Man, I’m kind of a flake. I have a lot of opinions about games and the game industry, but I don’t seem to have the fortitude to put any of it in to words. My mind works at a million miles an hour and by the time I get done writing a couple paragraphs, I blank on where I was headed with it. In any case, VIDEO GAMES, right guys?! Let’s talk about them! How ’bout them 2011 releases and that Prince of Persia: Forgotten Sands review I promised and never delivered?
Alright, so this game isn’t… bad. It’s just also not very good. Poptfs is probably one of the most blatant cash ins I’ve ever experienced, though also probably one of the most relatively enjoyable, as cash ins usually blow. While the game may not have been designed to be an adaption of the new (at the time) Sands of Time movie, it was clearly designed to coincide with the release in the hopes that either someone would play it and see the movie, or see the movie and play it. As far as story goes, it’s probably the weakest of the series. This didn’t have to happen; the seven year gap between Sands of Time and Warrior Within left a lot of room for a more engaging storyline than HEY HERE’S YOUR BROTHER YOU’VE NEVER HEARD OF BEFORE AND WILL NEVER MENTION AGAIN NOW SAVE HIS CASTLE FROM GIANT MONSTERS.
I was personally hoping for a story chronicling the Prince’s decline from good natured, cocky hero to I. STAND ALOOOONE. INSIDE I. STAND ALOOONE (stand aloooone.). This was not what I got, and it feels kind of like a waste.
Mechanically, the game takes cues from both its predecessors and its sister franchise, Assassins Creed. This is no surprise, since the game was built off the AC framework. This is probably the best part of the game, however, as it maintains that old PoP free running puzzle feel, while having the fluidity of Assassins Creed traversal. If they were to, say, remake the entire SOT trilogy with this technology, I probably wouldn’t argue.
Visually, the game is a mishmash of environments that look like suped up remakes of Sands of Time, Warrior Within, and Two Thrones locations. One room is almost literally a twin to the mechanical gear room puzzle in Warrior Within. It was a nice bit of nostalgia, but it felt kind of hollow, like the developers couldn’t be assed to make a new and interesting environment for this game. Then again, a castle is pretty much a castle, so what are you gonna do?
Lastly, at least the game wasn’t difficult. I breezed through it without dying more than maybe three times, and those deaths were all due to faulty attempts at puzzleforming (my word for puzzle platforming that I just made up right now.). The combat flows well, and once you significantly power up the Prince, he pretty much rips through most enemies. So, while the game wasn’t particularly engaging, it was breezy enough for me to bother finishing it.
So this has been kind of a crappy write up, but I’ve had about four hours of sleep and I’m not really going for professional grade quality here. Plus, if you wanted to play this game, you already have. I just wanted to get my thoughts down.
- The Age of Dragons. Again.
This year holds two dragon related sequels that are probably going to occupy my time and own my soul. First, and most directly relevant, is Dragon Age 2. Excuse me… Dragon Age II. Oooooh lordy. Dragon Age: Origins single handedly stole away about 60 hours of my life; 40 for one playthrough and 20 between all the others I’ve started and never finished. Recently, I borrowed my friend’s 360 copy of Dragon Age to get a save file in there to carry over to DA2, since I played the original on a woefully underpowered laptop and I want to play DA2 without worrying about my graphics card melting. After watching me play it for a couple hours, though, he was immediately sucked back in and jacked the game back from me. Who was I to argue? That’s the power of Dragon Age. I had almost forgotten just how the early days of that game were. Everyone talked about the things they did and no two people seemed to have the same experience. I can’t wait to have that experience all over again. Some people seem to be throwing pot shots at the mechanics, the story, the writing, the new dialogue system, etc. I say shut up and have some faith, this is Bioware we’re talking about. The only time they’ve even come close to producing a bad game was that Sonic RPG from a few years back. Just be glad they aren’t outsourcing DA2 to Obsidian, then we’d get a half finished, broken game that’s nearly a carbon copy of the first. Here’s lookin’ at you, KOTOR 2.
