Yup, that's right - that small collection of Mass Effect paraphernalia is indeed mine. Including the two books.
I've never really been much of a fan of this sort of thing. You can count me among the ranks who look down on the Halo novel crowd with disdain, and don't even get me started on the horde of people reading World of Warcraft-inspired books. I may be somewhat of a geek at heart, but even I have to draw the line somewhere.
But now I find myself in possession of not only the Mass Effect game, but also the soundtrack, and two books. I've always been a bit of a game music connoisseur (a quirk that extends itself to the occasional movie soundtrack as well), but never a book guy. Novels based on games always seemed cheap to me - like milking a franchise and its fans rather than paying worthy tribute to any redeeming values the original work may have had. Not to mention the fact that I wouldn't want to be spotted in public with my nose stuck inside a book with Master Chief plastered all over the front cover. Despite all this, however, I found myself in Barnes & Noble some months ago, and on recommendation from a few friends, walking out with a brand-new copy of Mass Effect: Revelation in hand.
The novel didn't take me all that long to finish, and I was pleasantly surprised at how much fun I had reading it. Revelation might not be as engrossing as other full-fledged, self-contained science fiction books I've read, but it makes a great companion piece to Mass Effect itself and helps flesh out a lot of the backstory that was merely alluded to in the game.
My misgivings over game-based fiction are mostly gone now - Mass Effect: Revelation was a good read. I don't want to say too much about it, in case anyone out there is planning on reading it in the future, but I recommend it to anyone who enjoyed the game and wants to learn a bit more about the characters involved.
As for Ascension, I've yet to read it. The book was only released a week ago, and between the two books, I decided I'd finally read one of the largest books I own (and one of the most famous): The Lord of The Rings. I got it as a Christmas present from my parents a few years ago, dug it out of my closet the other day, and began reading. I've got about 1,000 pages to go, and it's all good stuff.
I'm sure though, that if Ascension is anything like Revelation, it'll be worth the wait. Drew Karpyshyn did an excellent job with the first book, and I have no reason to believe the second will be anything less.
And with so much to read before I even get to start on Ascension, maybe we'll be close to another book release by the time I finish with it!
It's been a long time in the making, but Too Human is nearly here!
For those of you who aren't familiar with Too Human, it can be described fairly simply as a Diablo-ish dungeon/loot-dropping game, set in a futuristic Norse mythology-inspired world. You choose a character class at the outset and battle your way through hordes of enemies with swords, hammers, guns, and other weapons in order to collect experience points and gear, which you can use to upgrade your character, and ultimately unravel the game's plot.
To kick off E3, Silicon Knights released a demo of the game on the XBL network, and it's been available for about 3 days now. I went in with an open mind, and not expecting too much, and I was pleasantly surprised at the game. Beyond a few small quirks, Too Human is looking to be a fun little dungeon crawler that just might satisfy your lust for loot (at least, for a while) as we wait for Diablo 3 to come around.
Graphically, Too Human is good, but not quite on par with other games of similar style, like Gears of War. The characters and enemies are all very detailed, and the combat is filled with lots of neat effects, which serves to add some color to the sometimes bland palette of the indoor environments. There's even some nifty "organic" environments located in the area called 'cyberspace.' Too Human misses the mark in a few of the details though, most notably in animation. Honestly, things aren't animated all that bad, but the movements of characters, both during playable and cinematic sequences, can be a bit stiff at times - it's just not the graceful experience other games, again, like Gears of War, have lead me to expect from "next-gen" titles.
It's not all bad though, so as long as you aren't expecting something on par with the latest offerings of Pixar or Dreamworks, you should be fine. Overall, I'd say that in terms of graphics, Too Human falls somewhere between Halo 3 and Gears of War.
Unfortunately, I can't comment much on the sound for the game, because during the one opportunity I've had to play it so far, I wasn't able to turn up the volume very high. The voice acting didn't seem all that bad though, and the sound effects seemed spot-on.
Gameplay for Too Human was what you'd expect from a game like Diablo - there's hordes of enemies, lots of fighting, and various rewards that usually end up upgrading your character in some way. Occasionally you'll run into a sub-boss, which is a tougher variation of the other normal enemies you've already fought, and eventually, a bigger, badder (and usually larger) boss. The boss enemies drop the best loot, though all enemies have the potential to, and you'll find an assortment of weapons, armor, etc. Too Human also rewards players with experience points that can be used to spec your character down a certain line of the three branches of the skills tree, and you can also receive points that go towards crafting items and re-speccing your character, should you decide you want to take a different route.
I enjoyed the fact that Too Human employs an item-naming scheme similar to Diablo, where you find items whose names imply what they do (for instance, and not a real item at all, "Fred's Cardboard Sword of Major Justice"). It lent the game some familiarity, even though the items and descriptions were worlds apart from the medieval weaponry of Diablo and its ilk of competitors.
