Archive for June, 2009
Well that was unexpected
So apparently the downtown Gameworks got KOF XII and BlazBlue machines last week.
I guess I’ll be going downtown to get my ass kicked this weekend…
2 commentsIncoherent rambling
About time for one of these posts, I think.
I’ve found a new place in downtown Seattle that I’ll be moving to next month. My current complex is honestly not that bad except for two problems:
- The ISP choices are terrible (I currently have 1.5Mbps DSL, which is the highest speed available)
- There isn’t really much of anything within reasonable walking distance
The new place has a supermarket on the ground floor (yay) and a few restaurants within walking distance. The ISP is Comcast, which may be dubious to some but I’m willing to go through the annoying setup process if it means I get a download rate from this century. The only downside is that I’ll either need to take a bus or a company shuttle to work, but eh, I need to start getting up earlier anyway. Getting all my stuff moved over is going to be a pain though…the number of my possessions has increased considerably since I moved to Seattle.
Speaking of Internet, I braved uTorrent a while back to watch some fansubbed anime, namely the first two episodes of K-On! I like it, but I probably won’t be able to watch the rest of it since BitTorrent basically nukes my connection (for reasons I haven’t figured out yet).
Still waiting for Sony to patch in PS2 support for the Madcatz SF4 sticks…I figure if it doesn’t come within another few patches I may just sell this to buy a HRAP3 (which does work for PS2 games). As it stands I need to use my old Tekken 5 stick over an adapter, and going from the awesome Sanwa joystick + buttons to the decent-ish Hori stick and buttons is…well, it’s like owning a Ferrari and driving a Honda instead, if you get my drift.
Installed iPhone OS 3.0 last week. My phone seems to be a lot more responsive now, so it’s obvious they’ve put some work into performance. I don’t use copy/paste much, but the push notifications have been very handy – I finally installed an IM client (Beejive) on my phone thanks to this new feature. Of course, if the damn thing supported background tasks in the first place this wouldn’t be an issue…
That said, I kind of wish AT&T didn’t want $400 from me for the 3GS. That new camera and faster CPU are really enticing.
I took out my guitar for the first time in months today, and all I can say for now is ‘wtf I suck.’ Hopefully this will change.
4 commentsBack on the leash, sort of
So today’s the 18th anniversary of the release of Sonic the Hedgehog for the Mega Drive/Genesis. It seems fitting, therefore, that I have some thoughts on one of the more recent Sonic games (which I bought after I traded in a bunch of Wii games) – Sonic Unleashed for PS3.
I find the core platforming mechanics (at least those in the daytime stages) to be much improved over Sonic 2006 – for one, Sonic Team has finally realised that modern gamepads have more than two buttons on them, and therefore all your face buttons are now used for non-overlapping actions. Not having to start the level from scratch because the game thought you wanted to do a bounce attack instead of a light dash even though you were in mid-air right next to a line of rings is definitely an improvement. On top of that, the game also shows you when your homing attack will actually hit something, as opposed to previous games where it was pretty much luck of the draw.
The daytime stages also draw more from Sonic Adventure 2 than Sonic 2006 – no more lifebars on enemies, and a much bigger emphasis on having to know the ‘best’ route through a stage in order to get an S-rank. However, it also takes a significant feature from Sonic Rush – the boost system. Knowing when to boost can sometimes be important (for instance, boosting off a ramp can help you reach alternate routes or items that are higher up), but otherwise it doesn’t really add to the game much. Much like in Rush, there isn’t any reason why you wouldn’t want to be holding down boost all the time (the only exception is when you need to drift).
Fortunately, there are at least some stages where the game at least tries to make it harder for you to hold down boost, either by tossing numerous obstacles like spike traps and gaps that need to be maneuvred in quick succession, or by limiting the amount of rings present in a stage so that your boost capability is limited. These stages are usually found through town missions – while these mostly consisted of idiotic, mundane tasks in Sonic 2006, in Unleashed they typically whisk you off into a modified version of one of the daytime stages – versions that have usually been modified to be somewhat harder, containing more obstacles or featuring stringent time limits. Overall, the daytime stages are a pretty fun romp, and definitely the most fun I’ve had with a 3D Sonic since SA2.
That said, I still think the nighttime stages have no business being in this game. They’re a drag on the entire experience, and are not anywhere near as entertaining as the daytime stages. The platforming is very pedestrian, with nothing really special about it (and also features some weird control bugs), and the combat mainly consists of mindlessly mashing the same buttons over and over. There’s no real lock-on system, so flailing madly is pretty much the best strategy in most situations. There’s a block button and tons of combos, but there are one or two combos that overpower basically everything else in your arsenal, and you almost never need to block as there are very few things that can do significant amounts of damage to you. There are fewer nighttime stages than daytime stages, but they make up for the lack of number by being annoyingly long. Their length, combined with their utter blandness, only serves to make me wonder why these levels exist. Would it not have been better to include more obstacle-based platforming areas in the daytime stages?