Oh right, Dragons. So there’s this little franchise that started out on the PC years ago. Elder Scrolls, you may have heard of it. Well, after five years and two fallout titles of patiently waiting, TES V is coming, and it looks amazing. Now, people love to knock Oblivion these days for its faults, but hey, fuck you, Oblivion was incredible when it came out. It’s still fun to take a romp trough Cyrodil occasionally, if only to kill -everyone-.
I could talk about this game for paragraphs, but I don’t want to right now. I wonder how a Skyrim anticipation podcast would work out… Point is, I’m fucking hyped for this game.
- Supremacy MMA
This game looks siiiiick. No, just kidding, this game looks like absolute dog shit and I hope it fails commercially. Way to set the sport back like ten years, guys. Jesus.
Till next poorly writting, sleep deprived blog,
In lieu of a decent written article, since I’m sitting at the college library and I don’t feel like actually writing, here is an un-edited discussion about things to do with games, between my good buddy Mark (of Random Hoo-Haas, see side-bar links), and myself. Enjoy?
[11:35] Ian: Quick, Mark, spit something at me. Postulate something about the games business for me to extrapolate on.
[11:35] Ragey: Um.
[11:35] Ragey: Offline multi-player – do developers still acknowledge it?
[11:36] Ian: You god damn genius. Is the art of split screen lost? Golden Eye 2010 begs to differ!
[11:36] Ian: As does most of the wii, for that matter, which may be why the Wii is a big family/party system.
[11:37] Ragey: There’s a lot of games on the 360 that I’m surprised have online-only multi-player. I mean, how hard can it be for OutRun 2 to include splitscreen?
[11:38] Ian: Indeed. That’s one thing that I think games like Halo and Call of duty still have over a lot of other shooters that helps give them that foothold in the industry
[11:38] Ian: that being they still fully support four player split-screen.
[11:38] Ian: Albeit Halo multiplayer is on a much grander scale when you’re online, it’s still fun to sit down with three buds and shoot eachother in the face hole.
[11:39] Ragey: Of course. Left 4 Dead is fun online, but it’s much more fun when I’m playing it with people in-person (though it only supports 2-player splitscreen, which given the amount of zombies and crap on-screen I guess is a given)
[11:40] Ragey: Also I suppose it’d be neat to maybe talk about the programming behind splitscreen? Like, I get the impression it’d be something that’s relatively simple, but since a lot of games even back in the day struggled with it there must be more to it than I think.
[11:40] Ian: Yeah, that’s an issue. In this age of Hi-Def gaming, split screen means A: A smaller view for each player and B: More objects that have to be rendered at a time.
[11:40] Ian: I mean, think about it
[11:40] Ian: For every screen, the game is literally having to render a whole other scene.
[11:42] Ragey: I think that’s the bit that confuses me – does having a second camera (player) mean that it has to re-render everything that’s visible?
[11:42] Ian: Yes, essentially.
[11:43] Ian: The assets are shared as far as memory goes, so there’s not a huge extra processing or memory load, I don’t think
[11:43] Ragey: But depending on the intensity of the game it will have an impact, I imagine.
[11:43] Ian: But the graphical elements definitely suffer a bit. I haven’t really looked at Reach, for example, splitscreen in depth VS single screen, so I can;’t pull any isolated examples
[11:43] Ian: But it seems like the logical thing
[11:44] Ian: It’s kind of like this 3D games thing on the Playstation 3
[11:44] Ian: Those games that are starting to implement glasses 3D definitely suffer, because they are having to render the game from two slightly different angles.
[11:44] Ian: Which has been developer confirmed.
[11:45] Ragey: Hm, intriguing.
[11:45] Ian: Fascinating indeed.
[11:47] Ragey: Of course, then there’s also the usage of low-poly models for when stuff gets too much. Mario Kart Double Dash is the first example that springs to mind. I can’t help but wonder if, say, there was something like Left 4 Dead made for the PS3/360 with 4-player splitscreen, but the graphics were N64-quality. Would that make it easier to run or would the sheer amount of models (never mind their complexity) still bog it down?