Another thing that I liked about Too Human was that, although the levels themselves were mostly very straightforward, there were certain points where you were required to enter "cyberspace" (an alternate world of sorts), and interact with items there that influence your path in the dungeon you're running through. These segments broke up the action in the dungeons nicely, and were a welcome reprieve from the dark corridors of the main dungeons.
As with any Diablo-type game though, you should expect some repetitiveness as far as fighting goes. If you're like me though, and you're always in it for the loot, you probably won't mind grinding hundreds of monsters for a chance at capturing a coveted item... even if only for bragging rights as you play co-op with a buddy.
At one time, I was one of the naysayers of Too Human - I thought that any game which has been in development for almost 10 years, and which kept jumping ship from platform to platform was pretty much doomed to mediocrity (or worse). Over the last few months, I've learned a bit more about Too Human and I got interested, and now, after playing the demo, I am seriously considering buying the game. I'm a fan of dungeon crawlers, and I in my time with the demo, my problems with its quirks were minimal; I found most of the emerging complaints of the game to be rather petty. No camera problems or horrible framerate issues here.
If the rest of the game turns out to be as good as the demo, I think Silicon Knights can count me among any new fans it might have accrued over the last week. I highly recommend you try out the demo if you've got an Xbox 360, and you're interested in this type of game. It might not be your cup of tea, but I think that if you give it a chance, you might just find something you like.
As many of you already know, E3 is officially underway, and many of the top companies in the games industry are busy pushing announcements out of airplanes and watching them fall on the unsuspecting crowd at the show. Unfortunately for me, I am not at the E3 show, but as a faithful fan of the Xbox 360, I feel it my duty to talk about some of the more amazing reports that have come back from Microsoft's side of the show.
Read on for my list of awesomely unexpected Xbox 360 E3 announcements!
Microsoft partners with Netflix, NBC / Universal
Thanks to a new partnership with NBC / Universal, TV shows and movies under these companies will be coming to the XBL Marketplace. This is great news for fans of movies like The Bourne Trilogy and TV shows like 30 Rock. Hopefully The Office (my favorite show) will see some Marketplace love as well!
Netflix will also be supplying its streaming movies service through the Xbox 360, and those of you who already have a subscription will be given access free of any additional charges. It seems Microsoft is really pushing the 360 as a more universal media device. So long as they keep the primary focus on games, you won't hear any complaints from me.
Massive Dashboard Update, Avatars, the whole nine yards
Rumors about a dashboard redesign, including a new avatar system, have turned out to be true.
I've not investigated this very deeply yet, but it seems that the blades system currently in the OS will be the new in-game dashboard, and the normal OS screen will look more akin to the screenshot above. Avatars will be the new way to identify players. The many other new features are included:
8-way chat
Social functions, photo sharing,
Ability to watch Netflix movies with others
Optionally install games to the hard drive, for faster loads (and quieter gaming?)
Purchase / queue content on the web for download with your PC, automatically starts on Xbox
Xbox Live Primetime announced, which incorporates achievements, leaderboards, and real prizes into a TV / game hybrid
There are probably a lot more updates as well - these were only the larger of the ones I've read about. These changes all reflect the (slightly) new direction Microsoft is taking with Xbox Live, dubbed the Xbox Live Experience.
Exclusive Content & Pile O' Games
Among the many Xbox Live Arcade titles announced, a few stood out among the rest:
Banjo Kazooie (of Nintendo 64 fame)
Puzzle Quest: Galactrix
Geometry Wars: Retro Evolved 2
Fable 2 Pub Games (earn money for your character in Fable 2 before the game is out)
Portal: Still Alive
The exclusive downloadable content for Grand Theft Auto 4 was also mentioned briefly - purportedly as what will be a huge event. It was also announced that Fallout 3 (by Bethesda) will have exclusive content via XBL as well.
Not to be left out were the usual slew of big game announcements for the upcoming months, including one massive bombshell (at the end of the list):
Fable 2 (October 2008)
Gears of War 2 (November 2008)
Halo Wars (First Half 2009)
Final Fantasy XIII (excluding Japan, same day release as PS3 version)
Mind you, all of this was only announced in one day - it seemed for a while as if the internet might implode from all the awesome news, and the buzz surrounding it. And then, since we always want more, demos for Too Human and Tales of Vesperia were placed on XBL for play.
I've already tried out the Too Human demo, and though it does have a few odd quirks (including a slightly story that's impossible to follow with the TV volume turned down), I had some fun with it, and I think I just might buy the game. More on that later though - I'm going to go take some time to digest all this news (and maybe a little midnight snack as well).
One thing's for sure - it's a very good time to be an Xbox 360 owner!
Being as interested in games as I am, it's hard to keep from playing them. I do play quite a lot of games. And even though much of the time I spend playing games amounts to nothing so far as actual, tangible achievements go, I do consider at least some of the time spent useful as far as my knowledge of graphical effects and current gaming trends goes. I've got to stay on top of this gaming thing, after all, especially if I'm making games of my own!
