Friday, August 31, 2007

Review: Brain Age 2

I am one of the few people I know personally that played the original Brain Age almost everyday. I really liked the first game, and played it far beyond my goal of reaching a brain age of 20 (/brag). However, like every game, the novelty wore off me and I eventually stopped playing it. As the release date for Brain Age 2 was nearing I got excited, a chance for more training and in only minutes a day! Yet, when I got the game I was met with an underwhelming sense of deja vu.

Putting the cart into your DS Lite and booting the game it's almost impossible to tell the difference between Brain Age and Brain Age 2. The layout is identical, right down to Dr. Kawashima's disembodied head floating on the right screen. It's not until you set up your first profile that the game differentiates until it's successor when Dr. Kawashima has you perform a creative task. It varies from player to player, but my first was to connect the dots within a box however I wanted. Dr. Kawashima applauded my efforts at making a cute bug face, and then showed me the DS he created. This was my favourite part of Brain Age, and Brain Age 2 has taken the in-between tasks to a whole new level. As I played it more I was told to create acrostic poems and draw pictures that would be shared with everyone else's profile. The enhanced in-betweens, combined with more casual chatter by Kawashima is what I think sets the game apart from it's prequel.

When you get into the actual training it really doesn't feel different than the original. Sure, the games are different; playing piano, counting change, follow the racing man, but it feels undeniably identical. They tried to spice things up a little, the math questions are a little different; subtracting sequentially, figure out the operation, but it's too similar to feel different. This is the game's greatest flaw.

Before long I found myself skipping training or not testing myself at all. It felt like I was still playing Brain Age and thus I felt done with it. Although the game is praised for it's intense replay value I really don't believe that true. If you have grown weary of the original, Brain Age 2 will not last long in your short pile. This atop the remaining technical issues that plagued Brain Age (poor voice/writing recognition) just make it tiresome and frustrating.

If you really enjoyed Brain Age to the effect you are still playing it, or have never player a brain training game, then Brain Age 2 will be an excellent extension and for $20 it's a steal. However, if you've played the original and grew tired of it and are hoping the sequel will revitalize your interest in the series, forget about it unless you've got a Queen Elizabeth II burning a hole in your pocket.

Wednesday, August 29, 2007

GG Podcast #1 - Return of the Show and X07

The wait is over, the first episode of the podcast relaunch is here. This show I go into detail my experiences at X07, my impression of the available games. I also interview Bungie's game dev Francois, Xbox's online community manager John Porcaro, and Angela the product manager for Scene It? and Viva Pinata: Party Animals. Also, buried within the bowels of the show are details on how you can win yourself a signed, limited edition X07 Halo print by Canada's own Sinnix.

The show will be regular weekly starting next Saturday, so add us to your RSS audio grabber or look up in iTunes and keep up to date with all the aweomeness that is the General Games Podcast.

---------------------------------------------------
Download (Mp3, 23:35, 21.6mb)
Subscribe (RSS)

X07 Toronto Impressions

There's nothing greater than having a big community event. Hundreds of fans all playing tons of new games, chatting, having fun; and then the power goes out. Someone drove into a power line and the whole block where Microsoft's annual X07 event was held last night. It didn't put a damper on the evening's spirits though, generators were on standby and there were plenty of games up and running.

There was a ton of unreleased titles to demo, including; Rock Band, Guitar Hero III, Devil May Cry 4, Turok, Skate, Fatal Inertia, Scene It!, Viva Pinata: Party Animals, Gears of War PC, World in Conflict, Hellgate London, The Simpsons Game, and tons of Xbox Live Arcade titles. That's not to mention the big multiplayer Halo 3 arena that was set up in the corner running the latest build. Sure, it was hot, and sure it was dark but the games were there and that's what we came for.

I got a chance to play quite a few of the games, I will detail my experiences later when I post the podcast. I got an opportunity to talk to and interview a few interesting characters, including John Pocaro from the Gamerscore Blog, Francois Boucher-Genesse from Bungie, and Angela the product Manager for Scene It! and Viva Pinata: Party Animals. It was a pleasure sitting down with these guys and chatting about the games, look forward to those interviews in the podcast tonight as well.

Lastly, the event co-coordinators couldn't let us walk out empty handed so the evening closed with a mad dash for swag bags as everyone left. Some of the stuff I got will be given away later on in the podcast, so listen for your chance to win!

Monday, August 27, 2007

Interview: Kathleen Zuelch

Yesterday I had the good fortune of making it to Toronto's annual FanExpo and ran into the Rooster Teeth table (O.k. I was looking for it all along). Kat, or as you likely know her Tex from Red Versus Blue, was there along with Dan (Donut) and Nico (Music). She was gracious enough to take some time out for an interview with yours truly. It was a blast talking to all three of them about the workings of a machinima studio. I found it incredibly ironic when Dan mentioned that The Sims was the hardest game to record in, regardless of it's built in movie making features. Apparently it's ridiculously difficult to set up shots and the game slows down too much unless you use outside recording software. Who'da thunk?

