tempest in a teacup

the pointless musings of a strange recluse

Archive for January, 2009

Whittling down the backlog

This past weekend I cleared another couple of games off my backlog – Metal Gear Solid 3 and Uncharted: Drake’s Fortune.

First off, here’s what I thought of MGS3 as a whole.

The removal of the passive radar system from all previous games makes the game somewhat harder since you’ll have to lurk unseen to figure out what the guards’ patrol routes are. On the other hand, though, I thought the food and camouflage systems were pretty useless – the former is basically there to annoy the hell out of you by forcing you to hunt for food every few minutes and the latter is redundant since the camouflage types come equipped with a handy percentage value to tell you exactly what you should be wearing when. The cure system seems similarly ultimately pointless since the game pretty much tells you exactly what you need to use to cure your wound – and I never ran out of supplies (at least on Normal difficulty).

That said, it did have some great moments – the boss battles are way better than MGS2’s for sure (with the exception of one), and I found the lack of backtracking through the same areas (for the most part) to be an improvement over the first two games’ almost excessive use of it. The action sequences are generally less awkward than those in the first two games, although the first part of the game (when silencers are in short supply) is somewhat harder than the rest of the game.

So yeah, I thought it was a decent game, with some odd trappings that didn’t really make sense.

As for Uncharted, I thought it was generally a well-polished third-person shooter. It’s not quite like Resident Evil 4 where you have an inventory and can stock up on items, guns and other such stuff, nor can you really buy items. Healing and weapons are handled similarly to the Halo series, in that you can only have 2 weapons at any given time (one single-handed weapon and one double-handed weapon), and that you recover health gradually after avoiding damage for a certain period of time. In addition, unlike RE4 you can move while in ‘aiming mode’, and can also ‘fire from the hip’ while running. The game also features a Gears of War-like cover mechanic, which is pretty much the main way you avoid taking damage during combat.

Overall, as Yahtzee mentioned in his review, it’s a game that borrows extensively from games that came before it, and ends up being somewhat greater than the sum of its parts. I actually think it isn’t quite as challenging as RE4, partly because the enemy AI is somewhat retarded and partly because of all the additional abilities Nathan Drake has over Leon Kennedy. Still, I’d say it’s definitely worth checking out if you have a PS3.

So I’ve beaten the only PS3 game that I have…I suppose I could get Metal Gear Solid 4 if I wanted to.

3 comments

My game collection just got 200 times manlier

Played through the first level – pretty damn great.

7 comments

The future of handheld gaming? I think not

A lot of blogs seem to be making the iPhone out to be some revolutionary new device for handheld gaming. As the owner of an iPhone for about two months now, I can safely say that they’re all wrong.

Make no mistake – the device manages to pull off certain types of games reasonably well (puzzle games and Wii-style casual non-games come to mind). But I downloaded both I Love Katamari and SimCity for the iPhone, and came away less than impressed by the device’s capabilities. For one, the touch screen is pretty inaccurate. Placing buildings and zones in SimCity is so inaccurate that the game has to break it down into two steps. On top of that, Katamari forces you to use tilt to control your character, which is both inaccurate and counterproductive since tilting the device away from you interferes with your view of the screen!

On top of that, the device seems to fall flat as soon as any sort of performance is demanded of it. Both games have trouble maintaining a stable framerate – the slowdown in SimCity is particularly baffling since the game is basically 2D. The device has enough trouble managing memory with non-game apps – I find it hard to believe that games would perform any better.

So yeah, so far, I’m not impressed. The iPhone works alright as an entry-level smartphone, but as a gaming device it’s significantly lacking. That this has somehow escaped the gaming media is baffling to me.

2 comments

What I’ve been playing lately

Time for a good old-fashioned gaming post!

Company of Heroes

I finally decided to put some RTS gaming on my backlog. This game is developed by Relic, who are also responsible for Homeworld and Warhammer 40,000: Dawn of War (as well as the upcoming Dawn of War II) – so their catalogue is pretty strong. As one would expect, therefore, Company of Heroes is pretty good. It focuses less on base management and more on front-line battle tactics, unit placement and maintaining supply lines (by holding territory). I’ve played a few missions of the first single-player campaign and it’s pretty great so far. As far as balancing goes, it seems to take a similar tack to Starcraft in that your units all have distinct strengths and weaknesses, and you need to use them to compensate for one another.

Team Fortress 2

I’ve been trying to play more Soldier and Spy, but honestly, I’m terrible at both, so I almost always end up falling back on my ‘safe’ classes – Pyro, Medic, Heavy and Engineer. Soldier is tricky for me since I’m still trying to get used to aiming ahead of where my opponents are, which isn’t always easy to do when they’re running straight at you. On the other hand, once I do manage to juggle opponents, capitalising on it to finish them off is something that’s starting to come naturally to me. Spy, though…man, those Youtube videos make the class look so effortless, don’t they. I think the most backstabs I’ve gotten in one life is 3 or 4.

