January 2007

Hotel Dusk: Room 215

January 22, 2007

The sign of any good mystery, be it a movie, book, or video game, is that it keeps the audience guessing until the last possible moment, while at the same time offering just enough tidbits of information so that everyone has their own ideas as to how it will all play out in the end. Developer Cing, best known as the force behind 2005’s Trace Memory for the Nintendo DS, has again graced Nintendo’s touchable handheld with adventure gaming care of Hotel Dusk: Room 215. However, while Trace Memory excelled in spite of its short length and overall lack of difficulty through its endearing story and characters, Hotel Dusk offers players a much more complete, and fulfilling package. Set in December 1979, Hotel Dusk tells a day in the life tale of Kyle Hyde, a former New York cop who through circumstances three years prior has found himself without a badge and working as a traveling salesman while at the same time trying to piece together the loose ends of his former life. As the game begins, his current job has landed him in dive known as Hotel Dusk, which not only turns out to have is own peculiar history, but also seems to draw in elements and people from Hyde’s past in a manner that is far too eerie to be just a coincidence.

Hotel Dusk is unique not only in its Tex Murphy film noir style story, but also in the way in which it is played. Rather than holding the Nintendo DS in the traditional manner, Hotel Dusk is played by holding the console sideways in much the same way as Nintendo’s Touch Generations branded Brain Age. The touch screen displays a blueprint of the current room, complete with icons for both Hyde and other hotel patrons. Here the detective can be moved by using the d-pad, though truthfully using the stylus to touch and drag on the screen to direct him to his destination is much more comfortable and user friendly. The other screen displays a polygonal 3D view of what he sees while walking about, allowing the player to keep an eye out for clues while exploring the hotel.

When near an area that can be investigated, a magnifying glass icon near the bottom of the touch screen will flash, the touching of which switches the blueprint view to a 3D image of the area with various touchable hotspots for further investigation. In addition, perhaps the coolest feature of this screen is a slider bar that allows the view to be pivoted slightly from side to side, potentially highlighting items or clues that were previously obstructed.

However, it doesn’t take a long time spent with Hotel Dusk to realize that besides weaving an intriguing mystery, the game was designed to confound, confuse, and even frustrate time and again. Unlike many of its contemporaries, Hotel Dusk does not hand over every clue and spoon feed directions as to where to go from moment to moment, a design methodology that is sure to please hardcore sleuths, while at the same time only further bewilder those who are either newcomers to adventure gaming or simply might need a little extra hint along the way.

There are few glaring hints to be had here. Information is handed over in pieces, sometimes cryptically so, and many times it is not entirely clear where or how to proceed next. Adding to this is that while time plays an important factor in game’s story, progression is based on event triggers, making the clock more or less irrelevant to Hotel Dusk’s actual gameplay. What this means is that if a clue was missed or overlooked, a player could find him or herself wandering aimlessly about the available areas of the hotel, knocking on doors and clicking on anything and everything in a faint hope to discover the next move while the game world itself sits at a standstill until the next event is triggered. An example of this plagued us during the game’s third chapter, where we were sure that we were to backtrack and find an angelic bookmark for one of the hotel’s more eccentric residents, only to stumble upon the true next course of action purely by accident after over an hour of hitting our heads against the wall.

To help somewhat with this, the game offers a memo notebook within which the player can scribe real time notes, though to be fair, it’s oftentimes difficult to pull the true clues out of a conversations amidst all of the characterization. Because of this, more than a handful of guesswork comes into play in determining what to write down. Thankfully the game does take care of recording some information on its own, namely the names of the hotel residents, as well as where they are staying or what their job is at Hotel Dusk, but the onus for keeping track of any other pertinent details or clues rests upon the the player’s shoulders. Unfortunately, the game really only gives a couple pages of virtual paper on which to write, making Hotel Dusk a throwback to the earlier days of gaming that had players manically taking notes in the real world in order to keep everything straight.

As mentioned, conversations with the hotel residents play a crucial role in uncovering the game’s underlying mysteries. In a typical fashion, dialog breaks down into lengthy conversations that eventually open up a number of story critical and optional branching paths. However, in an interesting twist, Hyde will occasionally be able to interrupt a person’s responses with additional questions or remarks of his own, giving conversations a much more fluid, even dynamic feel than are found in most games of this type. Simply tapping the interrupt icon when it appears will prompt Kyle to hold up his hand and interject in a manner one would expect from a police officer interrogating a witness. Even in a different job, Hyde’s mannerisms are very much that of a detective.

