October 2008

They’re back at it!  Rock Band DLC for the week of 10/28/2008 has been announced and will be accommodating to the punk rockers out there in the Rock Band Universe.  Seven new tracks will be available come next week, three of which can be purchased bundled in a Siouxsie and the Banshees track-pack along with four more singles from other well known artists from the punk scene.

The three-track-pack will include “Hong Kong Garden,” “The Killing Jar,” and “Kiss Them for Me” from Siouxsie and the Banshees.  The track-pack will be available for $5.49 (440 Microsoft Points).  The other singles include Blink 182’s “Dammit,” The Psychedelic Furs’ “Pretty in Pink,” and two tracks from Silversun Pickups “Melatonin” and “Well Thought Out Twinkles.”  Each of these track as well as the ones from the three-track-pack will be available for download at $1.99 (160 Microsoft Points) each. READ MORE

Just got an email in my box from Stardock, publisher of Galactic Civilizations, Sins of a Solar Empire, the upcoming DemiGod, and the Gamer’s Bill of Rights (not a game), a document that is somewhat anti-DRM, a rare stance found among PC-only game companies (or any company in particular, for that matter).

They have released the 2008 customer report, a business document that’s a little dry but full of plenty of information. Much of the info is old, but interesting stuff that seems to be new is the customer survey, what they consider legitimate and illegitimate DRM concerns, and the problems and feedback they’ve received on their Steam-like distribution platform, Impulse.

It keeps crashing in my browser, so you may just wish to download it instead of just opening it. Not a customer but interested anyway? Read on.

Crystal Dynamics made Lara Croft relevant again with the excellent Tomb Raider: Legend and Anniversary. They show no signs of letting up with next month’s Tomb Raider: Underworld.

I will begin by admitting that I haven’t played any of the other Naruto games. I still know, however, that Naruto: Path of the Ninja 2 will be a disappointment, even for some younger Naruto fans.

I know this because the dialogue and plot are watered down, even for Naruto; this may not matter since fans of the show aren’t exactly picky in that regard. The opening scene depicts some bad guys unleashing spirits that, should they make contact with regular people, will take over their bodies and make them wish to fight until they die. It is caused by a catfish, and you must recover five awesome mirrors in order to reverse the process. Fighting ensues, drama does not. The characters of Naruto are only barely represented and sketched through their words and actions, though they are perfectly represented through voice; each time it is a character’s turn, he or she shouts something obnoxious (Choji shouts “Chubbies rule!” one third of the time, and after hearing that dozens of times it still makes me uncomfortable); each time a character attacks he or she shouts too (“Take that!”; “Uuuuughhhh!”; etc.), and annoying as that is, they really do sound like the characters from the show.

The single-player story is mind-numbingly easy. Defeated characters are revived with 1 hit point after a battle ends. Any time you hit a save point all characters have their HP and chakra (magic) restored. Items are everywhere. A level-up also instantly restores hit points and chakra. These happen frequently. Numerous characters can heal. Chakra is plentiful. Any fight that is not a boss fight can be beaten by pressing A until it’s over. You can do this for minutes. You also seem to have a 50% chance to run away. You can attempt again with each character. You literally don’t even have to fight in random encounters if you don’t want to!

The journey remains in this droll state until it dawns that you are not simply adding members to your party, you are collecting them. Path of the Ninja 2 has a multiplayer mode that takes itself quite seriously as it attempts to emulate many elements of Pokemon while supplying the characters and items through the single-player storyline.

There are a few redeeming graces for Naruto: Path of the Ninja 2. You collect dozens party members that stay permanently in your party. There are also “ninja cards” that grant jutsu (spells) or abilities that stay only as long as the card is equipped. You only use 4 party members at a time, though; the fun is in the many combinations you can achieve through equipment and choosing four out of over two dozen characters.  Of the 4 party members, 3 are on the field at any time; any party member can switch out for the fourth, with the switched character being able to act immediately. There is also a grid for the characters to move around on; moving doesn’t use up a move, but the amount of damage a character can deal and receive depends on position; even some of the moves vary depending on field position. So the combat is not as bad as the story, at least, and for two kids who buy a semi-annual game together in which they will have lots of time to level their characters to 99 in order to challenge each other later, this whole system has the possibility to justify itself.

