Tuesday, July 15, 2008

Wii could care less

My aunt spends a lot of time entertaining her grandkids, so she has a lot of toys at her house, and sometimes she buys (or successfully talks my mother into buying) toys she finds especially "neat" or "fun" for my mother. So while we were visiting my mom and aunt, my kids and I got to spend some time playing with the console whose name I still can't use without my inner child giggling hysterically: the Wii.

My 8-year-old son is at that stage where he wants anything, just because it is remotely "neat" or "fun" or well-advertised on TV. (Case in point: he was trying to convince us how much our lives would be improved by a certain kitchen gadget after he stayed up after his bedtime watching an infomercial the other night.) So when he says he wants one, I have to take this recommendation with a heavy dose of salt. Now, it is true that my boys are spending quite a bit of time playing it, but considering it's really the only thing they have to do while my wife and I help my mother get some of her home improvement projects done while we're here, it's pretty much the default activity.

I suppose it should be noted that my mother is not a gamer, by any stretch of the imagination. So it should come as no surprise that the only games we have available are Wii Sports and Wii Play, and by her own admission, the only reason she has Wii Play is because she wanted a second controller, and for the same price, Wii Play is a controller and a game.

So, what is my general impression of the system and these two games?

Eh.

There just wasn't anything really exciting. I started to understand comments like "two GameCubes duct-taped together". Actually, I'm more reminded of that scene in Back to the Future 2, where the kids deride the arcade cabinet as being a "baby's toy". Although I did see one instance of what other people have witnessed: my mom, the non-gamer, did actually play, enjoy, and win a game of bowling against me and my son.

The system doesn't really draw me to it, though. I don't want to go and play it, and when I do, the moment is really fleeting. I don't get immersed in the gaming experience like I do playing a 360 game.

As far as the major gimmick, the "Wiimote", I didn't care for it. There is definitely something to be said for a literal "point and click", especially when it comes to aiming. But some things were more difficult. If that sensor bar wasn't right at the front edge of the TV, or if someone walked in front of it, it was rather useless. Not to mention jittery. Although on the one hand, it felt like I had more "instant" control over where I was aiming, on the other hand, it felt like I lacked precision, as I couldn't hold the stupid thing steady with a tripod. And that doesn't even get into trying to maintain precision while using the rest of the buttons (re: the tank game, where one must aim with the Wiimote while moving one's tank with the cross pad and firing with the trigger).

Motion sensing was a little better, although somewhat frustrating. I don't know if it was a function of the game or the Wiimote itself, but it seemed that small movements wouldn't register correctly, so I had to exaggerate. Also, movements had to be "set up". Case in point: I couldn't take a couple practice swings in golf in rapid succession; I had to pull my arms back, pause, wait for my Mii to wind up, and then make my swing. Also, as far as golf was concerned, I had to swing the Wiimote in an arc that was perfectly perpendicular to the ground. If I didn't bend directly over it, thus having my arc at any kind of non-90° angle, it either wouldn't register the swing, or would be extremely unpredictable in the strength it did register (instead of just rather unpredictable, which it was most of the time — why could I make the same practice swing 5 times, have it register at one strength, and make the same swing a sixth time, and have it register at something completely different?).

Although there is something to be said for actually swinging like a bat or tennis racket, those motions — and more especially the motions for bowling, pitching, and golfing — are very tiring (at least for an old guy like me — not so much for my kids at that age).

Unfortunately, neither my mom's nor my aunt's systems are connected to the internet, so I was unable to investigate how that works, which is a shame. How much is missing from the "dashboard"?

I'm sure that this experience is directly related to the discs I had available. What would I think of the Wii in the home of a gamer, where it is well-fed with a healthy diet of new, varied, immersive games, connected to a stable lifeline of internet connectivity?

I don't know, but what I did see, compared with what I already have with the 360, made it really hard for me to care.

Wednesday, July 9, 2008

Jump, jump, JUMP!!! -- The Fuzion Frenzy announcer explained

Probably one of the most universally hated things about Fuzion Frenzy 2 is the announcer. During the games, he chatters non-stop, saying the same things over and over again; and between games, he does a lot of extra hand-waving and unnecessary talking. Fortunately, the game has the option to turn the announcer's volume down to zero, which is absolutely essential to save one's sanity; but why does this guy exist in the first place?

