Category Archives: Game Reviews

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.

Red Jets (PC) Review

Developer: InterActive Vision | Publisher: Graffiti Entertainment || Overall: 2.6/10

Editor’s Note: the following article is our reviewer’s account of his attempts to install and play Red Jets. At the request of the publisher, GamersMark would like to clarify that at no point was our reviewer actually able to play Red Jets.

The least satisfying part of white-water rafting down the Nukutaku rapids 12,000 feet above sea level is when the guy right behind you in the raft gets sick to his stomach and vomits on you, and it drips down your life jacket and you can feel it every time you move. At least, that’s what I’ve been told, because I’m terrified of flying anywhere, and if I did manage to walk (not over any bridges) to white-water rapids, I’d be too afraid to hop in the raft for fear of drowning/vomiting on someone.

I’m much more the armchair type. I sit in a comfortable armchair, install Microsoft White Water Rafting Simulator ’98 (the apex of the genre, in my expert opinion), and hit the “vomit” button over and over again until my character passes out from dehydration. As an aside, I’m fairly sure that there are entire fetish magazines devoted to this very scenario in Amsterdam. Of course, why shouldn’t there be? Sometimes, a man just wants to vomit his way into unconsciousness.

And this is precisely what happens when he installs Red Jets, the hip new combat flight simulator (which, for my money is no MS WWRS ’98) from developer InterActive Vision. Now, don’t misunderstand me – I haven’t played this game. It might be great fun. The idea of pulling massive Gs and doing a barrel roll shortly before screaming “GOOOOOOOOSE!” and shooting down like thirty tangos with a slingshot is pretty thrilling. But installing Red Jets is an exercise in vomiting on the guy in front of you while simultaneously being vomited on by the guy behind you.

You see, upon inserting the CD into my computer, the autoplay mechanism started the install process. This is normal. The setup.exe file hard-locked my computer and I was forced to reboot. This is not normal. When I restarted and double-clicked on the setup.exe file, my computer locked up again. My third attempt was to copy the file onto my hard drive and try the setup file from a different location, because perhaps I had incurred some vile “bad mojo” (the technical term) that had secured itself in my CD-ROM tray.

Finally, I was able to run the installer, and I was greeted with the traditional EULA screen. For one reason or another, I skimmed the first paragraph, which I can only assume was written by a Nigerian scam artist, as it was of dubious grammar and unending capital letters. “MOST WISE PURCHASER,” it began, “WE WILL LICENSE THIS GAME TO YOUR PERSON ONLY UNDER ALL THESE TERMS.” It went on to say that if I did not accept all the terms of the agreement, I should return the unopened CD at once.

When my “oh god I’m surrounded by idiots” laugh subsided, I had enough presence of mind to check the manual: perhaps this was just making sure I had a chance to read the terms. Sadly, my first impression was correct. I had to insert the CD into my computer to find out the license terms, and if I did not accept those terms, I was to return the unopened CD. Of course, everyone ignores those terms, but after my problems just trying to run the installer, I felt like I had wandered into an episode of Rocko’s Modern Life.

The game was finally successfully installed; exhausted, I walked off to do something more entertaining than attempting to outwit a game into letting me install it, like hammering nails into my thighbone and seeing how many I could do before I passed out. When I awoke in a pool of my own blood, I went back to Red Jets like a beaten spouse who desperately wants children and says to herself “maybe he hits me because he really loves me; maybe when we have children, he’ll stop.” Maybe, just maybe, I would find happiness instead of an unwanted cameo on Cops, sobbing on my front lawn with mascara running down my face as Officer Moustache asks me over and over if I want to press charges.

I sat down at my chair, again, and double-clicked the Red Jets icon. SecuROM, the game’s copy protection tool, informed me that I was using a duplicate CD, and that I ought to insert the real CD into my drive if I wanted to play. I contemplated burning my apartment to the ground and painting pagan symbols of ancient woe on my body with the ashes of my computer, but then I decided it might violate my lease. So, I followed SecuROM’s instructions for making sure my drive wasn’t malfunctioning.

Sadly, the instructions were written for a different version of Windows, as my version of Device Manager had none of the options or tabs listed by SecuROM’s walkthrough. That’s okay – I was fourteen six months ago once, and I know where to find what are referred to as “crackz” and “warez.” Yes, that’s right, dear reader. Such is my devotion to reviewing this game for you that I ventured into that unseemly corner of the internet to hack my way into this goddamn game for you.

