Wednesday, December 23, 2009

Left 4 Dead 2 for the PC

I'll add pretty pictures later.

Concept:
2/5

So Left 4 Dead 2 has a really simple concept really. It's the Zombie apocalypse and four people have banded together to try and survive it. Nice and simple. Sound familiar? That's cause this is the concept for Left 4 Dead 1. So Valve decided to try and take the best selling game of last November and do it again. I know a lot of people complained about how L4D2 didn't do anything new... but I find most of the people that complained about that and thought that everything in L4D2 could be released as Downloadable content or patches for L4D1 haven't actually played it. Not to say that there are things that couldn't have been included in L4D1 it's just that if they had it would have stolen some of the thunder from L4D2 where there were things that couldn't have been done in the first game.

Graphics: 3/5

The graphics aren't bad. They decided to go in a different direction than the first game. This time around the zombies are a bit more stylized especially the special zombies. But it's not a bad move. Overall I can't really say that the graphics are any better or worse than the first one they're just different. And when not comparing the game to the first just in general, the graphics are OK. There's nothing to say good or bad... not really.

Sound:
2/5

Nothing special to report here. I mean the sound is the sound. It does what it's expected to do. I really dislike Rochelle's scream when she gets knocked down and needs to be helped up though. She screams at the top of her lungs in a high pitched wail and while I'm sure it lets all the other player's know she was knocked down it made me want to hold my head in pain. Otherwise the sound went unnoticed. Ignoring some beautiful voice acting work from the guy that plays Nick and the other two were so southern I was turned off from playing them because I couldn't relate.

Entertainment: 4/5


If you've played the first L4D and enjoyed it you'll enjoy this one too. It definitely got me excited to be a Zombie killer again. There's nothing quite like rolling into an area with a bunch of your friends and slaying untold numbers of undead. Especially when the undead are really cool/don't sparkle in sunlight. Actually thanks to their normal mapping they might sparkle... Oh well I'm shooting them anyway. Plus some of the new finales and horde alert moments in this game a lot more intense than the first one because you have to keep moving and can't just hold up in one corner and slay they while you wait for a timer to tick down.

Playability: 4/5


A lot can be said for the playability of this game. But I'll try to be brief. Each level has a different feel or theme or specific challenge to it. My favorite has you start in one spot go to a certain location and then make your way back through the areas you passed through before. This means you have to ration some of the supplies you take as you're making your way to the target because when you come back through you may not have needed supplies if you took them all the first time. Plus there are witches EVERYWHERE in that level. Witches are a type of zombie that are passive until you get too close or shine a flashlight on them, then they get angry and will attack you and at the very least knock you down if you're not careful. Playing through this area with my friends I had so much fun especially since during the second half a huge rain storm blows in and reduces your visibility. It was probably the most epic time I had playing the game. But while I preferred this mission they're all pretty epic and I'm sure some people liked the other ones more.

X-factor: 2/5


The game is missing a bit of it's X-factor though. I mean once you've played the first one you've played the second one really. There were definitely things that this game added to the franchise. The fact that there is a bit of cohesion to the individual campaigns is nice. The fact that there are now uncommon common zombies are great. More special infected like the Jockey, Spitter, and Charger are AWESOME it makes the versus mode actually feel a lot more flushed out. But other than those things the major differences are underneath the hood of the engine. The section of the programing that decides how difficult or easy certain sections of a map are was overhauled and it definitely helped. The melee's cool too but it only adds so much.

Overall 17/30 Average

In the end the things that they could have added to the original through patches and such. I feel they should have and taken another year or two to release this game. There were definite improvements but they were so small compared to what they were trying to release it really felt like they were just trying to add a 2 to the end of their title since most of their franchises' greatest hits are the sequels not the originals, i.e. Half-Life 2 and Team Fortress 2. I really wish it was better and it's still a solid game if you liked the original pick this one up. If you think you might like playing either of the L4Ds I say pick this one up too. The first one was nice but compared to the second one it's night and day from how intense and epic this one will make you feel.

Friday, November 20, 2009

Nearing the End of the Semester

Well it's almost thanksgiving and that means it's almost the end of another semester here at Champlain College.

A couple things have transpired since my last update about what I'm doing. One, Chris Crawford came to the school to do a lecture and workshop with us. Which ended up being two lectures. But it was still interesting. For those who don't know, Chris Crawford worked at Atari back in the day and then he worked on making games for the mac. Which surprised me cause you know... macs don't really do games. But anyway, time went on and he worked on some other projects and NOW he is working on storytron.com. It's a website where you can play a story that is completely character driven. This is relatively unheard of in the Video game world as it is really hard to do programatically. He's basically retired from the world of video games and is now focusing on Interactive Storytelling. Which is very similar but while he was talking you could tell that he had certain feelings about how you interact with people in games that not everyone agrees about. But he was still very interesting to talk to and to hear his thoughts about interactivity.

