March 2010

Preview: Blur

March 18, 2010

Snackbar’s Andrew Passafiume and Graham Russell spent time with the beta for Blur, the upcoming arcade racer from Bizarre Creations and Activision, so that they could bring you their impressions. Okay, they might have had some fun with it too.

Andrew Passafiume: Based on the previews I had seen before playing this beta, Blur seemed like a combination between Burnout and Mario Kart. It was taking a more “realistic” approach to the concept of Mario Kart or similar racers, but with the same arcade racing aesthetic as a Burnout or early Need for Speed title. What I did play in the beta, however, exceeded any expectations I had set for the game. READ MORE

The Game Developers Conference ran from March 9-14. As far as game conferences go, the GDC didn’t provide a lot of rumors for the mill, but what it did provide was very interesting.

Current scores:

Andrew Passafiume: 5 

Graham Russell: 5

Shawn Vermette: 40

PlayStation Move will sell more units this year than Project Natal

Sony used the Game Developers Conference to announce the name and launch window of their motion controller- the PlayStation Move will be released this fall. So as part of our GDC-centric edition of the Speculator, we’re bringing you our thoughts on whether the PlayStation Move will outsell Microsoft’s Project Natal.

Andrew: I really can’t see this happening. Microsoft has a larger install base and they seem to have a lot more going for them with Natal than Sony does with the Move. However, if the Move does launch first, I could see them taking the slight advantage, but I doubt it. 30%


Graham: Guys, I think you’re forgetting a major thing. You only need one Natal to play Natal titles. Move titles need one per player (and sometimes two), so the numbers will be inflated. Sure, it’ll top Natal like Wii Play topped game sales charts, but it’ll still do it.  70%


Shawn: I think that if Microsoft can be competitive on price then Project Natal will outsell the Move, simply due to the fact that they’ve got a much larger installed base. 35%


Project Natal to launch before PlayStation Move

After the Sony announcement of the PlayStation Move, Project Natal was very conspicuous in its absence from the GDC. We here at Snackbar Games feel it was because Microsoft might be planning to release Project Natal before the PlayStation Move and are biding their time for a big announcement- perhaps at E3.

Andrew: This is a tough one, but it seems like the Move is almost ready to launch, while we haven’t heard a thing about Natal since last year’s E3 (besides more rumors and speculations, of course). I really think this one can go either way, because Microsoft could have Natal all ready to launch right after E3 for all we know, but at this moment it seems more likely the Move will come first. 50%

Graham: Microsoft has been known to pull this kind of surprise, but…Natal is something the company is incredibly invested in. Will they launch in the same general time? Sure, but I think Microsoft will give itself a few extra weeks. They’re the favorite in a hardware launch battle for the first time in their gaming history. 75%

Shawn: This is, I think, something that would surprise many people. Since the original announcements of Project Natal and the Move at last year’s E3, it has been assumed that the Move would release first. My opinion? Microsoft surprises people again and gets Natal released before the Move. 70%


‘DS2’ will have GameCube-level graphics; otherwise be similar to DS

We’ve discussed when we felt the next DS would be released, but nothing else about it. During GDC, Joystiq bloggers went around talking to developers regarding a new DS system and the answers they got were somewhat surprising. Most said they were already at work on titles for the ‘DS2’, but more interestingly, they said it had two screens and a touch screen just like the DS does, but with unprecedented graphics for a handheld. Reportedly it is as powerful as the GameCube, and nearly capable of Wii-quality graphics due to the smaller, but high resolution screens. Does this sound like the type of system you’d be willing to replace your DS with?

Andrew: I can definitely see this happening, although I think true successor to the DS would need more than just being “another DS with better graphics.” I’m going to say I definitely see the first part happening more so than the second part of this rumor, but overall it could happen.  60% 


Graham: Nintendo’s handhelds have jumped in horsepower pretty consistently. The whole “third pillar” strategy didn’t work out, and the Big N knows backwards compatibility with DS games is important, so it’s a safe bet the two screens will return. They probably have something up their sleeve with it, but those two specs seem likely.  85%

Shawn: A DS with GameCube-level graphics? Sign me up for a preorder! The DS is my most played system, I love the games on it…and having the same system just with better graphics would be like a dream come true. More importantly, I hope Nintendo realizes that this is what most people want out of a new handheld. 75%

Deca Sports DS

March 17, 2010

Hudson’s Deca Sports series has been a solid (if unspectacular) supplement to the Wii Sports games on the Wii. They throw in more games, make the controls simple and focus on multiplayer. Unsurprisingly, they’ve now tried a DS installment. (Come on, Deca Sports DS? DSDS? How was that not going to happen?) There are still ten games, the controls are still simple, and single-card multiplayer means you can play with friends. Should you want to, though?