[11:48] Ian: It would make it much easier to run. I could run several N64 games at the same time on my laptop at home via emulation and not have any slowdown
[11:49] Ian: In fact, I’m pretty sure there’s a port of the n64 Goldeneye on XBox Live Arcade
[11:50] Ragey: Now that’s very interesting. Because I admit I was almost wondering to myself, why have we never seen anything like Left 4 Dead until the 360 (in the sense of a co-op game against tons and tons and tons of mass mob enemies), but it’s really just down to the processing power, I imagine. I’d love to see a cheap low-poly version of the game made just to see how it would run.
[11:50] Ragey: And I know Perfect Dark’s been ported to the 360, I think Goldeneye’s still in legal limbo.
[11:51] Ian: “Rumors and even footage of an XBLA remake of Goldeneye floated around the Internet in recent years, but due to licensing and other complexities, a brewing re-release of Goldeneye appears to have been aborted. “
[11:51] Ian: correct you are
[11:51] Ian: Parfect Dark was more or less the same engine, though.
[11:51] Ian: so the example stands.
[11:51] Ragey: Mmm.
[11:53] Ian: That all said, I’d imagine multiplayer split screen shooters usually run at so fast a pace, you wouldn’t really notice any drop in visual quality at the time.
[11:54] Ragey: Of course. And the fact the screen is squashed probably helps, too.
[11:54] Ian: Yeah
Sonic The Hedgehog 4: Episode 1 (Yes, the fourth Sonic The Hedgehog game, at last. There have been no others. Ever.) comes at a strange and somewhat appropriate time in games history. In the past couple of years, there’s been a strong nineties resurgence with titles like Street Fighter 4, Megaman 9 and 10, New Super Mario Bros, and the upcoming Mortal Kombat game, all hearkening back to their early-90s ancestry. Sonic The Hedgehog continues this trend with Sonic 4, and not a moment too soon. It’s no secret that the Sonic franchise has been in the gutter for the past decade or so, with the amount of time and the number of games featuring Sonic that have been panned now outnumbering the hallowed classics. Sonic 4 stands as what could be the last chance for the franchise to earn back some respect among the video game populace, and have a breath of fresh air amongst all the waste the brand has been excreting, but is it enough? Does it live up to its golden (Or should I say royal blue) forefathers?
The story of Sonic games since the late 90s has been a bit of a laughing point for any self respecting human being over the age of 13. The games have slowly taken on more and more ridiculously self serious tones, culminating in 2006′s Sonic The Hedgehog, in which Sonic died. Not permanently, mind you, but the fact remains that Sonic fucking dies. Sonic 4, thankfully, does away with any trace of a plot past the mid 90s and graces us with a very simple narrative: Eggman (hereby referred to as Robotnik, because I am a giant retrofag.) is up to no good. Make him cut it out. The game itself doesn’t even really touch on the story, and sends you right in to the first zone when you pick ‘start’. Just the way I like it.
From the get-go, the fact that this is an attempt to hearken back to the days of 16 bit, 2-D sidescrollers is immediately apparent. You’re treated to an old school level title card, some midi-sounding music (None of which is very memorable, I have to add, as a side-note), and a landscape very reminiscent of Sonic 1′s Green Hill Zone. Including that motobug, right there. And those piranha things… And that spring… Wait a second, you might think, feeling utterly duped; This is Green Hill Zone.
Well, yes and no. See, that’s kind of Sonic 4: Episode 1′s shtick. The story that wasn’t touched on earlier? It’s basically “Robotnik is recycling his old creations, ’cause he’s out of ideas”, and it echoes in the zones. Every single one of them, save for the final zone, is extremely reminiscent of an earlier, 16 bit counterpart. Namely; Green Hill Zone and Labyrinth Zone from Sonic 1, and Casino Night Zone and Metropolis Zone from Sonic 2. That’s not to say these levels are carbon copies. Though the level art evokes the feeling of “What you remember this level looking like”, there are new elements to the re-imagined 3D art, and new gimmicks in the zones themselves. That said, there are also some old gimmicks, so all and all these end up feeling more or less like remixed locations that you’ve already tread if you’ve played either of the first two games of the series.
