All posts by davepoobond (DPB)

davepoobond of Squackle. Items under this user name are original works by davepoobond.

WTF: Work Time Fun (PSP) Review

Developer: Sony Computer Entertainment / Publisher: D3 Publisher || Overall: 6.0/10

Jobs these days are too complex. Why can’t we be paid for simply adding numbers together, chopping wood or putting caps on septillion pens? Why aren’t there stupid jobs that would pay you in pennies rather than dollars? To that, I say WTF!!!! Not “what the fuck,” silly, I mean Work Time Fun, the game!

Known as “Byte Hell 2000” in Japan, WTF: Work Time Fun is a mini-game compilation published in North America by D3Publisher of America, and developed by Sony Computer Entertainment. It’s easy to tell how D3PA’s localization shapes the feel of the game, when it comes to what is being communicated to you through text or voice — however; those are the least important aspects of WTF. The real meat comes in the form of mini-games called jobs. The reason they’re called jobs is simple — many depict a form of labor or a task to be done rather than being an actual small game, so to speak.

Most of the jobs are very simple, requiring you to only use one or two buttons. Possibly the best thing about the game as a whole, is that it takes very little time to load each job, and you can get right into playing each game. Usually taking less than a few seconds to get from the top menu and right into it, you’ll only be inhibited by your patience at working any one particular job.

To start a game, you’ll have to go to the Job Placement Office. There, you’ll be able to select one of four jobs to get paid for at any given time. Meaning, even if you’re able to work at more than four jobs, you’ll only be able to choose one of the four that are available when you go into the Job Placement Office, which will force you to play games you don’t exactly want to play. As you complete jobs, you’ll earn money and earn rankings for how far you get within particular jobs; its not too complicated.

Other than putting caps on pens, chopping wood, and counting in your head, there are jobs like sorting chickens, catching baseballs, collecting mushrooms while avoiding traffic, counting people as they pass by, cliff racing and others. One notable game is 4 Fingers, in which you smack a sharp object into the table in between your fingers, and as you pass your hands the sharp object will go faster and faster forcing you to change the rhythm of your button presses. My personal favorite game is Demonstration Round Up, a game that is similar to PC and cell phone favorite Snake, in which you’ll incite a riot by emptying colorized buildings full of people. Once you collect the people that come out of the buildings, they will be added on to your large chain of people. You have to be careful because riot police will break up your line, and make a large part of your effort be for nothing. If Demonstration Roundup were fleshed out into a larger game, it would be quite enjoyable, despite its lack of graphical impressiveness. Other original games are included, and some can be aligned to classical arcade games with a spin on them, or simply be seen as some of the worst “games” to ever be conceived. It’s really a mixed bag when it comes to the selection of games.

When you earn money, you can take it to the vending machines. With the vending machines, you can take your chances at getting new jobs, trinkets, and tools. Jobs are rather rare, as are tools. Tools are simple little programs that will help you do something rather meaningless. There are things like a multi-colored flashlight, easy bill splitter, and a ramen timer. The ramen timer is quite humorous. Depending on which version you choose and for how long, you can either see a buff Japanese guy saying “muscle muscle muscle” for three minutes, or a cute Japanese girl saying “goody goody” for five minutes; it’s certainly helpful when you want to make ramen, I suppose. The interesting thing about the ramen timer’s video is that it uses the PSP the long way, so their full bodies will take up most of the screen rather than being squished or only seeing part of their body in the normal way.

The graphics are mediocre at best. Practically all the games are in 2D, and look pretty bad to boot. WTF is not a game that tries to please the eyes, to say the least. The sound effects are quite annoying at times, and very little music is actually played through any of the games involved, usually letting you focus on the job at hand rather than anything else. The multiplayer options are quite nice. Game sharing can be a big part of the game if you let it be — any friend with a PSP can help you out with your jobs by having them “outsourced” and their earnings will be put into your pocket for use in the vending machines.

If you’re looking for a game to waste time with, WTF: Work Time Fun is not a bad choice. There is a sprinkling of humor, but as a game, it’s not that much fun. The main draw here is definitely the humor, but what you get out of it really depends on the amount of time you can sink into doing the monotonous tasks that are available; when there’s nothing to do at work, it probably can’t get any worse than this.

Micro Machines V4 (PC) Review

Developer/Publisher: Codemasters || Overall: 7.0/10

Micro Machines V4 from Codemasters is a follow-up to the somewhat popular mini-car racer Micro Machines V3. In a Micro Machines game, one races through courses that are a little bit unconventional to your regular racer, for the fact that you’re actually racing around on things like pool tables, kitchen counters, sand pits, gutters, and other locations of the sort. Quite simply being the best part about Micro Machines V4 itself, the courses are very interesting and arcade-like. However, an arcade racer wouldn’t be complete without power-ups and weapons, and Micro Machines V4 is no exception. There’s plenty of fun to be had with the game, but where it lacks is depth in the gameplay that will motivate you to keep playing the game. Not to mention it can get very frustrating.

Micro Machines V4 is a typical racing game in that you dive right in. Much of the game is focused on three different types of modes that can be played: Race, Checkpoint, and Battle. Race mode is your typical racing game; quite simply you beat your opponents doing whatever you can as you make it to the finish line after three laps. Checkpoint is more like a time-trial mode in that you try and get the best time you can going around a certain race track twice, except you have to make it to the next checkpoint before counter runs out. Battle is by far the most fun part about the game, and the goal is to simply beat the crap out of your opponents, laying traps, shooting missiles, and leaving them in your dust – you have to either eliminate your enemies or get far enough ahead of them in your race around the track to get a point. Once you get enough points in Battle mode, you’ll win. By playing through the game in a Tournament, you can unlock new modes, tracks, and collect more cars for your garage. The cars you keep in your garage can be used for trading with other people online so that you can get other kinds of cars. You can also play the game in an online multiplayer mode.

