Sunday, December 30, 2012

Ouya Ships First Consoles

The Ouya console is about the size of a coffee mug.
Ouya announced on Friday that it has shipped 1,200 console units to developers around the world. These are not the final models that are due out in the Spring. Rather they are early versions of the Ouya console made specifically for developers to start making games.

Ouya in a blog announcement:
"They're on their way to developers around the globe -- by land, air and sea. As we said previously, these kits are very special. They're a one-off design - 'rare drops' for the most discerning and faithful developers whom we're looking forward to meeting in the coming months."
The developer's console package includes the Ouya developer console, two controllers, a micro-USB port, HDMI cable, and a power adapter.

Back in August, an Android-powered gaming console called Ouya ended its one-month Kickstarter campaign and raised $8.5 million from more than 63,000 backers. Ouya advertises itself  as the first fully "hackable" TV console and will be open to any developer who would like to make a game or app without any licensing, retail, or publishing fees. If you weren't one of the original backers, you can still pre-order the console for $99.

Check out the unboxing video below:

Saturday, December 22, 2012

Review: Unreal Tournament

Although it might be based on the same technology that powered Unreal, Unreal Tournament is very different in design from its namesake. Where Unreal was a story-based action game, Unreal Tournament is an arena first-person shooter. There is no story propelling the players through the game; there are no strange lands to explore; and there is no puzzle-solving. There is only combat. Head-to-head deathmatches are the main event here, with some "capture the flag" and other modes to round out the experience.

Unreal Tournament is all about multiplayer action -- even when the other players are really players at all, but computer-controlled bots. The single player mode, in fact, is populated entirely with bots who seek to either destroy you or, if they're on your team, assist you at all costs. The AI in Unreal Tournament was heavily praised in 1999 when the game debuted, and it's still impressive today. Enemy and friendly bots behave in ways that a human might behave, which makes Unreal Tournament stand out from the competition. At higher levels within the tournament, AI bots develop more complex tactics and moves; they don't just get stronger and more accurate.

 A player dodges a rocket.

Unreal Tournament is meant to be played on dedicated servers with others, but there is a substantial single-player tournament with several rungs for those who want to train in private before facing any human competition. The tournament is divided into four categories: deathmatch, capture the flag, domination, and assault. The first two, deathmatch and capture the flag, should be self-explanatory. Domination is a king of the hill scenario, where opposing teams try to occupy several hot points throughout each map; if the points are held long enough, that team wins. Assault is the most interesting of the group. Teams are divided into assault and defense. The assault team must accomplish a mission -- like escaping a castle or destroying an energy source -- and the defense team must try to stop them. Then the roles are reversed. Whichever team accomplished the task in the shortest amount of time is the victor.

Between the surprisingly deep and varied single-player campaign and the ability to play all modes online with other players, there is more than enough content in Unreal Tournament to last a long, long time. The sound and graphics are excellent -- what else would you expect from an Unreal game -- the enemy AI is experty programmed (and customizable), the action is fast and fluid, and the levels are memorable and diverse. Unreal Tournament deserves its reputation as one of the very best arena shooters of its generation.

Score: 9.0

Sunday, December 16, 2012

Review: Runescape

Comedian Jerry Seinfeld once asked of his audience, "Why is McDonald's still counting? How insecure is this company? 40 million, 80 gillion... Is anyone really impressed anymore? Oh 89 billion sold... alright, I'll have one."

I guess you could say that was my approach to Runescape, recognized by the Guinness World Records as the world's largest free MMORPG. Over 200 million accounts created...alright, I'll make one.

Runescape is not much to look at -- although its current graphics are certainly a step above the original version -- but its gameplay is remarkable (and addictive), and that's what counts. The basic formula is similar to many MMORPGs: players create a custom avatar and then enter a world of swords and sorcery. The first section of the game is dedicated to a rather long (but very necessary) tutorial that reviews all major skills in the game. Players are taught to mine for copper ore, chop trees for firewood, hunt for wild birds, and grow potatoes, among other things. After the tutorial, players are released into the world and allowed to make of Runescape what they will. There is no linear storyline to follow, so players have the freedom to enhance their skills through repetition, battle NPC creatures, or take on dozens of quests throughout the lands of Gielinor.

A town in Runescape.

Control in Runescape is done almost exclusively with the mouse. The only buttons that get much use are the arrow keys, which move the camera around each player's avatar. Unfortunately camera controls cannot be mapped to any other keys, so those playing Runescape on a laptop will have to do some contorting.

The music in Runescape is nothing groundbreaking, but it's not bad in the slightest. It's the kind of pleasant -- sometimes rousing -- background music one would expect from a MMORPG: repetitive but enjoyable. Voice acting is a strong point, although some NPC dialogue is represented only by text.

One of over 100 quests in Runescape.

The community that plays Runescape seems to be generally affable, respectful, and keen to follow the rules of the game, but there are always troublemakers on such online games. The greatest flaw, and it's a flaw that affects virtually every "free to play" game, is that those who upgrade to a paid membership have access to much more content than non-members. This includes quests, skills, items, and locations. Still, much of the game IS free, and can be played directly from a browser. Overall, the game is worth playing -- despite some control issues, some unrefined graphics, and a "free" membership that bars access to the full game.

