An insider’s look into the video game industry.

Rise of the Argonauts E3 Demo

Filed under: E3 2008, Game Previews — July 22, 2008 @ 1:20 pm

Loosely based on Greek mythology, Codemasters action/RPG title, “Rise of the Argonauts,” follows the epic exploits of Jason on his quest to obtain the magical Golden Fleece. This gorgeous game offers extremely realistic combat, non-linear game play, a wide variety of powerful weapons and armor, and the ability to use deadly magic snatched from the Gods of Olympus themselves.

On the day of his wedding, Jason is heartbroken to find that his wife has been murdered! Only the Golden Fleece can bring her back to life, so he sets off to gather a band of mighty warriors (the Argonauts) strong enough to defeat the trials ahead. Some of his cohorts will stand by his side and help him in battle while others offer their assistance from the safety of the Argo (Jason’s grand vessel).

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Jason has the freedom to travel to any island he likes to recruit soldiers, and he will meet several interesting characters throughout his journey. Speaking to NPCs brings up a chat wheel similar to the one found in “Mass Effect,” and each one represents the favor of one of four Gods. Increasing ‘favor’ with Aries, Hermes, Apollo, and Athena by speaking as they would will eventually reward the player with items or magical abilities from that particular God, and these abilities can definitely change the tide of battle. In addition, certain dialogue choices will actually affect subsequent story events.

What I find most interesting about this game is the attention to detail when it comes to combat and equipment. For starters, every single weapon and armor set in the game is valuable in the right situation. There are no useless +1 strength swords or +3 health armor pieces that fill up the inventory and exist simply to sell for cash. No, each weapon sports valuable attributes and also has its own story and background. Armor is obtained in sets rather than individual pieces so they not only look uniform, but also don’t force the player to mix and match a myriad of confusing stats.

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As for combat, attacking enemies results in realistic effects such as severed limbs, reduced movement speed from leg attacks, and immediate deaths from torso attacks (on weaker enemies). Players won’t have to stab them ten times in the chest with the same boring animation to finish them off. Depending on the angle and weapon used, the player hits enemies in the appropriate area, which is then displayed as visible cuts on their body. Since enemies can damage their own troops, they don’t just flail their weapons about wildly. You can actually see them strategically move around to attack Jason from unguarded sides or even back up to dodge incoming attacks.

Blocking with Jason’s huge shield is just as realistic. There is no magic button that lets Jason deflect attacks from every direction. Instead, he can only block frontal attacks, just like in real life. This leaves his rear undefended, forcing the player to attack and block enemies from all sides in real time. Believe me, it’s very impressive to see every blocked attack visually bounce off of Jason’s shield and actually watch his attacks hit and damage everything in his weapon’s path.

“Rise of the Argonauts” will debut its epic journey in the fall of 2008 for the Xbox360, PS3, and PC.

Red Faction Guerrilla E3 Hands-On

Filed under: E3 2008, Game Previews — July 18, 2008 @ 11:07 am

One of the more impressive games on display from THQ was “Red Faction Guerrilla.” Developed by Volition, it is the only game created from the ground up with a physics-based destruction system. What does that mean? Well, instead of replacing the pristine wall that was just blown apart with a pre-determined skin that shows a gaping hole, the wall now has a genuine hole in it. It’s size and shape depends on many factors including: the angle in which the wall was hit, the power of the explosive, what objects, structures, or support beams may be around the point of impact, the weight of the structure above the point of impact, and much more. In order to add realism, each structure is ‘built’ in-game much like a real building is erected in real life. For example, metal support beams are inserted into the concrete walls of multi-story buildings, and if enough support beams are destroyed, the entire building comes tumbling down.

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“Red Faction Guerilla” takes place on Mars fifty years after the events of the original game, and has changed from first-person to a third-person view. Fortunately, it still controls like an FPS, and the new camera shows the main character in all his glory while he lays waste to the Red Planet. Since falling debris from buildings can actually damage the player’s character, a third-person view gives players more awareness of their surroundings. This also means that the camera angle stays in the same viewpoint whether the player is driving vehicles or running around on foot.