The graphics in the game aren’t too bad. In fact, the frame rate is almost a solid 60 FPS with very little slowdown. As you make your way through the track, the camera follows your car from far away and makes very smooth reframes, creating a cinematic sort of feel to the game. For some reason, the steady frame rate makes the game a lot more bearable than it probably should be, considering the gameplay itself is very unbalanced (even during the “Rookie” division!) and can be horribly frustrating, making the early stages of a race vital and requiring that you execute each race flawlessly. Though the game is on the PC, it’s clearly made for use with a controller, and can make things a lot easier, if not, more fun in the very least. Sound effects are quite annoying, there is always the high motor whine of the little Micro Machines as they zoom along the edge of the kitchen sink and get stuck in the blender, but with the sound off this problem will simply disappear. Music in the game isn’t very impressionable either.

There aren’t any “extras” that are actually included in the game right out of the box, the reason being that “microtransactions” do take their place in the game – at least in the PC version. To unlock certain bonuses in the PC version, you must go online and register your copy of the game with Codemasters, and proceed to pay a fee for the codes that are used to unlock the extras and different modes. Obviously, it’s kind of ridiculous to have to pay extra for things that are already on the disc, and clearly a way to squeeze the consumer’s wallet on this one. However, the extras that are available to be bought aren’t exactly vital, even though it would be nice to have them…hence their “extra” status.

Micro Machines V4 is a fun game to waste a few hours with every once in a while, but past that, there’s not much to enjoy. Balance issues make the game as a whole very disconcerting, giving a slant towards only wanting to play the Battle mode, as it is the more overly balanced mode in the game. Fans of the series might be a little bit disappointed, since not much in the formula was actually improved between each game. What MMV4 boils down to is your average arcade racer that has the unique status of being a game with miniature cars racing through everyday environments.

Spectrobes (DS) Preview

Developer: Jupiter Corporation | Publisher: Disney Interactive Studios

Spectrobes is a new action RPG from Disney for the Nintendo DS. Developed by the Jupiter Corporation in Kyoto, Japan, players assume the role of Rallen, a young officer in the Planetary Patrol. The Planetary Patrol keeps people in the galaxy safe from harm. Along with your fellow officer Jeena, you go from planet to planet keeping everything safe. When Rallen and Jeena find a capsule that encases an old soldier by the name of Aldus, that’s when they find there is more to the galaxy than it may seem.

World-eating creatures named the Kraul are coming towards Rallen and Jeena’s solar system, and the only way they can be defeated are by using the powers of dormant creatures named Spectrobes that are buried as fossils beneath planet surfaces. When used, the fossils create Spectrobes that can be raised into powerful allies. Rallen must go to each planet and excavate minerals to give them more power. To find fossils and minerals, Rallen uses a baby Spectrobe that is able to detect them. Moving around on the gameplay screen consists of using the D-pad, and when a Spectrobe finds something to dig out of the ground (you have to tell it to find something) you tap the screen where a sparkly little dot is and enter the digging mode. You use the stylus to “dig” by rubbing the touch screen. There are different tools for Rallen to use while digging for fossils and minerals, and using the right ones will end in a successful excavation.

Once you acquire a Spectrobe fossil, you’ll have to wake it up by using the microphone in the DS. The way you’ll wake it up is by singing or humming a tune at a sustained volume that is denoted on the screen. Once a Spectrobe is awakened, you put it in an incubator and feed it minerals until it becomes an adult. Once it becomes an adult, you can add it to your party as a battle Spectrobe. You can carry up to six at the same time, but only two can be used actively in battle with the remaining four supporting the two that are in battle. Eventually, Spectrobes will evolve into a more powerful form to further help in your battle against the Kraul. During battle, you can command the Spectrobes that are on either side of Rallen with the L and R shoulder buttons. You’ll have to use the Spectrobes in the correct order to get through battles, and as time goes on, the combos get more complicated.

While looking at the screenshots, the graphics aren’t anything to get too excited about. The art direction is very akin to Japanese RPGs, so if you like that kind of art style, the game should be up your alley. Controlling the menu screens were a little annoying to me since it was a combination of using the controls on the DS and the touch screen. An interesting aspect of the game is that you can acquire (buy?) physical cards that you can put on top of the DS’ touch screen and poke at the holes that are punched in the card to unlock a new Spectrobe. Kind of an interesting implementation of the touch screen, but I’m not sure if it’d be worth it if you have to buy these cards separately or whatever you have to do with them. Recently I had seen a GameStop advertisement about the game and it seems like they will give a card out for free, while supplies last, with a purchase of Spectrobes, but it also implied that there would be more cards to buy separately.

Spectrobes is due to be released this week in North America.

Spectrobes (NDS) – My Fun Day at Disneyland!

09/19/15:

This is an article that got me in trouble.  I wrote a frank, very sarcastic description of what happened during the day.  This was, I think, my very first gaming press event (that wasn’t E3) and I was unsure of what to do the whole time.  In retrospect, I should have done more to get on the right track, but at the same time I was not informed by the PR company I was working with as to who I should meet with and what exactly was going on that day — I was operating on very little other than knowing I was to go to Disneyland.

Because of not knowing what to do, I was not able to get much exposure or learn anything about the game I was actually supposed to preview, so I wrote a paragraph about the Spectrobes itself that was inaccurate and not representative of the game.  I’ve left it in in this article (indented it), but please note that pretty much anything about the game is not the full picture, and only a small part of the game itself based on about 20 minutes of playing aimlessly.  Otherwise, the rest of the day is as I described it!  I was pretty frustrated with the day, but writing a sarcastic and assholey article was terrible in retrospect.