The second major thing that happened was MIGS, or the Montreal International Game Summit. I don't have the money to pay for this on my own so I had to get a scholarship to go there. Which was great. I met a few industry folks and got their business cards. Which reminds me I'm working on making my own. I have an old one that is pretty terrible so I didn't bother bringing any with me. But I have an idea for a new one that I was inspired slightly by the card I got from Jason Holtman, who works at Valve. When I finish it I'll post up some images or mock ups so you can see what it looks like. But the good news is that Holtman said that my senior team project sounds like something that valve would be willing to put on Steam. So now the only thing standing between my group and greatness is my group AND don't think I'm not lumping myself in there too. It's a group effort we'll succeed or fail together.

But I met a lot of interesting people at MIGS and learned a bit too. Now I just have to continue the networking process which means emailing all of them and keeping in touch. Which is the hard part for me, because I went to MIGS last year and didn't keep in touch with anyone because I tried to send an email or two out but I just didn't know what to say. So hopefully I can do better this year.

Senior team project is going smoothly. We're almost done with our vertical slice of the game. All that's left is for me to fix a couple bugs and then hand it off to the artists really. And then do some more tweaks and such until we finally hand it in. As is the case that you are always doing tweaks. Everyone in the group has decided that this prototype level is in terms of gameplay not really what we want from the game. But at this point we can't change the level. It showcases the puzzles and such that we can put into the game which we like but we want more jumping in the final version, less safe areas. But maybe that's a bad idea. We need to playtest for that. But again at this point we just want to get a solid prototype level down and figure the rest out next semester.

Advanced Seminar is going well too. I've got the card game pretty well balanced. It's just a matter of making it pretty and finding any loopholes and such in the rules that the players may exploit. I also need to tidy up my documentation a little bit because it is definitely not in the best of shape, the lack of needing to communicate with others has left me a little unconcerned with the design document, but some of the folks I talked to at MIGS said that I should include my documentation in my portfolio so people can see how I think.

That's about it for this month. See you al next month. Happy Thanksgiving.

Tuesday, November 10, 2009

Resident Evil 5 for the Xbox 360


So here we are again. Another month, another review. I have to say though. I'm a little scared. I've hit the point in my gaming career where a lot of games just don't interest me. So I've basically matured to the point where I'm not like a puppy chasing after every game that comes along... Which is cool I guess, but... it also means I'm not sure what I'm going to review next Month... We'll see if I find anything to talk about in between now and then.


Also in a special note about this review. I've noticed that my previous reviews were pretty wordy and I realize that people probably don't want to read all that. So I'm going to try and keep each section down to a single paragraph. If you disagree with this decision please comment on this post. Or even if you agree, please comment. I'd like to know I'm being read.


Concept: 2/5


The concept of this game is pretty terrible. The Resident Evil Series has this weird rut, where the head designer of the first game made that one and then moved on to other projects and they just kept rehashing that idea over and over and over again. He finally said enough is enough and came back to work on Resident Evil 4 to try and get them to make something new and it worked he jumpstarted the series again. Now that we're on to Resident Evil 5 though... they're just rehashing his idea from 4 again... It's just horrible. The only thing I give it props for is actually having a "zombie" infestation in Africa. Maybe it's because I live in America but every Zombie media I've seen has taken place in America, or England for the 28 whatever series. So Resident Evil 5 gets credit for taking "zombies" out of America and Europe. I'll explain why I put zombies in quotes in the Entertainment section.


Graphics: 4/5


The graphics are amazing. I mean other than a couple facial quirks of one character I think they're damn near perfect. And the facial quirks, I learned from watching the bonus DVD that came with my copy, were little ticks and stuff that the actor did when voice acting and motion capturing the character. Capcom did a lot of motion capturing, they did a lot of story boarding with the cut-scenes, heck they even motion captured the actor's faces when they were voice acting. In the end they spent a lot of money on the graphics for this game and it shows.


Sound: 3/5


Sound is normal in Resident Evil 5. There's nothing particularly amazing about it but at the same time it's not bad. It's doing its job which is to make the game feel right without being distracting. There isn't really much to say about the sound. Other than in the "making of" video in the bonus DVD when they talked about the music and such it definitely made me feel that if I were a musician I would almost exclusively want to work on soundtracks for movies and games. It just seems like a more stable and entertaining job than being part of an orchestra that plays the same 20 famous songs by the same 8 famous dead guys over and over again.


Playability: 3/5


The game handles itself pretty well. There's the all time Resident Evil complaint of not being able to shoot and walk at the same time. But that helps lend to the scariness because it means you can't just shoot everything and keep moving you have to become a target before you can start shooting which makes it tougher and like I said scarier. This game also focuses heavily on co-op. To the detriment of trying to play this game by yourself. The AI of your partner is so abysmal that as soon as I learned that I drafted one of my roommates to play with me and we worked through the whole game together. So this means that this game is 2 player only, really. So I went from Ghostbusters which was single player only, to Resident Evil 5 which was 2 player only. Which was nice I guess. My other complaint about the playability of the game is that during the final boss there's a sequence where you have to do certain things in the perfect order otherwise he will one hit kill you, so as you're learning how to do this you will be replaying the same sequence over and over again for probably close to 20 minutes.