Of course, the crack was for version 1.0 of the game, and I have, well, not version 1.0. So I never did play Red Jets, but I did look at the box art and skim the instruction manual. What follows is my review for Red Jets.

Do you like to fly around and shoot down enemy planes in an adrenaline-fueled dogfight with tracers lighting up your plane like a piñata on Christmas Eve? Dodging missiles like they were phone calls from one-night stands and pulling so many Gs that your testicles touch your toes more authoritatively than you have since you were 8? Well, for the love of all that is good and holy in this world, buy something else, because this game is not for you.

The graphics in this game are probably pretty good, but the screenshots on the back of the box look kind of muddy, like someone didn’t know how to resize a JPG file or something. That’s a pretty easy concept, so I wouldn’t trust InterActive Vision to be able to do the complicated stuff like vertex shaders or volumetric smoke or installation. There were a lot of things the manual had to explain about the HUD, and I think the game would probably have been a little more fun if it were easier to pick up and start flying, but fighter jets are kind of complicated, so it’s forgivable. Still, the screenshots in the manual were even more fuzzy than the ones on the box, so that didn’t help their case.

There were a lot of files in the “sound” folder, so I’m going to assume that they put a lot of effort into the music and sound effects of missiles screeching by you. It was probably pretty exciting. As for the controls, well, those were just laughable. I mean, I kept hitting the “eject” button, but I still had to reach down and hit the button on my drive. I think I kept dropping F-bombs, which seemed to do a lot of environmental damage, because my dog keeps running away from me now. Overall, the game is a pretty lousy value, because installing games is the least fun part of actually playing them, even if that is the big challenge.

In conclusion, thanks for wasting my time, InterActive Vision. Your game makes a fine coaster, and your manual kept me and my family warm during the first cold snap of the new year – the cheap ink used on the pages burns long and brightly.

(Note: this game, while a triumph of incompetence, still receives a higher score than The Star and The Crescent, purely out of spite.)

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.

Star and the Crescent, The (PC) Review

Developer: ProSIM Company | Publisher: Shrapnel Games || Overall: 2.5/10

Some guy in some movie with guns and really handsome actors pretending to be ordinary soldiers once said “war is hell.” Which, as I’ve been told, is pretty accurate. I mean, sure, it looks good when Matt Damon shoots some guy in the face, but any soldier who has been there will tell you that war is long stretches of boredom broken up by brief moments of sheer terror. Kinda like spending Thanksgiving with your girlfriend’s family: you can’t really remember why you signed up to be there, the person next to you won’t stop yelling, and some morbid part of your brain hopes that a lunatic in a fighter jet will drop napalm on your location and end your misery.

But I digress.

The Star and The Crescent is ProSIM Company’s newest tactical simulation for the die-hard war-game aficionado. Published by Shrapnel Games, it comes with the brazen proclamation that the realism of their game is such that both a helmet and flak jacket ought to be included in the package – fortunately for my local postal carrier, there’s just the manual and the installation CD. It zeros its sights, compensates for windage and bullet drop, leads it target, and shoots for realism: is The Star and The Crescent a hit?

Set in the Middle East, The Star and The Crescent offers players the chance to step into the boots of an officer in the Israeli army, commanding platoons, companies, and brigades of tanks and infantry in epic battles against a variety of foes. When you first start the game, you can begin one of the four campaigns ranging from the historic (like the Yom Kippur War) to the future (now try to imagine that there might be a war in the Middle East sometime this century). In keeping with the other Armored Task Force-engine games, when you’ve completed all the missions the game comes with, you can import new scenarios and continue the carnage; similarly, the included mission builder gives the game virtually unlimited re-playability.

The actual game boasts unparalleled realism. Before you even move your tanks, you have the option to set no fewer than eleven different formations, nine different ammunition types, and commit each of your units to ten different varieties of fire mission from “company attack to breach” to “platoon breach.” Your troops are arranged quite authentically in heirarchies denoted with real military abbreviation like “2/3 Bde / 11th Ugda,” and instead of graphics for any of the tanks or jeeps or soldiers, the actual N.A.T.O. symbols are used.