The trouble is, I've accumulated a pretty large backlog of games that need finishing, or some other attention of sorts. In order to help myself organize this list, I've posted each game on my to-do list below, along with a progress report. Read how behind I am!
Diablo 2
Status: Just started
Following Blizzard's recent announcement that Diablo 3 is in the works, I re-installed and began playing Diablo 2 for a little bit of nostalgia, and to bring myself more up to speed with the series. I'd played Diablo 2 before, but never got too far through it, and I figured that now would be a great time to pick it up again. It's an old game, so it loads and unloads fast enough to play casually whenever I want, and though the graphics are a bit dated (the resolution is locked at 800x600), it's still a lot of fun to play. The only problem is that the game is just as I remember it - incredibly addictive.
Just as long as I don't wear out my mouse with all the frantic clicking, I should be okay.
Grand Theft Auto 4
Status: Somewhere around 30-40% complete
I'm not sure what happened with GTA4, but for some reason, I stopped playing it for a while. I think it was a combination of my re-ignited love for PC gaming, and running one to many failed missions that involved a lot of driving at the outset. Seriously, when I press the button on the in-game cell phone to retry the failed mission, I shouldn't have to drive all the way there again!
Team Fortress 2
Status: Need medic and pyro achievements
I've not spent as much time with TF2 as I've wanted over the last few months - I just haven't had time. Every time I pick the game up, I don't stop playing for 3-4 hours, and that's a hard chunk of time to try to fit into my busy schedule. As noted above, I need the achievements for medic and pyro, as I have yet to even try out any of the new weaponry. Hopefully I'll have some time one of these weekends to sit down and work through it all, without becoming hopelessly addicted again.
World of Warcraft
Status: Grinding for PVP gear/rep
I've hit the level 70 player cap, I've gotten my epic flying mount, and I'm guildless... what should I do? Play PVP battlegrounds for gear and grind enemies for reputation, of course! Fun sometimes, and boring the next, there's always something to do in WoW.
Phoenix Wright: Ace Attorney
Status: Halfway through the final case
This one's almost finished - I just haven't had time to play it much lately. Looking at the list above, and taking the rest of my real life obligations into consideration, that's reasonable, right?
Half-Life 2: Episode 2
Status: About halfway through
I really like HL2 - I even pre-ordered Episode 2 and had it the moment it was released. And yet, as with so many other games, I started doing something else halfway into the game, and never got around to finishing it. This one should only take a few hours to do, and I really should just set aside some time and do it.
Mass Effect
Status: Finished multiple times, just want more achievements/gamer points
I'm an achievement whore, what do you expect?
So where do you stand on your games? Got a lot of games that need some loving?
Back when the Xbox 360 was on its way in, I was convinced that Microsoft was making a huge mistake. The original Xbox never quite seemed to catch on, and with only a 4-year lifespan, it hardly seemed to have been given a chance. So in 2005 when the Xbox 360 was launched in North America, I looked on with only casual interest, with no intent to buy. I've always maintained a decent gaming PC anyway, so I never felt like I was missing out on much.
When Gears of War was released however, I stepped into Wal*Mart with plans to buy the game for my brother for Christmas and was so impressed with the game, I walked out with a brand new system instead - and I've never regretted it since. I've now got a solid library of games, and use the machine almost every day. Turns out that the Xbox brand is pretty good after all.
The console has been about for almost 3 years now, and the time is approaching to start thinking ahead. When the inevitable next version of the Xbox rolls into town, how can Microsoft ensure that it will be at least as big of a success? By following my list of suggestions, of course!
Better hardware
Not only should Microsoft work to ensure that the next Xbox has less instances of hardware failure than the Xbox 360, but it should also include a few upgrades to the current 360 hardware. These include:
Blue-ray disc drive (preferably a quieter drive than the 360's DVD drive as well)
Built-in wireless (not essential, but would be nice for some
There's not all that much that really needs to be added, and if it makes the cost of the system skyrocket, I'd prefer they stick to the same scheme they used for the Xbox 360 - keep the extra components as add-ons which can be bought and used as needed.
Keep It Simple
One thing that I really like about the Xbox 360 is the fact that it works, and works well, right out of the box. There's no huge set up, and no need to configure the system much before you jump right into the games. This is a small, but important detail, and one which I hope Microsoft doesn't skip over for the next Xbox - especially if more advanced hardware is included in the package.
And even though I'd like to see some big upgrades to the innards of the next Xbox, I'd rather not have the machine try to be an all-in-one home entertainment solution. Microsoft has done well keeping their gaming box relevant and fun by making it primarily about gaming, and I think that's a smart course to take, especially considering how poorly all-in-one devices have done with consumers in the past.
Good Value
I believe that one major attribute to the success of the Xbox 360 was the fact that system prices were kept within a reasonable range, via price cuts and varying SKU's. Sony's initially ridiculous pricing for the PS3 didn't hurt either. If the next Xbox is to succeed again, it should be carefully priced to avoid seeming cheap, while staying within grasp of people who earn an average income, between $300 and $400.