Metal Gear Solid 3: Subsistence

I’m actually pretty close to putting this to bed. I’m at the final boss fight (which is annoyingly difficult because of the terrain and the associated time limit, not to mention the fact that outside of first-person aiming mode MGS3 has the same old clunky gun controls from the first game. I will say that the game as whole is pretty good, although I honestly think that the interface for selecting stuff like camouflage is pretty clunky (they did away with it in MGS4 which is good) and the entire hunting/food system serves no purpose other than to annoy the hell out of you. CQC I thought was kind of cool, although I don’t think I necessarily used it to its full potential.

Fallout 3

I decided to press on with the game inspite of my initial misgivings. The game is actually quite hard if you try to play it like a run-and-gun FPS. Which you can’t, really, unless you want to run out of ammo ten miles from any safe house with only a baseball bat to bludgeon Raiders to death with…not that I’ve ever done that *cough*. Half the time I end up wandering into some new town and getting eaten for lunch by some new enemy that seems to be at least ten levels higher than I am (most recently, giant fire ants). The weird uncanny valley people and spotty voice acting still bother me, but the game is at least reasonably challenging so I can’t complain too much, I guess. My first runthrough (as with Mass Effect) will be with a goody-two-shoes type character (although I did enjoy planting a live grenade on an unsuspecting Raider while I was invisible).

On a side note, Games for Windows Live (which Fallout 3 makes you install if you want to download patches) is decent enough but it feels rather pointless. There are a few games that you can play online using it, two of which are widely regarded as terrible ports of console games (Gears of War and Grand Theft Auto IV) and the remaining two of which aren’t particularly remarkable (Universe at War and Lost Planet: Colonies Edition). Other than playing online, the only thing it’s really good for is tracking achievements, which is kind of cute but an ultimately pointless feature. Hopefully the PC version of Street Fighter IV lets you play online with 360 players or something, because they are in serious need of some killer apps.

Also, Coldplay’s Viva la Vida is stuck in my head ever since I bought the album of the same name and the associated EP Prospekts March off Amazon MP3 this past weekend. Not that I’m complaining…

3 comments

Let’s get on with it

The less said about the trainwreck government of the last eight years, the better.

Obama will have his work cut out for him in his first term, trying to undo (or at least mitigate) the damage one man and his henchmen have managed to inflict on the US domestically and abroad. I’m glad he won the election, but I don’t envy him one bit. Just stopping the economy from sliding into a deflationary tailspin is going to be hard enough – I doubt he’s going to have time to tackle issues like healthcare which were important to many during the campaign.

The inauguration tomorrow is a little early for me (7am PST) but I might get up and watch it anyway, if only because of the momentousness of the occasion.

No comments

More Sonic Unleashed stuff

I’ve more or less gotten everything I can out of the Wii version of Sonic Unleashed – I haven’t gotten all the medals, but I have pretty much S-ranked every stage (a few Werehog stages being the exception), so I think I can set it aside.

That said, the first thing I did after getting back from Singapore (literally the first thing – just a few minutes after I walked in the door) was download the demo for the PS3 version. I’ve taken it for a few spins since then (I’ve A-ranked it at least) and I have some…thoughts.

The game does look rather nice in terms of lighting, modeling and texture quality, but the PS3 version has a few hitches – for one, the framerate is rather inconsistent. Unlike the framerate-locked 360 version, the framerate on the PS3 version can go from 30 to 60 in an instant. On the one hand this is kind of annoying since it kills the sensation of speed that you get…on the other hand it means that someone at Sega has finally figured out how to program a variable framerate engine! Not that I’d want to be licensing it to anyone, given how crappily it seems to run on the PS3…

The game itself is a little uneven. The controls are somewhat floatier than the Wii version for some reason – they’re not as bad as the ‘twitch and fall off a cliff’ controls in Sonic Heroes and Sonic 2006, though. The demo only contains one level – the first level, Windmill Isle. The PS3/360 version of this stage is rather straightforward and linear compared to the Wii version, which has at least 3 alternate routes through the stage that I can think of. The stage also feels very cramped, and this affects the game to some degree, in that you can’t really see what’s coming up ahead of you. In that respect it’s somewhat disappointing.

As I already knew, the boost system in the PS3/360 version is plucked straight out of Sonic Rush, so you can hold down X as long as you like to continue speeding through the stage. There are a few obstacles placed in the stage to prevent you from doing this, like spike traps, bumps in the road that will trip you up, and, well, walls. The actual amount of platforming you have to do in the first level is rather minimal, but there is some of it.

Overall, I can’t say I was blown away, but at least it wasn’t awful like I was expecting it to be. That said, I have no idea how the later levels are (some people have told me that they’re significantly more challenging, although I have yet to verify this), and of course the demo contains none of the Werehog levels, town missions or any of that other stuff which most people regard as a drag on the whole experience. I’ll probably seek out the PS3 version when it’s down to $30 or less (right now it’s still full price at Amazon.com).


On another note, in the comments on my last entry Neochaos just pointed out something interesting to me regarding Street Fighter 4 – the game will in fact feature a full-featured training mode, and from this article it sounds like it’s very much in the vein of Virtua Fighter 4′s excellent Training Mode on PS2.

