May 2007

More people need to appreciate puzzle games. There’s something special about clearing a level using only your wits, and Eets captures that feeling perfectly for users of Microsoft’s popular Xbox Live Arcade.

Eets exists in a world of prankster whales, radioactive ginseng, and mood-altering chocolate chips and marshmallows. The game borrows a lot from Lemmings but is different enough to carve out its own niche instead of feeling like a knock-off. The concept behind Eets is a simple one: guide the titular Eets through each of the game’s 123 screen-sized levels and collect the puzzle piece at the end. The catch, however, is that it’s impossible to control Eets directly. Instead the player places items on the playing field that either affect Eets‘ mood or change his location. Prankster Whales, for example, have the ability to suck Eets into their mouths and launch him great distances while Chocolate Chip Clouds can make Eets angry by firing chips at him, or they can make him happy by allowing him to eat the chips instead of hitting him with them.

In addition to altering the environment and moving Eets, some items alter Eets‘ mood and his abilities along with it. When frightened, Eets will move slowly and turn around if he reaches a ledge. When happy he will hop from ledges, and when angry he will jump as far as possible from ledges (about twice as far as when happy).

Something that many puzzle games feature in great amounts is frustration. Things move too quickly or levels must often be restarted wholesale upon failure, but Eets is different. Items are placed at your leisure, and the action doesn’t start until you say so by pulling the right trigger. Even then, if things are moving too quickly, Eets‘ speed can be altered by pulling the left trigger; if things don’t go according to plan, then pull the right trigger again to return to the item placement interface with all your items placed exactly where you left them. The emphasis on trial and error is much more fun when there’s no punishment associated with forced re-placement of items.

Eets isn’t pushing the envelope graphically, but it is a joy to behold. Much like Alien Hominid HD, Eets‘ Flash-inspired graphics create a world that feels like it was pulled straight out of a comic book or Saturday morning cartoon. The cute presentation should be at odds with the game’s head-scratching difficulty, but it works.

Also of note is Eets‘ included minigame, Marsho Madness. While the main game is a puzzler, Marsho Madness is an action game for up to four players. Here Eets is trapped in the center of the screen while enemies constantly move towards him. To dispatch the enemies, the player must enter a button sequence above their head and pull the right trigger. For local multiplayer, Marsho Madness gives Heavy Weapon a run for its money; the only way it could be better would be if the game supported online multiplayer as well.

If you’re hurting for a good puzzler, then Eets is an easy purchase. Unfortunately, the difficulty of the later levels and the lack of action ensure that Eets is not for everybody. Fortunately, those that are still on the fence can check out the freely available demo.

Capcom announced today that the demo for the PC version of their blockbuster Xbox 360 title, Lost Planet: Extreme Condition, would be released worldwide on May 15th.

While the Xbox 360 version of the game has already sold over 1 Million copies, the title is headed to the PC with enhanced graphics and 16 player MP support. Lost Planet will run under Windows XP or Windows Vista and features support for DX9 and DX10. Gamers with DX10 video cards will be able to see the the advanced features of Shader model 4.0 and Geometry Shader in full effect. Carrying the Games for Windows branding ensures a better gaming experience with easy installation, reliability and safety features, and support for the Xbox 360 controller for Windows offering gamers a choice of gamepad or keyboard and mouse.

Lost Planet: Extreme Condition will be released in June with a price of $39.95.

Atlus has officially announced the North American release of Growlanser: Heritage of War for PS2. Heritage of War will feature over 70 hours of gameplay spanning 5 lengthy chapters with additional chapters to be unlocked.

Featuring hand-drawn animation and character portraits by Satoshi Urushihara, Heritage of War is the next release in the popular Growlanser franchise and features strategic party based combat. Heritage of War will be released late Summer 2007 in North America.

As if Crackdown, the game everyone expected to hate, wasn’t already a bundle of fun, the Xbox Live team just announced that in addition to the Halo 3 beta finally opening up next week, Crackdown is finally going to get its mysterious update with the additional achievements worth an overall 100 gamerpoints.

Of course, that’s what everyone thought. It turns out that Microsoft Game Studios, Real Time Worlds, and the Xbox Live team were hard at work at a truly massive overhaul that exists on three separate but intermingling levels: there’s the required update, the free downloadable content pack, and the additional “premium” downloadable content available for 800 marketplace points. Each of these three things promise to deliver a lot of very fun and interesting changes to the game in different, interweaving ways.

