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.

Thursday, September 9, 2010

The Bomb Just Went Off

I'm not a particularly huge fan of Giant Bomb. Sure, I do enjoy their video content and their podcast, the Giant Bombcast, is very entertaining- but that's just about it. Their opinions rub me the wrong way, their fanbase is far too obnoxious and praising...but I do quite like the other Whiskey Media sites. What's this got to do with anything, you may enquire?

Whiskey Media is starting up a subscription program across all its sites - with two models. For $4.95 US, you get a monthly subscription, access to HD Video Content, an exclusive HTML 5 mobile site and access to a live show on Fridays and premium profile content. For $50 US a year, you get all the above, plus no ads, $10 in savings (their words) and a custom T-shirt.

I'm not going to get into why Whiskey Media should be charging for this - there have been plenty of examples of websites charging for "premium" content and have had plenty for the people who don't want to pay and still have a great experience (IGN, for example). However though, this does affect one of the core WM elements that is honestly quite disturbing.

On the Giant Bomb side (via NeoGAF), their Bombcast will actually affected adversely. If you're a paying member of WM, you get access to the full Bombcast (usually which lasts around two hours). If you're not a paying subscriber, then what'll happen is that you'll get the first half of the episode, and then a week later, get the second half for free. 

Put simply, that is a fucking horrible business decision.

Let's consider this from a number of angles. With gaming podcasts, timing is everything. News is very easily datable. There's always something new to cover and you can't really fall behind. By splitting the show in two and giving a week delay for the people who don't want to pay, they miss out on timely content. Admittedly, there are reports that they'll try limit the time-sensitive material, but at the same time, that'll still affect the podcast.

But what really gets to me is the sense that the only way to get a full show is to be a paying member. This isn't one of those sense of entitlement types of deals here - but a matter of telling their audience (which although I don't have numbers, is surely bloody high) that the ONLY way to enjoy a full show is to pay for it.

There are plenty of podcasts out there that ask for donations. Not aggressively, but at least have the option that if you like the show, you can give as much as you want - I've never come across a single podcast that's ever asked that if you want a complete show, you need to be a subscriber. Sure, there are things like the Ricky Gervais podcasts, but he barely does them, and the less said about him the better.

As well as that, paying doesn't exactly give you that much of a bonus if you just want to listen to the Bombcast. For everything else, you at least get higher quality video or no ads, which is something. Here, it's not like you get a super special high quality audio file or even bonus outtakes. 

Though at least there's something good to come out of this. Whiskey Media's offering (via Twitter) to make the Bombcast free to everyone, should they get 5,000 paid members by September 10th, 10am PST. We'll know soon enough if it works.

Otherwise, it's a fucking terrible decision, and I hope to hell they recant on this. 



Thursday, August 5, 2010

Level 3 - Episode 185

Level 3 is back on the blocky with a new episode, Donald Reviews Silent Hill: Shattered memories, Jason gets in to some Deathspank and reviews it! Timmay finishes the reviews with Singularity. Hosted by Jason and Kirsty.

Thursday, July 22, 2010

Level 3 - Episode 184

The definition of normal is a strange thing when it comes to Level 3, but here we are back with a traditional episode, Jamies reviews the latest Prince of Persia, Brad reviews Lost Planet 2 and Jason reviews Crackdown 2. Hosted by Jason, Mick and Brad.

Thursday, July 15, 2010

Level 3 - Episode 183

This is the second of two episodes filmed live from the Monash Uni Computer Games Boot Camp, As we bring you a very special edition of Level 3 called Top Game a flattering parody of Top Gear. In this comical extravaganza Jason , Jamie and Kirsty get into a battle over which current generation console is the best.

Level 3 - Episode 182

This is the first of two special eps put together from live footage of our coverage of the Monash Uni Computer Games Boot Camp, this is an episode of interviews with some of the various speakers that attended the event. Hosted by Jason and Kirsty.

Friday, July 2, 2010

Level 3 - Episode 181

Another fist full of Game Previews this week with a dash of Weird and Retro as we set up for boot camp. Be sure to check out our website from time to time as we will be live streaming from the Monash Games boot camp all week.