Adding to the conversation dynamic are hot words that Kyle will key on as conversations continue, which in turn open up new topics on which to follow up. The game breaks these topics down into different color coded categories, cluing the player in on the vital or even superfluous nature of the questions being asked. While some topics, colored white, may be specific to the person currently engaged in a conversation with Kyle, other topics, colored yellow, may be carried on from person to person until the issue is resolved. Finally, red topics are critical questions that pertain to a particular problem at hand.

Interestingly, not all of these conversation paths are advised, and it is entirely possible for Kyle to ask the wrong questions or push the wrong buttons, forcing the player to either retry the scenario, or load from a previous save. Thankfully, Hotel Dusk can be saved anywhere, though it only offers three save game slots.

Stylistically, Hotel Dusk marries pencil sketched characters and water colored backdrops with traditional polygonal environments in a manner that should be jarring, but instead feels both unique and altogether perfect. The characters themselves are distinct and very expressive, each displaying mannerisms reflecting their attitude regarding a particular line of questioning. Ask Louie about his past, and he’ll clam up and try not to make eye contact, or sweet talk Iris to see her beam like a schoolgirl. Most every game has characters, Hotel Dusk has personalities.

Overall, Hotel Dusk is a class act. It may not be a cake walk the first time through, but for those who can deal with the occasional head scratching bouts of frustration, this game is another winning addition to the Nintendo DS library. Everyone should spend at least one night in room 215. It’s a mature, thinking person’s game that should not be missed.

It’s common knowledge know that the DS picked up where the GBA left off in the handheld market. The DS has now passed the 10M mark in Europe and becomes the fastest console to reach that 10M mark in Europe. To hit that mark the DS sold a reported 1.7M units in December alone.
[quote]This landmark figure of 10 million Nintendo DS gamers cements the console’s position as undisputed leader of the handheld market, bringing gaming to a whole new audience – something that was unimaginable a few years ago![/quote]
While the PSP is a solid device, it’s obvious that the DS isn’t going to lose any market share to the Sony handheld. I think it’s officially time to say “Who’s Next?”

Nintendo just dropped the news that The Legend of Zelda: A Link to the Past would be available on the Wii Shop Channel at 9am PST today for 800 Wii Points.

This is great news. I can only hope they start to fill out the rest of my NES/SNES library so my old consoles can finally be put to rest. Let the flaming from true collectors commence.

Talk about a comic book fan’s dream. We’ve all had a taste of what Raven Software can do with the [i]X-Men Legends[/i] series, but this time around, Raven decided to go bigger. Much bigger. [i]Marvel: Ultimate Alliance[/i] is probably the most ambitious super hero brawling game to date, encompassing a wide cast of characters from almost every end of the Marvel universe. In addition, [i]Ultimate Alliance[/i] returns to and improves upon the great multiplayer-friendly formula used by games before it. There are some down points and glitches, but overall, [i]Marvel: Ultimate Alliance[/i] is a game anyone can enjoy, and a game the hardcore Marvel fan will salivate over.

The plot for [i]Ultimate Alliance[/i] is a fairly simple one, but it works. Dr. Doom has assembled all the baddies from around the Marvel universe to form the Masters of Evil, and now they’ve taken the fight to S.H.I.E.L.D. Colonel Nick Fury responds by calling together all the Marvel super heroes that he can muster to counter attack. You’ll start out only having access to fan favorites Spider-Man, Wolverine, Captain America, and Thor. After the first level, though, you’ll have access to other obvious choices like Iron Man, Storm, and the Fantastic Four, but also some more obscure characters that really dive deep into the Marvel comics like Spider-Woman, Ms. Marvel, and Luke Cage. Probably the most appealing thing about [i]Ultimate Alliance[/i] is the ultimate mash up of superhero worlds.

For the most part, the game plays just like the [i]X-Men Legends[/i] series. You and up to four friends can grab a controller and choose four different Marvel heroes. At the most basic level, the game comes down to a button mashing frenzy of attacking enemy forces, although each character also has a healthy list of special attacks as well as combo moves. Like any other RPG, characters level up with experience, unlocking new attacks, costumes, and other features. Another interesting addition is that even if you never play as anyone outside of your four-man team, each character in the game levels up. So even if you confine yourself to one particular team, switching out to, say, Mr. Fantastic won’t cripple your team of heroes.

Individually, character customization is in full force here. Each character can only have three special attacks at a time, so you’ll have to determine which attacks you prefer and assign them as you please. Each character also has a different outfit, each of which provides with some different attributes. For example, Wolverine’s classic outfit can add bonuses to his claw attacks while his Ultimate outfit ups his regenerative powers. Collecting coins throughout the game will give you the money needed to add points to attacks and attributes, and most of it is pretty straightforward. There is the option to automate all of this, but it seems to work against you more often than not (especially when working on the item worn), so I can’t recommend it.