The level design itself isn’t bad, especially in comparison to other recent entries in the series, offering the branching paths and speedy venues that made the original Sonics so fun to explore and tool around in, whether you like to see how blisteringly fast you can make it through each stage, or poke around at a more methodical pace to see what secret items and areas you can find. The most offensive lapse in good level design is a liberal smattering of chains of enemies to homing attack in order to reach the upper-most areas of a level. These are almost never necessary to actually traverse a stage, but it would be nice to be able to reach these higher paths without spending most of your time airborne, pressing Jump.
On that note, (rough segue!) the physics in Sonic 4 all-together feel a little ‘off’. Now, I’m not gonna go in to anal-retentive recitals of algorithms and slope angles like some of the more obsessive Sonic fans out there, but it doesn’t take a hardcore fan to notice things feel a little floaty. Sonic’s movement lacks any sort of momentum or weight, to the point where often times it is possible to stop on a dime by jumping, which seems to completely cancel out any existing movement if you’re not holding a direction down. While this can be a live saver on particularly perilous platforming parts (Quadruple alliteration. I’m quite proud.), it feels clunky everywhere else. When you’re in the air, or moving at high speeds, the game flows quite well, but the problem is that spending half your time with your feet off solid ground, chaining homing attacks just isn’t fun after a while.
Despite some rough areas that could use a loving touch and some polish to bring out what I feel could truly be a good game beneath its flaws, Sonic 4 still manages to exude some of the charm present in its predecessors, due in no small part to Sonic’s reduction to a small character that communicated entirely with motion and doesn’t spout forced one liners and “YEAH. WAHOO” every three and a half seconds. It’s also nice to see the good Doctor as a main antagonist again, instead of a catalyst for a bigger, likely supernatural baddy to come and take the spotlight, as has been the formula for the last ten or so years. The nostalgia comes at a cost, though, ending up making S4E1 feel more like Sonic 1&2: Homing Attack Edition than anything else at times.
Outside of the linear story progression, there is time attack mode that can be accessed at any time after the first stage that acts as a fun distraction for anyone wanting to test their twitch reflexes in speed runs of Sonic 4′s levels. It’s not exactly a game maker or breaker, but it’s a plus.
All in all, Sonic 4 isn’t the glorious return to form some people were hoping for, no. It’s not anything particularly revolutionary, either. The game is, in short, average. If you’re a long time Sonic fan, you’ll eat it up. If you’re not, you probably won’t find anything to convert you in this game. It won’t break your heart, but it won’t make you fall in love again, either. There is an ending teasing Episode 2 if you get all the Chaos Emeralds that leaves me personally excited for the next chapter, though, and hopefully with that next chapter will come some changes to make the game more accessible. Until then, it’s not a terrible product by any stretch… but it’s just not quite enough to restore any permanent faith in the series.
Over the last ten or so years, there have actually been several Mixed Martial Arts video games, mostly focused on the lucrative UFC promotion. In 2009, this sub-genre was revolutionized and truly brought to the mainstream in a way that parallels the sports recent rise in popularity with UFC 2009: Undisputed. Undisputed presented the sport with a brutal realism that was far removed from button combos and special moves that developers tried to shoehorn into its predecessors. It was impressive, but it lacked some key elements in the cage. UFC Undisputed 2010 fixed many of these issues, and it was hard to imagine how it could be vastly improved upon at that point.
