So, after having my 360 for almost a year now, I have amassed a pretty decent collection of games. The one thing that I've noticed, is that a large majority of them are rated "M" (for Mature). When you look at the commercials on TV for games, most of them state "Rated 'M' for Mature" in the commercial, while they are showing cool graphics and/or cutscenes. The question to me doesn't become are we creating a society where women are beaten and children are killing chilren - we've had that for decades now. The question is what are we glorifying to our kids throughout ALL of society.
Now, I'm not saying I will buy GTA IV or whatever, but I really have reservations with Glenn Beck's comments that it is creating a better killer. I think the research was solid, the facts pretty straight, but the premise was failing. Because GTA makes you press a button on a controller and watch in third person the reaction, instead of making you fire a realistic weapon in first person, I'm not sure I can buy into his strangely anti-military, right wing fear of Big Brother concept that video gaming is making our kids to be killers. Better tacticians, maybe.
Whether we want to believe it or not, video gaming really is more of a litmus test of our society than an actual change mechanic. How many of the top selling games that come out each month are inappropriate for someone 8-14? How many movies are PG-13 or higher? How many of the "glamorous" TV shows are TV-MA? How many books on the shelf are to the literary level of a street worker, and become NYTimes best sellers or whatever?
We as a society want to wage wars on so many things, but we spend way too little time wanting to spend time looking at our own self indulgence. Video games aren't the evil of the world, neither is TV or movies. A "Big Mac" isn't going to kill you. Having 37 of 'em in a month might, though.
Maybe if we'd spend more time diversifying ourselves, instead of indulging on the mental mush candy fed to us as a whole, we'd be a much different society. But then again, who ever said that the Enemy ever wanted us to be spiritually and mentally fed? It's like Hanzel and Gretel at a spiritual and cosmic level...
Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts
Friday, May 2, 2008
Tuesday, April 15, 2008
Game Saves
Back when I first got my NES, Zelda had a battery in it, so you could save your game as you went through the adventure classic (somehow I never really have felt that the Legend of Zelda was a RPG). Since those early games, the concept of game saves has been important. Up until the release of theSegaCD, game data was saved on the cartridge itself. If you rented a game from the video store, you lost all your saves when you returned it. Also with age you run into the issue that you loose your save games when the battery eventually dies. With the SegaCD, internal storage appeared: This is great for the rental concept, but horrid for the worst case scenario that your system dies and you have to replace/repair it. Luckily my original SegaCD and Saturn both are still in great working condition!
The PS1, N64, DreamCast PS2, and GameCube all had the concept of memory cartridges. These are neat because you can manage your saves individually. The Dreamcast actually made your VMU into it's own gaming peripheral, allowing for mini-games on the device. While cool, these were typically expensive propositions that were an additional charge you had to get when buying the system. Yeah, the Dreamcast was a low $99 at one point, but you had to get a $20 VMU and a $50 game just to do anything with the system!
In today's generation storage is by default again on an internal platform. For the Wii this is much like it was for the Saturn of old - an internal flash drive. Enough storage for a few things, but not for extra content. The PS3 and the 360 both use the internal storage for gaming and multimedia as well as game saves, and add an extra bit of goodness called DRM (or Digital Rights Management). This means that your save game cannot be used by someone else that logs into your system, and vice versa. Now not only if your system's hard drive dies do you perhaps loose your saves (and purchased games!), but you cannot use your game saves as you wish with your friends per se. With the 360 there is a bit of reason for this, as there is an "achievement score" that could be "fluffed" by sharing game saves that had certain achievements either easily in grasp or completed for you. That said, is my gamerscore my "fun-o-meter"?
I'm wondering if there is a holy grail of game saves, and if there is if we'll ever see it? Ideally what I'd love to see is that DRM goes away on game consoles, and the USB ports on these systems are allowed to be used for copying of game saves. Although I'd assume that it's mostly a pipe dream.
The PS1, N64, DreamCast PS2, and GameCube all had the concept of memory cartridges. These are neat because you can manage your saves individually. The Dreamcast actually made your VMU into it's own gaming peripheral, allowing for mini-games on the device. While cool, these were typically expensive propositions that were an additional charge you had to get when buying the system. Yeah, the Dreamcast was a low $99 at one point, but you had to get a $20 VMU and a $50 game just to do anything with the system!
In today's generation storage is by default again on an internal platform. For the Wii this is much like it was for the Saturn of old - an internal flash drive. Enough storage for a few things, but not for extra content. The PS3 and the 360 both use the internal storage for gaming and multimedia as well as game saves, and add an extra bit of goodness called DRM (or Digital Rights Management). This means that your save game cannot be used by someone else that logs into your system, and vice versa. Now not only if your system's hard drive dies do you perhaps loose your saves (and purchased games!), but you cannot use your game saves as you wish with your friends per se. With the 360 there is a bit of reason for this, as there is an "achievement score" that could be "fluffed" by sharing game saves that had certain achievements either easily in grasp or completed for you. That said, is my gamerscore my "fun-o-meter"?
