April 2006

Oh, come on Konami marketing guy! You know you wanted to slap another X in the title. Don’t be scared of Clinton and her senatorial bloodhounds, you’re an overseas company for crying out loud. Rumble Roses XXX. You know you wanted to do it. Can’t you see the possibilities? A

Upcoming Podcast

April 12, 2006

To all out there in the gaming world. The Snackbar Crew will be recording the next podcast this Sunday. We hope that everyone can chime in on the topic at hand. You can email us at [email protected], or send us your audio feedback. Please keep the audio feedback clean and under ten seconds. And you can also sound off in the forums and have your feedback read over the cast.

The upcoming topic that we will be tackling on our next podcast will be the following:

“The Future of Microtransactions/Downloadable Content” – So we all know what this is and really, it would be cool to get your takes on the idea of more developers moving to this style of game distribution. Is it possible that the future will be represented in buying a full game piece by piece? Is it really worth spending a few dollars on adding additional missions, weapons, areas, quests? s it worth it? Downloading extra content like weapons, maps, clothes, armor, etc., is it really worth downloading and spending 5-10 bucks? Does this expand the gaming experience or just take money out of your pockets. Is this becoming the next virtual barbie playhouse?

We would love to hear everyones opinion on this matter. So please participate on our podcast and be heard.

Fragdoll Reality TV

April 11, 2006

I’ve never been a huge fan of the Fragdolls. I’m no opponent of good looking women, espescially those who like to play games, but they always seemed so cheezy and artificial. Well, the only thing I can think of that’s more cheezy and artificial is reality TV, and they’re combining it with the Fragdolls in a recruitment show that will be played on GameTrailers.

Source: [url=http://www.joystiq.com/2006/04/11/girl-gamer-recruitment-good-reality-tv/]Joystiq[/url]

The following takes place between 19:00 and 20:00. [i]24[/i] is currently the most popular Fox show on television. Seems only right to milk the franchise with a quick tie-in, right? But it seems SCEE has gone the extra mile, and made a worthwhile game here. Let’s check it out, shall we? Let me start off by saying one thing: Fans of the series should play this game. If you’re a fan of [i]24[/i] and you haven’t already played it, then go out and rent the game as soon as possible. If you’re a not a fan of [i]24[/i], then you’re probably not going to get much enjoyment out of this game. That’s the short version at least.

For those not familiar with [i]24[/i], it’s set in real-time, surrounding the events of a day in Jack Bauer’s life. And he has a lot of bad days. Jack works for the Los Angeles CTU (Counter Terrorist Unit), and frequently ends up putting his life on the line to protect his country. And as [i]24[/i]: The Game starts, he’s at it again. It’s 6 AM, and Jack is leading a CTU strike team into a cargo ship. CTU has got an anonymous tip that the ship is full of weapons, and the toxic chemical Ricin. Jack finds the Ricin, rigged to blow. As the bomb is disarmed though, the rest of the team reports that there are no weapons on board. Furthermore, the entire crew of the ship is dead. As CTU follows up on another lead, it becomes clear that it’s going to be another long day for Jack Bauer… The game takes place between Day 2 and 3 of [i]24[/i]. Written by an actual writer of the show, the game explains a few unanswered questions from the show.

Here’s where problems start to arise though – the game assumes that everyone playing is intimately familiar with [i]24[/i]. The characters get no introduction, and many casual players will find themselves getting confused between them. Provided you’ve seen the first two seasons of the show, you’ll be fine.

The bulk of the gameplay is set in third person shoot-em-up style, with a bit of stealth, driving, and lots of mini games thrown in. The shooting system takes a lot of getting used to; holding down L1 targets an enemy and you use the right analogue stick to fine aim. Flicking the analogue stick towards an enemy makes you track them instead. This system takes quite some getting used to, but once you’ve got it down, it all gets a lot easier. There’s a fair amount of variety in the weapons, including a nice tazer gun – words can not describe how fun it is to electrocute someone as Kim Bauer.

Another large chunk of gameplay is GTA-esque driving missions. The city of Los Angeles has been recreated fairly well here. Unfortunately, there isn’t much variety in the driving sequences – they all follow the same formula of driving to one location, evading an enemy, and returning to CTU. This patchy gameplay is annoying; in some places, the game is spectacular, in others, it’s terrible. The story more than makes up for it though, and you’ll find yourself pulling through the dodgy areas, just to see where the story leads.

The soundtrack is amazing. It’s composed by Sean Callery, just like the show, particularly towards the end of the game, the music becomes pretty epic. Although the graphics aren’t that great, cut scenes are done very well. The voice acting is top notch, with the entire cast of the show lending their voices. The same can not be said about the hundreds of random enemies though. They all get bland, uninteresting voiceovers.

There are a few problems with the controls. Sometimes you have to climb on top of objects to proceed. The climb button is the same as the roll button and your character is prone to just randomly rolling into any object you try to climb onto. At points, you practically have to struggle with the controls to get your character to actually climb onto the object in front of him. While these flaws aren’t devastating, they should have been an easy fix. The one big, real problem is this: the game isn’t in real time. That, to a fan of [i]24[/i], is a problem. It’s annoying, as certain parts of the game have been made carefully, to feel as though they play in real time. Others though… one scene has Tony walk out of CTU, and appear at a subway station, literally ten seconds later. There are the occasional nice touches, like when your cell phone rings at just the wrong time, or when Jack needs to find the locations of several snipers, so the action cuts away to CTU. There, you play a minigame, locating possible snipers by way of scanning for heat signatures. Upon completion, the action cuts back to Jack, whose PDA now has the locations of the possible snipers.

