Friday, November 18, 2005

Farewell, For Now. . .

Some big news here: I've joined the United States Air Force and I leave this Sunday, so this will sadly be my last post until I return from Basic Training. I wanted to say thanks to my small audience who gives the blog a reason to exist, especially SC, who often leaves insightful comments that are fun to read. Anyway, expect the posts to return sometime in mid to late January. Even with my crazy new Air Force life ahead of me, I should be able to update the blog at least on a semi-regular basis. And who knows? Maybe I'll eventually be stationed in a cool place like Japan where I can report on all the cool new Japanese trends and toys. If only I could speak the Japanese language. . .

On the gaming front, the good news is that 2006 should be an exciting year for the medium, and anyone who calls himself (or herself) a gamer should be excited. With both the Sony PS3 and Nintendo Revolution coming, and some promising Xbox 360 titles on their way, 2006 will hopefully be a year to remember. For my part, I'm not so much interested in the games as I am simply in who will be the victor of the next generation. Will Microsoft finally take the lead in the system wars? Or will Sony remain number one for a third console cycle? Will Nintendo shock everyone and beat out Sony and/or Microsoft? And what of the PSP vs. the DS? Will the PSP make a comeback this year and finally give the DS some true competition? Who knows, but that's all part of the fun - wondering what direction this wacky industry will take next.

Here's wishing everyone a Merry Christmas and Happy New Year! Until next time. . .

Sunday, November 13, 2005

Too Many Sequels, Not Enough Surprises


Well, with Christmas fast approaching, stores are being flooded with dozens of new releases, more than the average person can hope to keep up with. This is typical of the holiday season, and I ranted about it thoroughly in a previous post. But as I peruse the various game stores in my area, read through store ads and check the gaming web sites, I'm reminded of another problem that afflicts the industry - too many sequels and spin-offs!

Twenty years ago, sequels were almost unheard of. Sure, Pac-Man saw various spin-offs, and games such as Defender, Joust and Pole Position did get sequels, but the number of fresh, original creations far outweighed the derivative stuff. The early to mid 80s saw such diverse entertainment as Donkey Kong, Dig Dug, Tempest, Super Mario Bros., Metal Gear, The Legend of Zelda, Ultima, Final Fantasy, Double Dragon, Tetris and dozens of other creative titles - many of which would influence game development for years to come. (I know many of the games I listed here eventually saw numerous sequels themselves, but my point is that the 1980s was a time of unequaled innovation.)

Unfortunately, the current state of gaming is not so promising. With the industry obsessed with profits and big blockbuster hits, companies rarely encourage their development teams to take chances and experiment with new concepts and designs. As a result, the progress of game design has stagnated. Even the Xbox 360, a brand new console full of promise and potential, has a launch line-up of mostly sequels. Ridge Racer 6? Dead or Alive 4? Quake 4? Call of Duty 2? Do we really need so many sequels? Of course, there are some new franchises coming. Gears of War, for instance, is a promising FPS slated soon for both the PC and Xbox 360. But in the end, it still is a FPS that looks to be only marginally better than the legions of other quality FPSs seen in just the past year. And therein lies the problem. Games are getting better, but are not breaking much new ground. Sure, most will agree Quake 4 is better than Quake 3, but only by a little. How much better will Quake 5 be over Quake 4? Should there even be a Quake 5? Perhaps some of these series should finally be laid to rest so that the developers can move on to more important projects.

The good news, however, is that some companies have realized this problem and have formed special teams and subsidiaries with the sole purpose of exploring and developing more interesting, innovative games. And the fruits of this practice are already being realized. Sony Computer Entertainment, for instance, just released the awe-inspiring Shadow of the Colossus, a game unlike any before it. Capcom has given us the wacky Viewtiful Joe and the brilliant Resident Evil 4 (one of the best sequels, ever!). Lionhead Studios just released the The Movies, an engaging simulation that allows the player to write, direct and produce his own films (via 3D graphics). And Nintendo, despite being guilty of releasing too many mascot spin-off games and sequels (stop it with the Mario Party games already!), claims its upcoming Revolution console will usher in a new era of gaming by providing players with new types of interactive experiences.

Of course, I write this while eagerly awaiting Mario Kart DS' (the fifth game in the series) release this week. My point, then, is that I think the industry needs both - the big sequel sellers and the original, more artsy titles. The sequels can earn the money necessary to keep the industry going, while the more experimental titles can continue pushing gaming forward as an art form. It's a Yin-Yang sort of thing - both the business and creative sides must be emphasized for the medium's continued success.

We could only be so lucky if, someday, for every Halo or Madden there's also a Shadow of the Colossus or Katamari Damacy. Until next time. . .