I'm wondering if there is a holy grail of game saves, and if there is if we'll ever see it? Ideally what I'd love to see is that DRM goes away on game consoles, and the USB ports on these systems are allowed to be used for copying of game saves. Although I'd assume that it's mostly a pipe dream.
Labels:
gaming
Monday, April 14, 2008
Arcade Perfect
The Sega Saturn was released on "Saturnday" - May 11, 1995 - in the United States. The system was arguably the most powerful of the 32-bit generation. The sad thing is that this machine literally produced "Arcade Perfect" representations of some of the hottest games on the market, but in many respects was a complete failure. Personally I think Sega bought into the hype that everything had to be 3D, and allowed the system to get bogged down into a type of gaming that just couldn't be matched on the hardware. It was Sega's "Strike 2", after the failed genesis add-on "32x" was canceled quickly after release amid a torrent of bad hardware and limited software releases. Even with the release of what I consider, as well as many others, the best software for the system, Sega canceled the Saturn in 1998. Games such as Panzer Dragoon Saga, which I actually happen to have played at one point and I'm almost sorry I sold, showed the versatility of the system.To me, the Saturn is one of those systems that wasn't given a fair enough chance to survive in the US. Panzer Dragoon Saga was technically released after the system was canceled in the US, and as such saw a very limited run. The various Capcom games that were released as "Arcade Perfect" in Japan never saw the light of day in the US at all. It's really a shame that it's considered a bad console, as it had a lot to offer. By all accounts it was a difficult system to program for, but the quality games that were made definitely were silky smooth on the system.
I finally found all my old games for the Saturn over the weekend, and got a chance to reconnect with "Bust a Move 2", "Marvel Superheros", "1942" and I attempted to get "Marvel vs StreetFighter" working, but it looks like my 4-in-1 cart needs to be replaced.
It's just an amazing system, with games that many never will know how good they ran in a home console, or how impressive it was to get that kind of system in the home.
Labels:
gaming
Friday, April 11, 2008
Dreamcast...

The Sega Dreamcast was released on September 9, 1999. Sadly, this is a system I didn't get "Fully Involved" in until Phantasy Star Online was released in 2000. Shortly thereafter the system was canceled, and much like my Saturn collection, I picked things up on the secondary market.
Games like Sonic Adventure, NFL 2k, and PSO made this a great console that died well before it's time. To me the Dreamcast is much like the Wii, only it didn't have a gimick to help keep it afloat. The Dreamcast was very underpowered in comparision to the PS2 or GameCube. And with their partner for the project getting fully into the console scene with the XBOX, 4 consoles on the market was just too much for Sega to bear.
Also, issues arose with the copy protection on the box, and it was found out that every model produced could run non-signed games with relative ease. This was a big problem because of piracy, but it was also a major boon to the emulation and homebrew scene. Site such as DCEMU got their start as being a resource to learn about how to create and publish non-signed Dreamcast games.
Last night I finally decided to pull out ye' ole Dreamcast and fire it up. At first I tried out my copy of Daytona USA Championship Circuit. I will tell you that the feel for this game is non-existant: Basically even with the rumble pack in the unit, you cannot "feel" the games mechanics while driving. I only had a chance to play one other game before packing the unit up for the night, so I chose Marvel vs Capcom 2. Boy I've forgotten how much I miss those 2D fighters from Capcom. I happen to have a Saturn to Dreamcast controller adpater, so I used my Saturn arcade stick. The game was silky smooth and fun to play, but I'm going to have to find my import copy of Marvel vs Capcom for the Saturn and try it out soon enough to compare it for gameplay feel. For some reason it almost felt too smooth, and I still had a feeling of disconnect with the system.
Even with only the RGB inputs, the graphics were definitely nice. I tried out the VGA adapter that I have, but my TV wouldn't accept the video mode that the system was trying to use. Once I find more of my games, most of them are boxed up since we're hopefully moving in the near future, I'll have to get an S-Video cable and try out the system with that as well.
Labels:
gaming
Tuesday, April 8, 2008
Camera Angles
It's been over 10 years since the advent of 3-dimensional gaming. Games like Tomb Raider "redefined gaming" back in the day. Since those times the concept of the camera angle has plagued me. I personally hated "Tomb Raider", because I could never get the camera where I felt that I had a good view of the obstacle and could work with it. These games were early in the genre of 3D gaming, so a little bit of that has to be allowed. Some experiments work, some do not.