Download (Mp3, 2.46MB)
Rooster Teeth - Kathleen Zuelch

Downloadables: August 26 - September 2 2007

Capcom should really cut the shit and just release their next tile with a dictionary length title like they want to, hell they're close enough with this one. Super Puzzle Fighter II Turbo HD Remix will be available Wednesday onthe XBLA and will feature chibi versions of all the Street Fighter characters you love to play puzzle games to. [UPDATE:] Looks like we got a pleasant surprise Wednesday with an unannounced title arriving alongside SPFIITHD. Streets of Rage 2, a long-time favourite of my childhood is available and is another aweoms addition to the incredibly polished Sega Vintage collection.




On the VC, we've got Super C, if you didn't get enough rambo-style carnage, and Ghouls 'n Ghosts from the Genesis, with one of the best classic game soundtracks. But this weks gem is Breath of Fire II, an excellent full-length RPG now available as a cheap download. Go economy!


Also as I mentioned in the new releases page, Warhawk will be available Thursday on the PSN store. It's a bit heavy handed with the price compared to most downloads, but then again, it is a full retail game. You can also pick this up in stores for $69 and get a bluetooth headset with it.


Xbox Live Arcade:
- Super Puzzle Fighter II Turbo HD Remix (800)
- Streets of Rage 2 (400)

Wii Virtual Console:
- Super C (NES, 500)
- Breath of Fire II (SNES, 800)
- Ghouls 'n Ghosts (Genesis, 800)

Playstation Network:
- Warhawk ($49)

New Releases: August 26 - September 2 2007



My god, what a packed list. First, on the 360 we're finally seeing Microsoft's attempt to woo Japan, Blue Dragon will be arriving this week. I haven't played a traditional RPG in ages, and this will be a nice change of pace. I loved the demo when it came out and the art style rocks, so yay.

Next is Stranglehold, delayed on the PS3, but they're getting a Blu-Ray version of Hard Boiled Cop in their collectors edition, so trade off. This is fun, but I don't know if it warranted the 30 million+ to have John Woo direct it, I've played many other actiontastic games that weren't made by Hollywood directors.

Metroid Prime 3 is also finally here, to give some substance to my weak Wii library. I've never liked Metroid (blasphemy!), but this one is a definite grab for me. I need to see how the Wii handles a real FPS experience with their wacky controls. Plus, you never know, I may finally fall in love with the series.

PS3 owners need fret no longer, Warhawk is here to satisfy all your controller flailing urges. The game will be available on retail shelves or online, so pick it up as you please. And enjoy your first solid game in months. I'm curious to see how the server system (it's made of PS3s) handles the masses of people that will be playing this. Here's to Sony making a good online experience (raises mug in air).

Lastly, Guild Wars gets another expansion that will have cheap MMO players everywhere content for another 6-8 months. I never liked Guild Wars, I honestly believe you get what you pay for with the other MMOs (Planetside, Star Wars Online, Matrix Online, Auto Assault and Hello Kitty Island Adventure excluded), but free play is always fine.

PC:
- Medieval II: Total War Kingdoms
- Guild Wars: Eye of the North
- Undercover: Operation Wintersun

Xbox 360:
- Blue Dragon
- Stranglehold
- Tiger Woods PGA Tour 2008
- Stuntman Ignition
- Dynasty Warriors: Gundam
- Moto GP 07

Nintendo Wii:
- Metroid Prime 3: Corruption
- Tiger Woods PGA Tour 2008
- Carnival Games
- Guilty Gear XX Accent Core

Nintendo DS:
- I Spy Funhouse
- Turn It Around
- Tiger Woods PGA Tour 2008
- Garfield's Nightmare
- Math Play
- Professional Fisherman's Tour: Northern Hemisphere

Playstation 3:
- Warhawk
- Dynasty Warriors: Gundam
- Tiger Woods PGA Tour 2008

Playstation Portable:
- Naruto:Ultimate Ninja Heroes
- Monster Hunter Freedom 2
- Brunswick Pro Bowling
- Dead Head Fred
- Tiger Woods PGA Tour 2008
- NHRA: Countdown to the Championship 2007

Sunday, August 26, 2007

Small Game Sunday: Crayon Physics

Game: Crayon Physics
Developer: Kloonigames
Price: Free
Website - Download (5.6MB)

Physics in games are big. Since Half-Life 2 showed us how great an accurate phyics engine can be in a game, almost every title since has copied it. However, most of the time we only see good physics engines running in 3D worlds with preset objects and parameters. Crayon Physics takes all those standards and breaks it, by not only bringing a high-quality physics simulator to a 2D puzzle game, but by making the interactive objects ones you create.