Value also comes from what's inside the box, and the improved hardware mentioned above could mean additional worth. Backwards compatibility is also important to this - I'm a lot more comfortable with replacing my current game system with a new one if I can play most of my old games on the new rig. It should go without saying that Xbox Live Arcade games, Gamerscore, and Gamercard should transfer over to the next system with nary a hitch.
A good game lineup is also an important part of the value for any system, and as long as Microsoft keeps up a good relationship with quality developers, either via special treatment or other means, they should have no shortage of good games moving into the future.
Give It Time
The final important factor in making the next Xbox a hit has a lot to do with the current Xbox 360, and how long the system is kept alive. I think Microsoft should extend the life of the 360 well into 2009 or 2010. The 360 is currently having no trouble keeping up with rival PS3, and the extra time should give the Xbox team room for making good improvements to the next system's hardware and software, testing, and nailing down a solid, stable release. This could ensure that there's no console shortage fiasco (or at least, not such a big one), and could also give manufacturers time to get component pricing under control - which could mean lower initial prices.
Sony is Microsoft's biggest competitor right now, and they've pledged a 10 year lifespan for the PS3. This gives ample time for Microsoft to put together an awesome, inexpensive gaming rig without casting the Xbox 360 aside too quickly.
I'll be looking forward to the next Xbox, and because of the success of the Xbox 360, I'm sure many others will be as well. Here's to hoping for a bright future!
This weekend I tried my hand at 6 Xbox Live Arcade games, and here's the lowdown on each one. Are any of them worth your time, or for that matter, your money? Read on to find out!
I kicked off my game demo bonanza with Assault Heroes - a top-down shooter that throws waves and waves of enemies at you as you progress from one place to another. As the name implies, this is the second game in the series, and this time the assault heroes are given a new locale, a few new vehicles to drive around in, and new enemies to dispose of.
For anyone who's played Geometry Wars (or the first Assault Heroes, for that matter), the controls will be easy to pick up. The left stick moves your character around while the right stick fires your weapon. You're given a single button for switching weapons, and a single button for entering and exiting vehicles. Play is a simple matter - fill your enemies with bullets while avoiding being filled with bullets yourself.
Visually, Assault Heroes 2 is a treat. There's oodles of bad guys, tanks, buggies, helicopters, explosions, and collapsing buildings, all on an exotic background of snow-covered mountains, rain forests, space, and more. Though it was, at times, slightly hard to follow all the action on my SDTV (and sitting about 10 feet away), I could usually follow my character and all the bullet tracers well enough. I don't think I would have had any troubles with this if I had been playing the game on my computer monitor.
I always kind of wanted to buy Assault Heroes, but since the game is best enjoyed with multiple players, and none of my friends seem to own it, I never did. I'm afraid that the same fate will befall Assault Heroes 2, but if you've got interested friends, I'd definitely recommend it.
Though I wouldn't call myself a Sudoku master yet, I do enjoy the logical challenge presented by the typical Sudoku puzzle, both on paper and in games. For those of you who haven't really gotten into the whole thing, here's a brief explanation.
A typical Sudoku puzzle is a grid of 9 squares by 9 squares, broken into 3 rows and 3 columns of 3 by 3 grids. Each 3 by 3 group and each row and column in the the overall puzzle can contain the numbers 1 through 9 only once. The puzzle has a few numbers inside it when you start, and from those, you use logic to determine where all the other numbers should go. It might sound a bit confusing at first, but it's easy to get into, and hard to quit!
Like most other games of the casual persuasion, Buku Sudoku is big on bling. The presentation, while not the greatest I've seen, is mostly strong. The game comes dressed in a variety of themes, and plays soft background music in the menus and while you play. In my first game, I found the song that the game defaulted to (a kind of Asian-ish thing) somewhat annoying, but the second wasn't so bad. The few themes I saw looked good, though you're probably going to be looking at Sudoku grid most of the time anyway.
Gameplay was just as you'd expect - you put numbers on the grid, and the game tells you if your input is correct. The controls in the game were passable, though I would have preferred a different way to change / enter numbers. I think I might just be spoiled by the touch-screen implementation in Brain Age (DS), though.
Overall, Buku Sudoku would be a good buy for someone looking for thousands of puzzles (and who really likes Sudoku). The demo didn't seem to have any major flaws, except a few flubs in presentation and control. I might purchase this someday when I've got nothing else to do, but for now, I'll continue working on the puzzles in Brain Age.
The best way I can describe TiQal is by likening it to Lumines - the two are essentially the same game. Puzzle pieces of various colors rise from the floor, and your job is to counter this by dropping similarly colored pieces to make groups of 4 (2 by 2), which are then wiped from the play field after a certain amount of time. You can score combos by adding to the stack of squares that are already marked for demolition, and the game is over if you let the stack get too high. The few differences between this game and Lumines include a more forgiving failure system, puzzle pieces that don't come in duo-colored squares, and a Mayan theme.
