Pages

January 31, 2011

News!

Pac-Man Championship Edition DX minimizes itself for PSP
As a devout fan of Pac-Man CE DX, this news pleases me. Pac-Man nirvana on the go? Sign me up! I only hope that the smaller screen doesn't hinder the visual effects.

Splinter Cell and Prince of Persia "Classic" collections hit stores March 22
Okay, so the release of the former's been known for a couple months now, so that's not really news (it was announced to be available on both disc and download, though). The big item here is that Ubisoft finally decided to release the Prince of Persia collection on disc State-side. Before it was only offered that way over in Europe, with the US getting it via PSN only. Not a big deal, obviously, but it is nice to have an alternative to downloading them over the sluggish PSN service.

Still wondering about whether they'll be porting the PlayStation 2 versions of Splinter Cell or if they'll be smart and adapt the Xbox versions for that release. The game was optimized for that platform, after all, so it'd be smart to sell the populace the best representations of that series, no?

Cloud storage coming for PSN Plus users, says Kotaku
Not a very reliable source, I know. The concept is certainly intriguing, though. Don't see much practical application for that feature -- saving hard drive space doesn't seem like a strong enough incentive to restrict game save access if your not online -- but it's definitely something worth experimenting with. I'm hoping Sony comes out and confirms or denies its existence soon, as the word of some "insider" isn't always the most credible source.

PSP game conversion for NPG is "work-in-progress"
Back when the new PSP was announced, my biggest criticism was that it lacked any sort of UMD drive, meaning that you have no way of playing the vast number of older PSP titles. Backward compatibility may not be the most widely used feature of consoles, sure, but when only a small portion of your console's library is available digitally, it presents quite a problem for those who'd still like to play a game of Lumines on their new PSP. It was that divide that did the PSP Go in.

Seems Sony is at least aware of the problem, though. Sony's said that they're working with publishers to make their UMD releases available digitally, and has been doing so since the PSP Go's release, but it's been a slow-going process. They're also thinking of releasing those titles on flash memory card units -- a smarter and probably faster means of getting those games playable on the NPG. Here's hoping all goes well on that front.

January 25, 2011

This guy's my hero

Not sure where this came from or what prompted its creation, but someone thought it a good idea to critique IGN's Dead Space 2 review, and it was glorious. As it turns out, that review ain't so good. Take a look at the image yourself and cringe at the blatant display of incompetence contained within. (I'd embed it here, but it's far too large for that, so... yeah.)

Personally, I've been contemplating doing something similar with their work (and any others I come across) for a while now. Never have because my fear toward appearing to be a massive jerk, but, man, is it tempting. Guess that's just what happens when your a stickler for such things like I am.

January 22, 2011

Ghost Trick: Phantom Detective Review

Ghost Trick's interesting premise and gameplay make for a fun, unusual and intriguing adventure.

If there's one thing the team behind the Ace Attorney series is good at, it's creating odd, endearing casts of characters and intriguing stories. Gameplay has always remained simple and largely passive, however, with their previous efforts being of the point-and-click adventure variety; Ghost Trick: Phantom Detective is different in that regard. Rather than just offer up another simple largely text-based adventure game, the folks at Capcom cooked up a more engaging scenario in the form of puzzles involving object manipulation. That may not sound largely interesting on paper, but in execution it's brilliant. Couple that with an intriguing premise and quirky cast of characters, and you've got Ghost Trick: a refreshing, unusual adventure that shouldn't be missed.

Ratchet & Clank Future: A Crack in Time Review

Insomniac demonstrates a mastery of their craft in this excellent, enthralling entry of the Ratchet and Clank series.

Well, it's finally happened: Insomniac's perfected the Ratchet & Clank formula. After tons of superfluous mini-games, a short stint as a multiplayer-focused game, and a handheld spin-off, the series has finally worked out the right balance of gameplay and the result is glorious. Ratchet and Clank Future: A Crack in Time, the last entry in the Future trilogy, eliminates all the unnecessary parts of previous entries and instead focuses on the primary aspects of the series, resulting in the best installment the series has seen yet.

January 18, 2011

Valve opens up cross-platform play for PS3, PC/Mac versions of Portal 2

A big, red, shiny button, eh? That can't be good...
After Valve's surprise announcement of their handling of Portal 2 on the PlayStation 3, and that it would get Steamworks support, at last year's E3, exactly how it would be used has been something of a mystery. But wonder no more! In an announcement today, Valve unveiled that cross-platform play will be available between the PlayStation 3 and PC/Mac versions. PS3 owners will also get a download voucher for the PC version of Portal 2 as an added bonus if the user links their PSN and Steam accounts.