The ten events included are certainly…diverse. First, there’s arm wrestling. It’s a touch-screen quick-time event game that really doesn’t feel like you’re competing with anyone. Clay shooting uses a dual-screen setup with aiming on the bottom and the targets on top, which is just confusing, since there’s no information on the bottom screen and putting things there would have made more sense. Ping-pong is solid, though it’s unclear whether there are any factors other than timing going on. Sky diving could have been a Pilotwings-style game, but instead it’s about moving and rotating a guy into certain positions to create a formation with your team. Wall climbing feels a little like Track and Field, since most of it is alternating pressing two buttons to climb left and right. Rugby is incredibly simplified, and it seems like the only viable strategy is to hold up and press A a lot. Golf isn’t bad, but the minigame nature of the whole thing means there are better options on the system. Bobsled feels a lot like the Mario & Sonic version, where the main goal is to just not run into the sides. Cheerleading is a total ripoff of the Ouendan/Elite Beat Agents games, and ends up being more fun than you’d think, but the music isn’t quite on beat. The tenth event, Sepak Takraw, is probably the only digital implementation of this game. It’s part-tennis, part-soccer and all-obscure. 

It was nice of Hudson to allow single-card 6-player multiplayer. Playing the single-player mode is not captivating at all, though, so it’s fortunate it’s there. The added one-player “challenges” are a nice way to hone your skills for multiplayer competition. 

There’s a bit of customization here: you can create 6-player “teams” in addition to the stock ones, and the detail there is about as detailed as Nintendo’s Miis. Hudson emphasizes that you can adjust their skills, but there are only three options: small characters, which are faster, large characters, which are stronger, and medium characters, which are average. We played with all of them to try them out, and we couldn’t notice a difference. 

The problem with jamming ten sports into one game is that you get a tenth of the quality. There’s still some redeeming value here, and if you’re a Sepak Takraw fan it’s a must-have, but Deca Sports DS won’t stay in the system for long.

Super Monkey Ball is a fresh take on a budding genre, and the included party games are so engaging that it even outpaces the stellar single-player experi…

…Sorry. For a second there, I had a flashback to 2001. Let me try that again:

Super Monkey Ball is a series that started out promising, but has been run into the ground as the genre became increasingly crowded. The party games have gotten so schizophrenic that they don’t crack the top 20 on the Wii, and this Step and Roll‘s Balance Board support isn’t enough to save the fact that we’ve been getting the same single-player game for ten years.

The new Balance Board control is what you would expect, which means that it’s hard. The levels are the same, and they’re hard enough to navigate with standard controls. Anyone who has played Wii Fit‘s games with tilting panels and rolling balls should know how this works, except now it’s almost impossible. It’s frustrating to the point that including remote controls seems almost merciful. The standard control is fine, but it’s just not worth buying another game for. These levels aren’t particularly creative, and they feel generic enough that there’s nothing memorable. 

Minigames have evolved over the past decade, and Super Monkey Ball hasn’t taken any steps forward. On a system with Wario Ware, Wii Sports Resort and even Rayman Raving Rabbids, there’s just no reason to play these. It’s sad, since they were such a delight in the original.

Lots of content has been stripped out of this version. Not only are there half as many minigames, but gone is the jumping mechanic and the periodic boss fight. What content is here is stretched out in a painful way, with all-too-frequent rolling of the credits, and an obnoxious host monkey and no good way to skip him.

Super Monkey Ball was supposed to thrive on the Wii, a console seemingly designed for it, and even a Balance Board game sounded promising. Sega dropped the ball, and they dropped it into the bargain bin. Don’t worry about picking it up.

A popular subset of board games are those that are effectively role-playing games without the actual role-playing (not terribly unlike video game RPGs). They typically feature plastic miniatures, interlocking cardboard tiles, a booklet of scenarios, and lots of dice; one player is usually designated as the antagonist and controls the enemies and traps while the others represent the heroes and typically work together to defeat the scenario. 

Claustrophobia, designed by CROC and published by Asmodee, is one such dungeon crawl, although featuring play for only two players. It borrows the setting and theme from a previous game by the same designer (Hell Dorado), in which desperate humans on a devastated Earth have actually attempted to colonize parts of Hell. Needless to say the resident demons are less than thrilled about the existence of “New Jerusalem”.

One player is in charge of various human characters. The main human warrior (in most scenarios) is called The Redeemer, who has special abilities that vary from scenario to scenario; the remainder of the human player’s forces are comprised of condemned prisoners conscripted into service and come in two varieties: hulking Brutes and nimble Blades for Hire. The actual composition of the humans’ party varies in each scenario, but never exceeds five Warriors (two Brutes, two Blades, and the Redeemer). The humans also have a small number of advantages (special one-use cards dealt out randomly from a deck of fifteen) and occasionally some additional equipment like shields or even a blunderbuss.