Other changes that have been added to the game include an experience and level up system, although this only really matters for the nighttime stages – daytime Sonic has only two attributes, which control his top speed and the length of his boost meter, and leveling them up didn’t affect my experience of the game much. The Werehog has many more attributes, although the only really important ones are the ones that control attack power and learning new moves. If the Werehog weren’t in this game, there would be even less reason for this system to exist than there is now.
The visuals and audio are definitely an upgrade from Sonic 2006, featuring things like dynamic shadows, proper bump mapping and a very detailed set of stages for you to run around in. The draw distance is impressive, with very little of the pop-in that plagued Sonic Teams’s earlier current-generation console effort. The PS3 version of Unleashed does have some odd framerate issues – while the framerate isn’t locked to 30fps like the 360 version’s is, it experiences ridiculous amounts of slowdown in some of the hub areas and Werehog stages, as well as some of the more effect-intensive stages like Adabat.
Overall, Unleashed feels like two steps forward and one step back, really. The daytime stages are entertaining and occasionally challenging (an attribute that is rare in Sonic games these days) but the whole package would really be better off for the exclusion of the nighttime stages. The effort spent on developing them would have been better spent on improving the daytime stages – I’d have loved to see some of the alternate routes from the Wii version make an appearance here, for instance.
No commentsThe E3 post I should have written a month ago
Yeah, I’m late. I’ve been busy :p
There was some interesting stuff at E3, I guess. Of particular interest to me were the following:
- Left 4 Dead 2 – yeah, I’m looking forward to it. There’s been a lot of bitching about the timing of the release (just a year after the first game came out) and I understand some of it, particularly since L4D has only gotten two significant updates since its release (the first being the major patch that buffed the Infected in versus mode, and the second being the Survival Pack). However, the point of a sequel is to improve upon the original’s mechanics, and it looks like L4D2 will do this, with more weapons, more enemy types (the new Charger special Infected should make corner camping a fair bit harder) and the Director now being able to control the weather (which affects visibility) and the routes you can take through the level. Given that, I’m very much willing to shell out another $50 to try it.
- Metroid: Other M – This came out of nowhere, really. The fact that Team Ninja is developing something for the Wii is pretty much enough to get me excited. While my experience with Ninja Gaiden is limited to the DS version (lol) and the demo for Ninja Gaiden Sigma, as well as an hour or so playing Ninja Gaiden II on my friend’s 360, and if this new Metroid game is anything like it then it will definitely be worth playing.
- Super Mario Galaxy 2 – more Mario Galaxy? Yes please.
- Mass Effect 2 – I thought Mass Effect was a game that failed to live up to what it could have been – it had an enormous universe to explore…which mostly consisted of barren planets with abandoned mines/military bases/laboratories, all of which must have been built with prefabs or something seeing how they repeated the same 4 level layouts again and again. The combat system was decent enough, although the much-hyped dialogue tree system wasn’t really anything that hadn’t been done before. If anything I’d have preferred a system that didn’t separate your options into ‘Obvious Good Choice’, ‘Obvious Neutral Choice’ and ‘Obvious Bad Choice.’ There have been games that have done this already, and I’m not sure why so many devs seems to be married to it. In any case, Bioware claims that ME2 will have less barren planets, and that the choices you made in ME1 will have actual consequences for your ME2 game. On top of that they’ve apparently beefed up the combat with new features like location-based damage and an improved cover system. I guess I’ll keep an eye on it.
- Assassin’s Creed II – I’m playing the first game right now, and while it’s a pretty fun action game, all the people who called out the pointless overworld (which can fortunately be skipped after you’ve visited all the cities) and the lack of investigation types are pretty much right on the money. While this game seems to have added a bunch of new combat moves, I don’t know that it’s addressed the real problems with the game. I’m keeping my fingers crossed that it has, but interviews like this don’t really do much for my confidence.
- Uncharted 2: Among Thieves – The first Uncharted is still one of the best PS3 exclusives out there, and its sequel seems to improve on it with a more involved melee system and more enemy variation. Hopefully the combat set-pieces are just as exciting as the first game’s.
That’s basically it, I guess. Borderlands seems kind of interesting, but I want to know more about it before I decide whether I should look forward to it or not – right now it seems to be a first-person Diablo II with guns.
Tomorrow being a ‘special occasion’, I’ll have a more in-depth post on a game I’ve been playing on my PS3 for the last week or so.
2 commentsTo make up for the whining
I have something positive to say for once – I’m playing Gyakuten Kenji and I like it so far. 3 cases in and it’s much more entertaining than Gyakuten Saiban 4.
This post is also to make up for the bitching that will ensue once I’ve had some time to compose my thoughts on this little announcement out of E3 today.
以上。
No comments