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Topics - KDR_11k

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51
Nintendo Gaming / Logic Machines?
« on: July 28, 2009, 11:24:07 AM »
It's another The Incredible Machine clone but we can't have enough of those. What I'm wondering is if anyone knows if this one's good? Crazy Machines was too easy (always devolved into fitting stuff into the 1-2 positions it'd make sense and required little thinking), Gravity is apparently garbage and I'm not sure what people say about Mechanics Master, seems to be considered decent. For some reason reviews for these games are extremely sparse.

Of course the last few times I asked noone cared about the TIM clones here either...

52
I've been thinking about it and it seems pretty clear: The Wiimote works for sports and shooting because those use basic actions that require skill. You can swing a golf club wrong and have the ball go off into a bunker, you can aim incorrectly and miss the target. But what do most brawlers (any kind of melee combat in a game) ask you to do? They've usually got a predetermined set of actions and the difficulty comes from picking the right action at the right time, it's a digital selector where there are only a limited number of discrete results.

There's no difficulty in swinging Kratos's swords on chains no matter how difficult the weapon is probably to wield, you just select a slash and Kratos does it for you with perfect accuracy, he never swings it wrong and has the blade harmlessly fall to the ground, he never accidentally hits with the wrong part and loses his grip on the weapon. There are no errors in the act of using the weapon. When actions can never fail a button is the logical input, similar to the up and down of a button there are only two states for the action: active and inactive. The IR pointer doesn't help much with autoaim shooting either but manual aim has been standard for a while.

The logical conclusion would be that a brawler game should require the player to execute the actions skillfully instead of merely requiring the player to pick an action. For example a WMP-based sword game could track whether you're really angling the blade along the slash, if you hold it wrong the damage is reduced or you might even lose your grip on the weapon. The swing would have to be properly straight and go through, if you try nonsense like changing direction in the middle of the swing you similarily mess up.

Of course the actions would have to be toned down to something humanly possible, many game characters have inhuman stamina levels and I'm pretty sure no real soldier swung his sword about once per second for several hours. That's where the straining waggle comes from, expecting the player to keep up with a superhuman routine. No sports game expects you to keep swinging a baseball bat this rapidly for this long. Of course with buttons we never really had the means to develop combat systems that require skillful actions, sports had to use massive workarounds and only did that because they had their concepts pre-written already. Videogame combat was designed to ignore the difficulty of executing the action outside of maybe some button combo to trigger it.

Many who hear of 1:1 sword controls immediately imagine themselves as movie stars or jedi knights but this is an illusion created by games that did all the hard work for you. Removing this automation would result in duller-looking combat since it's no longer hollywoodized but it would overall be more intense for the player himself.

53
Nintendo Gaming / What is immersion?
« on: July 26, 2009, 02:11:16 PM »
I've been wondering about what immersion is. I wanted to say that often gestures are more immersive than buttons but that would require immersion to mean that you feel like you are the one doing the actions in the game world and many, MANY games fail badly at that with extensive cutscene use and prescripted events yet I don't think I've seen people call those not immersive. So what does that actually mean?

54
General Gaming / Prototype
« on: July 05, 2009, 10:17:46 AM »
I got the game a few days ago (ordered it from a UK store because it's WAAAAAY cheaper over there, 45€,60$ instead of 70€,100$, they sent me a Korean copy which was o_O but worked well anyway) and it's a ton of fun. Reviews are mixed and I can imagine it getting somewhat repetitive depending on how you play. Yahtzee's criticisms of the combat are spot on, most of the other attack powers are only of limited use, in part because switching is just so uncomfortable (you have to use the right analog stick) so you're going to stick with one and the extend-o tentacle just seems to be the most versatile one... Of course that doesn't stop you from using the others just for fun (and sometimes they're better at some tasks as well, the tentacle is just the best allrounder), just like you can use dropped weapons for some fun or actually bother with maintaining stealth instead of simply slaughtering everyone that comes along. The game certainly lets you take many different approaches to situations and manages to make stealth actually fun (in part because the stealth attack tells you when someone is looking and refuses to trigger instead of blowing your cover because you didn't notice that one guard waaaay over there). It's a bit strange how slowly climbing up a wall raises suspicion quickly while just hitting dash and running up doesn't bother anyone at all but generally the guards seem a bit thick when it comes to realizing who you are...

