November 2006

Elite Beat Agents

November 20, 2006

The popular rhythm/music genre has never really had a representative game on the various handhelds, as they often require their own specific wacky peripheral, whether it is maracas, bongos, a guitar, or a dance pad. Of course, the argument could be made that the Nintendo DS [b]is[/b] a wacky peripheral, so perhaps it was inevitable that the twin-screened device would receive some rhythm gaming before long. Sega actually dabbled in it a bit with its [i]Feel the Magic: XY/XX[/i] launch title, which featured a [i]Space Channel 5[/i]-style “repeat the pattern” minigame as one of the stages. However for most hardcore gamers it was Japanese import Osu! Tatake! Ouendan!, released by Nintendo earlier this year (and developed by the same team that gave Gitaroo-Man to the PS2… via Koei). That was really the first such title on the system. [i]Elite Beat Agents[/i] is the westernized version of that game.

The titular [i]Elite Beat Agents[/i] are (essentially) a team of male cheerleaders that motivate people to get through extremely tough spots in their lives via the power of music and dance. The situations you will encounter in the game range from helping a babysitter handle three rowdy children while trying to convince her football-obsessed boyfriend to go steady to assisting a washed-up baseball player in repelling an attack from a bizarre lava golem at an amusement park — and then there’s the final stage in which your dance moves just might save the world from a music-hating alien invasion. There are sixteen stages in the single-player game, plus three additional stages that are unlocked as you accumulate points and ranks, for nineteen stages/songs total. Each scenario is colorfully presented in a comic book style prior to the gameplay, and each completed segment of the song yields a development in the plot that will be either good or bad depending on how you performed; if you clear all the branches successfully, you will see a better ending than if you merely survive the song before the game gives you your final score and grade (along with other statistics, like longest combo).

There are three specific actions you need to master in order to show off your awesome moves. The first is the basic tap: you use the stylus to hit a numbered button on the screen when the ring closing around it reaches its edge. The second is the phrase bar, which starts like a basic tap but has a long path connected to it: you must keep your stylus on the screen and drag it along the path as the on-screen ball rolls along it. Some phrase bars u-turn back the way they came once you reach the end (indicated by an arrow), and later on they oscillate back and forth several times before finishing. Finally, there are spin targets: you have to circle your stylus around the screen often and fast enough to fill up the meter glowing behind the target before the ring closing around it reaches the center; if you fill the meter with time to spare, extra spins earn you bonus points. These three targets are usually grouped in like-colored “beats”, and if you manage to hit every target in a beat with good timing, you’ll get an additional bonus to your always-decreasing life meter — and if you nail all targets with perfect timing, you score an “elite beat” which brings an even bigger life-boosting bonus. Meanwhile, every target you hit sequentially increases your combo score, which in turn yields higher and higher points. Every target you miss, however, resets your combo to zero and causes your life bar to take a major hit; obviously, when your life bar is empty, you lose the stage — and get to witness the results of your failure. You’ll also get the option to review the last five seconds of gameplay to see if you can figure out what went wrong, which is a useful feature.

The songs themselves cover as wide a range as the stories that accompany them. Classics like the Jackson 5’s “ABC” and The Rolling Stones’ “Jumpin’ Jack Flash” stand alongside rhythm-genre mainstays like The Village People’s “YMCA” and David Bowie’s “Let’s Dance”, along with more recent titles like Avril Lavigne’s “Sk8er Boi” and Good Charlotte’s “The Anthem”. While all nineteen songs in the game are covers, many are very good soundalikes (I thought that the cover of “Canned Heat” was actually being performed by Jamiroquai, for instance), and only a few fall flat. Many could even be considered improvements — I’ve never heard Ashley Simpson’s version of “La La,” but I don’t think it could possibly be as good as the cover in the game*. Also, the songs are nearly all full-length, with only a couple being abbreviated to “radio edit” length; only one stops abruptly about 2/3rds through, but that’s part of the story associated with it. Even if you can’t stand the original tunes, the simple but engrossing gameplay [i]will[/i] keep you replaying levels often enough that you will have these songs stuck in your head for a while. Well… the engrossing gameplay, combined with the at-times brutal difficulty.

