July 2006

Portal trailer released

July 19, 2006

Valve has made a trailer for their upcoming FPS puzzle game “portal” available for those who are interested. It actually looks pretty good, and it was done with a nice sense of humor.

If you have Steam you can get it from Valve [url=http://storefront.steampowered.com/v2/index.php?area=game&AppId=922&]here[/url].

Otherwise check this Joystiq article:
[url=http://www.joystiq.com/2006/07/18/first-trailer-of-valves-portal-released/]First trailer of Valve’s Portal released[/url]

There are plenty of reasons to dislike Chromehounds: the single player section feels more like a long tutorial than a campaign; the massive robots plod along too slowly for fast-action fans; sim fans will be disappointed by the thin manual and apparently simple controls; online matchmaking leaves long downtimes between between battles, while the undocumented and unfriendly online interface remains annoying even to veterans; and it is less forgiving of misconfigured internet connections than most other Xbox Live titles.

Despite all this, Chromehounds still succeeds and is nearly impossible to put down thanks to one simple fact: it boasts some of the most deep, unique, and compelling online play the Xbox 360 has seen so far.

At first glance, Chromehounds looks like most other formulaic G.S.R. (Giant Stompy Robot) games. Three nations are joined in battle, each trying to overrun the other’s territory. They gain ground yard-by-yard, fighting with tanks, turrets, and massive human-piloted robots. The robots (called HOUNDs) bristle with weaponry derived from today’s technology. There are no particle cannons or lasers here, but giant machine guns, sniper rifles, artillery pieces and rocket launchers abound.

Bolting these pieces together to make a custom HOUND is the first place the game’s flaws and magic both become apparent. Neither the in-game descriptions nor the paltry manual explain what most of the various parts do. Only a dangerous game of trial-and-error reveals what a condenser does or whether adding a second radiator will make you a harder target. Once familiar with the gear, however, the enjoyment from designing a blazingly-fast hovering scout or fire-raining heavy gunner is nearly unending. Not limited to simply installing parts into slots on a pre-built machine, players can capture, buy, and trade for hundreds of parts to make sure that their next creation won’t look or fight like their last. HOUNDs, like everything else in the game, are rendered with great detail and look great in motion. These aren’t stunning graphics, but they are undoubtedly next-gen and add exactly the right weight and believability to this world.

There is little need to build a HOUND in the single player missions. The seven missions per HOUND class (soldier, sniper, defender, scout, heavy gunner, and commander) are basically training missions, and the HOUNDs available for the tasks will do the job. Early in the game new players are saddled with some of the least interesting loadouts, and don’t yet have the experience or spare parts to build something better. More parts can be earned by advancing and achieving secondary goals, adding some replay value to these missions. In the end, however, only those players without a Gold Xbox Live account will focus on the the offline portion of the game.

Everyone else will feel sorry for those saps, as they turn their attention to the game’s online multiplayer faculties in the jungle that is A

Apparently Microsoft hired Gabe & Tycho to do a comic about Xbox 2 rumors. Well, [url=http://ozymandias.com/archive/2006/07/17/Penny-Arcade-Xbox-2-Rumors-Strip.aspx]here it is[/url], thanks to a nice MS employee.

[url=http://www.joystiq.com/2006/07/18/the-lost-penny-arcade-comic/]The lost Penny Arcade comic[/url] (Joystiq)

[i]Chaos Theory[/i] is the third installment in the immensely popular stealth series [i]Splinter Cell[/i] from Tom Clancy. As is always the question with a sequel, we have to ask what’s new that makes this part of the series an improvement over the second or even the first? As you might expect, the same great stealth gameplay that we have come to know and love is still there, but does [i]Chaos Theory[/i] bring anything new to the table? Is Ubisoft milking this one dry? Read on to find out, and if you’re good, I might even let you in on the secret of why exactly terrorists can’t see the trademark green goggles Sam wears from point blank range.

