March 2007

While today, the third day of the 2007 Game Developer’s Conference, was filled with presentations with epic speeches and personalities, perhaps few stood out as much as Mark Rein and Epic Game’s demonstration of the ever popular Unreal Engine III and its associated projects. While the team demonstrated Unreal Tournament III for the PlayStation 3 (“It hasn’t come very far since we last showed it because we were working on that little game for the Xbox 360”), one of the stand out quotes from the event came following the Q&A session when everyone was exchanging business cards and talking to Rein is a more casual sense.

When asked about the possibility of bringing Gears of War to the PC, Rein laughed, but then offered matter of factly that that bringing the third person shooter to the PC would not pose much of a problem for Epic. He even went so far as to say that it will “probably eventually happen,” adding “and I can guarantee that it will not require Vista.”

As one of the key points in Sony’s Phil Harrison’s keynote speech today at GDC 2007, the executive invited development upstart Media Molecule up on stage to demonstrate their new PlayStation 3 project, a seemingly innocuous title called LittleBigPlanet. However, benign as it may seem on the surface, the demonstration proved that the developers, whose previous claim to fame was the physics-driven Rag Doll Kung Fu, are primed to break the mold for what we expect from user created content.

In the most simple terms, LittleBigPlanet plays out like a natural evolution of other content driven titles such as Line Rider, only here up to four players collaborate to not only create the levels that populate the game, but also adventure through either their own levels, other those created by others and shared over the PlayStation Network.

The game begins with players learning about their character’s powers to interact physically with the environment. There are obstacles to explore, bits and pieces to collect and puzzles to solve – requiring a combination of brains and collaborative teamwork. As players begin to explore, their creative skills will grow and they will be ready to start creating and modifying their surroundings – the first step to sharing them with the whole community. The more they play, the more that can be shared.

The demonstration showed a pair of characters creating trees, flowers, and blocked through what appeared to a be a fairly intuitive menu system. Eventually, however, the demo moved onto a completed level, with four characters cooperating and using the game’s emphasis on physics to manipulate the environment in order to get to the end.

It’s unclear if there will be more to the game, or if this idea of creating and sharing levels is in fact the core impetus. Truthfully, it could be enough, as even from my seat some 40 feet from the screen, I could not help but be enticed. LittleBigPlanet is easy on the eyes, and given that it seems to afford players such unprecedented creativity makes me hearken to the endless hours spent in front of the Bard’s Tale Construction Set or other mod tools making my own games – if only for my own amusement. Only here, there is no level editor. The game is the level editor. You can even edit the level as you play, to what end is anyone’s guess.

A fully-featured sample version of LittleBigPlanet is expected on the PlayStation Network this fall, with a full version expected to be made available in early 2008 for retail.

Speaking during a presentation titled “Game 3.0: Developing and Creating for the 3rd Age of Videogames,” Sony’s Phil Harrison delivered one of GDC’s hotly anticipated keynotes this morning, and as expected it delivered more than a few punches. Unlike the company’s lukewarm presentation from the most recent E3 event, this keynote featured enough to get even the most jaded enthusiast at least a little excited about Sony’s plans for the PlayStation 3, particularly with regards to its online prospects care of what has been coined simply “Home.”

Touting the potential of what Harrison called Game 3.0, the executive spoke enthusiastically about Home, which will enable users to create their own avatar and explore a real-time virtual community, as if they are playing a PlayStation 3 game. The service, which bears more than a passing resemblance to The Sims 2 or virtual community Second Life, will become available globally beginning in fall 2007 as a free download from the PlayStation Store.

Just as each room and avatar will be able to be customized with free content, premium content will also be able to be purchased. Also, games will also come with game-specific content as well, so purchasing a game will allow players to introduce game related items to their virtual surroundings.

In a nutshell, Home essentially affords users the ability to meet and interact both via text and voice, in a wide open environment, or in a more private setting such as a user’s own customizable apartment. The service will allow players to stream audio to other players, as well as video content such as game and movie trailers.

Harrison offered the example of inviting your clan over to your virtual apartment to discuss tactics or just to hang out. In addition, Harrison also spoke about the ease of development of game-specific Home rooms, with developers being able to craft rooms dedicated to their games using a single unified SDK.