As to how I actually got in trouble, the PR company read my article, as I posted the whole thing on NeoGAF (a gaming forum I frequented).  I don’t think it lasted on GamersMark very long if it was there at all.  As a result of the PR company not liking my article at all, we were “reset” in our relationship with Buena Vista Games (Disney) and would have to rebuild our relationship — no more games to review, no invitations to press events, and whatever else came with it.  It wasn’t a big deal since Disney made mostly kids games (outside of our writer’s desired demographic for their writing) and they would eventually scale back their publishing almost entirely.

Adventures awaited me the morning of Friday, February 23rd at Disneyland. I was invited to a Spectrobes game event in Tomorrowland where they would have fourth graders come to play the game and do some things in front of the camera. But that’s at the end of my day. My day started at 6:30 am, as I woke up from a nice dream about Spectrobes and digging fossils because I was THAT excited for playing the game…and because I’d get into Disneyland for free.

So on the way, I follow the instructions to get to Disneyland. Having not been there in four years, I was mildly interested to see the park again.

First problem – I had to park in Downtown Disney.   No big deal… except when I went into the area where I thought the parking lot would be, it looked like it was all blocked off. So I freak out, make a U-turn, and go the opposite direction. Then, I called a person (who we were supposed to call in case of difficulties) and left her a message. She calls me back, not having listened to my message, so I just ask her about the parking situation. She said the parking lot should be open and she’d find out what was up. Fifteen minutes later of driving, I figured out I just hadn’t gone far enough down the road and found a parking space. I called her back and told her I was sorry, just hadn’t gone far enough. After which, I began the long trek through Downtown Disney into the rising sun feeling like an idiot because I already had to call this person twice.

About fifteen minutes later, I ended up at the Media Tent outside the main gates of Disneyland. At which point, I got a ticket, a media badge, and a fifteen dollar meal voucher. Score! …Or not, considering how bad the food is there. Should have just gotten fifteen dollars worth of ice cream bars instead. So, like 2?

Anyway, I get taken into a backroom VIP Lounge place in the “Innoventions” building where they have a continental breakfast set up. I get a few croissants and a coke and sit there. No one talks to me, I don’t know what’s happening, I see some Japanese dude (the game’s producer) talking in Japanese to a some other guy, a few annoying kids walking around… next I know its about 8:30 am or so. At this point, the event was going to start soon. But I don’t know where it is, or really what to expect. I suppose I could have tried talking to someone, but it was way too early in the morning for me to begin with.

Through the course of me reading through press materials that were laid out on the small table in the center of the room, I’m left alone with people who don’t know anything when I finally get the balls to ask someone what the fuck I do. I end up calling the same person I called earlier when I was trying to get to Disneyland, and basically told her I didn’t know what to do and was still in that room. She told me to just go outside where the event was, so I did, and watched what transpired. It should be noted: I never met this person on the phone.

Basically, all that happened was filmed by a crew from the Disney Channel. And guess who was there??? Jason Schooley!!!!! Actually, I never heard of the kid before today, so I didn’t understand why he was famous at all. He was signing lots of autographs for the kids and the camera. There was also a host for the Disney 365 thing they were doing. His name was Chester and he was so fake-happy it made me want to puke on him after beating his face in. But that’s Disney TV for ya, I guess. Not his fault that he has to act like a douche.

They had the game’s producer, Kentaro Hisai (the same dude that I saw earlier), talk about the game to the kids…in Japanese. So they had to have a translator, the quality assurance lead for the game, say what he said. I understood the things they were talking about, but I doubt any of the kids really did. Afterwards, Jason Schooley picked five kids out of the audience to open black bags with goodies in it. What was in the bags? A DS and a copy of Spectrobes. Turned out, all the 4th grader kids would get one of those bags when they left for the day. Unfortunately for me, I didn’t get one of those goody bags.

So after they unleashed the 4th graders to play Spectrobes, I just waited around and watched Schooley sign autographs and get oogled by preteen girls standing outside the filming area taking pictures of him, and watch Chester jump around and smile from ear to ear like an idiot.

Eventually, the kids got bored of the game (it probably took less than ten minutes) and they started crowding around Schooley so the cameras could make it seem like he was really popular. During which, I got some time to play the game. What follows are my impressions of Spectrobes:

Spectrobes is a simple, yet fairly unique “action” RPG. I say “action” because there is no action in the classical sense of the word as it applies to RPGs. From what I gathered in the twenty minutes or so of play time I had, you dig fossils and gain experience for whatever you find. Spectrobes basically help you find these fossils/items to begin with, and you dig them out with your stylus as you rub the touch screen with it. There’s also a timer for each fossil digging, which may or may not affect your experience gained. I’m not sure, really. I don’t know what you do with the minerals/stones you find, but you can use fossils to get more Spectrobes.

When you Awaken a Spectrobe fossil from the Lab, you choose which fossil to wake up, and then say “wake up” (or maybe you can say other things, not sure here either) into the DS’ mic at the appropriate sound level and it will “wake up.” Unfortunately I didn’t really want to yell wake up into the DS in front of a bajillion 4th graders in front of a camera and ruin their shots, so I kept quiet. Moving around on the gameplay screen consisted of using the D-pad, and when a Spectrobe finds something to dig out of the ground (you have to tell it to find something) you tap the screen where a sparkly little dot thing is and enter the digging mode.

The graphics were bland at best, and there didn’t seem to be very much “exploring” to do at least in the areas I had access to. Even though I found the graphics to be unimpressive, considering it’s the DS I suppose they are decent. Controlling the menu screens were a little annoying to me since it was a combination of using the controls on the DS and the touch screen. As far as I could tell, the whole game is about going around and finding fossils and digging them out as you gain levels and get more Spectrobes in your party. An interesting aspect of the game is that you can get (buy?) physical cards that you can put on top of the DS’ touch screen and poke at the holes that are punched in the card to unlock a new Spectrobe. Kind of an interesting implementation of the touch screen, but I’m not sure if it’d be worth it if you have to buy these cards separately or whatever you have to do with them.