I liked TiQal's graphics, mostly. Some of the transitions between story and play areas were a bit dull (I don't really care for sliding large graphics on and off the screen), but the backdrops were vibrant and I liked the effects. My only squabbles were that block colors are sometimes a little too similar, resulting in a few accidental missed combos, and that the backgrounds are a little bright in some places, making it hard to discern what's going on in the play area. These problems may have been related to my viewing arrangement, but for a puzzle game, it's important to consider these things.
As a minor fan of Lumines, I felt TiQal was a decent enough game to borrow so heavily from the game. If I didn't own Lumines already, I might have been more interested in purchasing TiQal, as I liked the gameplay and the presentation (despite how over-done the whole Mayan theme thing is with casual games).
Probably the most stylish game I tried out on my Xbox Live Arcade trial weekend, Ikaruga is the anticipated shoot 'em up (SHMUP) direct from the Japanese arcade scene. This game is a great example of what you can get when you cross tried-and-true play mechanics with "next-gen" hardware, and like many current SHMUPS on the PC, you'll find yourself (and probably others) mesmerized by the action as you blast your way through the waves.
Ikaruga is cinematic and stylish at once, and everything has a very sharp, clean look to it. The backgrounds you fly over as you battle are breathtaking, and enemy ships will weave in and out of elements below you before making their way to the foreground. Ships and bullets are fun to look at and easy to distinguish. Even in playing the trial game, you really get the sense that the developers of Ikargua truly cared about making sure every last bit of the game was as polished as possible.
One unique twist that Ikaruga carries over similar games is the polarity system Treasure Co., Ltd. have employed. Each enemy you face, and all the bullets they fire, are of either red or blue polarity. You can change your ship's polarity at will, which allows you to absorb bullets of the same polarity and do extra damage to enemy ships of the opposite. This adds a very interesting depth to the game, whereas an impossibly navigable array of bullets can turn into a field of super-weapon in the blink of an eye. As would be expected, this also ads a bit to the learning curve, but once you get used to it, you're good to go.
I enjoyed the feel of the game, and the simple controls made it easy to get into. Controlling the ship with an analog joystick is a little strange after using a keyboard on PC SHMUPS, but I think I will get used to it.
I've not yet bought Ikaruga, but once I give the trial game a few more plays, I might just throw the MS points down and take the plunge. Ikaruga is one of the best (and only) Japanese shooter experiences you can find on the 360, and for fans of SHMUPS, it simply shouldn't be passed up.
Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness: Episode One [Link]
Out of all the games I tried out this weekend, Penny Arcade Adventures is probably the one I spent the most amount of time with. It's also one of the larger games available on Xbox Live Arcade, as well as one of the most expensive (1600 MS Points, or $20). For those not deterred by the price, however, there's plenty of good fun to be had.
PAA follows the hijinks of the Penny Arcade web comic protagonists, Tycho and Gabe, as they romp through a 1920's era city named New Arcadia, kick robot butt, and attempt to solve the mystery behind the destruction of the town. The game employs a simple RPG style of play, where you move around the world via entering and exiting different panels (like a comic book), fights begin when you encounter monsters, and each character waits for action meters to fill up before he can attack, use items, or use a special ability. When you're in the overworld, you can smash garbage cans and chest to pick up special items, and as you play you collected experience points, which level your character and make him (or her) stronger.
Fans of the comic and newcomers to the series alike will find a lot to enjoy in PAA. The graphics are done in a comic-outlined style very reminiscent of the Penny Arcade comic (and other web comics in general, I'd say), the audio is good, the RPG elements are light, but still interesting, and the humor is great. It's really fun game to look at overall, and the production values that go into a more expensive Xbox live Arcade title are evident.
Right now I've got a few more games on deck than I like, so I'm holding off, but I'll definitely buy Penny Arcade Adventures at some point in the future. I like the RPG play, as well as the presentation of the game itself, with the cartoon graphics, comic-panel level design, etc. Though I'm not a regular Penny Arcade reader, I usually find the comics funny, and the humor Hothead Games has injected into the game is similar, which is definitely a plus.
It's slightly disappointing that, as harsh critics of the video game industry, the guys behind Penny Arcade couldn't have come up with a better overall game, but what's here seems solid enough to warrant a buy for me. If the episodic adventures get better as they progress, we should be in for some great times ahead with the PAA crew.
In an attempt to round out the multiplayer trivia options found on Xbox Live Arcade, Hidden Path Entertainment has unleashed Wits & Wagers, a game-show type game where you and a group of other players take a stab at answering questions, and then vote on the answer which seems closest to the truth. Expectedly, it's a test of both your wits and your wagering skills.