Since this is an open-world game, many options are available to the player from the start. After landing on Mars, various missions become available that can be accomplished in any order. Helping the guerrillas (Red Faction) will bring them over to your side and they will in turn, help you fight against the EDF (Earth Defense Force). This can be very beneficial during firefights and also in setting up ambushes since the player won’t be the only target.

One particular mission directed me to eliminate some EDF infantry in and around a two-story building. As I approached the structure, I took cover behind a concrete wall and blasted some enemies. One of them blew a hole through the wall, which damaged my character but also presented the opportunity for me to shoot through the hole while behind partial cover. Afterwards, I ran inside, killed a few more soldiers, and then got shredded with bullets as I moved upstairs.

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The second time around, I decided to approach the mission differently. I scanned the area and saw what looked like a fuel tank beside the building, so I blasted it and the large explosion sent debris flying in all directions while also creating a gigantic hole. Steel girders stuck out from random spots in the hole, and random chunks of debris fell from the ceiling. I immediately fired through the hole to kill any enemy I could see, and then used detonation packs and the rocket launcher to take out the remaining walls of the first floor. Eventually, the entire structure collapsed, killing all remaining soldiers inside. Now that was exhilarating!

Some people have complained that the environment is barren except for buildings, rocks and vehicles, but I think it adds to the realism of being on a desolate planet. I can’t imagine that the Mars of the future is covered in foliage and waterfalls. However, I would like to see some more variety, such as caves and possibly even towns and cities.

“Red Faction Guerilla” also offers several multiplayer modes for up to sixteen players such as: Anarchy (deathmatch), Team Anarchy, Capture the Flag, Siege and Damage Control. It is slated for release in the first quarter of 2009 for the Xbox 360, PS3, and PC.

AirTamer Helps Lungs Breathe Easier

Filed under: Hardware reviews — September 14, 2007 @ 3:54 pm

At first glance, FilterStream’s AirTamer Travel Air Purifier A300 looks like a small beeper. It can be worn on the belt or a shirt pocket or even around the neck. Rather than showing people who are trying to call, this ingenious device actually eliminates harmful micro-particles like dust, mold, bacteria and viruses from the air around the person who wears it. Using the same technology that naturally cleans the air around waterfalls, the AirTamer creates a personal field of negatively charged ions around the user (3 foot range) that actually makes small particles drop to the ground or cling to other nearby objects.

What does all this mean? Well, for allergy-sufferers like me, it means not having to use nasal spray or antihistamines to alleviate my symptoms as often. My nose is actually clear without using drugs for the first time in years. Even people who don’t suffer from allergies want to breathe cleaner air when they are out and about (especially if you live in a polluted city like LA). In addition, a great side effect is the fact that the AirTamer also eliminates odors around the user. Who hasn’t dreamed of a device like this when they are stuck in a crowded subway, sharing living space with a slob, sitting in a crowded airplane, or standing in a roomful of smokers? It can also be used while sleeping to help ensure a full night’s rest.

I found the AirTamer to be simple to use and very effective. The light weight and small size make it portable so it can be used almost anywhere, even during activities. In addition, one cell phone battery provides enough power to run the device for around 22 days of 24-hour a day use. It also does not interfere with electrical equipment, and has no noticeable environmental impact. Since the device has several positive benefits and no negative effects that I could find, I highly recommend the AirTamer Travel Air Purifier A300 for anyone who wants to breathe fresh, clean air.

Eternal Sonata Appeals to the Inner Musician (E3 Preview)

Filed under: Previews — August 1, 2007 @ 5:32 pm

Nestled amongst Namco-Bandai’s display of games at E3 was a fascinating new RPG exclusively for the Xbox 360 titled Eternal Sonata. Anyone interested in a fantastic journey through the mind of the infamous composer, Frederic Chopin, will be pleased to find that this game centers on his exploits in the dream world. Taking a cue from Chopin’s melodic career, characters, towns, and weapons all have musical names. Of course, the story is entirely fictional, but the idea is certainly new.

Budding musicians will find that they can control a party of three characters (out of a possible ten) as they explore several gorgeous locales. While adventuring is rather linear, the beautiful visuals and addictive combat are the real stars of the game. The level that I played through was set in the forest, and I noticed a lot of attention to detail. It’s just too bad that I couldn’t swing the camera around to scan the environment.

