Showing posts with label playstation 3. Show all posts
Showing posts with label playstation 3. Show all posts

Tuesday, November 9, 2010

Review: DJ Hero 2 (PS3/360/Wii)

DJ Hero was one of the most ambitious titles of last year, and really didn’t get all the recognition that it really deserved. Admittedly, it was a bit of a bold gamble (especially going as crazy as pricing a special edition at $300 AUD, shortly reduced to $100), but for those who took the risk, it paid off with one of the freshest and most exhilarating rhythm games seen in some time. Regardless, a sequel was expected, and DJ Hero 2 doesn’t fail to impress – providing one of the best rhythm game experiences of 2010.

For the most part, DJ Hero 2 is a refinement of last years game – it improves on just about every aspect of the gameplay, without adding too much new. For starters – freestyling now plays a bigger role in the game. Previously, the only real element of personalization that you had in a mix were via sample zones – which were tied to generic sets you needed to unlock (which everyone just used the Public Enemy samples, regardless). Not only now are the samples tied to the different songs in a mix, but there are zones now where you can freely swap between the two songs in a mix, as well as zones where you can freely scratch. And you’re now scored for all this – adding in not only a deeper layer of personalization to a mix, but also giving you an incentive to experiment to try make a mix sound fantastic.

Replacing last years rather haphazard single player mode is Empire Mode. There’s supposed to be a story about how you’re travelling around the world, building up your brand, but it’s something that only appears in the loading screens upon starting the domination of a club. Effectively, Empire Mode is more or less a much more organized career mode than last years – the flow of each club starts off with you playing as one of the many guest DJ’s (such as the RZA, Deadmau5, David Guetta etc.) in a megamix (three/four mixes combined together), a few setlists, a battle against a rival DJ, a battle against a guest DJ, and an unlockable bonus mix to play. It’s not revolutionary, but it does what it’s expected of.

However, the most significant addition to the game is a bigger emphasis on multiplayer – which was an element that was underrepresented in a big way in the original game. In one of the best moves developer Freestyle Games could’ve made, DJ Hero 2’s multiplayer component is heavily inspired from sister studio Neversoft’s underrated Guitar Hero 5. The Party Play modes (the drop in/drop out co-op) are present, as well as a host of different competitive multiplayer modes – the most prominent of these is a checkpoint battle, wherein you battle to see who can do the well across a mix. Unfortunately, I hadn’t had much of the chance to check any of these modes out – lacking an additional DJ Hero turntable to do so.

In addition, one of the weakest elements of last years game – the DJ vs Guitar mixes, have been completely nixed, replaced by a singing mechanic. Unlike with the DJ/Guitar work, you can play co-operatively on a larger portion of the mixes – which immediately is a plus. That being said though, the mechanic is something that provides an interesting experience. Unlike other games with a singing mechanic, DJ Hero 2 requires you to know how to sing two songs at the one time, as well as making you forget how you’re supposed to sing the songs, thanks to the mixes changing up the order in how lyrics progress. It functions well enough, but it certainly won’t be a replacement for other games.

Visually, DJ Hero 2 is underwhelming. Not that it looks bad – but it lacks the distinctive style and look of the first game that defined what DJ Hero was about. Ditching it for a more realistic look doesn’t quite work here. The environments do look great, as do all the animation work. The models for the guest DJ’s range from good (The RZA, Deadmau5) to kinda off (Tiesto, David Guetta). Otherwise, looks fine.

It’s a completely different story for the sound. As mentioned above, the guitar based stuff has been completely nixed, and there’s practically no repetition in terms of the mixes (so no more of that godawful Billy Squier song that was mixed with at least 5 or 6 songs). As such – there’s much more of a focus to the soundtrack on music that can be mixed together well, providing one of the best soundtracks of 2010. In particular – some of the house/electronica mixes towards the end of the setlist are quite fantastic, such as New Orders “Blue Monday” vs Calvin Harris’s “I’m Not Alone”, or even Janet Jackson’s “Nasty” vs Justice’s “D.A.N.C.E”. With that being said, there are quite a few dud mixes – it becomes apparent that no matter how much you scratch, mix or fade between; you’re never going to make Soulja Boy, Lil’ Wayne, Lil’ John and Chamillionare sound good.