While on vacation, I got a chance to see G4TV on my grandparents' satellite TV. One of the late night shows was a japanese show where contestants had to do some pretty challenging athletic feats. The host instantly reminded me of the Fuzion Frenzy announcer, with the deliberate hand gestures and overly-dramatic statements. During the competition, an announcer would chatter incessantly about what was going on (although, not being a computer program, he had a more limitless repertoire of phrases). But he did at one point say "Hop! Hop! Jump! Jump!" as a contestant attempted to hop a unicycle across some low platforms. :D

So apparently, as annoying as the Fuzion Frenzy 2 announcer is, he's actually rather authentic as far as japanese game shows go. Now I know. And knowing is half the battle.

He still gets muted, though.

Thursday, June 5, 2008

Lego Indiana Jones: The Original Adventures

Traveller's Tales hit upon a winning formula. Take two franchises, mix together with quirky humor, and serve. My kids and I loved playing the Lego Star Wars series, so it was with only the slightest hesitation that I picked up Lego Indiana Jones when it released this week (the uncertainty coming from the fact that my kids have not seen the Indiana Jones movies, and are still probably a little young for them).

If you're familiar with the gameplay of Lego Star Wars, you'll find they haven't strayed from the basic formula: you and a partner (either an AI or a human, drop-in and drop-out at any time) proceed more or less linearly through a level, breaking stuff apart to collect studs, building things, and fighting bad guys. The primary goal is to get through the level, while bonus goals consist of finding hidden treasures, such as the ten pieces of an artifact hidden in each level or the parcel to be mailed back to Barnett College (analogous to the "minikits" and "power bricks" of Lego Star Wars). The game spans the first three movies, with each movie broken into six levels. There are certain classes of characters that have specialties — females can jump higher, researchers can use a book to decode heiroglyphs, etc. Each level has a "Story Mode", where a scripted set of characters are at your control; and once you complete each level's Story Mode, it unlocks "Free Play", where you can transform into different characters on demand. Free Play is required to get some hidden treasures, as you can access different classes' specialties as needed, e.g. be female to jump to a high ledge, become Indiana to use the whip to swing to another platform, and then become a short character to crawl through a small tunnel to reach a hidden artifact piece.

It might be easier to point out the differences between Lego Indiana Jones and Lego Star Wars. The puzzles in Lego Indy are more complex, requiring a lot more problem-solving. In addition to building things up and tearing them down, you also have to pick up and move boxes, find keys, pick up and throw items, repair machinery, and dig up items and treasure from the ground. For the most part, the game does a good job indicating what needs to be done where. When you pick up a box, for example, a white arrow begins flashing at the point where it needs to be placed. Also, when you get reasonably close, the arrow turns blue, telling you it's ok to drop the object, as it will be placed where it needs to go. Trying to perfectly place some object in some location is almost never a problem. If you see some machinery smoking, it's a sure bet you'll need a wrench. Something glowing on the ground will require a shovel, and so on. There are a few occasions where it's not immediately obvious what to do, however, and that can lead to some frustrating moments. A certain boss battle, for instance, that takes place around a plane, had me wandering the field for a good 20 minutes before I finally went online and found that someone discovered the plane can shoot. If the movie scene didn't play out so differently, maybe I would've stopped trying to recreate it.

Although speaking of recreating movie scenes, when you get to the final chapter of the last movie, if you haven't seen the movie, you may have a very hard time. I didn't see any clues to the right answer and had to rely on my movie memory to progress; I wonder how my kids will do there.

Some tasks must be completed by using both characters in concert. In Lego Star Wars, this was usually accomplished by having the player perform some primary function, while the AI does some supporting role to finish it off. Occasionally, that happens in Lego Indy as well, but there are times when you are required to do both actions. You position the first character, and you press Y to switch to the other. Different from Lego Star Wars, it now no longer matters how close or far away you are from your partner; you can switch at any time (just about; opposite sides of very large levels, not so much). The game will prompt you to press Y when this is required, so you don't have to spend too much time wondering. Half of me thinks that makes solving those puzzles too easy, but the other half prefers that to the 20 minutes of wandering around not realizing the plane I kept jumping into and out of can shoot.

Combat can be a little frustrating at times. Many of your enemies will come after you with guns, and by default, none of your characters carry them. Thus, you will have to run at them, taking hits until you get close enough to hit back. The whip is effective, but slow, and only hits one enemy at a time — not so good when you have three or four shooting at you. Fortunately, when you fell an enemy, in most instances you can pick up their weapon; so it is possible to take a gun and open fire on your foes. Ammo is limited, however. Bazooka soldiers are probably the most annoying, as they have a tendency to fire at just the right time to kill you two or three times in a row (the second explosion hitting just as the invincibility time from your first respawn wears off). Fortunately, they don't appear all too often, so the annoyance is temporary.