To be fair, I didn't spend as much time with Wits & Wagers as I probably should have to give it a decent write-up, but what I did get the chance to see was fun, though slightly dull. In order to make answers to trivia questions all conform to one type of answer (to make them easier to compare for wagering), each answer is numeric. Once the question is posed, players are given a short time to dial in a number by pressing up or down on the left stick, to indicate all sorts of data, from years, miles, weight, and more, all depending on the nature of the question. Answers are ordered from high to low, players place their bets, and the real answer is revealed. Points are awarded to the player who came closest to the correct answer without going over, and to the players who wagered wisely.
I was distracted by my girlfriend at the time (she was trying to get me to get up off the couch and go outside, I believe), so I wasn't able to concentrate much on the questions... I did have some fun with the avatar system though. Using one of the analog sticks, you can make your on-screen avatar throw it's arms and body around to dance, wilt, cheer, etc. Simple, and stupid - but fun, even with a group of computer players moving spastic around with me. I imagine this, along with the rest of the game, is a lot more fun playing online, with a group of friends.
Like Assault Heroes 2, I don't think I'd purchase Wits & Wagers unless I had a small throng of friends ready to buy and play along with me. It's got some neat quirks, but it all seems just a little too simple for me, unfortunately.
Final Thoughts
History has taught me to expect less from the offerings on Xbox Live Arcade, so even though there were a few games in this stack that didn't quite fit the bill, I'd say that overall, I was pleasantly surprised. There's definitely some good stuff up there (and they'll be easier to find once Microsoft starts de-listing underperforming games).
I'm not sure when I'll be doing another Arcade roundup, but I enjoyed this one and hope the next few weeks of games raise the bar in quality like these games have. Thanks for reading, and don't forget to try out some new games yourself!
I just wanted to make a quick post to point out a new feature, an upcoming addition, and to talk about what's in store in the coming months for my games and my web endeavors. I've got some neat stuff planned, and I hope that there will be something for everyone here when it's all said and done.
User Registration at Marty Blog
This was actually a request of a friend of mine. I've now opened registration up on the blog, which means that, if you so choose, you can now register as a Subscriber, login, and have the site remember your user details for when you post. Frankly, I should have done this sooner. You can still comment without registering though, so if you're not the type who likes to register, everything is just as it was before!
Games On the Way
If you've read up on the archives of this blog or poked around a bit, you've noticed that part of the reason why I created it was to replace my old games site with something easier to maintain and with broader use. You might have also noticed that, while my examples have made the jump from old site to new, my games haven't - but I aim to change that soon. Within the next week or so I'll be adding a special page to house my games, with better descriptions, control explanations, etc. so don't forget to check that out (especially if you haven't played all of the games yet!).
Reflect Games Site Update
It's been a long time in the making, but I am slowly moving closer to releasing the new version of the Reflect Games website. The changes are a mixed bag of functional and aesthetic improvements, and will include a friends list, credit store, highscore page, improved stats and profiles, and a lot more. Though all the new features will not justify the amount of time it's taken me to finish, I think the site will look more professional and will offer more reasons for people to create and use Reflect accounts. I'll post more about this when I draw closer to the update.
Cross-Site Mayhem
My buddy Dandri, the guy who requested registration here, currently runs the Official PlayStation 3 blog at MySpace, and is looking to expand his operations to a whole new site this summer. We've been talking about doing some cross-site promotions, and since we both have extreme opinions about certain aspects of the gaming world, we thought it'd be interesting to do some interviews and other things along those lines, so keep your eyes peeled for that stuff as well. Again, I will post more about this as the details emerge.
What About Game Maker?
Depending on when the upcoming YoYo Games Competition 3 is announced, and exactly what they decide to do with the user-created theme, "co-operation," I might just be entering. I liked that they gave developers more time to work on games for the second competition, and I've got a couple of ideas that might prove to be fun if they work out correctly.
I'd also like to be getting in more Game Maker in general, but with the Reflect Games website revamp, Grand Theft Auto 4 (aswellasothergames), my job, and my girlfriend, I've not had too much time lately to work on anything significant. Hopefully I'll be able to turn that around this summer, as I finish the website and the games up. I've got a few small projects I've had floating around on my computer for a while that I am considering just releasing the source code for as well.
In any case, I'm trying to get things rolling a little more swiftly than they have been, and to get things out the door. I'll be publishing more What's New with Marty to show my progress in the coming weeks / months, providing there is anyway.
If you've got anything to add to my to-do list, feel free to let me know with your comments - my head hasn't exploded yet!
As promised, here's my take on GTA4. As you've probably gleaned from the title, I think GTA4 is pretty damn sexy - but we'll get to that in a minute or two. In order to set the mood, I thought I'd start with a bit of history on the franchise, and how GTA4 came to be the epic adventure that it is.
When I played Grand Theft Auto for the first time, way back in 1999, I felt like a kid who'd just found his dad's secret stash of pornography. The game was already garnering negative attention from the media, lending it all the qualities of an exotic forbidden fruit, and once I got it running with hardware acceleration on my 3DFX VooDoo 2, gaming bliss reached epic proportions.
