Sunday, February 28, 2010

Didn't anyone teach Nintendo to share?

When one of my kids was in the hospital for an extended stay last summer, we bought him a Nintendo DSi, and we helped his older brother get one as well. One thing I noticed as they played each other's games was that game saves were stored on the cartridge, not on the DSi's internal memory. The other thing that I noticed was that games limited the number of saves they would support to a very small number. Whether it was by intentional design or merely as a function of the amount of data saved divided into the amount of flash memory that it is cost-effective to install on a cartridge, the result is the same.

The result is, because, for example, the Pokémon games only support saving a single game, and because the game is saved on the cartridge, my kids are not able to share those game cartridges with each other. They can only share cartridges that happen to have more than one save slot in them.

Now, as it happens, the Pokémon games aren't as big of a deal. Each boy having his own game is a benefit, because being able to play at the same time, and trading pokémon with each other, is a key feature of the game.

However, not all games directly benefit from having two copies. One of my boys recently got a copy of Drawn to Life: The Next Chapter, and it was only after he started playing it that we discovered it only has a single save game slot. This is contrary to the first Drawn to Life game, which, because it has more than one save slot, my kids are able to share back and forth and play their own save.

Probably the most annoying part of this whole situation (aside from the fact that there's really no reason for this considering the game console itself has plenty of storage for save data, and it would even be cheaper to make without requiring flash memory on every cartridge) is that there is no way to know the save slot situation ahead of time. Nowhere on the package does it say how many save slots are on the cartridge, nor could I find a convenient website that lists games with the number of save slots they have.

It's rather annoying that such a critical piece of information for building a library that's intended to be shared between two users is effectively completely hidden. It almost makes me wonder if this situation isn't intentional, to prevent people from sharing games, to try and get people to buy more individual copies.

Thursday, February 18, 2010

Splosion Man

One of my boys has made up a super hero, "Orange Fire Boy". I'm not exactly sure where he comes from or what his powers are, but I know he somewhat resembles the Human Torch from the Fantastic Four. So when I saw the game Splosion Man — whose starring character is also orange and covered in flames — become a "Deal of the Week" for a measly five bucks, I thought he might get a kick out of it, and so I picked it up.

Splosion Man is pretty easy to learn. You play a science experiment run amok, who is trying to escape the laboratory (and take revenge on the scientists who are responsible for his "condition"). Your only weapon is the ability to explode, which you do by pressing any of the four face buttons. (All four buttons are mapped to "SPLODE", but you can get a quick 10-point achievement for remapping any button to... um, well, "SPLODE" is the only option.) By exploding back and forth off of walls, Splosion Man can "climb" upward into new areas. Exploding next to barrels can give him a boost (sometimes slight, sometimes a high-speed launch). Exploding next to equipment causes lots of satisfying debris, and exploding scientists results in a comical fountain of steaks to erupt from their body (which just falls down, intact — hey, they're not trying to be disgusting or M-rated here).

Some of the levels can be a little challenging. Some don't give you time to stop and rest, you just have to keep running. But there's no limit on the number of times you can die and start over. (If you die a certain number of times, the game does give you the option to skip to the next level, although rumor has it there's a price for this.…)

But unfortunately, Splosion Man's strength is also its weakness. The mechanics are so simple, that there really are a limited number of ways you can use it to get through the lab. There are a lot of levels, around 50 in all, and although each one is different from the others, they all repeat a lot of the same elements over and over such that each new level brings very few surprises.

Depending on your target audience, this isn't necessarily a bad thing. My first-grade son loves it. It's something he can easily figure out and is on his way to mastering — which is saying a lot, because, honestly, he isn't nearly as skilled as his older brother. He also loved the gamer picture and the Avatar T-shirt with the orange fire guy logo. (Splosion Man was the first game to feature an "Avatar Award".) It was, as I hoped, right up his alley. And the spastic title character is something all my boys love watching.

For myself, I don't mind it at all. It's a fun little diversion with some quirky humor, and a decent platformer to boot. The levels aren't overly long, which means playing for short stretches is easy without losing progress. (Indeed, short stretches are almost required to avoid becoming bored with the repetition.) Probably my only major complaint (so far; only completed "World 1") is the boss battle. Whereas the levels leading up to it are replete with checkpoints, the boss battle had none. If you died (and there were plenty of "one-shot kills", to add to the frustration), you had to start the whole boss fight over, rather than starting at the last major "event".

