Ben Jacobs

Trace Memory

November 8, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/tracememory/cover.jpg[/floatleft]The adventure game genre is a personal favorite of mine. Some of the most creative games of the 1990s were adventure games. Lucasarts and Sierra ruled the PC world for years with their combination of comedy and clever puzzles. As the new millennium approached, adventure games fell out of favor. Recently, however, they are experiencing a revival, and the Nintendo DS seems like the perfect platform. It’s portable, supports beautiful 2D graphics, and has an interface that almost seems designed for the games. [i]Trace Memory[/i] is the first effort on the system as a pure adventure game, and it does the job quite nicely

The first thing I noticed when I booted the game up was the beautiful character graphics. They are well drawn, bright, and make use of the DS’s admirable color depth. The anime style brings a lot of personality to the characters. Most of the game takes place in pre-rendered backgrounds which the player can click around and explore. These, like the character graphics, are extremely attractive. The only shortcoming of the presentation is in the 3D walkaround areas. As you move from place to place, you are given free control of the main character, Ashley, with the D-pad. These sequences are seen from a top-down perspective, with simple character models and ugly textures. This is offset, however, by a really good soundtrack. There are a ton of ambient sounds that give the outdoor areas some life. Overall, these parts are passable but do not detract from the experience too much.

[floatright]http://www.snackbar-games.com/images/reviews/tracememory/ss03_thumb.jpg[/floatright]The interface is extremely clean and easy to use. It makes use of the DS’s touch screen in many ways, like selecting conversation items and navigating the pre-rendered backgrounds. Unfortunately, the game feels like it was not originally designed with the touch screen in mind. A few peculiar design decisions were made, like having to double-click on the touch screen to select things in the areas. There is an arrow on the screen all the time, and it seems unnecessary when using a touch screen. On the other hand, buttons for the touch screen interface are large and easy to navigate. The interface is good, but hopefully future adventure endeavors will go a step further.

The meat and potatoes of any adventure game is the story, and [i]Trace Memory[/i] serves up long dialogue sessions and interesting plot twists in spades. The story revolves around a teenage girl named Ashley who recently learns that her father is not dead like she thought. He invites her to meet him on a secluded island. Ashley soon meets a ghost named D, and through the next few hours of gameplay, you piece together his past, her father’s disappearance, and Ashley’s own past. The conversations can get kind of melodramatic, but not overly so. The main problem I have with the story is how slowly it moves. Some conversations have stupid sequences where Ashley will freak out every other line, and it bogs down the gameplay. Fortunately, the story is good enough in spite of this to make the experience enjoyable.

And an enjoyable experience is the important part, of course, but many players may be turned off by the short length of [i]Trace Memory[/i]. It can be completed in under seven hours by a decently intelligent human being. If you can get past this aspect, [i]Trace Memory[/i] is a good investment. It is an adventure game through and through, and anybody that grew up playing [i]Kings Quest[/i] and [i]Monkey Island[/i] should pick this up. It’s short, it’s sweet, and it hints at great things to come for the Nintendo DS’s adventure library.

[floatleft]http://www.snackbar-games.com/images/reviews/zatchbellmb/cover.jpg[/floatleft][i]Zatch Bell!: Mamodo Battles[/i] is not the worst anime-inspired game ever to hit consoles. The Super Nintendo is home to a slew of these. However, recently, the fighting-game genre has seen some high-profile titles based on anime that both perform well as a video game and offer a lot to fans of the anime. The [i]Budokai[/i] series comes to mind. Unfortunately, [i]Zatch Bell[/i] is simply not one of these games.

I am not a [i]Zatch Bell[/i] fan. I have never seen the anime, and frankly, after playing this game I am not sure I ever want to. I gather from the cutscenes that there are puppet thingies involved. Zatch would like to become king of these ‘Mamodo,’ and he needs a human counterpart to help out. There is even some sort of major battle going on to see who gains this Mamodo throne. This plot is thrown around in a story mode that lacks any sort of depth or charm. The cutscenes feel like they were ripped straight out of [i]Fire Emblem[/i] but subtract any interesting plot or genuine feeling. The story mode is extremely confusing. It has you wandering around menus and heading into areas with absolutely no indication of where you are supposed to go or why you are supposed to go there. You will spend a large amount of time selecting a place to go, reading a lame cutscene, and then trying another one until you find a place to fight. Extremely poor.

