February 2007

THQ has confirmed that it will release Tetris Evolution for the Xbox 360 in March. While perhaps better suited as a download over Xblx Live Arcade, the fact that the series has to date sold more than 70 million units worldwide across more than 30 game systems since its first release in 1985 leads me to believe that it will likely find its way into some measure of homes next month.

According to THQ, the game will feature new gameplay modes, multiple customizations, as well as Xbox Live capabilities on top of the always fun (and manic) dropping of blocks. New modes in Tetris Evolution will include “Go Low” and “Eraser” for both single and multiplayer. In addition, the multiplayer mode will not only allow for up to four players on a single console, but also support up to four players via the Xbox Live.

Developers have also seen fit to include a new intelligent matchmaking system, which pits players against others within their skill level, as well as the online ladder system, which will enable players to track their overall skill level and accumulate Xbox Live achievement points to increase their Gamerscore. The game will also feature customizable themes, skins, icons and soundtracks to create a personalized gaming experience.

The game sure has come a long way since its green and black days on the Game Boy.

If you have seen me on Xbox Live in recent weeks, you would have noticed that I am addicted to Assault Heroes for Xbox Live Arcade. Developed by Wanako Games, the game is an Ikari Warriors-style top down shooter that truly shows the potential for original content over the popular online service. Today, the team at Wanako have more to celebrate than th popularity of their latest game or the distinction of being the largest game development studio in Latin America, as the company was acquired by Vivendi Games.

Wanako will now be looped in with Vivendi’s Sierra Online division for the internal development of online games. Sierra Online will bring to life several of Wanako’s original concepts and will retain and grow its team of developers. Sierra Online previously worked with Wanako on the development of Assault Heroes, which was released for Xbox Live Arcade in December 2006.

“We are very excited to join a visionary group like Sierra Online who is focused on bringing truly entertaining and innovative online games to a mass market,” said Esteban Sosnik, founder and former CEO of Wanako Games. “In working with Sierra Online on Assault Heroes it quickly became clear that our companies shared the same core values in game development and by joining together we could develop and deliver amazing products.”

Sosnik will become head of Sierra Online Latin America and assume a broader role responsible for Sierra Online’s business initiatives in Latin America.

Outpost Kaloki X

February 19, 2007

Out of all the titles available on Xbox Live Arcade at this point, [i]Outpost Kaloki X[/i] is probably one of the more interesting titles. While most games on the service focus on either classic arcade titles, shooter after shooter, or other traditional games, [i]Kaloki[/i] presents one of the few strategic sims available on Arcade. This alone makes it stand out from many of the games next to it, and it certainly does bring a new kind of play style to the strategy genre that is very gamepad friendly. Unfortunately, the game might not have enough depth to really keep many people playing and can actually drag on for a little too long. [i]Outpost Kaloki X[/i] offers up a lot of content for the price point, but many may find the game play to be a little too tedious and one-note to actually play through it all after so long.

[i]Outpost Kaloki X[/i] is, as I said earlier, a strategy sim that is probably reminiscent of the countless tycoon games plaguing the PC. The way things work is that you are given a large station that has a given number of ports on it, and your job is to construct business establishments on those ports and meet the customer demand based on tastes and preferences. There are a number of different types of businesses, and each type has different, more expensive buildings. As you build, you’ll have to construct power sources to meet consumption needs as well as maintenance facilities to repair structures. The ultimate goal above all of this is to meet the goals of each scenario, which range from making sacks of money to building a structure high up on the tech tree.

Speaking of scenarios, the main attractions in [i]Kaloki[/i] are the two story modes that are made up of several different scenarios. The adventure story takes you through the game with an economic slant to things, while the war story concentrates on building guns to fend off attackers. In reality, there is little difference between the two stories, with the only major thing being that the war story adds in defensive structures. Even then, the war story is just as economically driven as the adventure story and just isn’t really that different. Also worth mentioning is that [i]Kaloki[/i] comes with about a dozen other scenarios to play through, and on top of that, Ninja Bee even has additional downloadable scenarios on the Marketplace. There’s no denying that [i]Outpost Kaloki X[/i] is packed to the brim with content.

Unfortunately, gallons of content don’t always translate into compelling game play, and [i]Kaloki[/i] ultimately suffers from a bit too much. It probably isn’t that Ninja Bee included too much in the game, but more that the general game play wears thin very quickly. You may very well find that [i]Kaloki[/i]’s approach to strategy is interesting during the first few games you play, but after so long, you’ll realize how repetitive things can get, and things basically play out the same in many missions. It’s very easy to get into the same routine mission after mission. On the plus side, many of the scenarios can be pretty challenging, but after so long, you’ll basically get into a fixed routine and the challenge fades somewhat.

