January 2007

The episodic format has become much more clear to me now. I wasn’t sure how it was going to feel at first, but Telltale has done something really neat. You start [i]Episode 2[/i] in the same place you started [i]Episode 1[/i], in Sam and Max’s dingy office space. It feels familiar, and gives you a launching pad into the new mystery. Everything feels and looks the same this time around. The character models are still very passable, the voice acting is good, and the environments are well-crafted. This actually feels a lot like a TV episode, which Telltale was clearly going for. Mix a little of the familiar, and send our heroes off somewhere new. Past characters return, Bosco is just as paranoid as ever, and Sybil has started up her fourth or fifth business in the same building. This and future reviews of these episodes are going to concentrate on the episode itself, as I’ve covered the gameplay aspects in [url=http://www.snackbar-games.com/r395.html]my first review[/url].

I can honestly say that the series really comes into its own in this episode. The pilot was an introduction, just trying to set the ground work, and the first real episode really runs with it. It wastes no time goofing around and you are right into the thick of things before you know it. [i]Episode 2[/i]’s story revolves around an Oprah-like talk show host named Myra who has kidnapped her audience and will not let them leave the studio. After giving away cars, trips, and money to her audience, she has gone a little crazy. Fortunately, the freelance police are available to, ya know, save the day. Hopefully.

The puzzles in [i]Situation Comedy[/i] are much, much better than in the first episode. Almost every complaint I had about difficulty and length has been addressed here. While there are still a fair amount of gimmies, the puzzle solutions are a little more convoluted now. You get items and you actually don’t use them immediately! Novel, I know. Length was definitely an issue in [i]Episode 1[/i], but [i]Episode 2[/i] feels much longer. It’s hard to tell if this is because of more content and puzzles, more difficult conundrums, or just that [i]Episode 1[/i]’s story was wrapped up so quickly. The ending in [i]Episode 2[/i] definitely takes its time and by the end of the game, is very satisfying.

If Telltale can keep churning these out on schedule, I think they have a real hit on their hands. If you haven’t bought the first episode, do it right now, just so you can get to this episode. Fortunately, this show is a little more Friends and a little less Sopranos so far. What I mean is, you could play the second episode without playing the first, but you’ll miss out on some jokes and references to the first. It is ultimately still very playable without playing the entire series, but there is no excuse not to gobble up both episodes.

The recent Metroidvania phase of the [i]Castlevania[/i] series has been a fruitful one. The Gameboy and DS iterations have been especially notable. [i]Dawn of Sorrow[/i] on the DS was good enough to evoke murmurs of “Better than [i]Symphony of the Night[/i]”, so you can understand my excitement over another DS iteration. Unfortunately, even though there are some new ideas and a much more varied set of areas to romp around in, [i]Portrait of Ruin[/i] comes up short.

Short really is the key word In [i]PoR[/i]. Faster than you can say “Vampire Killer”, you’ve already beaten the game. Its length is truly a mystery to me, since the game sports more areas and considerably more footroom than any [i]Castlevania[/i] game yet. Through the use of magical portraits, you are transported to areas far outside of the confines of Dracula’s Castle. These areas are great and all, but you breeze through them so quickly it hardly makes a dent. Some people might like shorter games, and this one can be beaten in under 10 hours, easily, but I would’ve liked a little more meat.

Perhaps the length wouldn’t be such an issue if the environments did not repeat themselves. About halfway through the game, you will encounter a new set of portraits to enter. But, to your surprise, they look exactly like areas you’ve already been to! The layout, palettes, items and enemies are different, but the smell of rushed deadlines hangs heavy over the endgame.

While freshness may be an issue for the areas, there are some really interesting ideas implemented in [i]Portrait[/i]. The two-person setup has been done before, but it works exceptionally well, especially on hard mode. The normal mode is exceptionally easy, beatable without much use of your team tactics, or really even having your partner following you, but subsequent playthroughs will really test what you’re made of. Two characters means two sets of equipment which means a lot more drops. The [i]Dawn of Sorrow[/i] card is played again, but this time, instead of collecting souls, most enemies will drop a new sub-item for Jonathon, a new spell for Charlotte, or both. It’s a neat system, that controls as tightly as any game in the series.

Multiplayer may be why many people were especially excited for [i]Portrait[/i]. You get it all, really. You get both local wireless and wi-fi. While the co-op mode might be very limited, it is interesting for a little while. The shop-mode lacks customization, as you can’t set prices, but it is fun to let your friends browse through all the junk you’ve decided to let them see and hook up some items they couldn’t regularly get. Don’t expect the world from the multiplayer and you’ll be satisfied.

I like to let my paragraphs run into each other like this, with common themes. Ya like that? Satisfied. That is probably what you won’t be after playing [i]Portrait of Ruin[/i]. The areas end up as dull and repeatable, while the Castlevania staples like the music also become unsatisfying. It is too short, and once you’re done, you just want more. Unfortunately, even with multiple end-game play-modes, you’re going to need another course. Still, if you love Castlevania, Bon Apetit.

Happy Birthday to… US

January 2, 2007

Since the anniversary of launching this site always falls on a holiday, we went live Jan 1. 2003, I always end up posting this a day late. It’s been 4 long years and I just want to take a moment to thank all the staff members, past and present, that have done their part in making this a great site and community. I also want to thank you, the readers. Since day 1 it’s always been about the readers and the community.

As we start this 5th year, I can only hope that we will continue to grow and mature into a stronger internet presence. Here’s to another great year.

Master Chief goes to Iraq

January 2, 2007

Developer Bungie gave the US soldiers in Iraq a surprise present for Christmas, they got to try out an early version of Halo 3. Here are some pictures and videos to show the delight of the soldiers.

Here are a few videos of the event:
http://www.youtube.com/watch?v=yAnTZ13Q_f8
http://www.youtube.com/watch?v=O_XnzJVJnI0

Record sales in England

January 2, 2007

This holiday season broke records in England. Software sales were up 30% compared to last year. The top two games were Need for Speed: Carbon and FIFA 07 (what a surprise!).