Archive for the ‘Articles and Rants’ Category

“Outland” is punishing, and not in the way you think.

Friday, November 11th, 2011

I beat Outland, and overall I really liked it (I’m a huge fan of Ikaruga). I almost gave up a few times, however, because some of the boss fights are frustrating. The main reason? No halfway checkpoints! Actually, that’s not even accurate, it’s that the checkpoints come before a long stretch of nothing for some inexplicable reason. It’s like putting a checkpoint before a cutscene. Let me show you.

There’s a spider boss, but when you start the section you have to run down a hallway, then complete a quick “hit two switches” section. It might be a little tricky the first time, but it’s no big deal.  After that the spider drops down, and you have to run through a bunch more stuff to get to the real fight. It takes a minute and a half to get there in this video, and he’s fast:

1:30 may not sound like a lot of time, but chances are it’s going to take you multiple tries to beat this boss.  You’re going to spend 1:30 just to get to the part where you die trying to figure out the patterns. It took me four or five tries, I don’t remember. It’s frustrating, more than it is actual wasted time, and it’s needless. Just add a checkpoint there!

Example two is the final boss in the game, so don’t watch the whole video if you don’t want to spoil it (watch the first 45 seconds).

Thirty seconds of climbing up a ladder, every time you restart! Then another 15 seconds for the fight to begin. Again, not a ton of actual time, but imagine climbing that ladder ten times. If they wanted that for dramatic effect, fine, show that the first time you load the game, but if you die or restart, have a temporary checkpoint at the top of the ladder!

I don’t mind if the game is hard. Hell, you can even make the game harder, just stop punishing me by making me replay these boring sections!

How to Fix GameStop.com

Wednesday, October 5th, 2011

GameStop - would you like to pre-order?

In my last post I exposed GameStop’s wish list lies. Now it’s time to fix GameStop.com, so let me outline my proposal step-by-step — but first, I’ll fix those stupid mismatching icons:

There. That took me five damn minutes, GameStop. I would be happy to send you those graphics if you’d like. Okay, so now to fix the real problems.  The cornerstone of any relationship is honesty, and we can improve that in a few ways: (more…)

HOT NEWS ITEM! GameStop’s Wish List lies

Monday, September 26th, 2011

I use wish lists on various sites to track prices on games, and one of those sites is GameStop, everyone’s favorite store to hate™. While adding a few games, I noticed they had a warning next to them:

First of all, couldn’t they spend $20 to have someone match the background color on that icon? Anyway, scrolling through the list, I noticed that every item had that warning. Now, there’s nothing wrong with that, Amazon even lists the actual number in stock when it’s low (e.g., “Only 3 left in stock–order soon (more on the way).“). But it was pretty clear that GameStop was lying to me, as I definitely have some games on my list that are not rare or in high demand. To be absolutely sure, I added a bunch of other games to see if they’d all have that warning: (more…)

Double Fine’s “Trenched”: Things I’d like to see in Trenched 2

Thursday, July 7th, 2011

I just finished Double Fine’s 3rd XBLA game, Trenched, and loved it. I got all the achievements, which means I got gold medals on every mission (“Volcano” was tough!), and I even leveled up every weapon just because I wanted to keep playing. I beat the game in about five hours, and spent another five on gold medals/leveling. I actually wish this had been a full retail game if it meant more missions and achievements. Still, there are a lot of things they could have done to extend the replay value of this game. Here’s what I’d like to see in an update/sequel:
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Kodu Game Lab is out! Remember Kodu? Anyone?

Thursday, July 23rd, 2009

Buy-Kodu

Kodu, you may remember, is the game programming tool shown at CES by “actual 12-year-old girl,” Sparrow. It was cartoony and cute and bright, and many people wrote it off instantly: “LBP rip-off!”, “Stupid rock-carrying game?!”, and so on. I really wanted to try it out, and now, apparently, it’s out. I say apparently because it’s gotten almost no press, and the only way I found out was by randomly browsing the Community Games channel and seeing it there. (Okay, Joystiq and other sites did post about it, but I had relatives over for the past two weeks so maybe I just missed it.) Still, after the CES demo I thought its release would be a much bigger event, and it would show up somewhere on the Xbox dashboard (Spotlight). It’s too bad it wasn’t released on XBLA rather than the CG channel, the place where no one dares tread.

Anyway, I’ve been playing around with it for the past few days, and it’s great! You really can create all sorts of games, from FPSs, to side-scrollers, to racing games. The interface is very well designed, for the most part, using nested pie menus for all of the actions/objects. There are lots of different lighting options and ground materials to help change the look of your games, so don’t think everything created has to be blue-skies-and-rainbows. The programming is easy, but surprisingly deep if you learn how everything works. Because it was initially designed for kids, it’s also very fast. You can go from editing your level to playing it in under a second.

I was programming a dual-stick shooter for a video I hope to put up, and my roommate started watching. “What happens when you run into the UFOs?” he asked.
“They blow up and damage your ship.”
“Is that what always happens?”
“Well no, that’s what I made them do. I can program it to do whatever. I can make them…turn into apples, if I wanted to.”
“Do it!” Literally twenty seconds later I had it working that way, just for fun. The Kode (yes, I just called it that):
WHEN bump puck DO vanish me
WHEN bump puck DO create apple

Crazy how simple it can be, isn’t it?