Combat combines both real-time and turn-based elements to create an exciting experience that lets the player concentrate on their attacks without being rushed. When battles begin, each character takes their turn, but is controlled in real time. A visible meter counts down as the player moves one character and attacks, letting him or her perform whichever moves they can squeeze in before time runs out. Then the meter resets and it becomes the second character’s turn, and so on. After all three characters have finished their moves, it’s the enemies’ turn to inflict damage, heal, or use items. When this happens, random enemy attacks can be blocked in real time by pressing the correct button immediately after the on-screen cue. The player only has a split-second to react, but after a few tries, I started to get the hang of it.

Another unusual aspect of combat is the fact that the player can perform different attacks depending on if their character is standing in a well-lit area or in the shade. Moving a character into the shadows opens up new moves, so strategically placing their characters on the battlefield is a necessity. In addition, enemies actually change shape (as well as stats) and also have different attacks if they move into the shade. Usually they become tougher, so it’s best to try to keep them out of the shade or attack transformed enemies first.

With so many action-based RPG’s on the market, Eternal Sonata is a very welcome addition to the Xbox 360 gaming library. So is the fact that Online co-op for up to three players is available over Xbox Live. While I didn’t get to experience much exploration during my short playtime, combat is fun, exciting, and beautiful to watch. I just hope that there are enough quests and other interesting things to do in the final version, due in September.

Addendum: The Eternal Sonata demo is now available on XboxLive Marketplace.
Eternal Sonata

de Blob Filled With de Fun (E3 Preview)

Filed under: Previews — July 26, 2007 @ 10:31 am

When 9 students who were studying Game Design & Development at Utrecht University’s School of the Arts in the Netherlands created a public kiosk game that could forecast how their town would look in ten years, they had no idea that they were creating the next Nintendo Wii game. After it won a few awards, THQ picked it the game concept, made some changes, and will now be releasing this title under the name, de Blob.

Far, far away, on an oppressive world, the dastardly I.N.K.T Corporation has leeched all of the color out of the towns, leaving them drab and practically lifeless. With the color gone, so too goes the fun, leaving its inhabitants with nothing to do but repeat menial chores. It’s up to the player to bring color and good cheer back to the area using de Blob.

The main ‘character’ in de Blob basically looks like a clear water balloon with arms and legs that leaves a trail of color wherever it goes. It can absorb colors by bouncing on different colored citizens of each town, and then transfer that color to different structures simply by slamming against them. Fortunately, the player won’t have to laboriously paint every inch of every building as most are completely colored with only one bounce. Fun moves like ‘rolling’ along buildings to mark every one are not only possible, but necessary to complete time oriented mini-quests such as “paint every building on a certain block.” It’s also fun to bounce from building to building to reach new areas while simultaneously coloring them.

Changing colors is as simple as washing off in a water source (like a fountain) and then bouncing on other painted townsfolk. It is also possible to mix colors by bouncing on multiple color sources. Since they are all primary colors, mixing them together creates secondary colors (yellow+blue=green), but mixing too many together creates an unsightly brown color. Players must also beware of the insidious police as they can turn the player into a rolling blob of black goo with just one touch. This stain can be easily washed off, but it puts a damper on the fun and also wastes valuable time, so it’s much easier to just bounce on their heads to knock them out.

Controlling the action using the Wiimote and Nunchuk controllers is very basic, but still enjoyable (and oddly relaxing). The C-stick is used to move de Blob around, and jumping takes an upward or sideways flip of the Wiimote. As far as I can tell, that is the extent of the controls. Since bouncing is used for most activities from coloring de Blob to painting buildings to reaching new areas. With the most complicated consisting of bouncing sideways and vertically, the player is free to concentrate on what they are doing, not how they do it. Fun and quirky as well as visually appealing, de Blob may not be complex enough to keep hardcore gamers interested for long sessions, but it will certainly delight most Wii-owners.

Color returns!