All this customization bodes well for multiplayer action and for boss fights. The bosses in the story do at least require some ingenuity, strategy, and even creativity, and this is where the unique elements of combat become somewhat rewarding. Bosses can and will kill you if you take an incorrect mix of party members. The saving grace here is that in most cases there is no magical formula for a correct or incorrect set of party members or moves that are required for victory, a common problem with many Japanese RPGs.

Still, it must be emphasized that Naruto: Path of the Ninja 2 is for kids. It is simple in design and language even by some kids’ standards, emulates Pokemon, and is full of annoying sounds and simple graphics. It’s a smooth ride for the kids, but the older you are, Naruto fan or not, the less likely you are to enjoy Path of the Ninja 2. This is the 9-year-old annoying version of testosterone in 20-hour-form, a long version of the show that would be considered one of the better representatives of the Naruto universe if only it had some more challenge and some more authenticity in the story.

ESRB: E 10+: if the kids can watch Naruto, it’s fine. In fact, content is milder than the cartoon.
Pros: Unique combat system, endless customization, extensive multiplayer options
Cons: Annoying, repetitive, dreadfully easy, and a plot so generic that it could be transferred to a Halo, Mario, or any other RPG
Plays like: an updated very simple RPG from the days of the NES, SNES, or Game Boy + Pokemon combat system

Wall-E

October 23, 2008

It isn’t every day that a portable version of a game manages to outshine its console-bound bigger brothers, but that is exactly what the PSP edition of Wall-E has managed to do. Wall-E, like many proud droids before him, exists solely to serve the humans that commissioned him. As the game opens he finds himself completely alone as the other robots set to clean up Earth have stopped functioning for one reason or another. After a few levels wandering around solo Wall-E runs into EVE, a reconnaissance robot from the Axiom. Eve teaches Wall-E that there is more to life than just picking up garbage and turning it into perfectly formed cubes.

Wall-E’s gameplay is fairly simplistic, which is to be expected for a handheld title. Wall-E spends the first few levels wandering through the myriad hazards of Earth looking for items that allow passage through the many locked doors. Like in the console versions, Wall-E is able to compact human’s litter into perfectly formed cubes. Basic cubes can be used as projectiles to attack enemies or open containers, magnetic cubes are good for attracting or repelling metallic objects, and explosive cubes are good for – well – exploding at things. Wall-E can also curl up into his hull like a turtle and use himself as a battering ram to smash through conveniently placed breakable walls.

After meeting EVE, Wall-E finds himself on board the space cruiser Axiom. The change in scenery brings about a change in gameplay elements as well. On the ship Wall-E is able to enlist the help of the Axiom’s android crew, and each crew member has access to a special ability that will help Wall-E through the whatever obstacle is blocking his progress. The whole concept feels a bit like Clank’s ability to control little robots in the Ratchet & Clank series. Wall-E also features a few minigames that serve to break up the levels. The assortment of minigames includes a rendition of Frogger, a race, and a space shooter where Wall-E takes control of the Axiom’s weapons systems.

Movie tie-in games are typically sub-par and aimed squarely at children who enjoyed the source material. Wall-E doesn’t pretend to be something it’s not. It’s still a movie game, and it’s still aimed right at the kids that enjoyed the movie, but it’s a good movie tie-in aimed at children. Wall-E offers only a little challenge, but the people interested in this title aren’t looking for difficulty on par with Metal Slug. Wall-E achieves what it sets out to do; it leads fans of the movie through the adventure again at home.

ESRB: E for Mild Cartoon Violence – Wall-E is appropriate for fans of the film
Pros: fun minigames, more Wall-E for fans of the movie
Cons: on the easy side
Plays like: the vast majority of movie tie-in platform games