Friday, April 2, 2010

Fight Night Round 3

Fight Night Round 3

There's a lot of room on a control pad. EA Chicago makes the most out of the least with Fight Night Round 3 - its totally analog punching feels fantastic, and the demise of the studio is more the pity with weak iterations of the Sport of Kings prancing around the ring as if they owned it.

While it was very nearly a release title on the XBox 360, FNR3 has polish and slick appearance that even games coming out in the last few weeks fail to match. The boxers are fantastically detailed- of course the actual fighters look amazingly lifelike- and literally every bead of sweat is rendered and moves in a convincing fashion. I seriously cannot state enough how amazingly, jaw-bustingly gorgeous every hit looks, and the extra touches, from the round card girls who have visible C-section scars to the disturbingly busted-up faces of your opponents in the later rounds, bring a sense of realism to your TV. And the knockouts - oh, the knockouts! Lovingly replayed in super-slow-motion, to see the eyes roll back and the limbs go limp as you utterly crush some ham-and-egger in a dingy gymnasium are a sight that makes you cherish your high-definition television purchase.

There's a lot to like about the straightforward career mode, starting from the bottom and building your way up, a Cus D'Amato clone with you the whole way. The training minigames are occasionally unfair, but generally you'll be able to shape your fighter into something resembling the lights-out superstar of your dreams. The sound effects in the game are very convincing, and the grunts and smashes sound convincing, so there's no complaints on that front, while the soundtrack fits right in, neither being forgettable studio tracks nor out-of-place licensed music.

But you didn't come to the ring to see pretty boy prerendered cutscenes or listen to music, you came to box, and box you shall. With a "minute to learn, lifetime to master" wholly analog control sceme, you'll be alternating jabs, crosses and uppercuts quickly, as your character makes his way up the leaderboards. The left stick controls your footwork, while the right stick, moved in quarter-circles, half-circles or sweeping Hadouken-like maneuvers you can control the flow of the fight. Taking the life bars off the bottom of the screen does shockingly little to alter your play, as the visual cues in this game are so strong that you'll be able to tell when a feather will knock over the opponent. Counters are handled intelligently, as the computer will keep you from pummelling them into oblivion while you have to fight defensively to win.

Really, it comes down to enjoyability, and this game has so much to offer even someone who isn't a boxing fan. Moreso than an over-the-top world fighting game like DoA or Street Fighter, FNR3 hits the sweet spot of being easy to pick up, intricate enough to offer repeat playthroughs, and with a customizable Haymaker punch, allow you to inject some life into your created fighter.

Graphics: Top-notch. This game looks fantastic. 5.
Sound:
Nothing offensive, but few high points. 3.
Controls:
Revolutionary and familiar at once; a premonition of EA's analog hard-on perfected by skate. 4.
Tilt: You'll say "oooh, did you see me lay that guy out!" more than once. 4.
Overall (not an average): 4.

Thursday, April 1, 2010

Fallout 3

Fallout 3


War. War Never Changes.

It must suck to be GTAIV right now. Last November, there was an absolute glut of great, great AAA titles, and Rockstar wanted nothing to do with fighting BioShock, Mass Effect and their friends. So they brought out their next-gen urban crime sandboxer in May of this year, and when I played it, I immediately crowned it Game of the Year. Nothing could touch it in production values or overall unifying aesthetic. Then the "Summer of Arcade" took the pressure off full disc releases, and it looked like, with Dead Space being great but not perfect and a few other titles faltered, GTAIV looked sure to sweep the year-end accolades.

Oops.

Fallout 3 is not the best game this year. It is the best game made so far. In games. Period, full stop. Bethesda so completely nailed the setting, and their attention to detail spilled over into every thing about the game being fantastic. In the ten years since Fallout 2's release, there's been endless fanboy gnashing of teeth, and while this won't satisfy them (nothing would have, let's be honest), this game delivers at the end on all the promise it offered at the start. Ostensibly, the game follows the progress of one of Vault-Tec's underground Vault Dwellers as he or she makes their escape into the blasted wastelands of a post-apocalyptic future/past Washington DC and affects the world around them on the search for his/her father, who ran away too.

Graphically, there isn't a lot to dislike. It has a draw distance that is essentially unparalleled, thousands of intriticately detailed character models, weapons, landscapes and enemies. More importantly, Bethesda totally nailed the design ethic of a future world where the rock-n-roll revolution never happened, and idyllic 1950's culture endured into a world of fusion cars, talking robots and of course, nuclear holocaust.

The sound runs the gamut, from traditional (but well-choreographed) 'fight music' as enemies approach, to a smattering of classic big band tunes on the various rogue radio stations still broadcasting to the wastes. No expense was spared on voice talent, either, as Malcolm McDowell lends his vocals to the voice of President Eden, and Liam Neeson takes on the role of your father. And of course, Ron Perlman reprises his role as narrator. Weapons and explosions are suitably booming, and the laser weaponry is pew-pew-y enough to harken 1950's space invader paranoia without parodying it.