Cartographically speaking, you get your choice between a topographical or geographical map. You have your pick of eight different Standard Operation Procedures, governing how your units react to enemy contact. You can control each platoon separately, plotting out assigned paths down to the individual tank if you choose, or create custom hierarchies among your companies with brigades of units hand-picked to compliment one another, taking into consideration seemingly obscure factors like the reverse speed of a T72 Main Battle Tank, or the turning radius of a jeep when affixed with a 104mm rocket launcher.

Now, this next part is important. I have absolutely no idea what I said in those last two paragraphs. None. I spent hours trying to decipher the manual enough to follow along with the tutorial, but there’s a certain level of knowledge that is presupposed by the game designers. For instance, I had no idea which was bigger, a platoon or a company. The manual doesn’t bring it up at all. Further, that whole military abbreviation stuff, like “2/2 Bde / 12th Ugda” – I haven’t a clue what any of those numbers mean. I’m pretty sure that Bde stands for “brigade,” but the rest of it’s a mystery.

And while Wikipedia can be of some use for simple questions like whether a platoon is made of companies or vice versa, and while I don’t mind a game that’s going to teach me new things about stuff I’m not knowledgeable about (hello Gran Turismo), there’s only so much you can excuse from being absent in the manual. In a game that touts the ability to devise your own companies out of platoons and units from other companies, please, guys: don’t skimp on the explanation. Some of us didn’t go through boot camp. Now it’s not like these are all arcane concepts that are beyond comprehension: no military designs a command structure to be incomprehensible to those within it. The manual is, to put it bluntly, woefully inadequate.

If you’ve ever played one of ProSIM’s games on the ATF engine, you’ll be pretty well-prepared. For one, you may have already called your local armed forces recruiting office for some much needed explication. Or, if you’re halfway through a furious email to me, explaining the difference between an all-out enfilade and an entrenched defilade, you’re probably sleeping with a loaded AK-47 under your pillow more than ready to play this game. And hell, the manual isn’t completely useless – like the Rosetta Stone, someone of a keener intellect and sharper wit than myself could probably make use of it. But a game of this magnitude and complexity absolutely needs to have a much better helping hand for new players.

But really, you don’t play a game with your nose in the manual forever, so let’s move on to the other travesties of The Star and The Crescent. The next sentence is one that all the die-hard fans and the designers and the publishers and my grandmother who can’t even turn on a computer will see coming. The graphics are horrible. Now, I spent the better part of my afternoon today playing Final Fantasy for the original NES. I prefer the original X-COM to any other title in the series. I prefer an obscure and graphically sub-par boxing game to any Fight Night on any console. My last review was a glowing endorsement of a 2D side-scroller without a polygon in sight. I am not a 16x AA/AS diva, nor do I thump my chest and cry for HDR and the omnipresent Bloom in today’s titles. My point is that I firmly believe in gameplay superseding graphics. But oh. My. God. These graphics are horrible.

ProSIM has always focused their effort on creating sophisticated AI (more on this later), a ridiculously robust damage modeling system, and simply the deepest military sim I’ve ever seen. It was a monumental task, and all Armored Task Force-engine games bear the proud heritage of the process. But the graphics are unbelievably dated and present a further challenge in surmounting the already steep learning curve that poor documentation creates.

Blue boxes are the good guys, and red boxes are the bad guys. Got it. How do I tell all my blue guys apart? Some of them have ovals, some of them have ovals with dots, or ovals with a slash, or ovals with two slashes. Some other ones have three dots above the box, which probably means they’re captains or corporals or commanders or something. I dunno. To add to the realism, and so that the player may further appreciate the skill of the commanders in the actual historical battles represented in The Star and The Crescent, the icons you’ll use are the real N.A.T.O. symbols. This means they don’t make any sense.

Eventually, I got it down, but I’m a gamer. Call me a prima donna, but ever since 1988 or so, I’ve been spoiled by software that tries to represent an object’s function with its appearance. The Star and The Crescent thumbs its nose at this convention, and the learning curve suffers for it. That’s okay, right? Just remember that you’re the blue guys and you want the red guys to die, right? Sadly, no. Because the unit/formation icons, as unwieldy as they are, actually look good compared to interface. Graphically, the interface is a series of all but unintelligible 16x16px buttons lined up in a single bar that grows and shrinks when you press certain buttons. Confused? Wait till you actually try using it.