As far as sequels go – DJ Hero 2 trumps the original. While it doesn't add anything particularly revolutionary or game changing, it's a fantastic refinement on one of the better games of last year. It's worth it alone for the fantastic soundtrack. Just as long as you ignore the singing portions of the game, you're going to have a hell of a time.

Tuesday, May 4, 2010

The Question of Accessibility in Fighting Games

Compared to a lot of other popular genres of video games, fighting games are very unique in that they aren’t very welcoming to newcomers. Sure, once you get into the genre, you’ll find that you can bring your skills to a lot of different games and feel at home almost as soon as you starting learning a new game. But it’s the question of getting into it that proves most fascinating.

Two games that actually got me thinking a little bit of accessibility in fighting games are Tecmo’s 2005’s Dead or Alive 4, and Capcom’s 2010’s Super Street Fighter IV. At a base level, these two games couldn’t be any more different from one another, but they share the same problem – they are both quite difficult for newcomers to get into and enjoy.

Let’s begin with Dead or Alive 4. While the series is well known for having moments of ridiculous difficulty, the fourth instalment kicks it up several notches. It does help that there is a mode that allows the game to ‘drill’ the player throughout a characters moveset, the key problem here is that it falls prey to a design methodology that developer Team Ninja are well known for – making the game difficult, but if you learn how to play the game and learn the intricacies of the system, you’ll be fine.

 Dead-or-Alive-4

Expect to see this happening. A LOT.

I say this because if you’re going into the game blind, you are going to be destroyed by the A.I. There’s no ‘easy’ mode, and you’ll need to know how to use the games counter mechanism, because the A.I knows how to use it, and will counter like crazy. Granted, the mechanic is pretty simple to understand, but the game doesn’t tell you at all about it – you have to go in to the ‘Sparring’ mode (which contains the aforementioned move drills); but even then – there is still a lot of the game’s basic concepts that isn’t exactly clear upon playing the game.

It’s sort of the same thing in Super Street Fighter IV. Admittedly, the game is a little more accessible thanks to multiple difficulty levels and a much slower pace of game and less moves to worry about; but even still, it’s not as friendly and open as it should be.

Super-Street-Fighter-IV-Officially-RevealedShould’ve done a focus attack there Bison. Don’t know what that is? Go read the manual. 

Again, it has a mode that drills you into playing each character – and goes a step further by even teaching the player some very useful combos. But that’s  just it – for all the additional teaching that the game does, it doesn’t go that additional step further and allow for new players to learn key gameplay concepts.

While I chose Dead or Alive 4 and Super Street Fighter IV for these examples, you could apply them to a number of other fighting games – even recently, games like BlazBlue: Calamity Trigger or Tekken 6 have nothing in the way of teaching players about gameplay concepts. While you could pass this off as saying that because they’re such long running series, they don’t need to accommodate for new players, I don’t buy that argument. I really don’t.

Example here being Sega’s 2004 fighter Virtua Fighter 4: Evolution. The Virtua Fighter games are known to be one of the most deep and one of the more hardcore fighting series out there, and if anything, the one that would most benefit from a tutorial. And you know what? It has that. And it goes a little further than saying “here’s how to block, here’s how to attack”, explaining how to best play in certain scenarios, as well giving players the ability to be drilled through character movesets. In fact, it was such a great feature, that it’s omission in Virtua Fighter 5 was a huge disappointment!

virtua-fighter-4-evolution.631021

Admittedly, this isn’t the training mode, but if you were in training – you’d know how to not get your arse kicked by Akira.

Though it does seem like other fighting games are slowly realizing that accessibility is a good thing – the sequel to the aforementioned Blazblue; Continuum Shift, is receiving  a tutorial mode. And of course, there are always things like YouTube or FAQ’s if you want to learn and see the base concepts of a fighting game, but it’s that little in-game help that helps just the same.

