2009 July | The VidZone Network Blog

July 13, 2009

E309: Shadow Complex impressions

In a nutshell:
It’s Metroid-vania in a secret underground base/cave system.

What I played:
About five minutes of an already-started, time-limited demo. I wandered the cave system and made my initial infiltration into the base. I didn’t shoot at anything.

Like:
Map: The game uses a grid-based map system both as a HUD element and as the actual navigational guide on the base’s computers. This allows you to quickly connect what you’ve seen in the game world to your immediate goals and location.

Sticky: Your character is a natural spelunker, and you always feel confident he’ll make a jump or at least grab on to a hand-hold. Because of the heavy platforming elements, this gives you a lot of confidence to maintain forward momentum.

Carl @ 8:56 pm
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E309: Forza Motorsport III impressions

In a nutshell:
Take one of the most exciting sim-style racers, fix what few problems it had, and add in even more goodies.

What I played:
A short two-lap race around a mountain track in a Lotus Evora. I also played it in the super-deluxe cockpit with triple-screen panorama, new Fanatec Porsche force feedback wheel, 5.1 audio, and motion base. The motion base is custom and does not utilize the already consumer-adopted D-Box motion code. It is uncertain if it will be an option in the final game, but it obviously received a lot of interest and attention.

Like:
Graphics overhaul: FM2 was very disappointing to me because it looks like an up-res’d Xbox 1 game. It ran smooth, but the textures and lighting were a bit muddy. Now everything is absolutely crisp and easily rivals the high bar Sony has set with its photo-realistic Gran Turismo series.

Aggression: Despite being a sim, the other AI racers don’t necessarily act like gentlemen all the time. They’re just as hungry to win as you and aren’t afraid of a little bump ‘n grind.

Unlimited rewind: At any point in the game, you’re able to hold down the Back button to rewind your race up to five seconds at a time. And unlike Grid with its tokens system, you’re allowed to use this feature as many times as you want. Considering that some later races last upwards of six minutes, this allows you to strive for a perfect run without throwing away half of your play time. However, I think this “instant gratification” system could hinder the less-dedicated drivers’ abilities to learn the track.

Dislike:
Loading: Again, this is an early build, and maybe there were some additional complications introduced by running on a triple-console/triple-screen, motion-base setup, but I was twiddling my thumbs for what felt like a quarter to half the time I actually spent on the racetrack. The results were well worth it, though, and the new rewind feature will drastically cut down on any need to completely reload the current race.

Carl @ 8:03 pm
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E309: Tony Hawk Ride impressions

In a nutshell:
Remember Sega’s arcade Top Skater and AirTrix? Imagine you no longer have the safety bar to hold on to and sometimes you need to bend down and “grab” the board, too.

What I played:
Two passes through an introductory street course and a 1-minute session on the vert ramp.

Like:
Responsive: I didn’t sense any delay between my inputs and action being executed on screen.

Range of movement: The board is a large enough approximation of a full-size skateboard, and the curved bottom is shaped just right so that you’re able to carve without too much effort.

Dislike:
Visuals: I know there are still months until shipping, but the graphics look like a step back from previous versions, or at least not on par with modern AAA titles. Everything is fairly brightly and evenly lit, and textures are painted broadly. In other words, it’s lacking in fine detail. I’d say it’s lit like something from last generation.

Carl @ 7:56 pm
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E309: Split/Second impressions


In a nutshell:
It’s Burnout where you can blow up the environment.

What I played:
Three laps around an airport.

Like:
Action indicators: The game tells you when a rival car is near a triggerable trap and informs you what button to press to activate it. The window in which you can activate the trap is generally of a fair length, so you won’t ever feel cheated.

Traps: What the team says is true, there will be plenty of traps to activate throughout the duration of the race, keeping the playing experience fresh. Also, as the race goes on, larger traps will become available for activation.

Tight, arcade control: Just like Burnout, it feels like you more or less have full control over your careening two-ton machine. This is especially important for maneuvering your way through the tracks as the debris piles up.

Frame-rate: Even at this early stage, everything moves along at a brisk rate and all the post-processing blur effects were turned on.

Dislike:
Not much really: Hopefully the amount of traps available per trap aren’t so limited that each progressive playthrough results in the same sequence of events.

Carl @ 7:33 pm
Filed under: Games,Uncategorized — Tags: , , , ,

July 11, 2009

Puzzle Quest Galactrix (NDS) impressions

After a whole battery charge and a half–which translates to about ten hours–I’ve yet to feel truly engaged by Puzzle Quest Galactrix.  Sure, it’s still plenty addicting, but I don’t feel as if I’ve really accomplished anything.  I’ve only engaged in about a dozen or so battles, unlike its predecessor Puzzle Quest Warlords where the roads are littered with enemies interrupting your travels.

Instead what serves as gates in your progression are literal gates.  There’s a large overworld map dotted with star systems you travel between.  Each star system, in turn, has its own free-roaming mini-map which contains some combination of planets, space stations, factories, asteroids, and the aforementioned jumpgates.  Since each star system can branch into several different directions, there are generally between three to six gates.

Each gate is locked to begin with and requires to you play a “hacking” variation of the game in order to be able to unlock it for any travel.  Rather than battling back and forth with some sort of opponent, the “hacking” game is a timed affair in which the player is presented with a series of colored gems that must be eliminated in the prescribed order.

The major problem is that the timer continues ticking while your combos rack up as new sets fall into place.  Usually in puzzle games, this is a matter of of chaotic enjoyment, but in Galactrix it often serves to impede progress and just eats up precious seconds waiting for it to end.  Sometimes the cascade contains the next color in the series.  However, (what feels like) more often it doesn’t.  It is truly infuriating to restart puzzles constantly because of what would normally be a welcome event in any other context.

To borrow a term from Resident Evil, I feel like the “master of unlocking,” a traveling galactic locksmith.  There are some missions asking me to do battle, but I feel completely overpowered.  I can purchase weapons and new ships, but I can’t figure out how to earn money, aside from selling the results of my mining (and perhaps winning battles?).  Mind you, asteroids are finite resources and are “destroyed” whether you win or lose the “mining” game.  It does seem they reset after some period, but I haven’t seen any indication of how to tell how long that cycle is and nor are there asteroids in every star system.

Oh yeah, and there’s a totally aggravatingly lengthy combination of loading and save screens between what seems like every action you take. I don’t know what’s so much more complex in this sequel, but I remember the original being pretty much instantaneous in every regard.

I’m still hooked thanks to the rapid consumption of individual rounds and the general gameplay, but I’m coming away unfulfilled within the greater scale of things.

Would I recommend it? From what I’ve seen so far, no. Stick with the original.

Carl @ 2:23 am
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