Now that it's 2008, I would expect that "modern" games would have been able to take what works, and make it work better. But it seems that most of the games lately that I really enjoy end up being plauged by the "camera angle" monster. Games like Lego Star Wars - one of my current favorite games to play - is horrific with it. In Co-Op it can become frustrating enough to make you not want to play anymore at times, when you get locked in an area because your partner and you are running in opposite directions. Crackdown is a lot of fun, but every so often the camera moves to an impossible angle and trying to jump, move the camera, and position your guy so he lands on a 2" wide pipe so you can get through a rooftop race is.. frustrating (not to mention requires you to use extra appendages somehow).
In years before the birth of "3D gaming", the camera angle was generally fixed - you had top scrolling and side scrolling, or top down, or mostly top down views of the field, and they were relatively static. Sometimes the angle kinda sucked, but it was what it was, and you dealt with it. Now you have a roving camera that is following you, it dynamically changes what the field of vision looks like and how you are looking at an obstacle while you are trying to get around it. Sometimes just being "too close" to the focal point can make the rest of the field almost obscured to the player. Star Trek Legacy is plagued by this issue.
It seems that the 2D games came out of infancy rather quickly, and had AAA titles to the point where they were cliche. 3D games are still trying to find the camera angle to properly view what a AAA title can really be.
Now that it's 2008, I would expect that "modern" games would have been able to take what works, and make it work better. But it seems that most of the games lately that I really enjoy end up being plauged by the "camera angle" monster. Games like Lego Star Wars - one of my current favorite games to play - is horrific with it. In Co-Op it can become frustrating enough to make you not want to play anymore at times, when you get locked in an area because your partner and you are running in opposite directions. Crackdown is a lot of fun, but every so often the camera moves to an impossible angle and trying to jump, move the camera, and position your guy so he lands on a 2" wide pipe so you can get through a rooftop race is.. frustrating (not to mention requires you to use extra appendages somehow).
In years before the birth of "3D gaming", the camera angle was generally fixed - you had top scrolling and side scrolling, or top down, or mostly top down views of the field, and they were relatively static. Sometimes the angle kinda sucked, but it was what it was, and you dealt with it. Now you have a roving camera that is following you, it dynamically changes what the field of vision looks like and how you are looking at an obstacle while you are trying to get around it. Sometimes just being "too close" to the focal point can make the rest of the field almost obscured to the player. Star Trek Legacy is plagued by this issue.
It seems that the 2D games came out of infancy rather quickly, and had AAA titles to the point where they were cliche. 3D games are still trying to find the camera angle to properly view what a AAA title can really be.
Thursday, February 14, 2008
Crackdown review
At the behest of one of my best friends, I picked up the 360 game "CrackDown" last weekend. I had an additional 25% off coupon for used games at GameStop, and figured it was a good cheap title, worth giving a shot. This has to be the most under-rated "Platinum Hits" game that I've played in recent memory. I remember the "bleh" reviews it got, and the demo really doesn't give the game much of a chance to see just how much fun it is.
The aspect of the game is this - you are a super agent that is tasked with cleaning up Metropolis , er Pacific City, of the crime that fills the streets. As you go through the game, you not only can advance what weapons you have by taking them away from the bad guys, but your skills increase. Each skill requires a different set of tactics - Jumping, Driving, Strength, Explosives and Firearms. Some tactics, such as sniping from way up high to folks down low, give you bonuses to multiple skills at once.
The game truly shines when one of two things happen - you spend 800msp to get the expansion pack for it, or you get about 2/3 of the way through it and really start getting good weapons and your skills are high. The expansion probably isn't quite worth 800msp (or about $10), but it does add a lot of nice gameplay from what I can see.
One of the truly unique aspects of the game is that you can co-op the game, but not be forced to even play together! Thus you can be in completely different parts of the game world, and just be using the game as a way to chat with the other players, and ask for assistance at varying points.
The graphics are a bit on the "cartoony" side, but the engine is rather smooth. I've managed to get the game world to the point where it slows down from time to time, but in general even with lots of explosions and enemies everywhere the game run nicely. There are some control issues, especially while jumping, where I don't feel like I'm doing a great job of controlling the character, but they are minimal. And driving with a control pad is just not my favoritest thing in the universe, but I do okay with it.
Overall I would give this game at least a B+ for the first time through, with enough attainable extras in the achievements to really have fun with it. They set side things like climbing to the top of the main tower, a dizzying height, and then jumping off it safely to the ground, as a challenge to the player. They added a mind number amount of jump and drive challenges to the game for added bonus, and collection orbs all over the place. It does contain swear words, and some pretty graphic violence, body juggling honestly was fun to unlock, but nothing that a Teen really couldn't get over. This is a case where I think the M rating probably isn't justified, save for maybe the language that the NPC's spit out every now and again.