A little known fact is that Dana White and the UFC went to EA long before THQ and Yukes to make a UFC game. EA dismissed MMA as ‘not a real sport’ and continued to make another Madden. However, the success of Undisputed caught EA’s eye, and deals with the lesser promotion Strikeforce were made immediately, to the complete spite of Dana White, who went so far as to declare any UFC fighters that appear in EA’s MMA game to be fired from the UFC (Of course, this seems to not count for Randy Couture, though this seems to have been allowed because Randy had not signed his likeness over to THQ for undisputed).
And so comes EA MMA, a competitor that I think is needed if MMA video games are going to continue to improve, as I believe competition is the key to improvement. I’ll be transparent here; I’m a UFC fan. I see Strikeforce as a generally lesser promotion with lesser talent and more WWE-style production values. I expected very little out of EA MMA, and that was foolish of me. UFC Needs to step its game up for 2011, because EA is bringing its usual dominance to the proverbial cage.
The Demo for EA MMA just recently came out on XBLA (Yes, you can go play it. Right now!), and I of course had to give it a spin. I want to first note that I like UFC’s soundtrack better. The opening movie for EA being set to Linkin Park’s new song ‘Wretches and Kings’ was a little eye roll worthy, but that’s a very petty complaint. Let’s move, instead, into the important factors: The game’s performance.
EA MMA takes a lot of cues from undisputed, presentation-wise, but veers off in some very significant ways on its own. The biggest difference is of course EA’s ‘Total Striking Control’, which takes more than a small bit of influence from EA’s other hit fighting franchise, Fight Night. It’s the same sort of set up, with the right analog stick controlling your furious fists. However, since this is in fact not boxing, the left trigger serves as a modifier to turn those punches in to kicks controlled via the same fashion. The face buttons serve as one press short cuts to clinch, sprawl, and go for the takedown, while pressing A works to advance your position on the ground, X goes for a submission (Which we’ll get to), and B counters a move or stands you up if you’re in the dominant position. This greatly decreases the complicated nature of the ground game, which is a frustration for many in Undisputed.
However, there is also a control scheme called ‘Classic’ that mirrors Undisputed in an obvious way, with the same sort of striking face buttons and stick-based clinch and grapple. There are a few button variations (A fake-modifier button, which is much more useful against a human opponent who can actually get psyched out), but overall it might be the best choice if you plan to play both EA and UFC.
Submissions are the only thing that, no matter what, are a whole different beast. Instead of the irritating Mario Party submissions like in Undisputed, EA separates its submissions and their mechanics into joint and choke submissions. Joint submissions (Armbar, Kimura, Americana, etc) are a button pressing game in which you try to maintain your stamina while slowly pushing your opponent’s joints (represented in a very cool way by an X Ray view of the bones) to their limit. This isn’t button mashing, though, it requires much more careful timing. Choke submissions require you to rotate the left stick until you find the ‘sweet spot’, which will change periodically and requires a sort of constant twiddling to nail. Your vision tunnels in the closer you get to the choke, narrowing the sweet spot down and simulating actually passing out. Defending submissions works in the same manner.
Fighting in EA MMA feels good. I’ve always found Undisputed to feel a bit mechanical, movement wise, with sounds that don’t quite drive home the impact of every good punch. EA feels organic, and gives you a gratifying smack for every well landed hit. Knockouts are a flurry of punches that never cease to satisfy, and when you clinch, it really feels like these guys are throwing eachother around on your TV. When it comes down to it, I would be happy to sit back and watch people duke it out on EA MMA, while I always found spectating Undisputed matches to be a little boring and methodical. Point: EA.
This isn’t to say EA is absolutely the superior game. UFC seems to present more variable options, and the fights are a bit more spontaneous. EA has a visible torso and head health bar when you begin to really wail on a guy that lets you know when the knockout is coming, and while that’s very helpful for knowing when to back off and play defensive, it also takes a bit of the excitement out of the flash knock out. In fact, I don’t think I’ve seen a flash KO yet, as every KO becomes your opponent falling to the ground and you engaging in a mad button mashing sequence to finish him off as he tried desperately to defend. That said, you can turn the HUD completely off, but it doesn’t make flash KOs exist in the game.