Anyway, it's one of those zero-consequence open world games where you can just pull any nonsense you feel like, whether performing cannonballs into crowds of onlookers or stealth killing an entire army base's staff one by one (BTW, you don't get the EP bonus for doing that so once there's only one guard left make sure to blow your cover and use regular combat).

I like the alert system too since it actually tells you when people see you and when your suspicion rating is going up instead of slapping a wanted star on you when it's way too late.

What stood out the most for me though was the unnecessary level of violence. You can cut people in half horizontally or vertically with very graphic results but it seems like gore for gore's sake, the game certainly isn't consistent when it comes to hit effects, while people just get ripped apart anything with more hitpoints causes the usual videogame effects that are only missing a text like "crack!" and "pow!" to look entirely cartoony. Big enemies just ragdoll and fall to the ground, no matter how massive an explosion killed them so I really don't get why they had to add elaborate gibbing mechanisms to the humans and drive the rating of the game up that way. While Prototype was strangely available from Amazon here it didn't show up in stores and got a rating refused so it's definitely hurting its marketability with that unnecessary violence (of course the whole consume and kill mission stuff may also have been enough to trigger that). Especially with the way the blood sprite looks just plain cartoony... Anyway, it's enough fun that they could have replaced the bystanders with puppies or kittens and it wouldn't have hurt it in any way.

The graphics look pretty meh in many parts, strange specularity on people and the blocky buildings of modern cities don't help much, the pre-rendered parts have pretty ugly hair and lighting effects too. The large number of people onscreen at least justifies the platform choice but some of these things could've been improved without a performance hit... At points I was missing Red Faction's building destruction but that was mostly in a tank...

Overall it's great fun that lets you do whatever you feel like.

55
NWR Feedback / We need a Water Warfare friendcode thread
« on: June 27, 2009, 05:35:36 AM »
The topic says it all. WW came out yesterday in Europe.

56
Nintendo Gaming / Water Warfare (WiiWare)
« on: June 26, 2009, 09:42:50 AM »
Now that it's out (in Europe) we need a friendcode thread.

Since the game isn't terribly well known, it's an FPS with water guns and kids instead of space marines and chainsaws though the guns are still pretty much regular FPS fare and the water part doesn't change their behaviour a lot (the shots arc somewhat). It's got 2 player locally or 8 players online (sadly not both at the same time) plus bots (only offline I think). It's an arena FPS like Q3A so there's no regular singleplayer corridor stuff, just a bunch of missions that have specific goals (some just require an arena match of a certain type, others are stuff like using the rifle to stop enemies from attacking your teammates while they run to a safe spot or hitting targets scattered around the map) and are timed.

They really made it simple to control, the game uses a whole four buttons (shoot, jump, use item, zoom with the rifle) so you can easily play it with a gun shell for the Wiimote that allows the nunchuk (I've tried it with the Nerf Switch Shot which I bought yesterday, I'm not used to the weight yet) and the game has Zapper support (all that does is make the B button select menu options instead of cancel). If you're insane you can use the classic controller and play with dual analogs but I hope everybody here is sane enough to avoid that.

Damage values are very low, no idea if that's to be kid friendly or for some other reason. You have to empty half your ammo into an enemy to knock him out and ammo counts are pretty low (you get maybe 8-10 shots out of the rocket launcher before it's empty), since you only carry the weapon you have in your hand that means you can easily end up defenseless for a while. The weapons also don't feel terribly powerful but that's pretty much a given considering they're water guns. I don't know what the real difference between the grenade launcher and rocket launcher is, sure, the shots of the rocket launcher arc less but both are still arced, have some splash damage (doesn't seem very large though) and roughly the same damage, rate of fire and ammo count from what I can tell. Seems kinda redundant to have both weapons, they could probably have replaced the GL with a spray gun (flame thrower) or something.

57
Nintendo Gaming / Stop making core games for the Wii!
« on: June 17, 2009, 03:43:05 PM »
For this purpose a core game is a game that's designed in a pre-Wii fashion, designed for a traditional console with Wii controls added as an afterthought. Why do I want them to die? Because they abuse the system. The controls were designed for buttons but often have waggle thrown in just because the developer felt it was necessary. Even worse, some use the Wiimote sideways or even the classic controller. What's the point of having those games on the Wii? People complained about the Wii being a Gamecube 1.5, these games MAKE it a Gamecube 1.5! The Wii is the Wii, it can do more than a Gamecube 1.5!

