Introduction
Ratchet & Clank: All 4 One is the newest entry in the Ratchet & Clank franchise. Most of the over the top baddie blasting platform action is back. Best of all, 4 players can join in for co-op blasting goodness.
The Good
Ratchet & Clank + Multiplayer = Awesome
My kids, wife, and I have enjoyed Ratchet & Clank since the first times we laid eyes on them. For us, Ratchet & Clank is to the PlayStation what Mario and Luigi are to the Nintendo. Finally, we can all enjoy the great platforming experience together. Ratchet & Clank has great potential as a multiplayer game. At the very least, it is not a kart racer.
Big Booms Sound Good on Big Speakers
For me, the biggest excitement in R&C came from ganging up on the bigger enemies. When players focus their fire on a single enemy, they get a damage multiplier and a meter on the enemy begins to fill. When it gets to a certain point, the enemy blows up. If you have a proper sound system, the KABOOM! is fantastic. While it was the same boom every time, it never got old to me.
Visually Stunning
The Ratchet & Clank series has always been one of the most aesthetically pleasing games on the PlayStation consoles. The environments are vibrantly colored, there are all kinds of objects to look at, the character skins and movements are great, and the explosions are absolutely wonderful. This latest entry does not disappoint in the visuals department and reminds us all why high definition and 3D were simply meant to be.
The Bad
Can we fix the interface next time around?
Insomniac Games has come up with a very intuitive system for selecting weapons in the Ratchet & Clank and Resistance series. Unfortunately, it fell apart in Ratchet & Clank: All 4 One. The player selects weapons and gadgets from a wheel that comes up when the player presses the right analog stick. There are a few different wheels to select from, which can be sorted through by pressing L1 and R1. Pretty straight-forward in theory. When you are playing though, your finger is likely on the R1 button when you bring up the weapon wheel. This can lead to you selecting a different weapon than you intended. Add the frustration of having the game pause when multiple people open the wheel at the same time and you constantly have the wrong weapon selected. I tried to use the hot-key system, but then I found that I was constantly trying to swap things in and out of my four hot-key slots. If it is too much of a pain, it should not be.
Nothing New
As far as innovation goes, All 4 One is a step backwards in the R&C franchise. Multiplayer is great, but why does it have to be at the expense of great gameplay? The platforming has been oversimplified for this entry; perhaps to make it easier for multiple characters at one time. At the same time, the arsenal is less fun than it has been in previous games. Where is the Groovitron? Why isn't Mr. Zurkon that great of a weapon anymore? The lack of more or new makes this game seem as if it would more appropriately fit in with the oldest entries in the franchise.
I Want Six-Axis Control
I miss six-axis control. Since the beginning of PlayStation 3, the six-axis has gotten a bad reputation. Now that The Move is out, the six-axis is long forgotten. Our controllers still have the functionality though and Ratchet & Clank was one of the few series to put the functionality to good use. With a little bit of creative thought, we could go back to having segments where the heroes are controlled with six-axis movements instead of directional buttons. Sure, it can take a little getting used to, but cleverly placed six-axis control segments adds to the level of immersion in the game.
The Ugly
Wait a second.....this isn't a Ratchet & Clank game!?
When the first announcements for R&C: All 4 One came, I wondered to myself, "Why isn't 'Future' in the title?" When we started playing the game, the answer became immediately obvious. All 4 One is not here for the story. It does not bother to follow the Ratchet & Clank storyline at all; nor does it attempt to make excuses for it. At times, I wondered if this were truly a Ratchet & Clank game or just another top-down shooter with Ratchet & Clank character models dropped in.
PS3 Multiplayer Done Wrong
Game publishers should look to how local multiplayer is implemented in the Little Big Planet games in order to gain a good idea on how to do it right. Most often, when I am playing a multiplayer game in my house, I am playing with my kids whom also have their own profiles on the PlayStation. All of the bonuses we earn for playing together on my profile should also be reflected in their profiles. To be fair, Little Big Planet is pretty much the only game I know of to do this. I understand that implementation of a design could get sticky; but really, we could work a system to allow character progression in the particular player's profile.
Did it Save?
Especially when just starting to play R&C: All 4 One, it is not obvious when exactly the saving is taking place. After a while, you learn it is after points are counted, but even so, there were times that it seemed like we played the same area over and over again because the game simply did not save. We can fix this easily, but nobody seems too concerned. The text "SAVING" with the icon would be a lifesaver for the fans, but instead we insist on having an icon that looks similar to every other icon that appears in that exact location on screen. Is it saving now? Oh, no, that was the stupid loading icon again.
Conclusion
For a four player game, Ratchet & Clank: All 4 One is great fun. Anybody that has played the other R&C games will love to have a shot on the co-op. Unfortunately, fans looking for some new weapons and gadgets and some innovating platforming will have to keep waiting.
Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts
Friday, November 25, 2011
Thursday, February 10, 2011
Review: God of War - Super Epic
*********************************************
* Title: God of War (Collection) *
* Platform: PlayStation 3 *
* Release Date: November 27, 2009 *
* Developer: Bluepoint Games *
* Publisher: Sony Computer Entertainment *
* My Rating: 9.7. Excellent *
*********************************************
I think I may be the last person in the world that may have an interest in God of War, but had not played it yet. God of War is an epic action game a la Soul Reaver and Prince of Persia that was originally released for the PlayStation 2. God of War already has two successors, and the first and second have been re-released as a high definition collection for the PlayStation 3. On a whim, I decided I would have my wonderful wife pick it up to me. Now, many years after its original release, I understand just how awesome God of War really is.