When you first start up [i]EBA[/i], you have two choices of difficulty: Breezin’ (easy) and Cruisin’ (normal); completing Cruisin’ earns you access to Sweatin’ (hard), and completing that level gives you the right to access Hard ROCK!(called “Insane” on the Japanese original — that’s a fair warning). But even on Breezin’, the last few stages are incredibly challenging, with whip-fast beats arranged in tricky (and sometimes lengthy) patterns piling on top of you, putting both your rhythm and your reflexes to the test. If you don’t own a DS Lite, I recommend picking up a larger stylus before you play [i]EBA[/i], as you will appreciate being able to keep your hand from covering up part of the screen and possibly hiding crucial targets from you until it’s too late; the game is hard enough without having to overcome physical obstacles [i]outside[/i] the software. Oh, and you may occasionally need to remember to blink and/or breathe, as things tend to get intense.

Outside of single-player mode, there are a couple of other options. Multiplayer can be done either cooperatively, competitively, or on teams; single-card play only features a sampling of songs, but multi-card play allows all players to access any song unlocked by the host system. You can also play Vs. mode against ghosts of your saved runs; you can save one replay per song, and whatever difficulty that replay was saved at will be the performance you play in Vs. The multiplayer stages themselves have their own unique scenarios, usually a head-to-head competition, even though they use the same songs as the single-player mode. Other options include the ability to watch your saved replays and send them to other players, a record of your high scores per level, and your current ranking (which includes how many points you need to reach the next rank). There is no online component to [i]EBA[/i], however, nor is the microphone used for anything (which is fine by me — the less I have to blow and/or shout into my DS in public, the better), but neither capability is missed much (lag while playing online could be devastating).

Overall, [i]Elite Beat Agents[/i] is a title that anyone can play and just about everyone will enjoy. Simple gameplay, catchy tunes, and a great sense of humor all combine to make this title nearly perfect, with only the sheer difficulty bringing it down at times, but even then the frustration generated is more of a “one more try” and less of a “screw this”. [i]EBA[/i] may very well be the best DS title of the year and is easily among the best ever on the system.

*[size=9]Before I submitted this review, I looked up the video on YouTube and started playing it. I was right.[/size]

Wii are a go

November 20, 2006

I’ve been wanting to make a funny “Wii” pun for months. I’ve gotten it out of my system so I promise not to do it again. Well today was the launch of the Wii and I haven’t heard of any riots or cases of violence so far, but they were definitely not in surplus this morning.

Our own aceinet stood in line for 3 hours at TRU this morning to get his. That store had 39 units available and they were all gobbled up the second the doors opened. I’ll fire off an email to Nintendo to see what the actual launch shipments looked like as it doesn’t seem like 4 Million is correct.

The Legend of Zelda: Twilight Princess is an iconic adventure that spans two console generations, serving as both the GameCube’s swan song and the single best reason to invest in Nintendo’s unconventional Wii console at launch. The number of titles to generate the kind of hype and anticipation associated with Twilight Princess are few, but lasting in their meaning to the hobby. Since the game’s initial unveiling for the GameCube in 2004, not even delays and an eventual shift from one console platform to another could shake the unwavering devotion of the Nintendo faithful for what was sure to be a terrific video game experience. Now finally a reality, the game offers very much what Zelda enthusiasts have come to expect, while at the same time raises the bar for all similarly minded titles to follow. Much like other Zelda titles, Twilight Princess weaves a heartwarming, if somewhat predictable tale of a hero named Link and his journey to save a kingdom known as Hyrule. All of the rest of the familiar elements are accounted for as well, including a menacing darkness and a threatened princess named Zelda. As the game begins, Link is less the hero, and more an unassuming farm hand. A hick, if you will. Living in the sticks, he lives life blissfully unaware of the dark happenings in the world outside of his quaint village. However, as a mysterious twilight that threatens the land finally reaches his home, it isn’t long before Link is forced to step into the unfamiliar role of an adventurer to help save his friends, home, and as it turns out, the larger kingdom.