Entertainment: 4/5


OK. Time to explain "zombies." Here's the thing, ever since RE4, there are no more zombies in the Resident Evil  universe, well none that you fight anyway. You are instead fighting people infected with a special germ, plant, seed thing which makes them mindless slaves. But it's easier to say "zombies" than to say "people infected with a special germ, plant, seed thing which makes them mindless slaves" so everyone still calls them zombies. Now as for the story of this game it's pretty good. For fans of the series it will explain a lot of the history of how Umbrella Corporation was founded, where the T-Virus, G-Virus, etc. came from, and what's been happening with two or three of the original characters that kind of fell off the face of the planet as far as the series is concerned. So there's a lot of fan appeasement in here. Also the story while not the most mind blowing thing ever, is solid so it will be enjoyable too. A note of warning though. This game is only enjoyable for the people playing it. So if you have people that like watching games being played. They probably won't enjoy it. Mostly because since this is really a two player game each player will be staring at their half of the screen and the people watching won't know where to look and it will be confusing for them.


X-Factor: 2/5


There's not much x-factor here. There's no replay value, there's no feeling of attachment to the characters. It's all about playing with someone else. This game will give you a good couple nights of hanging out with someone and enjoying a story together. But once those couple nights are over... this game is going to go into your library and you're probably never going to look at it ever again. It's a onetime game. You play it onetime and you're done. That's all there is to this game.


Overall: 19/30 AVERAGE


If you're a fan of the Resident Evil Series, or more specifically Resident Evil 4, than you'll love this game... That is you'll love it if you have a person to play with. If you're by yourself you'll probably grow frustrated, annoyed, and not want to play anymore, if you do have a partner in crime it will be a nice fun experience that the two of you can share together.

Tuesday, October 20, 2009

Ghostbusters for the Xbox 360


This month I shall be reviewing the Ghostbusters game for the Xbox 360. As a note I am a huge fan of the movies so some bias might seep into this review. Also thank you for patiently waiting for this review. Midterms wait for no one and I should have planned accordingly.


Concept: 5/5


Who didn’t grow up with, or watch, the Ghostbusters movies and think to themselves “I wish I could run around with a proton pack and do that stuff!” Honestly, I can’t think of a single person who has seen the movies and didn’t like them. Watching the ghostbusters running around New York City, getting slimed by slimer, or each other in the second movie, running from the librarian ghost, driving the statue of liberty, making the city a giant s’more


The ghostbusters have lurched from one amazing adventure and story to the next. If any of them ever have any grandkids they will have some amazing stories to tell. It just sparked the imagination and got everyone that watched it to feel like they were a little kid again. Of all the intellectual properties in the world that have been made into video games, the fact that they took so long to make the Ghostbusters  video kind of makes you want to smack your head and say “Why didn’t I think of that?”


Graphics: 4/5


The graphics in this game are near perfect. They made everything beautiful but halt just short of trying to make the game look real. They knew they could walk into the uncanny valley and decided to stop just short. For those of you that don’t know, the uncanny valley is when computer graphics get so close to looking real that you notice that all the little things that make it look not real, such as lack of facial twitches and little nuances of the normal human beings.


The graphics of Ghostbusters  goes all the way to the uncanny valley and rather than walk into it turn around and take the realistic models that they made for everything and make it slightly cartoony. So that you can easily tell who is who and everything but give it a feeling that it definitely is a video game and everything belongs here.


Unfortunately this amazing graphic style is hampered by one thing. They made everything colorful and beautiful. So when you look at one thing it is awesome looking, but when you put it all together it gets a little busy on the screen and you can’t always tell where certain things are. This is especially hard on the level after the librarian when you’re walking through the city and fighting gargoyles, construction worker ghosts, and other things.


Now I have to talk specifically about the proton pack. I have one great thing to say about it and one not so great thing to say about it. First the great thing, it looks AWESOME! Just absolutely perfect and when you change your firing mode, little doodads on the pack activate and deactivate so if you forget you can just look at the pack and know which mode you’re in. Unfortunately they also included your health bar and your overheat bar on the proton pack. Specifically on the side of the pack making it very small and very hard to see so you have to listen to the sounds of the game to know when you’re overheating and look to other visual feedback for when you’re hurt.


Sound: 3/5


I’ve heard a lot of people complain about the soundtrack and the sound in this game. Claiming that what works for a 2 hour movie doesn’t work for a 10 hour game. Which I can understand I guess, I mean if you’re a bit of an audiophile than I guess you’ll pick up on it and it’ll become annoying… but for the rest of us it works fine.


This game is the epitome of good sound. Good sound, not great sound, just good solid sound in a game is overlooked. It’s ignored. It does its job and doesn’t ask for anything in return. Everything sounds right and everything works properly. It’s like the sound wasn’t even programmed it just naturally happens. This is exactly what happens in Ghostbusters. Everything’s just… right. The only problem I had with the sound was Bill Murray’s performance.


