Get my hopes up why don’t you?
Posted on 11.07.05 by Maxim @ 3:33 pm

If only the third word in this headline was replaced with “making films”.

It looks like Hollywood is feeding all these video games to Uwe Boll, and he’s going to shit out some movies. Just look at what’s on deck:

Fear Effect (2008) (announced)
Hunter: The Reckoning (2007) (announced)
Far Cry (2006) (announced)
In the Name of the King: A Dungeon Siege Tale (2006) (post-production)
BloodRayne (2005) (completed)

Whats the logic behind this? Eggs in a basket? Anyone?


Filed under: Maxim and Rant
Comments: None

Stubbs Ain’t Good
Posted on 11.07.05 by Maxim @ 1:35 pm

Stubbs the Zombie

I’m sad to say, but Stubbs the Zombie just isn’t very much fun. Mad props to Alex Seropian and his team for working on a conceptually awesome game, but in the end, it just didn’t pan out.

If I had to describe the game in 2 words that had a hyphen in between, I would say: “Half-assed”. I’m not exactly sure what the story is about, or what has happened so far in the story, and why I should care. I’m not getting the scariness of zombie movies, or the awesome action of the Halo engine it’s using. It’s a lot of the same thing over and over with very little variation. The graphics are ok at best, and the levels make little sense. Also, there is a rhythm game section. A RHYTHM GAME! Fuck that. I like rhythm games, but keep that shit out of my zombie games. You don’t put a Snickers bar in an enchilada either, do you?

Trust me, I can be very forgiving when it comes to sucky games (see my secret shame: Enter the Matrix), and I had nothing but stars in my eyes when I bought this game, but man oh man.

In true Way I Play fashion, I stopped playing when I lost interest. That’s what the average gamer does, and that’s what we do. Now if you’ll excuse me, I have to go play through Shadow of the Colossus… again.


Filed under: Maxim and Review and Xbox
Comments: None

Nintendopoly
Posted on 08.30.05 by Maxim @ 1:29 pm

Nintendo has scored a patent on the “Sanity” video game system.

A video game and game system incorporating a game character’s sanity level that is affected by occurrences in the game such as encountering a game creature or gruesome situation. A character’s sanity level is modified by an amount determined based on a character reaction to the occurrence such as taking a rest or slowing game progress and/or an amount of character preparation. That is, if a character is prepared for the particular occurrence, the occurrence may have little or no affect on the character’s sanity level. As the character’s sanity level decreases, game play is effected such as by controlling game effects, audio effects, creating hallucinations and the like. In this context. the same game can be played differently each time it is played.

This can’t be real. That’s like Paramount saying they have patented “Romantic Comedies”. Sounds dumb and I hate it. Unless it ushers in a golden age of Nintendo insanity-based video games. Then I’ll reluctantly play those awesome games.

I can’t wait for those awesome games. I will hate playing them so much.


Filed under: Maxim and Rant
Comments: None

Preview - Shadow of the Colossus
Posted on 08.30.05 by Maxim @ 12:17 pm

I got a chance to play a demo of this upcoming title from the makers of ICO, and I can sum it up in one made-up word: BLAZOW! If I had to use one real word to describe it, I’d use “epic”. The proportions of everything in this game can be described as epic, from the massive temple where you begin, to the titular colossi you must slay.

As mentioned, you start off in a cavernous stone temple, with some girl lying on a stone slab. I don’t remember who she is or why she’s sleeping, mostly because during the intro I was having my first Cherry Vanilla Dr. Pepper, and was mesmerized by its smooth taste (endorsement. give us money now please). In this temple it’s just you, sleepy girl, and your trusty steed. You climb upon your steed and race out of the temple to a wide open landscape. You spur your horse and race across an open field, recalling moments from Ocarina of Time.

A cool atmospheric trick employed is the camera position when you are riding your horse. It’s not the typical 3rd person camera view, but more of a cinematic style that place you and the horse in the bottom right corner of the screen. It works well.

After racing across the plain you come to a sort of cliff, where you must abandon your horse and scale the obstacle. Shadow of the Colossus uses a neat “grip strength” meter to indicate your… well… grip strength. A pink circle appears whenever you are hanging by your hands. Slowly, the circle grows smaller, and when it’s gone, you fall. Anyway, you climb various ledges and make little jumps to get to the top of this cliff.

When you get there, an in-game cinematic takes over. Rumbling bass steps are heard, and a giant leg passes your point of view. You see a stone minotaur 10 stories high lumber past you. This is where things get cool.

Holding down the L1 button allows you to “gaze at the Colossus”. Basically, it just fixes the camera on the beast as you run around it. The resulting camera view is highly effective in conveying the sheer size of this thing compared to you.