Score: 7.5

Saturday, December 15, 2012

The Return of Monkey Island

If any of you spent hours in the early 2000's searching in vein on forums, blogs, and anything you can possibly get your hands on to see when, if, maybe, possibly, there might be another Monkey Island game in the works, then hold on to your pieces o'eight, here is some exciting news!

After years of quiet, we finally got a Monkey Island revival when LucasArts licensed TellTale games to make a series of short Monkey Island Games. The five-game "season" has now been released on one collective DVD, but is also available from the iTunes store. If that weren't enough (and it definitely wasn't), LucasArts released Special Edition versions of both The Secret of Monkey Island and LeChuck's Revenge,featuring first-time voiceover from the voice actors of the Curse of Monkey Island (Dominic Armato, Alexandra Boyd, and Earl Boen as Guybrush, Elaine and LeChuck respectively). I cannot praise these Special Editions enough. The artworks is extraordinarily true to the original, and the music is merely updated. Not surprisingly, the talented trio of voice actors also added a brilliant new layer to the game. LucasArts could not have done a better job on these special editions. If you're interested in playing them, they're available on for PlayStation Network and Xbox LIVE Arcade as well as from the iTunes store.

As of yesterday, we have what I think could be the biggest news of all. When most people heard the news about George Lucas selling out to Disney, they thought about Star Wars, or Indiana Jones. My immediate thought was that Disney now owned the rights to Monkey Island. I wasn't sure what they'd do with it. My second thought was (seriously) that they might make a ride based on it! I was holding on to this delusion, as well as to the hope that they might reboot the franchise, when the DBTC editor-in-chief sent me an article from gamrReview.

Above, the Special Edition Secret of Monkey Island. Below, the original.

It turns out that Ron Gilbert, genius extraordinaire and creator of Monkey Island, is looking to buy back the rights from Disney, in the hopes of making another Monkey Island. In addition to teasing fans with this news, Gilbert revealed that he originally ripped off (his words, not mine) the idea for Monkey Island from the "Pirates of the Caribbean" ride at Disneyland. (I'm still holding out hope for a Monkey Island ride but I guess I can see where that isn't going to happen). Whether anything will pan out is anyone's guess, but I'll keep digging and if I hear any more news, you'll read it here first on Don't Blame the Controller!

Look! A three-headed monkey!

Wednesday, December 12, 2012

U.S. State Dept Releases Video Game

Nintendo. Microsoft. Sony. State Department?

It seems that the State Department has entered the video game business. Today it announced an "innovative video game" called Trace Effects. It's designed to teach players about the English language and U.S. history.

In a press release, the State Dept. wrote:
"The website provides a variety of engaging, up-to-date materials and resources for teachers' professional development and for use with students in the classroom. It also offers free, high-quality, non-commercial English language learning resources directly to public audiences and strengthens the skills of English teachers and teacher trainers. The video game Trace Effects, an expanded webinar series, distance education programs and other innovative, interactive elements are available on the site. Trace Effects, a 3D video game experience geared for students ages 12-16, supplements classroom English lessons. Students explore American culture through puzzles, activities, and adventures in an interactive world. Through the game, students take a virtual journey through the United States, traveling to locations, including Kansas, New Orleans, the Grand Canyon, New York City, San Francisco, and Washington, D.C."
The game can be played online at the State Department's website. It's also available in DVD format for teachers and students.

Saturday, December 8, 2012

Top 10 Games That Need Sequels

A favorite pastime of video game writers is making lists of games that need sequels. It's a fun exercise to look back fondly on excellent games that ultimately hit dead ends, or were followed by dreary sequels that more or less destroyed the original game's mythology. It's becoming more and more difficult to make such lists because of the huge amount of sequels that are produced every year. If a game is a marginal hit, the odds are it will earn a sequel -- maybe an entire trilogy. DBtC contributor Rob joked that it would be easier to make a list of ten games that earned undeserved sequels. Maybe one day I'll make such a list, with his help of course.

In any event, please enjoy the following list. These are games -- some old, some relatively new -- that desperately need a sequel. In some cases the storyline is left unfinished; in other cases, the brilliant gameplay and interesting characters simply demand another game.

Without further ado: the Top 10 Games That Need Sequels.


10. Kameo: Elements of Power (2005)

This was the first game I played for the Xbox 360. It was a launch title developed by Rare that was originally a Gamecube project before Microsoft stepped in and purchased Rare. Kameo was, in general, well received by critics, although it didn't sell very well. The game wasn't a masterpiece by any means, but it looked gorgeous and it featured a lot of interesting mechanics, something that Rare could easily improve upon in a sequel.

The original Kameo (2005)

Unfortunately, it appears that no sequel will ever be made. Kameo 2 was actually in the works before Microsoft cancelled the project along with several others so it could assign Rare to produce software for Kinect. About 18 months ago, a former senior graphic engineer at Rare released some concept art for the now defunct Kameo 2, and it's beautiful.

Concept art for Kameo 2.