The goal of Crayon Physics is to get the red ball to touch the star. Not too hard, except they are seperated by obstacles and chasms. To solve these problems you are tasked with simply drawing shapes on the board. These shapes fill in gaps, fall and push the ball, or even act as counter weights. The trick is to use your mind and be creative, figure out what you need and just make it.

The artistic style is impressive aswell. The game is made of mostly crude lines, but they do look like they are made with crayon. The background is a nice yellowed paper, and the lullaby music loops in the background giving it a cool artistic feel. It's a lot of fun to pick up and play quickly, solve one of the handful of puzzles included and move on. It's worth checking if you're interested in something fun and casual that offers a little more creativity in a relaxed gaming atmosphere.

Friday, August 24, 2007

Review: Bioshock

Bioshock is one of those rare games that leads you through a wonderfully cinematic experience yet still offers the player an incredible amount of control. When you play Bioshock you come across all these pocketed events that show the world's history and give you a real feel for the mood the developer was trying to create. This includes everything from mumbling, conversing Splicers to the wandering Little Sisters and protective Big Daddies. These events, combined with the scattered diary entries, which contain some of the best voice acting I've heard in a game, paint a real picture of this would-be utopia that fell to the pratfalls of human nature. The best part is, none of this is forced; the game lets you experience everything within it on your own.

As for the game's mechanics, Bioshock takes the standard FPS genre and adds elements from across the gaming spectrum to build a very complex, yet personal game. Plasmids, genetic modifications within the game, are the primary gameplay tweak. These are equipable abilities you earn through dealing with the Little Sisters (i.e. Killing Big Daddies) within the game. These abilities allow you to do anything from throwing fire to burn up your enemies, to trick security systems to attack your enemies. These plasmids are activated by using up your Eve (mana) meter, which can be replenished either by pumping your arm full of the blue juice, or getting drunk. There are also persistent enhancements in the game called tonics. In addition to the plasmid tract, your character can gain combat (more damages, resistances), engineering (better hacking, security avoiding) and physical enhancements (run faster, live longer). As you progress you can upgrade the plasmids and tonics to improve their potency, or purchase new ones through the Gatherer's Garden vending machines.

Vending machines actually play a large part in the game, they are how you get supplies such as ammo and health packs. There are also weapon upgrade machines, health machines, invention machines and security deactivation terminals. All of these can be hacked through a clever pipe game-esque minigame where you have to complete a circuit by swapping pieces on a board, avoiding walls and busted pieces. Once hacked all these machines offer you their services much cheaper or add additional buyables.

You can also hack the various manner of security systems in the game to work in your favour. If a killer security bot flies over and starts shooting you simply zap it with your electro-shock plasmid and hack it to be your friend. It will follow you and fight your enemies. Turrets and security cameras can be hacked as well to attack your enemies when they are within sight. This provides the player with the opportunity to build temporary bases and safezones by putting in the effort to lock down the security systems and have it all work in their favour.

Combat in the game is very intuitive, it works as you imagine it would. There are your guns, ranging from pistol, to shotgun, to grenade launcher that deal the brunt of the damage. However, what makes it fun is how you can mix and match weapon and plasmid combos. If there is a line of gas on the floor and enemies are marching towards you, cast ignite on it to throw up a wall of fire your foes will crisp themselves on before you mow them down with your tommy gun. Can't get a bead on one of the teleporting Houdini Splicers? Cast winter freeze on them and bludgeon them to death with your wrench. The detail in destruction continues as each weapon has several varieties of ammo, each with benefits against certain types of enemies. All of these elements mix well, and provide you with more options when it comes to dealing with your foes than simply having the bigger gun.

Unfortunately though, this well-designed combat seems a little wasted in a few respects. Firstly, there are only a few types of enemies. Thug Splicers (melee), Leadhead Splicers (guns), Spider Splicers (wall-crawling), Houdini Splicers (teleporting), and Nitro Splicers (explosives) are the basics and Bouncers (dill arm), and Rosies (rivet gun) are the only two variations of Big Daddy in the game. These few plus the security systems are the sum of your foes. Even the bosses are only more tough variations of the Splicers, making the final battles seem slightly anti-climactic.

There is also the issue with the game's respawning. Throughout the levels there are Vita-Chambers sprinkled about. These are basically spawn points that, when you die, bring you back to life as close as possible to where you fell. This keeps things fast and fun, but seriously take out a lot of the risk and danger involved with dealing with enemies. The world is also persistent, so if you die and the Big Daddy half a mile away lost a quarter of his health in your last scuffle, he will still be damaged when you catch up. I like how this adds a sense of weight and realism to the world, but if you can theoretically bludgeon the toughest of enemies to death with the wrench over a million respawns, where is the risk?