Take all of this with a pillar of salt, seeing as this is only a demo. The full version of EA MMA will include EA Game Face in the create-a-fighter, which may or may not have terrible results, live broadcasts of fights in a real worldwide ranking, and many more features that I couldn’t explore in the demo. It’s shaping up to be a great game, and I wouldn’t be surprised to see Dana White making some calls if it does well. Look for a full review when the game comes out later this month.
So every day I check this blog’s stats to see how many hits I didn’t get from wordpress searches of Quake 3 and Sonic. The answer, you might figure, is very little. Hell, if you’re reading this right now, you probably looked up Sonic Unleashed and linked one of my pictures from the Then and Now article. I also check places that people have been linked to here from. Today, I was caught by a surprise. One that may be short lived.
Apparently, someone took my then and now article, and the opinions therein, and ran with it for the Sonic the Hedgehog wikipedia article.
Cool, I guess, but I’m not exactly a super reputable source. However, they go also cite the Sonic Heroes review scores at metacritic, so I guess I have backup.
I should really write something interesting sometime.
Modern warfare is the World War 2 of the 2000s. The latest in the now seemingly endless line of “Let’s shoot dudes in the middle east” games is EA’s Medal of Honor; COD and BFBC2′s fucked up stepchild who shows signs of learning disabilities in its early aptitude tests, but may still graduate high school someday anyway. surprisingly, the biggest controversy in the game’s development hasn’t been that the beta was…well… bad, and was very coldly received, but that the fact that you play as the Taliban themselves is a thing.
Let’s be honest. We’ve been playing as the Taliban since Counter Strike. I’m sorry, I don’t care if you name your vaguely middle easten terror cell “Terrorists” or “The Powerpuff Jihad”. If it smells like a Tali, looks like a Tali, derps like a tali, and blows itself up like a Tali, it’s a Tali. Difference is EA had the balls out come out and say “Hey, it’s the Taliban. This is, you know, actual war.”.
Well, people didn’t like that. So now This.
In the past few months, we have received feedback from all over the world regarding the multiplayer portion of Medal of Honor. We’ve received notes from gamers, active military, and friends and family of servicemen and women currently deployed overseas. The majority of this feedback has been overwhelmingly positive. For this, the Medal of Honor team is deeply appreciative.
However, we have also received feedback from friends and families of fallen soldiers who have expressed concern over the inclusion of the Taliban in the multiplayer portion of our game. This is a very important voice to the Medal of Honor team. This is a voice that has earned the right to be listened to. It is a voice that we care deeply about. Because of this, and because the heartbeat of Medal of Honor has always resided in the reverence for American and Allied soldiers, we have decided to rename the opposing team in Medal of Honor multiplayer from Taliban to Opposing Force.
While this change should not directly affect gamers, as it does not fundamentally alter the gameplay, we are making this change for the men and women serving in the military and for the families of those who have paid the ultimate sacrifice – this franchise will never willfully disrespect, intentionally or otherwise, your memory and service.
To all who serve – we appreciate you, we thank you, and we do not take you for granted. And to the Soldiers, Sailors, Airmen and Marines currently serving overseas, stay safe and come home soon.
Medal of Honor
Alright, so let’s be clear. I support out troops. Without doubt or hesitation. I support them and respect a lot of them. However, frankly, I think this is the most needless, undeserved change ever. Regardless of the name, gameplay has not changed. You are still playing as an unnamed (Opposing Force? Seriously?) arab terrorist organization killing American troops. I don’t see what the lack of a name changes. Changing it so as not to disrespect the men and women out there fighting, or the ones who have died?
Dude, again. A horse is a horse, even if you paint it to look like a Zebra. You’re still killing who you’re killing as the opposing force, I don’t see how this is any more ‘respectful’, and frankly, I didn’t see it as ‘disrespect’ in the first place. The problem with the Taliban thing wasn’t respect, it was the fact that men who have been and who are in active service are uncomfortable with the game due to PTSD effects and whatever else. This is ok, this I can respect. Don’t buy the game, don’t distribute it on Military property, whatever. But ultimately, nothing has changed.
