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September 15, 2009

Activision games to no longer utilize consoles?

Following the success of the videogame market, there were (and still are) many who developed small electronic game devices that host a variety of simple games that one could walk into a store and buy for a cheap price. The games on these devices paled in comparison to those of consoles, but they obviously still saw some success at retail, otherwise they would have vanished from store shelves some time ago.

Why do I bring this up? Because if a recent statement made by Activision CEO Robert Kotick is true, then Activision games may follow the way in which those games are played: No console required to play.

The quote in question mentioned plans for a "untethered Guitar Hero," and said to expect many of their "products to be playable independent of a console."

In other words, you'll no longer require a console to play games, specifically ones by Activision. And instead, I suspect, will simply have to pug something (possibly the peripheral) into your television to play, much like how similar peripheral based devices have done.

And for that reason, I can see this being beneficial in some ways. The Guitar Hero franchise is quite popular, and this could get it into the hands of more people, which in turn, brings in more money for Activision. And as with any company, that's reason enough to bring this concept to fruition.

Though I have to wonder how the console makers would feel about this... As this would steal potential sales from them, and I can't imagine that they'd be pleased with that.

Still, the idea has some potential. Though I would suggest not taking this as truth just yet, as comments like these have been made in the past and never reach fruition. But I must admit, it sounds like a probable move from Activision. I mean, they've pretty much made it clear that they'll do anything to make as much money as possible, and since this could help them with that, I can easily see this happening. I mean, it's not like anyone's going to stop them, right?

September 9, 2009

Huh...

You know how the Dreamcast died just after the PlayStation 2 launched, and how there weren't anymore games being made for it? Well, it appears that's changed. As a new Dreamcast game titled, Rush Rush Rally Racing, was announced yesterday.

You can get the lowdown on the game here if you're interested. As for me, I'm gonna sit here, and try to come to terms with this strange development. I'll let you know how that goes.

September 5, 2009

Bit.Trip Core Review

Earlier this year, I was introduced to the rather unusual concept of Pong as a rhythm game in the form of Bit.Trip Beat, a downloadable title released via Nintendo's WiiWare service. With its pixelated retro-style visuals, and fun, challenging gameplay, I was hooked instantly. And just when the addiction began to wane, Bit.Trip Core came around and pulled me right back in. And thanks to many small improvements, like a new control style, Bit.Trip Core becomes a much better game than its predecessor – albeit with a couple returning shortcomings.

Core picks up where Beat left off, but, just like in Beat, the story is so convoluted and ambiguous that its impossible to tell what's going on, or the meaning behind it, for that matter. So I still don't know what it's about, just yet.

But then, none of you are playing these games strictly for the narrative, are ya (I know I'm not!)? You're playing 'em for the frantic challenging gameplay. Which, at its core (no pun intended), is the same as it was in Beat – minus the new control style, that is. As instead of moving a paddle up down to hit pixels known as "beats," you're a plus shaped object in the middle of the screen, which can fire beams of light in four different directions to hit beats. This works really well, and fixes the small accuracy issues that the previous control style had. It also makes the game harder in some ways, and easier in some ways.

That last bit is due to the fact that the new control style doesn't have a learning curve like the previous one did. All you have to do is press down a direction on the directional pad, and press the 2 button, and you'll fire the aforementioned beam. It doesn't get much simpler than that. And as for it makes the game harder, it's due to the fact that, since you're stuck in the center of the screen, the beats come at you from all sorts of directions which makes it hard to figure out which direction you need to shoot in, especially when the whole screen is flooded by beats (which doesn't happen too often, thankfully). But, as with Beat, a little trial and error, and you'll be making your way through the games three levels with ease.

Speaking of which, that reminds me of one of the returning shortcomings that I mentioned earlier: The number of levels. Now three levels isn't bad considering the length of 'em, and the $6 price, and for Beat I didn't mind that. But for Core, I was left wanting more at the end. Another level or two would have been a great addition. It's not a huge problem, but it was definitely disappointing. The other one is the continued lack of leaderboards. An odd exclusion, considering the score based nature of the game.