The story in God of War is set in Greek mythology. The main character, Kratos starts as a commander of a small army, but eventually leads a legion. During a particularly nasty battle, Kratos turns to the God of War, Ares, for assistance. Ares offers Kratos a gift, the Chains of Olympus. However, the gift is a cursed gift. These chains are permanently affixed to Kratos and Kratos is set off to do Ares' bidding. Kratos, and his army, ravages village after village in the name of Ares. One day, they come to one building and Kratos is given a warning not to slay the people inside. In his fury, he does slay the people, only to realize it was his wife and daughter. At this point, all Kratos wishes to do is seek revenge against the God of War for tricking him into this debauchery. The game, God of War, follows Kratos on his journey to seek his revenge against Ares.
Most of the game play in God of War can be described as jumping and slashing. You guide Kratos through Hades, trying to find a way back to the surface. This involves running through different underworld environments, solving puzzles to get past certain areas, and defeating epic monsters. The fighting is solid. The Chains of Olympus, and later, the Blade of Artemis, have to be the most awesome weapons I have ever used in a video game.
God of War really was a showcase game for showing the PlayStation 2's power. Even though I played it on the PlayStation 3, the sound and graphics showed the true power of a system that developers had already had their hands on for many years. I do not believe there is a PlayStation 2 game that looks better than God of War. While there was only a handful of monster types, the bosses were all uniquely amazing. Every bit of playing God of War makes you feel as if you are living the stories in The Odyssey.
Without a doubt, God of War is one of the best franchises out there if you like action games. If you are truly a Sony PlayStation fan, you have no reason to not have played this fantastic game already. If you are not yet a PlayStation believer, this could be the game that makes it all worth your while. Get your copy and play today!
Saturday, January 29, 2011
Review: Little Big Planet - The Definition of 'Next Generation Platforming'
*********************************************
* Title: Little Big Planet *
* Platform: PlayStation 3 *
* Release Date: October 28, 2008 *
* Developer: Media Molecule *
* Publisher: Sony Computer Entertainment *
* My Rating: 10. Flawless *
*********************************************
Little Big Planet is one of those games that will be very hard to give an all-inclusive review on. There is so much to it, that I cannot possibly hope to touch on everything I would like to mention. To start, let me say that the game is awesome from beginning to its non-existent end.
The whole experience is only summed correctly by the tagline that has become associated with Little Big Planet: 'Play. Create. Share.' While the core gameplay in Little Big Planet is classic platformer, there is so much more going on. Much of the story mode of Little Big Planet is based on going through the game's fifty or so levels and collecting different objects for use in decorating both the game and your sack-person. The action is frantically fun, as you will navigate the 2.5D levels by running, jumping, swinging, and driving either by yourself or cooperatively with up to four total players. In addition to all of the objects you collect throughout the levels, you also are rewarded for things like finishing a level and making it through a level without dying. The collecting and decorating alone is enough to keep you coming back well past completion of the last level. Further, there are many side activities, mostly meant to be competitions, that you unlock throughout the course of the story mode. Really, the only way to sum it up is to call it amazing and watch a million trailers or play the game.
The graphics are stunning. If Sony were to pick a game to be its poster child, I would hope they would pick Little Big Planet. LBP is the very definition of high-definition gaming. Everything is so crisp and clean. There are background objects moving around. Even the smallest objects have their own very visible characteristics.
The audio only matches the graphics in terms of high-definition. Some of the levels will have you dancing in your seat. Everything has an appropriate bell or whistle attached to it for you listening amusement. Again, words simply cannot describe how amazing the whole experience is.
The controls are a little awkward at first, but it becomes like second nature in no time. The levels are 2.5D, which means it is basically a side-scroller; however, there are three different planes in which the sack-people can be playing. You may have objects on one plane that you have to go around by hopping to a different plane. It goes without saying that you must look behind every object to collect all of the goodies. Many of the levels require you to grab hold of something to either swing or push or pull to get through to the next area. This is appropriately handled with the R1 button on the controller. When you get bored, you can dance around by waving the controller around; six-axis controls, and using the L2 and R2 shoulder buttons with the analog sticks to move your arms. It is absolutely fantastic.
The story mode is really just a small part of Little Big Planet. Every person that plays Little Big Planet should really participate in the community. If the levels in the story mode are amazing, the levels in community mode are out of this world. One of my favorites so far is a roller coaster ride, which is fairly light on the gameplay, but just jaw-droppingly beautiful.
Of course, every member of a community should make contributions. Little Big Planet has an excellent level creation tool. There are tutorials to help you get started, but after that, the only limitations are literally your imagination and the thermometer that gauges how much stuff can be in your level. You can make anything you want with the tools and set it to do practically anything. Make an object you like? You can save it for use in other levels and even share it with the community by including it as a pickup in your level. I do not have a published level yet; however, continue following my blog for an update on this. I have a couple of levels in the works and will definitely write a post about each when they are complete and released for play.
Really, the only thing that needs to be said about Little Big Planet is I absolutely love it. If you were to purchase a PlayStation 3 but only had enough money to buy one game, you must buy Little Big Planet Game of the Year Edition. At this point, you can probably even pick it up for around twenty bucks. Hands down, this is one you absolutely cannot take a pass on.
Saturday, January 22, 2011
Review: Rock Band 2 - The New Definition of 'Fun for the Whole Family'
Title: Rock Band 2
Platform: PlayStation 3
Release Date: October 19, 2008
Publisher: MTV Games (Viacom)
My Rating: 9.5 - Super

These days, it is very rare that a video game will keep me up until sunrise. Downloadable content? Not for me. Online duels? Again, simply not for me. More than one way to play? Sorry, I do not have the time. However, Rock Band 2 is that rare jewel that will keep you playing in all modes. A couple of weeks ago, I wrote a report on why it is I will not be purchasing Rock Band 3, so it is only appropriate to give Rock Band 2 the review treatment.