Not a bad deal, overall. Cross-platform play is a rare sight -- the last time it appeared was in Shadowrun for the Xbox 360 and PC back in 2007 -- so to see it in use here is definitely welcome. That should ensure that the online community for Portal 2 will always be populated. Here's hoping that any other works from Valve that migrate to the PS3 (and the 360 if possible) get the same treatment.

PS3 Portal 2 buyers to get PC version free [GameSpot]

January 11, 2011

My Top 5 Games of 2010

Kinda late with getting this posted, I know (you can blame general procrastination and being preoccupied with other writing projects for that), but better late than never, right?

Man, what a year, eh? Even though most of the releases were pushed into Q1 2011, 2010 was a real good year for games. Granted, I haven't played many titles from the year (most of it was spent playing games from previous years), so I'm probably not "certified" to pass that judgment, but, hey, why not. What few games I did play, however, were quite exquisite. Can't fit all of them on here, sadly, because then it wouldn't so much be a list of my top games of the year as it would a simple reminiscence on what I had managed to play in those past twelve months. (Besides, what's the fun in compiling these lists if there isn't at least a modicum of challenge involved?)

But enough of that -- I've rambled on enough, I think. So, without further ado, onto the list!

5. 3D Dot Game Heroes
Yeah, I know -- this is basically a blatant Zelda-clone in just about every way possible. From the similar dungeon designs and enemies to even some of the music tracks, the game makes it abundantly clear that this is heavily inspired by the Zelda series. Be that as it may, though, I couldn't help but enjoy this hilarious, lighthearted throwback thoroughly. I wouldn't say it's one of the "best" games of the year, but it's certainly one of the most memorable, which is more than enough to secure itself a spot on this list.

4. Super Mario Galaxy 2
It's Mario -- need I say more? Yes? Okay, fine...

The original Super Mario Galaxy was easily one of the best 3D platformers released in years: it's massive creativity and superb gameplay were some of the best the genre had seen in ages. This sequel takes that foundation, iterates on it, and adds a ton of new elements that make a sequel that more than trumps its predecessor in just about every way possible. For something that started life as a level-pack of sorts, that's quite a triumph. But it's not for that that the game is on this list -- it's because it's some of the best platforming seen in years, as well as a generally enjoyable experience through and through.

3. BIT.TRIP RUNNER
Even though I have absolutely no idea what's going on in these games, their daunting challenge level, funky chiptune themes and inventive gameplay are always a delight to play. RUNNER is easily the highlight for the series, as it takes the rhythmic gameplay of its predecessors and blends it beautifully with its Canabalt-style platforming to create a truly special rhythm game. Plus, it's got more content than any other entry in the series, so that helps, too.

2. The Sly Collection
I realize that placing a collection of older titles from the last generation of consoles on this list is... questionable, to say the least (especially placing it above Mario of all things in the platformer department), but what the heck. The Sly Cooper series, with its interesting and smartly executed gameplay mix of stealth and platforming, can still easily hold its own against any of the games released this whole generation, which says a lot about its quality. That fact alone, along with how good of a deal the package is, is more than enough to secure itself a spot.

1. Pac-Man Championship Edition DX

Yeah, that's right -- Pac-Man.

Re-imagining a classic like Pac-Man, something that's arguably already flawless in design, is no easy feat. Namco did it, though -- and not just once, mind you, but twice -- to much success. DX takes the ever addictive formula of Pac-Man and, after a few small tweaks, takes it to new levels of gratification. The role-reversal -- Pac-Man isn't so much the hunted as he is the hunter now -- though minute in concept, turns out to be the greatest innovation for the yellow eating machine in forever. What's most impressive, however, is how in spite of different it is, it still feels like Pac-Man. It feels like the natural next step of progression. That they were able to do that is a feat all its own, and just one of the many, many reasons why I adore this game immensely (one of the others being the gobbling of ghost trains -- that never gets old or any less satisfying no matter how many times it's done).

Auditorium HD Review

A delightfully mesmerizing aural and visual experience.