As twilight drapes across the land, it creates a kind of alternate, darker reality that twists the world beneath it and reduces the population to spirits that exist unaware of their maligned predicament. As the hero, Link’s form is also altered by the twilight, though instead he finds himself transformed into a wolf. As a wolf, Link is afforded the benefit of heightened senses, which offer visual cues as to the location of hidden items as well as the aforementioned spirits. He can also dig in typical canine fashion, allowing him to access certain areas that would be unreachable in his human form. In addition, early in the game, Link encounters a representative of this shadow realm in a diminutive imp named Midna, who toys with the hero while helping to guide him through what the land has become by providing occasional hints. Midna also assists Link in reaching otherwise unreachable areas by floating up to certain locations, and permitting the hero to leap from one point to the next. Each of these commands, sensing, digging, and working with Midna, are all assigned to a direction on the Wii remote’s d-pad, and pressing that direction activities the assigned action. Similarly, the d-pad is also used to assign the use of specific inventory items while in human form as well.

While moving about in wolf form could not be easier, the same cannot be said for Link’s adventures on horseback, which can feel a bit like driving a tank. Granted, it could be argued that riding and handling a horse should feel decidedly different than moving about as an animal yourself, but there are times, especially when fighting while atop Link’s steed, that the fluidity afforded by moving and fighting simultaneously as wolf is sorely missed. The horseplay is not broken by any means, but it can be frustrating to misalign your gallop, only be stopped dead by a protruding rock, and have to fight with the controls to get your steed back on the course. In a fight, especially in tight quarters, this can be more aggravating than fun.

A key element of the Zelda franchise has always been found in its ingenious, sometimes dastardly puzzles. Twilight Princess continues this tradition with its handful of dungeons each offering a distinct collection of conundrums and stumbling blocks. While few of the puzzles reach the equivocations found in Ocarina’s Water Temple, the game will undoubtedly tip up even the most astute adventurers from time to time. Even so, the majority of the game is fairly logical, and if you find yourself looking too hard for an answer, chances are you’ve missed a fairly obvious detail and should just take a step back and examine the situation. More than anything, fun is the order of business with regards to Twilight Princess, and not frustration. Even in the most dire situations, you’ll likely find yourself grinning from ear to ear.

While the game has the heart and soul of a GameCube title, in making the leap to the Wii, Twilight Princess has been given an interface befitting the new console, with various remote and nunchuck movements and button combinations working in tandem to execute the game’s various techniques. The promise of more immersion through these controls is realized in part, though play is never as dramatic as the Wii’s press materializes would have consumers believe. In actuality controlling Link on his quest is oftentimes much more relaxing that playing with a traditional gamepad. In addition, Twilight Princess offers a number of secret sword techniques that are learned over the course of the adventure, and these add to the game’s robust combat-oriented gameplay by affording a number of new and exciting ways with which to dispatch adversaries.

However, while these controls work very well most of the time, there are occasions when you can’t help but wish you had a more conventional controller in your hands. This is especially evident when fighting several enemies at once or when time is of the essence, as it is here when the Wii tends to pick the most inopportune time to have trouble detecting the motions of the remote or nunchuck. Because of this, the game’s difficulty can at times feel artificially inflated, though thankfully for the lion’s share of time spent with the game this is a non-issue. There is an old saying, however, about one bad apple spoiling the bunch. Thankfully here spoiling is perhaps too strong a word, but aggravation with the controls over the course of the adventure is not unheard of.

While Twilight Princess was originally pitched as a seventy-plus hour adventure, a claim that painted the quest as epic by any standards, the reality is that most players will see the game to conclusion before crossing the fifty hour threshold. The game does hold a number of secrets that could inspire a prolonged stay in Hyrule, or even a return visit, but without question the original claims of game length were a bit misleading. However, that said, Zelda is entirely fulfilling, and any claims of ire towards the game’s length more than likely stem from simply not wanting it to end.