A proper Wii game should not feel like the controls were a second choice solution that was only picked because the Wii couldn't do it any better, a proper Wii game should feel like the Wii is the proper fit for it. A proper Wii game is enabled, not hindered by the Wiimote. I don't want to play more lame excuses for Wii games that feel like the developer just took a design meant for an old console and mindlessly bolteed it on the Wii.

But I don't see this ending because the biggest offender will never stop. Who is the biggest offender? Nintendo themselves! Brawl was a GC game with prettier graphics. Galaxy was primarily a GC game with the Wii functions fairly non-essential for the gameplay. Batallion Wars felt retarded, why do I even HAVE a pointer to point at stuff when the game's designed around lock-on and unit commands are either following the lock or the current unit? Why couldn't I point and click to order a unit to a position? What is this crap, is that how you're going to sell your advantage over other consoles, by ignoring it? Give us more reasons to say "yes, the Wiimote was the right way to go"! Don't just throw core games at veteran gamers as if to say "you guys have no use for motion controls and could have stayed with the PS2"! Tell us why we need motion controls! Don't keep acting like motion controls are only intended for people who have never played a game before, I KNOW they're useful for making new games for veteran gamers too so stop copy-pasting your damn design documents and make a Wii game that deserves to be called one!

58
General Gaming / There's a zombie on your lawn
« on: May 09, 2009, 04:15:24 AM »
We don't want zombies on the lawn.

I'm sure by now at least half the world knows about Plants vs Zombies so we can just as well have a thread here. It's half price on Steam and there's a shitload of game in there. Plus it's got a music video.

For the three people who haven't heard about it, it's PopCap's tower defense game and way better than regular tower defense.

59
http://www.escapistmagazine.com/articles/view/issues/issue_179/5553-The-Slot-1-Secret

Casual gamers actually BUY their games. Meanwhile the hardcore, even when they are pleased with a game, tend to simply pirate it. So if you're hardcore send a nice thank you to TPB for destroying your niche.

60
Nintendo Gaming / Eurogamer's WiiWare impressions
« on: April 14, 2009, 06:52:12 AM »
http://www.eurogamer.net/articles/future-wiiware-games-top-ten-hands-on

11 upcoming WiiWare games briefly previewed. If you wonder why LIT and Bonsai Barber are previewed instead of reviewed remember they aren't out in Europe yet.

61
Nintendo Gaming / Squibs Arcade
« on: April 07, 2009, 04:32:30 PM »
http://wiiware.nintendolife.com/news/2009/04/squibs_arcade_lcd_madness_from_alten8

A collection of minigames that parody popular videogames by turning them into LCD games. Is that genius or what?

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There’s a great variety of fun gameplay across the collection: in Clown move the clown’s hands to where the bombs are going to land or BOOM!; follow the beat of the music in Button Basher; live through monster battles in Fantasy Turn Base or Jack as many cars as you can and avoid the police and breaking down in Jack-a-Motor and in We’re Fat, Shigeru wants us to get healthy, so aim to avoid the cakes and eat the carrots.

62
Nintendo Gaming / Steal Princess
« on: April 07, 2009, 06:00:35 AM »
Since screenshots don't get talkback threads and Search didn't find anything related to the game...

Isometric 3D platforming? Seriously? Wasn't that considered a horrible idea ever since Sonic 3D?

Overall it looks like something Easy Game Station would make.

63
Reader Reviews / Giana Sisters DS
« on: April 06, 2009, 10:21:51 AM »
I'm not sure how many people here know the game Great Giana Sisters on the C64 so I'll outline it quickly: It's a sidescrolling jump&run where you play as Giana (and her sister in 2 player mode), collect gems to get an extra life for every 100 you get, jump on the heads of enemies to defeat them, get a punk ball to change forms and be able to smash bricks with your head by jumping against them, get another powerup to shoot fireballs and generally move to the right towards the level exit. Yes, it's basically Super Mario Bros with a few minor differences that weren't enough to stop Nintendo from suing the developers and getting the game pulled from the shelves.

The DS sequel is, well, a sequel with remake tendencies though not very strong ones. You still jump, run, collect gems and punk balls and all that jazz, it's probably one of the simplest platformers even on the DS with no experience system, no walljumps, no special abilities, ...