I wouldn't say it's the best five bucks I've ever spent, but I've certainly done a lot worse.

Monday, February 8, 2010

You don't buy DLC, you rent it

It doesn't seem like it was that long ago when I wrote about games disappearing off the Live service. It seemed not to make much of a ripple on the internet, as they were "just" a handful of arcade games that no one seemed to care about. I wondered then what it would take to stir up enough anger that people might actually start to care about digital distribution, how it takes away their rights and privileges, turning "buying" into "leasing" under terms that only the network owner controls and can change at any time "for the good of the service".

On Friday, Xbox Live's Major Nelson dropped a bombshell, announcing on his blog that Microsoft was discontinuing Xbox Live support for all Xbox 1 consoles and games. Officially, it's so they can evolve the Live service without being restricted by features the original games couldn't support. It still seems to me they should've been able to work around this, by versioning the service and system calls. Windows has been doing this for decades, after all, where the same API behaves differently depending on how it's being called. But then, it's been theorized that Windows's instability is partially a result of its attempt to support old software as well as new, so I don't fault them for wanting to shrug off the old to move forward. I still question whether it's entirely necessary. Necessary or not, though, it's the move they're making.

Last month, I wrote about the problem with dedicated servers, and how games that rely on those servers become useless online when (not if) the companies that run them give up support. I mentioned that games that don't do that benefit from the fact that Xbox Live uses peer-to-peer and can continue to be played online indefinitely. Unfortunately, Microsoft just negated that argument. The Xbox Live service was responsible for matching those peers, and now, even without a dedicated server reliance, all games are going to be useless online. Sure, LAN will still work (which means certain LAN-tunneling programs like Xlink Kai or XBConnect can be used to emulate the service), but it's not quite the same.

But wait, there's more — or rather, less! Microsoft, being the forward-thinking company they are, decided to get a head start on the end-of-life process and pulled all the Xbox 1 content from their servers immediately. That means any downloadable content, such as the maps for Halo 2, was no longer available. As you can imagine, this greatly interfered with Bungie's suggestion to play a few rounds of Halo 2 for "old time's sake" before support goes away, as all the matchmaking playlists require all the maps (they're all free at this point, after all). See, users who don't have them available, because they've either deleted them to make room on their hard drives for "current" content, or they've replaced their consoles sometime (the maps are bound to the console when installed and won't play on another console without re-downloading/reinstalling), can't get them. Now, Bungie happens to have enough "pull" with Microsoft that they've talked Microsoft into granting an "exception" and putting Halo 2 maps back online, which is great for them, but not so much for people who might want one last crack at an online romp through, say, Crimson Skies.

Where I hope this makes people very angry, is that the Halo 2 maps were not always free. When they were first released, they were at a price; which means people paid real money for this content. In a couple months, it will no longer be available. (Other games had for-pay content as well, but Halo 2 is the best-known and still the most-played original Xbox game, and the one most likely to stir up a fuss.) So, content that people have paid for, on a game that people still play (either because they haven't upgraded to a 360 — and I do know someone who hasn't — or because they happen to think Halo 2 is a good game, and it happens to be playable on the 360), a game whose name has been practically synonymous with the word "Xbox" since its launch, is going to be taken away.

Is it enough for people to get mad about yet? Will we stop hearing the chant, "The disc is dead! Long live DLC!" Or is it "ok" because Halo 2 is such an old game; that people have "played enough" that they don't "need" that content anymore; that sure, it was a rental, but it was for a "long enough" term that it doesn't matter; and there "aren't enough" people affected to "worry about"? (And did I use enough "scare quotes" to accurately convey my "opinion" on "that"?)

Saturday, January 30, 2010

Lego Rock Band

There's not a whole lot to be said about Lego Rock Band, to be honest. It's pretty much the same old Rock Band game, just with a Lego skin. Rectangles, now in the shape of Lego bricks, slide down the tracks, and you use the same plastic instruments to match the colors.

There are a few new features worthy of note. There is a new "super easy" mode, where a player only needs to strum or hit a drum to "score" (i.e., it doesn't matter if you hit the right color, so long as you hit something). It's very helpful for kids, spouses, parents, etc. who want to play along but just can't get it. There's also an "auto kick-pedal" option just for the drums, which could work for someone like me who just can't get two hands and a foot to coordinate.

