November 2008

Midnight Club: LA Remix

November 11, 2008

The PSP is something of a dumping ground for watered-down console ports. Despite the “Remix” in the title, Rockstar’s newest portable edition of Midnight Club is a full-fledged title that doesn’t feel like a trimmed down version of its console brothers. The game feels fast, the locales are detailed and offer varied events on a myriad of courses.

Midnight Club: LA Remix is a checkpoint racer, and that makes sense considering the open-world nature of racing through southern California instead of turning left repeatedly on a NASCAR track. Rockstar does their best to keep things interesting though by varying how the checkpoints are handled. Some events feature a collection of points that can be hit in any order, others play leapfrog with only two points – where you are and where you’re going next, and some events are inspired by the grand prix in that they are three races in one.

One place LA Remix hurts in is load times, which are certain to be a PSP limitation rather than a software one. Controls are tight: steering with the analog nub feels much better than I expected, and the emergency brake is responsive. It needs to be, because you’ll be making last minute turns a lot. Most events take place at night which can make it harder to see your next checkpoint. This makes races more exciting since you’ll constantly have a “don’t want to miss my turn” mentality, but I can’t help but think that it isn’t intentional.

Presentation is top-notch, and Rockstar hits you with it from the starting line. The opening cinematic is breathtaking, the driving and tricks – nitrous bursts, going up on two wheels, etc. – feel organic and rewarding, and the sheer amount of vehicles and deep customization are amazing. Gear heads will have a lot to do here.

Midnight Club: LA Remix is difficult, sometimes a bit too difficult. After the first half-dozen or so races you’ll find yourself needing to repeat most events a number of times. Combine this with the typical “cruise around, find event, take part in event, rinse, repeat” nature of an open-world racer and you’ll find yourself frustrated. Like any good racer, however, LA Remix really gets its longevity from its multiplayer component. Numerous modes like capture the flag and paint (analogous to king of the hill) make sure that racing against real people never gets old, and the breadth of environmental options (day/night, weather, random traffic, etc.) available ensure that no two events need to be exactly the same.

Midnight Club: LA Remix is what a portable racer should be. It’s gorgeous, it’s fast, it offers deep customization, the multiplayer is fun, and the single-player is varied enough that playing alone on a car trip is a great option as well.

Pros: deep customization, fun multiplayer modes

Cons: too many races take place at night

Plays like: Midnight Club: Los Angeles, Burnout Paradise

ESRB: T for Mild Suggestive Themes, Mild Violence, Strong Lyrics – if they won’t be turned away by the difficulty LA Remix is appropriate.

Previously available only to those who pre-ordered Valve’s zombie infestation action FPS, now anyone can download the demo of Left 4 Dead. Containing single-player and multiplayer gameplay, the demo is available for PC and Xbox 360 and will run only until the full game is released on Nov. 18.

PC users can download the demo through Steam. System requirements are listed after the break. Xbox 360 users can find the demo on Xbox Live.

Valve also released a patch for the demo made available last week to those who had pre-ordered the game. As well as providing some bug fixes and improving online matchmaking, the patch removes an exploit some players had been using to play as the zombies, a key feature of the game that’s not included in the demo.

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The quantity of Bond games over the years is staggering and I approach each one with a little bit of hesitation because the quality varies so much. Quantum of Solace is different though. Kind of like rekindling an old flame, it’s made me realize again how much I enjoy taking on the role of 007 himself.

There is still that mix of stealth and blazing guns, but it’s at a ratio that I can handle. The engine is solid and the AI is stellar. Everything about this game screams blockbuster. Unfortunately for it, most gamers will probably be picking up Gears of War 2 instead.

If you’ve got the funds, you should definitely at least give it a look as my time with it so far is delivering a very rich and entertaining experience that isn’t to be missed.

Epic is Insane

November 11, 2008

Mike Capps hates the secondary video game market. He also hates video game rentals. Unless you bought his game new at retail you don’t really deserve to fight the final boss without throwing down $20 for the DLC. Unlock key DLC is bad enough (Namco, I’m looking squarely at you and my copy of Beautiful Katamari), but $20 unlock key DLC is ridiculous.

Granted, two times as many people played Gears of War than bought it at retail (I know I got mine second hand), but this potential solution is more likely to just keep people from playing (and potentially buying real DLC) at all instead of convincing them to pick up your game from Target or Best Buy. People buy used because not every game out there is worth $60, not because they’re looking to screw over your development house.

Please don’t do this Mike. If nothing else it will guarantee that I never buy another game developed by your studio.

Have you ever wondered what goes on behind the closed doors of a game developer? In an effort to get some answers and a little more clarity into this competitive industry, we interviewed Colin Lynch Smith, VP of NYC-based game developer Freeverse.

Snackbar Games: Can you tell us about how Freeverse started?
Colin Lynch Smith: My brother Ian graduated from Vassar with a degree in Cognitive Science, and spent the year after graduation sharing a house in East L.A. with a bunch of other recent grads who were writing screenplays and trying to break into the movie business. Ian didn’t really share their career goals, so he did a bit of temp work and started coding a Hearts card game on his old Apple Powerbook. It was revolutionary for its time, making use of a faux-3D perspective, talking characters, voice recognition and other cool stuff. He released it as shareware on AOL and started getting checks for $15 in the mail. He immediately became the wealthiest of his Dorito-eating slacker friends in the house…not a huge accomplishment, but it was better than temping, and Freeverse was born.

SB: Something most people may not realize is that you publish your own games as well as developing them. Can you tell us a little about how that process works and why you do it yourselves?
CLS: Need and rejection are the mothers of invention. As a Mac-focused developer, there was a very limited pool of publishing options, and after they all turned us down, we had to create our ownopportunities. So that meant building our own online store…and eventually learning how to design and print boxes and forging the relationships with distributors to get our titles onto shelves. We got very lucky on the retail side. When Bungie wasacquiredby Microsoft, they didn’t need a channel sales manager anymore. So he eventually became our channel sales manager and helped us navigate the verytreacherousshoals of shelf-space.

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