The id-esque story is "Giana falls asleep, dreams her gems fall into a strange world and she gives chase" and that's all you ever hear about it. Once you start the first level there's no trace of the story left to deal with. Since the DS is more powerful than the C64 levels are no longer just fixed to scrolling to the right, while some are pretty much flat most are the modern, high and wide kind, often with some exploration thrown in. Exploration can net you regular and red gems, collect all red gems in a level (anything less doesn't count but you're told how many gems there are in a stage) and the level is marked in red, do that for all levels of a world and the world's bonus level is unlocked. They are often hidden or placed in very dangerous places but still not terribly hard to get, I 100%'d all but the last world almost on the first go (decided to finish the game before 100%ing the last one to make sure I get the "finish game without losing all lives" archievement). Occasionally there are passable walls involved but even those tend to have hints that you can enter them.

Overall "not terribly hard" is the theme of the game, the first time I even lost a life was at the end of the second world (there are 8 worlds to finish with 9 regular and 1 bonus level each) and the difficulty ramps up fairly slowly while gems are given out liberally (especially with the large ones that are worth 10) so I accumulated tons of lives throughout the game. The mechanics changed from the C64 game too, now the punk ball gives an extra hit (in the C64 game you always died on the first hit, no matter how many powerups you had) and fireballs (required a second powerup). Checkpoints are also placed liberally, occassionally you get a checkpoint after going a mere 2-3 screens from the start already. While the difficulty does reach some highs towards the end the checkpoints make it fairly easy to deal with as even repeated screwups rarely set you back much. The time limit (yes it has one of those) seems fairly arbitrary, 300 for any level, long or short except the hell levels which start the timer at 666.

The worlds don't really have their own themes, it feels like one big flow of levels with no clear limits between the worlds. Yeah, there are some level themes that happen more in certain worlds (e.g. the hell levels only appear in world 8) but no feel like "this world has theme X" like SMB3. Doesn't help that all worlds have the same boss, a fat dragon. While he gets more patterns as the game progresses and takes more hits he's still fairly easy. Well, he could probably put up a fight if they had given him mercy invulnerability, his hitstun wears off at the same time as his invulnerability so if you time it right you can hit him repeatedly without him doing anything. That's how I cheesed him to death in the final (regular) level.

The sound is advertised as "inspired by Chris Hülsbeck's original soundtrack" (if you don't know who that is, he made the C64 soundtrack which was somewhat famous). Yeah, many of the songs are remixes of the ones in the original (there aren't many songs overall though I don't know if all of them were remixes or some were original compositions). Really not much to say about the sound effects, they've got the usual blips and bloops you expect from an 8bit era platformer except enemies now make different sounds when they die. Overall the sound isn't terribly memorable.

The looks are like a strange mixture of retro and modern, there are many detailled parts in the levels that look modern while other parts try to look like the original game's blocks which creates a weird mixture. Characters are fairly detailed, animations cartoony, etc.

Oh right, the two new items... The gumball and coke bottle are both taken from dispensers placed near the obstacle you're supposed to use them on (you can't keep them for the next level if you get a spare), the gumball puts you in a bubble and lets you float around like the usual float powerups in Mario games except it's not time limited and instead pops when you hit a wall or hazard, making for some almost Kururin-like flight sections. The coke bottle just destroys blocks with a "ray" of water. Both items are single use and have specific usages in the levels they're in.

The 72 levels that are mandatory for the completion of the game vary in length, some are so short you wonder if that's really all, some are fairly long and expansive but overall the low difficulty means you'll go through them fairly rapidly, I don't think the game has more than a few hours in it. As far as I can tell there's no incentive to replay the game once you 100% it (which happens pretty much on the first run) though since it's an action game with no story you could just replay it anyway. The archievements are trivial stuff, nothing you have to go out of your way to do.

In case you're wondering, no, there is no multiplayer and hence the whole "Giana Sisters" title makes no sense.

Overall: Hard to say who this is aimed at. People with nostalgia for the C64 version? The game is significantly easier than that one and while the old game may have been too damn hard the new one doesn't even pose a challenge for someone who played 8-bit platformers. Kids? Maybe, the game is probably suitable to be someone's first jump and run with its low starting difficulty and slow ramping up. The 8-bit throwbacks seem misplaced for that though. I assume the readers here are going to be veteran gamers, to you the game should be pretty easy so burning through all of it fairly quickly shouldn't be a problem. Maybe it's too short to warrant the full 40€* price and you would be better served waiting for a pricedrop or maybe you'll even go for a pricedrop. A rental may also work if you want to give yourself a full load of 8 bit platforming for several hours though the levels may feel too samey to be played for that long in one session. I don't regret buying the game but I'm really not sure if I should recommend it to others. If you're looking for a lot of plain old platforming with no fancy puzzles or RPG stats or autoscrollers or huge inventories of fursuits GSDS is probably a good pick.