I would love to say that the gameplay in these plastic-instrument music games needs no explanation at this point. However, as a late comer to the genre myself, I fully understand that you really do not know what you are getting into until you start playing. Simply put, you play the game with plastic instruments. The PlayStation 3 version of Rock Band 2 comes with about 100 tracks, including the extras you get a voucher for on PlayStation Network. When you begin playing, you see that the buttons on the instrument are mapped to the "highways" on the screen. You try to hit the buttons in sync with the notes as they pass the cursor at the bottom of the highway. Hit successive notes to gain score multipliers. Play well and make it to the end of the track or do poorly and fail. The more difficult the level of play, the more close to playing the actual music you are.
There are several modes in Rock Band 2 including Quick Play, Tour, and Practice. You must play on the tour mode in order to unlock all of the tracks. You also get to create an avatar and customize it using cash you earn in the gigs to purchase new clothing, accessories, and instruments. Quick Play is my favorite for practicing, because you do not need to worry about losing fans if you fail. One thing about Rock Band 2, while playing in Tour Mode, you feel as if you are constantly progressing. You are unlocking tracks, moving to different locales, earning fans and cash, and, if you are challenging yourself, moving up in the difficulty levels. For those that need a little extra practice, there is a practice mode to help you get started. For the drums in particular, the practice mode is great. However, for the guitar and the vocals, the best way to get better is just to play.
I have already alluded to the different controls in Rock Band 2. You have my favorite, the Stratocaster Guitar. Also, there are drums and a microphone. Of the three instruments, the drums make you feel the most like you are playing an instrument. You can literally hear the beat coming out on the plastic drum set as you are playing. I cannot keep a beat, so I generally stay away from the drums. The microphone probably allows for the sloppiest play; however, in the harder difficulties, you either have to be able to sing well or be a female. Serious, every female I know can play vocals on hard and do well. The guitar offers a lot of challenge, but is admittedly the furthest from being an actual instrument. Do not get it wrong, your fingers will fly on the harder difficulties and tracks, but the five button setup simply is not playing a real guitar. What I really like is that with two guitars, you have a four player game. I often complain about the fact that I have four controllers but most games still seem to only support two-player play. Four people in my family plus four playable instruments equals fun for the whole family.

Whether or not you like the audio in the game really depends on your tastes in music. I would like to think there is something for everybody in Rock Band 2; however, as the name suggests, the music is very rock-centric. PlayStation Network has many downloadable tracks, but be careful, because much of the new music is not supported on Rock Band 2. While playing, your ears will eventually start to pick up when you miss a note. It sounds as if you play a bad chord. I love it, but I can see where you might not like it if you do not like the majority of the music.
The visuals in Rock Band 2 are downright hypnotizing. There really is nothing extraordinary about the scenery. However, most of the backgrounds are either psychedelic or have a strobe light type effect going on. While focusing on the highway, playing the track, the background is constantly going with vibrant colors and patterns. Often times, at the end of a track, I feel dizzy. Some people might not like this feeling, but I love it. When a game can do that with its visuals and keep you playing, it has certainly hit the jackpot.
Without a doubt, Rock Band 2 is the new-age definition of "fun for the whole family". I honestly can see a not-too distant future where games such as Rock Band take the place of karaoke machines in bars. While it will take more steps in the right direction, perhaps better publishers with less restrictive control over their music, I truly hope to see the Rock Band series regain a foothold in our living rooms.
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Saturday, January 15, 2011
The Controller Standard: The Sony Dual Shock 3
The other day, I wrote about how I would never bother with an XBox 360, mostly due to the awful controller it uses. Naturally, I decided to do a bit of a series on video game controllers. Since I have already described what I believe to be the worst of the worst controllers, I will continue with what I believe to be the best of the best controllers: the Sony Dual Shock 3 for the PlayStation 3.

The one thing that just makes the PS3 Dual Shock 3 shine is the design. Just take a good look at the controller. Not only is it beautiful, but it is the natural evolution of the video game controller. Have a look at the Dual Shock 3 and the Super Nintendo controller at the same time. You can clearly see some gold-star breeding happened to arrive at the Dual Shock 3 from the SNES controller.

It is natural evolution. It is the way it was meant to be. Nice, sleek design. All buttons comfortably within reach in terms of hand positioning on the controller as well as the position of buttons in relation to other buttons. A look at this controller in the hands shows that everything from the curvature to the position of which the thumbs and fingers rest on the controller just screams ready to play some video games. There is no looking at this controller and asking yourself, "Why?" The Dual Shock 3 needs no explanation.

As far as response goes, I can only really give a "meets expectations" score. This is because I expect my game controllers to be perfect. I like how the controller responds in much game. Of course, this has much to do with the software programming as well. However, it takes a great set of drivers to make it do what it does. My only wish in this department would be the ability to change the sensitivity on the controller side as opposed to adjusting it on the game software side. This would allow the controller to have the same sensitivity across all games. This is also true of the pressure sensitivity. All of the buttons on the Dual Shock 3 are pressure sensitive. It would be great to have a way to adjust the sensitivity on the hardware side.
The rechargeable batteries in the controller are certainly worth a mention as well. The Dual Shock 3 is the only current-generation controller that comes with rechargeable batteries. To make it better, they are built in. You do not have to mess with them at all. Now, I have heard complaints about the life of these batteries. Because they are built into the controller, if the batteries go bad, the controller is gone. Look, you will not have this issue if you properly care for you controller. There is a correct way and an incorrect way to recharge your batteries. The correct way is as follows: first, always charge the batteries 100% before the first use; second, only charge after the first use if the batteries are dead or near dead, like lights flashing dead; third, do not take the controller/batteries off the charger until the batteries are completely charged. If you follow these three steps, your rechargeable batteries will live for the life of the console.