Sunday, December 27, 2009

12 Games For Christmas - Game #11

11. Shatter (PSN)


Let’s face it, the Xbox Live Arcade has a monopoly on the downloadable games service. It’s better organized and maintained than the Playstation Network, even if a disappointingly large portion of games on there are mostly ports of other games or shooters. Whereas on the PSN, sure there isn’t as much – but there’s a better influx of more quirky and interesting games. But what if you combine the best of both worlds – the arcade gameplay mixed in with some quirks? This is where Sidhe’s Shatter comes into play.

Shatter is very much similar to brick breaking classics Arkanoid or Breakout; the goal here to generally break all the bricks without losing your ball. Where Shatter differs is by offering the ability to control airflow. After shooting a ball, you can choose to suck the ball towards the paddle, or choose to blow it away from the paddle. This in turn helps to better strategically play the game and helps incredibly so in the game’s boss battles. It sounds weird, but it totally makes sense once you actually start playing it.

What generally does work about the game is the atmosphere. Shatter looks great, has some cool design choices, but what helps to accentuate the game is the absolutely fantastic music. Put simply, this is one soundtrack that’s worth tracking down. Hell, at one point – the entire soundtrack was being sold digitally for only $1.

If you’ve got a PS3, and want a cool downloadable game to show off to your friends, this is the one to do it. It’s a familiar game, with an entirely new coat of paint.

Wednesday, November 25, 2009

12 Games For Christmas 2009 - Game #1

Here we go, my annual "Game of the Year" posts. Always look forward to doing these, as it allows me to look back on the year that was and analyze what games were truly exemplary in a year full of fantastic purchases for just about anyone. Should also mention that everything here is stuff that I've played, so I can't wax lyrical on anything that I haven't sampled (i.e Borderlands, for instance). 

And here we go...


1. Uncharted 2: Among Thieves (PS3)


The Playstation 3 has been a joke of a console since before it even launched. I'm sure I don't need to bring up the $599, Ridge Racer and Giant Enemy Crab memes to remind anyone of that. And hell, for close to a year, there was very little reason for anyone to actually own one. But ever since then - the system's slowly been getting better and better, and the line up of exclusive  software has been arguably the best of the generation so far. Uncharted 2: Among Thieves is a further example of that, and may very well be easily the best game released all year.

Uncharted 2 does many, many things right. It has some of the best characterization you'll see in any game, and while the story and characters can fall into stereotypes and cliches, that's the point - it's meant to be reminiscent of those pulp serials that helped inspire the Indiana Jones series of films, and really, is that a bad thing? When the game shifts to a cutscene, you're interested and excited to see what's going to happen next, and not only because the story, but also because of the visuals - Uncharted 2 is easily one of the best looking games you'll see on any console. It's no wonder why Sony went with the cringe inducing "it looks like a movie" ad campaign.

The gameplay has also seen some improvement. The difficulty now works better so that if you're playing on harder difficulties, it's still relatively manageable throughout the whole game, compared to the original, where it proved to be more of a pain than anything else. The gun combat has also been improved so that enemies don't take a ludicrous amount of damage to kill, but still doesn't feel right, compared to similar games like Gears of War 2, which has that whole cover based shooter thing down pat.

One are also worth commenting on is the improved stealth gameplay and multiplayer. Despite being initially thought as being terrible additions, they prove to be some of the best handled aspects of the game - the stealth isn't a required opiton to play the game, but it becomes incredibly useful later. The multiplayer is also one of the most fun games you'll experience on the Playstation Network, thanks to the fact that everything you can do in the single player you can do in the multiplayer, so jumping and climbing plays just as much of a role as taking cover or precisely shooting. It breaks the trend of fantastic single player games having unnecessary and often pointless multiplayer.