As I was playing, the camera crew, 4th graders, Chester, and Schooley made their way toward the booth I was at. I hadn’t noticed that happening until I heard Chester’s stupid-happy voice. I looked away from the DS and saw Schooley looking at me with a weird expression…probably wondering why a 21 year old (I’ve been told I look much older, though) wearing all black was playing a kid’s game. I acted like I didn’t care who he was (cause I didn’t), and looked back down to the DS. Eventually, I looked back up and he was looking at me again… this time he looked like he was scared of me or something. Whatever. Just hope he didn’t pee his pants or something. Wouldn’t want his huge belt buckle getting rusty.

So, afterwards I just left, and ate a crappy burger made by fake Jedis, and walked around Disneyland for a couple hours.

The end.

Gitaroo Man Lives! (PSP) Review

Note: I am unsure if I finished this review or not.  It now serves as a little blurb about just the port of the game from PS2 to PSP, and not that much of an analysis.  Generally, it was worth playing.

Developer/Publisher: Koei || Overall: 8.5/10

The transfer of Gitaroo Man from PlayStation 2 to PlayStation Portable is quite impressive.  The visuals have taken little noticeable hit in terms of actual quality and the visuals are akin to how they are expected to be on a home console. The only downside to this, however, is that it takes a good ten to fifteen seconds before each song to load, which is quite a wait by any standards. Fortunately, if you fail at a song, the song can reset without any loading whatsoever, so you can get right back into it.  I’d gladly take an initial hit in loading rather than it having to be done repeatedly through the course of new attempts. The controls on the PSP, as opposed to the PS2 version can be a little bit more challenging, especially since the buttons are smaller and the analog nub is simply not as forgiving as a Dual Shock’s analog stick would be.

Gitaroo Man Lives! is an enjoyable game, just like its PlayStation 2 counterpart. While you’ll definitely have to keep an open mind for the types of songs that you’ll be playing, fantastic sound quality and an interesting way to play a music/rhythm game allows for a unique package that can’t easily be found elsewhere. The availability of Gitaroo Man Lives! will make it a good buy if you want to see what Gitaroo Man is all about.

Metal Saga (PS2) Review

Developer: Createch / Publisher: Atlus || Overall: 7.5/10

Createch’s Metal Saga, brought over to North America by Atlus, is an interesting RPG. While breaking the mold of traditional RPG storytelling, it’s more akin to the traditional RPG, in terms of gameplay, than most nowadays. Metal Saga is as “choose-your-own-adventure” as an RPG can be without any sort of adventure to actually be told. Put simply, you can venture through the world with little-to-no restriction; the only boundary is the level your characters currently are. Bosses are dispersed throughout the world, and can be taken down at one’s leisure, contrary to any regular RPG.

How Metal Saga starts out is with a choice: to become a Hunter or a Mechanic. Your dad is making a living as a Hunter and your mom is a Mechanic. Your mom tells you about your dad, and hopes for you to become a Mechanic, as it’s dangerous to be a Hunter. Chosing the Hunter class means you will be able to explore the world and make money by collecting bounties and killing enemies. Being a Hunter is obviously what the game is about, as there are many different “endings” that are available through the game – of which choosing to become a Mechanic will show you. The different endings available throughout stress the open-ended aspect, allowing you to pretty much are able to finish the game at any time — sometimes unexpectedly. For instance, marrying someone will produce a few “story” scenes, but after those finish the credits roll. If you play your cards right you may actually be able to play this game as long as a regular RPG. The world of Metal Saga is post-apocalyptic – once a very high-tech world, a catastrophe occurred that created a low-tech society with high-tech items here and there. While the foundation of the game is based in its lack of story, there are times when I felt myself calling out for there to be a compelling story to be coupled with the things you could do in the world.

Your job as a (bounty) Hunter is to make money by defeating wanted criminals and improve your vehicles, which you find throughout the world. By equipping your vehicles with stronger weapons, modifying them to hold heavier loads, and by diversifying their offensive capabilities, you’ll make your way as a Hunter who is feared by all who cross your path. Unfortunately, battling is very boring. It can’t get much more ordinary than Metal Saga when it comes to a battle-system; very rarely will you really need to pay careful attention to what is happening in a battle, as you can “fast forward” through all the battle animations. This creates a fast-paced feeling while fighting through any enemies that you encounter. The only time you really need to focus on a battle is when you are facing off against a boss, or if you’re collecting a bounty – but even then you could skip through the battling animations to make everything go faster.

Through your travels you’ll acquire a few unique party members. You’ll be able to choose a mechanic to have by your side, but you can only choose one of two possible choices; later on you will even be able to pick a dog (out of a possible four) to travel along with your party. Having a dog with a bazooka strapped onto its back is quite silly considering you’re occupying a tank right next to it. Magic and abilities are not acquired through normal leveling up – rather, they are bought by visiting “masters,” who will train you in whichever art they are equipped with. Instead of using any sort of “magic points,” your abilities will deplete a certain amount of value from your funds as a price for using the ability. The game allows you to go back to where you selected your party members and trade them with another if you feel so inclined as to do so.

The audio-visual experience isn’t exactly top notch – the graphics look like they could fit in with PS2 games from a couple of years ago, so the game definitely isn’t trying to push your PS2 to heights not seen before. The most noticeable lack from the sound category is the lack of any voice acting whatsoever (not to mention the main character is a silent hero). While it could be seen as a throwback to a time when RPGs didn’t have any voicework, it’s just unfortunate to not have anything except for a few yells during battle. Otherwise, the sound effects in the game aren’t bad, but they can get annoying during battle, especially when one considers how often you have to fight. The soundtrack isn’t exactly large and diverse, but what is there is pretty nice. It really doesn’t make much of an impression, however, which could be seen as a negative – RPGs usually have some of the best soundtrack work.