9. Turok 3: Shadow of Oblivion (2000)

There have been a couple of Turok games released after Turok 3, but they range from mediocre to awful. That's not to say Turok 3 was an excellent game -- it wasn't -- but it continued the story arc of the previous two Turok games, which definitely were excellent. What is needed now is Turok 4, a direct sequel to Turok 3, totally unrelated to Turok: Evolution (2002) the the reboot Turok (2008).


The most recent game, Turok (2008), sold fairly well, so there remains some interest in the Turok franchise. That's the good news. The bad news is that Turok (2008) was published and distributed by Disney Interactive Stuidos, which in 2009 fired 70 people at Propaganda Games, the studio that developed the game and was planning a sequel. Oh, and Iguana Entertainment, the team that developed the first Turok and Turok 2, have gone bankrupt.


8. Killer Instinct 2 (1996)

Most people probably know Killer Instinct 2 as Killer Instinct Gold, which arrived on the N64 shortly after launch in 1996. The game is a sequel to the arcade game Killer Instinct, which was ported to the SNES. Unlike fighting games like Street Fighter and Mortal Kombat, Killer Instinct focuses on combos and combo breakers. This won the game many admirers but also many detractors.


How likely is Killer Instinct 3? Somewhat likely, actually, thanks to some interesting news. In September it was reported that Microsoft had renewed the trademark for Killer Instinct. The trademark renewal has since hit a speed bump, but the renewal application itself is reason for optimism. Still, I suspect it has more to do with Microsoft protecting its intellectual property and less to do with a proper sequel.


7. Jade Empire (2005)

BioWare gets a lot of love for its Mass Effect trilogy and for Knights of the Old Republic, but not many people sing praises for Jade Empire, an action RPG set in a fictional medieval Chinese kingdom. Yet the games deserves a sequel. And it need not be a direct sequel. The completely original universe that BioWare created in Jade Empire is foundation enough. Add to that the innovative combat system and intuitive controls of the first game and Jade Empire 2 would be glorious indeed.


A sequel is unlikely, however. BioWare community manager Chris Priestly said earlier this year that "currently we have no plans [to return to Jade Empire]." BioWare will probably devote most of its resources to Mass Effect 4 and Dragon Age 3.


6. Tales of Symphonia (2004)

I know what you're thinking: Tales of Symphonia already has a sequel, dummy! That's true, but what I want is a prequel to Namco's brilliant RPG. Anyone who has played and finished Tales of Symphonia surely knows what story and which characters would feature in the prequel, but I dare not reveal any more for fear of spoilers. You'll just have to play the original to find out!


The odds of a prequel are insanely low, only because I doubt anyone at Namco has even considered the possibility of such a game. They have since moved on to new Tales games, including a re-release of Tales of the Abyss last year for 3DS.


5. TimeSplitters: Future Perfect (2005)

In the space of five years, the world was treated to three TimeSplitters games. In the past seven, it has seen none. For those who don't know, the TimeSplitters games are often considered the spiritual successors to GoldenEye 007 and Perfect Dark, since Free Radical Design -- the company that made TimeSplitters -- was made up of ex-Rare employees. In 2008, Free Radical went into administration, and the next year it was purchased by Crytek.


In 2011, a Crytek representative said that TimeSplitters 4 was planned for next-generation consoles. But this June, Cevat Yerli from Crytek stated that "Look, I wish we were working on it. The thing with TimeSplitters is, if we made a sequel to TimeSplitters, nobody would accept this apart from some fans, and we don't know how big the fan community is unfortunately."


4. Left 4 Dead 2 (2009)

Put together, Left 4 Dead and Left 4 Dead 2 have sold about 12 million copies worldwide. So you'd think a sequel would be a foregone conclusion, right? Not for Valve, which is a most beloved video game company that still draws the ire of fans when it comes to sequels. Two months ago, Chet Faliszek of Valve has this to say: "A 3? You know, some time down the road. Like anything, I would say that to all of our games. So that's not a promise of when or where."


Still, my hopes are high for Left 4 Dead 3. The first two games in the series are two of the best cooperative video game experiences ever made. It was a great pleasure playing through the campaign with contributors (and great friends) Kevin, Nick, and Rob.


3. Banjo-Tooie (2000)

So, this marks the third game on the list that involves Rare. Can you tell that I'm more than a little upset about their decline since 2002? During its N64 days Rare made many great titles, some of which used classic Nintendo characters, others that were entirely new IPs. One of the best and brightest of those new IPs was Banjo-Kazooie, a brilliant platform game that rivaled Super Mario 64 in terms of gameplay, depth, and variety. Two years later came Banjo-Tooie, a sequel that some argue surpassed its predecessor. The ending of Banjo-Tooie playfully teased a third entry, but nothing ever happened. Two games were released on the GBA -- a racing game and an interquel that bridged Kazooie and Tooie -- plus a new game on Xbox 360 with entirely new mechanics, but never a proper platforming sequel to Tooie.



2. Baldur's Gate: Dark Alliance II (2004)

Before August of this year, I would have said the likelihood of anyone ever playing Baldur's Gate: Dark Alliance III was zero percent. But this summer Interplay resurrected Black Isle Studios -- the company responsible for the Dark Alliance series -- eight years after shutting its doors and effectively cancelling the planned sequel. Now there is a sliver of hope.