*=Regular price for DS games in Europe, the game will probably not cost 50$ in the US if it ever comes out there.

64
Nintendo Gaming / DSi owners' thread
« on: April 04, 2009, 05:22:56 PM »
Since I hate having pages of pre-release speculation and hype in the same thread as the post release talk I'm starting a new one.

I got mine yesterday, walked into a store around noon and just grabbed one, no waiting or preordering. I picked the white one <insert racism joke here>.

I think I recall rumours about WPA support, it doesn't have that, still limited to WEP. Grabbed the browser, Aquite and Code from DSiWare (took a lot of deliberation to decide on the games, Wario Ware looked too silly and short and I already had WW on the GBA so I didn't want the microgames), the browser is more a novelty I think since you can't even fit one full line of text on the screen and scrolling back and forth just to read one paragraph is tiring and slow.

Aquite has a review over at IGN if you care, it's pretty nice. I'm still triggering combos mostly by accident rather than planning. Code is about at the same level, move numbers around, line them up so you can add some up to 10 and make those disappear, I feel kinda paralyzed at times since many numbers aren't easy to move (they flip over and are only usable when they form a number in the orientation they end up with) and I often merely delete numbers that happen to match up rather than forming my own matches. I guess I need more practice. They seem to be sized like other Art Style and Bit Generations games, each has a limited (delete X blocks, ends faster when you pull combos) and an endless mode, kinda like Tetris A and B style plus different levels that add one color/number each (though in Code you can reach numbers through flipping even before the level spawns them). Code also has a VS and puzzle mode (clear the screen with the fewest moves). There aren't that many puzzles but they're pretty damn hard. The only extra mode Aquite has is the Aquarium mode which seems to have different short cutscenes (various fishes swimming by) that you unlock throughout the game. Overall dealing with Aquite's blocks is easier on the brain and the different musical notes that sound as you play it make it more appealing presentation-wise.

Oh, right, the camera... Using it by hitting the shoulder buttons is fine but thefirst time you start it from the menu you're forced through a goddamn TUTORIAL. About USING THE CAMERA. When everything already has BIG, LABELLED BUTTONS. Who'd guess you activate the outside camera by hitting the "outside" button? Oh and apparently it has a forced always-on click sound, I recall hearing about bullshit like that being introduced because people were worried about strangers photographing their children. Maybe they should keep their children in opaque, airtight bags to prevent any exposure to the outside or propagation of their genes!

I think I'll look for a screen protector soon so I don't end up scratching the screen like I did on my regular DS.

65
Nintendo Gaming / Bonsai Barber
« on: April 01, 2009, 07:09:08 AM »
You Americans apparently didn't even notice the WW game you got. Bonsai Barber scored an 8.0 from both WiiWare World and IGN. Yes, it's not a nostalgia-filled game like Super Punch-Out but it really got no attention here.

66
General Gaming / How to have fun with a 360?
« on: March 23, 2009, 05:31:56 PM »
My 360 is gathering dust and I don't mean that in the literal sense (well, yes, it's also gathering physical dust but that's not related to usage patterns). I'm having trouble finding games to actually have fun with. There are just no games out there that look to me like they're worth 70€ and the pricedropped games are a very limited selection, most of which is garbage. My current library was mostly influenced by what I could find for cheap:

WarTech: Senko No Ronde (15€) (meh)
The Outfit (13€ used) (meh)
Earth Defense Force 2017 (~25€) (great)
Eternal Sonata (~20€) (meh)
Saints Row (10€) (great)
Phantasy Star Universe (7€) (meh)

XBLA:
Castlevania: Symphony of the Night (10€) (didn't really click with me)
Braid (15€) (nice)
Castle Crashers (15€) (nice)
The Maw (10€) (nice)

Total: 140€... The system itself costs 200€...

So far I'd say the most fun I've had on the system was probably with Saints Row, a game I wouldn't have considered at a higher price because of its theme (why it even HAS car tuning I'll never know, cars are more disposable than allies so why would I waste money on car tuning when I could spend it on more M-16 ammo?). I get the feeling I have to disregard my preconceptions about the themes I want in games in order to get any fun out of that system, buy something that looks absolutely repulsive at first but is fun underneath. The problem is finding those games. The only big ones I've heard much about are Halo 3 (no pricedrop yet and I'm not paying 70€ for that!) and Gears of War (not released here, MS is too kiddy to allow unrated games on the system) so I'm kinda lost. Doesn't help that almost every game is on the PC and cheaper too.

