Chris Massey

Frogger

August 10, 2006

The premise behind [i]Frogger[/i] is a classic one, not to mention a simple one. Avoid being turned into roadkill and hop across turtles, logs and crocodiles to get all of your frogs to safety. This simple concept turned [i]Frogger[/i] into one of the classic arcade titles of the 1980s, and now with the aid of Xbox Live Arcade, you can experience the thrills of playing chicken with semi-trucks on the comfort of an Xbox 360 near you. Although other Live Arcade titles offer a bit more substance, at 400 Microsoft Points, [i]Frogger[/i] is a decent e-purchase.

[i]Frogger[/i] is, again, a simple game. The goal is to hop across the nearby highway and avoid the hazards of the water in order to get your frogs home safe. After getting five frogs to safety, you proceed to the next level, which not only ups the difficulty but adds new hazards such as snakes, weird frog-eating otter things, as well as speeding motorists. You’ve officially beat the game when you reach level five, although you can continue playing to increase your score on the Xbox Live leaderboards. For the most part, there has been little to no change in [i]Frogger[/i]’s classic game play.

The biggest change is that Konami chose to update the look of the series for more modern tastes, like many other classic Live Arcade games before it, although they did include the option to change the look to the classic arcade version. I will admit that I’m not entirely familiar with the music from the original arcade version, but the Live version plays a combination of nursery rhymes, one of which I identified as Yankee Doodle. Needless to say, I much prefer the classic arcade version (available through the options menu) if not only for that fact that the incessant music is less present.

Aside from the single player option, [i]Frogger[/i] also supports two players on a single screen and online cooperative play over Xbox Live, which adds a little bit more life after exhausting the single player mode. There are also the standard online scoreboards, although for some reason they seemed a little less prevalent than in other games. Other Arcade titles have some pretty hefty achievement requirements (I’m talking to you Robotron 2084), but [i]Frogger[/i]’s are fairly basic and easy to obtain. In fact, I would argue that a good number of the achievements could be obtained within the first and second levels.

So in the end, [i]Frogger[/i] lives up to its classic arcade roots. Unfortunately, it doesn’t seem to pack as good a punch as other Arcade titles, even with the addition of cooperative play, possibly because the achievements aren’t that big of a challenge and once they’re done, you might lose interest in the game. Still, 400 points (5.99 USD) isn’t breaking the bank, and whether you played [i]Frogger[/i] during the golden days of the arcade, that remake that Hasbro did back in the 90s when they went retro crazy, or have just never played it, [i]Frogger[/i] for Xbox Live Arcade will provide some good classic fun.

After a couple months of delays, Groove Games’ [i]Warpath[/i] is finally gearing up for launch on July 18. Based off of the Unreal engine, and to some extent, the [i]Pariah[/i] engine ([i]Warpath[/i] started out in development as a sequel to Groove’s [i]Pariah[/i]), [i]Warpath[/i] comes packaged with an extensive single player campaign alongside solid multiplayer not unlike that of the Unreal series. Shipping on July 18, one of [i]Warpath[/i]’s greatest attributes is that it won’t be cleaning out our wallets with the Xbox version at a reasonable 29.99 USD while the PC version will be a very budget-friendly 19.99 USD. I sat in on a conference call with the guys at Groove to get some idea of what changes have been made in the past few months as well as what we can expect from [i]Warpath[/i].

According to [i]Warpath[/i]’s website, the single player campaign of the game will revolve around three alien species, the Ohm, the Kovos, and the Coalition all competing for dominance of the planet Kaladi, described as the ultimate utopia. There was not a whole lot said about the story behind the single player in the call, although we can expect a mesh of strategy and action oriented game play. While single player was touched upon, the developers seemed very focused on stressing that [i]Warpath[/i] is very much a multiplayer oriented game. While the game began its development as a sequel to [i]Pariah[/i], the developers eventually began focusing on making [i]Warpath[/i] a game for online multiplay.

The online multiplayer qualities of [i]Warpath[/i] were continuously stated in the conference call with Groove. It’s already been stated that the game works off the [i]Unreal[/i] engine, so we can expect a lot of frenzied online play akin to that of the [i]Unreal Tournament[/i] series. [i]Warpath[/i] will contain the basic multiplayer game modes including Deathmatch, Team Deathmatch, and Capture the Flag, but the developers also singled out the Frontline Assault mode in which teams of players will fight to push the assault point back. [i]Warpath[/i] will be able to support up to 32 players on the PC version, although considerably less with the Xbox version due to Live constraints. The PC version will also include tools for players to create maps and will come packaged with the Unreal Editor.