Dark Alliance and its sequel are action RPGs set in the "Forgotten Realms" setting of Dungeons & Dragons. The second Dark Alliance game, which features five new characters, continues the story from the first game, and ends with a cliffhanger ending that suggests a third game is on the way. Maybe some day.


1. Beyond Good & Evil (2003)

For nine years I've waited patiently for Beyond Good & Evil 2, the sequel to one of the very best games of the past decade. I've been teased and taunted by concept art, rumors, and videos. There is even an Amazon.com page for it, but of course there is nothing available to purchase. However, despite the years of waiting and frequent delays, BG&E2 is probably the game on this list most likely to actually get made.

Beyond Good & Evil (2003)

The game was first announced in 2008. It was due to be released on Xbox 360, and actually was a major factor in my decision to buy that system. Little did I know that the game would be postponed for so many months. In May of this year, Ubisoft designer Michel Ancel -- who created Beyond Good & Evil -- said this: "We are in an active creation stage and at this moment we are only focusing on the game and making it the best game that we can." So that's somewhat good news. But just last month, Ubisoft CEO Yves Guillemot stated that:
"What's very important is that Michel Ancel is kind of doing too many things at the same time. He was working on Rayman Origins last year, and he's working a lot on Rayman Legends this year. So, you know, when he does that, he kind of puts too much of his time on the other projects that he has. So the fact is that working on Legends is slowing the process on Beyond Good & Evil 2."
 So that's where we are now. Rayman Legends is due for Wii U February 26, 2013. Maybe Beyond Good & Evil 2 won't be far behind.

Concept art for Beyond Good & Evil 2.

Wednesday, December 5, 2012

Watch Nintendo Direct

Satoru Iwata in LEGO form to promote LEGO City Undercover.
It's a big day for Nintendo fans.

There are three Nintendo Direct broadcasts planned for today: Nintendo Direct Japan, Nintendo Direct US, and Nintendo Direct Europe. The US and Europe broadcasts are scheduled fro 9AM PST. The Japan Nintendo Direct began at 3AM PST, and has already ended.

The Japanese presentation included footage from titles that will be available at launch in Japan on December 8, including Monster Hunter 3 Ultimate. High-profile games from 2013 were also on display: LEGO City Undercover, Pikmin 3, Wii Fit U, and Dragon Quest X.

In other news, Iwata revealed that Game And Wario will include 16 games, including one that features classic WarioWare micro-games. He also confirmed that New Super Mario Bros U will have its own Youtube channel so Nintendo can share hints and tricks with players.

Also: Wii U Panorama View has a Spring 2013 release date in Japan. It will be available for download on the Wii U eShop, and will be joined by a Google Maps application that allows players to to look around streets using the GamePad.



More details to come during and after the US and European Nintendo Direct broadcasts. All that is known so far is that Nintendo will be focusing on Wii U and 3DS games for the remainder of 2012 and the beginning of 2013.

NOA President Reggie Fils-Aime said in November that "I think we will continue to surprise the fans with announcements and information. I would not go so far as to say you know everything in our launch window."

***UPDATE***

Some news from Nintendo Direct US:

Fire Emblem for 3DS will release in NA on February 4, 2013.

Pikmin 3 (Wii U) and Luigi's Mansion (3DS) will arrive in Q2 2013.

Team Ninja boss Yosuke Hayash announced two new characters will be introduced in the next few weeks for Ninja Gaiden 3: Razor’s Edge as DLC. The characters are Kasumi from Dead or Alive and Momiji from Ninja Gaiden.

Nintendo also teased Brain Age: Concentration Training and a new game from the development team behind Pokemon called HarmoKnight.


American Nintendo Direct:


European Nintendo Direct:

Monday, December 3, 2012

Video Games at MoMA

It appears that not only the Smithsonian considers video games to be art.

Last week, the Museum of Modern Art (MoMA) in New York City brought fourteen video games into its permanent collection. As many as 40 video game may find a home in the halls of MoMA, but as of now the roster is limited to the following titles:
This initial group will be installed in the museum’s Philip Johnson Galleries in March 2013.

In a press release, MoMA states the following:
"Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity. Our criteria, therefore, emphasize not only the visual quality and aesthetic experience of each game, but also the many other aspects—from the elegance of the code to the design of the player’s behavior—that pertain to interaction design. In order to develop an even stronger curatorial stance, over the past year and a half we have sought the advice of scholars, digital conservation and legal experts, historians, and critics, all of whom helped us refine not only the criteria and the wish list, but also the issues of acquisition, display, and conservation of digital artifacts that are made even more complex by the games’ interactive nature. This acquisition allows the Museum to study, preserve, and exhibit video games as part of its Architecture and Design collection."
Games MoMA would like to secure in the future include Spacewar! (1962), Pong (1972), Space Invaders (1978), Asteroids (1979), Zork (1979), Donkey Kong (1981), Super Mario Bros. (1985), The Legend of Zelda (1986), Street Fighter II (1991), Chrono Trigger (1995), Super Mario 64 (1996), Grim Fandango (1998), Animal Crossing (2001), and Minecraft (2011).