There are definitely limitations though. One of my biggest complaints is that not every object has every option available to it — you can create a tree that shoots missiles, but a soccer ball can’t follow a path the way lights and bots can. I was hoping each object would simply look different, and have sliders set differently (bounciness, speed, etc.), but could be programmed however you want. If you like how one vehicle controls, but wished you could use a different 3D model, you’re out of luck. But this is where extreme creativity shines. With these limitations, how far can you take it? Some game types seem impossible, but someone will figure out how to make it work. Kodu comes with a bunch of samples and prebuilt games, so you can learn how the more advanced games are programmed (they’re all editable). Be sure to check out “gawlf” to see how they brilliantly used the health bar to act as your swing power meter.

Did I mention it’s only five dollars, which is a steal? I easily would have paid $20, and with a more robust system it could have been a retail game. I should mention that Kodu does a pretty poor job at introducing you to the game. They desperately need a “play tutorials” button on the main menu, with a list of tutorials that get checked off as you go along, each one with a hint system (where’s Clippy when you need him?*). There are just three tutorials that come with Kodu, mixed in with the other games, and they don’t actually explain anything. I guess they thought it was so well designed it didn’t need any explanation. So I recommend watching some video tutorials (online — none are included) first to get an idea of it before you jump in (I hope to have some tutorials up in the near future).

You won’t be able to make the next Gears of War, and you won’t even be able to make exactly the arcade game you had in mind, but new ideas will appear, and you’ll have fun doing it. If you have kids, buy Kodu. Even if they can’t use it on their own, you can create things with them. If you’ve ever had a game idea of your own, buy Kodu. It’s designed to get you thinking like a programmer, and it succeeds.

Other Notes:
Right now game sharing sucks — you have to be friends with the person, and both be running Kodu at the same time. They are working on a patch though, which will add three dedicated servers! There’s also a bug where levels seem to get deleted — if it happens, restart Kodu and it might fix it (more info here). The patch will also fix this and other issues.
The patch is out! Delete Kodu and re-download if you don’t have it (there’s no “update” function).

Links:
Kodu fan forum
Audio interview with Matt MacLaurin — back when it was called Boku.
The Kodu Blog

* Please don’t include Clippy. In anything. Ever.

Dark Sector, and Poor Game Design

Monday, May 19th, 2008

darksector_1.jpgMy roommate just signed up for GameFly, and got Dark Sector. I was never really all that interested in the game, but I figured I might as well play it since he’s only renting it. I’m not going to write a full review since I haven’t finished it (and probably never will), but I want to talk about a few things. For the record, I got to chapter 7 (out of 10) before I stopped playing.

Quick Thoughts

Dark Sector isn’t a terrible game if you’re a fan of the genre, but there are a lot of weaknesses. Enemies respawn far too often, which amounts to you ducking behind a wall for ten minutes shooting the same enemies. It copies Gears of War too much, including things that don’t make sense: as GiantBomb pointed out, your running and sprinting speed is the same as GoW — which makes no sense here as Hayden (your character) is a skinny guy, not a giant man in armor.

The “glaive” is great, and is one of the only things that sets this game apart. It’s a blade that acts as a boomerang; throw it to slice enemies in half, and it’ll come back to you. You’ll gain an “aftertouch” ability which lets you slow down time and actually direct the glaive mid-flight, which is what I spent most of the game doing.

Aside from that it’s a pretty standard shooter.

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A Musician’s View on the Rock Band Phenomenon (link)

Wednesday, January 9th, 2008

Rock BandEver wonder what real musicians think of Rock Band? I don't normally post links to other sites, but this is a great little essay. He started off as a hater, having never played it, but actually went out and bought it. He tells the story of playing Rock Band with his friends, and how he got hooked:

A Musician's View on the Rock Band Phenomenon

Kudos for being open minded and actually playing the game!

Review: “Rock Band” Part 2: Bullet points!

Wednesday, January 2nd, 2008

Rock BandThis is part 2 of my review, also see part 1.

Quick Summary: Rock Band is Guitar Hero/Drum Hero/Karaoke Revolution combined. Made by Harmonix, the creators of Guitar Hero, it's the ultimate party music game.

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Review: “Rock Band” Part 1: hardware, difficulty, modes

Wednesday, January 2nd, 2008

Rock BandNote: we have it for the Xbox 360. Each person needs to be signed into an Xbox profile (it can be the same one). Some things may be a bit different on PS3.

I started writing this review right after getting the game, two months ago, and have since added to it. There is so much more to say about the game, though, that I have left some things out to talk about later. I have broken it into two parts, and apologize for the unorganized format. It's not so much a review as it is a discussion.

Quick Summary: Rock Band is Guitar Hero/Drum Hero/Karaoke Revolution combined. Made by Harmonix, the creators of Guitar Hero, it's the ultimate party music game.

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Half-Life 2: Episode 2 – “Little Rocket Man” Gnome Achievement Tips

Thursday, December 27th, 2007

When I first read about the gnome achievement, I knew I had to do it (partly because it sounded fun, partly because I love Amelie). I had already beaten Episode 2 on the PC, but we just got it for the 360, so I wanted to play through it again anyway (points!).

This actually isn’t as hard as you might think. There are a lot of battles where you can just set him down somewhere until after the fight. If you know the game (I assume everyone will have played through this episode at least once before trying this achievement!), you’ll know which rooms you’ll be coming back to, so you can leave him for large sections of the game. The rocket is found well before the end of the game, so it’s only a few hours of play anyway.

This is not a guide for the whole episode, just some tips on where to safely leave the gnome.

SPOILERS!! SPOILERS!! SPOILERS!! SPOILERS!! SPOILERS!! SPOILERS!!

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