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May 29, 2010

Get this: Someone's making an inflatable kart for Mario Kart

Finally! Now my Mario Kart experience can be complete.
Because the Wii hasn't seen enough weird, ridiculous accessories already, CTA Digital has decided to make an inflatable kart to play racing games in.

How? By allowing players to insert a Wii remote into the steering wheel, which you can turn to steer your in-game vehicle. It also enhances you're Mario Kart playing skills -- FACT. The catch? It cost $40. A bit steep for something so cheap looking if you ask me.

But them, the item is being used to publicize the Kids Are Heroes organization, whom, according to Joystiq, encourages involvement with the community among children. I guess that's a good cause to support.

Still, I can't help but feel they're overcharging for something that's, quite frankly, kinda pointless. I understand it's for a good cause and all, but couldn't you guys lower the price a bit? Like, by ten or twenty dollars? I'm sure plenty more people (not counting the droves of kids who will no doubt be drawn to it) would buy it then.

Play Mario Kart Wii in your very own inflatable kart [Joystiq]

Product Page

May 28, 2010

So Mario Galaxy 2...

It's good. Real good. Like, "ohmigodthisisthebestgamever" good. Seriously, this game is platforming bliss. You should probably check it out if you haven't done so already.

Kung-Fu Live: A.K.A Natal for PS3

Or just another Eyetoy-style game. You decide.

With an idea as "novel" as Natal on the way, I guess I shouldn't be surprised to see it being copied by others. I mean, most of Nintendo's ideas -- the analog stick, rumble functionality, motion control, etc. -- have all been used adopted by their competitors, so why not Natal, too, right?

That said, never in a million years would I have guessed that such a thing would come to the PlayStation 3 of all things.

The name of the game is Kung-Fu Live. It's a kung-fu game (*gasp!*) that uses the PlayStation Eye camera to track your movements and such, and put you -- yes, you -- into the game. Sound familiar? That's because it's essentially a more fleshed-out, better looking mix of those boxing and kung-fu games from Eyetoy Play.

Don't believe me? Then take a look at these comparison shots:

Kung-Fu Live (screenshot courtesy of flickr)

Eyetoy Play Boxing (screenshot courtesy of GameSpot)
Eyetoy Play Kung-Fu (screenshot courtesy of GameSpot)



Okay, weak comparison. But it kinda works if you think about it some. Honest!

The game is apparently coming out on the PlayStation Network later this year. Wonder if this -- and that Move Party game -- will inspire developers into making more Eyetoy-like games. That thing was pretty cool, you gotta admit, so it'd be cool to see them explore its limits some.

Kung-Fu Live for PS3: You Are the Controller [PlayStation Blog]

May 21, 2010

In honor of its 30th anniversary: a review of Pac-Man

I'm calling it -- this is the best version of Pac-Man ever.
If you happened to check Google today, you no doubt noticed the slick, interactive Pac-Man logo they've got going on in honor of the game's 30th anniversary. Check it out if it's still up by the time you read this. Might as well celebrate this joyous occasion by playing some Pac-Man, right?

But since that wasn't enough for me, I decided to go a step further. Specifically, I decided to write a review for the game. It's probably one of the fastest reviews I've ever written, so apologies in advance for any errors or lack of polish.

That said, I sincerely hope you enjoy it.

-----------------------------------------------------------------------------------

Note: This review was conducted through the use of the version of the game contained on the PlayStation 2 game, Namco Museum.

Fear and tension are themes that developers constantly try to implement into their games. Often this involves a mix of psychological terror and the use of monsters like zombies, ghosts, and other repulsive, often cliché beasts. The reason? Because those are the most common methods of instilling such feelings.

However, there is one game that can easily instill tension in players without use of such things. And that game is Pac-Man -- the arcade classic that's seen release hundreds of platforms.

Now, I know what you're thinking. You're saying, "Pac-Man? You're crazy. What about Pac-Man could possibly be so intense?" Well, when you think about it, quite a lot, actually.

First, there's the maze and it's tight, winding paths. Second, there's the devious ghosts who wander those halls. And third, there's Pac-Man's varying movement speed. Each of these elements contribute to the tension that stems from playing Pac-Man. How? Easy: by basing them around a simple premise that's based around a clever risk-versus reward system.

The premise of the game of the game is simple: collect pellets spread throughout a simple maze while avoiding ghosts to earn points. Sounds easy, right? And it is. Well, sort of.

See, since you're range of movement is severely limited, and your speed is slowed because your eating pellets, swift movements become something of a challenge. With ghosts constantly closing in on your position, things get tense quick. You want to collect pellets for points, and fruit that periodically appears for extra, but you also want to stay alive. So it becomes a situation of risk-versus reward.