The MoMA collection follows a similar exhibit at the Smithsonian American Art Museum in Washington, DC.

Friday, November 30, 2012

Entertainment Weekly Picks Top 10 Games of the Past Decade

Entertainment Weekly has teamed up with Spike TV to celebrate ten years of the Spike Video Game Awards. What does that mean? It means the staff at EW put together a list of the top ten games of the past decade (2002-2011). According to EW, staff looked at games that "pushed the medium forward."

The ten games include:

The Legend of Zelda: The Wind Waker (2003)
Half-Life 2 (2004)
World of Warcraft (2004)
Shadow of the Colossus (2005)
Wii Sports (2006)
BioShock (2007)
Portal (2007)
Mass Effect 2 (2010)
Red Dead Redemption (2010)
Batman: Arkham City (2011)

You can vote in the poll here. The winner will be announced on December 7 during the Video Game Awards.

What do you think? Is this a good list? Is it missing anything important?

I'm of the opinion that this list is rather good. The inclusion of The Wind Waker is a pleasant surprise. However, there are some notable omissions: Metroid Prime, Metal Gear Solid 3, Super Mario Galaxy, and Resident Evil 4 chief among them.

Tuesday, November 27, 2012

Wii Mini Coming in December?

Best Buy may have confirmed a recent rumor that Nintendo will release a pint-sized version of its six-year-old Wii console in December. Box art for the black and red Wii Mini appeared on the Best Buy.ca website. It remains unclear how much the Wii Mini will cost, and in which markets it will appear.

More news to come.

***UPDATE***

Wii Mini will indeed launch on December 7, 2012. The system has been completely redesigned. It now features a manual release top-loading system, which is designed partly to provide a longer lifespan -- since it relies on less hardware to load and eject discs. The system will sell for $99, and comes with a console, sensor bar, and a red MotionPlus controller with Nunchuk. Please note: the system has no internet connectivity options or Gamecube support; however it features full functionality and compatibility with the Wii library.

Best Buy Canada will be accepting pre-orders starting today.

Wii U Sells 400,00 Units in First Week

In an interview with CNET, Nintendo reported it sold 400,000 Wii U hardware units over the last week.

Nintendo of American president Reggie Fils-Aime told CNET that according to Nintendo's internal data, Wii U reached 400,000 sold; in total Nintendo reached over 1.2 million hardware units sold, including Wii U, Wii, DS, and 3DS.

"Wii U is essentially sold out of retail and we are doing our best to continually replenish stock," Fils-Aime said. "Retailers are also doing their best to get the product to store shelves. But as soon as product hits retail, they're selling out immediately."

Surprisingly, older Nintendo consoles performed very well over the Thanksgiving week. The Wii, which debuted in 2006, sold 300,000 units. The DS, which launched all the way back in 2004, sold 275,000 units. Most strangely, Nintendo's newest handheld system, 3DS, actually sold fewer units than the DS did: 250,000.

Fils-Aime explained that DS sales eclipsed 3DS sales because of "significant" DS deals offered by retailers on Black Friday.

Wii U launches in Europe and Australia on November 30, and in Japan on December 8.

Saturday, November 24, 2012

Painkiller

The Devil and Daniel Garner.

There's no doubt that first-person shooters have evolved a lot over the past fifteen years, synthesizing elements from other genres into the shooter formula. They've become more complex, more interested in storytelling, more satisfying overall. But there is still room for the kind of shooters that many grew up with: shooters like Doom, Quake, and Castle Wolfenstein. These are games that touch on the base instincts of shooters: fast action, overwhelming odds, brawny heroes, devastating weapons. Painkiller is such a game.

Painkiller takes place in Purgatory, where Daniel Garner is stuck awaiting purification. In order to ascend to Heaven and reunite with his wife, he must take a contract from a heavenly emissary who tasks Daniel with wiping out Lucifer's generals before they mount an assault on Purgatory. Daniel grudgingly accepts and travels throughout the many lands of Purgatory to destroy the demonic armies of Lucifer.

The game is divided into five chapters, each of which has about five levels. Unlike many shooters, the levels do not smoothly flow from one to another, although they are typically united by some theme. Each level is a world unto itself, filled with some spectacular architecture. There are tombs, graveyards, docks, shipyards, castles, towers, battlefields, military bases, and many other surprises. The environments are so elaborately detailed and well-realized that it's hard not to stop and marvel, although doing so will make you vulnerable to attack.

Some of the beautiful architecture in Painkiller.

And players will be attacked. From all angles, and at all times. There are hundreds of enemies in each level, swarming the screen. Like its forebears, Painkiller asks players to shoot first, ask questions later. It is most definitely a "twitch shooter," but in a positive, deeply satisfying way. The game is more straight-forward and repetitive (and far less tactical) than many modern shooters, but it works. The physics engine is a thing of beauty, and the mechanics have been refined to produce a visceral, almost addictive experience.