The style of play seemed new at the time. You're a guy in the middle of a huge city, and you've got a bunch of missions to do - but you don't have to do them if you don't want to. Instead, you can just run around the city causing as much havoc as possible, or hop online and do the same thing with your friends. 'Sandbox' gameplay had finally arrived to the action genre, and the concept was brilliant. If you're not up on your gaming history, you can play the original GTA and its sequel, the aptly named GTA2, at Rockstar Classics.
In 2002, Grand Theft Auto 3 was finally released for the PC (I've never owned a PlayStation, so it was my only option). I pre-ordered the game and received it on the day it came out, but wasn't able to play it for a week... It turned out that my clunky old 3DFX VooDoo 3 video card just wouldn't cut it. After a minor hardware upgrade, I was jacking cars in full 3D, and loving every second of it. GTA3 was to GTA as Super Mario 64 was to Super Mario Bros. The action was successfully ported to 3D, and it was amazingly fun. GTA3 was the second coming of the sandbox game.
Subsequent releases in the GTA franchise were similarly excellent. Vice City and San Andreas were both beautiful, worthy successors to GTA3, with each game taking the good concepts from the last, and leaving the rest behind. Despite how great these two sequels were however, the RenderWare engine Rockstar had been using since GTA3 was starting to show it's age. It was obvious (to me, at least), that Grand Theft Auto needed something new. It needed a new engine, which would take advantage of current-gen hardware. It needed a face lift.
Enter Grand Theft Auto 4.
Grand Theft Auto 4 is a masterpiece. Almost every aspect of the Grand Theft Auto gameplay has been revamped, each with the skill, style, and expertise that only a veteran of the genre like Rockstar could deliver. If you've been looking for a reason to pick up a "next-gen" video game system, GTA4 is probably the best excuse you'll get.
At this point I should probably mention that at the time of this writing, I'm only about 20% through the game. This is both a testament to how large the game is, and a warning that I'm not anywhere near finishing the game. Judging from the quality of my first 10 hours of play though, I think it's safe to say that my opinions won't change too much.
The first thing everyone inevitably notices about GTA4 (and rightfully so) is the graphics. Gone are the boxy cars, cartoon people, and goofy animations of the past. In their place is a re-imagination of Liberty City, modeled from the real-world city of New York, and complete with realistic physics, incredibly detailed vehicles, and more life-like people. Everything casts a shadow, cars rock and bounce as if they have a real suspension system, trees sway in the wind, the ocean ripples gently, the weather / atmospheric effects are practically photo-realistic... The number of graphical improvements between GTA4 and GTA: San Andreas is so great that it would be impossible to mention them all here; I'll let the game's screenshots speak for themselves. And through all the changes (in graphics and beyond) however, you'll notice that Rockstar has still managed to retain their usual style, so while you're busy exploring the new world, you'll often have a nice feeling of familiarity, no matter how lost you might get.
The soundscape in GTA4 is as equally impressive as the visuals. Everywhere you go, the ambient sounds of urban life are present. The inhabitants of Liberty City have a seemingly limitless number of oral blurbs, and the main characters of the game banter along with each other as good as any actors in a movie. There's a ridiculous amount of radio stations in GTA4, each with their own unique set of music and oft-hilarious commercials. You can buy new ringtones for your in-game phone with in-game dollars. And you know that little "bzzt bzzt" noise your car radio makes right before you get a cell phone call? That's in there too. GTA4 is simply a treat to listen to, and the sounds of Liberty City are just as convincingly realistic as the visuals.
Once you're done gawking at the virtual city Rockstar has put together, you'll delve further into the game itself, and you won't be disappointed there either. This is where the familiarity of past GTA games comes to fruition in a more tangible form than other places; anyone who's played a GTA game before will be instantly familiar with the style of play. As you progress through the game, the city map will become populated with icons representing all the different activities you can do, and you'll have to visit these key locations to advance the story. Each visit to a mission-giving character triggers a cut-scene, after which you're tasked with whatever deed suits the whim of that person. Each completed mission pushes the narrative forward. This simple flow of events is how every version of GTA has operated, and Rockstar was smart not to fiddle with it too much. The only major changes to this formula are that you now can receive (and launch) side-missions on your cell phone, and you can retry failed missions quickly, without having to drive to the target location again. Oh, and the game automatically saves your progress, so you don't have to worry about getting killed on the way back to your safe house after each mission.
The game controls similarly to before, but with the added realism of the game world comes the added realism of not being able to run at super-human speeds or jump over cars. It may take GTA veterans a while to get used to this, but as you grow to appreciate the life-like qualities of the game world, you'll find that you won't miss these things at all.
As with past GTA titles, particularly Vice City and San Andreas, the list of extra activities included in the game is quite long. Around the city you will find various locations to buy clothes, entertainment, play games like pool, bowling, and dart, or just grab a bite to eat. You're free to use your cell phone (or one of the local internet cafes) to contact various people in the game, to hang out or to date. You can, of course, just go driving around and exploring, if you like. And if you get bored with all that, then there's the multiplayer.