An important part in the production of music is the conductor. Ensuring that everyone is playing their roles correctly and at the right times, the role a conductor plays is rather understated. Without him, the aural delights produced by orchestras would be but aimless noise in the background, blocked out by our ears as to ensure it doesn't distract us from whatever our current preoccupations may be. If given visual form, such a scenario would likely look like the abstract, minimalistic world of Auditorium HD: A dull gray, lifeless vision populated only by a small stream of sound particles and volume bars.

In Auditorium HD, your job is to direct the flow of particles toward said volume bars (they're known as "audio canisters" here) to produce powerful and delightful music, much like how conductor would direct his troop of musicians in a orchestra. Your tools of conduction aren't quite the same -- they're white circular devices that manipulate the flow in varying ways, such as directing it in a dingle direction (up, down, left, right), deflecting it, or rounding it up into a whirlpool of sorts, and who's range of effect can be expanded for greater efficiency They're controlled through the DualShock controllers analog sticks: the left controlling movement and the right controlling width -- a very intuitive control method. The PlayStation Move* may be used in place of a standard controller as well, providing a small sense of actual conduction with it's similar form and appearance to a conductor's baton, if you so prefer.

Presentation of this task takes the form of a puzzle. Each passage of music lays forth a limited set of direction devices that must be used to get the flow into the audio canisters placed throughout the field. It begins simply enough; early passages' solutions are almost immediately clear from the outset to help ease you into the eventual complexity of the mechanics as well as grow accustom to how each tool works (there's no sort of instruction, text or otherwise), introducing you to new elements with each new track. A perfect pace that gradually increases the difficulty of the task ahead but never makes it feel insurmountable. By the end, your conductor skills are tested in myriad fashion, with variables like color, multi-slotted canisters, and even portals and black holes being thrown into the mix. It's around that time that playing passages becomes more difficult.

Quite the light show, eh?

With such a myriad of variables to work with, usage of all of which are crucial to your success, it can become sort of maddening when a plan starts coming together only to be foiled by the refusal of particles to move toward a canister -- even more so when that canister is only slightly out of the particles reach. Through careful adjustment of your tools of conduction, however, a solution unveils itself. Often times it's a chance result -- whether it be a large, though brief, burst of particles reaching the final target and filling it just hastily enough to finish the passage, or a single particle passing through a canister with enough frequency to slow fill it -- which somewhat devalues the gratification of solving the puzzle before you, but the majority of the passages are played as a result of pure ingenuity. Unconventional methods often apply -- for instance, sending the flow away from a cluster of easy targets to fill a lone canister in a far off corner before sending it back toward the aforesaid cluster to fill them all in one sweeping motion -- but through ingenuity it's very well possible to solve any given trial in myriad ways. It's simply a matter of how creative you get within the restrictions placed upon you.

Regardless of how you achieve your eventual goal, though, the orchestral beauties produced for your efforts are endlessly rewarding. Sitting back and listening to the sounds of violins, harps, pianos, and more working together in harmony is a pure delight to behold, and is a perfect respite from the further trials ahead. The ultimate reward for your work is to listen to the entire track in full force. After working hard to produce each individual passage, you grow to become more appreciative of the role each part plays in the entire composition, and begin to see where each part comes in and how it contributes.

Things start getting really complex once portals are introduced.

Music is certainly the most delighting aspect of the experience, but Auditorium's visual of the process is just as mesmerizing to watch. The flow's motions are graceful as they are haphazard. One moment it arcs smooth and gracefully between canisters as it calls forth a slow and relaxing harp-based melody, and come next passage it explodes in a dazzling display of light and color as it moves every which way, producing a quickened spurt of music that comes and goes as the flow sloppily moves about. Observing the behavior of these particles is an entertainment all its own.

Auditorium HD contains two soundtracks: Auditorium Classic, which contains all 72 original pieces from 2009's PC release, and Auditorium Modern, which contains 78 new pieces crafted specifically for this. The differing aspects between the two are mostly light; Classic has more tracks overall while Modern has more passages, but is less demanding with its puzzles than Classic. A disappointment for seasoned conductors looking for an extra challenge, though the continued mastery in that tracks composition is still certain to please.

The total of amount of content in Auditorium HD is certainly vast; though once you've heard all there is to hear you're likely not going to return. But even so, Auditorium's unique interpretation of music creation is something well worth experiencing, if only to enjoy its auditory delights.

*Author's Note: For the record, I don't actually own a Move, so I can't speak to its quality as a control method here. That's why I stuck to the abstract statements instead of anything specific.

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.”