There are only two low points in Painkiller: audio and storytelling. Ambient noise and other sound effects are fine -- often creepy -- but the soundtrack leaves a lot to be desired. The same heavy metal refrain repeats over and over. Storytelling is similarly weak. The premise of Painkiller is actually pretty interesting (it could easily have been overburdened with metaphysics), but the cut-scenes and voice acting used to tell it aren't spectacular. They pale in comparison to the adrenaline-fueled action that makes up most of the game; they serve mostly as a bridge between chapters.

Daniel fights one of Lucifer's generals.

Despite a few shortcoming in narrative and sound, Painkiller is an excellent throwback first-person shooter. Players looking for deep stories, puzzle-solving, and sophisticated artificial intelligence probably won't find much value in Painkiller. But those who seek a button-mashing "twitch shooter" with armies of enemies and non-stop action will be in Heaven. Or Purgatory at least.

Score: 8.5

Wednesday, November 21, 2012

Pokemon Red

Little monsters.

Before Pokemon was a worldwide phenomenon and a blockbuster franchise, two humble games arrived on American shores in September 1998: Pokemon Red and Pokemon Blue. The original Red and Green versions had been released in Japan two and a half years earlier. Millions of copies were sold in America -- indeed all over the world -- in part due to a multimillion dollar advertising campaign. And while the series has evolved (see what I did there?) since 1998 -- the most recent installment was released just this year as a matter of fact -- it's important not to forget the twosome that started it all.

Pokemon Red and Pokemon Blue are essentially the same game, so this review for Red could easily be transferred to Blue. Nintendo and Game Freak made the brilliant (some might say manipulative) move of releasing two versions of the same game, each with different Pokemon (that's collectable monsters to you and me) so that consumers would be inspired to buy a copy of each. The only way to complete one's "Pokedex" is to trade monsters between the two games via Game Boy Link Cable. So if you only have Red, but not Blue, you'll never "catch 'em all!" And vice versa. The good news is that the game can still be enjoyed without sharing with friends, although sharing makes the experience a little more fun.


Pokemon Red is a coming of age story. It tells the tale of a young boy from a small town who travels the world in search of elusive Pokemon with the ultimate goal of becoming the undisputed Pokemon champion. Along the way, he collects common and rare Pokemon, spars with Pokemon gym leaders, and competes with his hometown rival, Gary.

Although Pokemon Red is geared toward younger players, it's not a pushover by any means. It's a very serious turn-based role-playing game, and those who play it must be prepared to grind for experience points, take on side-quests, and choose Pokemon wisely. The game focuses around battles between Pokemon "trainers" and their monsters, which are caught and stored in Poke balls. The hero of the game can carry six Pokemon at any given time from the pool of 150 available between Red and Blue. Each Pokemon belongs to a certain type: ice, fire, grass, rock, fighting, etc. In battles, water beats fire, fire beats grass, grass beats water. And so on. Wise trainers will carry a diverse group of monsters in order to guard against different types of enemy Pokemon. The mechanics of battle are easy to learn: Pokemon can perform one of four moves, or the trainer can choose to use an item, or run from battle. Pokemon who participate in battle earn experience points. One of the most satisfying parts of Pokemon Red is watching a Pokemon evolve into a new form when it reaches a certain experience level. Evolved Pokemon become much more formidable.


So Pokemon Red can be addictive at times. Catching Pokemon of every type and level is a truly rewarding experience. Adding to the experience is a lovely soundtrack with some rousing music -- impressive for a Game Boy game -- a good sense of humor, an appropriate learning curve, and some very forward-thinking ideas about how players can interact with their games, and each other. It's not all perfect, though: the game can be buggy; the dungeons are, at times, poorly designed; and the game offers almost zero advice about which Pokemon to use, which moves to learn, and where exactly to go. But overall it's a great game, and the perfect way to introduce oneself to the world of pocket monsters.

Score: 8.5

Sunday, November 18, 2012

Wii U Launch Day!

Full-sized Mii character danced at the launch event.
It's official.

Nintendo's newest home console, the Wii U, is available for purchase in North America. At midnight Eastern Standard Time the Wii U launched at video game outlet GameStop and at Best Buy locations. But nowhere was the launch bigger than in midtown Manhattan at Nintendo World. There, in the shadow of the GE Building, fans assembled to buy some of the first Wii U copies ever sold.

Over 700 fans attended the midnight launch party, one of whom had waited in line since early October.

Throughout the night, attendees were entertained by club music, dancing Mii characters, and fan favorite Reggie Fils-Aime, President of Nintendo of America. In the final few minutes before midnight, Fils-Aime took the stage to begin a final countdown. “Are you ready to usher in the next generation of gaming?” Fils-Aime asked the crowd. “On behalf of Nintendo of America, thank you for spending tonight with us.”

NOA President Reggie Fils-Aime speaks to the crowd.

Wii U is now available all over the United States, although finding a system may be difficult. Many units were reserved in September as pre-orders. GameStop alone reserved 500,000 units for pre-order buyers. Good luck to those who still wish to buy a Wii U! Below is a list of retailers for your convenience.

GameStop is currently out of stock online.
Best Buy is currently out of stock online.
Toys R Us is offering a bundle.
Walmart is offering a bundle.
Target is offering consoles in store.