Speaking of teams, a new addition to [i]Ultimate Alliance[/i] is the My Team feature, which lets you craft together a custom team of superheroes. One thing worth noting is that mixing and matching certain heroes will give your team a bonus. For example, pairing all females up will give a femme fatale bonus, while pairing up Iceman, Colossus, Wolverine, and Storm will award the X-Men bonus. Once you’ve determined the team that you’re going to go with, you can form them into a customized team, complete with attribute bonuses to spend among each member. At the same time, fighting with that team will earn a reputation among the public eye, although breaking up that team will hurt the reputation as well. It’s an interesting feature, although it tends to encourage reliance on only four heroes, but it’s not too big of a problem.

[i]Ultimate Alliance[/i] works the best when you get friends playing the game alongside you. While it may be hard to find four other friends to come over and pick up the controller to play along, the process is helped along by provided Xbox Live support over the Internet. With Xbox Live in tow, you can hook up with friends who may not be able to make it over, and if you can’t find a couple of friends to play along with, you can search for players and make some new ones. Of course, in the end, playing with friends seems to be the best way to go, as it can be somewhat difficult to find a game, much less gel with some guys who might have an attitude problem. One thing I need to mention is that I have had way too many drop-outs while playing online, which can really throw off the game since you’ll have to find a place to save, exit to the main menu, and start up a new game just to get back with your friends.

There are a few other issues to be had with the game. One that I noticed was that some enemies, mainly boss characters, seem to have erratic or glitchy patterns to their movements and attacks. This mainly shows up in a few select fights, and in a couple instances, this ended up creating some bugs. In one instance, I was saved from a near death by M.O.D.O.K. because he got stuck in a corner and was unable to attack me. A couple other bugs show up from time to time, although they don’t hurt the game a whole lot. [i]Ultimate Alliance[/i] presents itself well, but some of the bugs in the game obstruct an otherwise clean slate.

Most people probably don’t expect a top-down RPG like this to feature some groundbreaking graphical feats, but for what it’s worth, [i]Ultimate Alliance[/i] looks pretty impressive. Even so, there are some graphic glitches that occur from time to time, and not everything looks as good as the Marvel heroes (namely, some textures and certain villains). The sound department is also well represented, with fairly decent voice acting for just about every character and the kinds of sounds effects you’d expect from a game with superheroes in it, although sometimes the punching and beating sound effects get to be a little much.

[i]Marvel: Ultimate Alliance[/i] is basically one of the biggest things comic fans could ask for. With the large and possibly most diverse roster of characters to choose from, any Marvel fan can get behind the game. While there are some issues with the online play and a couple glitches in places, and some may find it not to be much of an improvement over [i]X-Men Legends II[/i], [i]Marvel: Ultimate Alliance[/i] remains a great improvement on the [i]X-Men Legends[/i] series as well as a fun romp through Marvel comic history. Granted, I’m no diehard comic book fan, but if the game can pull in those who only show a passing glance to comics, those who love them will definitely want to pick this up.

Tom Clancy

January 19, 2007

When [i]Double Agent[/i] was first announced, it probably caused as much controversy as Ghost Recon 2 did (or just about any sequel that Ubisoft is responsible for). As we all know, Ghost Recon 2 received a third person point of view, became less strategic, and could appeal more to the casual gamers while turning away many die hard fans. The same process was repeated with the latest addition to the [i]Splinter Cell[/i] series, [i]Double Agent[/i].

Once again, you take on the role of Sam Fisher, the hero of the previous games. After Sam Fisher’s daughter is killed by a drunk driver, he has no more reason to “play it safe” and takes on the most dangerous job: he becomes a double agent. His mission is to infiltrate the John Brown Army, get information about them and their activities, maintain his cover as a terrorist wannabe, and slowly but surely destroy the organization. The story is probably better than the previous games’, but it still isn’t Metal Gear Solid.

[i]Double Agent[/i], like all the other [i]Splinter Cell[/i] games, is simply beautiful. Since the technology of the Xbox 360 allows developers to make superior graphics, the devs were able to make unique and varied levels, in terms of environment, location, time of day, and weather. The war torn streets of Kinshasa look as detailed and feel as real as the dark and icy Iceland level. Sam looks awesome; his face is incredibly well modeled and looks and feels as real as ever. However, sometimes the levels where you are inside don’t look as detailed and sometimes feel a little bland, but maybe that’s just me.

There’s no complaint from me about the sound either, music and sound effects alike. Voice acting is still top notch (Sam is voiced by Michael Ironside).