Friday, November 04, 2005

Castlevania - Dawn of Sorrow Review - Part 2

(continued from Part 1) - Castlevania games are renowned for their exquisite graphics and moody soundtracks, and for the most part, DoS does not disappoint. While the art direction has taken on a more distinct (and generic) anime look, the in-game graphics, for better or worse, look akin to those found in AoS. Actually, many of the enemies in DoS appear as if they were ripped directly out of the GBA games, which is a little disappointing considering the obvious advantages the DS hardware has over its Game Boy cousin. That said, many of the larger enemies look great, and the bosses themselves are enormous and beautifully realized, even if players will have little time to appreciate them as they fight for their lives. The game’s backgrounds range from acceptable to fantastic, depending on the area. Some backgrounds are rendered in real-time 3-D and offer a level of immersion not seen in a Castlevania title since the PSone’s Symphony of the Night (SotN). Other backgrounds, unfortunately, are a bit blander and look little improved over those found in the GBA installments. The music, as expected, is quite good, although it still pales against some of the best tunes on the superb SotN soundtrack. The game boasts some effective sound effects as well, although it should be noted that the Japanese voice samples heard in the game have not been redubbed in English for American audiences, meaning that few people will be able to understand the limited spoken quips expressed by Soma and the supporting cast.

Players looking for a decent challenge will find one here. While not excruciatingly hard like the GBA’s first Castlevania outing, Circle of the Moon, DoS is the most difficult installment the series has seen in years, surpassing even Aria of Sorrow by a small margin. Most of the challenge comes from the bosses, who usually boast attacks and patterns that require a couple of tries before they can be learned and mastered. Complicating the situation further is the new “Magic Seal” system, which prompts the player to “seal” a defeated boss within a specific mystical symbol by drawing it on the touch screen. These symbols are acquired throughout the game and are usually simple enough to reproduce on the screen, but should the player make a mistake and not draw it accurately, the boss will come back to life with some of its energy restored. Balancing the difficulty, however, are the high numbers of healing potions that can be purchased (from Hammer, a weapons dealer) and held in inventory. This means that anyone who is having difficulty with a boss can simply heal himself over and over again with these potions, lowering the game’s difficulty considerably.

DoS is a quality title, but the truth is that, despite a few refinements to the gameplay, the game is largely unimproved over its predecessors. Indeed, exploring a mysterious castle, gaining new abilities that provide access to new areas, gaining new attacks, finding hidden items – these familiar elements of the series will always be fun. But after four earlier iterations of the game offering essentially the same style of gameplay, the “explore the castle” theme is beginning to feel a little tired and redundant. Even the DS’ special functions add little to the game, with the second (top) screen used mainly for a map, and the touch screen for gimmicky features such as the aforementioned magic seal. One can’t help but ask whether the series would be better off returning to its 16-bit roots with the next installment and offer a more linear, focused experience, or perhaps better yet, go in a completely new direction altogether.

In any case, Castlevania: Dawn of Sorrow is still a well-crafted experience and is one of the few truly good action titles to grace the handheld. DS owners should definitely give it a look, but be forewarned - hardcore fans of the series will not find many surprises here.


Overall Score: 4/5

Castlevania : Dawn of Sorrow Review - Part 1

Since I'll be gone for the next week, I figured I'd post my review of the Nintendo DS' Castlevania: Dawn of Sorrow to help make up for the delay in updates. I know the game's been out for a month already, but this is the best I can do for now.



In the gaming world, it’s not uncommon for a game to become hugely successful, spawn several sequels, and then fade into obscurity within a decade. Classic series ranging from Contra to Crash Bandicoot to even the original Mega Man have seen their popularity drop in recent years as gamers gradually lost interest in their redundant sequels and sought fresher experiences instead. An exception to this rule, however, seems to be Konami’s long-running Castlevania series, which continues to find fans as new iterations appear on current platforms. With the GBA games being particularly popular, Konami wisely chose to bring the newest installment of the series, Castlevania: Dawn of Sorrow (DoS), to Nintendo’s DS. The result is an engaging, if overly familiar, title that most DS owners should enjoy.

A direct sequel to the GBA’s Aria of Sorrow (AoS), DoS takes place a year later and finds leading protagonist Soma Cruz pursuing Celia Fortner, a shadow priestess who intends to resurrect Dracula with the help of two “candidates,” Dario Bossi and Dmitrii Blinov. The story, in essence, is not drastically different from its predecessor, and ultimately revolves around Soma’s ambiguous destiny – does he play the hero and stop Celia’s dastardly plan, or does he instead become the next Dark Lord himself? In typical Castlevania style, there are multiple endings that players can receive depending on whether they accomplished specific objectives or met certain criteria while playing through the game.

Like AoS, the crux of DoS’ gameplay involves leading Soma through a labyrinthine castle full of monsters and climactic boss battles. Soma can be armed with a number of different weapons, including various swords, spears, axes, and even less conventional weapons such as revolvers and boomerangs. Each weapon has its own strengths and weaknesses, with the more effective, powerful weapons naturally hidden deep within the castle. Soma, for his part, grows stronger as he gains experience points from defeated monsters, and can enhance his abilities further by wearing different types of armor and enchanted accessories.

