Turning up the difficulty

In my last column I talked about mindless games and whether such a concept actually makes sense. Today, we talk about something else that stems from this debate. Usually when I read a review of a “mindless” game that I myself have played, the first thing to come to me is not “they’re kind of right” or “they’re kind of wrong”. The question on my mind is “did they play it on hard?”

When I was a kid I didn’t play games on any sort of difficulty – few NES games actually had a difficulty setting; you played against whatever they threw at you. When difficulties did start popping up, it was always Easy mode for me. This was because I only got two, maybe three new games a year, so there was no concept of being stuck and putting it away. When I got my first job I simply wanted to get my hard earned money’s worth. I was a sucker for easy, and it never seemed like a problem. →  18 Wheeler American Pro Reader

Review – Godfather: Blackhand Edition

There seems to be a belief among some third party developers that in order to make a Wii game, it is essential to attach meaningless gestures to everything you do. The best example is Red Steel, which forces the player to drag and drop icons on the main menu or shake the remote several times to open a door (because the first time it didn’t respond properly). This leads to cranky reviewers dropping two, maybe even three points from their final score because they simply can’t be bothered with such annoyances.

Then you have a game like The Godfather: Blackhand Edition. None of its menus require Wii gestures. When you swing the remote to open a door, it actually works. Or you can just hit the A button and be done with it. A lot of folks have worried about the Wii receiving lackluster ports with tacked on Wii controls, but with The Godfather EA has found the sweet spot, providing us with an already good game and making it better with motion controls that are logical, responsive, and never unnecessary. →  Readius III and IV

Review – Rogue Galaxy

It’s not often you come across two games released in quick succession that sound as similar as Final Fantasy XII and Rogue Galaxy. FFXII has Sky Pirates; RG has Space Pirates. Both start off in a desert town. FFXII takes several plot points from Star Wars, RG takes several characters from Star Wars. The main characters even sound rather similar for a while.

But I digress. They are actually very different games, and although comparison would be fun, it wouldn’t do as an unbiased review.

In Rogue Galaxy, you follow the story of Jaster, a young native of the desert planet Rosa who wants to explore space. Through a few coincidences, he is mistaken for a famous mercenary and hired to work for a group of space pirates, led by the notorious Dorgengoa. Soon enough, you find out about an ancient treasure-filled planet and Dorgengoa assigns to you the task of finding the way there.

The “space pirate” part is where the story unfortunately breaks down somewhat. →  Max Post 2: The Fall of Max Post

Two Gamecubes duct taped together

Chris Hecker angered a lot of people by calling the Wii a piece of shit at this years Game Developer’s Conference. The thrust of his “argument” seems to be that games are art and Nintendo is focusing solely on making entertainment, not art, and therefore Nintendo is bad. It’s worth noting that on his website Chris says he is the Editor at large of Game Developer magazine, yet their website and the february issue I hold in my hands neglect to mention he holds any position there. But back to the issue at hand – some of the videolamer staff have been kind enough to tell us their thoughts on the situation.

Pat says:
This speech took place during a “rant” session, which seems to encourage hyperbolic, polarizing comments. So while my first reaction was “Who cares?” my second reaction was about his argument that the Wii does not have the processing power for complicated AI. I know nothing about hardware specs, but that does seem like a potential problem. →  Disaster Readport

Lost in Space: Looking for a worthy 4X Game

I love the 4X genre. It’s most likely a combination of the fact that I’m a huge geek and love space, and the fact I was beat up a lot in middle school and high school and didn’t kiss a whole lot of girls back then (see the first two reasons of my 4X love if you’re unclear on why that is). My love of the genre started on the old Mac II with Spaceward Ho, a game that lives on today in Palm Pilot versions (which are quite badass). Then came Pax Imperia I, followed by the graphically enjoyable but gameplay poor sequel. I tried other games along the way, such as Hegemonia, but nothing really stuck. Like every player of the genre (except for the ones who fail at life) Master Of Orion 2 was my lord and savior. And, since I’m a Jew, I can call it my messiah and it’s less blasphemous than if I were a Christian. →  And so it games…

Review – Office Purks

christian says:
About a month ago I played The Shivah. Although it was made in something simple like Adventure Game Studio, it had fantastic production values, a lot of craft to the graphical design, and some decent gameplay hampered by a lack of originality. Bottom line was that for the five five dollars I paid for it, I got a great little game that showed a lot of personality.