67
Nintendo Gaming / Three new Hudson WiiWare games
« on: March 23, 2009, 05:10:17 PM »
http://www.wiiware-world.com/news/2009/03/hudson_entertainment_announce_three_new_wiiware_titles

A Nectaris sequel (apparently TBS), a Diner Dash port and a versus FPS.

After Onslaught had no PvP play I suspected that they'd try to make a new game for that mode instead of trying to shoehorn Onslaught into it so this wasn't completely unexpected. It looks pretty bad though, worse than Onslaught, reminds me of the Southpark FPS or maybe Katamari Damacy (which trimmed graphics detail to show more stuff). The blocky gouraud shaded objects look like ass IMO, especially the weapons which looks especially wrong since water pistols are usually more roundish as that works better for water tanks... Really should have used more details on the first person models, at least make the screw on the back round...

68
Nintendo Gaming / !"$/!"&%$!"(%$!&$°! GIANA SISTERS DS!
« on: March 19, 2009, 04:00:33 PM »
Amazon link because that's where I've seen it
Holy hell, how did that come out (or at least get this close to release) without any media warning???
Now some people here may not be familiar with Giana Sisters so I'll explain it in short: You play one of the two sisters (uh, forgot their names), one for the first player (or only if you're playing alone) and one for the second. You move through a sidescrolling level, hit glowing yellow boxes with your head to make gems (100 of which mean 1up) and powerups appear, the first powerup lets you break bricks by hitting them with your head, the second lets you shoot fireballs. There are enemies, most of which are defeated by jumping on their heads... Sounds familiar? Yeah, Nintendo thought the same and actually sued over the game back in the C64 era.

Apparently this new game has new features too, the description talks about touchscreen and microphone interaction as well, apparently requiring you to blow into the mic when using that bubble you see on one screenshot. I'd dock a point for microphone use in principle. Also seems to have archievements because everybody's gotta have those now...

That "game profile" image says 5/5 dexterity, 2/5 logic and 3/5 bite, seems to be like those game descriptions you see on board game covers. Oh and 9/11 for difficulty. Yes, their scale goes to eleven.

69
General Gaming / Osu! Tatakae! Ninja Blade
« on: March 17, 2009, 04:53:58 AM »
Well, the Ninja Blade demo was finally released to the second class citizens of XBL, I guess that's one argument for getting a PS3 instead (no idea if NB is on the PS3 too but since most games are I'll just assume so).

First impression was "HD graphics". The colors look washed out, people seem unnatural, like the lighter wanted it to look like a graphic novel (come to think of it, The 300 used that style...) or maybe a mech simulation. Not really unusual though, I guess they call that "gritty" as in "someone used a very gritty sand paper to remove all common sense from the graphics designer's head."

Second impression was quick time events. The demo starts with a series of QTEs before you even get to walk. At first I thought it was just a way of telling you which button does what but then I failed the Y button command a whole lot of times until I noticed the circle closing in on the button icon and... Yes, the game actually shows the button before you're supposed to press it and grades you on the timing of the actual press. Fortunately when you fail a QTE input (which happened a LOT for me) you get thrown back at most 3-4 inputs but still... After a series of QTEs, you get a short sequence of beating infected people things with your swords (introducing you to the anti-armor blade that's slow as hell but destroys enemy armor after a few strikes), then some more QTEs, then you have to run away from a sandworm from Dune. In that section the game actually shows similarity to Mirror's Edge, you can activate "Ninja Vision" to highlight walls you can run along and poles you can swing on (though you could probably just use your own eyes because it's not hard to see that the wall next to the gaping hole is fairly flat). Dying here actually shows you a "you have died, continue from last checkpoint?" screen instead of the usual short rewind and "hit A to try again" you get for failing a QTE. Then you slide down a building, I guess you can chop some stuff there but it doesn't seem necessary but it reminded me of the bonus stages of some ninja game I saw TASed once. Then MORE QTEs. A boss fight where during the first stage every boss hit sequence (Zelda-style puzzle boss) ends with a QTE, then the first stage ends with a QTE, then the second stage ends with a really lengthy series of QTEs to actually finish the boss off.

