To Waggle or Not To Waggle?

That is actually the question. With the recent release of some concept shots for the PS Move inviting a glut of mixed internet people reactions from the logic failing PlayStation fundamentalists’ “this is all Nintendo’s fault” to the long suffering Wii forumite’s “how do you like them apples?”, motion controls seems to be the hot topic at the moment in the internet video game blogosphere. Which reminds me, we really need a catchier name to describe that paper thin veneer of people to whom proper discussions like this might make sense. Video Game Historians a la Art Historians sounds too formal and elitist although subjectively and endlessly explicating something we are passionate about instead of doing useful things for the greater benefit of mankind are common to both ‘occupations’. Hardcore gamer isn’t correct at all either. Anyway. Onto discussions of motion controlling.

In the valley we ain’t. Recently, at least one author I respect and one, deep, no-frills douche have tried to elucidate on motion controlling as the ‘Uncanny Valley’ of interaction. →  Reading more, assemble!

Armored Princess Review: Part III

When I initially conceived of the idea of writing episodic reviews I planned on concluding the series when I had also finished the game. Well I haven’t finished Armored Princess yet, but it’s also been almost two months since I posted part one of this review. I think the time has come to wrap this up. Actually it’s probably way past time. But better late than never I suppose.

Anyway, I spent part one and part two talking about different individual aspects of the game, so I’ll finish this by summarizing my feelings of the game as a whole.

THE REVIEW OF THE ARMORED PRINCESS
– Part III: The End is Another Beginning –

This is the kind of game that I enjoy playing for reasons completely unrelated to any of the gameplay or presentation that I’ve mentioned so far. I’m always the most satisfied with a game that completely takes advantage of the hardware it’s made for, and the King’s Bounty games fully utilize the PC. →  Readout 3: Takedown

Nuggets of Wisdom – Slime that Designer!

As a gamer, I’m often puzzled by decisions game designers make. This most often occurs with MMOs, where the eternal question of “poor decision or lack of resources?” seems to apply, but many console games come to mind, like the Gears of War magic chainsaw. Of course, as a gaming consumer, I am simply the target of disdain, condescension, and of course greed of the gaming industry. I sat pondering my frustration with the lack of two-way communication about design decisions in an era where second guessing the experts is the norm: we can go on WebMD and diagnose ourselves, yet I can’t get a straight answer out of a game designer. I’ve often wondered what it’d be like to sit down with a game designer and get the real scoop on why they did something in their game that makes absolutely no sense.

And then it hit me. The answer is, of course, a game show. The concept is simple: envision a game show, likely on Spike, where famous game designers are put on the stand. →  Knock knock. Who’s there? This article.

Review – Sands of Destruction

How is it that nobody can make a good JRPG for the DS? Some remakes have been all right, and a strategy RPG or two have been good. But every original RPG for the system seems somehow tainted by the platform. Black Sigil, Nostalgia, Beyond the Yellow Brick Road – hell, even a Suikoden spin-off was barely up to par on the system. Sands of Destruction is sadly no exception.

This isn’t to say it’s a bad game. Sands of Destruction’s problem isn’t that it’s actually bad – it’s just that it’s never good. It manages to be almost entirely middle-of-the-road throughout, with no particularly exciting moments and only a few terribly boring ones. Its plot has an interesting premise, but gets dragged down by bland characters and predictable twists. Combat has the potential to be interesting, but is so easily broken that it ceases to be fun after the 8-hour point. Finally, despite compositions by Yasunori Mitsuda, none of the music is really memorable. →  Article Hominid

Review – Torchlight

Torchlight should be branded with a warning. The game is pornographic, it’s number porn and clicking porn with a Tolkienesque fantasy fetish thrown into the mix. After loading the game there is a brief introduction to set the scene, and immediately the player begins clicking madly on everything moving.

With each click the characters moan, scream, and produce other sounds juicy with stimulation. Of course it’s not the meaning of the sound they make, it’s the fact that each of these noises is calculated to be so brief and repetitious, fading in and out instantly and producing a peak at just the right tone. It elicits pleasure in the player’s brain, and without thinking he or she understands that another such buzz is only a click away. When the clicking is finished, the number action begins. The screen fills itself with numbers. They sprawl across each other, mixing together, interacting to produce more numbers. They grow bigger and bigger, until they climax and the game returns to the clicking. →  Read me now, believe me later.