Overall, the game can feel rather small. Partially, that assessment may have to do with most recently playing Lego Star Wars: The Complete Saga, a game that was based on six movies, with six levels in each, expanded to have two stud meters and two sets of minikits per level, plus extra levels, bounty hunter missions, a two-player arcade mode, five hundred characters, two turtle doves, a partridge in a pear tree, and a kitchen sink (plus Indiana Jones as an unlockable character) — I'm sure adding features until they felt it was more than just a bundle of two existing games and worth buying even if you had those other two (hey, it worked for me). However, it's not necessarily a bad thing. Lego Star Wars: The Complete Saga was huge, to the point that the 100% achievement felt like a chore. Considering the number of things that had to be done, the number of gold bricks to collect, the number of times you had to play each level to make it happen — in the end, it was just too much. Lego Indy has no "Super Story Mode", no bounty hunter missions, no stud-collection extravaganzas; it just goes back to the basics, keeping the game simple and clean.

Downloadable Content and Forwards-Compatibility

It's just been revealed that Guitar Hero: Aerosmith won't support GH3 DLC. While I think that's a bad move, because it makes GH:A just a niche side-product, it got me thinking (a dangerous pasttime, I know).

We're starting to see the potential of DLC, how it can extend the life and interest of games for a long time. I think EA/Harmonix is the poster child for this. While I may not be interested in what they offer every week in Rock Band, I do keep an eye out to see what they are offering each week.

But how long should we expect this extra investment to carry? Is it reasonable to expect DLC to be forwards-compatible with future versions of the product? (Or new versions to be backwards-compatible with the DLC, however you want to look at it.)

I've seen the comment made (by myself included) that current Rock Band DLC should be compatible with Rock Band 2. But it could be impossible, depending on how different RB2 is from RB1. Just hypothetically speaking, if RB2, say, added a fifth instrument, and you had a five-person band, what would happen if you tried to play a set that included a RB1 song, which only has four instruments? Force one band member to sit out? Unless they re-encode all DLC to be RB2-compatible by adding the fifth instrument, it would be pretty pointless; and that's a lot of work I don't see any company willing to do for free for existing content.

Additionally, why would DLC for a specific game be treated any differently than the included content for that same game? Sure, if the content isn't compatible, I'm going to miss playing Boston's "More Than a Feeling" in RB2, but I'll also miss playing "Foreplay/Long Time". What would I reasonably expect Harmonix to do about that? They'd have to distribute all the RB1 content on the RB2 disc with all the new content, provide some way to hot-swap discs (or use the HD-DVD player to load both discs at once), install the RB1 content to the hard drive, or release the RB1 content as DLC — and that's assuming the content would even be compatible with whatever RB2 does.

I can see why Activision/Neversoft is getting a lot of flak about GH:A, seeing as how what they're releasing is essentially a content pack for an existing game (GH:A hasn't been advertising any big features or innovations over GH3). If Rock Band 2 turns out to be Rock Band 1.5 and has the same lack of compatibility, they'll deserve a lot of heat, too.

I think the reason that some of us hope for more is because the content is a little more personal. This is music many of us have grown up with and enjoyed, to which we have an emotional attachment. Having a chance to actually (pretend to) play those songs we used to just listen to is something we're hesitant to let go of.

But if Rock Band 2 has the innovation, I know I'll buy it. Of course, how much innovation is required to offset losing all the old songs is another question. I know of some must-haves, like online bands (although if you ask me, that should be a patch to the existing Rock Band), but I'm afraid that's more of a case of "I'll know it when I see it".

Friday, May 30, 2008

Enemy Territory: Quake Wars

So why did I just post about a five-year-old PC game that I don't play anymore in my Xbox-centric blog? It seemed like good background for introducing my next game, Enemy Territory: Quake Wars.

This game was completely off my radar. When I heard that some Geezers were looking into it, I was completely uninterested. Although it did have "Enemy Territory" in the name, I didn't connect it with my previous hobby. After all, despite being from the same publisher, Wolfenstein and Quake are very different games. But when a couple brave Geezers picked it up and started talking about it, it caught my attention. They talked about Engineers and Covert Ops and calling in air strikes, and I started to realize: This is Enemy Territory. So, despite their somewhat negative reviews (which seemed to revolve around being unfamiliar with the game and having some difficulty picking up on the mechanics), I went out and bought a copy and joined them that night.