As far as presentation goes, [i]Kaloki[/i] doesn’t give out any mind-blowing graphics, but for the type of game it is, the quaint 3D visuals fit well enough. The sound department is where things fall a little flat, however. There seems to be only one single piece of background music, which sounds nice enough at first, but may drive you mad after awhile. The characters were also given gibberish sound bites as voice acting, and some characters like Sarge from the war story have the most bizarre, annoying voices I think I’ve ever heard. The sound isn’t enough to really hurt the game, but it sure could have been a little more substantial.

I am a bit conflicted when giving a grade to this game. On the one hand, it is probably one of the only real strategy games available on Xbox Live Arcade, and for ten dollars, you get a whole lot of content. On top of that, [i]Kaloki[/i] does offer up some fun, challenging game play that gets you thinking. However, the game can get so repetitive that you might not really want to play through all the things [i]Kaloki[/i] offers, and it is definitely a game that either grabs you or it doesn’t. I suggest firing up the demo and looking at what [i]Outpost Kaloki X[/i] has to offer, and if you like what you see, take the plunge. Just keep in mind that if you like the first couple levels the demo presents, you might still grow tired of things in the long run.

Wii Play

February 19, 2007

As a pack-in, [i]Wii Sports[/i] made perfect sense for Nintendo and its unconventional console. Even as a compilation that flirted with being simply a technology demo, the athletic minigames offered enough content and overall enjoyment such that [i]Wii Sports[/i] is still listed among many Wii owners’ favorite games to break out when the urge to swing a controller arises.

Now just a few months following the system’s debut, Nintendo has released a similar collection with [i]Wii Play[/i], and though it may be tempting to pick up the game in hopes of recapturing the magic of [i]Wii Sports[/i], most will no doubt come away disappointed. Certainly, there are a couple marginally fun minigames found in the collection, but as an overall package, [i]Wii Play[/i] simply fails to drum up the same level of excitement summoned by its pack-in cousin.

Undoubtedly the most attractive feature of [i]Wii Play[/i] is its pack-in Wii remote, and for the price of $50 this certainly is not a terrible deal, though with the stand alone controller demanding $40 and some change at retail, it’s perhaps easier to come to terms with the underwhelming nature of [i]Wii Play[/i] itself. Like [i]Wii Sports[/i], [i]Wii Play[/i] offers a modest collection of minigames, each aimed at demonstrating one or more capabilities of the Wii remote. However, while [i]Wii Sports[/i] at least attempted to mask these training exercises beneath a set of genuinely engaging games, [i]Wii Play[/i] instead feels like an interactive instructional video.

Sure, there are some entertaining diversions, such as the rather obvious throwback to [i]Duck Hunt[/i] or the [i]Combat[/i]-inspired tank game, but altogether the compilation of nine games feels, for lack of a better word, unnecessary. Truth be told, at the console’s debut, there was certainly a measure of uncertainty as to how to manage the Wii remote, but three months later, that time has passed, and most players have settled into a comfort zone with the Wii or possibly have moved on in deciding that Nintendo’s latest console effort simply is not for them. In either case, this tepid collection of minigames seems suited for a task that was accomplished in a much better fashion months ago with [i]Wii Sports[/i] – a game that every Wii owner already has.

Each of the collection’s offerings supports multiplayer, which as expected does add some manner of longevity to the title. However, while [i]Wii Sports[/i] engaged up to four players simultaneously for some manic, lamp smashing fun, the games in [i]Wii Play[/i] are much more subdued, and only support two players at once. Even the most fun offerings in [i]Wii Play[/i] won’t inspire play for more than ten minutes or so, while most will be put away after a single try. With four players and a bit more depth, this package would have been considerably more attractive.

Altogether, [i]Wii Play[/i] is best left alone, unless of course you find yourself needing another Wii remote and don’t mind the little extra cost for the pack-in game. Because really, that is what this is. It’s a controller with a pack-in, and not the other way around. And as a pack-in, [i]Wii Play[/i] is decidedly lackluster, especially when compared to [i]Wii Sports[/i]. Most will play it for a few minutes before putting the game away to be forgotten, and even non-gamers drawn to the Wii will likely ask to play [i]Wii Sports[/i] instead.

Texas Hold’em

February 19, 2007

Texas Hold A