The aspect of the game is this - you are a super agent that is tasked with cleaning up Metropolis , er Pacific City, of the crime that fills the streets. As you go through the game, you not only can advance what weapons you have by taking them away from the bad guys, but your skills increase. Each skill requires a different set of tactics - Jumping, Driving, Strength, Explosives and Firearms. Some tactics, such as sniping from way up high to folks down low, give you bonuses to multiple skills at once.
The game truly shines when one of two things happen - you spend 800msp to get the expansion pack for it, or you get about 2/3 of the way through it and really start getting good weapons and your skills are high. The expansion probably isn't quite worth 800msp (or about $10), but it does add a lot of nice gameplay from what I can see.
One of the truly unique aspects of the game is that you can co-op the game, but not be forced to even play together! Thus you can be in completely different parts of the game world, and just be using the game as a way to chat with the other players, and ask for assistance at varying points.
The graphics are a bit on the "cartoony" side, but the engine is rather smooth. I've managed to get the game world to the point where it slows down from time to time, but in general even with lots of explosions and enemies everywhere the game run nicely. There are some control issues, especially while jumping, where I don't feel like I'm doing a great job of controlling the character, but they are minimal. And driving with a control pad is just not my favoritest thing in the universe, but I do okay with it.
Overall I would give this game at least a B+ for the first time through, with enough attainable extras in the achievements to really have fun with it. They set side things like climbing to the top of the main tower, a dizzying height, and then jumping off it safely to the ground, as a challenge to the player. They added a mind number amount of jump and drive challenges to the game for added bonus, and collection orbs all over the place. It does contain swear words, and some pretty graphic violence, body juggling honestly was fun to unlock, but nothing that a Teen really couldn't get over. This is a case where I think the M rating probably isn't justified, save for maybe the language that the NPC's spit out every now and again.
Labels:
gaming
Wednesday, December 5, 2007
Club Live scam...
I'm not even sure how to post this one up, I'm so angry right now. Back in July I was surfing around and found out about Microsoft's "Club Live" offering, where you could play word puzzles and win tickets that can be used to "purchase" Microsoft products, including copies of Vista, a Zune or maybe even a xbox360!
Needless to say, I was excited. I already had my sites on a 360, and this was a great way to "earn" one without plunking down what was then almost $400 for the pro set, plus this came with a few games. My wife and I both were playing, so our household would only use one account (and follow the EULA), and we were working towards the goal of getting a 360. Christy spent more time than me working on it, actually; she figured she's get it for me as a Birthday present. She was 10 times faster than me playing the games, and she really liked the word puzzles in general.
Fast forward to mid-August. We've gone through all the puzzles on the games we liked to play, everything else was just not fun for us to play. I also started evaluating the value of the packages, and came to the realization that I really wanted the 360 elite, with it's 120gig drive, instead of the pro. So I settled on getting a wireless controller and a few games from the reward list. Figured, "at least I got something worthwhile and enjoyable from my time"; all good. The order status says it takes 30-60 days to review the order and fulfill it, and I get a confirmation that my order should ship on Oct 12. Fine, Fine.. I can wait.
Slow motion to November. No fulfillment; no emails; nothing. I email support for a status, in return I receive an auto-responder with answers to "frequently asked questions"; I sent a response (as the email states I should), and receive no responses from my queries. Re-check the information, and I guess in September they started saying it would be 120 days to get prizes. 120 days is mid-November, only a few weeks away. Already have my 360, looking forward to the 2nd controller; figure I can wait.
All but stop until Monday. Original date and 120-day period that is now mentioned in the T&C long gone. Decided to send an email over to CNET, since they cover all sorts of things Microsoft related. Got a great response from Elinor Mills, saying that the Microsoft PR contact she had would like my account name so he can have someone research it. Good, good.. maybe finally I'll get somewhere with this order.
Leap up to today. I get an email at 12:30am today saying they are reviewing my order with fulfillment to see what the status is. Good, good. Then this afternoon I get the following email -
This smells, sounds and acts like a scam to me. The way the T&C is written it's clear they can just cancel all the orders done, because if you play the games "too fast", you must be cheating. If you have folks in your "Household" play on one account, you are cheating. If you each have your own account, you are "cheating".
All of this over 3 xbox360 games and a wireless controller. I'm very disappointed in Microsoft, and how they are handling this service. 180 days with no way for the customer to be in contact with them, and then claim they are cheating. No way to spin around this; it really makes me question Microsoft's ethics.
The sad thing is, I love my 360... but if I had gotten this treatment before I got the 360, I wouldn't have bought one. Makes me really question all future Microsoft products, too.
Needless to say, I was excited. I already had my sites on a 360, and this was a great way to "earn" one without plunking down what was then almost $400 for the pro set, plus this came with a few games. My wife and I both were playing, so our household would only use one account (and follow the EULA), and we were working towards the goal of getting a 360. Christy spent more time than me working on it, actually; she figured she's get it for me as a Birthday present. She was 10 times faster than me playing the games, and she really liked the word puzzles in general.
