August 2006

Joystiq has a nice big interview with Jeff Kaplan, who is World of Warcraft’s lead designer. It is mostly about the changes in the upcoming Burning Crusade expansion and some of the philosophy behind them, but it also just has some general questions about why Blizzard thinks WoW has been so successful. There’s a bit of a focus on PvP information here, but they manage to hit a broad variety of topics. Read away!

[url=http://www.joystiq.com/2006/08/11/exclusive-joystiq-interviews-wows-jeff-kaplan/]Exclusive: Joystiq interviews WoW’s Jeff Kaplan[/url] (Joystiq)

Cloning Clyde

August 12, 2006

[i]Cloning Clyde[/i] is a nice basic platform/puzzle game, but it’s got a lot of good sense and style. The game isn’t hard, and you can’t die. However, there is enough of a challenge there to keep a gamer occupied for the duration of the game, and it’s great fun for relaxing. It will also appeal to any casual gamer out there.

Dim-witted Clyde has decided to allow a shady cloning company to perform experiments on him for a measly twenty bucks. Unfortunately something has gone wrong, leaving Clyde and a whole bunch of his clones trapped in their facility. It’s up to you to guide all of the Clydes to safety.

Clyde runs, jumps, and hurts himself through a wide variety of levels. (Many of which have large grassy expanses. The upkeep on this lab must be huge!) By tripping switches and defeating ugly security robots, Clyde gradually opens a path to the level exit. Don’t expect a lot of Mario-style jumping on enemies here. The game is about navigating the puzzles and obstacles in your path.

If a puzzle requires several switches to be hit at once, or perhaps more weight than even out-of-shape Clyde can provide, you will find that most labs are stocked with an ample supply of trapped clones and/or cloning machines. You can leave one Clyde and take over others as needed. As you work through the levels, you can assist these other Clydes in their escape and pick up a large collection of Killer Ken action figures, which have been mysteriously cloned out of your pocket.

Another twist to the game is that you can combine Clyde’s DNA with several animals including frogs, chickens, and…barrels of dynamite? These fusions create modified Clydes who can swim better, jump farther, or in the perplexing case of Chicken-Clyde, “fly like chicken.” The puzzles involve many goals that can only be reached by the correct form of Clyde. Although the materials and machinery are usually available in a very obvious fashion well before the obstacles you must overcome with them. In general, the puzzles in the game are simple enough given the lack of a time limit and unlimited lives, but they are at the very least straightforward and fun to execute.

The graphics in [i]Cloning Clyde[/i] are 3D toon-shaded graphics, but they have as much (if not more) personality as I have come to expect from the best 2d games. The Clydes, all the animals, and the environment have a nice look to them; the animation is as smooth as you would think is possible. Clyde seems to have a clever animation for everything you can think of: from falling on his face, to stubbing his toe when someone else jumps on it, to laughing at another Clyde who has fallen on his face or stubbed his toe. You get to see the Clydes you aren’t controlling go through plenty of nice idle animations as well. Of course, all of this is delivered in crisp 720p widescreen for those who have it.

The co-op for this game is a little more minimal than I initially believed, merely allowing you to take on the normal levels with up to 4 people over Live. The co-op counts towards your normal game accomplishments, so it can be a good way to quickly and easily burn through a complex level. Also it’s just a lot of laid back fun with plenty of options for a little competition for Killer Ken dolls and infighting without it really getting in the way of the possibility of victory. The versus mode seems somewhat clever at first, but quickly becomes uninteresting. Still, it may be good for a casual laugh or two.

One thing I really liked about this game was the clever use of the often uninteresting Xbox Live Achievements. All of the Achievements are easily unlockable in the normal flow of the game. Which is nice enough, but they also all unlock in-game skins (called “cheats” for some reason), so you can bring some customization to your online experience. I was a little disappointed by the lack of Achievements for the top end of the collection scale given that it was so easy to accomplish, but I have to say I liked the way they handled it.

Overall, the game ends up being a little short and a little easy, but it’s loads of fun and has a great sense of humor. I have also had two or three puzzles fail to trigger properly, but those cases were easily fixed by leaving and re-entering the level. For ten dollars, I can easily say this is one of the better casual games on Xbox Live Arcade. I don’t think you will find a boring moment in Clyde’s little adventure.

Eets

August 12, 2006

[i]Eets[/i] is a great casual puzzle game for pretty much anyone from casual gamer on up. It is somewhat like the classic Incredible Machine in its building aspects. It’s a fairly easy game to get into and has a community aspect that should keep the game going for a long time.

[i]Eets[/i] himself is a cute little white monster who wanders around and, well, eating things (which most often take the forms of marshmallows or “marshmallow buds”). The things he eats affect his mood. You do not directly control [i]Eets[/i], but you place objects and foodstuffs around the environment to guide him to the puzzle piece that is his goal.