What I personally didn’t like is that the game can get quite monotonous at times, especially when there’s an area of the world you want to go to, but can’t yet because you have to go through a hundred more battles to get to the appropriate level to get through the area alive. The required amount of experience can be very disconcerting given the repetition. The lack of story also causes the game to come across as unfocused. It’s not a good sign when you don’t feel compelled to go in any one direction or are at a loss for a general place to head towards. Events that you take part in as you play also create too limited an impact on the world around you, so it’s less rewarding than it should be to do much of anything. There are plenty of mini-games to be occupied with, however, so occasionally there is some difference in the gameplay. The humor that is written into the game is pretty cool as well, and can leave you chuckling or even laughing out loud, which is very welcomed.

Metal Saga takes traditional RPG gameplay to the point where the game itself could be classified as retro, despite its year of release. The game almost exclusively appeals to hardcore RPG gamers who want a throwback into the way RPGs were back in the day. Metal Saga delivers a unique experience though it is one of the most traditional games to be released in the genre for quite a while.

Defcon (PC) Hands-On Preview

Developer/Publisher: Introversion Software ||

Defcon is the newest game from UK developer Introversion Software. Introversion has already established a great reputation with Darwinia making Defcon a game to look forward to. Defcon is nuclear war on a global scale – you pick your country and your alliance with the intent of defeating those who aren’t aligned with you.

Defcon takes place on the world stage. While the game is real-time, it looks like it also integrates some aspects of traditional turn-based games to give the game a different flavor. The thing that instantaneously sets this game apart from other strategy games is the unique graphical style. Anyone who has played Darwinia, will instantly see the relation between the two games’ visual styles – which look like enhanced “retro” graphics.

The game itself takes place in a time where the world’s super powers are entrenched in all-out thermonuclear war. For those who have seen the movie WarGames with Matthew Broderick, this game is basically based off of the idea in the movie in which Broderick’s character hacks into a military computer and initiates a “war game” simulation. When I saw that movie for the first time, I thought the prospect of being able to actually play a game that looks like what happened in WarGames would be an exciting experience – an experience that has become a reality with Defcon. Multiplayer gaming is pretty much the key to the game, though you can play the game against bots. A tutorial mode is included as well. The game promises to be easy to learn yet hard to win.

One of the main aspects of the game is that it is very minimal by nature. Your units, countries, missile silos and all other components of the game are represented by simple shapes. There are barely any real sound effects except for slight rumblings when nuclear bombs go off, all taking place while ambient music plays. The game feels like its quiet when it actually isn’t.

Defcon is currently scheduled to release in September 2006.

Metal Gear Solid Digital Graphic Novel (PSP) Review

Developer/Publisher: Konami || Overall: 9.0/10

Metal Gear Solid Digital Graphic Novel (MGS DGN) from Kojima Productions and Konami, is a very unique product for the PSP. Not exactly a game per se, the MGS DGN is a very interesting addition to the Metal Gear Solid library and for PSP owners, a unique way to experience Metal Gear Solid.

In the same vein of The Silent Hill Experience, the MGS DGN’s main feature is the comic adaptation of the Metal Gear Solid story. While there isn’t any voice acting, the comic captures the awesome feeling of Metal Gear Solid’s story perfectly. Practically every event and detail has been included in the adaptation, save the gameplay portions, which are improvised into semi-action scenes with sound effects and action being drawn. The story is changed ever so slightly so that the adapted parts of Metal Gear Solid’s gameplay make sense. The end of the story is also changed from the game, creating a combination of the two possible endings from the original.

The art is absolutely spectacular. It’s very stylistic, and is true to its graphic novel calling card. What’s different about the MGS DGN from The Silent Hill Experience is that it’s interactive. Unfortunately, it’s not exactly that easy to pause the action going on so that you have more time to read the speech bubbles, but an extra mode that is included makes use of the interactivity in the regular story mode. With a press of the Square button at any time, you can stop the comic from playing and “search” the pictures with a set of crosshairs. Once you find something that is highlighted, a “Memory Element” is added to your collection for later use. Memory Elements could be anything from a person to a gun to a scrap of paper in someone’s hand. Anything is fair game for being a Memory Element.

Memory Elements are used in the slightly more complicated “Memory Building Simulation Mode.” The purpose of this mode is to fully understand all the elements of the Metal Gear Solid story and all the connections between characters, events, and things of that sort through the whole series. If you want to get a full understanding of the story, this is the mode to spend most of your time with. To unlock all the connections, however, you’ll have to watch the story mode very closely and make sure you get all the different Memory Elements so that you can use them. Memory connections are made by directing a line coming out of a box towards another box floating in 3D space. It’s a little hard to direct the lines to the next connection, but the whole concept of the mode isn’t hard to make sense of.

The reason I personally liked this title so much is because of the way the graphic novel is presented. I appreciate the way the art looks and how the music and sound effects make me feel and remember the experiences I had when playing Metal Gear Solid. The collecting of Memory Elements allows for more player interaction and gives me a more thorough understanding of the series if I had missed something.

The Metal Gear Solid Digital Graphic Novel is a very cool item to have in the PSP’s library. It might not be a traditional Metal Gear Solid game, but Metal Gear Solid: Portable Ops should help out in that department. I found the whole product to be very well worth it. The Metal Gear Solid story is a very enthralling experience in comic form, and it would be great to see the other games have the same treatment as the first did.

Field Commander (PSP) Review

Developer/Publisher: Sony Online Entertainment || Overall: 9.3/10

The PSP has proven to be my favorite way to play strategy games. With games like Metal Gear Acid, Metal Gear Acid 2, and now Field Commander, it’s shown me that playing turn-based strategy games on a handheld can be a lot more enjoyable than on a home console. What sets Field Commander apart from the other strategy games I’ve mentioned is that it’s more of a regular strategy game, which prides itself on its gameplay rather than its story. Containing a challenging campaign mode along with online multiplayer play and a random battle mode, Field Commander is the strategy game to have on the PSP.