Also, in the "story" mode, you have the chance to play challenges, where you use "the power of rock" to accomplish some task (demolish a building, summon rain for a farmer's crops, beat back a giant octopus). It's a little entertaining, in that it adds a bit of purpose to the game — except it is really only good for spectators. You still have to concentrate on the note tracks, which makes it difficult to appreciate the visuals going on in the background. (Seeing the roadies pop up to shout "Ghostbusters!" in the chorus is cute, but I've only been able to see it out of the corner of my eye.) Supposedly, if you're playing multiplayer, the challenges work by feeding notes to one player at a time, though; unfortunately, I haven't had a chance to experience this first-hand yet.

The game also lets you play "short versions" of songs (at least, the ones on disc), which is helpful when you're playing the same songs over and over again. (Yes, the song list, while including a lot of good songs, is fairly short.)

Lego Rock Band is mostly cross-compatible with the Rock Band catalog, which helps to make it less repetitive. Harmonix does apply a certain rating to the songs, though, and only songs that are rated "age-appropriate" are allowable in Lego Rock Band. I don't begrudge them trying to implement this restriction in their "cute" edition, but as my wife and I went through the Rock Band store and noted which songs were marked available for Lego Rock Band and which weren't, we found some rather surprising choices.

My older son used to be more into the Rock Band series (although his interest had waned in recent months), and my second son loves the Lego games. Also, of the songs on my MP3 player, both of them had really taken to the Ghostbusters theme song, begging for me to convert it for playback on their DSi's and listening to it repeatedly. I had thought Lego Rock Band would be the perfect storm then, mixing Lego and Rock Band, and including Ghostbusters in its track list. Plus, new features like the "super easy" mode would make it possible for my less coordinated younger son to play without getting frustrated.

Unfortunately, they just haven't been interested. Whether they've just tired of the plastic guitar genre, or they're just too interested in the DSi games they got for Christmas, I'm not sure. Even when they do put their Nintendos down and play the 360, though, Lego Rock Band just hasn't been their game of choice.

I don't regret the purchase, even if I am a little disappointed by the lack of enthusiasm I got from my kids.

Wednesday, January 27, 2010

Tower Bloxx Deluxe

My son bought this Xbox Live Arcade game with some points that Santa brought him for Christmas. Gameplay is ridiculously simple — you build residential towers by dropping blocks from a crane. Your only control is the 'A' button to drop a block (although you do need the stick and other buttons for selecting where in the city you are building your tower). The crane swings the block from side to side, and depending on how accurately you stack your blocks, your tower will sway as well. The more perfectly you stack your blocks, and the higher you build your towers, the more people will move into them. Higher populations unlock taller possible towers and special bonus blocks.

Beyond the very simple core gameplay, there's a bit of thinking and strategy in planning out your cities, as there are rules for where each tower can be placed. Your entry-level blue towers can go anywhere, but the next-sized-up red tower can only go next to an existing blue tower, the next-sized green tower can only go in an empty space touching both a red and a blue tower, and so on.

Still, there's not much to the game. Doesn't really seem worth the $10 in Points. Plus, it's more than a little frustrating, in that "completing" the game really requires dropping blocks with pinpoint accuracy, and it won't count if you're off by just a couple pixels (which is incredibly difficult to even see on a CRT display).

I probably would've discouraged my son from getting it, since there are better games for the money, but it was, after all, his money.

Saturday, January 9, 2010

Where were you when the servers went dark?

Earlier this week, Sega pulled the plug on the multiplayer servers for Chromehounds. While it's not a game I played often (personally, I logged maybe a total of 80 hours over the 3+ years I owned the game), and I had a lot of complaints about it, it's still overall a good game, if only for the experience I had playing it with fellow Geezer Gamers, and it will certainly be missed.

Chromehounds had a lot of really bad achievements — from the leaderboard-style ones; to the rare, random event one; to the ones that can only be achieved through impossibly long hours of grinding (even above and beyond what this achievement enthusiast is willing to endure). Of course, a lot of them can be forgiven, since they were created when achievements were still relatively new. The majority of these achievements, however, are now completely unavailable. Because they were dependent on the online war simulation, which was hosted on the dedicated server, there's now no option for getting those achievements.