Fast forward to mid-August. We've gone through all the puzzles on the games we liked to play, everything else was just not fun for us to play. I also started evaluating the value of the packages, and came to the realization that I really wanted the 360 elite, with it's 120gig drive, instead of the pro. So I settled on getting a wireless controller and a few games from the reward list. Figured, "at least I got something worthwhile and enjoyable from my time"; all good. The order status says it takes 30-60 days to review the order and fulfill it, and I get a confirmation that my order should ship on Oct 12. Fine, Fine.. I can wait.
Slow motion to November. No fulfillment; no emails; nothing. I email support for a status, in return I receive an auto-responder with answers to "frequently asked questions"; I sent a response (as the email states I should), and receive no responses from my queries. Re-check the information, and I guess in September they started saying it would be 120 days to get prizes. 120 days is mid-November, only a few weeks away. Already have my 360, looking forward to the 2nd controller; figure I can wait.
All but stop until Monday. Original date and 120-day period that is now mentioned in the T&C long gone. Decided to send an email over to CNET, since they cover all sorts of things Microsoft related. Got a great response from Elinor Mills, saying that the Microsoft PR contact she had would like my account name so he can have someone research it. Good, good.. maybe finally I'll get somewhere with this order.
Leap up to today. I get an email at 12:30am today saying they are reviewing my order with fulfillment to see what the status is. Good, good. Then this afternoon I get the following email -
Now, the terms and conditions they speak of state -"Dear Live Search Club Participant:
Thank you for your patience while our Technical Support Team has further reviewed and re-evaluated the game play history on your account. Upon review of your account, it appears that a number of the games played meet our criteria of unfair game play and violates our terms and conditions (http://club.live.com/TermsAndConditions.htm) resulting in a cancellation of your order.
Best Regards,
Live Search Club Customer Support"
"You must comply with the Terms and Rules, as determined by Microsoft, to receive a Ticket or Reward. You must not use any bot, cheat code or other automated way to do an Activity or participate in the Program. You may not use more than one user account to avoid caps or other restrictions on Activities and Tickets you can earn."Best I can figure, I broke it because both Christy and I played on the same account. But, if we played on our own accounts we would have broken the "You may not use more than one user account" clause, since we are in the same household.
This smells, sounds and acts like a scam to me. The way the T&C is written it's clear they can just cancel all the orders done, because if you play the games "too fast", you must be cheating. If you have folks in your "Household" play on one account, you are cheating. If you each have your own account, you are "cheating".
All of this over 3 xbox360 games and a wireless controller. I'm very disappointed in Microsoft, and how they are handling this service. 180 days with no way for the customer to be in contact with them, and then claim they are cheating. No way to spin around this; it really makes me question Microsoft's ethics.
The sad thing is, I love my 360... but if I had gotten this treatment before I got the 360, I wouldn't have bought one. Makes me really question all future Microsoft products, too.
Tuesday, November 27, 2007
Partial Review - Rock Band
I'm going to continue to write more of my feelings about various games that I am playing/have played over time down. I guess I could say I got Rock Band for my birthday, but it would have been an 'unbirthday present', as I was the one that went out on the 20th, bought it, and brought it home.
Rock band is a very simple overall concept game - you simulate the concept of a Rock Band. You get drums, a guitar, and a microphone. You can connect an additional guitar to "round out" the band as well. Each part of the band has a rhythm game associated with it, and while you can work through the "solo careers" in the game, the primary focus is on the "party game" aspect when you get 4 people together to play.
I'd give the single player game minimal reviews, as it's pretty basic. I've completed guitar on easy and medium so far, and done a little bit with hard. Working on adding that 5th fret button is a bit of work. I'm working through the easy mode on Drums, and done a few songs on the Mic. All of them seem to do well. The Hardware is not "professional quality", but so far mine's been solid. Some folks have complained about various issues, but I haven't had anything that I'd say is a problem. EA has already stated a 60-day warrenty is in effect on the hardware, so if folks find a flaw, they can get it replaced by EA. And from what the boards state, they are being rather quick to respond and replace equipment.
As stated above, the real draw to the game is the "Band World Tour" multiplayer. You can get up to 4 people total onto the game and play the various parts of the game. And this is really where this game completely shines. There are parts where if you really want to get serious with it you can get achievements and unlock all sorts of stuff, but in the end what you are really looking to do is have a good time with some friends.
Where this game doesn't shine is in the fanaticism of the folks on the board. I've made a few dozen posts on there, but honestly the game has gotten overly competitive for many. There could be a draw where you wouldn't look to have fun, but rather "recruit" people to play in order to get those last few achievements and unlock the last little bit. With a lack of true online co-op play for Band World Tour, the ability to "rock out" with friends from around the globe is likewise missing, which is a bit disappointing, as I have friends all over. It would be a blast to make up an online band that could rock out together online.