Valve Be Trippin’

I think of Valve as both the most interesting and depressing developer we have.  Interesting because they are a shining example of what can happen when you give time, money, and freedom to developers.  Depressing because they are an increasingly obvious outlier.  If armchair analysis of the industry were a fighting game, Valve would be the character banned from tournament play.   It just wouldn’t be fair.

That being said, we can still admire their most recent bout of antics.  Earlier this week, the company released a series of parody images that inserted Valve characters into classic Apple advertisements.  That might not sound entirely clever, but this is Valve we’re talking about.  They always have tricks up their sleeve.  Each of the fake ads was sent to just one news site, and the one that has actual text in it is an incredible homage to the rambling copy Apple used in the 80’s (90’s too?).   While we don’t know the details, there is little doubt that the company is preparing to announce Mac compatibility with Steam, or at the very least the Steam client with just Source Engine games.  →  Imagine all the gamers playing for today

Ragin’ Again

The God of War 3 demo is out.  Let’s discuss!

– Dear Sony – screw you.  I understand that you wanted to put a demo out right before the game is released.  Everyone does it (or at least they should do it).  But you’ve got a lot of guts to then go ahead and tell the world that yes, this is the same thing you showed at E3 2009.    I might be reading too much into this one, but I think this is quite a daring bit of marketing psychology.  Sony knows that “core” gamers would kill to be able to attend E3 and feel like they’re actually a part of the industry.  Putting this label on the demo is a great way to convince this audience that, through their benevolence, Sony is giving them an opportunity to be part of the Secret Fraternity of Real Games Journalists, if only for a few minutes.

But I think a lot of gamers are smarter than that.  →  Take your stinking paws off me, you damned dirty article.

SNK A-OK

If you’ve ever read any of my reviews of SNK games, you will know that I had an absurd fascination with the firm’s US branch.  For the most part, they were a complete and utter mystery.  The quality and frequency of their releases fluctuated constantly, and since they barely talked to the press, any and all rumors about their status were allowed to fly around.   I finally stopped trying to keep score  sometime last year, when suddenly every SNK game was being released by other publishers.  Ignition handled the localization of Metal Slug 7 and King of Fighters 12, and Atlus just released Metal Slug XX this week.  I figured that the US branch was finally done for, and that the folks in Japan were now just cutting deals themselves with interested publishers.

Turns out I was wrong.  SNK PLAYMORE USA CORPORATION still lives!  I just found out that their once dead website (filled with broken links) has been revamped. →  Garou: Mark of the Posts

Review – Vandal Hearts: Flame of Judgment

Watching a beloved series re-emerge after years of lying dormant is always disconcerting. On the one hand, it’s nice to see developers expand on a world already well-fleshed out and attempt to recapture something that was thought lost forever. On the other hand, it may be worse to have a crappy sequel than to have no sequel at all. Worst of all would be a sequel that’s good enough to look promising and manages to recreate many of the best elements of the series, but ends up being mediocre and only dulls the series in the fans’ eyes. The last, unfortunately, is the case with Vandal Hearts: Flame of Judgment, a western-developed entry in Konami’s strategy RPG series.

It’s not that the game doesn’t have good elements. On the contrary, it’s brimming with promise: there’s an impressively deep skill system that makes leveling transparent and continual; variety in the missions ultimately makes several scenarios better than many in the original Vandal Hearts games; bonus “treasure” maps allow for hidden stages, and skirmish maps let the grind-lovers do their thing. →  All this can be yours, if the read is right.

Resident Evil 4 Revisited

Recently, a brand spanking new copy of Resident Evil 4 for the Wii caught my eye. Reduced to clear and put in the shop window of a generic electronics shop in London’s laughable ‘electronics mile’, I couldn’t face the heart break over the thought of that particular copy of that gem of a game slowly yellowing and fading in the shop window, destined to be ignored by the people looking to buy new headphones or a replacement ipod nano charger.

So now I have two copies of Resident Evil 4. One for the PS2. One for the Wii. I should buy the Gamecube version to complete the shelf. Feeling slightly embarrassed in my hideous capitalist material ways with the realisation that there are people in this very world who struggle to have potable water or enough food to survive and here I am, Cunzy “two copies of Resident Evil 4” they call me now. I’d played the PS2 version to death but in order to ease my pig-dog conscience I decided to fire it up at least once and see how one of the best games of the last decade and in theory, therefore, of all time, translated to the Wii. →  Show me the reading!