Notice how much I said QTE? If I hadn't wasted so much time on the second form of the boss I would have spent HALF THE PLAY TIME on QTEs. Graded QTEs (Good/Great/Perfect). The demo didn't interpret your grades though, nothing, just a "you earned 3000 points for killing the boss" screen and then the title again. I guess the full version will grade you on your QTE performance and maybe how many extra things you stab in scenes like the wall sliding. There's even finishing moves in regular combat but I didn't trigger even one and there wasn't enough regular combat to really become familiar with it. Not sure I consider that a real loss though, the regular combat felt pretty uninteresting, just chop stuff until it falls over though maybe that's just because it was a demo. The boss fight that took most of the gametime was actually pretty fun and I guess the jump and run sequences would also be pretty cool if they didn't make your first contact with one the equivalent of an autoscroller because I'm pretty sure people hated those back in the 2d days already. The demo was a Treasure-esque mishmash of gameplay styles (come to think of it the wall sliding was a bit shmuppy...), I wonder if that's just from all the compression or if it'll look like that in the end. Also I think they really should have made wireswinging a gameplay element (hey, that's what ninja sight is for, let the player shoot the wire when he feels it's needed or let him use the force when he's unsure and highlight the best grapple points then!) rather than something you see in QTEs. It was so fucking awesome in Ninja Cop that it really deserves a chance here. Then again maybe if I want to attach long threads to large buildings and swing around on them I should buy a Spiderman game instead.

So final verdict, seems cool when it doesn't try to be Ouendan. Or Elite Beat Agents if you're not familiar with the Japanese name.

This is the game for Yahtzee, I tell you. One week after the review the "Press X to not die" killer will strike throughout Australia. Or the From Software HQ in Japan, I guess.

70
Nintendo Gaming / id Software "considering" Wii game
« on: February 25, 2009, 02:11:10 PM »
http://multiplayerblog.mtv.com/2009/02/24/john-carmack-talks-possible-wii-development-iphone-doom-4-more/

Quote
MTV Multiplayer: You’ve said in the past that you don’t think id titles will be on the Wii. Is that still the case?

Carmack: Interestingly, I actually spend far more time playing Wii with my four year-old boy than I do with any other game console. So I’m definitely sympathetic to the platform. But “Rage” is not a viable option on the Wii because of the technology. We’ve been pitched and talked about a project to do a title that would fit well on the Wii, and it’s actually related to an iPhone title that we’re doing. But that’s still kind of up in the air as to what other developer we would partner with on there. I’d like to do something there, because I love a lot of what Nintendo has done with the Wii and the DS, but it’s just out of sync with the developments that are currently going on at id.

MTV Multiplayer: Do you feel you’d have to create a new IP? Or at least a new game from the ground up for the Wii?

Carmack: Yeah, it would have to be a completely different game. We would use one of our existing IPs where we have a little bit of leverage. It’s not something that really any of our titles, that are under development currently would be appropriate for.

[..]

MTV Multiplayer: So that one particular iphone title you mentioned that you’re having trouble with — is that the one that will potentially be a Wii title?

Carmack: Yes, it could possibly lead into it. Not directly from that, but a very similar concept for something.

And I know that’s very cryptic. [laughs] But we haven’t made an official announcements about it because we’ve had some difficulties during the development. And we don’t want to announce something and then retract it. We want to make sure it turns out good before we actually talk about it.

[..]

MTV Multiplayer: And if there’s a Wii title, would you see yourself being heavily involved in that?

Carmack: There’s an interesting bit of technology — the idea is that we would be setting up the game in such a way that we would deal with some of the “Rage” content pipeline for the Wii. While we can’t do a freeform game like that, we could do a limited-scope game in a particular way so there would be a core bit of technology to develop there that would let it do something really visually stunning in a more limited game framework. And that would be the work that I would set off at the beginning of that. But that’s something we’ve had brief discussions with publishers [about]. At this point, we’re making sure that the core gameplay actually works out well first before inking anything.

I recall he said he liked the Wii but they were already committed to the HD platforms two years ago, seems they're finally getting around to trying their hand on the Wii.

cue the people interpreting "While we can’t do a freeform game like that, we could do a limited-scope game in a particular way" as "rail shooter"

71
NWR Feedback / Everything is aligned to the center
« on: February 17, 2009, 11:29:48 AM »
All text and buttons are aligned to the center, that looks bad.