Field Commander is a very full featured game with a roughly thirty-mission campaign mode that will train you from being a green CO (Commanding Officer) to the savior of the world. The campaign mode’s story starts out with a terrorist organization called Shadow Nation, and through the skirmishes you undertake against their multiple COs, you’ll slowly learn about their fanatical plan that they aim to put in place to destroy the world. The campaign is cleverly designed but overall is not that hard for seasoned strategy gamers. There are a couple of annoying missions sprinkled throughout the game, but they can easily be completed once you figure out what needs to be done.

The game is played with all types of units. Ground, sea, and air units allow for all kinds of strategy to take place. To give you an idea of what units there actually are, there are snipers, tanks, helicopters, stealth fighters, submarines, and battleships to name a few.

Each unit has a weakness and a strength that if you utilize effectively will make you a formidable force on the battlefield. Stealth units are also a major strategic advantage (and disadvantage if used against you). The units that can go into a “stealth mode” are the snipers, concealed tanks, stealth fighters, and submarines. For the snipers and concealed tanks, their range of fire is increased greatly, which allows for major damage of an enemy unit with no counterattack. For stealth fighters and submarines, they are able to creep up on enemy units that normally would be able to destroy them if they weren’t in stealth mode. The major disadvantage for stealth units are their movement speeds – they can only move one square at a time, which not only results in them moving slow but uses up a lot of their fuel.

Fuel and ammo are a very important part of a unit’s upkeep – if they run out of fuel, the unit literally blows up and dies. Without ammo, the unit becomes practically useless. Units can re-supply at towns or if supply trucks are nearby, they can get a more local servicing. Every unit in the game has a maximum of ten HP. If a unit is damaged, they must either go back to a town and heal for a few turns or join with another damaged unit of the same type so the HP can be added on top of whatever unit is being joined. Other times, it might be beneficial to destroy a unit and reacquire a percentage of the funds you spent on creating it and use it on building a new unit at a Factory, Airport, or Seaport.

As you play through missions, you will unlock new COs, divisions, maps, and units to use as you progress through the campaign as well as in the other modes the game has to offer. Which CO you choose doesn’t matter as much as which division you chose. There are a huge amount of unique divisions to choose through, and each have two of their own Division Powers. Division Powers vary but basically fall into three different kinds of categories: unit spawning, attack/defense increase, or damaging an enemy unit. Every time you activate a division’s special power a description will pop up allowing you to understand how to use it effectively.

The battle system for the game is almost perfect. Its fun to play, easy to get a hang of, and doesn’t have horrible load times either. The only bad parts about the game are the times when the enemy takes anywhere from ten to twenty seconds to think about what it should do. Though it doesn’t happen all that often, its still a problem since you’ll just be sitting there looking at a bar constantly fill up and empty to show that the computer is “thinking” about its next moves. Occasionally, you do hit a small load time when you put your cursor over a unit or even when you press the start button, but once it loads the first time, it doesn’t usually require another “loading” pause. Unfortunately the game does have some freezing issues as well. I encountered two freezes later on in the campaign mode, on the more advanced levels, which aren’t particularly that easy, especially when you have to do it again due to the game freezing. The game does offer the ability to save a battle (as long as it’s your turn) so that you can go back to it later, which not only allows you to (hopefully) circumvent any huge damage resulting from a possible freeze but allows you to come back later and play the game from where you left off without having to put the PSP in sleep mode.

The online capabilities for the game are enticing for those who want more after beating the campaign mode. You can check your leaderboard status and see how you compare to other people who play online, in single and multiplayer. Also, you can download a ton of custom missions made by other people on your PC and download them to your PSP. If you’re done with the campaign mode and want to play some more missions, hop onto the Field Commander site and check out all the extra content there is to play.

Field Commander is an awesome PSP game. Though the campaign is a bit short, the alternative modes allow for more game time to be put in. The game packs a lot of value for a portable game, and is well worth a look for any strategy game fan.

Rush for Berlin (PC) Review

Developer: Stormregion / Publisher: Paradox Interactive || Overall: 7.0/10

It’s not often we see a World War II game that is something other than a first person shooter. Rush for Berlin, developed by Stormregion, is a real-time-strategy game that strives to be a historically accurate and realistic rendition of World War II. Unfortunately for Rush for Berlin, it falls short of being totally enjoyable. Rush for Berlin will not be a game that makes waves through the genre; the game fails to be worthwhile, not only because of the extremely weak gameplay in the single player mode, but the absolutely non-existent multiplayer community. It’s incredibly important for a real-time-strategy game to have these basic values in place, even before any kind of innovation is attempted.

The thoroughly unimpressive single player mode in Rush for Berlin struggles to prove any kind of worth whatsoever. Unfortunately for the actual real-time-strategy elements of the game, they are not utilized properly to show the strengths of what the gameplay actually has to offer. The single player mode is based on World War II, obviously, but there is absolutely no revolving story to connect any of the missions you go on. After a cheesy cutscene to set up a certain scenario, you’ll begin your mission with a set amount of units and go on your way doing what needs to be done. What needs to be done usually consists of killing your enemies until there are none left, or capturing certain points of interest. Each mission is like a snapshot of history, and you jump around from time period to time period.

What brings down the experience of the single player mode the most is that there is little to no traditional base vs. base gameplay. Most of the missions are what I like to call “limited force” missions – you’re given a set amount of units and you’re on your way. Occasionally you are able to capture a factory to create more units, but you’re not going to be building factories or barracks like in traditional RTS games. Any and all buildings or structures you own have to be captured and can be recaptured by the enemy if you let your guard down.