Some people have said he just mailed the performance in and didn’t really try. But what I think it is is that he just isn’t sure how to voice act. It’s a different skill base than what is necessary for stage and screen acting and if you check imdb.com than you can see the only time Bill Murray’s voice acted other than the Ghostbusters video game is the Garfield movies, which from what I’ve been told are some of his worse movies.


Playability: 4/5


The gameplay of Ghostbusters is phenomenal. The controls handle great and once you get passed the lack of feedback for overheating and your health it plays near perfectly. They don’t give you all the abilities that the proton pack has, right from the get go. It seems common in most games these days that they just give you everything and let you go. But Ghostbusters harkens back to its time in the late 80s and 90s by using the unlocking abilities as you go system that was very prevalent back then.


Strangely enough this isn’t a problem. I don’t think the game would have suffered at all from just giving the player all of the abilities from the get go, but it doesn’t suffer from slowly making them available to the player one at a time. Shooting ghosts with the different beams from your proton pack is great. Especially when you’re using the normal proton stream and you wrangle yourself a ghost. After the first time the game asks you to capture multiple ghosts I relished in the nerdiness and said “Two in the box, ready to go, we be fast and they be slow!”


There is one glaring flaw with the gameplay though. There is no local multiplayer, which is just awkward. In this day and age it is just odd for a game to not have local multiplayer. Seeing as games have gone from only multiplayer and only singleplayer, to both, to both with online multiplayer as well, and then some only online multiplayer, it’s weird to see a game that’s singleplayer and online multiplayer. I actually felt a bit gypped. I had heard about all these cool multiplayer modes and I was looking forward to playing them with some of my friends. I can’t afford to pay for Xbox Live and I’m sure there are plenty of people that in the same position too.


Entertainment: 4/5


The story is really great. The developers masterfully use the main character, when he’s present. They strangely enough don’t always use him. There are times where every other character is present and talking to each other and planning stuff out and he’s not there. He’s not even in the background, which is all I would want. The main character never speaks but he should be present. He is part of the team after all it is very strange that he’s absent so much.


The ghostbusters are training this guy so why wouldn’t they want him around to learn from them? It’s just weird. But when he is there, it is amazing; he’s a fully developed character not just a random guy that you take control of at times. There are a few times in particular when they use him that I was so in awe that I now want to see them at least reference him in Ghostbusters III.


Also, in the movies and tv shows they were able to toy the line of funny and scary. So there were some definite situations that were just flat out creepy but never anything too nightmare inducing. They were able to do the same thing in the game. While there are plenty of times where I'm running around and smiling and enjoying myself. There were also times when I was sneaking about afraid to anger any nearby malevolent spirits. They did this masterfully just like in the movies.


X-Factor: 5/5


With everything else having been said, other than the local multiplayer I wouldn’t change a thing. Sure this game isn’t perfect and some things could be done to try and make it better. But honestly, there isn’t a perfect game on the planet.


The sense of coolness I got from just running around with the other ghostbusters and living out a childhood fantasy was too much fun to pass up. Even now I’m thinking back to my time spent in the game and thinking of the adventures I had with the team. How I feel like I was a part of it all and that, if I were a bit more delusional maybe, I’d be telling these stories as if they actually happened to my grandkids one day.


In the end it just captures your heart if you’re a fan of the movies.


Overall: 25/30 A Cut Above the Rest


This game is a definite must have for anyone that's a fan of the Ghostbusters universe. And if you only have a passing interest in the movies and shows than you can still probably buy this game and enjoy it. Honestly, the only people who won't enjoy this game are people that despise Ghostbusters. But something tells me that even a few of those people may come to a better appreciation for the franchise if they play this game. 

Wednesday, October 7, 2009

Please wait just a moment.

Unfortunately it's midterms week, so I need to focus on that before posting my latest review. But I will tell you what it is about to keep your tantalized and interested for another week, hopefully less.

The next review is about... wait for it... Ghostbusters for the Xbox 360.

Hope that peeked your interest. See you soon!

Tuesday, September 22, 2009

New School Year

And thus it begins. A new school year has started... in fact this is my final school year. Which is a bit of a scary thought but at the same time I can't wait to get into the industry. Anyway, this year I have two projects that I'm working on.

The first one is for Senior Team Project. Which is kind of like our Senior Thesis Class. We spend the whole school year making a game. My team has decided that we want to take a simple game that already exists and then make it in Unreal Tournament 3 so that we can show case the artists' skills and my skill as a level designer. So what we're making is The Floor is Lava. Unfortunately, there's about four programmers in our entire major at the moment... they burn out easily. So I'm doing the programming as well as designing and level designing. Which isn't actually a big deal because designers should know scripting anyway and I've worked in UT3 before so it's not like I'm starting blind.

One of the things about Senior Team Project though, is that teams can be cut and the team members from that team diseminated to the other groups. So there's a chance this could happen to us. But I am confident that we can make a product that will showcase our abilities and be fun at the same time so I'm not too worried about it.