When describing the features [i]Warpath[/i] would offer players, it was mentioned that in addition to having a mix of action with strategy, players would also be able to upgrade their weapons with power and functional upgrades. [i]Warpath[/i]’s websites lists eight weapons available, including the Wolverine, Tyrant, Judge, Vanguard, Vibro Blade, and EMAD, although details over the differences between the eight weapons weren’t available. [i]Warpath[/i] is also slated to have a vertical feel to the level design, adding to the multiplayer experience. And of course, vehicles will be present, as well as the ever-popular rag doll physics (death is always more enjoyable when your body flings into a nearby cement pillar).

[i]Warpath[/i] has seen a long push back in its release date, which was originally scheduled for a March 2006 release date. When asked about why the game was pushed to July, the developers stated that they did not want [i]Warpath[/i]’s release getting lost in the furor of E3, while there also was a switch in the distribution company which added to the delay. In the time since the preview build was released, changes have mainly been focused towards the visual department, although the developers admitted that a few elements of the game had to be axed because of memory constraints. While vehicles still remain in the game, things like hovercrafts took too big of a toll on the game’s memory and unfortunately had to be taken out. On the subject of why split-screen multiplayer was left out of the game, the developers cited that they left it out to focus on the game’s performance, also noting that split-screen is generally not seen on the PC, which transferred into the Xbox version.

Groove also showed some enthusiasm towards developing games for the next-generation of consoles. However, they still believe that there is a strong and solid market out there with the original Xbox, and whether [i]Warpath[/i] is one of the final games for the Xbox or if the console continues to live on despite pressure from the Xbox 360, they seemed pretty happy developing for either next-gen hardware or catering to those who remain with the last generation. [i]Warpath[/i]’s developers also seemed to indicate that, based on the success of [i]Warpath[/i], we could very well see an expansion for the game in the future, or even perhaps some downloadable content from Xbox Live.

So there you have it. Budget gamers, mark your calendars for [i]Warpath[/i] to hit retailers in mid-July. Also look for a full review of [i]Warpath[/i] sometime in the future. In the time being, head over to [i]Warpath[/i]’s website at http://www.playwarpath.com/ and give the PC demo a go (note that the PC demo is based on the March release).

While I never managed to play [i]Project Gotham Racing[/i] on the original Xbox, [i]Project Gotham Racing 2[/i] quickly became once of my favorite racing games on the system with its stylish racing and great online integration. [i]Project Gotham Racing 3[/i] continues the series’ excellence, and is the definition of next-gen racing for the Xbox 360. [i]PGR3[/i] manages to improve upon the formula provided by its predecessors while coming packaged with some of the most amazing graphics ever seen in video gaming. There have been several racing games brought to the Xbox 360 since launch, but with its style and polish, [i]Project Gotham Racing 3[/i] is set to be the premier racing title for the Xbox 360.

In terms of change, there isn’t a whole lot that separates [i]PGR3[/i] from the previous titles in the series. Fans from the first two games already know the premise. While the Playstation’s flagship racing series Gran Turismo is known for having a simulated approach to racing, Microsoft’s flagship racing game takes on a more arcade-like feel with the Kudos system. While the basic idea of the series is still street racing in sleek supercars, [i]PGR3[/i] encourages the racer to perform flashy drifts, slides and jumps to earn points, connecting stunts together to multiply the score further. While earning Kudos isn’t required per se, it can be hard to progress further into the game without taking some risks on the track.

Speaking of tracks, there are several different game modes available in the game, taking place over five different cities. That’s right, there are only five cities to be had in [i]PGR3[/i], which is, admittedly, a scarce number. However, each track is split into several sections, so while you will be racing the same city multiple times, you’ll be doing so in different sections, which makes up for the small amount of cities available. At the same time, the cities and tracks included in the game are all based off of real life locales, including parts of New York, London, Tokyo, Las Vegas, and the famous NA

[i]Dead or Alive 3[/i] was one of the Xbox’s defining launch titles back in 2001, and Tecmo went all out on presentation for it to show just how much power the Xbox was capable of. While it just missed the launch, the series is back for the Xbox 360 with [i]Dead or Alive 4[/i] to show gamers that Team Ninja knows how to use the power of Microsoft’s consoles. A technically beautiful game and qualified fighter, [i]DOA4[/i] brings a worthy update to the series and utilizes the capabilities of the Xbox 360 to their fullest. With flawless graphics, great usage of Xbox Live service, and an improved fighting engine, [i]Dead or Alive 4[/i] may be the most ambitious title in the series to date.