The multiplayer mode is by far the biggest disappointment in Rush for Berlin. I was disenchanted when I found absolutely no one on the servers. Since the game used Gamespy, it was very easy to log in, but that was where the pleasant experience stopped. To give you an idea of how desolate the multiplayer community is, there are more people playing the demo of the game than the full game. And since you have to have the same version as who you’re playing against, it doesn’t even let you play with the two or three people that just happen to be online, if you’re able to catch them on at the same time as you are. I almost downloaded the demo just so I could play against someone. This is a serious devaluation of the game, especially since the single player mode is less than fantastic. If you’re turned off by the single player mode you will have nowhere to go when it comes to playing Rush for Berlin, unless you know someone personally to play against.

As for the actual gameplay, it is particularly solid. The game itself puts more value into each of the units you have, as they are not usually available in huge quantities – you can’t just build any anytime you want, and when you can, it takes a long time to build a unit. It can take especially long sometimes since there is absolutely no resource gathering, you’ll have to wait even longer for the resource counter to get to the point you want it to get to before the unit begins to build.

Needless to say, base politics play a very small role in the game, and it comes down to actually managing your units and being strategic in how you use them. Because the game puts more stress on the units, you’ll actually be aware of when you lose a unit, as it could make or break your push through enemy territory. The flexibility of the gameplay is also shown by being able to take over enemy vehicles (provided their occupants are no more) and use them for your purposes. Many of the blown out buildings in the game can also be used for your tactical advantage by making your infantry go inside them so they are able to shoot at whoever comes by.

By far the most impressive aspect of Rush for Berlin are the graphics. The maps themselves are enormously detailed – urban areas really show the best of what Rush for Berlin has to offer in this aspect. All the units look about as realistic as they can be –vehicles more so than humans. Everything looks incredibly akin to what it would have looked like in World War II, which should be applauded. There is also a 3D camera, so you can get all sides of the action. Unfortunately, they assigned the scroll wheel click to changing the camera rather than the right click, which can make it difficult to be as precise as you might want to be.

Sound effects and music are another couple strong points, but the voice acting is awful. The sound effects are cool, and they really help in making you feel like you’re in the middle of a battlefield. The music is empowering as well, and usually has a “march to war” feeling attached – possibly offering motivation to do what you need to do. Voice acting, however, is on the completely different side of the spectrum. The actors sound like Europeans trying to imitate an American accent, which end up sounding like they’re a bunch of pricks at the gym with surly voices – it doesn’t really cut it for what the game is trying to accomplish.

Rush for Berlin ends up being just another lackluster World War II game. Perhaps if the same gameplay mechanics were exploited better, and there were a multiplayer community to interact with, Rush for Berlin would have been a solid game, but unfortunately that was not what came to fruition.

Warhawk (PS3) E3 2006 Preview

Developer: Incognito Entertainment/SCE Santa Monica | Publisher: Sony Computer Entertainment

Warhawk has created a tremendous buzz at this E3, especially since it was the only game on the floor to use Sony’s newest feature in the PS3 controller — the motion sensitivity. Regardless of what preconceptions you might have about Warhawk and the motion sensing, it ends up being a mixed bag when it comes to its actual execution.

The game itself looks pretty spectacular. I was impressed with the visuals at their current stage, especially seeing it on a full 1080p HDTV. There weren’t very many “jaggies” at all. Basically the whole demo encompassed you destroying tons of planes and a couple of cruisers allowing you to see how the game basically worked.

Of course, the biggest focus in this game at the show was how well it utilized the motion sensing. There were rumblings online about how the developers at Incognito only had about two weeks to integrate the motion sensing use and only used two of the axis’ – even so the motion sensing was very intuitive. Some people say there was a lag between your hand moving and the plane, but I felt like it was pretty much how it should have been. You can’t expect a huge metal plane to maneuver as fast as two hands with a plastic controller – there should be some sort of realism, right?

The demo offered either Hover Mode or Flight Mode and used the motion sensing to fly around and target enemies – pressing Square to shoot at them. The targeting was alright, but it was the weak point of the demo. Hopefully it will be improved by the final version, but it was definitely playable as it was. To do a barrel roll, you would press one of the shoulder buttons and tip the controller all the way to that direction. Otherwise you’ll just make a very sharp turn if you don’t press the button.

I had fun with the Warhawk demo, and it was definitely a great way to show off the motion controlling even though it wasn’t perfect and needed to be tweaked a little bit more. This resurrected franchise from the PSOne days should definitely come to be an excellent revival.

 

Motorstorm (PS3) E3 2006 Preview

Developer: Evolution Studios | Publisher: Sony Computer Entertainment

To my surprise, Motorstorm was on the show floor at Sony’s booth. The problem was it was sort of hidden, which is a shame because it was awesome. Can’t-possibly-be-legal dirt battle racing doesn’t get much better than Motorstorm. Racing to the finish is the obvious goal of the game, but how you get there is different from anything I’ve ever seen or experienced. As you race through the course, you leave tracks in the dirt, degrading its quality and making it that much slippier – more than it may already be. Coupled with some amazing A.I., Motorstorm is quite literally a blast.

Each vehicle has its own strengths when it comes to the kind of track and what route you decide to take. In the demo, I played as the buggy and its strength was leaned towards dry land racing as opposed to wet terrain or mud. Unfortunately for me, I didn’t know that until after and ended up losing pretty badly. The opponent A.I. is very impressive as well, as they will try everything in their power to exploit your weakness — nothing short of ramming into you or making you slam into a wall or a huge rock. As you make your way through the track, your car becomes dirtier and dirtier, and you even see the mud fly out from beneath the wheels. Attention to detail like this made Motorstorm look really cool. As for the motion blur, it’s integrated nicely, even though it might be happening at speeds that shouldn’t really have it. The blur increases as you go faster. When you crash, your vehicle might break apart, allowing you to watch the parts fly off in slow motion. These effects add to the immersion and make the game more fun; especially on the huge HDTV they had it hooked up on.

