March 2006

No Cast

March 17, 2006

Hey everyone, just wanted to let you know that Pic, myself and the podcast crew will be taking a short break this week from the podcast. We have been going strong for several months now, so we decided to get some well deserved R&R. We should be back to our regularly scheduled podcast programming next week.

Happy St. Paddy’s Day! Cheers!

Not…Halo…3?

March 16, 2006

Apparently Gameinformer has an article on a game that’s not Halo 3, but does involve Forerunners and the Master Chief. It will supposedly be freeform with the option to ignore or bypass objectives you don’t feel like doing (at a penalty). It will also feature huge persistent worlds. The game will be called “Forerunner.”

Sounds cool, since a lot of this was what Halo was originally supposed to be like (those of you who followed the game from its first public announcement may remember that it went through a lot of changes before what we finally saw). Let’s hope all the extra features make it into the final version this time. Please be aware that this is still very early information, and for all we know could turn out to be something totally different.

Source: [url=http://www.joystiq.com/2006/03/16/halo-3-no-more-meet-forerunner/]Joystiq[/url]

Admin Update: Joe Honkie says that he can’t find anything about this in any thing related to GameInformer and that he thinks this could very well be total BS. Take this news with a block of salt.

Socom 3 Giveaway

March 15, 2006

This is for all of you out there in RSS land that didn’t see the announcement. We are giving away a copy of Socom 3 signed by the dev team at Zipper Interactive. The entry form is located at the top of the main page of Snackbar Games. The contest ends 3/28 so get your entry in.

Reviewing a port of a preexisting title is usually a fairly easy task of simply evaluating how the new version measures up, or hopefully improves upon the formula that defined the original product. As we move into the next-generation, this practice of scrutinizing ports has become will continue to be made commonplace up until the current-generation of platforms finally fades into the pages of history. As it stands today, the industry is straddling a technology gap that is sometimes gaping, while at other times, as exhibited by Burnout Revenge, the crevice that is sometimes difficult to even see. As expected, this next-generation of gaming, currently presided over by the Xbox 360, is defined not by unique gameplay, but rather through visual fidelity. In some cases within the console’s early launch offerings, this made for a rather disjointed gaming experience. However, with regards to Burnout Revenge, the popular racer was and remains as one of the most visually pleasing games available for both the PlayStation 2 and Xbox. Accordingly, the version now available for the Xbox 360 is gorgeous, and while on a standard television the number of improvements are not readily apparent, an HD set highlights just how visually impressive Criterion’s crash-laden racer truly is. Right from the word go it is easy to see that the team took their sweet time with this port, making the cars more detailed, the environments more crisp, and the whole affair seems to run at a faster, somewhat smoother clip. That is, however, until too much action begins to take place on-screen, at which point the game can begin to stutter and slowdown, albeit briefly.

However, visual acuity aside, this is the same Burnout Revenge you played last September. Sure there is some new content, and online play is a bit more satisfying now thanks to the standard set of Xbox Live Achievements, but little of substantial import has been added in to change the experience. There is the new feature of being able to save and share replays over Xbox Live, which is an interesting addition, but it is hampered by an inability to save clips longer than 30 seconds, as well as the lack of a free roaming camera which unfortunately tends to make even the most spectacular wrecks seem somewhat canned.

The 360 version also does away with the golf-swing meter employed by the Crash Mode in the previous versions. In those games, this meter was used to gauge just when to press your button in order to get the best start out of the gate. Here you are simply given the benefit of the doubt, and as such have the best possible start every time. It’s a little less strategic, of course, but it was a rather small element of the game in the first place. It is an odd omission, however, so one has to assume there was some some sort of public outcry that we were left unaware of which resulted in this feature being pulled out.

Otherwise the game remains the same, which is more or less a good thing. The problems we called out in our original review, such as how crashing into cars is no longer a liability thanks to Traffic Checking, and how alternate routes can oftentimes leave you driving on nearly vacant stretches of road for seconds, if not minutes at a time, are still present and as bothersome as ever. But even so, Burnout Revenge is still a great and fun game, and is a welcome addition to the Xbox 360 library.

The question remains, however, is that if you were among the scores of players who purchased the game when it shipped last year, is there enough here to warrant the $60 price tag? Most likely not, unless you missed out on the online component the first time around, or are a HD zealot whose eyes crave the shiny allure of anything next-generation. That said, if you somehow missed out on the game initially, this is definitely the one to get. Burnout Revenge is still not the equal of 2004’s Burnout: Takedown, but it is a wonderfully visceral racing experience nonetheless.

Score: 85%

Game Informer is reporting that Microsoft has plans to announce a new Rare game tomorrow.

[quote]While Microsoft has kept details of the announcement secret, sources close to Game Informer Online have revealed that the game will be called [i]Viva PiA