There are also a lot of issues with the concept of "cross game" hardware. For the folks that bought both Rock Band and Guitar Hero games, not all the controllers work either way. So you are buying a controller specific to the game, which always hinders the "value" of the package you bought to some level. So the perceived value of buying both Guitar Hero and Rock Band so you could play co-op on both with a significant other is limited as of right now. Hopefully this is a patch away from being fixed on both the Guitar Hero and Rock Band sides of the fence.
Overall, I'd give this game a 4.5 out of 5 stars or something if I had to rate it, although it's probably more of an arbitrary number more than anything else. I've had a heck of a lot of fun with it, and there is a pretty large amount of replay value even without the download content that is available. Being able to add more songs to play will only increase it. I'm not sure with the pricing of the download content if the draw will be there to buy it for everyone, but they are looking to have a great selection of additional songs to pick from. The drawbacks are needing to find extra people to come over to play, and I'm not even sure that having the online co-op would really help that all that much. The game is definitely an evolution well beyond what the "Guitar Hero" games did, but it's probably still very early in the genre to tell where it'll go. There is plenty of room in the industry for multiple games of this type.
It's interesting to watch the evolution from Pong to PS3/360/Wii how the gaming world has changed, and is still changing, focus. The need for new markets and new people to be interested in games, and the use of games to introduce folks to new ways of thinking, is amazing.
Rock band is a very simple overall concept game - you simulate the concept of a Rock Band. You get drums, a guitar, and a microphone. You can connect an additional guitar to "round out" the band as well. Each part of the band has a rhythm game associated with it, and while you can work through the "solo careers" in the game, the primary focus is on the "party game" aspect when you get 4 people together to play.
I'd give the single player game minimal reviews, as it's pretty basic. I've completed guitar on easy and medium so far, and done a little bit with hard. Working on adding that 5th fret button is a bit of work. I'm working through the easy mode on Drums, and done a few songs on the Mic. All of them seem to do well. The Hardware is not "professional quality", but so far mine's been solid. Some folks have complained about various issues, but I haven't had anything that I'd say is a problem. EA has already stated a 60-day warrenty is in effect on the hardware, so if folks find a flaw, they can get it replaced by EA. And from what the boards state, they are being rather quick to respond and replace equipment.
As stated above, the real draw to the game is the "Band World Tour" multiplayer. You can get up to 4 people total onto the game and play the various parts of the game. And this is really where this game completely shines. There are parts where if you really want to get serious with it you can get achievements and unlock all sorts of stuff, but in the end what you are really looking to do is have a good time with some friends.
Where this game doesn't shine is in the fanaticism of the folks on the board. I've made a few dozen posts on there, but honestly the game has gotten overly competitive for many. There could be a draw where you wouldn't look to have fun, but rather "recruit" people to play in order to get those last few achievements and unlock the last little bit. With a lack of true online co-op play for Band World Tour, the ability to "rock out" with friends from around the globe is likewise missing, which is a bit disappointing, as I have friends all over. It would be a blast to make up an online band that could rock out together online.
There are also a lot of issues with the concept of "cross game" hardware. For the folks that bought both Rock Band and Guitar Hero games, not all the controllers work either way. So you are buying a controller specific to the game, which always hinders the "value" of the package you bought to some level. So the perceived value of buying both Guitar Hero and Rock Band so you could play co-op on both with a significant other is limited as of right now. Hopefully this is a patch away from being fixed on both the Guitar Hero and Rock Band sides of the fence.
Overall, I'd give this game a 4.5 out of 5 stars or something if I had to rate it, although it's probably more of an arbitrary number more than anything else. I've had a heck of a lot of fun with it, and there is a pretty large amount of replay value even without the download content that is available. Being able to add more songs to play will only increase it. I'm not sure with the pricing of the download content if the draw will be there to buy it for everyone, but they are looking to have a great selection of additional songs to pick from. The drawbacks are needing to find extra people to come over to play, and I'm not even sure that having the online co-op would really help that all that much. The game is definitely an evolution well beyond what the "Guitar Hero" games did, but it's probably still very early in the genre to tell where it'll go. There is plenty of room in the industry for multiple games of this type.
It's interesting to watch the evolution from Pong to PS3/360/Wii how the gaming world has changed, and is still changing, focus. The need for new markets and new people to be interested in games, and the use of games to introduce folks to new ways of thinking, is amazing.
Labels:
gaming
Wednesday, November 14, 2007
Parental Involvement
This is going to end up being a double-post day for me, a rarity indeed! Gaming is one of my passions, and I really enjoy watching my kids spend time enjoying a pastime I love. With that in mind, it's difficult to find games that I find appropriate for a 4, 5 and 8 year old to really enjoy. Our oldest, since she can read, is easier to find games for, but they are all a challenge. I mean, do I really want to see my daughters in Halo 3 deathmatches?