All in all, Uncharted 2 is easily one of the best games of the year, providing an excellent single player with a well thoughtout and fun multiplayer component. Looks absolutely stunning and matches that aurally to boot. And the best part? There's very little to actually complain about. Good news to everyone who doesn't own a PS3 - you now have your reason to pick one up.



Saturday, October 17, 2009

What I Missed Out On...

I don't know what it is about that series, but I adore the Tekken games. I don't know if it's the actual fighting mechanics, the unique characters, the awesome music, the insane extras Namco heap onto the game (Tekken 3 & 5, in particular), I'm not too sure.  But the funny thing is, as someone who adores that series, and is jonesing heavily for Tekken 6, I'll freely admit that there are games in the series that I haven't played, and no desire to.

While there is the obvious answer of the Playstation2 Death by Degrees game, this also extends to the original Tekken game. I've only ever really played the home version once, at a cousins place, and all my other experiences with it come from the arcade version present on the Tekken 5 game as part of the incredibly awesome "Arcade History" mode. 

Last I played it, it didn't hold up reasonably well. Granted, the game was originally released in the early days of 3D fighting games (and 3D in general), and Tekken was created as a response to Sega's Virtua Fighter (which had launched a couple of years earlier), but the way the game plays, such as still being on a 2D plane, slow fighting, and the general lack of responsiveness once you get knocked down. I mean, you can get knocked down and you takes a long and near excruciating while for you to get back up again. It's probably worth checking out later iterations of the series, if you're interested in the older games - Tekken 2/3 in particular. Though the idea of swapping cameras is a neat idea, and no other fighting game (and even later Tekken games) used this functionality.

Though thanks to stuff like YouTube, I've been able to catch up on one of the cooler things about the series - its CG endings.

Tekken is one of the few fighting franchises that does something unique with its endings compared to different versions. In the arcades, there is no story whatsoever - you're treated to a generic "CONGRATULATIONS YOU WIN" screen - similar, but not quite, to Virtua Fighter. It's a weird decision, especially when you consider that with the exception of those two games, pretty much every other fighting game worth its salt in the arcades has an ending. However, when the games are released onto home consoles, Namco go the extra mile to actually including CG endings for each of the characters.

Being the first iteration of the series, and also one of the earlier 3D games, the original Tekken has some of the most fantastically awesomely outdated CG I've ever seen in a game. The intro to the game looks and sounds like a bloody demo reel of a mid-90's CG artist - but doesn't hold a candle to the actual endings. Which are some of the most awesome things I've ever seen.

All of the endings in the game are about 30 seconds long, all of which set to the same piece of music. There's no dialogue, but there are associated sound effects. What gets me about these endings are twofold. The first is the effort that Namco went to for some of these. Take King's (the second ending, if you're watching the above video), for instance. If you can't watch the video, here's a quick explanation - King returns from the tournament to an orphanage, and as he arrives, the kids flood out to meet him.

To say that I was expecting kids to be flooding out of the church would have been the preferred  response, but I honestly doubled back a little bit and was shocked to see that the kids themselves are actually REAL kids - greenscreened into the shot. You have to understand, there are practically no fighting games that have ever had FMV kids inserted into a CG shot. Though the pose that King makes as the scene fades out is completely awesome and made for some inappropriate captioning.

The other thing these endings (and the game itself), is that it's made for some awesome reactionary imagery. Yoshimitsu's (second from last) is the best example of this. Shortly after he opens up the case and the cash goes flying, there's a dude that just looks up in complete and utter disbelief that hundreds and thousands of dollars in cash is just FLYING around. His slowly transforming face as he looks up and sees the cash makes for quite possibly the greatest "OH MY GOD" look ever used (if not intentionally) in a video game. This is also coming from a video game where characters portraits literally distort when you select them.

I should probably go back to explore the original Tekken game, but really, is there any point now? The game has been superceded (and made better) by later iterations, the endings are all online, and hell, I can get a copy of the game free of charge by buying the PS2 (and I think PSP) versions of Tekken 5.  

I would close off by saying that future iterations of Tekken never included awesomely bad reaction faces in their endings...but...

Nah...