[i]DOA4[/i] follows the individual stories of several different fighters, all embroiled into the Dead or Alive tournament (honestly, the way each fighter stumbles onto one another and enter random fights, it doesn’t seem like much of a tournament). In my past experiences with the series, the presentation of the story has seemed pretty minimal, but [i]DOA4[/i] tries to expand the main storyline into the cut scenes more than its predecessors have. While each character has their own story to go through, the game obviously has a central storyline in the conflict with DOATEC and a number of fighters, including Ryu Hayabusa, Kasumi, Hayate, and some other select characters. Looking back on DOA3, I enjoyed the single player story of [i]DOA4[/i] much more with the expanded storyline, and liked the fact that the storylines of each individual characters intertwine with each other.

Much of the fighting engine has remained the same, with one key exception. Countering has been made much more challenging in [i]DOA4[/i]. Actually, when I said much of the fighting system hasn’t changed, I lied. With the improved countering system, the other areas of the fighting engine, while remaining the same in execution, must be utilized differently now. This changes much of the game from the fighting system seen in Dead or Alive: Ultimate, so even masters of the series may be in for a surprise. Meanwhile, casual fans of fighting games will probably have a bit of a hard time conforming to such an advanced and, admittedly, complex fighting engine, making [i]DOA4[/i] a challenge for all.

All of the characters from past Dead or Alive games make their reappearance in [i]DOA4[/i], even those who were left out of the recent DOA:Ultimate like Brad Wong and Christie. Some new additions make their way onto the roster, including Kokoro, a Japanese Geisha in-training, Eliot, a Xing Yi Quan master, and La Mariposa, who fans of [i]Dead or Alive: Xtreme Beach Volleyball[/i] will recognize as Lisa. And yes, the Spartan character is in there as well. Each character brings something different to the table, with some being geared towards beginning players while others being reserved for the experts. Almost any fighting style you can think of is used in the game, from Hitomi’s karate to Ryu Hayabusa’s ninjutsu, and maybe a few you’ve never heard of.

There are plenty of game modes to choose from, but most of them are staples of the series seen in past games, including survival, timed mode, and tag battles. Probably the best game mode addition, though, is DOA Online. While online play isn’t exactly new to the series, as [i]DOA: Ultimate[/i] showed us, it is certainly a welcome addition to [i]DOA4[/i] and makes the game that much more enjoyable. [i]DOA4[/i]’s online mode has been updated a bit, mainly to be more friendly to Xbox Live users by giving them avatar customization and allowing for the spectating of online matches. There have been some other upgrades to make finding matches and the like more easy, but the main fighting aspects of online play remain the same. Among the Xbox 360’s current library, [i]DOA4[/i] ranks high as one of the best Live enabled games on the system as of now.

You’ve no doubt caught on that [i]DOA4[/i] is one of the Xbox 360’s most graphically impressive titles. The surroundings on each level just look breath-taking, and it helps that almost all of the environments have interactive elements to them, whether it be crashing out of a window or being run down by passing traffic (drivers don’t stop for ninjas). While the lighting, textures and frame rate all meld beautifully with one another, one of the only complaints is that the characters themselves haven’t seen a lot of improvement, mainly due to the fact that all the females still have porcelain skin while all the males are still decked out in muscle. Even so, it’s the little things that sometimes impress, and when characters grapple each other, their hands actually grab onto the enemy rather than clipping into their body. Also, those veins that show up on Jann Lee’s forehead and arms show up like daylight.

There isn’t much to question about [i]Dead or Alive 4[/i]. It is, without a doubt, a perfect blend of everything the series has introduced over the past few years with enough new elements to reel both novice and expert players into the ring. It’s hard to call [i]DOA4[/i] the life work of Team Ninja, with the excellent Ninja Gaiden getting in the way, but it certainly isn’t far behind. Fans of fighters owe it to themselves to play [i]Dead or Alive 4[/i] on the 360, and while the difficulty may turn off some fans outside of the genre, the game is very much one of the best things to be had on the Xbox 360 right now.

Amped 3

June 28, 2006

While I’m an avid fan of the [i]Tony Hawk[/i] franchise, it’s no secret that the series has slowly gone downhill year after year. After hearing of the disappointing presentation of [i]Tony Hawk’s American Wasteland[/i] for the Xbox 360, I turned to [i]Amped 3[/i]’s snowboarding for my next-gen extreme sport fix. While it is pretty clear that [i]Amped 3[/i] draws its inspiration from a number of different titles in the genre, notably the [i]Tony Hawk[/i] and [i]SSX[/i] series, it also creates an atmosphere unique to itself and a manic style that almost nothing else can match. Although it is ultimately a fairly short ride, [i]Amped 3[/i] is a blast to play and keeps you guessing all the way through.

The story behind [i]Amped 3[/i] may seem simple and clichA