Do you aggressively go after points to earn extra lives? Or do you play it safe and forgo pursuing life collection? This system is what gives Pac-Man depth. Judging when you should be running and be attacking, which you can do by eating power pellets that make the ghost turn blue thereby making them edible, adds a lot to the underlying complexity of the otherwise simple premise, and is the very foundation for the fun the game presents.

So how well does it hold up? Quite well, actually. The AI is surprisingly sophisticated for how old it is, with each of the ghosts having their own distinct behavioral patterns. They're teamwork ethics aren't bad either.

Gameplay is still as fun and addictive as ever, making it easy to lose a few hours just by playing. The only problem here is the lack of variety in maze designs. Going through the same maze constantly is rather tiresome. Some form of variety there would have offset that.

All things considered, though, to think that's the only real problem with this old classic is astounding. Just goes to show how good game design can stand the test of time. And there's no better example of this than Pac-Man. (Well, except for Tetris maybe.)

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.”

May 16, 2010

Demo Impressions: Split/Second

I bet that tower there can be used in one of those power plays.
Developer: Black Rock Studio
Publisher: Disney Interactive
Platforms: PS3 (demoed), X360
Genre: Racing

What is it? Think Burnout but with a penchant for environmental destruction.

How's it work? Like every other racing game in existence. How else would it work? More specifically, it's a lot like Burnout, except instead of takedowns you have power plays that are used to take out opponents and alter the lay of the track.

These "power plays" can only be used at certain spots of track and require at least one segment of the power play gauge to be full. Filling it is as simple as drafting behind opponents (read: following them) and drifting around corners. Then, once that's done, you have to be within range of one of the many activations points littering the track. Such areas are marked by blue icons for small plays and red icons for big, "oh god I can't believe I just did that" plays that all involve blowing something up in some grandiose fashion.

So, get the picture? Good.

How is it? Not bad. A little slower than I thought it would be (mostly due to how the sense of speed is absent, and how heavy the cars feel), and the power plays, while downright jaw-dropping in their execution, aren't quite as gratifying as takedowns in Burnout are. That said, the game's pretty darn fun. It's got a lot of potential there.

Would you play the full game? Heck yeah, I would! The demo may not have fully met my expectations, but the core gameplay shows promise. Definitely looking forward to checking this out.

May 12, 2010

May 8, 2010

Videogame History Month

So GameSpot started up a cool little month long feature exploring some gamings past. They're calling it Video Game History Month, and it sounds like it might be an annual feature. Check it out for a look at the history of the Atari 2600 and Nolan Bushnell, the founder of Atari, Street Fighter, and Pac-Man, as well as a look at the various controllers we've seen over the years.

New stuff will be added each week of this month, too, so keep checking it out if you're interested in this subject.

May 7, 2010

Okay, maybe the 3DS won't be so bad after all

You all may remember that post I wrote about the 3DS upon its announcement, and how I pretty much told the world how against it I am. Well, that's changed now. I mean, I'm still not thrilled that I'm gonna have to buy another new console down the road, but the whole 3D thing? Not a problem anymore. Why? Because Nintendo announced that you can turn that off. Huzzah!

The news comes courtesy of the Associated Press, who was lucky enough to get the details straight from the man himself, Satoru Iwata. Here's what they got from him:
Iwata acknowledged people were already worried about the possible health effects of 3-D gaming, such as on children's eyesight. He promised it will be easy to turn off the 3-D function on the new machine, allowing people to play games, with or without 3-D.
Good to see Nintendo actually cares about its customers. The effects 3D technology has on ones health is certainly worth worrying about, so it's nice to know that Nintendo is conscious of that and has taken the appropriate action.

Don't do it, Nintendo!: Miyamoto talks about charging for online




The man may be brilliant, but his views on online aren't.
Look, let's be honest here: Nintendo's online plan isn't great. It's decent, sure, and gets the job done, but no one can deny that it could use some serious improvements (especially in regards to all the lag). And Shigeru Miyamoto, the man behind Mario, agrees (finally! Some support!). His suggested fix, however, isn't exactly, um... good.

Basically, while speaking to Edge (the edgiest publication in gaming), he brought up the idea of charging users to access their online features. While he never explicitly said that they would, it's a little uncomforting that they're, at the very lest, contemplating it. I mean, would you want to pay for a service from a company who's flagship titles (e.g. Super Smash Bros. Brawl) have nearly unplayable online functionality?

I love the Wii and all, but, honestly, Nintendo charging for online doesn't sound like a good fix for its problems. All that would do is tick off a huge segment of their audience, and lose themselves of one of the few advantages they have over their competitors*: completely free online play.

That's not to say I'm against paying for such services (hey, they gotta make money some how, right?), but if anyone is to ever do that (aside from Microsoft, anyway), they better have themselves one heck of service available. I want my money's worth darn it!