New Technology Benefits Gamers’ Health

Filed under: Gaming news — July 4, 2007 @ 3:01 pm

If you think the Nintendo Wiimote is innovative, wait until you get a chance to try out H2G (Heart to Game) Sensor technology. Digital Bamboo, a Chinese video game developer who is currently working on an MMO based on Chinese Dragon Culture, has partnered with a company called Heartmath to help spread the benefits of controlling one’s heartbeat variability rate into the realm of video games. This ancient Chinese technique helps people even out their heart rate and eliminate irregularities, which in turn promotes good health as well as a positive state of consciousness. According to the Hearthmath website, “Research has shown that sustained positive emotions lead to a highly efficient and regenerative functional mode associated with increased coherence in heart rhythm patterns and greater synchronization and harmony among physiological systems.”

Imagine that you are a caveman living thousands of years ago in an extremely hostile environment. Back then, life threatening occurrences, ranging from being eaten by carnivores to escaping erupting volcanoes to drowning, were commonplace. When threats are perceived, the sympathetic autonomic nervous system kicks in and puts the body into high alert, resulting in an elevated heart rate, adrenaline rushes, and an overall state of stress. Back in the day, this state of being was beneficial to staying alive, but nowadays the same reaction occurs in non-threatening situations, like being stuck in traffic, getting into arguments, and other trivial situations. Since these situations are much more frequent, the body becomes stressed more often, resulting in an overall negative state of consciousness.

Digital Bamboo has created the H2G Sensor (heart to game), which uses an ear clip to measure heart rate variability. It is already being used by several Chinese Olympic Teams, and it has proven to be very effective at improving their performance while under stress. We have all encountered situations where our performance suffers due to stress or nervousness, and we can literally feel our heart rate rise and fall. If we can minimize the heart rate variation, then our ability to focus is heightened, which in turn, would help us excel in whatever we are doing.

Now imagine that you are playing Tiger Woods Golf using this technology. Sinking a putt would require coordination as well as the ability to enter a calm, focused state of mind and body (just like professional athletes do in real life) in order to be successful. This tech can also be applied to other genres, like controlling your breathing and heart rate to line up that long distance sniper shot or skid through a turn at 150 miles an hour without crashing. When gamers learn to control their heart rate in order to excel in games, they would also be learning how to apply this technique to real life, resulting in a more positive and healthy state of being.

In a world where stressful situations seem to occur around every corner, it’s a relief to find out that there is a proven method to help the body and mind cope with self-induced negativity. Needless to say, I am very anxious to try out this beneficial technology.

Insomniac Places 8th on Top 50 Small Business List

Filed under: Gaming news — June 28, 2007 @ 9:31 am

For the third year in a row, Insomniac Games has made it onto the “50 Best Small and Medium Sized Companies to Work for in America” list. This is quite an accomplishment, as no other video games company has ever made it onto this distinguished list. Not only does this mean that they are a much better to work for than any existing video game company, but since they placed number eight, they are also better to work for than almost every other small company in America (despite a more than 20% increase in applicants over last year) .

I can’t say that I am surprised, because I have visited their offices a couple of times, and I immediately started trying to figure out a way to become an employee myself. Their breakroom is filled with exotic drinks, candy dispensers, cereal (they have a warehouse full of backup), and plenty of other goodies. In addition, it isn’t uncommon to see someone zip around the open office area on his foot-propelled scooter. Employees convert their desks into entertainment shrines, decorated with various movie, comic, and video game figures, and the walls are adorned with several video game awards. When it comes to games, every single employee is very passionate about their job, and it shows in their work. No one can deny that the Ratchet and Clank series, as well as Resistance: Fall of Man, are great games that are well-received by the public.

According to Ryan Schneider, Marketing Director at Insomniac, “I think everyone at Insomniac is proud to be recognized again for being one of the very best video games studios to work for in America. To me, earning a spot among the Top 10 for three-straight years demonstrates that Insomniac’s defining principles such as collaboration, quality, and independence are more than just words. They’re lived daily by a dedicated, creative and passionate team. And, of course, if you’ve seen our kitchen, you know we’re a well-fed team too!”

Capcom to unleash online multiplayer demo for Lost Planet in November

Filed under: Gaming news — November 10, 2006 @ 8:02 am

SUNNYVALE, Calif Nov. 10, 2006 — Capcom® today announced plans to release the highly anticipated multiplayer demo for its arctic sci-fi action shooter, Lost Planet™: Extreme Condition for Xbox 360™ video game and entertainment system from Microsoft, on November 23. In support of the demo, Capcom has planned a blockbuster campaign which kicks off with a cinematic trailer that will land in theaters nationwide beginning on November 17. The highly-charged 60-second spot concludes by spreading the message that the multiplayer demo will be available for free download on Xbox Live® Marketplace on November 23, Thanksgiving Day in the U.S. Additionally, November 24 will be deemed “White Friday,” as retailers launch a special preorder program that rewards advanced purchasers with access to a special version of the demo that will contain an additional multiplayer map.