More interestingly, however, is the soul system, which allows Soma to absorb the souls of fallen monsters and use their powers as his own. For example, if Soma destroys an axe-armor knight, he might acquire the ability to hurl axes at his enemies. Or, if Soma kills a mini-devil, he might then be able to summon a mini-devil familiar to fight at his side. Half the fun of DoS is seeking out the numerous enemies within the castle, hoping to take its soul and thus add a new power to Soma’s arsenal. In an interesting twist from AoS, soul powers can also be leveled up depending on how many copies of a particular soul Soma has collected. Having five axe-armor souls, for instance, means that the axes Soma throws are more powerful than if he only had one in his possession. Unfortunately, whether or not an enemy gives up its soul is strictly a random process, meaning that players wanting a copy of every soul in the game will be working at it for a long time, killing certain enemies repeatedly until they finally release their spirits.

In another interesting addition, players can also imbue weapons with certain souls. When visiting Yoko Belnades, a witch intent on helping foil Celia’s plan, players can view the weapons and souls they have collected and, should they possess the right soul for the right weapon, combine the two to create a super weapon of sorts. It’s a fun process to tinker with, but is neither explained well nor necessary to completing the game. - End of Part 1

Wednesday, November 02, 2005

Xbox 360, Mario Mix and EGM's Top 10

No super inspiring or thought-provoking topic today. I figured I'd just write about a few things that have caught my interest over the last week.

First, the Xbox 360 is now being demoed in stores. Both my local Wal-Mart and EB Games has a console on display with several playable demos. When I first noticed the console at EB late last week, there were too many people crowded around the display for me to get my hands on a controller and play a game. With little recourse, I waited until later that evening and then headed over to Wal-Mart. By that time the store was nearly vacant and I was able to play the 360 in peace without a dozen people hovering around me.
My first impressions of the system are mostly positive. The console itself is sleeker and less bulky than the original Xbox, and I must admit, even more compact than some of the promotional pictures had led me to believe. More important is the new controller. After handling it for about a half hour, I can say it is probably the best version of a conventional gamepad yet released on a home system. It fits comfortably in the hand, much like the GameCube controller, still has the intuitive triggers of the Xbox's Controller S, plus adds two shoulder buttons above the triggers similar to the L1 and R1 buttons on Sony's Dual Shock 2 gamepad. Its two analogue sticks feel responsive, and the face buttons are laid out much like its predecessor, with only the start and back buttons relocated, for the better, near the top. Perhaps my only quibble is that the controller feels rather lightweight when compared to the heavier, sturdier feel of current generation controllers. While not a big deal, the lighter construction gives the gamepad a certain "cheaply manufactured" quality that it could do without.

In any case, the games I viewed and/or tried were pretty impressive. Call of Duty 2, a World War 2 FPS that I watched others play, sports some impressive visuals and does indeed look next gen (although I'm sure games released two years from now will look far better still). The title I chose to play was Kameo, a game by the (formerly Nintendo-owned) company Rare that was once intended for the GameCube and then the Xbox. Well, it's now a 360 launch title, and its platform/action gameplay is a good complement to the multitude of serious FPSs and racers seeing release around the same time. The game places the player in the role of Kameo, a female elf who can transform into other creatures. By changing into different beasts, she can more handily defeat enemies or reach areas not accessible in her regular form. The demo had players running through a besieged castle, fighting trolls and other baddies as dragons flew overhead in the night sky. Overall, I enjoyed my time with it, although the graphics didn't look much better than the already spiffy graphics seen in Rare's Conker's Bad Fur Day for the Xbox. I suspect this is because the game, being originally intended for less powerful hardware, is probably reusing much of the art from its earlier Xbox build.

On a different note, I said "what the heck" and purchased Dance Dance Revolution Mario Mix last week. I've never been a big fan of these dance games, thinking people who played them with open delight in arcades were kind of weird. Still, I guess people can now call me a closet fan, as this Mario version of the series is surprisingly fun and clever. In a humorous story mode, players, as either Mario or Luigi, follow the faithful Toad through various worlds, trying to locate the stolen "music keys" which, if not returned to their original resting place, will eventually bring chaos to the world.

Okay, the story isn't Shakespeare, but it's entertaining enough, and most importantly, the dancing challenges involve such timeless and fun actions as jumping on Goombas (jump on the mat!), outrunning Chain Chomps (run in place as fast as you can!), and even leaping to the top of flag poles (run in place and then jump off the mat at the last moment!). The remixed Mario tunes are also quite catchy. For Mario fans, the game is easily worth the fifty dollar asking price.

Lastly, the latest issue of Electronic Gaming Monthly rated the top ten video game characters of all time. The list is as follows: 10 - Lara Croft, 9 - Pikachu, 8 - Master Chief, 7 - Cloud Strife, 6 - Pac-Man, 5 - Sonic the Hedgehog, 4 - Samus Aran, 3 - Solid Snake, 2 - Link, and the number 1 character, as if there were any doubt, is Mario. For the most part, I agree with this list, although Pikachu and Lara Croft are a bit questionable at the 9 and 10 spots (where's Mega Man?). Still, not a bad list of choices.

I'll be going out of town this Friday and will not be able to update the blog until sometime next week. I may upload a (very long) review I wrote of Castlevania: Dawn of Sorrow tomorrow night to help make up for the lapse.

Until next time. . .