Being anxious to play through the single player campaign, I've not had as much time as I'd like with GTA4's multiplayer, but I have put in a few hours and from what I have seen, it's a blast. Jumping online via Xbox Live is a cinch, and it didn't take too long to party up with a friend and find a game. There are a ton of different modes, but I've yet to try hardly any of them. Team deathmatch is my favorite of the few that I have played, and I'm sure that once I get more time to play, I'll be participating in more online hijinks.
By now I think it's obvious that I highly recommend you get Grand Theft Auto 4. It's one of the most complete games I've had the privilege to play in the last few months, and beats out just about everything that rushed into the holidays last year. Even if you're one of those people who's written GTA off as a "murder simulator," I suggest you at least give GTA4 a shot. I think you'll be surprised at just how much humanity Rockstar has managed put into the game.
In closing, Grand Theft Auto 4 isn't a perfect game on every level, but the franchise has come a long way from its roots, and even if you object to some of the content, there's more than a few things here that you can't help but like. GTA4 is a masterfully conceived game and is probably one of the best games you're going to play on Xbox 360, PS3, and eventually (hopefully) PC.
If you've been keeping up with my blog, you know that I've been pretty excited about Grand Theft Auto 4. Actually, looking back on my posts, I guess I haven't written about it all that much, but you can attribute that to my intentional avoidance of all things that might reveal too much about the game to me. Yes, I want to go in with a completely fresh view of the game. To my credit, I have been talking up the game something fierce to my friends (in the hopes of having some fun people to play online with), and I went out and pre-ordered the game at my local GameStop last week.
Last night, the game went up for sale at midnight. I'd been debating on whether or not I wanted to go out and pick it up then, and finally I decided I'd just drive by the store and see how many people there were. If the line was huge, I'd simply turn around and leave; I normally have to get up for work around 6:15 AM, so waiting in line for an hour and then only playing for a few minutes is out of the question.
When I rolled by the store, I felt my judgment give way to temptation. The line looked about 50-60 long, but my gamer lust rationalized that each person in line would be anxious to the get the game, and would thus spend as little time as possible at the register. I got out of my car, and stood behind the last guy in line. After a moment I decided I'd check my wallet to see if I even had my pre-order receipt with me (even though I'm pretty sure GameStop will honor the pre-order regardless).
It was at this time that the man in front of me finished a drag on his cigarette and turned around.
"If you haven't been here since 5, you've got to go inside and exchange your receipt for a second receipt." These are the words he said to me.
"Really?" I stammered. The prospect of having to wait in not just one huge line, but now another was not something I wanted to think about. Confusion and fury were gripping me.
"Yup," came the smoking man's reply.
I took a step out of line to survey the scene, and then my judgment got a better grip on me again. If I waited in line here for an hour, I'd barely have any time to play when I got home. I'd go to sleep late, get up early, and be too tired the next day to work efficiently and, more importantly, enjoy some GTA4.
"I think this line's a bit too long for me," I muttered, and I turned and left. 60 man line and second receipts be damned - I'll be picking up my copy this afternoon on my way home from work.
Well, it's done. I got my copy of GTA4 reserved at the local Gamestop a day ago. This will actually be my first GTA game that I haven't waited for the PC release, but I think my 360 should handle the job nicely for now. If not, I'll just wait a year and pick up the PC version, which I am sure will run better, play better, and look better than either the 360 or the PS3. Ah, but who cares about that - if this game is half as fun as it looks, I don't think I'll even be thinking about all that once I start playing!
To be honest, I've been purposefully avoiding reading too much about the game, so that I can head on in with no expectations. Rockstar has blown the dust off the hype machine, and has been releasing lots of new information on their site over the last few days, and there was even a big photo of the game's city map floating around on the game news blogs a few days ago. I've yet to visit the site though, and I only took a brief look at the map (to see if it looked real, of course). Other than that, I just know a few odds and ends of technical information about the game (check out the Euphoria physics technology they're using... just turn down the crummy music), and not much else.
Well, nothing else except for multiplayer. I have actually read a bit about that, and I think that's going to be one of the best parts of the game. Rockstar finally included a fully loaded multiplayer component in GTA4, and it's looking to be capable of throwing up to 16 people in the city at once. Unfortunately, there's no co-op mission play, but between all the different multiplayer modes, I don't think I'll regret the lack of co-op much. I like the way Rockstar usually does the story-telling in GTA games anyway, so if it remains untainted by multiplayer, that's fine by me.
So yeah, I am gearing up for some fun times in Liberty City. I'm going to cut this post short, because I don't really have much more to say about this for now, other than I am pretty excited about it. Hopefully the game turns out to be good, huh?
GTA4 is out on April 29... better reserve a copy if you haven't already!