More pictures from the NYC launch:






Friday, November 16, 2012

Shigeru Miyamoto Turns 60

Miyamoto-san at E3 2012.
The father of modern video games turns 60 today, a noteworthy life achievement for a man who has brought so much joy to millions of people. Shigeru Miyamoto, a long-time Nintendo employee, currently manages Nintendo EAD (Entertainment Analysis and Development), which is responsible for many high-profile games in the company. Miyamoto is best known as the creator of some of the most successful video game franchises of all time, including Super Mario, Donkey Kong, The Legend of Zelda, Star Fox, F-Zero, and Pikmin. He was born in Kyoto where he spent much of his childhood exploring nearby fields, woods, and caves; he said afterward that this exploration inspired his later work. Miyamoto is the recipient of many awards, including Spain's Prince of Asturias Award for Communication and Humanities. He has a wife, Yasuko, and two children.

Happy Birthday, Miyamoto-san!

Thursday, November 15, 2012

Microsoft Celebrates 10 Years of Xbox LIVE

Microsoft celebrates the tenth anniversary of Xbox LIVE today. LIVE is the online matchmaking and digital download service on the Xbox 360. It first debuted in November 2002 on the original Xbox. It is the only online service on home video game consoles to charge a fee to play multiplayer games.

In honor of a decade of service, Microsoft is rewarding its customers. Over the next 48 hours, users can download a copy of the Xbox Live Arcade game Wreckateer (for Kinect) for free. Microsoft has also halved the prices on several other games, include Battlefield 1943, Castle Crashers, Fruit Ninja Kinect, Geometry Wars Retro Evolved 2, Bastion, Peggle, and Full House Poker.

In addition to game discounts, Microsoft is offering US users the option to download a 10-year gamerpic, which will enter them into a drawing to win a custom Xbox LIVE Anniversary Xbox 360 console along with additional prizes.

Microsoft Corporate VP of Xbox Live Marc Whitten released the following statement:
"We are proud to announce that during the week from 6th November to the 13th November, our members spent more time on Xbox LIVE (gaming and watching entertainment) than any other week in the history of our service: a total of 442 million hours. And Halo 4, which broke entertainment industry numbers, resulted in the LIVE community unlocking 43 million achievements in just the first five days of gameplay.
This year, we had an average of 9.4 million people a week using multi-player gaming on Xbox LIVE and in the 10 years of LIVE, nearly 14.5 billion Achievements have been unlocked worldwide, accumulating a total combined Gamerscore of more than 270 billion." 
But that's not all. Microsoft plans to further celebrate its anniversary by rewarding long-term users with a free Xbox 360 system. The tailor-made console includes a new color scheme, a custom controller, a logo on the console that reads "decade of entertainment," and a plate on the disc tray door that reads "XBL10."


Still no word from Microsoft how many free consoles will be delivered to long-time users, but Xbox staffer Larry Hryb stated that the majority of these systems will be sent to the "members that have been with us the longest."

Monday, November 12, 2012

Report Predicts Wii U Sales

The Wii U hasn't even launched yet, but research firm IHS Screen Digest thinks it knows how well the console will sell in its first four years. According to its report published today, the Wii U will sell 3.5 million units between November 18 and the end of December. That 12 percent more than the original Wii sold during a similar sales period in 2006.

Said the report:
“Pent-up demand from Nintendo evangelists, many of which were introduced to the console market through the success of the Wii, is predicted to drive this explosive start."
That's the good news for Nintendo. The not so good news is that after the fast start, sales will slow down, reaching about 53.2 million units in the first four years after release. That's roughly 70% of the 75.9 million Wii units sold in the first four years after its release.

Said Piers Harding-Rolls, senior principal analyst and head of games at IHS:
“This time around, Wii U’s pure innovation, coupled with a limited volume of high-quality Nintendo software, will not be enough to drive the ongoing sales momentum we witnessed with the Wii console, especially at a higher price point. Long-term success depends on ongoing consumer engagement delivered through the constant release of high-quality content from both first and third parties, a competitive non-games entertainment proposition and a sound digital and online strategy to go along with such innovation. Nintendo is still some way short of delivering a comprehensive engagement-led value proposition at the launch of the Wii U."
If the report is accurate, sales for Wii U will not reach the stratospheric level the Wii achieved in its first four years, but the console might just have longer legs. Over the last 18 months, Nintendo stopped supporting the Wii, and sales have suffered. Perhaps the Wii U will be better supported for a longer amount of time, earning its sales in a less spectacular but more evenly-distributed way.

Friday, November 9, 2012

Pikmin

Small soldiers.

Shipped along with Super Smash Bros. in 2001, Pikmin was part of a second wave of Gamecube launch titles. And while games like Smash Bros. and Animal Crossing sold more copies, Pikmin was perhaps more important. Built from the ground up by Nintendo godfather Shigeru Miyamoto, Pikmin represented an entirely new IP from Nintendo, one that brought much-needed diversity to its portfolio. Pikmin is a real-time strategy game where the hero commands a small army of plant-like creatures on a mysterious alien planet.