While you can find the entire list of updates at Major Nelson’s weblog, here’s a quick rundown. The required update will allow players to finally reset all the gangs, allowing players to replay the game from scratch, though it is unclear if you can choose to abandon your acquired skills or not. This was the most annoying aspect of the original game: once you beat a boss, that boss was gone from your main campaign, and you could only face him again in Time Trial mode. Additionally, orbs have a greater “sound” radius after you’ve collected a certain percentage of each type, making it much easier to grab those last few as you scour the city. Targeting is getting a “priority” update, meaning your player will target live enemies over corpses and the like. There are many more features as well, such as a new ground slam attack, various camera and visibility enhancements, some better driving physics and PvP targeting, and so on. And that’s just the patch.

The free downloadable content pack has less added features, but comparable impact to the overall game. For one, there is a new “keys to the city” mode, which is the one thing in this update that I find most intriguing. Microsoft lists this as the “ultimate cheat mode” but it really seems to be more of a massive debug mode. You can spawn a ramp truck or an agency vehicle anywhere, set character skills to anything desired, or activate the accelerated skill growth those that played the demo experienced. Super Agent Agility and Super Agent Strength will allow players to swim faster, run quicker, jump farther, and throw harder than the ridiculous speeds and distances already granted in the non-debug Super Agent Strength. Add in infinite ammo, and build a pile of explosive drums atop the Agency Tower for some fun with physics – just don’t stand too close when blowing them up. But that’s not all. Now you can also impound your favorite non-Agency vehicles and store them at the Agency by driving them back, a new feature that goes hand-in-hand with a new achievement. Also, co-op trophies have been added as well as a Psychotic difficulty Time Trial leaderboard.

As if all that weren’t enough, and it really is, there is the premium content pack to consider which adds three new Agency vehicles, a Buggy, a Racecar, and an Armored Vehicle, four new weapons, including a harpoon (and one of the new achievements requires you to harpoon five enemies to a single vehicle), and a cloaking device, as well as various competitive multiplayer sports, like new Max-Agility Races and a rocket-arena type game mode, though the arena is the entire city.

In addition, 350 new gamerpoints have been added, rather than the 100 originally promised, and these 350 are spread among the various content packs. New goals include the aforementioned, plus completing all the Time Trials in Psychotic difficulty and completing all the street races with every vehicle. That last bit sounds particularly daunting as there are about forty vehicles per this last update. If that wasn’t enough, though, players are able to try this new content out without actually purchasing it: that’s right, the premium downloadable content pack is temporarily inherited by non-owners via co-op if they connect to someone who purchased that pack. Of course, it can only be played while connected to this person and will not be usable in single player or with someone else until they purchase the pack themselves. This alleviates some of the downloadable map problems seen in various shooters that have had map packs released over the last year plus.

While too much of already existing content is broken (optional DLC that doesn’t work and a plethora of unachievable achievements spread across the Xbox Live Arcade and even some retail titles), this update does, at the very least, signify that the Xbox Live team and developers close to Microsoft are paying attention to what gamers want. It’s hard to see this as anything other than “fan service,” but, looking at that laundry list of amazing new updates, I really don’t care at this point and welcome being pampered to by Microsoft in this fashion.

Crackdown was already mindless fun, and this update won’t change that at all, but with all the new ways to experience the mindless carnage, and the ingenious new ability to essentially try the premium content before buying it by hooking up with a co-op partner who purchased it, this update is nothing short of promising to anyone who owns an Xbox 360, Crackdown owner or not.

Microsoft’s first cross platform LIVE enabled title, Shadowrun, has gone gold… twice. The title is slated for release on Xbox 360 as well as Windows Vista and should be available on May 29th. The team behind this ground-breaking concept, FASA Studio, is the same team that worked on MechAssault for the original Xbox.

Shadowrun allows up to 16 players to play together across Xbox Live and the Games for Windows Live network. The game will ship with 9 unique maps and 3 additional map variations that showcase the games’ dynamic environments.

Xbox gamers can pick up Shadownrun for $59.99 while their PC counterparts will only have to shell out $49.99 for the Windows Vista version of the game. If you haven’t heard anything about Shadowrun, you can check out our massive preview of Shadowrun or our post beta coverage.