To me, this is what indie gaming is all about. Yes, I love to see innovations and new ideas floating around. But if an indie developer can get personal, to use their game to show us something special to them, then they’ve used their avenue of development to the fullest, because its something you just can’t do very easily within a big time studio.

Which brings us to Office Purks, an example at the other end of the spectrum. This is an nothing more than a Pac-Man clone with style and humor that’s been done to death since the film Office Space became a cult classic. →  50 Cent: Readproof

Review – Super Swing Golf

After playing my first round of Wii Sports golf I couldn’t wait for a developer to make a golf simulator for the system. I’m a huge fan of the Tiger Woods and Links series and an actual real-life golfer and the possibility of getting a solid golf sim on the Wii was quite exciting. Until then, I’ll have to make due with Super Swing Golf.

The primary thing that makes Super Swing Golf practically unplayable is the swing controls. If you’re going to put out a golf sim you’d better made sure your swing mechanics are rock solid. I don’t care that it’s a pseudo-rpg. I don’t care about the cutesy graphics and plot. I don’t care about fantasy courses. I want to swing my Wiimote like a real golf club and get real club-like results.

Sadly, this isn’t the game for that. In order to even get ready to hit the ball the player has to zoom out to view the course, select a club and spot to aim for, exit that view, return to the swing camera, use the Wiimote to hit a small “Swing” button on the left of the screen and then pretend to address the ball. →  All the lonely gamers, where do they all come from?

Review – Excite Truck

Excite Truck has a lot to live up to. First, it’s one of only three first-party titles to launch with the Wii, and you know that consumers were looking at Nintendo for a reason to give their crazy new gaming interface a chance. Second, with Monster 4×4 World Circuit and GT Pro failing to meet expectations, Excite Truck may be gamers’ only source for a good racing experience. Thankfully, Excite Truck is running on all cylinders, delivering an awesome, and somewhat complex, arcade racer.

Developed by Monster Games (which developed Infogrames’ NASCAR games), Excite Truck is an arcade racer that brings to the table a totally new way to drive your virtual vehicle, with help from the innovative Wii-mote.

Just how rugged is that rack?

Most of you are probably wondering about how the game handles, so I’ll get right to it. The game controls wonderfully. You orient the remote like an NES controller, where the 2 Button is the accelerator, 1 is for the brake, and any direction on the D-Pad is your turbo boost. →  Start your journey now, my Lord.

What we hope to see in 2007

With a new year comes new hope and a new opportunity to have our dreams crushed.

Stefan —
Saturn Games on the Virtual Console: I know, there are significant disk space problems – seeing as a single game could use up the entire internal memory of the Wii. But if a way can be found, I’m holding out hope for Shining Force III and a NiGHTS re-release with a _real_ 3D Controller.

Panzer Dragoon Saga with motion sensing controls Second coming of Christ

Sony opening the PS3 Graphics hardware to Linux users: This is another one that’s not likely to happen. And by not likely, I mean no way in hell. Allowing direct access to the graphics chipset would essentially let anyone circumvent the price of their dev kit – and would deprive them of licensing fees for game sales. But it might give me enough of a development platform that I’d buy the PS3.

AI used for Storytelling: AI has been advancing, but primarily in terms of combat tactics. →  Monster Reader 4

Best Game Ever – Master of Orion 2: The Battle at Antares

Master of Orion 2: The Battle at Antares was probably the defining game in the 4X genre (explore, expand, exploit, exterminate); it set the standard for a decade of games. Featuring a robust tech tree, intricate ship design, active ship combat, a big, goodie filled universe, and intense colony management, MOO2 had it all. Despite being well over a decade old, the game still has a level of depth that has been unmatched by its successors. Additionally, even though Microprose is long out of business (gobbled up by whomever), the game’s support has been taken over by fans (Lord Brazen, for those interested), who have kept the game playable on KALI and have steadily eradicated the last remaining bugs in the game. As exciting as it is to have a game so old with such a following, it also depresses me that the industry has yet to produce a worthy sequel.

I didn’t know my mother was in this game.

 →  READ3R