A nice new feature of the Dual Shock 3 is one of the most underused features: six-axis control. This controller is capable of motion control that is at least as accurate as what you would find on the Wii. It is unfortunate that many developers overlook the six-axis control. In many games, it works very well. There are many missed opportunities that come when talking about six-axis. From driving to taking cover, I can think of at least a dozen uses that nobody bothers with. In this age, especially since Sony has moved on to a peripheral that is all about motion control, yet requires a camera, there is not reason for the six-axis to be as neglected as it has been.
My favorite feature of the Dual Shock 3 almost never came to be: the dual shock itself. I love the fact that my controller vibrates while playing games as a way to show feedback. A controller without dual shock can still be a good controller, but the dual shock has become the signature of a PlayStation controller. I was very disappointed that the dual shock was not in the original PS3 controller. When it was announced, I felt as if I had been reunited with a long-lost son.
I could actually stand the weight of the Dual Shock 3 to be a little heavier. I like my controllers to feel as if they really would break the television if I through it in a rage fit. Definitely, after the first generation of PlayStation 3 controller, the weight increased a little, but I wish they would add at least a few more ounces to the overall weight. It might feel a little too light if the one before it were not lighter, but the Dual Shock 3 will not be forgotten about in your hands.
Ultimately, what makes a good controller is all around good design. Manufacturers should not be so concerned about a unique look to be straying from comfort or functionality. From the looks to the precision to the features, the Dual Shock 3 is the gold-standard in which all other controller manufacturers should seek to achieve.

The one thing that just makes the PS3 Dual Shock 3 shine is the design. Just take a good look at the controller. Not only is it beautiful, but it is the natural evolution of the video game controller. Have a look at the Dual Shock 3 and the Super Nintendo controller at the same time. You can clearly see some gold-star breeding happened to arrive at the Dual Shock 3 from the SNES controller.

It is natural evolution. It is the way it was meant to be. Nice, sleek design. All buttons comfortably within reach in terms of hand positioning on the controller as well as the position of buttons in relation to other buttons. A look at this controller in the hands shows that everything from the curvature to the position of which the thumbs and fingers rest on the controller just screams ready to play some video games. There is no looking at this controller and asking yourself, "Why?" The Dual Shock 3 needs no explanation.

As far as response goes, I can only really give a "meets expectations" score. This is because I expect my game controllers to be perfect. I like how the controller responds in much game. Of course, this has much to do with the software programming as well. However, it takes a great set of drivers to make it do what it does. My only wish in this department would be the ability to change the sensitivity on the controller side as opposed to adjusting it on the game software side. This would allow the controller to have the same sensitivity across all games. This is also true of the pressure sensitivity. All of the buttons on the Dual Shock 3 are pressure sensitive. It would be great to have a way to adjust the sensitivity on the hardware side.
The rechargeable batteries in the controller are certainly worth a mention as well. The Dual Shock 3 is the only current-generation controller that comes with rechargeable batteries. To make it better, they are built in. You do not have to mess with them at all. Now, I have heard complaints about the life of these batteries. Because they are built into the controller, if the batteries go bad, the controller is gone. Look, you will not have this issue if you properly care for you controller. There is a correct way and an incorrect way to recharge your batteries. The correct way is as follows: first, always charge the batteries 100% before the first use; second, only charge after the first use if the batteries are dead or near dead, like lights flashing dead; third, do not take the controller/batteries off the charger until the batteries are completely charged. If you follow these three steps, your rechargeable batteries will live for the life of the console.
A nice new feature of the Dual Shock 3 is one of the most underused features: six-axis control. This controller is capable of motion control that is at least as accurate as what you would find on the Wii. It is unfortunate that many developers overlook the six-axis control. In many games, it works very well. There are many missed opportunities that come when talking about six-axis. From driving to taking cover, I can think of at least a dozen uses that nobody bothers with. In this age, especially since Sony has moved on to a peripheral that is all about motion control, yet requires a camera, there is not reason for the six-axis to be as neglected as it has been.
My favorite feature of the Dual Shock 3 almost never came to be: the dual shock itself. I love the fact that my controller vibrates while playing games as a way to show feedback. A controller without dual shock can still be a good controller, but the dual shock has become the signature of a PlayStation controller. I was very disappointed that the dual shock was not in the original PS3 controller. When it was announced, I felt as if I had been reunited with a long-lost son.
I could actually stand the weight of the Dual Shock 3 to be a little heavier. I like my controllers to feel as if they really would break the television if I through it in a rage fit. Definitely, after the first generation of PlayStation 3 controller, the weight increased a little, but I wish they would add at least a few more ounces to the overall weight. It might feel a little too light if the one before it were not lighter, but the Dual Shock 3 will not be forgotten about in your hands.
Ultimately, what makes a good controller is all around good design. Manufacturers should not be so concerned about a unique look to be straying from comfort or functionality. From the looks to the precision to the features, the Dual Shock 3 is the gold-standard in which all other controller manufacturers should seek to achieve.
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Thursday, January 6, 2011
Why I Did Not Take the Plunge for Rock Band 3
I was a late comer to the music game genre. I had played Frequency and Amplitude a few times before, but I was not exactly an early adopter when Guitar Hero came out. As a matter of fact, at one point, I was in a Target store with some extra money. I had to choose between Guitar Hero and Dance Dance Revolution. I left the store a proud owner of Dance Dance Revolution. I played Dance Dance Revolution for a couple of weeks, but ultimately, my dance pad ended up a dust collector in the corner.
When Rock Band showed up on the scene; perhaps it was already there, I was not impressed. Off the bat, it seemed an instant incompatibility with me. I have no rhythm. I also live in a small apartment. I hardly had room to have these plastic instruments set up everywhere. Also, where would I store them when I was not using them? Not in my house.
As it would be, I happened to have quite a few friends whom were into the music game genre. On a trip to Reno, I had the pleasure of starring in a Rock Band with my good friends. By this time in late 2009, it was Rock Band 2, of course. Even though I was terrible, I had a load of fun. I went home with the thought that I must buy this game.
