Showing posts with label PSN. Show all posts
Showing posts with label PSN. Show all posts

Saturday, January 29, 2011

Review: Little Big Planet - The Definition of 'Next Generation Platforming'


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* Title: Little Big Planet *
* Platform: PlayStation 3 *
* Release Date: October 28, 2008 *
* Developer: Media Molecule *
* Publisher: Sony Computer Entertainment *
* My Rating: 10. Flawless *
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   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.

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.

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.

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.