I stand by my earlier point that the game itself is not made more accessible to newbies by removing stuff like parries, but extra modes like this can help them deal with the learning curve somewhat. It won’t eliminate it, but it should at least show them what they need to master.

2 comments

Fancy a kick in the balls?

Sega owns the rights to the Guilty Gear franchise now

So yeah, I guess we know why they made BlazBlue and Battle Fantasia now. Considering that ArcSys’ direct involvement ended with #Reload, it’s amazing that Accent Core turned out the way it did. Then again, as long as ASW gets entrusted with any development of future Guilty Gear games I’m not too worried.

Another nice tidbit from the article that I liked:

The company’s designer for its new hi-res 2D fighting title BlazBlue, Toshimichi Mori, intriguingly discusses his views of Capcom’s Street Fighter IV and its accessibility in the interview:
"I’m not trying to pick a fight with Capcom or anything, but with Street Fighter IV, they made a big deal about how the game was designed to be accessible to people new to the genre.
I remember when I first read that in an interview, I was like, "What? How can they say that?!" I thought maybe I was seeing things. I think they need to take a second look at the list of moves for that game before they make a claim like that.
Sure, people like us who work with games, or fans of fighting games can do a hadouken or a shoryuken without thinking much about it, but for somebody just getting started? Those moves are pretty tough! You can’t expect new players to just whip those moves out every time.
To fill your game with moves like that and then emphasize how simple it was for beginners to pick up seemed irresponsible to me. Street Fighter IV is not a game geared toward people who’ve never played fighters before. If they were really interested in making a beginner-friendly game, they should’ve made included a few impressive moves a player could do with the press of a button."

Mori is pretty much saying the obvious – fighting games that use Street Fighter II as a template cannot get any more accessible than that game ever was (which is something I’ve mentioned before). If you make high-level play more accessible then you’re just dumbing the game down. To make it more accessible to newbies you pretty much have to convert the game to maybe Jump Ultimate Stars or Smash Bros type controls.

Note: before anyone crucifies me for hating on SF4 – I don’t think that the game has necessarily been ‘dumbed down’ – There’s no way that complete neophytes to fighting games are going to be able to pull off stuff like focus cancel combos or hadouken traps on the day they buy the game. And heck, I’m pretty sure at this point that I’m going to be buying the game for my PS3 and/or my PC (along with that potentially awesome Sanwa stick that MadCatz is releasing). My point here is that Yoshinori Ono claimed that SF4 was designed to be accessible to newbies, and beyond superficial appearances (lol SF2 etc) it clearly isn’t (and can’t be).

4 comments

Water, water everywhere

The snow stopped just around the time I returned, but instead now it’s raining all the time. This would not normally be an issue (this is Seattle after all) but this rain is accompanied by some pretty strong wind, making walking to and from work a bit of a chore.

Oh well, I suppose I need the exercise.

Somehow it slipped my mind throughout the entire return flight that I was to be on call this week. I literally realised this the day before I returned to work. No matter, though – I find my on call weeks to be a decent break between the usually hectic (and sometimes tedious) pace of everyday development work. Although I am looking forward to what I’ll get to work on next week.

My new laptop is plugged into a power socket right in front of the TV. I’m not sure what I want to use it for just yet, although a Media Center PC seems most likely since it runs Vista and has a convenient HDMI output for my TV. Said HDMI output also lets me play stuff like Outrun 2006 in 1360×768 on a nice big screen. Quite nice, I have to say…pity the graphics card seems to have some issues rendering the game at its proper speed.

Speaking of computer issues, this news has me interested a fair bit. I’m not usually one to install pre-release versions of operating systems, but I’ve heard almost nothing but positive impressions about Windows 7 (as opposed to Vista which was sending mixed signals even when it was in alpha). Kagura is about due for a format anyway, so I think I’ll delete my unused Linux partition and create one for trying out Windows 7.

1 comment

Waiting in the San Francisco departure lounge

Second leg of my flight was much worse than the first – we ran into a jetstream which caused the plane to get jerked about like crazy while I was trying to sleep. I did watch a couple of episodes of House and Fawlty Towers though. Hugh Laurie and John Cleese are made of win.

I got dragged into a detailed inspection of my checked baggage upon arrival because I was carrying food (the usual assortment of Indian provisions, microwaveables and most importantly INSTANT NOODLES) and I had an item (cumin seeds) confiscated for the first time ever! Good thing I have a spare at home.

My iPhone tells me that it’s still snowing in Seattle. Not happy…

No comments

Blogging from Hong Kong airport

First leg of the flight was uneventful. The aircraft is a Boeing 747 so it has the older version of SIA’s inflight entertainment system…the one with Game Boy Color games.

I didn’t mention it here before I left, but I bought a new laptop in Singapore before I left, simultaneously dumping my five-year old Dell dinosaur. Before anyone asks, no, it’s not a Mac; it’s an HP Pavilion with a pretty decent graphics card. The last few days of my vacation saw many Outrun 2 sessions.

I don’t think I can use it on the plane, though…people have a habit of reclining their seats into your face when you do that.

Hopefully I’ll get some time to update again from San Francisco.

No comments

Next Page »