Monday, October 4, 2010
Capcom-Unity Darkstalkers Petition
Wednesday, July 28, 2010
E3 2010 Commentary Part 1: Microsoft
Monday, June 14, 2010
Red Dead Redemption
The most notable refinement from the GTA series is the severely improved dialogue sequence introduction to missions, transforming generic cliched babble into compelling character development. Although players will encounter various cookie cutter spaghetti western personalities the writing staff for RDR seemed to take painstaking efforts to makes these characters actually sound like they're from 1911, with only a few minor colloquial missteps from time to time. This attention to detail was a much welcomed transition from 100% hard ass gangsters and low-lifes, as characters associated with and encountered by John Marston continually exhibit character evolution and variety. The player's view of the RDR world is much wider than drug dealers, pimps and crime lords. Among the more distinct missions involved assisting a shady traveling tonic salesman. It served as a tutorial for using the Dead Eye mechanic, but swindling those gullible farmers was extremely fun. And unlike previous Rockstar sandbox games, John Marston actually makes an impact and triggers character development in the people he encounters. The only character who doesn't seem to evolve is John Marston himself, however considering his motivation is somewhat one-tracked but mimics infamous gunslinging heroes of legend, film or otherwise. Needles to say, I found myself watching the introductions to missions since the dialogue and writing were so quality, starkly contrasting my frantic efforts to skip the constant Scarface monologues during GTA mission introductions.
Aside from the well researched parlance of the game, the thoroughly researched settings, clothing, weaponry and vehicles pleased my nerdy eye for detail. A common folly which befalls games set in a historic era present a much more lax or negligent approach in creating an accurate representation of the period, more often than not fabricating elements which seem "appropriate" to the era. For nitpickers such as myself, the lazy no research approach can completely ruin a gaming experience, something Rockstar seemed to recognize during development . It's for that very reason the period specificity deserves a notable mention since anything less in terms of research would have completely dissolved the engaging ambiance, resulting in yet another mindless GTA sandbox clone. While in the expansive wilderness of RDR and aided by the minimalist music, you truly feel alone. Excluding randomly spawning NPCs who will generally try to gain your attention, the countryside is a desolate and foreboding expanse of nature. From time to time without paying attention I would find myself exploring a province for no reason but to roam around the beautiful setting, something I haven't done since The Legend of Zelda: Twilight Princess.
- It proceeded to run past me and clip through a building wall getting stuck. I had to shoot it so I could summon a new one which put a bounty on my head leading to me getting shot in the back by a hidden lawman.
- It ran past me, ran straight off a cliff and died.
- Frequently after summoning, it will continue to run away instead of stopping at John Marston's position, until it's chased down and caught. It won't not stop if this happens and will continue to run away if it evades capture. I failed a number of missions, bounty hunts and other events due to this and began mindlessly mashing the summon button to compensate.
- It wandered off (it will do that a lot too), ran straight into a pack of wolves and got eaten.
- Stopping a ways out from a bounty, I attempted to leave it a distance away so it wouldn't be an obstacle. It followed me and insisted on standing right in front me blocking several key shots. It got an accidental bullet to the head as a result, leaving me stranded after hogtying my bounty.
Multiplayer has similar incomplete elements which often times make it a frustrating experience. Allowing players to use full auto-aim through the first 50 levels encourages other players to shoot on sight and behave like degenerate jerks, however this could just be a reflection of those player's personalities... Respawn locations in the main world and during mini-games prove easily predictable and usually result in the first player dead getting constantly killed for lack of a quick 180 spin. Leveling imitates MMO quest grinding through survival challenges, killing enemy NPC gangs and mindlessly killing other players and after the player's armory is full only provides faster mounts and more unlockable characters. Additionally my favorite element from single player, the lasso, is stupidly absent. More forethought into making it impossible to abuse in an unfair way would have made players encounters mimic the single player's morality meter more accurately, (if you're curious pick honorable, you can hogtie everyone in the world and receive no bounty), and made for hilarious moments when "Nick expertly lassoed X_Jerkplayer_666" popped up on the screen.
Friday, June 11, 2010
Triumvir X Street Fighter
Monday, March 15, 2010
BOOM SHAKA LAKA! JAM Returns!
Tuesday, March 9, 2010
Heavy Rain - The Taxidermist and lasting impressions
Last week an add-on chapter to Heavy Rain was made available for those who received a pre-order voucher or saw it on the Playstation Store. Supposedly picking up where the main game ends, the new chapter features the sexploited, insomniac reporter Madison Paige who is investigating – one assumes since this is never made clear – a lead implicating a local taxidermist as the mysterious figure in