The other project I am currently working on is for my Advanced Seminar class. This is an optional class for designers and artists. They each have their own section so I'm obviously in the designer section. In this class everyone chooses a project and spends the semester making a project for that class. My project is currently being called Swords, Curses, and Smites. It's a working title as soon as I come up with a better game name I'll use it. But it's a card game based around the idea of one type of cards allows a person to tank, another kind allows a person to deal good amounts of damage, and the third allows them to heal. So it's a very simplified form of standard roleplaying roles. Once I have the rules more solidly explainable and such I'll perhaps post a link on here. Right now we're in the middle of playtesting so it's still quite finiky and one of the decks is horribly overpowered compared to the others. But again that's why I'm playtesting.

That pretty much covers it for this update. I hope you all enjoyed my review of Madworld and found it informative. I should have another review posted up in a couple of weeks and hopefully you will find that one helpful and informative as well.

Friday, September 4, 2009

Madworld for the Wii*

Here it is my first review. I will be endeavoring to do a review at the beginning of every month and then an update on my classes/professional life in the middle of every month. Now on to the review:

Concept: 3/5
The concept of Madworld has been kicking around since the Ancient Roman Empire. The only difference being that in Madworld no one actually dies because it's a videogame. Madworld is basically the coliseum, a bunch of people that probably didn’t want to be in the situation are forced to fight in a life or death struggle for the amusement of the “higher classes.” Madworld takes one or two notes from the 80s Schwarzenegger move “Running Man” as it stars an “ex” military man who is set to topple the game’s owners and “string pullers.” It also takes the idea of videotaping or filming the whole “game” for the audience. The concept is a little derived but overall isn’t necessarily a bad starting point.

In this world of sequels that we find ourselves living in however, when a new franchise comes a truly unique concept or game mechanic is necessary to make it stand out and necessary if it wants its own set of sequels to follow. This is something that Madworld simply lacks. It’s a solid concept but so 80s that it feels a little worn and tired. So I rate the concept as average.

Graphics: 2/5
There are three major things to note when talking about the graphics of Madworld. That is the main character Jack, the black and white world, and the bosses. First on the list is Jack. Jack is a very ripped, muscular man with goggles on his head and a chainsaw arm. Ignoring the whole chainsaw on the arm thing was done by the Evil Dead movie series which again points to the fact that the people that made the game wish it was the 80s again. There’s something eerily familiar about Jack, oh wait that’s right he looks like Hellboy!Giant right hand; two lumps on the forehead, being either shaved horns or goggles; ripped masculine body, and a nice lithe waist. Jack is basically Hellboy’s human son! Hell we can even go so far as to point out that they both have nice big belt buckles, a short sleeved jacket that they leave unzipped/buttoned, and a mutton chop styled beard. I have trouble believing no one noticed this in the development process and didn’t raise a flag about the fact that they are so similar. So I’m left to assume that they did it on purpose and some people may be cool with that but again for a new franchise you want as much individuality as possible and this just irks me.

The next thing I want to bring up is the black and white environment. I’m sorry I need to make a correction; it’s black and white and red. This seems like a bit of a rip off from Sin City. But unlike Sin City red is used only for blood, if anything else is red in the environment you wouldn’t know it. This was a gamble on the part of the development studio and I have to say that in my opinion it’s a gamble that did not pay off. It definitely gives the game a different feel from most other games on the market so good job on that front. But the lack of the colors got in the way when I was playing. I would be running around doing things wishing there was a certain environmental asset, called a rosebush, near me and not finding it only to find out that I was standing next to one the whole time. Granted this type of mistake can happen in just about any game but because there’s a lack of color in the game I find myself not noticing things a lot more.

Finally I want to mention the bosses. As part of the basic premise of the game everyone that you encounter is either a normal person driven insane by the game and become a bloodthirsty delinquent or is someone who joined the game on purpose for whatever their own reason is. But in both of these scenarios they’re still a normal human being. As such when I encountered the first boss the only thought going through my mind was “Why is he so big?!” Because he was the size of at least 3 or 4 people put together. After the first boss I became desensitized to the fact that the bosses were larger than everyone else but it really threw me for a loop at the beginning.

The graphics just made me raise an eyebrow at one thing after another. Which is sometimes a good thing. But this time it wasn’t.

Sound: 4/5
I really enjoyed the sound in this game. The fact that I noticed the sound as being really good and enjoying it is almost enough to push it to a 5/5. Unfortunately there was one problem with it that keeps it from being perfect. This is a problem that most sports video game fans will recognized and that’s the commentary track. Don’t get me wrong, I love the voice actors for the commentators. Those voice actors being Bender from Futurama and the Announcer for the Pod Race from Star Wars: Episode 1. It was genius casting on the developer’s part. And what they say is often quite hilarious. The fact that they have announcers sitting there talking about how the main character is doing while killing people is actually kind of fun and new and interesting as well. The only problem is that like Madden or other sports games they begin to repeat what they say quite often, which is particularly annoying.