The trust meter was something I was very interested in. Much like in the Knights of the Old Republic games, based on your actions, you could win one side’s trust and lose the other’s, and influence the end game. During the first few missions, trust is not that big of a deal. I was able to maintain full trust from both sides (NSA and JBA) until the very end. You gain and lose trust by completing certain primary and secondary objectives. Sometimes the two factions’ primary objectives interfere, and that is often when you need to make your decision who you want to impress. Will you kill innocent people, or friends, to gain trust from terrorists, or will you risk blowing your cover by taking the often harder, “good” route? It’s these decisions that make the single player great. Depending how you stand with the NSA, you could get one of the three endings.

There are some filler missions in the JBA HQ where you have a certain time limit to complete objectives for both the NSA and JBA. Not too fun really, but it introduced some characters and helped drive the story along. Of course, if you don’t feel like doing anything, you could just leave your controller, and do other things while the timer reaches zero, but face the consequences (lose trust).

There are plenty of things in the single player portion of [i]Double Agent[/i] that won’t please many fans or newbies alike. In past [i]Splinter Cell[/i] games, you were under the cover of darkness, and your mission, almost always was to remain undetected and try to cause as little casualties as possible. In Chaos Theory, it was more liberal, and you could almost always just go and kill people, and your only punishment would be Lambert yelling at you. That was fun. However, when your mission objective is to kill almost a dozen people, and you don’t need to be stealthy about it either, it’s kind of disappointing. In one level, you are in the middle of a civil war. How the heck are you supposed to be stealthy? It’s impossible. Sure, it’s sometimes part of a spy’s duty to go to places when it’s not so dark (in this case, bright sunlight) or eliminate a few more people than usual (in this case, more than a dozen), but in this series, and in this game, it feels forced. I’m sure many people felt about the changes made in Resident Evil 4 similar to the changes present in [i]Double Agent[/i]. However, unlike in RE4, where if you sucked at the originals you could still pwn in 4, [i]Double Agent[/i] is still as hard as any other [i]Splinter Cell[/i] game.

I’m not a fan of the multiplayer at all. In Pandora Tomorrow (the second game in the series in case you don’t know) I found the versus mode (even though very buggy) to be an interesting concept. Unfortunately, I can’t compare how the multiplayer evolved in Chaos Theory (which also introduced co-op), but I can say for sure that [i]Double Agent[/i]’s versus mode is a step back from Pandora Tomorrow’s. The spies look like some weird cyber-terrorists of the future (in a way they are), and the UPSILON Mercenaries are also too futuristic and un-[i]Splinter Cell[/i] like. Of course, if a game is meant to be futuristic, then these are fine and dandy, but compared to the single player (which is what [i]Splinter Cell[/i] is about), it just does not fit. The game is still laggy. Unless you play with some friends, it will most likely be annoying as well. It isn’t too pleasant hearing some jerk telling you that you are a female dog (obviously using different vocabulary) when you just got killed because of lag. The gameplay isn’t that varied either; as a spy, go around and hack stuff with some futuristic glove of yours, and try not to get killed by a merc because, for whatever reason, you have no weapons to protect yourself from them. If you want to kill a mercenary, you need to carefully sneak up behind one, and crack their necks. If they spot you, well, you are screwed. You need to run away and hope to die another day, and drop a smoke grenade (if you can figure out which button it is, because like in the past games, the controls are way different in solo and multiplayer modes). As a mercenary, you are in first person mode and all you have to do is shoot spies. You also have a drone that can access areas where spies can go but you can not, but it will often cause your death, not a spy’s (a spy will sneak up on you and kill you).

Co-op would have been fun, but there is only Xbox Live and System Link. With versus mode, not having split screen was understandable, but with co-op, it’s not. Once again, unless you play with friends, it won’t be much fun. It’s essentially the same as the versus mode, except that the mercenaries are bots. Your partners will more often that not, leave you, and run off to do their hacking, instead of helping you. Fun. I didn’t play this mode a lot either, as it would have been insanely more enjoyable playing with a friend next to me, on split-screen. The graphics also seem inferior in the multiplayer modes.

With a different, but decent single player, and a not-so-great multiplayer, I suggest that you rent this game before buying it. And kiddies, this is coming from someone who absolutely loves the [i]Splinter Cell[/i] games. If it weren’t for the three different endings, there would be no point replaying the game. Though still a decent game, this is the weakest link of the series. [i]Hitman: Blood Money[/i] sometimes felt more like a [i]Splinter Cell[/i] game. There you could go trigger happy and/or be stealthy at the same time. Pick up the previous [i]Splinter Cell[/i] games and [i]Hitman: Blood Money[/i] instead (read the review [url=http://www.snackbar-games.com/r408.html]here[/url]), and rent [i]Double Agent[/i].

(Note to Ubisoft: As much as I love Splinter Cell, it’s not Need For Speed, and the series doesn’t require a new game annually.)