While it was (and still is) humorous to watch our kids playing the demo of "Virtua Fighter 5" on our 360, we actively try to make sure that they are playing age-appropriate games. I do admit though, watching our youngest play "boxing" and actually do a pretty good job in VF5 is interesting... but I digress.
There are many games out there that are not for a younger audience anymore. The days of mostly "innocent" games have long been gone (although a topic for a later day will be how much I appreciate the classics returning, even if I have to pay for them again). Outside of a couple of games on the Live Arcade service for the 360, my kids haven't had a collection of xbox games that I feel comfortable to play. I spent time looking at review sites, but they focus on the "Halo 3's" of the community much more than the "Dora the Explorer"s. And even though it may be a kid friendly theme, most of the "Everyone" games end up being poorly done because they know parents will end up blindly getting it because it has a popular kid's show on it. So you plunk down $50 for a game they don't enjoy, and don't play.. and then go out and get them a game that's not really appropriate because it's what they want to play and you know nothing about it...
Then there's a site called What they Play (http://www.whattheyplay.com). This is a site dedicated to being a resource for parents to help them make good decisions about games for their kids. It's still new on the scene, but I have really high hopes that a community will grow around the seed they've planted, and good quality of parental reviews will prosper and help both gaming and non-gaming parents to get involved with their kids on what games they play, and maybe even join in on some fun!
While it was (and still is) humorous to watch our kids playing the demo of "Virtua Fighter 5" on our 360, we actively try to make sure that they are playing age-appropriate games. I do admit though, watching our youngest play "boxing" and actually do a pretty good job in VF5 is interesting... but I digress.
There are many games out there that are not for a younger audience anymore. The days of mostly "innocent" games have long been gone (although a topic for a later day will be how much I appreciate the classics returning, even if I have to pay for them again). Outside of a couple of games on the Live Arcade service for the 360, my kids haven't had a collection of xbox games that I feel comfortable to play. I spent time looking at review sites, but they focus on the "Halo 3's" of the community much more than the "Dora the Explorer"s. And even though it may be a kid friendly theme, most of the "Everyone" games end up being poorly done because they know parents will end up blindly getting it because it has a popular kid's show on it. So you plunk down $50 for a game they don't enjoy, and don't play.. and then go out and get them a game that's not really appropriate because it's what they want to play and you know nothing about it...
Then there's a site called What they Play (http://www.whattheyplay.com). This is a site dedicated to being a resource for parents to help them make good decisions about games for their kids. It's still new on the scene, but I have really high hopes that a community will grow around the seed they've planted, and good quality of parental reviews will prosper and help both gaming and non-gaming parents to get involved with their kids on what games they play, and maybe even join in on some fun!
Labels:
gaming
Friday, November 9, 2007
Current Gaming Addiction - GH3
Okay, going to start something new here - what game I'm currently enthralled with. Maybe I'll start posting up reviews of the games I've been playing or something as well in the future, if I can think of a format that I will actually stick to.
Since getting a xbox360 back in September, I have already gone through several games I really like. Currently the game of passion is "Guitar Hero 3", which I'd say that I'm going to get, or have gotten, my $99 worth of money out of.
That said, the game is fun but also limited. I found the unlockable music to be interesting, but not much to repeat. I'd think they would have some level of golden rock song, or interesting co-op song nestled in there that completing the others would tempt you with. I've found a few of those, but in general the song you "buy" with in-game money (not the MicroSoft Points ones) have been by bands I've never heard of, and several of them are in German - which is kinda cool, but not something I'd say is worthy of "unlock" status in a music game.
And probably the worst part of the game should be it's total redeeming factor - Downloadable Content (DLC). The DLC for GH3 is now starting to show up on xboxLIVE, and the pricing on it is way over the top. While the price of MP3's goes down, and the ways you are entitled to use it are increasing, the GH tracks are limited to just inside the game, and cost more than twice the typical MP3 alternative. From a marketing perspective this is just poor design. You have a fixed cost to create the content, and a near zero cost to distribute it. You have a limited customer base for the product, but the price is set at a very limited take rate. Even a simple bystanding thought would make you think that the pricing is out of line if you aren't getting 60-80% take rate on the songs, since you already know the folks that would possibly buy it would be the ones that already plunked down $60 for the game, and maybe bought a special controller to play.
Oh well, I'd still give the game a high score because it's fun, and more than just a couple of hours of fun at that. Christy and I have played it a lot in the past couple of weeks now, and I don't see us really putting another game ahead of it on the play list much... at least until Rock Band comes out on 11/20.
Since getting a xbox360 back in September, I have already gone through several games I really like. Currently the game of passion is "Guitar Hero 3", which I'd say that I'm going to get, or have gotten, my $99 worth of money out of.