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Lost Planet’s highly anticipated multiplayer demo lets gamers participate in heated online matches in the “Pirate Fortress” stage with support for up to 16 players via the Xbox Live® online game service. Players will be able to select from multiple weapons, unique robotic assault vehicles called “Vital Suits” and four play modes, including Elimination, Team Elimination, Post Grab and Fugitive. Capcom debuted Lost Planet’s multiplayer gameplay at this year’s Leipzig Games Convention, where its riveting action netted top honors as the Best Xbox 360 Game at the show. In addition, the game was chosen by Tokyo Game Show attendees as one of the winners of the illustrious Future Award.

“The primary focus for Lost Planet has been on raising the bar on what we deliver to our fans, not only through the quality of the game itself but in its supplementary campaigns as well,” said Charles Bellfield, vice president, marketing, Capcom Entertainment, Inc. “In addition to an incredibly packed Collector’s Edition, we are continuing to reward our most devoted fans with real, significant content that they can truly appreciate.”

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In an industry first, Capcom is providing an added incentive to preorder the game with participating retailers. Beginning on “White Friday,” gamers that preorder either the standard or limited Collector’s Edition at participating retailers will receive a special token card. Each of these cards includes a unique code that will allow them to download a separate, special version of the multiplayer demo, which contains an additional “Dilapidation” map, giving them the jump on two of the eight multiplayer environments that will be available in the final game. Never before have players been able to access an exclusive map for a demo on Xbox Live through a retail driven pre-order campaign.

Thanks Capcom! I can’t wait to play this game online!!

Mitsubishi 57-inch DLP TV review

Filed under: Hardware reviews — November 2, 2006 @ 10:01 am
TV

Review Rating: 9.0 out of 10

With home movies, video game systems, and television programming all moving into the high-definition realm, consumers must surely wonder if they need to take out a second mortgage just to purchase a high quality TV that takes advantage of these new formats. Fortunately, the answer is a resounding “no,” as Mitsubishi has released a new line of affordable televisions that offer top-notch visuals in an attractive package.

Upon first glance of the Mitsubishi WD-57731 57-inch DLP television, I noticed that the speakers are conveniently placed underneath the screen rather than on each side. This feature is very welcome to those of us who try to squeeze the largest screen size into what little room we have in our entertainment centers and living rooms. Add the fact that a charcoal-colored border less than one-inch thick frames the screen, and the resulting design looks both streamlined and futuristic.

Mitsubishi’s entire 2007 line of DLP televisions offer 1080p as their maximum resolution, and have no problem playing 1080i or lower resolution images as well. There is no down conversion of images from 1080p to 1080i and then back to 1080p as some televisions do. As a result, HDTV viewing of 1080p content delivers over 2 million pixels onscreen for a full resolution of 1920×1080. What does all of this mean? Well, HD-DVD, Blu-Ray, PS3, and soon, XBOX 360 content, can all be delivered with the highest picture quality possible on a modern television.

Other technological advancements ranging from a six primary color system (rather than the standard three) to 4D video noise reduction help to display bright, vibrant colors with no grainy appearance. Jagged edges appear softer and more round, and minute details not noticeable on regular televisions catch the eye, as they should. On rare occasions, images with several shades of black appear a bit darker than normal, but it isn’t enough to ruin the image. Anyone concerned with this slight imperfection can upgrade to the next model in the series, WD-57732, in order to obtain the ‘dark detailer’ (among other features) that makes a noticeable difference with troublesome dark images.

For comparison’s sake, I set this TV alongside my two-year old Sony 40-inch CRT television, and was surprised at how much better images on the Mitsubishi looked. Video games and HD-DVDs both appeared much more detailed and clear on the Mitsubishi than the Sony. I had always thought that CRT TVs were worth their cumbersome size and weight due to their superior picture quality over projection TVs, but the WD-57731 proved me wrong. Excellent, now I can get rid of my 300-pound CRT and get an 80-pound DLP that is not nearly as deep. Doing so will free up some much needed space in my living room since the old TV screen was sticking out about 2.5 feet from the wall.