Being a W:ET veteran, I found it very easy to jump right in to ET:QW. The basics are all there, with the same five classes with very similar abilities as before. However, one thing that stands out right away is that the objectives are no longer focused on the Engineer with such myoptic tunnel vision. While yes, there is a lot for the Engineer to do — things must be built, and escorting a tank could take numerous repairs as it gets repeatedly stopped by the enemy — objectives in general have been spread across other classes as well. Planting explosives is now the duty of the Soldier (although it still takes an Engineer to disarm), and there are "hacking" objectives that belong to the Covert Ops class. And to give you a little guided boost, when you're selecting your class, the game indicates which class is required to accomplish the next objective.

Also new to ET:QW is AI. Whereas W:ET required human players, ET:QW will fill out the teams with bots. And, as an added bonus, when it comes to man-to-man combat, they're halfway decent. (Friendly AI does seem to have a problem with vehicles, though, whether controlling friendly or eliminating enemy.) AI medics also seem eager to heal, sometimes not even waiting for a request before dropping a medkit on you (or rushing at you with a pair of electrically-charged paddles). AI Field Ops sometimes take a little nudging to get them to give out some ammo, but eventually, they, too, will help out.

The environment is very different, of course. Instead of Axis vs. Allies, you have humans vs. aliens. To go with that, the weapons and equipment have been vastly upgraded from their 1940s representatives. Engineers can now deploy auto anti-personnel and anti-vehicle turrets, and their landmines arm themselves and only trigger when an enemy approaches. Covert Ops carry PDAs that, in addition to performing hacking functions (completing objectives and disabling the aforementioned turrets), perform the disguise function using some sophisticated holographic projection, instead of physically stealing a uniform — very useful in that it doesn't leave a half-naked body behind. ;)

The way they did weapon/equipment cycling, I found took a minute to get used to, but very handy. Weapons cycle on the right bumper, and equipment on the left. You still only hold one thing at a time — if you're placing a mine, you're not holding a gun — but because they're on different buttons, and because equipment can take time to deploy, it does make it convenient. More than once, I had a mine waiting to deploy, and an enemy approached. It was always a single right-bumper tap to switch back to a gun, instead of, say, rotating through all available equipment to cycle back to guns.

The game definitely moves faster than W:ET. There is a very strong aim assist function that I dare say almost makes it too easy to shoot, but at the speeds at which players moved, it was most welcome, especially on those rare (and they were rare) occasions when the lag kicked in.

I definitely had a lot of fun with the game, and from what I can tell, so did my fellow Geezers, especially as they got to know the game a little better. I do admit, it was a lot easier for me, being so experienced with Enemy Territory from the Wolfenstein version. That's not to say there's not a lot for me to learn here — I still don't know what happens when you "level up" a class, as it doesn't seem to be immediately obvious; and although the game prompted me to use the alt fire of certain equipment, I couldn't figure out what happened when I did; just to name a couple unknowns — but I think it won't take long for those in unfamiliar territory (so to speak) to get up to speed, and hopefully we'll get a few more Geezers to take the plunge. After all, with this game, the more you have working together, the better it gets.

Wolfenstein: Enemy Territory

About five years ago or so, id software released a game that was originally to be an expansion to Return to Castle Wolfenstein. For some reason, instead they released Wolfenstein: Enemy Territory as a free download in 2003. It was online multiplayer only, and it became a bit hit.

At the time, I was active in the online forums at the UserFriendly webcomic. Over time, a couple members hosted dedicated servers for the UserFriendly community. The members were fairly decent at maintaining "house rules" — basically, things like no cheating/exploits, no spawn killing, etc. and so forth. For the most part, people respected the rules, and just got together for the fun of the game. I logged many, many hours in W:ET in those days.

W:ET is a team-based, class-based, objective-based first-person shooter that pits the Axis (Germans) against the Allies (Americans). In the majority of scenarios, the Allies are on the offense and have to accomplish some objectives, while the Axis are on the defense and have to prevent the Allies from accomplishing their objectives. (There are maps that switch the offense and defense, but they are the exception, at least in the standard set.)

Each class has certain, special abilities. Engineers can build and repair structures and vehicles, plant and disarm dynamite, and plant landmines. Covert Ops can steal enemy uniforms, which allows them access to doors only accessible to the enemy team. They can also plant C4 charges, which can quickly blow up small structures (gun emplacements, for example). Field Ops can call in air support, spot land mines, and resupply teammates with ammo. Medics can heal and revive teammates. Soldiers have access to heavy weaponry.