But no game is all about achievements. Chromehounds was about building and customizing giant military robots, joining with a group of friends, and fighting a group of enemy robots. Our preference was for fighting computer-controlled opponents. Although they were fairly predictable and had accuracy and range beyond realistic, it was better than running into humans who played the game to such an extent that they would build ridiculous Hounds with obnoxious combinations designed to destroy an enemy in a single shot.

Of course, the computer-controlled players were controlled by the central server, as was the state of the war and all its battlefields, so those types of matches are gone forever.

Other server-managed features also went offline, such as squads. Initially, this was just sad from a sentimental view, but we realized that it also put an end to one of the highlights of the game: being able to trade Hound builds and parts with each other. Since you can only trade with people in your squad (and only when both of you were online simultaneously — this was also before sending things via an Xbox Live message was the norm), trading was also gone.

Probably the most irritating thing of all, though, is the non-war-related game modes. There was a group of four of us who were playing on that last, fateful night. When the server was shut down and the computer opponents were no longer available, we found that "Free Play" was still available. Launching a Free Play mission, we were able to play against each other.

This seemed like a good thing at first. It wasn't much, but it meant there was at least some way we could get online and get in Hounds with each other again. But we quickly discovered, as one of our party ended up kicked out to the game's title screen, that there would be no coming back. When you select "Xbox Live" from the game's title screen, the first thing it does is attempt to contact the central server. When it fails to connect to the server, it doesn't let the game proceed into multiplayer mode. Those of us who were already in that mode could stay there, but once we left, there was no coming back, even to play the game types that didn't require the server.

It's not terribly surprising that Sega took the server offline. Chromehounds is over three years old, which is a long time to be playing a videogame these days. But it does show the weakness in having a game rely on a dedicated server; and how when that server goes, so much of the game goes with it.

Sega is hardly the first or the most egregious offender of this, though. Electronic Arts uses dedicated servers for a lot of its games, most notably its sports titles, and they have announced the impending doom for dozens of their games, including relatively new titles like Madden 09. While this seems more conspicuously like a money grab by forcing customers to "upgrade" to the latest version of their titles, it shows how quickly a game can become "worthless" (at least online) when a company decides it's time to let go, if the game is dependent on a dedicated server.

On the other hand, there are games which probably owe their continued existence to the fact that peer-to-peer is more the rule rather than the exception. If Shadowrun relied on a dedicated server, it's not inconceivable to think the game (which only had an online component and had no single-player mode to speak of) would've lasted a year, considering the parent company, FASA, closed up shop very soon after the game's release. Halo Wars may have been in a similar situation, since developer Ensemble actually closed before the game was on store shelves.

Still, there are advantages to having dedicated servers, like deploying server-side updates and better connections (in the cases when certain peers don't have a good data path between them). Developer Valve walks the line best, by offering the option for using a dedicated server or a peer for a server in Left 4 Dead 2. (Left 4 Dead automatically makes the choice.) If the dedicated servers ever go offline (or, as I've already seen, the choice is made for a dedicated server, but the dedicated servers are already overloaded and none are available for a new game), the game is still fully functional in peer-to-peer mode.

I remember Microsoft taking a lot of heat for their lack of dedicated gaming servers (especially on a paid service), but I think these examples show what happens when games' online components are reliant on a company's continuing support. Games that are peer-to-peer (or at least can fall back to that as an option) can always be played online with a willing partner or opponent, regardless or in spite of the lack of company support or existence. It does also factor into my purchasing decisions. I am very leery of buying EA games (or other games that I know use a dedicated server) for online play, knowing how quickly they might yank support.

Saturday, December 12, 2009

A face for radio

At GeezerGamers.com, we have a community podcast, where the hosts do a get-to-know-you interview with a member of the website, talk about current games, and then discuss some gaming-related topic of the week. Basically, it's just a bunch of old guys shooting the breeze about video games.

Since the hosts live on the east coast of the U.S., most of their guests have also been from the Eastern or Central Time zones, as those are the people they've happened to game with most often (although I've actually been a guest once myself). In order to remedy this and give the west coast members some representation (and to take some of the pressure off of the east coast hosts from having to do a show every week), there will now be two shows, an east and a west coast show, on alternating weeks.

What makes this exciting is, I will be one of the co-hosts! Fellow Geezers SquidgeyFlint and FireMedic41 will be the other hosts, as we do the West Side edition of the Geezer Gamers Community Cast.

Our first episode, where FireMedic41 acts as our "guest" and subjects himself to the "20 questions" segment, is up on the GGCC Blogger site.