Source: GameGossip.com

Recently we were given the unique opportunity to speak with Nippon Ichi, developers behind some of the most critically acclaimed strategy games on the PlayStation 2 console. With Phantom Brave on the horizon for release this month, we jumped at the opportunity to see just what the creators had in store for us all with this title.

Snackbar Games: Thank you very much for taking the time to talk with us about Phantom Brave. All of us are very excited about this game, as we are still riding high on that which was La Pucelle and Disgaea. Could you give our readers a little background as far as who you are, what projects you have worked on in the past, and what your role has been on the Phantom Brave project?

Yoshitsuna Kobayashi: Hello, my name is Yoshitsuna Kobayashi. My previous works include La Pucelle and Disgaea. For Phantom Brave I worked as the Director and the Game Designer.

SBG: One of the first things on peoples’ minds, at least the minds of those who played both Disgaea and La Pucelle, is does Phantom Brave directly tie in with either of those games story-wise, or is it a wholly independent experience?

YK: Phantom Brave does not tie in with either Disgaea or La Pucelle. It is a wholly independent game from the two, but you might find some guest appearances in Phantom Brave from the previous titles.

SBG: The gameplay in both Disgaea and La Pucelle was different, but both games were at their core still quite similar. What is the gameplay like in Phantom Brave, and how is the same and/or different from what players may have experienced with the previous titles?

YK: Although Phantom Brave is a turned based RPG, we got rid of the ordinary phase-turn system used in Disgaea and La Pucelle. Instead we adopted a system where turns are determined by individual speed. Also gone are the chess like grids. Players are free to move their characters anywhere they want, as long as they are within their moving range.

SBG: Where on earth did the whole confinement of Phantoms concept come from?

YK: The confinement concept was my inspiration.

SBG: Can you explain a bit as to how confinement works, and its impact on Phantom Brave’s gameplay?

YK: Confinement is the most important element of this game. Without confinement Marona will have to battle enemies on her own.

In order to summon your characters to the battlefield you must confine your characters to objects on the map. By confining with objects you may increase or decrease your character status. Different objects provide different status change. Some objects might receive a protection status from other objects; these protected objects may possess special powers like invincibility.

SBG: What is your opinion on the evolution of gameplay in the series from those previously mentioned titles to Phantom Brave?

YK: Phantom Brave has exponentially more freedom in the game play then previous titles. The game is in fact A