On the other side are the Demons and their seemingly endless hordes of Troglodytes. Each scenario has a specific type of Demon, with its stats and abilities indicated on reference cards; the demon player can usually only summon their Demons twice per scenario and never have more than one in play at a time (mostly because only one Demon figure is included; they have access to up to eleven Troglodytes, however). Troglodytes pretty much define “cannon fodder”, but can gain various abilities temporarily via the “Board of Destiny,” which I’ll get to in a minute. The demon player can also draw Event cards that are largely analogous to the humans’ Advantages.

The turn sequence starts with the human player rolling action dice equal to the number of warriors they have in play. Each die is then assigned to one of the warriors, which will determine their movement, combat, and defense skills for that turn; the Redeemer’s gifts also trigger off specific values being assigned to him. Then in the humans’ action phase each warrior can move and explore the catacombs, drawing a random dungeon tile from the stack and having the demon player position it on the table; warriors can also engage in combat either before or after moving (but not interrupting a move; if you move first, you stop once you fight). Once all of the human warriors have performed their actions the game moves to the Threat Phase.

During the Threat Phase, the demon player rolls at least three “Dice of Destiny” and assigns them to his Board of Destiny. This board contains ten spaces with varying requirements (“two even dice”, “a total of seven”, etc.) and corresponding effects. After assigning dice, the demon player may summon warriors by spending Threat Points (usually accumulated via one of the Board’s options); Troglodytes cost one TP each, while Demons require five. There are restrictions, however: demons can only be summoned on tiles with at least one unexplored passageway, and only if no human warriors are present on that tile. A key part of the human player’s strategy will be managing exactly where the demon player can summon enemies; of course, there are abilities on the Board that can circumvent these limitations, so no position is truly “safe”. The demon player then gets an action phase just like the human player and then the process repeats until the scenario is over.

Movement is governed by two inherent rules. The “Tunnel Size Rule” that prevents any more than three warriors from each side from being present on a given tile; some tiles are exceptions and allow either only one or up to five from each side. The other governing rule is the “Blocking Rule”, which prevents a warrior from leaving a tile if he is outnumbered by opposing warriors. Some warriors have abilities that modify the Blocking Rule; Brutes have the Impressive talent which basically imposes the Blocking Rule on all opponents at all times, while Blades have the Elusive ability that allows them to ignore the Blocking Rule entirely. There are ways for the demon player to access these talents as well, and if those two abilities are ever in conflict they simply cancel each other out and the normal Blocking Rule is in effect.

Combat is quick and simple. The active warrior selects his target (all Troglodytes on a tile count as a single target) and then rolls a number of dice equal to his combat score. Every result that equals or exceeds the target’s current defense score (usually three) causes a wound. It only takes a single wound to slay a Troglodyte, but Demons usually take several hits before they go down. When a human warrior receives a wound, the human player chooses one of the lines of action to “turn off”; an action die assigned to that line in future turns results in the warrior being “exhausted” and unable to move, fight, or put up more than a token defense. The sixth wound dealt to a human warrior kills him.

A scenario can usually be completed in around 45 minutes to an hour. But despite only allowing two players to go at it for such a short time, Claustrophobia consumes a TON of table space. The dungeon tiles are enormous, approximately five inches square of extremely thick cardboard. Many scenarios require at least ten of these tiles laid out in a serpentine manner. Then there are the human player’s card stands, which are one of the neatest innovations offered by the game if a bit bulky. These stands hold reference cards for the human warriors and has indentations to accommodate the action die and damage markers. On the demons’ side of the clutter is the Board of Destiny, made of the same heavyweight cardboard as the dungeon tiles but about eight inches square, plus his accumulation of Threat Points. Then you need space for rolling dice, unused miniatures (mostly on the demon side), referring to the scenario in the rule book, and two small decks of cards. It all adds up rapidly, to the point where an eight-foot table that can normally accommodate three one-on-one games is dedicated to just this one game; anything smaller will probably require some compromises.

But greedy spacial requirements aren’t necessarily a reason to dismiss a game. Unfortunately, a high price tag often is. In addition to thirty-six thick dungeon tiles, cardboard reference cards that are placed in plastic stands, a dozen dice, plastic damage markers, and various cards and tokens, Claustrophobia also includes seventeen fully painted miniatures! That all combines for an MSRP  of around $65, which can be a lot to ask for a one-on-one game. It’s a solid game (both mechanically and literally) with some neat features, but there are better games available for much less (and to be fair, a few that cost more, like Agricola — although they usually support more than two players). If you can find this for less then retail it should become more appealing, as few games of this nature can boast such a short session time. Regardless of what you’re willing to pay for it, adding to the value of Claustrophobia is the fact that additional scenarios are available online from the creators, expanding the game beyond the six that are included in the box; also included is a bidding variant that allows advanced players to modify the existing scenarios to provide a further challenge.