As for inputs for external video and audio sources, this unit includes two HDMI connections, a DVI-I link for computers, and two IEEE 1394 (FireWire) connections that may be used for recording material from the set’s onboard tuners to an outboard device. In addition, there are two component inputs and two S-video inputs, which is more than enough to plug in your entire collection of household toys. Digital audio from the set’s ATSC tuner may also be sent to an external pre-pro or AV receiver from the set’s digital output. The set itself will recognize and play the audio carried by an HDMI connection through its on-board, two-channel audio system. Audio controls include Treble, Bass, Balance, simulated Surround, and Level Sound, which compresses sound level differences between program segments.

If I have to complain about something, it would be the remote control, oddly enough. While the size and shape are standard enough, the buttons don’t seem to be placed conveniently on the face of the remote for television viewing. This results in having to look at the remote during viewing in order to turn to specific channels or bring up info on the program. I know that it isn’t a big deal to waste less than a second having to look at the remote, but most remote’s button layouts are easy to memorize. In addition, the ‘gears’ on the sliding button that switches between each controllable console gets stripped too easily. But don’t let the ordinary remote sway you from purchasing one of Mitsubishi’s new line of 1080p DLP televisions.

A brand new WD-57731 is affordably priced around $3000, but can be found online for as low as $2400. When I think of the fact that my Sony 40-inch CRT cost around $3000 new a few years ago, buying a high-definition DLP is a no-brainer. I highly recommend any model from their 2007 line of DLP televisions. Now I just have to figure out how large the screen can get without blocking the front door.

Steelpad 5L professional gaming mouse pad review

Filed under: Hardware reviews — November 1, 2006 @ 5:05 pm

Review Rating: 9 out of 10

As video games become more and more complex, hardcore gamers are always looking for top-notch equipment that will give them an edge over other players. While most agree that having powerful computers and laser mice are essential, some overlook one of the most basic pieces of hardware that can make a big difference, the mouse pad. The majority of mouse pads available are all variations of the same thing, a small, pad made of foam that offers a smooth surface. However, SteelSeries is one of the first companies to design and release a professional gaming pad, called the Steelpad 5L. Don’t let the name fool you, as there is no metal to be found anywhere on the 5L, but it does have five layers of advanced material designed to woo your mouse away from any other mouse pad.

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For starters, the top layer is made of a thin plastic coating that adds durability and helps to maintain the texture of the underlying cloth. The second layer is made up of a highly durable cloth that provides a smooth gliding surface that is unparalleled by any other mouse pad. In fact, it is so enjoyable that my friend announced that he is going to buy one after moving my laser mouse around only a few times. Personally, I find the 5L’s surface to be extremely reactive, allowing for pinpoint accuracy in gaming. I would hate to go back to a regular mouse pad after using the 5L.

Underneath the cloth outer layer is a soft polyisoprene pad that is designed to be easy on the wrist. Anyone who uses their PC for extended periods of time will definitely appreciate any feature that alleviates or eliminates hand soreness. Below the foam layer is a hard plastic compound designed to maintain the shape of the pad, but I find that it isn’t necessary. The least of my concerns is whether my mouse pad will maintain its rigidity. The last layer is a splatter paint design of rubber elements to provide a non-slippery surface so the pad won’t move around. I find that it works pretty well, but my pad does tend to move an inch or so during gaming sessions.

At first glance, the Steelpad 5L is both awesome and…well…kind of large. Sporting 15 x 11 inch dimensions, it is definitely the biggest mouse pad that I have ever seen. However, it only takes a few minutes to get used to the size, and my mouse never, and I mean never, leaves the pad. The last thing a gamer needs when involved in a frantic gaming session is for their mouse to fall off the end of the pad during gunfights. On the top of the Steelpad 5L is an awesome computer designed image that is befitting of such a high quality product. While only one image is available, it is much better than the generic pictures found on most mouse pads. All in all, the SteelSeries SteelPad 5L professional gaming mouse pad is the best mouse pad available on the market, and at $40 new, it better be.