72
General Gaming / Japanese style games going extinct?
« on: January 19, 2009, 05:34:41 PM »
Because some idiots derailed and killed the FF13 thread while I was typing this up I'll post this in a separate thread.

It seems to me that the japanese style of game design is dying out on the HD consoles. Even the games that do get made on them seem to be designed to look like western games. Where previously Square-Enix and co dominated the RPG scene now they've yielded to the likes of Bioware and Bethesda. The only genre that still seems to live is the Dynasty Warriors clone. The games that do come out fail critically and in the market. Of course anything that comes out is a retread of an idea from the previous gen but that's hardly a surprise. The gaming landscape on these platforms is becoming as brown and dull as the next-gen graphics themselves.

This is probably a misperception by me but when I look at store shelves for these systems everything is dull and uninteresting. Seems the only place where anything is still happening is on WiiWare.

73
General Gaming / No FF13 in 2009 for the west
« on: January 16, 2009, 05:07:46 PM »
http://www.computerandvideogames.com/article.php?id=205988

Game Over, Square-Enix!Is there any chance they'll ever make their money back on that Airbus?

74
General Gaming / The presumption of equal effort
« on: January 12, 2009, 05:11:19 AM »
I don't know about other people but when I encounter a game I don't know much about I apply this rule of thumb: The amount of effort the maker of the game put into each component is roughly equal. That means if e.g. the box art is shitty (seriously guys, that's gotta be the cheapest part of game development, don't skimp on it!) or the graphics look badly made (that's different from technically bad, compare the looks of many flash games to the 16 bit era and the flash game will look technically superior but badly made) I assume the other parts of the game like the gameplay and level design will be similarily badly made.

Most of the time that assumption holds true, while there are some shitty high-budget (which usually means they don't have any obvious faults on the box) games and some good games that have a shitty presentation in most cases the good games also appear good while shovelware will give itself away with its box design and screenshots.

Maybe that plays a part in the perception that the Wii is the shovelware system, its bad games tend to be more obvious while the crap on the HD systems (e.g. Legendary) tends to be coated in the appearance of a good game.

I don't know if others use the same rule of thumb but I think it's likely. I do apply different standards at times though (e.g. excessive bloom and 3d rendered sprites count as bad design for me).

75
Nintendo Gaming / Fusion syndrome
« on: December 30, 2008, 02:52:57 PM »
Named after Metroid Fusion which I consider one of the most egregious examples.

The tendency for a videogame series that has lots of exploration and non-linear level design to develop a more structured story and in response curtailing the non-linear gameplay in favour of a more linear design.

For example, Metroid 1-3 had very little story, you were Samus Aran, you got to kill the mother and in the end you fly away. Fusion suddently decided to add characters, story development, etc but to tell that story it locked the player into a very narrow path, making sure there is no way to stray from it and ruin the story. The Prime series was similar, Prime 1 was mostly about the environment, Prime 3 had tons of mission goals and story cutscenes.

Mario 64 had a very freeform approach to levels. You could waltz in and take the stars in almost any order, your only goal was to get a specific count to unlock another set of levels. There were three mandatory levels where you fought Bowser that were the entirety of the story development. Super Mario Sunshine: Suddently there's this unknown enemy whose identity is revealed by the story later on. You're forced to beat the stars in a fixed order and in order to complete the game you must complete seven stars in EVERY area. All the other stars were of no use for beating the game.

Zelda 1 and 2 had almost zero story, you explored the map and beat dungeons in almost any order you wanted. LttP had more story and a somewhat more restricted level order (though you could still take them out of order). Ocarina of Time wasn't even coded to cope with players sequence breaking and beating the temples in a different order, since it's designed to be completely linear in its overworld progression it only checked if the final temple was beaten to unlock the route to the boss.

Symphony of the Night was very unguided, there wasn't much that was necessary for moving through the castle, only a few items were necessary for accessing about 99% of the castle. I didn't even figure out the high jump boots until after I got the bat morph and could just fly anywhere. The GBA games had a harder sequence and breaking it was very hard. PoR had the pictures that took you into different worlds, kinda like the sectors in Fusion. Ecclesia lost the freeform completely, almost all levels are just glorified corridors with a single route through them and only a few treasure rooms attached.

Those are just the first few that came to my mind. It seems that story is the mortal enemy of freeform gameplay and with the hardcorification of core gaming more and more games want to develop their own stories over the gameplay that they started with.

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