You have both a sword and a bow and arrow as weapons, and let me tell you, there’s something satisfying about shooting a single arrow at a stone monster the size of a skyscraper, and shouting “I’ve slain the beast” in a nasally wimp tone.

Anyway, you run around the Colossus for a while wondering what to do, when you see a patch of fur on the back of his left leg (I’m assuming male gender here; bear with me). Getting close to his feet is a challenge in and of itself, as every step he takes smashes and buckles the stone ground, sending rubble (and sometimes you) flying through the air. As you make the leap onto the back of his calf, you grab on to the fur and hang on for dear life. The Colossus isn’t dumb. He knows something with a sword is trying to climb him, so he lifts his leg and tries to shake you off.

In most games while holding on to a moving colossus, your character model would either remain static or go to a default “hanging from something” animation that would simply loop until you were no longer hanging. In SotC, there’s a fluid, dynamic feel to the animation. Your character model will swing and scramble depending on how the surface he’s clinging to is moving.

After scrambling up the thigh of the beast, you can raise your sword and plunge it into its calf, causing a fountain of black Colossus blood to spray out like a tapped hydrant. You do this a few more times and it will bring the beast to its knees, giving you a small window of opportunity to climb the back of its thigh to a conveniently-placed balcony at the small of its back.

Keep in mind, that your “grip strength” bubble is decreasing the entire time you’re climbing this thing. It really adds a sense of urgency and desperation to your task.

As you climb its back fur to the top of the Colossus, birds start flying by giving you a true sense of how high in the air you really are. On the top of the beast’s head is its “weak spot” which you plunge your sword into, causing another fountain of blood. At this point, The Colossus is pissed enough to really start shaking you off. As you hold on for dear life, you stab its weak spot until it can take no more. The giant beast crashes to the ground like a collapsing silo, and you claim victory.

The sound is excellent, mixing the booming bass of the Colossus and the ambient sounds of nature. The visuals are also delightful, from the washed out colors, to the realistic blur effect that happens when you rotate the camera quickly. Game play is fun, fluid and intuitive. It looks like Shadow of the Colossus will follow in ICO’s footsteps nicely.


Filed under: Maxim and Preview
Comments: None

Knowing the future
Posted on 08.24.05 by Maxim @ 11:34 pm

Thumbs down

Here are some quick tips to tell if an upcoming video game will suck.

  1. Does it have an ad campaign that involves only cutscene footage?
  2. In general, a big ad campaign denotes lower confidence on the publisher’s part. There are some exceptions like Halo and GTA. But for the most part, high octane TV commercials that only show the prerendered cutscenes indicate a game that is sucky.

  3. Is the game based on a recent movie?
  4. Video games based directly on blockbusters are mostly shitty. Maybe more luck is to be had in creating video games out of more obscure, non-action films? I’d play “The Crying Game: The Game”. It looks like some studios are experimenting with this concept on such upcoming releases as “The Godfather” and “The Warriors”.

  5. Is the game based on a corporate logo?
  6. Wasn’t there a “Noid” game years ago? Exactly.

  7. Do you think the game will suck?
  8. Gut instinct is not to be ignored, especially with the batting average of games coming out these days. Some games just suck, and that’s the way it is.


Filed under: Maxim and Rant
Comments: 1 Comment

« newer posts previous posts »

Main Menu
Home
Bloggers
A 47 Danger
Beuks
ClackyJ
Maxim
skintari
sparklepony
Tommel
Discussion
Game Systems
Classic
GameCube
GBA
GBM
Nintendo DS
PC
PS2
PS3
PSP
Wii
Xbox
Xbox 360
General
Humor
IM
Interview
Preview
Quip
Rant
Review

Features
Multiplayer

Archives
March 2008
January 2008
December 2007
October 2007
September 2007
August 2007
July 2007
June 2007
May 2007
December 2005
November 2005
October 2005
September 2005
August 2005
July 2005
June 2005
May 2005

Credo
Way I Play
Writers
A 47 Danger
beuks
ClackyJ
Maxim
Tommel
Contact
Email

Search


Syndication
RSS 2.0
Comments RSS 2.0
WordPress


Forbes Best of the Web

Recent Entries
  • A world of intergalactic, soft-core porn
  • I like fish, do you?
  • It’s an Adult Swim!
  • What have I played lately
  • In Other News
  • Mass Effect is the Cause of My Affectation
  • Welcome to the BIGS!
  • This one should have been left in the “other” world
  • Halo 3
  • Skate or Die!


  • Credits and Copyright
    Proudly powered by WordPress. All content © 2005 Aric McKeown