The controls are daunting at first, but once the realization sets in that the game is essentially an RPG with turn-based combat, it becomes a lot more fun. All projectile weapons are terrifically inaccurate when fired from the hip, but once you enter VATS (a timestop action point based combat system) the enjoyment floods back into the game. The minigames really nail the feel of the actions they mimic; the hacking game in particular is rewarding, as you guess and filter clues to find the correct word out of a list, using a process of elimination, while the lockpicking minigame has real tactile response and overall pressure factored in to it.

Fallout 3 really shines not in the main story (which almost seems intentionally stunted and cropped to get the player to really explore) but in the almost endless variety of sidequests, and the absolutely jaw-dropping amount of things there are to do. There are simply too many things to do in this game, and you cannot possibly do them all. After having sunk over 70 hours (that's not a typo; there's a reason there's a week's gap in posts) into this game in the last month and still playing every day, I haven't explored even half of the game's world. The best parts of the game aren't even in the side quests, they are - like Heaven itself - in the details.

In one corner of the map, you will find a series of giant satellite dishes. Climbing up to the top of them reveals a pile of potato chips and several empty liquor bottles, lying on the top of the dish. And at first you are baffled, but it makes perfect sense. As the world is totally going to hell around you, it'd be pretty sweet to watch the nuclear sunrise from the highest point you can get to; just hanging out on top of a satellite dish and watching the stars as the world decays. There's really nothing I can say about the game that tops that, once you realize that that sort of attention to detail and logical concluding pervades every single step of the game, and you appreciate how much work went into making it, you have no choice but to laud it for basically the crowning achievement in building, populating, and convincingly destroying an entire world.

Graphics: Absurdly good. Highly-detailed walls, ground and a twinkling night sky, unique setpieces everywhere and the longest draw-distance I've ever seen. 5.
Sound: Great voice-acting, especially from the 3 "real stars" brought in, though some characters obviously have the same actor, but the effects and music (both licensed and original) are stellar. 5.
Controls: Not an issue. The only complaint is the inability to jump while on an incline, but that's an engine issue that can be avoided by not trying to glitch to inaccessible areas. With the choice to play any or all of the game in a 1st-, over-the-shoulder- or 3rd-person view, you shouldn't have any complaints. 5.
Tilt: Completely off the charts. Captures the dark human, fatalism and grittyness of Fallout without devolving into parody or taking itself too seriously. Secrets and easter eggs are everywhere. 5.
Overall (not an Average): Tendrils' Top Picks

Wednesday, March 31, 2010

Bionic Commando: Rearmed

Bionic Commando: Rearmed

Once a series gets itself a hit, job one of everyone at the company is immediately milk that franchise for all it's worth. Nintendo understands this most succintly, slapping its properties' names on absolutely everything in order to push units. Other companies produce spinoff after spinoff or just keep cranking out sequels, innovating little and just upgrading graphically. Bionic Commando entered the "Iconic" phase of its career after just one fantastic game, and nothing was ever made of it, save for maybe a lazy port or two on a handheld system.

This changed during the "Summer of the Arcade," and Bionic Commando: Rearmed was (along with Castle Crashers) the cornerstone of that campaign. A full-on reimagining along with totally upgraded gameplay that still keeps the charm and no-jump-ness of the original, along with its balls-hard challenge.

Bionic Commando: Rearmed starts with a very simple formula: A platforming side-scroller with no jump button, instead you need to use your claw to swing through environments, rescue the POW and stop General Killt from completing the "Master D" project. Nothing fancy, but Heaven is in the details. The original dealt with the chiptunes and color palette of the NES, but the Reimagining (calling it a remake is completely unfair) goes all-out. It is also a proof-of-concept as a piece of salable advertising for the new, fully-3D next-generation Bionic Commando game releasing early in 2009. While it wasn't expected to turn a profit, it sold like gangbusters and proved that with enough hype and (gasp) effort, you can make an AAA title on a digital distribution service to console gamers profitable.

This is a beautiful title, and while it is unashamedly 2-D, this just lets them put that much more work into gorgeous painted backgrounds. New puzzles abound, and for those that played the original like crazy, things are both familiar and new to them. Bosses make a triumphant return as something to be 'solved' rather than simply ignored in favor of blowing the main control panel in each stage, and Groeber is now truly a force to be reckoned with instead of a recurring sub-boss.

Controlling Joe is just as fun as always, and swinging from lamp to lamp is a joy. There's really nothing more to say; there's a few physics-based quirks to take advantage of in the game that weren't in the original, but the mechanic remains totally unchanged from the original twenty years ago. The music, likewise, is stirring and suitably patriotic for your missions.

Honestly, this is a title that could easily have released at twice its price, and the fact that it didn't shows a lot of guts on the publisher's part, sticking to their guns to get this game in as many homes as possible, and the gambit worked. The game is just as challenging as the original, but with proper new-generation "three lives per level, not ever" ethics it is a firm but fair difficulty.