That said, the game is fun but also limited. I found the unlockable music to be interesting, but not much to repeat. I'd think they would have some level of golden rock song, or interesting co-op song nestled in there that completing the others would tempt you with. I've found a few of those, but in general the song you "buy" with in-game money (not the MicroSoft Points ones) have been by bands I've never heard of, and several of them are in German - which is kinda cool, but not something I'd say is worthy of "unlock" status in a music game.
And probably the worst part of the game should be it's total redeeming factor - Downloadable Content (DLC). The DLC for GH3 is now starting to show up on xboxLIVE, and the pricing on it is way over the top. While the price of MP3's goes down, and the ways you are entitled to use it are increasing, the GH tracks are limited to just inside the game, and cost more than twice the typical MP3 alternative. From a marketing perspective this is just poor design. You have a fixed cost to create the content, and a near zero cost to distribute it. You have a limited customer base for the product, but the price is set at a very limited take rate. Even a simple bystanding thought would make you think that the pricing is out of line if you aren't getting 60-80% take rate on the songs, since you already know the folks that would possibly buy it would be the ones that already plunked down $60 for the game, and maybe bought a special controller to play.
Oh well, I'd still give the game a high score because it's fun, and more than just a couple of hours of fun at that. Christy and I have played it a lot in the past couple of weeks now, and I don't see us really putting another game ahead of it on the play list much... at least until Rock Band comes out on 11/20.
Labels:
gaming
Thursday, August 16, 2007
Club Live cheating
Recently, I found out about Club Live by Microsoft. This is a service that by playing word games that utilize Microsoft's Live Search service you earn up tickets. With those tickets you can get various rewards, including the top reward being an xbox360. Now, I've wanted a 360 for a while, but the price tag has always been a deterant for the amount of enjoyment that I predicted I'd have with it. See, I have a Wii, original xbox, Dreamcast, Saturn, GameCube... well, you get the idea. Another game console is always a bit of a harsh decision at this point, but I really like the concept of the 360 and what it brings to the table. So I start playing, and I've earned up 13,000 "tickets". Now I'm doing some research as I'm running out of games to play (both the Chicktionary and Flexicon games are locked out to me -- seems I've played all the possible puzzles), and I find that folks have been using cheat programs in order to gain multiple copies of the same reward for whatever reason.
So.. because of these cheaters the costs of the rewards have gone up, but the number of puzzles haven't. Thus the people that are actually doing the puzzles to get the rewards are faced with an issue -- some of the rewards may not be attainable. This cheeses me off. The fact that cheaters are ruining the experience for the regular players is something that always upsets me, and this is no exception. Thus, I'm writing the following to Microsoft's Help service, the head of the Live Search Division, Steve Balhmer, and whoever else I can find to send it to. Hopefully I'll get some level of response.
So.. because of these cheaters the costs of the rewards have gone up, but the number of puzzles haven't. Thus the people that are actually doing the puzzles to get the rewards are faced with an issue -- some of the rewards may not be attainable. This cheeses me off. The fact that cheaters are ruining the experience for the regular players is something that always upsets me, and this is no exception. Thus, I'm writing the following to Microsoft's Help service, the head of the Live Search Division, Steve Balhmer, and whoever else I can find to send it to. Hopefully I'll get some level of response.
There seems to be a lot of concern in various forums about the cheating that
seems to have occured inside of Club Live, and the impact that it is having on
the players that are playing the games and not using outside programs "cheat"
for them.
My main question is this - is it currently possible to earn
enough points to actually get the xbox 360 bundle reward? I've earned up over
13,000 points, but the games I'm enjoying are telling me that no more puzzles
are available. I'm trying out the new games you have provided, but it seems at
least according to the leader board that you have up there, that the number of
tickets that are required to get the 360 package is unattainable.
I can
fully appreciate the problems that you are experiencing with the service, and I
think that this system is an awesome idea by Microsoft to get traction in
markets where you have recently been struggling. My concern is that the
"cheaters" are going to cost you the folks that are helping out your market
strategy.
I'd suggest that you consider some of the following concepts
that several of us that use the games legitimately have come up with -
1
- impose a rule on the rewards where you can only get a single type of reward
per physical mailing address. In a quick "Live Search" on the topic, I found
numerous message boards where folks are openly stating that they used outside
programs to complete the ticket requirement, and have ordered multiple rewards
to the same address. This includes copies of Windows, Office and Zunes.
2 - impose either shipping & handling or sales tax for the item.
Personally, I would have no issue with paying only the sales tax and/or a
shipping and handling charge for my reward, but for cheaters looking to 'resale'
the item, it would become some level of deterrant.
I'm sure there are
other concepts that you or your loyal customers can come up with that can help
twart these folks that are really ruining the concept of this service, without
having the service itself be disrupted (like it has recently).
Thanks!
--bl
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