The voice actor for Jack is also a recognizable voice. I don’t remember his name but he’s that guy who does voice acting for almost every English anime dubbing and a number of games as well. As soon as you hear his voice you think to yourself “It’s that guy!” Which is a bit of a blessing and a curse really. Because there’s nothing wrong with the job he does and it’s nice to have a little more star power too I guess. But there’s this stigma attached to him of being “that guy” so it’s nice but at the same time every time you hear his voice you think of all the characters he’s voiced and say “you’re that guy.” It’s a little distracting.

The music is great though. All my other gripes about sound aside when I sit down and play the game and the music starts up it really gets me pumping to kill some people and bust some heads. I’m sure some people may read into this and draw some conclusions about hip hop and the other music that it plays but the simple matter is that they chose really good music to invigorate the player to run around and commit acts of violence.

Playability: 3/5
Madworld suffers from what all Wii games suffer: the controller. When the Wii was first coming out everyone was excited about the new Wiimote. We all thought it was going to be a breakthrough in gaming technology and design. While the technology has been… more or less proven the design side of things is seriously lacking. They’ve simply replaced button pressing with stick waggling. There are some games that use the Wiimote in new and interesting ways… Madworld is not one of them. Its controls are not bad. It blends the use of the buttons and the motions of the Wiimote well. But the promise of new and inventive ways to play games is far from this title.

Boss battles are often reduced to dodge and block, dodge and block, OOOH quick time event! Where Ala God of War and every other game since God of War you have to time your button presses, I’m sorry stick waggles, to properly beat the boss in a little epic moment. This type of gameplay was interesting the first time it was done but seriously at this point is the industry so out of ideas that we can’t do anything else? It’s like Bullet Time events. Max Payne did them well and then everyone else under the sun decided they needed to have them too so that they could be just like, I’m sorry better than, Max Payne. You’ll be better than the people who did their own gimmick by inventing YOUR OWN!

Other than eventually getting to the point where you just let enemies run up to you and stand there for a couple seconds letting you do whatever you want to them before they even try to throw a punch there’s a few other complaints I have about the gameplay. You get more points for using environmental death traps which are scattered around the environment but like I said in the graphics section the black and white nature of the game means you could be looking at one and not even notice. My other greatest complaint is the item system. You can pick up an item, walk up to a person and use it on them. But after you pick up an item you have to hold a button to carry the item. Which is just annoying in my opinion, if I pushed a button to pick this item up I want it, why should I have to prove my want of this item by holding a button to carry it?

Entertainment: 3/5
The story is pretty cheesy. But it’s cheesy like an old friend, who when you set him up perfectly for a “yo mama” joke you know he will jump all over it; or set him up for a pun and know it’s going to happen. But unfortunately my adoration for the story ends there. It’s pretty dark, which isn’t a bad thing, but IS a you either love it or hate it thing and I’m more on the hate side than the love. The story is also kind of confusing. Preferring to just jump into it and explain it as you go. Which I absolutely love in a novel, but this isn’t a novel and I usually in novels they explain it right after the mention something where as this game will leave it alone for a level or two and then explain what they mentioned a while back.

You can also tell that they really tried to sell this game to hardcore gamers because not only are there ninjas and zombies and sumo wrestlers, etc. in the game. They even have it set up that if you find a pirate hat in the ninja levels you can throw it down and all the ninjas will run over and attack the pirate hat for a while instead of you. This is silly and cheesy and actually had me laughing for a little bit.

X-Factor: 3/5
There’s something captivating about the game. You start playing and you just zone out and don’t think anymore. You see the ninjas attacking the pirate hat and you laugh because you get the joke, unless you don’t get the joke. It’s a very silly game that they just let be silly. Now I say it’s captivating… but that’s until you hit a difficulty wall. I was enjoying the game and would wake up in the morning eager to play this game until I got to one stage and would be stuck on it for a day. When it would take me multiple days to get passed one stage I really stopped caring. The game can be captivating. But not that much.

Overall: 18/30 AVERAGE
This game is exactly what I mean by middle of the road. For every positive thing I could say about this game there’s a negative thing as well and vice versa. I definitely think it’s worth a rental if you have a blockbuster membership or a gamefly account. But I cannot honestly recommend you buying it until you’ve tried it first and discovered whether it’s your thing or not before hand.

*Please note that I do not own the rights to Madworld or any of the images in this post.

Friday, August 7, 2009

Reviewing Games

I asked the Game Emporium, an online business, if they would like me to start reviewing games for them as I am an actual game designer. I can offer some insight into the games for all of you and hopefully will also give you some good advice on games you may have been thinking about buying. They agreed to let me review games and I shall be posting up copies of my reviews here as well. So not only will I be updating you all on my current happenings in my classes and work I shall be updating with reviews as well.

So that you understand how my reviews are going to work I'm going to break each game down into separate pieces and grade each one individually on a scale of 0-5 as well as grading the game overall. 0 will be the lowest score I can give something and 5 will be the highest. The individual areas that I will grade are: Concept, Graphics, Sound, Playability, and Entertainment.

Concept meaning the originality of the piece and whether it just feels like old games redone or if it brings something new to the table and if it does use old ideas, does it use them well or not?