Ugh, I don’t even know where I’m going with this anymore, but this all seems really dumb.
My ‘Longest Yard’ remake is up on Halo Reach’s fileshare, for anyone interested, Author is listed as DeathToMuffin, map name is “A Longer Yard”. I recommend 2-8 players, though a full 16 would be super fun and hectic. Look for my “Derelict” re-imagining, Dilapidation, pretty soon.
Link to Bungie page:
First Map, Likely to be updated to not suck in the near future:
Hi, everyone. It’s me again. Today I want to talk about Halo some more (albeit, not exclusively). I might mention Halo a lot for a while, because Reach is cool and you would be cool if you played it. This isn’t necessarily about Reach, though, it’s about an issue that I feel has begun to infect and spread across the game industry at an alarming rate in the past few years.
- Let’s talk about sequels.
For those who either missed the hyperlink or are the TL;DR type (shame on you!), the story basically comes down to the following point:
“343 Industries is thinking a lot about how to take this franchise and turn it into something that people feel like they have an ongoing relationship with and they can entertain themselves more often,” he told IGN. “But it’s not, hey every November 6 or whatever we have to ship a game and build a production plan around that. We want to do things that make sense as a first party.”
This makes sense for everyone involved: Halo has always been a huge cash cow for Microsoft, so why not release more of what gamers want? The tightrope walk comes from the challenge of increasing the number of releases while keeping quality high. Distressingly, Spencer points to Activision as a good example of aggressive release schedules.
If you want it to be even more deliciously summarized, here’s the hoe-down: Annualized Halo.
So here’s the thing about a sequel. In my opinion, at least, a sequel is supposed to be a follow up to a product that succeeds the original product via some form of change or innovation, be it for good or ill. In realistic development terms, one year is not enough to go back and do the kind of heavy altering to a game needed to create a good sequel. Hell, it’s barely enough time to come up with a good concept. What the concept of annual sequels leads to is a slew of games using the same engine (Minor tweaks, granted, but it’s too little too soon.) with very little in the way of variation beyond some content (story, graphical assets, et al). A perfect example is Call of Duty and Guitar Hero (The latter of which seems to have adopted a bi-annual spin-off development cycle). Sure is innovative in here, right? I don’t like to pick on either of those franchises because I don’t like them, either. As a matter of fact, I loved the first three (1, 2, 4) Call of Duty games, and Guitar Hero was amazing and original when the first couple came out.
What makes sequels special? Why do I love CODs 2 and 4, but not 3, 5, or 6? The wait. The feeling of seeing something you love in a new form. The jump from COD to COD2 was great, and the jump to 4′s technology was another giant leap in the franchise. All that was old was new and exciting again, which brings us back to Halo and why I’d hate to see this happen to that franchise. Halo generally has had a three year dev cycle. The main games have all come out thrice apart from eachother: HALO: CE (2001), HALO 2 (2004), HALO 3 (2007), HALO: REACH (2010). These three year gaps have allowed for Bungie to go in and completely retool everything from the ground up. Even the weakest of the main Halos (Not naming names!) was still a good game by general standards. The weakest of the Halo franchise thus far (ODST, in my opinion), was just building off Halo 3′s engine, and while it did some new things, it ultimately was not exciting for this fact; a perfect example of how this sort of thing is gonna go.
It’s not isolated to Halo, either. Street Fighter 4, Doom 3, Sonic Adventure, Morrowind, Oblivion, and (Hypothetically!) TES V. These are sequels that felt special because they had come out long enough after their predecessors to feel like a truly new product, albeit Doom 3 and SF 4 are kind of extreme cases, almost a decade is a looong time to wait for a follow up.
If MSoft really wants to have an annual tent pole, here’s my suggestion. Biennialize your heavy hitters. Halo, Gears (or whatever major Microsoft exclusive game that comes along in the future), Halo, Gears, etc. Two years is at least a bit more time to develop something new. Now, I know what you might think: But Mr. Opinion Man, Activision splits COD up biennialy between two teams!