Firstly, as I said, the buttons are too small. The minimum requirements for this game are a 700 Mhz processor, 64 MB of RAM, and Windows 95. On a computer that old, the screen resolution would be adequate for 16x16px buttons. But on a computer built in this millennium, you’ll want to turn down your resolution while playing so you can actually see the buttons. Of course, you’d probably do about as well squinting like Great Aunt Gertrude doing needlepoint at the buttons: they suffer from the same sort of graphical malaise that your unit icons do. When you can see them, however, the buttons do a good job of representing functions for the most part. And really, I can’t blame ProSIM for not knowing how to express “defilade” in 256 pixels. Hell, I didn’t even know what it means, so even if they could represent it in a tiny little icon, it’d be lost on me.

This brings me to the least excusable facet of The Star and The Crescent yet: the interface. Say for the sake of argument, that you actually figure out which blue boxes are which, and you’re the world’s greatest tactical genius, who could actually pull off a land war in Asia. None of that matters, because the interface to this game feels like an afterthought. It’s a brilliant piece of work, really: there’s a whole hell of a lot going on behind the scenes, and I’d love to take a peak at the source code and see what this tactical orchestra of precision calculation is doing while it’s busy destroying my tanks over and over. But when you play this game, you get the sense that all the programmers signed up to design the game engine, and afterwards, they realized that one of them might actually have to design and interface and they all drew straws to determine the unlucky sod.

Simply put, I have never played a game with more than sixteen colors that has a less intuitive interface, full stop. At some point, it’s probably true that I’ve played a game with an even more incomprehensible means of controlling the action, but I find it hard to believe it was in either of the last two decades. Here we are in the year 2006, I have 104 keys on my keyboard, I have 8 buttons on my mouse, and I have almost two million pixels of screen real estate at your disposal, gentlemen. Please, please, please spend more than an afternoon designing and implementing an interface.

I love the idea of being able to custom-craft missions for my units, and the ability to copy-paste unit paths amongst all your units is mercifully well thought-out, but the actual implementation feels like a cold, uncaring spouse that has slowly grown apart from you over the years; she no longer cares about what you want, because fifteen years ago you forgot to call before you were going to be late coming home from the office, and now she’s convinced you’ve been cheating on her, so she goes out of her way to “forget” that you asked her for whole milk, and not this skim milk bullshit every week for the last decade.

If it seems like I’m harboring a grudge, I am. The interface is beyond counter-intuitive, the manual was crafted in an alien tongue, and the graphics looked bad when I was still in puberty. If you’ve been paying attention, all of these are not problems for real generals experienced players. But if you’re new, by now the learning “curve” is about as curvy as Lindsay Lohan on a coke binge running the Boston Marathon (i.e. not), and you’re banging your head against your monitor, screaming “Why?! Why didn’t you shoot? Why did you just drive up to them? Oh god the agony!” And the game has one last brick through your living room window for you.

The A.I. is vicious. While you’re trying to learn how to actually play (not how to win, how to actually play), the computer is going to make the strongest possible case that you should never be drafted and put in command of anything more complex than a dishwasher. And a damn fine case it is. Remember that “land war in Asia” crack? I think the computer could do just fine where Napoleon and Hitler failed: there is an absolutely savage beatdown that it’ll place on your units. Get ready to write thousands of letters home to some very distraught ladies, and tell them why Little Johnny is coming home in a box, because this game is hard. Having defeated poor gameplay design, lackadaisical (at best) graphics, a manual that’s little more help than a solar-powered umbrella, and the toughest A.I. this side of Deep Blue, the satisfaction you get from beating even the tutorial is unparalleled.

The bottom line? This game is not for you unless you have never played a strategy game worthy of your clearly superhuman tactical forebrain. This game is not for you if you’ve ever put down a strategy game for having too many damage tables to remember. This game is not for you if you do not seriously entertain notions of enlisting for the armed forces and studying four hundred years of tactical theory and practice. But if you’ve played ProSIM’s games before, and you know what you’re getting into, this is more of the same (unpolished) gem that you know and love, with an authentic historical vibe that can’t be beat. Of course, if this is your first foray into the world of ruthless military sims by ProSIM, don’t say I didn’t warn you.

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.