As luck would have it, Best Buy was having sales on certain inventory products to clear room for Christmas products. The Rock Band 2 set was on sale for about $100. I convinced my wife that we had to buy it. Of course I would play it, I assured her. However, I do not think even I was convinced at the time.
We got it home, set up, turned on, and I was instantly hooked. Of course I played the guitar. The thing with Rock Band was it was one of those games that kept giving. The version we bought had a couple more than 100 songs. They were not all unlocked at first, so the longer you played on the tour, the more songs you had to play. Another draw to the game is how rewarding it feels to move up in skill or to beat a song you could not even play the day before. Even though it essentially amounts to nothing, you really feel accomplished when you are good at playing the game.
As time went on, I never gave up my Rock Band guitar antics. I knew Rock Band 3 would definitely be coming. I had a feeling that it would boast more realistic instruments. I would be one of the first in line to buy it on opening day.
Eventually, the October 26, 2010 release date was announced for Rock Band 3. As I had predicted, the game would have a more realistic guitar, which was actually a working mini-electric guitar. I knew the $150 price tag for the instrument was a steep plunge, but I was willing to take it. I was also interested in the new keyboard peripheral, even if not necessarily to be played by myself. The bottom line was that I had to have this game come release date.
As time wore on; as it does between announcement and release, the news about Rock Band 3 kept dimming my view of the game. I was not very happy when I found out the full specifications of the guitar. I also learned; much to my dismay, that Fender would later be releasing an actual electric guitar that could be used with Rock Band 3 at a later date for $100 more than the first. Now it seemed that I would be shelling out approximately $300-$400 just to update to the new game. I was no longer excited, but I was going still going to do it.
One thing I felt Harmonix and Viacom were doing correctly was allowing players to keep all of the downloadable content they had previously purchased for use with Rock Band 3. Being a purchaser of Rock Band DLC, I was very happy to know I would have a large library of music for Rock Band 3 from day one. However, the news concerning the DLC also became less and less good as time wore on. Not only would you have to pay extra for the pro-mode for previously released content, all new content would also have a premium for the pro-mode. This meant that the new guitar peripheral would be essentially useless unless you were willing to pay upwards of $3-$4 per song on Rock Band Network. I still feel this is outrageous.
Then the news took a turn for the worst. Soon after the release of Rock Band 3, Harmonix and Viacom would drop support for Rock Band 2 on all new DLC. This meant that I would no longer have the choice to continue to purchase new music for my Rock Band library unless I was willing to upgrade my software. Frankly, this was the end of my career as a Rock Band musician. I retired my guitar and put it in the closet to collect dust with the Dance Dance Revolution pad.
Point of the story is; these companies did a lot to build up this franchise then practically killed it by letting down the fans. We all understand that sometimes better costs more. Those of us that are able are generally willing to pay more for better. However, these people saw an opportunity to milk something good for more than what it was worth. It comes as no surprise that a company such as Viacom would do this; however, it does come as a surprise that they believed it would work. To release a sequel should be treated as an honor. Of course you hope to make better profits on the successor than the predecessor. However, not many people are willing to shell out $300-$400 for a new game then an extra $10 for a couple of songs. If you release a sequel, it is one thing to say there are optional hardware upgrades that will cost extra money. It is plain unacceptable to raise the price across the board even for the little things.
As the story goes, Harmonix was actually sold today for a very small price; much less than the price of one of those fancy new guitar peripherals. I have always heard a lot about these music graduates that went on to make great video games such as Frequency, Guitar Hero, and Rock Band. It is unfortunate that the only mistake they ever really made was signing on with a big name publisher. Much more unfortunate for them, they did it twice. However, these guys are ones to keep an eye on. Wherever the future of the music game genre goes, you can be sure that the creators of Rock Band will be in the center.
When Rock Band showed up on the scene; perhaps it was already there, I was not impressed. Off the bat, it seemed an instant incompatibility with me. I have no rhythm. I also live in a small apartment. I hardly had room to have these plastic instruments set up everywhere. Also, where would I store them when I was not using them? Not in my house.
As it would be, I happened to have quite a few friends whom were into the music game genre. On a trip to Reno, I had the pleasure of starring in a Rock Band with my good friends. By this time in late 2009, it was Rock Band 2, of course. Even though I was terrible, I had a load of fun. I went home with the thought that I must buy this game.
As luck would have it, Best Buy was having sales on certain inventory products to clear room for Christmas products. The Rock Band 2 set was on sale for about $100. I convinced my wife that we had to buy it. Of course I would play it, I assured her. However, I do not think even I was convinced at the time.
We got it home, set up, turned on, and I was instantly hooked. Of course I played the guitar. The thing with Rock Band was it was one of those games that kept giving. The version we bought had a couple more than 100 songs. They were not all unlocked at first, so the longer you played on the tour, the more songs you had to play. Another draw to the game is how rewarding it feels to move up in skill or to beat a song you could not even play the day before. Even though it essentially amounts to nothing, you really feel accomplished when you are good at playing the game.
As time went on, I never gave up my Rock Band guitar antics. I knew Rock Band 3 would definitely be coming. I had a feeling that it would boast more realistic instruments. I would be one of the first in line to buy it on opening day.
Eventually, the October 26, 2010 release date was announced for Rock Band 3. As I had predicted, the game would have a more realistic guitar, which was actually a working mini-electric guitar. I knew the $150 price tag for the instrument was a steep plunge, but I was willing to take it. I was also interested in the new keyboard peripheral, even if not necessarily to be played by myself. The bottom line was that I had to have this game come release date.