I had the opportunity to ask the producer how he thought they might be able to use the recently added motion sensing capabilities in the PS3 controller to the game, and he said they might make it so if you flick the controller in a certain direction, your driver would lash out at a vehicle next to you, which sounds pretty cool, but as of E3 it wasn’t in the game. I am personally excited for Motorstorm. I think it’ll turn out to be a great game when all is said and done.

Full Auto 2: Battlelines (PS3) E3 2006 Preview

Developer: Pseudo Interactive | Publisher: SEGA ||

Virtua Fighter 5 isn’t the only Sega game to get excited about for the PS3. Full Auto 2 is coming exclusively to the PS3. Strap on your excitement helmet and get ready for some good old fashioned cars-retrofitted-with-machine-guns-and-rockets action! With potentially fantastic elements, Full Auto 2 look like it’ll end up being quite fun. The game has interactive environments and super glossy (not to mention expensive) civilian-type cars with weaponry, so it’s up to you to be Mr. Full Auto and kill everyone and everything you can.

The E3 demo was just the multiplayer battle mode, so after you died, you respawned, and proceeded to rack up as many points as you can by blowing up your opponents. It was pretty fun; I ended up playing a few games in about half an hour, completely oblivious to the Virtua Fighter 5 action going on in the same booth. I had the opportunity to ask one of the level designers about what they might use the motion control for. He said he wasn’t sure about it being used for steering (since people would lay down while playing sometimes) but rather for aiming with the weaponry. As it was right now, the aiming requires you to move the car because the crosshairs are right in the middle of the screen.

Regardless, Full Auto 2 is a pretty fun multiplayer game as it stands now, and should be better by the time the game is ready to ship.

SingStar (PS2) E3 2006 Preview

Developer: SCE London Studio | Publisher: Sony Computer Entertainment

While at E3 this year, I was able to try out Sony’s Singstar for the PS2. At first I was a little hesitant to pick up the surprisingly well-made microphone, and just stood by watching other people sing. But when nobody was playing anymore, I decided to give it a try. While I played, one of the representatives from Sony that was demonstrating the game played with me the whole time. SingStar has been a very popular game in Europe, so its surprising that it took so long for the game to come over – it was instantly apparent to me why it’s so popular as soon as I started playing.

The most impressive thing about the game is the user interface. It’s very clean and very intuitive, and I actually like shuffling through album covers while looking for songs to sing. There is a very generous mix of rock and pop music, and it was interesting to see Nirvana, The Darkness, and Franz Ferdinand (to name a few) in the song list. Just as Guitar Hero helps you better appreciate what a guitarist can do, SingStar will make you appreciate how well someone can sing or perform certain lyrics. The “do do do” and “lucky lucky” interludes Franz Ferdinand’s “Do You Want To” come to mind as being very tricky to get the words right. The high notes in “I Believe In a Thing Called Love” by the Darkness also come to mind as being incredibly challenging.

The game shows you the music video while you sing. This gives players something to watch during solos and other non-singing parts, so you’re not completely bored. When you are supposed to sing, the lyrics show up at the bottom of the screen with the word you’re singing highlighted. Depending on how close you are to getting the correct note/pitch, you get points. Playing alone probably won’t be as fun as it would be playing with someone else, just because it’s fun being able to compete and see who sings better. Lines show up on the screen corresponding to how the actual song is sung. As you sing into the microphone, another line will appear, graphically depicting if you are higher or lower than the note you should be at. The closer you are to the song’s own line, the more points you get. If you hit notes correctly at certain points of a song’s line that are sparkling, you’ll get a “Golden Note” which counts for bonus points. It’s a very simple game – one that can teach you how to sing your favorite songs.

I had fun playing SingStar on PS2. A version is coming to the PS3 that will allow players to download songs, but the multiple PS2 versions will be pre-chosen packages. Even though the PS3 version was on the floor, I wasn’t able to try that one out because there were a lot more people packed into the PS3 section cracking jokes about “600 dollars” than I would have cared to show off my singing abilities to.

 

Guitar Hero II (PS2) E3 2006 Preview

Developer: Harmonix Music Studios | Publisher: RedOctane

Guitar Hero II, you say? New songs, you say? Sold! Guitar Hero II is basically Guitar Hero with different songs. So far the game seems better, but how? Well, the multiplayer mode has become more worthwhile – much more worthwhile. The single player mode’s highlights are basically being able to play the new songs, so multiplayer is a different kind of special.

As opposed to the first Guitar Hero, songs in the sequel are recorded with two “tracks” – one for the lead guitar and one for rhythm guitar. If there is only one guitar, bass will be used for the second track. Needless to say this an improvement over the first game since it made you share the same track. However, that doesn’t mean they removed the previous mode — both the new and the old style of play are here. There is nothing gameplay-wise that was in the first game that isn’t in Guitar Hero II.

I played the game at E3, and was able to experience a new song first hand. For some reason I wasn’t doing all that good, maybe because I was really close to the screen or maybe because my timing was off that day. There looked to be new venues and new characters, which is good if only just to show more of a change between the two Guitar Hero games, but the main addition will be new songs that are going to be included.

As it is, Guitar Hero is a great game and getting a new set of songs to play is exciting to wait for. There’s nothing new about the guitar for Guitar Hero II, so you’ll be able to use your guitar controller already. Fifty songs or so are said to be in the new Guitar Hero, so it’ll be exciting to see more of the songs revealed as the game comes closer to shipping.

The list of songs that have been revealed so far is as follows:

Drist – Arterial Black (original track)
Primus – John The Fisherman (original track)
The Reverend Horton Heat – Psychobilly Freakout
KISS – Strutter
Black Sabbath – War Pigs
The Butthole Surfers – Who Was in My Room Last Night
The Kinks, as performed by Van Halen – You Really Got Me
Rush – YYZ