The game is very focused on team play. While it is possible for a single Engineer to play the game and accomplish all the objectives solo, he is far more effective if there's a Medic nearby to heal or revive him when he goes down, and a Covert Ops to let him in the back door. A Soldier with a portable gun emplacement makes a fair defense, but he will run out of bullets or die if he gets hit enough. Position a Medic and a Field Ops nearby to keep him healed and full of ammo, and he can sit there mowing the enemy down all day.

Probably my biggest complaint in the game is how heavily it focuses on the Engineer. Just about every objective requires an Engineer, whether you're building or destroying barricades, planting or defusing dynamite at critical locations. The other classes are very effective at what they do, but in the end, they come down to how well they support the Engineers at doing their job. Now, not to toot my own horn, but I got very good at being an Engineer (I tend to do better at objective-based games where the objective is something other than "kill the other team"), so although I tried to spend time building up my skills in other classes, I found I had to keep switching back to Engineer to get the job done. And, as I mentioned before, when other people who excelled at their "support classes" were doing their job well, the results were devastating.

I have many fond memories of that game, including my "Al Bundy" moment were I was on Axis defending our Very Big Gun when a team of Engineers slipped in and planted four packs of dynamite on the controls. I ran in, wiped them out, and while they were busy congratulating each other in the chat window waiting in the respawn for the kaboom, I defused all four dynamite packs just in time.

The game is still available through official channels, on the Enemy Territory website in the "Downloads" section; and although I'm all but forgotten in the UserFriendly crowd these days, I have noticed they still have the daily "W:ET Bar" post on the forum.

Saturday, May 3, 2008

Bang, you're dead

One thing I hate in video games is the "instant death", where with one or two hits or shots or whatever, the computer can completely negate the past half hour or so of game time and end your game.

The biggest offenders I've noticed of this happen to be japanese games. I don't know if that's an element of the culture, or if it's just a coincidence or my dumb luck. With such a small sample size, it's hard to say.

Anyway, the games on my mind in particular are the Dead or Alive series, and Samurai Warriors (especially on the harder levels). Both of these games have this feature where the AI can "juggle" you, where each hit knocks you up in the air where you have no control, cannot block or counter, and it can hit you over and over and over again. Effectively, all you can do is sit and watch as your life goes from full to half or often below.

Not only is it extremely unfair that one series of unblockable hits takes off most of your life, but it's something that just seems impossible for me to do as a player. Dead or Alive seems to be especially cheap in this regard, in that I've seen the computer actually break out of being flung in the air. Lack of skill on my part? Lack of knowledge maybe; if there's a way to do it, it's not obvious to me.

There's also the blocking disparity. It seems the computer is capable of blocking any move at any time, while it laughs at my blocks. How is it that the computer can be standing still, I come at it with any attack (standard, power, charge, whatever is applicable for the game), and it blocks it perfectly; yet when I'm standing in a blocking stance and it comes with a normal attack, it scores a hit? Is it any wonder I haven't really learned how to use the block under stress, when even under the simplest of circumstances it just doesn't work? And yet, the computer reserves the right to block out of any attack or combo at any time, whether they're in the middle of being pummeled by a combo, stunned, in the air, or on the ground.

Sometimes, it's not the juggling, but the enemy will just be able to do so much more damage per hit. When I can sit there and wail on someone (actually hitting, when I get past their block) for a 50-hit combo and they only have maybe an eighth of their life gone, and in two hits I'm near death, that's just not fun. It's frustrating. I encountered that in Project Sylpheed as well, in some of the dogfights against enemy "bosses" — I'll score a few dozen hits and maybe take half their shields, and in half a second they somehow manage to remove my shields and half my armor in a single volley.

Plus, I hate wasting time. I don't have a lot of time to play as it is, so when I spend 40 minutes attacking and parrying and trying to find a way to get health back, only to very suddenly and immediately lose to a two-hit, unblockable, unbreakable attack (or a fifteen-hit juggle, hoping my feet will touch the ground long enough for it to acknowledge a button press from me before scoring the computer's next hit)... I want to throw my controller through the TV, snap the disc into a hundred pieces, and never play again.

If I wasn't such a "completionist", I'd take my 950 points from Samurai Warriors and move on. But I'm so dang close to those last two — yet I've been there for three days, and the game seems determined to not let me have them.