Graphically, this latest incarnation of The Legend of Zelda is gorgeous, but not for any measurable technical achievement. In fact, when compared to other recent releases for the Xbox 360 or even the recently released PlayStation 3, Twilight Princess looks decidedly low key. However, the gaming industry in general is perhaps a bit too hung up on seeing its games aligned with a very finite range of visual styles, and a title such as this is difficult to pigeonhole. Twilight Princess has a definitive style that plays to the strengths of the GameCube and Wii, and comes off looking like a piece of art with its lush landscapes, imaginative creatures, and epic confrontations. There are jaggies, and some low resolution textures, but picking apart the game’s granular shortcomings only serves to rob Zelda of its majesty.

Likewise, the game’s musical arrangement is grandiose as it parallels Link’s heroic quest with an equally valiant score. Twilight Princess features tracks that mirror other classic Zelda melodies, and also intertwines them with wholly new and equally remarkable pieces. Some maybe taken aback by the game’s lack of voice overs, especially in an age where it seems as if even the most mundane games come to market with a fully vocalized cast. That is not the case here, and to be honest, Twilight Princess doesn’t miss the absence of actors mucking up their lines for a paycheck one iota. It is entirely possibly to enjoy a game that lacks the miracle of speech, and this adventure is living proof.

While this is still the same old Zelda that many have come to love, the plain and simple truth is that is its greatest strength. It’s comfortable, like an old friend gone far too long now returning for an extended visit. From its characters and epic, if somewhat predictable story, to the gameplay itself, Twilight Princess is a terrific extension to one of the most timeless and important franchises in video game history. Occasional issues with the title persist, some of which are the result of the game’s transition to such a new and unproven platform. However, this is still one of the most compelling titles to be released this year, and is a stellar way to kick off the launch of the Wii.

Score: 98%

GI.biz is carrying a [url=http://www.gamesindustry.biz/content_page.php?aid=21166]story[/url] that states that Sony is losing about $300 per PS3. They have pegged the manufacturing cost to be about $805.85 US without accounting for cables, controllers, and packaging. The estimated loss for a 60GB console is about $306.85 and $241.35 for the 20GB version. These numbers really mean nothing to consumers as they are never factored into the price, but they mean something to investors. The cost of doing business in this next generation of gaming is a costly one as Sony is finding out. I sure hope they are already working on streamlining that manufacturing process to get those costs down.

The PS3 is loose

November 17, 2006

After HUGE amounts of hype, disappointment, and waiting the PS3 is finally loose in the wild. I applaud those of you that camped out to score one of these machines, since I know that was rough. I drove by Target on my way to work this morning and there was a line of about 20 people 15 minutes before the doors opened. Seeing as we hit 32 degrees last night at my house, I hope they weren’t out there all night.

The things people will do for video games never ceases to amaze me.

In case you were wondering how things went nationwide, the PS3 launch spurred tons of tempers and cases of robbery. Here are just some of the things that went down last night:

[list]
[*][url=http://www.joystiq.com/2006/11/16/ps3-campers-shot-outside-kentucky-best-buy/]Drive by BB Shooting[/url]
[*][url=http://www.joystiq.com/2006/11/17/pc-gamer-lures-ps3-buyer-with-7500-gaming-rig/]Lucky gamer scores $7500 PC to never own a PS3[/url]
[*][url=http://www.joystiq.com/2006/11/16/girl-in-austin-not-really-sure-about-ps3-decides-to-wait-in-line/]Waiting in line for fun[/url]
[*][url=http://money.cnn.com/2006/11/17/technology/playstation.reut/?postversion=2006111710]Robbery and shooting[/url]
[/list]

I’m sure the reports of robberies and violence will continue to flow in as these high priced items that carry a street value well above the $600 price tag find their way into people’s hands.