As time wore on; as it does between announcement and release, the news about Rock Band 3 kept dimming my view of the game. I was not very happy when I found out the full specifications of the guitar. I also learned; much to my dismay, that Fender would later be releasing an actual electric guitar that could be used with Rock Band 3 at a later date for $100 more than the first. Now it seemed that I would be shelling out approximately $300-$400 just to update to the new game. I was no longer excited, but I was going still going to do it.
One thing I felt Harmonix and Viacom were doing correctly was allowing players to keep all of the downloadable content they had previously purchased for use with Rock Band 3. Being a purchaser of Rock Band DLC, I was very happy to know I would have a large library of music for Rock Band 3 from day one. However, the news concerning the DLC also became less and less good as time wore on. Not only would you have to pay extra for the pro-mode for previously released content, all new content would also have a premium for the pro-mode. This meant that the new guitar peripheral would be essentially useless unless you were willing to pay upwards of $3-$4 per song on Rock Band Network. I still feel this is outrageous.
Then the news took a turn for the worst. Soon after the release of Rock Band 3, Harmonix and Viacom would drop support for Rock Band 2 on all new DLC. This meant that I would no longer have the choice to continue to purchase new music for my Rock Band library unless I was willing to upgrade my software. Frankly, this was the end of my career as a Rock Band musician. I retired my guitar and put it in the closet to collect dust with the Dance Dance Revolution pad.
Point of the story is; these companies did a lot to build up this franchise then practically killed it by letting down the fans. We all understand that sometimes better costs more. Those of us that are able are generally willing to pay more for better. However, these people saw an opportunity to milk something good for more than what it was worth. It comes as no surprise that a company such as Viacom would do this; however, it does come as a surprise that they believed it would work. To release a sequel should be treated as an honor. Of course you hope to make better profits on the successor than the predecessor. However, not many people are willing to shell out $300-$400 for a new game then an extra $10 for a couple of songs. If you release a sequel, it is one thing to say there are optional hardware upgrades that will cost extra money. It is plain unacceptable to raise the price across the board even for the little things.
As the story goes, Harmonix was actually sold today for a very small price; much less than the price of one of those fancy new guitar peripherals. I have always heard a lot about these music graduates that went on to make great video games such as Frequency, Guitar Hero, and Rock Band. It is unfortunate that the only mistake they ever really made was signing on with a big name publisher. Much more unfortunate for them, they did it twice. However, these guys are ones to keep an eye on. Wherever the future of the music game genre goes, you can be sure that the creators of Rock Band will be in the center.
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Friday, December 24, 2010
Trophies
For most people that know me, it is no surprise that I am a PlayStation fanboy. PlayStation and I have been a happy couple since my early teenage years. When PlayStation 3 came out, my wife was wonderful enough to buy me one; even though the price tag was rather exorbitant. The early life of the PlayStation 3 was filled with turmoil. There was not much of a library. Nobody knew for sure whether or not the Blu-Ray format would catch. I stood by my PlayStation though. Slowly but surely, functionality was added and the library caught up to match. Then, the final push towards widespread acceptance was the death of the HDDVD format. With following price cuts, it was no longer a large gamble to develop a game for the PS3. Instead, it became known as the standard. One idea that Sony undoubtedly "borrowed" along the way to current-generation fame was the achievement system out on the XBox 360, called trophies. Everybody that plays PlayStation 3 earns at least a few trophies in the course of gameplay. Here, I present my ideas on trophies, trophy collecting, and trophy hunting.
   In basic terms, a PlayStation trophy is an indicator of a completed objective. Some of these objectives are completed during the course of normal gameplay. Others require extraneous gameplay. Some objectives are defined in the trophy list. Other objectives are hidden; only discovered after being completed. The trophies come in four flavors: bronze, silver, gold, and platinum. All disc-based games have at least one platinum trophy, which is usually awarded for obtaining all other trophies in the game. Most PlayStation Network games offer a gold trophy instead of a platinum, due to their smaller nature. Trophies are great in general. They offer immersion into games on different levels. First, you are able to show your trophies to all of your PlayStation Network friends; as well as post your PlayStation ID with trophies on various websites. This lets people see how well you are doing. If they feel so inclined, they can check out which games the trophies were earned in. On another level, trophies really add to the gameplay experience. They act as a set of secondary objectives to all games. For the people that are obsessed with earning trophies, this can mean many more days of play time per game. I believe that everybody feels at least a little excitement from earning trophies, regardless of the degree of which they actively go collecting.
  Trophy collector would definitely describe my level of trophy obsession. I go into a game with a very specific purpose: game completion. However, I will go out of my way to earn the majority of the trophies along the way. As you can see though, (in my sidebar), I do not hold a single platinum trophy. This is because earning all the trophies in a game requires a level of devotion that I simply do not have time for. Some games have trophies that are easier or more fun to collect than others. Therefore, in some games, I have a great majority of the trophies, while in others, I may have less than half. Some games, I actively continue playing after completion to earn some of the trophies. Other games go straight to the shelf. I will sometimes even cross the lines to trophy hunter and do things such as keep multiple save states for the purpose of returning to an earlier point in the game at a later time to try to get trophies that were maybe easier to obtain earlier or not possible to obtain later. I would love to earn some of those platinum trophies; however, due to my ever-growing game library and current backlog of games to play, it is highly unlikely you will see my moniker with a platinum trophy for some time.
I have a deep admiration for the trophy hunters. Whenever I see somebody that has several platinum trophies, I know they worked hard for it. Even in the games that are known for being easy to collect trophies in, there is always at least one that they make you work for. No matter which game these guys play, trophy collection becomes much more than just a secondary objective. Collecting all the trophies actually becomes the point of playing the game. They will work for hours just to collect a single, seemingly impossible to obtain, trophy and the thought of shelving the game would be an act of heresy if they had not yet accomplished the task. They will even sink to low levels, such as playing the kid games, just to earn some easy platinum trophies. Again, while I would like to earn some platinum trophies at some point in the life cycle of the PlayStation 3, I simply could not fathom putting in the time needed to do this. Most of these people are the same people that were online the last time you turned your PlayStation 3 off and still logged in when you turned it back on the next day. Not only are they dedicated, but they have very little going on outside the world of PlayStation.