Speaking of fighting, this is a fighting game. [i]Street Fighter[/i] didn’t have a good story mode either, so why can’t [i]Zatch Bell[/i] still hold up? Unfortunately, the fighting in this game is not the bee’s knees. You control, basically, two characters: a Mamodo and his/her human helper. The puppet people beat the crap out of each other while your human person can cast spells to cause a lot of destruction. That is it. You can punch and you can zap things. There are very few moves to speak of, but [i]Super Smash Brothers[/i] this is not. You will spend half of your time in fights trying to get your character to face the right way, so you might not even notice the lack of a depth in the fighting system. Throw in some blocking and it is back to the old-school fighting days before crazy things like ‘balance’ and ‘combos.’

[floatright]http://www.snackbar-games.com/images/reviews/zatchbellmb/ss02_thumb.jpg[/floatright]So this game has to have something good going for it, right? It does. The game looks spectacular. The character models all look like the anime drawings. The attacks are well animated and interesting to look at. There is even a neat soundtrack you can jam to while you hit the attack button for the 1151st time. What the characters may lack in development (it is hard to tell from this game), they make up in personality. Knees shake, expressions are made. The game comes to life. It controls pretty well, too, except when you happen to move the wrong way and start attacking the air. They are responsive at the least.

I think anime fighting games are a great concept. Who doesn’t want to see their favorite characters beat the tar out of each other? If you are a fan of [i]Zatch Bell[/i], wait until this is in the bargain bin. Everyone else should steer clear for good. There are much better fighting games you could be playing.

Geist

September 30, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/geist/cover.jpg[/floatleft]It’s just a regular old day at Volks Lab. The sun is shining, the birds are chirping, and everybody’s just dandy. Oh yeah, there is also the business of a spirit running amok, inhabiting everything in sight and leaving destruction in its wake. It’s a good thing that spirit is you. Welcome to Nintendo/N-Space’s new first-person-something for the GameCube: [i]Geist[/i]. A tale of intrigue, conspiracy, death, and just a little bit of voyeurism.

Early previews of this game left many lost as to what exactly it was. Is it a first-person shooter? Is it an adventure game? What’s with the frame rate? These questions now have really good answers. Much like [i]Metroid Prime[/i], [i]Geist[/i] is played from the first-person perspective where you shoot thingsA

[author]Snowcone[/author][i]Editor’s Note[/i]: As games become more mainstream there will always be people asking how they can get into the industry. Most of the time these people are interested in creating games. Since that seems to be a constantly hot topic I would like to present you with an interview with a gentleman from Full Sail. Full Sail is the premier technical college that has an actual degree program in Game Design and Development. Hopefully this will steer many of you in the right direction and give you some insight to what it is like on the inside. I would also like to take this time to welcome Ben to the staff of Snackbar Games.

[i]- Starting off, please introduce yourself and describe your position at Full Sail.[/i]
My name is Liam E. Hislop, and I am the Senior Associate Course Director for Game Project. Game Project is the final class in the Game Design and Development Program, and the students are charged with making a game.

[i]- What is Full Sail?[/i]
Full Sail is a technical college focused on the entertainment industry. Full Sail has been in existence for over 25 years.

[i]- How many students are in your program?[/i]
There are roughly 600 active gaming students.

[i]- How long has the Game Design program at Full Sail been running?[/i]
The Game Design & Development Program has been running for around six years now.

[i]- How much convincing did it take to convince the higher-ups that video games are valid media? Or was it an initiative from the start?[/i]
Obviously, it wasn’t an initiative when Full Sail started 25 years ago. However, over the last 10 to 15 years, Full Sail has been focused on offering Digital Art programs, such as Computer Animation, and Game Development was and is an important part of the entertainment industry.

[i]- Your Web site touts much of your staff as people who have experience “in the industry.” What companies has your staff worked for and are there any popular games that they have been connected with?[/i]
Many of our staff have been involved in the industry and connected with games. We have staff members formerly from THQ and EA, to name a couple. We even have one of the co-creators of the original [i]Dungeons & Dragons[/i] game, Dave Arnesson.

[i]- There are many aspects to a video game, from the 2-D and 3-D art, to the graphics libraries, to compilers. What sort of tools do your students generally use?[/i]
Our students are focused mainly on the programming side of gaming. As such, they are usually programming in C++ using Visual Studio .NET as their interface. As for APIs, our students are exposed to a wide variety of C++ and 3-D APIs, such as OpenGL and DirectX.

[i]- How much of your program is dedicated to the Computer Science aspect of game design?[/i]
Percentage-wise, I would say around 85 to 90% is focused on the Computer Science aspectA

Yoshi Touch & Go

March 14, 2005

Many of the complaints leveled at the Nintendo DS are grounded in the notion that the handheld is too A