Miyamoto, the genius behind Donkey Kong, Super Mario Bros., and The Legend of Zelda, reportedly found inspiration for Pikmin in his garden. He imagined a small-scale world where blades of grass towered above like skyscrapers, and tiny puddles appeared as endless oceans. It is this world in which the hero, Captain Olimar, crash lands his spaceship. His suit has only 30 days of breathable air left in the tank, so he must engage in a frantic life-or-death pursuit of his ship's missing parts before time runs out. Luckily for Olimar, help comes in a most unlikely form: hundreds of carrot-shaped creatures, part animal and part plant, all of them willing to fight and die for Olimar.

Olimar and Pikmin fight off a snagret.

Pikmin plays out across 30 days, during which Olimar must recruit and grow his small and loyal army, survive encounters with local fauna and other environmental dangers, and reclaim his missing parts. Players must think strategically throughout the game, making sure to divide and conquer: a group of blue Pikmin (who flourish in the water) can build a bridge across a river, while Olimar leads a group of red Pikmin (the strongest variety, and immune to fire) against a fearsome enemy. When the sun sets, players must make sure all Pikmin on the map are returned to their bases; otherwise they will be lost forever.

Losing even a single Pikmin is almost unbearable. Miyamoto succeeded in Pikmin in creating some of the most memorable and interesting Nintendo mascots of all time, and when one perishes it is always a sad moment. Luckily, with enough practice and patience, players can develop tactics that minimize losses.

Red Pikmin build a bridge over troubled water.

Apart from its gameplay, which is excellent, Pikmin boasts some magnificent graphics that really demonstrate how powerful the Gamecube was in 2001. It's one of the best looking games on the system, along with Rogue Squadron II. The background environments are especially good -- and stunningly realistic.

Pikmin was followed by a sequel in 2004. A third game, Pikmin 3, is due to release for Wii U in Spring 2013.

Score: 9.0

Tuesday, November 6, 2012

Vote for Video Game President!

***UPDATE***

Nintendo Wins!! Mario and Link Claim Victory With 42% of the Vote
PC/Mac Claims Second Place with 28%

First of all, if you are registered to vote in the United States, go out and vote if you haven't.

OK, with that out of the way, let's move on to the main attraction. IGN recently hosted a poll on its site for the next video game president, a fun exercise meant to parody the American presidential election. I've stolen the idea (sorry IGN!) but I've reduced the event to a single day instead of several drawn-out weeks.

Unlike the system in the United States, there are more than two politically viable parties in the world of video games. They are as follows:

Nintendo
Sony
Microsoft
PC
Third-Party (Independent)

After a long and grueling primary season, several nominees have emerged, including a presidential and vice-presidential candidate for each platform. The primaries were bruising for many high-profile characters who couldn't escape from controversies, gaffes, and debate errors. Who could possibly forget when, during a debate with other villains, Ganon couldn't recall the third part of the Triforce?
"...it’s three pieces of the Triforce when I get there, that are mine. Power, Courage, and ahh, what’s the third one there, let’s see...I can’t – the third one I can’t sorry oops."
But other candidates prevailed, including two fan favorites from Nintendo, the oldest platform, and two from Microsoft, which is a relatively new platform but one that is very popular with independents.

So, without further ado, please join me in welcoming the candidates for president and vice-president of video games. Please cast your vote in the poll located in the top-right of the page.


Party: Nintendo
Year founded: 1889
President: Mario
Vice-president: Link

Mario and Link have great track records when it comes to rescuing damsels in distress, and also when it comes to the economy -- Mario has been collecting gold coins for years. Some conspiracy theorists have demanded to see Mario's long form birth certificate, claiming he was born in Italy.


Party: Sony
Year founded: 1946
President: Solid Snake
Vice-president: Kratos

Although both have proven themselves capable of overcoming seemingly insurmountable odds, Solid Snake and Kratos carry around some baggage. For one, some video gamers claim that Snake is too old to take office. Also, Kratos' polytheism doesn't play well with the Christian right.


Party: Microsoft
Year founded: 1975
President: Master Chief
Vice-president: Marcus Fenix

Both Master Chief and Marcus Fenix have years of military experience, something that will surely go over well with voters concerned with national security and decision-making. Plus each is so heavily armored that there's really no need to pay for a Secret Service detail.


Party: PC/Mac
Year founded: 1965
President: Gordan Freeman
Vice-president: Guybrush Threepwood

Critics scoffed when PC paired a theoretical physicist with a pirate, but the results have been quite successful. Voters balked when Threepwood declared the number one geopolitical foe to be "ghost pirates," but enthusiasm for the PC ticket surged once Freeman saved mankind again. Note: sales of crowbars have tripled since Freeman was nominated.


Party: Independent
Year founded: ????
President: Lara Croft
Vice-president: Leon S. Kennedy

The Independent party hopes to win over women voters and zombie haters with its pairing of tomb raider Lara Croft and police officer turned special agent Leon S. Kennedy. Voters chose Croft as the candidate they would most like to have a beer with by a staggering 100% of the vote. Kennedy maintains a good relationship with the sitting president, although some reports claim he has recently become a zombie, too.