Visually, Core is pretty much identical to Beat, as it retains the stylish 8-bit visuals of its predecessor. So everything has a simple, pixelated look to it. And as you do well, the visuals get crazier, like when you enter "super mode" – which continuously gives you points, regardless of whether or not your hitting beats – a rainbow of colors floods the screen, giving it a very "trippy" look, one could say. And when you do bad, the visuals lose their color, and end up with black and white visuals, which looks similar to Pong. The main difference visually between Core and Beat, is that the backgrounds that scroll by during levels aren't anywhere near as distracting as they were in Beat, which is good since it allows you to have an easier time hitting beats, as well as see them. Audio wise, the game uses lots of beeps and boops, which fit the retro feel of the game. It also features some great chiptune music, which further helps convey the retro feel.

Shortcomings aside, Bit.Trip Core is a superb game. The gameplay is still a blast to play, the new control style is a huge improvement over the previous one, and is just all-around better game. And at $6 (or 600 Nintendo points), the game is a steal. Anyone seeking a good challenge, or just a fun simple game in general, would do well to check out Bit.Trip Core.

Disclosure of Material Connection: I have not received any compensation for writing this post. I have no material connection to the brands, products, or services that I have mentioned. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255: “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”

September 3, 2009

Bit.Trip Void announced!

I just came across this trailer for Bit.Trip Void -- the third installment in the Bit.Trip series -- on Bitmob, and it looks awesome. Really awesome.

The trailer shows a large black mass moving around absorbing beats of the same of the same hue, while avoiding white-hued beats. Upon absorbing beats, the mass grows larger, and as it grows it seems you'll have to shrink it in order to continue avoiding white beats.


Many have said its like Ikaruga, and they're right -- it is like Ikaruga, just simplified. Though I would extend that comparison to just about any game in that genre, as it it very similar to how those games play. Which, as a fan of that genre, is a welcome change.

The game game is set for release this fall, according to the developers website, and I couldn't be more excited. The Bit.Trip series has delivered some amazing games thus far, and Void looks like it'll continue to deliver. The game is going to be at PAX apparently, so some details should arise there.

September 2, 2009

Famitsu scan reveals Okami sequel for DS

Out of all the games I thought would get a sequel, Okami never once crossed my mind. Why? Well, for one thing, the game didn't do well at retail (neither version did particularly well, I believe), which is what typically determines whether or not a game will receive a sequel.

Capcom, however, doesn't seem to follow that method, though. As today it was revealed that they are working on a sequel for Okami.

The reveal came courtesy of a scan from Famitsu, a popular gaming magazine in Japan. It was posted on various news outlets, with a translation done by GameSpot. Here's what they got...

According to Famitsu, Okamiden will be an all-new adventure in the Okami universe, though it will be set in the same areas as the PS2 and Wii editions. Further, the game will follow a new, younger character several months after the events of the original. Gameplay will be similar to previous versions, and players will use the DS's stylus to draw the franchise's hallmark magical symbols.

...Perhaps it's just me, but I have a bad feeling about this. Why? Well, seeing as the visuals and music were important aspects of the game, the DS doesn't seem like the best system to release a game such as this onto. As it is significantly weaker than the PlayStation 2 and Wii (the systems the original game was released on) are. You move it to a weaker platform, and you'll lose the aforementioned elements that were so integral to the original game.

And seeing as the game takes place in the same locations as the original, these differences will become more apparent to those familiar with them (such as myself). And unless they can somehow delivers the same level of quality as the original, then the game will surely be a lesser game. Especially if the controls don't work particularly well either. As, in my experience, three-dimensional games don't work too well with a d-pad, especially when there's platforming involved, and there probably will.

Now granted, I could be wrong about all this, and you know what? I hope I am. I'd love to be proved wrong, as I'd love to see a new Okami that delivers the same level of quality as the original. And the Celestial Brush could work very well on the DS, as it would feel very similar to actually using a brush.

But at this point, I'm not sure it'll be good. As until I know that the aforesaid concerns are addressed, I can only worry about how it'll be.

Hopefully these fears can be put to rest once the forthcoming Tokyo Game Show rolls around later this month, as the game is going to be playable there apparently. Which, at the very least, should shed some more light on this game.