There’s a fair amount of replay value – every mission has an unlockable bonus. Most of these are character models, which are nice to look at. There are a couple interviews with the cast, and some nice artwork too. [i]24[/i] fans need to play this game. It’s definitely a purchase. Hearing all the actors, now mostly deceased, is a great reward in itself. Final verdict for non fans – Rent. But, rent series 1 and 2 first. It makes the game a [b]lot[/b] more complete.

Tetris DS

April 9, 2006

When I set out to write this review, several questions about how one would even attempt to write a review of the latest [i]Tetris[/i] game occurred to me: 1) Are there people who some how have never heard of the now-20-year-old game, the father of so many imitators and permutations, both in and out of the actual [i]Tetris[/i] family? 2) Have there been any significant changes to the dirt-simple “clear lines by rotating falling tetrominoes that continually drop faster and faster” gameplay worth mentioning? 3) And if so, have these changes transformed the game into some sort of mutant that only bears a faint resemblance to Alexey Pajitnov’s genius?

As far as [i]Tetris[/i] DS is concerned, the answer to the second question is, amazingly, “yes: nearly half a dozen”; the answer to the third question is, oddly, “yes and no”. And if Nintendo has anything to say about it, the answer to the first question will soon be “not for much longer”.

Fortunately, what one does [b]not[/b] need to do when writing a [i]Tetris[/i] review is mention graphics, sound, play control, camera issues, or any of that other usual review content: [i]Tetris[/i] is [i]Tetris[/i] — the core of the game hasn’t changed in 20 years, because it’s pretty much gaming perfection. So all that’s left is to discuss the various modes presented.

Nintendo has taken the classic [i]Tetris[/i] that we all know and love (along with previous improvements like the ability to put a piece in reserve) and given it to us untouched, save for a fresh 8-bit nostalgia paint job that has nothing to do with gameplay. They call it, obviously, “Standard Mode”, which comes in “marathon” (can you clear 200 lines?) and “line clear” (how fast can you clear 25 lines?), and “vs. CPU” versions; I’m told completing “marathon” unlocks “endless”, but my best attempt so far is a heart-wrenching 197 lines. And for many, that would have been more than enough, although probably not to justify a purchase of yet another [i]Tetris[/i] edition.

So they added the ability to link with up to ten DS-owning friends and play head-to-head(-to-head-to-etc.) [b]off one [i]Tetris[/i] DS card[/b]. And then, just for kicks, they added the option for some Mario Kart-style madness, giving you some weapons to use against your rivals (or in a couple of cases, to help yourself out of a tough jam). In case you can’t round up some friends, they also opened up their wi-fi service for one-on-one battles (without weapons) or four-player melees (with weapons). Like [i]Mario Kart DS[/i], you can either connect to a similarly-skilled opponent randomly via the “worldwide” connection or exchange friend codes with your buddies for more private engagements. They also threw in an ELO-like rating system, and added a clause that gave people who disconnect credit for a loss just to cut down on jerks. For many, these editions might have been enough to justify a new purchase.

But Nintendo wasn’t finished. Those modes weren’t anything new, and online play isn’t so much an innovation as it is slowly becoming an obligatory requirement. Time to mix things up a bit…

Witness “Push Mode”: a one-on-one test of wits and skill that pits you and your opponent on opposite ends of the same double-length well of blocks; your bricks drop from the top of the top screen, and your rival’s from the bottom of the bottom screen. They even provide two single blocks as footholds for your bricklaying, as any piece dropped without a place to land simply “falls off” the other side without stopping. As usual, whoever lets their bricks reach their “top” of the well loses, but here’s the twist: for every multiple-line clear that you make, you shove the entire pile of bricks a few lines closer to your opponent’s danger zone. The strategy for this mode is intense, especially since the only way you can score a four-line tetris clear is usually for your opponent to provide the “floor” for your final drop; it’s not uncommon to see a one-block column of empty space being meticulously avoided by both players for as long as possible.

Oh, and you can play Push Mode online as well.

And Nintendo [i]still[/i] wasn’t done. They had [b]four more[/b] modes for your single-player experience: “Mission Mode”, which throws various timed challenges at you (“clear two lines with a z-block”, or “clear the line indicated”, for example) in either marathon or time trial versions; “Puzzle Mode”, which presents you with one of 200 situations and from three to five blocks with which to clear each one — you choose which block to drop in which orientation, but the location of the drop will be automatically chosen and must clear at least one line; “Touch Mode”, in which you either employ the stylus to slide (and on easier levels, rotate) pieces in a tower in an attempt to drop a cage of balloons to the ground or try to clear one of fifty puzzle objectives; and finally (and most bizarrely), “Catch Mode”, also dubbed “Metroid Mode” or “Katamari Mode” depending on whom you ask, which features you rotating your core of blocks to collect falling pieces in a 4×4 square — which then detonates either when you hit X or after ten seconds — while avoiding enemy Metroids, which will drain your health if they touch your core. “Catch Mode” is perhaps the biggest diversion from “true” [i]Tetris[/i], but it still retains more of a connection with its forefather than something like the N64’s [i]Tetrisphere[/i].

Finally, all six modes also feature a “how to play” tutorial if you need it, and each mode keeps track of your high scores (for each level of difficulty, when appropriate); Puzzle Mode (and the puzzle variant of Touch Mode) keeps track of which ones you’ve cleared in the mode itself. Your online records are also kept handy, naturally.

A tremendous application of old-school awesomeness with some new twists, perhaps the most amazing aspect of [i]Tetris[/i] DS is that all six modes are fun to play, and they all “feel” like [i]Tetris[/i] despite their wildly different approaches. If [b]that’s[/b] not enough to warrant a purchase of [i]Tetris[/i] DS, then odds are that you just don’t like puzzle games.