Many of the objects are passive and merely need to be placed so that their effects take place at the right stage of the journey, but more than a few need to be clicked on at the right time to keep [i]Eets[/i] going. For example, some of the marshmallow buds in the game change his movement so he can make longer jumps, or certain items will explode when they fall in order to remove an obstruction. Other items need to be clicked at the right time to activate them, like whales that spit [i]Eets[/i] to higher levels, or guns that shoot chocolate chips to trigger other items. The items are slowly introduced so that you are not overwhelmed trying to learn to use all kinds of new things at once. The downside is that some of the more spectacular items and obstacles do not appear until late in the game, but it’s certainly fun and engaging from the get-go.

The challenge level of [i]Eets[/i] is slightly on the easy side, but many of the puzzles are tricky, and even an experienced puzzler will have to spend a little thinking and trial and error time trying to break through a few of them. Some of the later puzzle elements, like flipping gravity upside down and angry robots, really take a lot of careful planning to avoid or use properly. I’m almost certain that my solutions to their puzzles were not always the same as the official ones, but that’s half the fun of a puzzle game anyway (you even get rewards for using less pieces than required).

All of the puzzles are presented in a wonderful cartoon style. Everything has nice smooth animations even when idle, and everything is in bright pastel colors. Pretty much everything has a face and an expression, and even the simplest marshmallow bud has some personality. The focus here is on cute. So if you want to get your girlfriend to play computer games while you hit up the Playstation, this may be a good choice.

Once you finish the game, there are a few rewards you can earn for your trophy room. You get a few for solving puzzles with fewer items, one for beating the game, and a bunch for doing certain actions a lot. I wouldn’t say these really make you want to unlock them, but at least it’s something. The better way to extend the life of the game is with custom levels.

The level editor in [i]Eets[/i] is a piece of cake to use, although coming up with a challenging concept for a puzzle and getting it to work perfectly within the games physics can be a little tricky. With patience and tweaking, you should be able to pump out some excellent levels easily. The building tools and testing are all well integrated into the same package, and you can easily adjust the game environment, as well as provide hints and an official solution. I do wish the tool had a tutorial because when you first start laying out objects, they seem to have some confusing buttons, but like everything in this game. The buttons and items all have tooltips if you mouse over them, and there aren’t too many controls to learn. I recommend building simple levels and working your way up to your more complex ideas if you want to master the techniques involved.

The [i]Eets[/i] website is packed with forums and tools to share levels and replays. If you are really stuck on any of the trickier puzzles, this should help with your frustrations. It also extends the length of the game considerably, which is a good thing since the main flaw of the game is that it’s a bit short. The site is very nicely done and clearly receives regular attention from the game developers. It’s nice to see this much support for a $20 game when larger companies seem to care less about you despite your $60 purchases.

[i]Eets[/i] is short, but this really isn’t a big problem for something that is a $20 purchase. The entire experience is fun, and if you want more of it, there’s a really great community portion that Klei has put out there. The community aspect helps the game far outlive similar affairs. I’d say you should at least give the demo a try, since it is a timed version of the full game (with a fairly long timer on it).

Xbox Live stuff

August 12, 2006

There’s a lot of new stuff on Xbox Live for the 360 in the past week. Just a quick list:

– Keys to unlock 8 costumes for Dead Rising
– A Bomberman: Act Zero trailer and some gamer pictures (yuk!)
– A demo of Flight Simulator X
– An EA showcase trailer
– A new Chromehounds trailer
– And, of course, Pac-Man if you haven’t nabbed it already

So you 360 folks can have a lot of downloads to mess around with if you have the time. I’ll be killing zombies myself.

Dead Rising

August 12, 2006

Why do we find the undead so fascinating? From cinema to video games to even breakfast cereal, the living dead have woven their way into our culture. When it comes to video games specifically, few could argue against Capcom’s success at creating titles focused on our obsession with zombies, especially considering the worldwide acclaim that has been afforded to its Biohazard/Resident Evil franchise. Truly Capcom has forgotten more about making games about killing zombies than most companies will ever know, and it is from that experience that it has leveraged its debut release for the Xbox 360, Dead Rising.

Dead Rising casts you in the role of Frank West, a seasoned photojournalist who’s covered his share of wars, but he’s never covered anything quite like what’s going on in the seemingly lazy town of Willamette, Colorado. Following a chopper ride over the city, Frank is dropped off on top of the local mall, and given 72 hours to uncover the truth behind why the town has been quarantined – a truth that he soon finds to be the result of an apparent zombie infestation. Armed with naught but his camera, Frank must pick up anything that isn’t nailed down in order to shoot, chop, bludgeon, and maul his way through the shambling crowd of living dead in order to discover just what’s going on, who or what is behind the zombie menace, and make it back to roof in order to catch his ride home.

Unlike typical horror games, which prefer scare tactics and limited ammunition in order to covey their sense of urgency, Dead Rising instead makes its point with an uncountable number of zombies constantly encroaching on Frank’s position, and a nearly equally uncountable set of improvised weapons with which to do them in. From hedge clippers to park benches, baseball bats to teddy bears, if it can be picked up, it can be used to slam into a zombie in order to keep it at bay.

The game also breaks from typical horror game tradition by presenting a story that is largely optional, offering up a set of cases that make up the game’s core narrative. While these do not necessarily have to be completed, doing so pushes the story forward, and helps unravel the clues behind what is going on in the mall – plus it’s also the only way to see the game’s A