Graphics obviously means I will grade the game on how well it looks. It's style and feel. Whether the graphics work or if they feel like the belong in an Atari 2600 game.

Sound will be whether the music and sound effects make you feel like you're right there in the action or if they make your ears want to bleed.

Playability is all about controls. Does it feel like you're actually punching someone in the face or does it feel like you're trying to steer an elephant down an alley.

Entertainment is whether the game is fun or a chore.

And for those keeping track if you count up the points above from all the different categories that equals a possible 25 points. So I will personally be adding an X-Factor category. Which will make the score an even 30 possible points.

The X-Factor is all about how good the game is. There can be a game that flunks multiple other areas, such as graphics and sound, but if you ignore those flaws you find yourself playing an incredibly addicting game that you don't want to stop even if people look at you funny.

So this 30 point score will be the overall score for the game.

With 30 being this game is perfect if you like video games at all you should try it.

25-29 meaning amazing. This game is a cut above the rest you should check it out.

20-24 very good. This game is a great example of whatever genre it belongs to. If you're an FPS fan and this is an FPS game you will probably enjoy it. Otherwise it may not be for you.

15-19 average. This game is middle of the road. Nothing spectacular but nothing particularly wrong with it either.

10-14 it's ok... The only people that will enjoy this game are people that are fans of the series. Assuming it's a sequel.

5-9 this is a poor excuse for a video game. There may be one or two things that are good about the game but it's hard to notice with the overall pain that the game brings otherwise.

0-4 means don't even bother.

Seeing as I haven't actually reviewed anything yet this system may prove to not work as well as something else. So I may change the system later. But rest assured if I do I will update you on what the new system is before I start using it. And depending on how slow a month is I may even update some of my older reviews to the new system.

I'll also be writing all my reviews in word for it's spell checking abilities before I post them on here so if anyone's been irritated by my spelling and grammar it should hopefully get better. Now as a special treat since you're reading this here on my own personal blog I will tell you what game I'm going to be reviewing first. It is for the Wii and it's name is MadWorld. I hope to have it up soon.

Thursday, July 23, 2009

Being a student...

... the summer months are a bit slow for me on things to update about. This being that now that it's summer vacation I'm not actually in production of anything. Oh on a note the EMC didn't pan out this summer so I've been working on my own things.

Specifically I've been in the preproduction of my Senior Team Project game. That I will be working on with Husam Al-Ziab, Asa Gillette, and Taylor Bjorndahl. We may be cut during the school year and put to work on other projects or we gain more members as other teams are cut.

We have four game ideas at the moment which is more than some other groups, who have zero, and what we're working on for the rest of the summer is concept art and some very simple level design work so that I can get used to the engine editor and we can get a feel for how the game might play.

Our plan is to pick the two ideas we like the best and really try to run with those two and then present all of them to our professors at the start of the semester and see which one they think we should continue with. I'd share with you some of the ideas but I keep everything pretty close to the chest when it comes to game ideas and putting them on the internet. Because the last thing I want it is to make a game for a class and then see something incredibly similar coming out for the 360 arcade a year later.

That's all for now. Maybe I'll have more to share this summer, probably not. I'll ask my group mates if they have websites and if I can post them on here for you to look at them if you want... and they want.

Sunday, May 17, 2009

Finals

So we delivered our scripts for Interactive Storytelling as well as our gold masters for Production II a couple weeks ago.

I received a digital copy of my script back from my professor for Interactive Storytelling. Except for one section where I seemed to misunderstand what was desired of me, but I still did well enough in the section so it didn't matter that much, I did really well. I received nearly full marks in every section missing a point or two here or there because of a grammar or spelling mistake I missed when proof reading it. Over all my professor was very impressed with the final version and is encouraging me to polish it some more so that I might use it as a porfolio piece.

I will probably want to talk to him some more about it before I decide whether to do so or not. But don't worry, if I do decide to use it as such I will be sure to let you all know.

We also had to deliever a post mortem for our Production II class. Which was a surprising experience. I felt, as many of my fellow producers had admitted as well, that I hadn't done much on the actual project. I believe now that we felt this way because we're all designers and used to helping build the game so when we started organizing things and filling out forms it didn't feel like we were doing as much. No offense to the producers out there in the world. I'm sure you do a lot it just feels different to us.

So during the post mortem we all sat down and talked about what worked and what didn't work. I tried to bring up my job as producer to let them throw me under the bus if they so desired. But I guess I did a good enough job because every time I brought up my producing they would skip over it and talk about something else.

In the end I believe everyone on the project received an A and some of us are talking about converting the game into Source or Unreal so that we can make it prettier and a better game experience. If I can get my two cents thrown in I'm pushing for Source as in my opinion it is a more easily accessible way for us to get our work out there. But who knows maybe I just don't know enough about Unreal Tournament 3 and we can get it out there just as easily.

PS. For clarity's sake I received A's in both of these classes.

On a more unenthusiastic note. I missed some paperwork and in the end did not transfer to the QA side of the UNFPA project. I am not on the project anymore and wish them the best of luck.