*Yes, I'm completely aware that Sony's online is free as well, but they've pretty much said that they've highly considered adding a paid service to complement the current one. Therefore, they don't have a completely free online service like Nintendo.

May 6, 2010

Oh look: another puzzle game's coming to WiiWare

Bonus! And for doing nothing! Nice!
Because the universe obviously thinks I haven't got enough puzzle action going on in my life, the dudes at PopCap Games are bringing Bejeweled 2 to WiiWare. When? Don't know. All they offered was a vague "coming soon."

Cool? Yes. Do I really need it? Probably not. I mean, I'm still trying to get a hold of Bejeweled Twist on the DS, and I imagine that will more than satisfy my Bejeweled cravings (if such a thing is possible) until Puzzle Quest 2 hits stores in June (the perfect way to top E3!).

But hey, all things considered, Bejeweled's not a bad game to bring to the service. It's no Meteos, certainly, but it's still fun for what it is. Maybe I'll check it out. Or maybe I won't. Who knows!

Bejeweled 2 coming to WiiWare [Destructoid]

May 5, 2010

New trailer for Super Mario Galaxy Bros. 2

After today's announcement of Luigi being playable in the forthcoming Super Mario Galaxy 2 (which is only a few weeks away now), I've decided that the game's title needs to change reflect this development. So, henceforth, I shall now be calling it Super Mario Galaxy Bros. 2. Any objections? No? Good. Now, watch the latest trailer:



(Video courtesy of Giant Bomb)

Yay!: de Blob sequel coming in 2012

Paintin' the town red... literally.
Just in time for the world to (supposedly) end! Nice planing there, THQ.

Doom and gloom aside, I'm glad to see that the sequel's finally got a release window. The first game was a fun, charming little platformer, and one my favorites from 2008, so I'm definitely excited for the sequel.

Though, I must admit, the partnership with SyFy (ugh, what horrible spelling) to deliver a Television show based on the game has me a tad worried about how the sequel will turn out. As anyone who has had the awfultunity to watch a movie based on a game knows, taking a game and adapting it for other forms of media seldom turns out well. And since SyFy's got a partnership with the game's publisher, I can't help but worry that they'll have some sort of say in the game's development.

I'm trying not to think about that, though. I really want this to turn out well, so I'm to hold off any form of judgment until I see some screenshots or video from it. 'Course, if the world does end in 2012, then it probably won't matter because we'll all be dead! And at the hands of pixels, I suspect.

de Blob sequel coming in early 2012 [Eurogamer]

May 4, 2010

Nice!: Sid Meier's Pirates! coming to Wii this fall

It's not this version, but it's close enough.
If I knew any pirate talk, I'd probably write up some long news post in that style. But I don't! So, instead, here's all the important stuff courtesy of GameSpot! Enjoy!

Pirates! on the Wii is in development at 2K China, and just as in Firaxis' original, it sees gamers taking the helm of a 17th-century vessel to conquer the Caribbean. Gamers can take the wheel of 27 customizable ships as part of their mission to rid the Spanish main of the nefarious Marquis de la Montalban. All the while, gamers will collect treasure, explore the open seas, and engage in wanton acts of piracy. 

In addition to battling pirates and colonial powers using the Wii Remote, the game incorporates a variety of minigames, ranging from swashbuckling sword fights to wooing the governor's daughter through dance. 2K China has included two Wii-specific minigames--bombardment and lock picking--as well as other exclusive character and ship-customization options. 
Sounds good! Looking forward to checking it out. Hope it's like that old Genesis version my family and I were nuts over back in the day.


Sid Meier's Pirates! charts Wii course in fall [GameSpot]

May 3, 2010

Well it's about time!: Sony allows users to extend their console's warranty

Think they'll grant me a warranty on this?
The catch, however, is that you have to pay $44.99 (one year extension) or $59.99 (two year extension) to do so. I know -- what a rip-off, right?

Dubbed The PlayStation Protection Plan (Sony sure likes their literal titles, huh?), the service will allow users to extend the standard one year warranty of their PlayStation 3 and PSP by an extra year or two. The extensions will kick-in after the initial one year warranty has expired, and will also cover shipping and repair costs should your console need to be sent in.

Okay, maybe it's not such a rip-off after all. I mean, warranty extensions and covered shipping and repair costs for the price of a game? That's not a bad deal if you think about it! ...Okay, so maybe the pricing could be better, but, well, that's Sony for ya. Always overcharging for things.

Sony adopts new PS3, PSP warranty plan [GameSpot]

May 2, 2010

Aw, man: All Game Crazy stores in the US to be shuttered

Just read.

All I have to say on the matter is, worst. News. Ever. Well, I guess that explains why my local Game Crazy closed down recently. Stupid economy messing everything up.

EDIT: Kotaku's got a pretty hilarious take on this situation. Take a look at it for a few laughs.