All of us that own a PlayStation 3 earn trophies. Some of us feel the experience of earning trophy is more rewarding than others. No matter if you just earn the trophies that you get from playing the game, you actively go trophy collecting from time to time, or you are a true trophy hunter, it is hard to deny the pleasure you get when you hear the little ding associated with the unlocked trophy in any game.
   In basic terms, a PlayStation trophy is an indicator of a completed objective. Some of these objectives are completed during the course of normal gameplay. Others require extraneous gameplay. Some objectives are defined in the trophy list. Other objectives are hidden; only discovered after being completed. The trophies come in four flavors: bronze, silver, gold, and platinum. All disc-based games have at least one platinum trophy, which is usually awarded for obtaining all other trophies in the game. Most PlayStation Network games offer a gold trophy instead of a platinum, due to their smaller nature. Trophies are great in general. They offer immersion into games on different levels. First, you are able to show your trophies to all of your PlayStation Network friends; as well as post your PlayStation ID with trophies on various websites. This lets people see how well you are doing. If they feel so inclined, they can check out which games the trophies were earned in. On another level, trophies really add to the gameplay experience. They act as a set of secondary objectives to all games. For the people that are obsessed with earning trophies, this can mean many more days of play time per game. I believe that everybody feels at least a little excitement from earning trophies, regardless of the degree of which they actively go collecting.
  Trophy collector would definitely describe my level of trophy obsession. I go into a game with a very specific purpose: game completion. However, I will go out of my way to earn the majority of the trophies along the way. As you can see though, (in my sidebar), I do not hold a single platinum trophy. This is because earning all the trophies in a game requires a level of devotion that I simply do not have time for. Some games have trophies that are easier or more fun to collect than others. Therefore, in some games, I have a great majority of the trophies, while in others, I may have less than half. Some games, I actively continue playing after completion to earn some of the trophies. Other games go straight to the shelf. I will sometimes even cross the lines to trophy hunter and do things such as keep multiple save states for the purpose of returning to an earlier point in the game at a later time to try to get trophies that were maybe easier to obtain earlier or not possible to obtain later. I would love to earn some of those platinum trophies; however, due to my ever-growing game library and current backlog of games to play, it is highly unlikely you will see my moniker with a platinum trophy for some time.
I have a deep admiration for the trophy hunters. Whenever I see somebody that has several platinum trophies, I know they worked hard for it. Even in the games that are known for being easy to collect trophies in, there is always at least one that they make you work for. No matter which game these guys play, trophy collection becomes much more than just a secondary objective. Collecting all the trophies actually becomes the point of playing the game. They will work for hours just to collect a single, seemingly impossible to obtain, trophy and the thought of shelving the game would be an act of heresy if they had not yet accomplished the task. They will even sink to low levels, such as playing the kid games, just to earn some easy platinum trophies. Again, while I would like to earn some platinum trophies at some point in the life cycle of the PlayStation 3, I simply could not fathom putting in the time needed to do this. Most of these people are the same people that were online the last time you turned your PlayStation 3 off and still logged in when you turned it back on the next day. Not only are they dedicated, but they have very little going on outside the world of PlayStation.
All of us that own a PlayStation 3 earn trophies. Some of us feel the experience of earning trophy is more rewarding than others. No matter if you just earn the trophies that you get from playing the game, you actively go trophy collecting from time to time, or you are a true trophy hunter, it is hard to deny the pleasure you get when you hear the little ding associated with the unlocked trophy in any game.
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Thursday, December 23, 2010
Review: PixelJunk Shooter - A Pleasant Waste of Time
Title: PixelJunk Shooter
Platform: Sony PlayStation 3 (PlayStation Network)
Release Date: December 10, 2009 (US)
Developer: Q-Games
Publisher: Sony Computer Entertainment
My Rating: 8, very fun to play,
but not much going on.
PixelJunk Shooter is an original take on a 2D space shooter game from the people that brought popular PlayStation Network games such as PixelJunk Monsters and PixelJunk Eden.
The story in PixelJunk Shooter is that you are on a rescue mission to save stranded miners on an exotic planet. An exoplanet was found to have a rare, but valuable, mineral. Many miners were sent there to drill for the mineral, but after digging so far, their equipment turned on them. When trying to retreat, the planet came alive, with monsters attacking them on the way out. Your job is to get in, save as many miners as you can, and destroy the awry machinery.
As a rescue mission, the gameplay is quite a bit different than what you might expect from your typical shooter. Much of the play in throughout the levels in the three areas is based on clearing obstructions to get to the miners. The obstructions can either be cleared using the guns equipped on your ship; fired with the right shoulder buttons, or using the various liquids that appear in the levels. For example, you will see a lot of ice that can only be cleared using lava. Normally, lava will cause your ship to heat up. If you heat up too much, your ship will explode. However, there are parts of the game that give you the ability to withstand the heat, and at times, actually be impervious to heat while taking damage from cold. Items; including miners, can be picked up with a grappling hook attached to the ship, using the left shoulder buttons. As you progress through the levels, you will encounter some enemies. These come both before and after reaching miners. Therefore, you might think a room is all clear, but will be surprised with some extra monsters popping out on the way to the exit.
The slower-paced gameplay will definitely not prepare you for the boss battles. There is one for each area; three in all. I found them to be frustratingly difficult, which slightly dampened my view of the game. The bosses are; as you might expect, somewhat tough. This is in disproportion to the rest of the game, which is fairly easy. Because your ship will usually be destroyed in one hit, if you get to the boss without a shield, you will likely find yourself dying time after time while attempting to defeat the boss. Luckily, the boss fights are few and far between. Before you know it, you will figure out the boss and be advancing to the next area.