Yes, it does, but those two teams are ultimately still working on the same franchise, sharing the same core resources. Halo and Gears/Fable/ExclusiveOfChoice are separate franchises with separate dev houses and separate engines and resources. Two years is much more merciful than “Alright guys, let’s crank a Halo out in November every 365 days or so). Plus, I can only imagine the stress and hours laden on the developers with that kind of deadline.
Ah hell, I guess when it comes down to it, the vast majority of consumers will buy an annual Halo regardless because they don’t know shit. See that? There’s the cynicism I promise all of you every day.
- On to more pleasant matters: More REACH!
Look familiar? It should. It’s a reimagining (Obvious artistic license taken) of the classic Quake 3 Arena map “The Longest Yard”, which I’ve appropriately entitled “A Longer Yard”. Of course, Halo is not Quake 3, nor does it have even close to the same mechanics beyond “shoot a guy”, so some changes in the formula had to be made. You’ll notice the third tier of platforms has become just a raised area with ramps and the jump pad gap has become a horizontal bridge. I’ve also made the shotgun corner an enclosed space, because it needed some sprucing up and the raised aspect of the bunkers makes the map resemble its forefather a bit more. All teleporters are intact, as well as the middle jump pad and megahealth, which have been represented by a normal grav lift and Overarmor that respawns every two minutes. In place of the quad damage is an invisibility pickup. The sniper island is still there, it’s just not pictured, but the mancannon that launches to it is.
It’s a work in progress, even between those two pictures (The one with the railings and glass covers is newer), but I feel like it’s coming along well. When it’s finished, it should be up on my fileshare. I’ll make a post making note of it, the map name, and the author it will be under. In the meantime, I have another map up now called “Shore Line” under the author “DeathToMuffin”, so if you feel like giving that a shot, I’d appreciate feedback. It was my first forray into the Forge.
- Shit My Dad Says (I’m not censoring the goddamn fucking thing. Fuck.)
The premiere of the ‘twitcom’ aired last night, and it was pretty much William Shatner being William Shatner, including a wonderfully meta-humour moment where Henry (played by Jonathan Sadowski) does a typical Kirk-Shatner impression, at which point his titular father Ed (Played by Jimmy Kirk himself) laments that no one can do a good impression of him. Aside from that, the show was entertaining, but knowing it was based off a Twitter feed ruined it a bit for me. I kept imagining everything Shatner said as individual tweets that the writers of the show managed to string together via tangential relatedness. Also, the laugh track after anyone delivered a line didn’t help, as usual. Seriously, kill that shit.
I’ll keep an eye on this show. For now, I’m giving it a recommend at least insofar as the pilot goes. Give it a shot, you might like it.
So, this has gone on long enough, and I applaud you if you’re still reading. Go reward yourself for me with a pat on the back! Or, if you can’t reach your back, a Twinkie!
I promise. Just too lazy to post lately. especially with TGS come and gone, it’s just been info overload – I need some time to organise my thoughts into a coherent fashion.
Not that any of you care.
In the meantime, I spent last night at a buddy of mine’s (A gamer with a social life?! No way.) watching UFC. There was much pizza and many dick jokes, it was cool. the next (this) morning, we switched on the 360 and got in a couple games of Halo 3. In our last one, we focussed on the coolest looking ways to kill eachother for the sake of later going through and taking screenshots. It was very inventive and kind of silly watching us sitting on a couch with controllers in our hands trying to methodically and perfectly time a jump and a rocket shot so it would hit the other guy in the face at the apex of their jump.
So, in the spirit of that, and the fact that I have little else to offer right now unless you want me to start blubbering about how Sonic Unleashed is going to be the best thing ever, I give you the screenshots produced. Unfortunately I don’t think we captured our best moments.
Not that I’m the Elite (The red dude, for you non-Halo-literate.