Graphics: Superb for any generation; superlative for its price tag. 4.
Sound: No voice acting, but the music and sound effects are great. 4.
Controls: Aggrivating in a good way; you know exactly what you want to do and how to do it, it's just down to execution. 3.
Tilt: Nostalgia meets actual effort in a port - make than a reimagining of an almost-forgotten classic. 5.
Overall (not an average): 4.

Tuesday, March 30, 2010

Tron

Tron

Tron is another movie tie-in game, but this one actually makes sense, since the movie it's tying into is based on playing videogames. It's circular logic at its best, but unfortunately the chiptunes and nostalgia don't hold up under the withering gaze of today's discerning gamers.

There are four minigames to play, each of differing levels of interest, representing the different tasks in Tron. In order, their enjoyability is thus: Light Bikes, Tanks, Spiders, and MCP Core. Light bikes are just plain fun, and although the computer is predictable and beatable, it's still fun to zip around on the board. Tanks takes a little strategy but has its moments. Spiders is not a terrible difficult game, but neither is it fun. MCP Core is completely inoffensive, simple and quick.

Graphically, it's very faithful to the arcade it came from in 1983, representing a massive missed opportunity. Digital Eclipse is known for its, shall we say, "faithful" ports, and they don't disappoint. Nothing is missing, and nothing is added. This is definitely a 25 year old video game. There's nostalgic beeps and bloops around, but nothing to stir the heart on the sound side, either.

In the original, which I spent at least $50 on when I first encountered it, the control scheme was unique and fun- you were given a flight stick that glowed blue and a spinning wheel like Arkanoid to work with. Unfortunately, the XBox 360 controller, for all its positives, has nothing that can remotely support this, and so playing certain stages (notably Tanks) is a chore because you aren't fighting the enemy, but the control scheme itself. The "half-spin, then directions reverse" setup is the reason Tempest is an unplayable mess on the Arcade as well.

For $5 Tron is a fine addition to the Arcade - it stokes nostalgia, offers a quick diversion with local and online multiplayer (although lobbies are expectably dead) with a unique "Pressure Cooker" game mode that allows you to pile on the difficulty to a faltering opponent to knock him out of the match. But you get what you pay for, and Tron is unashamedly a bare-bones port of a 25-year old quarter pounder.

Graphics: Servicable, but Digital Eclipse upgrade nothing from the 1983 original. 1.
Sound: Nothing of note here. 1.
Controls: You'll fight with the lack of a scroll wheel, but it's not too damning if you select control scheme "C" (Absolute) from the Menu. 2.
Tilt: A trip down memory lane, but also a sober and welcoming reminder that things have gotten better and there wasn't a halcyon day when every game was good. 2.
Overall (not an average): 2.

Monday, March 29, 2010

Iron Man

Iron Man

Movie Tie-In games are always a crapshoot; many times they get rushed out the door in a terrible, unplayable mess. Iron Man dodges this ignoble fate - barely. If you were jazzed about the movie (and let's face it, it was a pretty awesome movie), this game does a great job recreating several scenes from it, completely with original Robert Downey Jr. voice-over work (which is pretty classy for a tie-in game), while being a servicable mission-based beat-em-up.

The graphics are uneven - Shellhead looks great, but the backgrounds and enemies are repetitive, nondescript and brown. There's a lot of space to explore, and some locations are reasonably unique, but to capitalize on the game's strongest asset (flying), the stages are huge, and thus either bland and empty or just uninteresting as you go hurtling past them.

The music in the game is present pretty much only in the menus, and then is just a score, but the explosions seem resounding enough. The complete voice-over preformance by Robert Downey Jr is something I can't stress enough. There is almost no excuse in this day and age not to have the best voice-acting talent available. Mass Effect managed to have full voice-overs for a giant, branching RPG for both a male and a female character; no game should aspire to less.

It's clear that one concept was emphasized throughout: "How Awesome would it be to fly around like Iron Man?" The team at Secret Level took that idea and absolutely ran with it, and flying feels great, although the controls do have a steep learning curve, but the aim-assist mitigates the difficulty involved in moving in three dimensions. But when the After-burners kick in and the Bronze Bombshell flies in to save the day, there's really nothing like it. Unfortunately, the missions he participates in do drag on pretty quickly, being barely interesting as it becomes checkpoint blasting at its finest. A little structure is never a bad thing, but this game takes it just far enough to be restricting, but not as far as, say, The Club, where the missions are tight enough to be endlessly replayable in search of a high score.

There's a lot to like about Iron Man, but it is in the end just shy of being a great game.

Graphics: Iron Man looks fantastic and his movement is slick. Still, the environments he plays in are lacking. 3.
Sound: Great voice-over work by Downey; everything else is so-so. 4.
Controls: Steep learning curve to getting Shellhead to do what you want, but flying feels great. 3.
Tilt: If it were a T-shirt, it would be sized "Extra Medium." 3.
Overall (not an average): 3.