As we have come to expect from the PixelJunk brand of games, the visual style in PixelJunk Shooter is pleasantly unique. The surroundings in the levels very much make you feel as if you are in underground caverns on an alien planet. I hate to make this comparison, because the visual style is very different, but I could not help but be reminded of Super Metroid in the thought that you are in a world very different from your own. The color palette is somewhat flat, mostly earthly. There is a lot of blues, browns, yellows, reds, and oranges. The monsters are not like any you have seen in other games. They are mostly mechanical in nature, popping out from the walls to shoot at you as you pass by. As mentioned, this is a 2D game. The background that the sprites and level are drawn over give hint that there is more cavern to explore. To get a full idea of the visual style, I would recommend checking out this E3 trailer available on YouTube.
The audio track in PixelJunk Shooter adds to the aesthetic appeal of the game. It is a very basic track, but it feels right. The music is very calm, which matches the gameplay. When there are monsters on the screen, it picks up a little bit, but quickly quiets down when the action is over. The sound effects also seem to match with the visual style. They are different enough to set this game apart from other shooters, but are very appropriate for the gameplay and artwork.
The controls are simple enough to quickly figure out. The left shoulder buttons are used to grab things in the environment. The right shoulder buttons are used to shoot. The left analog stick is used to move around. The right analog stick is used to change the orientation of the ship. For the most part, this all works well. However, I was not a huge fan of some of the physics. At times, it seemed the ship could not move quick enough; even when holding both analog sticks in the same direction to move more quickly. When you did get moving, the little bit of momentum would keep you going a little bit after changing direction. This is to be expected, as we know from basic physics lessons. However, what I did not like was how the orientation of the ship would adjust. Sometimes, I would have the perfect shot lined up, but as I would shoot, the ship would change its angle slightly. I am sure this was done purposefully; perhaps to simulate the recoil of shooting a gun. I just did not care for it much.
All in all, I would say PixelJunk Shooter will make for a great afternoon for anybody looking to dive into one of the many experiences offered on PlayStation Network. The game is short, so it will not take up too much time from your busy gaming schedule. However, you will instantly fall in love with how the gameplay, visual style, and audio track come together to create this unique shooting experience.
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Monday, December 20, 2010
Lego Harry Potter Years 1-4: I'll Have Another Helping Please!
Title: Lego Harry Potter Years 1-4
Platform: Sony PlayStation 3
Release Date: June 29, 2010 (US)
Developer: Traveller's Tales
Publisher: Warner Brothers Interactive
My Rating: 9, an instant favorite.
I always wrote the Lego games off as being solely for children. However, in a quest to earn some easy trophies, I decided I would give Lego Harry Potter a try. Much to my amazement, there is plenty going on in the game to keep kids and their parents coming back long after completing the story.
I do have a couple of core complaints about functionality though. I will get those out of the way first so I can go on about how great of a game it is after.
First, developers around the world need to know something about today's consoles. They support more than two players. I have four controllers, and while I can admit that in some places it might be difficult to work four players into the plot, I am fully disappointed that I cannot put all four of those controllers to use while playing the game. Somehow some way, we must learn to implement four player play in all co-op games.
Second, it is way too easy to erase your game in Lego Harry Potter. True story, my wife decided she was going to play one day out of the blue. She turned on the game, selected New Game, then saved right over my son's save file. Why did they do this? I would think this is a no-brainer. Implement a Delete Game option in the menu screen. Do not let people overwrite games when starting a new game. Take it one step further; let people name their save files so it is obvious what is going on. Not a very hard thing to do; yet, it feels as if video games have taken a step back in menu implementation.
Complaints aside, let's talk about what Lego Harry Potter did right. First and foremost, they gave the world what they truly wanted: a Harry Potter game where the player is free to explore the world of Harry Potter as they wish. Having a son that is a die-hard Harry Potter fan, I have had to sit through several lackluster Harry Potter games that do a mediocre job; at best, of taking the player through a single book in the Harry Potter series. I felt that this game did a good job of summarizing the story line in the first four books as well as let the player explore as they chose.
Another thing that I liked about Lego Harry Potter was the "Legolization" of the mythology. Everything about the game reminds you that it is Legos. This is implemented very well, and even though some of the arranging of Legos with the wand can be frustrating, it is just as fun playing in a Lego video game world as it is playing with Legos in real life.
A common complaint I have heard about the Lego games is the extension of gameplay via mindless collecting. I find the collecting to be very fun though. The people that complain of this mechanic could very well just be unhappy that it is a successful formula. For me, many of the most memorable moments in video games come from side quests. Which people that have ever played Final Fantasy VII will ever forget snowboarding? Not I. Anyway, the collection of character, gold bricks, red bricks, and studs in general is very fun. I will continue playing Lego Harry Potter to completion just for the enjoyment the collecting brings.
A final high point for those that love Harry Potter is the level editor. It is my understanding that the level editor is fairly new to the Lego games, but it is very fun. Understandably, it may not have fit on a DVD, but playing with the editor for just a few minutes, I have to ask myself why it is not in every Lego game. It is a natural fit to allow players to create their own content with Legos. While the sharing side leaves something to be desired, the editor is very easy to use. My kids and I have quickly and easily built some side games in the game using the editor and it is quite literally like playing with a box of Legos.
All in all, I feel that if anybody is looking for a great Harry Potter game to get into, Lego Harry Potter is the one to get. Beyond all of the great gameplay, Lego Harry Potter le's players do what they really want to do: explore the world of Harry Potter. Whether this is bought for the kids or you are man enough to admit you do not have any kids, Lego Harry Potter is a game that should be in every collection.
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