Finally, Harrison also demonstrated Home’s take on Microsoft’s Achievements system via the service’s “Hall of Fame.” Here players will be able to show off their various PlayStation 3 achievements in a customizable trophy room, as well as compare or browse other achievements earned by friends or other users. The service will also offer a look at trophies from games a user has not yet purchased. Home will go into a closed beta test this spring with a full launch targeted for later this year.

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Bullet Witch

March 7, 2007

What begins with the promise of a cool and inviting premise quickly turns sour in Bullet Witch, Atari’s latest action adventure from Cavia and AQ Interactive. Humanity being crushed beneath the heel of a growing pestilence makes for what should be a fantastic, albeit morbid, near future tale set in 2013. In practice, Bullet Witch’s gameplay is just as bleak as its setting, and the experience is quickly ground to a halt thanks to vapid environments, inane dialog, and plodding exploration. Truth be told, most players will be hard pressed to make it through the first level before moving on to something else, even if it’s just doing the laundry.

The game tells a tale of woe following the near global extinction of mankind, with humans numbering less than a billion and roving bands of decaying soldiers hunting down the remaining survivors. While a few humans band together to hold back the tide of monsters that have erupted to prey on the weak, none of their efforts match that of Alicia, a lone witch who walks softly and carries a big gun. Unfortunately, I had more fun writing this overly descriptive paragraph than I did playing the lion’s share of the game.

The problems with Bullet Witch are numerous, and evident almost immediately, notably due to the game’s vast yet largely vacant and all too linear environments. The game pushes you along through various areas, each sprinkled with human survivors who stumble about in a robotic manner and spout dialog that makes Oblivion sound like Shakespeare.

Even the so called geist soldiers, the most plentiful of Bullet Witch’s miscreants, feel the need to not only terrorize your ears with toilet humor, but also do so in a voice that seems sure to leave 80s cartoon icon Chris Latta spinning in his grave. The game’s developers may have been trying to evoke fear or even tension through Bullet Witch’s sound design, but the only thing that they managed to conjure was an overpowering need to turn down the volume.

Thankfully things are not all bad in Bullet Witch, as the game employs some fairly intuitive controls, particularly with regards to cycling through and activating Alicia’s abilities. The right and left bumpers are used to move through the game’s three different ability categories, with a translucent menu overlaid on top of the screen without forcing the action, such as it is, to be interrupted.

Each menu’s power corresponds to a different face button on the Xbox 360’s controller, so it quickly becomes second nature to click the right bumper and press X to activate Alicia’s Willpower ability, for instance, which sends nearby objects such as cars flying a short distance for some physics-enabled fun. Speaking of physics, the game does make decent use of this industry buzzword, but it’s overemphasized to the point of feeling forced, and before long it’s no longer cool and just another footnote in an already forgettable adventure.

Even Alicia’s catalog of attacks, while admittedly cool, lose their luster after a short while, with unique weapons such as the rose spear (which sees Alicia toss rose petals at the feet of her enemies, causing spears to shoot up from the ground and impale opponents for a fiery death) proving to be more cool than effective. Others include Alicia’s ability to summon a wall out of thin air to give her a brief reprieve from attacks, and even the rather Hitchcockian ability to conjure up a murder of ravens to attack foes. It’s certainly neat, but over the course of the ten or so hour adventure, these powers remain unused and forgotten for much of the time.

Perhaps the most unique facet of Bullet Witch is its ammo system, which uses the same mana pool as her other abilities to conjure rounds rather than have her gather up and use physical shells. Reloading slightly depletes her available mana, which slowly fills back up, but still forces you to manage Alicia’s different abilities carefully when things get hairy.

Of course, that rarely happens, with the game’s nonexistent AI being chiefly to blame. As said, the bulk of the game’s uber abilities are wasted on this game, as more times than not Alicia’s ridiculously oversized gun is more than adequate for the job. The only time when the game truly ramps up in difficulty is with the occasional one hit kills, though frustration is not a synonym for fun in this, or any case.

Other problems abound, such as the horrific dynamic shadows that look great when standing still, but quickly begin to look like splatters of black paint when in motion. However, this is just one of the many issues exhibited by what should have been a terrific game, but instead ends up being one of the worst for the Xbox 360. It’s not worth renting, and it’s certainly not worth a place in your video game library. Bullet Witch is best left forgotten.