As far as gameplay goes, if you are at all familiar with the first two games you will be able to pick this one up and get right into things. It plays pretty much identically to the rest of the series in terms of moving Sam around and in the presentation, menus, and interface. So what’s new this time around? Well, a lot. Sam has been outfitted with several new gadgets as well as some new moves and is even equipped with a knife this time around. First of all, you’re multi-purpose headgear now has a new function. Not only does Sam have his night vision and thermal vision, he now has a third option which detects electromagnetic pulses and helps to show you everything that may be hidden on walls or that you can manipulate with the OCP which can be used with your pistol. The OCP can be utilized multiple ways. You can no longer shoot cameras out, but you can lock them up for a short amount of time with the OCP, as well as knock lights out temporarily.

No longer does a locked door stop Mr. Fisher. Besides being able to pick locks, if you get into a pinch and need to get away quick you can break locks which is much quicker but makes a lot of noise and will alert enemies that may be in the area. You can also use the new hacking system to get to places you otherwise may not be able to. Along with the new gadgets, Sam has been given some delicious new stealthy moves on top of that. You are now able to drop onto enemies to knock them out, pull the unsuspecting over ledges or railings, and grab people through fabric walls or tents.

Along with the plethora of gadgets and moves that Sam has acquired since your last visit, he has also been given a bit more freedom. The game is most definitely still stealth based, but a few things have changed. There are now multiple paths and routes in many levels that will get you to the same place. You are allowed to choose whether you want to sneak through missions or if you want to pull out the big guns and blast your way through the opposition. Now this isn’t to say that you can just run start through the game shooting everything. The game is certainly much harder if you want to attempt to throw stealth out the window, but you have more flexibility in gameplay this time around. Alarms no longer serve as a, “three strikes and you’re out” system. Alarms do have an affect still, but rather than ending your mission they just cause more guards to be posted and eventually he guards are armed with helmets and bulletproof gear.

The visuals of Splinter Cell have never exactly wowed me. Things have always seemed a bit too dark (I know it’s a stealth game but, c’mon, it really is a bit much) and the series has always looked a bit rigid and flat. With all of the talk about the graphical look of [i]Chaos Theory[/i] on the Xbox you might think that that would go for the other editions of the game as well but this is not the case. The game is still very dark which I expected but I was really hoping that the character models and the environments would look much better. Unfortunately, Sam still has 90 degree angles for elbows, character models are still rather bland and rigid, and the environments are still pretty plain and uninspiring. I will say that, as much as I have to say bad about the visuals in [i]Chaos Theory[/i], it isn’t all negative. The game doesn’t look terrible; it just doesn’t utilize the full potential of the PS2. A few of the textures and the lighting would have to be the visual bright spot of the game. The audio of [i]Chaos Theory[/i] follows in the footsteps of the graphics. Not necessarily bad, but certainly not optimal. The voice-acting is still quite cheesy and the terrorists still sound like talking causes them immense physical and emotional pain.

So what exactly does [i]Splinter Cell: Chaos Theory[/i] do to advance the series? You get the same great stealth gameplay, with a bit more action and a handful of new gadgets and moves. [i]Chaos Theory[/i] is short just like both of its predecessors and is still bang your head against the wall difficult. Oddly enough I actually enjoyed the story of [i]Chaos Theory[/i] better than the last two. I say this in the same way as I would say that I enjoy someone kicking me in the groin much more than someone shooting me in the chest. [i]Chaos Theory[/i] still comes up rather short on the story end of things, but it’s certainly an improvement on the last two titles. I would have liked to see an improvement in the voice-acting or the visuals of [i]Chaos Theory[/i] but to be honest, [i]Splinter Cell[/i] games aren’t about voice-acting or shiny character models. The co-op play brings in a whole new set of co-op moves and a different gameplay experience that can be very fun with a friend. If you enjoyed the first [i]Splinter Cell[/i], or [i]Pandora Tomorrow[/i], you will most certainly want to pick up [i]Chaos Theory[/i]. It improves on the previous two games in almost every aspect of the game. Oh, and terrorists are color-blind. Duh.

Apparently some folks at GoNintendo ferretted out some non-publicly linked webpages about the Wii. It looks like it will be using Nintendo’s wifi service, which will remain free, but will use those annoying friend codes. I can’t imagine doing different friend codes for like 15+ games. Yuck.

[url=http://www.joystiq.com/2006/07/18/official-hidden-wii-pages-revealed/]Official hidden Wii pages revealed[/url] (Kotaku)