I know some of the other students didn't have the same problems I was having, but I felt I had to choose between classwork and the EMC. As a student of Champlain I couldn't really work at the EMC if I failed courses, at least that is how I understand the policy to work, so in my mind it was either one or neither. I chose one.

I have been told that the EMC is aquiring some new projects this summer that they hope to be starting soon, so hopefully I will be able to apply and work on those projects.

Tuesday, April 14, 2009

Beta

Beta for RYB was yesterday. I can honestly say that it is the first time I ever remember not needing to crunch the night before to make sure everything is done. I mean yes we worked the night before hand but we were done and went our separate ways at 9:30, all confident in the work we had just produced.

I don't want to brag or anything but on Monday when we showed our game off to the rest of the class I have to say our game looked the most fun and most complete out of the class's. Everything about this project is just clicking. It has been a beautiful experience working with all of these fine gentleman.

We have gold master in two weeks and all that's left for us is to play test, tweak, and polish. I believe that we are going to have a wonderful game come end of the semester. I find myself wondering if maybe there's some mojo surrounding me, because this is the second year in a row where I feel I worked on the best game in the class. Maybe it's just coincidence I do not know.

As far as Interactive Storytelling goes, I am having my decision to write a linear game reinforced by seeing what is happening to my classmates. Quite a few of them are dropping their branching dialogue paths in an attempt to actually finish their scripts. I on the other hand am sitting pretty and not stressing out about the script as it was never my intention to include branching dialogue.

The UN project is pushing forward and I'm applying to work on the Quality Assurance side of the project now. The high level concept of the actual game is what Brian George and I came up with at the start of the school year and I feel that as I will hopefully be graduating next year that I should take a step back and let others finish what we started.

I am also planning on being very dedicated to Senior Team Project as it will probably allow me to make one of my best portfolio pieces so I am not sure if I would be able to continue on the UN project this fall and as such I do not want to be in a Lead role and then abandon the project. So this "transfer" to the QA role would be beneficial to everyone involved.

Monday, March 16, 2009

Alpha

Just delivered the Alpha for our game in my Production II class. We're coming along pretty well. I'm still very concerned about scope. I'm going to have to sit down with my team during our weekly meeting and find some way to just hack and slash all the extraneous stuff off and leave just what we need.

I believe I have a very minimalist nature when it comes to designing, drawing, writing, etc. So it feels weird when I'm constantly looking at the games I am working on and I see a lot of scope issues. Life is funny like that I guess.

Wednesday, February 25, 2009

Updates

Here are some updates on the projects I'm working on.

UN Project:
Things are moving a quick pace as the team is rushing to get a prototype ready to present. It's a very crazy hectic schedule.

Production II:
Our working prototype took a little bit longer than we initially expected. But we're cranking the last few bits of the prototype tonight and then we're set and it's just alpha stuff. The mechanic is working right now we just have a camera bug and need regenerative health and all the mechanics and camera workings will be perfectly and then it's just a case of perfecting the art and such. Which is proving to be a little bit of a hassle as one of our artists has proven himself to be completely unreliable.

Interactive Storytelling:
My original idea for a story to tell in this class was a satire but I've learned from some of my friends who are seniors that there's a designer in their class that does nothing but satires and parodies and such. They consider the man unable to actually come up with original ideas on his own so not wanting to be that guy I threw out my first idea and now I'm working on a second one which is a superhero idea. I'm hoping to push it in a more original path than just a generic superhero story. If it's good maybe I'll put it up on the web.

That's it. Thanks for stopping by. Enjoy your day.

Wednesday, January 21, 2009

Classes Update

So last semester has ended and this semester has begun. I passed my Level Design and Game Engine classes with flying colors. Plus I was able to work with Husam, an artist in my grade, on the Game Engine final project. I feel like that in particular was a good practice for when we're seniors in Senior Team Project because we're going to be working together. Level Design I was moderately happy with my level. I wish I had more time to work on it but at the same time as my understanding of Unreal kept changing through the course of the semester I kept updating my design so trying keep as close to the original as possible I think I did a fine job.


This semester I am taking Interactive Storytelling which is helpful for us to understand how a game script is written. Even though there are quite a few different methods to doing that, learning a way to do it is very helpful. I am also taking Game Prodution II. In this class we work in groups to actually make a game. I am the Producer of my group so it's my job to make sure that everything stays on track and we don't go out of scope. I have to say that I'm proud of my group so far. From the ideas I've heard from the other groups in my class I definitely believe my group is the most in scope.


We believe that we'll have a working prototype done in the next week or two, which during Production I for us was completely unthinkable so I definitely feel that this game is going to turn out a lot better. It's going to take a lot of testing and work but I have high hopes.


On the UN project front. Since last I posted I went to NYC to talk with our client. They seemed very pleased with what we had to share and very eager to continue working with us. Tomorrow some more of our team are going back down to NYC to give another presentation on an updated plan and design as well as explain the game to some other divisions of the UN to see if they want to help us as well. I am not joining them as I have some classes tomorrow that I don't want to miss.