This does not detract from what the game is though, an interactive work of art. The amount of detail that went into every room of every section of the underwater world of Rapture is exquisite. There is not a moment in the game you doubt this place could have been real, and the bits of history you get through the story line and diary entries only fuel this suspension of disbelief. It's one of those few games that you want to get sucked into and just enjoy. I highly recommend the title, regardless of whether you traditionally enjoy first-person shooters or not. This game steps so far beyond what we thought the genre could offer in terms of artistic style and sensibility within and game as a whole, that it is a crime not to experience one of the few games that truly back the games-as-art argument.

Wednesday, August 22, 2007

Screw the Games, it Washes Your Car!

It's almost as if Sony's given up trying to combat the DS in a traditional fashion. The Liepzieg Games Convention is going on as we speak and there were tons of PSP announcements from the Sony keynote. Nearly none however, were title announcements. That does not mean that they are any less than stellar though.

Through an upcoming firmware update the PSP will enable you to IM your friends via a new free service called Go! Messenger. While it is only confirmed PSP to PSP right now, there is no reason to believe a PS3 and desktop client will not be coming shortly after. This is what the PSP needed to make it's Wifi connected games work. It's nearly impossible to find friends online that are playing the game you want. At least now, you can find those that aren't and coerce them into swapping UMDs.


As if that weren't enough, Go! Messenger will be accompanied by the Go! Cam, the long time coming PSP camera attachment and headset. It will enable you to have voice and video chats, as well as leave messages for each other through the free VOIP service. If played right, this could develop into a genuine community platform with gamers actually interacting with eachother before and after games, a definite edge over the clumsy friend codes of the DS.

And while VOIP and messaging is all fine and dandy Sony really wants you to buy a PSP, so guess what; it has video on demand! It would appear Sony has finally realized no one likes UMD movies and is giving gamers the opportunity to pay for movies on the go, either through a Wifi connection of PC linkup. No pricing has been slated yet, but the service is brought to us as part of a collaboration between Sony and Sky, who promise (wholeheartedly) that there will be plenty of content to enjoy when the service starts next year. Movies on the fly, another thing the DS can't do.

However, what good is it to watch a movie and chat with your friends if you have no clue where you are? Go! Explore will also be launching next year, a GPS service that will provide both road and pedestrian routes for all your A to B needs. The service will also be free (apart from the initial receiver purchase) and will be able to tell you, where you are and where you are going.

That's a lot of add-ons for a system that was already billed as a multifunctional device. Even though the games library is rubbish it may be more worthwhile to pick up the PSP as an all-in-wonder rather than a games machine. Sony probably hadn't anticipated this, but it's working out nicely. The PSP could fill in the niche of the consumer friendly device that does it all, something that the market could sustain for quite a while if these improvements keep coming.

Wii Are the Champions

The Xbox 360 has been dethroned! After nearly 2 years at the lead of the pack, the Wii has finally sold more than enough units to take the top spot as king of consoles. Leading by a mere 60,000 units we are starting to see how things are shaping up for the holiday race. The interesting thing is that the only market that the Wii is topping the 360 is Japan.

It's stomping the Wii everywhere else in the world by millions, but in Japan alone the Wii takes a 3 million console lead. Microsoft's old weaknesses are coming back to haunt them. Blue Dragon barely made a dent in the market, and Lost Odyssey will likely have a similar mediocre effect. Japan loves it's Nintendo and will not be trading it any time soon.

How does Nintendo keep this lead? Although I have repeatedly said that the Wii is a fad and we will see a new Nintendo system before the 5 year cycle is up, they need to push this casual games thing as hard as they can while they have the attention of everyone. The Wii's weak library won't hold up when people grow weary of the console's controls, so it's now or never for Nintendo to establish their total domination. If we're going to see the Wii hit 20 million it's going to be before next holiday.

What can Microsoft do to retrieve their crown? Steal it back, obviously! Japan hates the Xbox 360. There is no doubt about it, and while their efforts are valiant, they are all for not. The American audience is where Microsoft should continue to focus, it's their strong suite and while they already have a very large NA crowd, it's going to get a lot bigger in the very near future. Europe is another big area that MS has to keep an eye on. Traditionally very accepting of the 360, the Wii is less than a half million behind. I expect Nintendo will overtake the 360 there as well this holiday, but things will flip again when Fable releases (Europe loves Molyneaux).

I think now is as good of a time as any to take a pre-holiday snapshot of the placings. It's going to be a tight race between the two; Microsoft has an unbelievable lineup of titles, and Nintendo still has a very strong following. This is the Christmas that counts, and things will start to slide one way or another. So world, what will it be?