.the ramblings of a radman.

Category: Games (Page 5 of 9)

Halo: Reach beta – My screenshots

So far I’ve managed to clock just under 11 hours of play time (8 hours of Standard matchmaking and 2.75 hours in the Arena) with the Halo: Reach beta and I must say, it’s the most entertaining competitive multiplayer experience I’ve ever played.

Last night, I got the opportunity to play around with the Theater for the beta. It is a significant improvement over the Halo 3 Theater, which suffered from a number of usability problems. In the middle of a Team SWAT match last night, I managed to pull off a pretty lucky shot on Sword Base. Using the Theater, I created a film clip that might be entertaining for those of you in the beta that can watch it (I don’t have a Bungie Pro account, so I can’t render it to playable video).

But, I was able to snap a few choice screenshots that I found entertaining. I’ve also included them below in case I pull them out of my File Share later.

Halo: Reach beta

So anyone that follows me on Twitter or is friends with me on Facebook already knows that I’ve been excited about the Halo: Reach beta that just went live for everyone that bought ODST yesterday. I’d still rather be playing the game than actually sitting down to write about it, so I’m going to be brief.

It’s awesome.

It’s like they took all the things I loved about Halo 1, added in a few of the things I loved about Halo 2, stripped out all of the things I didn’t like about Halo 2 and 3, and wrapped it up in a gorgeous engine with a dash of class-based warfare and shoved it right into my brain with a hydraulic piston.

Others have said it much better than me. As a result, I’ve decided to post an excerpt and a link for you.

From Tied the Leader:

“This ain’t no real-world military shooter. This is Halo – true to its roots. This is heavy tech. This is dented steel and sex appeal. This is ballistic boxing in the middle of rush hour traffic with your hair on fire. This is rarely a one-shot/one-kill affair. SPARTANS just aren’t made that flimsy. You want to get some? You are going to have to earn it again. Your opponent is wearing a tank.”

On why Nintendo need not (yet) be afraid of Apple

I’ve been seeing a lot of Apple fans rabidly proclaiming the iPhone the ultimate mobile gaming machine and the death-knell for Nintendo’s and Sony’s portable platforms. However, as lifelong gamer and the owner of 3 generations of Nintendo’s portable hardware and 4 separate devices in that family, I can say that Nintendo is not going anywhere anytime soon. Let me tell you why:

  1. Nintendo makes their own games – Until such time as Apple starts making games of their own (and Texas Hold’em doesn’t count) and competes directly with Nintendo’s offering, these two behemoths aren’t even in the same ballpark. Sure, they both make handheld devices, and both of those devices seem to be primarily used for gaming in today’s market, but Nintendo also makes great games of their own that Apple just can’t compete with.
  2. Nintendo serves up “fuller” games – Building off the first statement, it’s important to note that Nintendo both makes and distributes games that appeal to a different market than those that are available on Apple’s iDevices. While there is some overlap (with games like FINAL FANTASY and the like being ported to the App Store), developers for Apple’s devices tend to focus more on bite-sized games than large-scale epic, 40-hour sagas. Nintendo themselves has been making Mario and Zelda games for so long that they barely have to try anymore to create compelling games that gamers will play for days on end. Third parties on Nintendo’s devices also tend to create games that will take 20 hours or more to complete the first time through. Apple’s developers rarely craft games of that caliber. They may be fun, but they’re certainly not that grand.
  3. Nintendo has Mario and Zelda – Until such time as Nintendo decides to stop being both a hardware and a software company, Mario and Zelda are Nintendo exclusives. And that alone is enough to keep the gaming giant in business. While the franchises may decline for a time once Shigeru Miyamoto retires, the massive numbers of gamers familiar with these characters will keep the company going for many years. Further, Shiggy has already passed the torch in the Zelda series to Eiji Aonuma and he has done rather well with it. Talent exists, and passion for these franchises has grown immensely throughout the years. Someone will continue to make great games for Nintendo until the lights go dark.
  4. Touch-screen only controls limit the gaming experience – Nintendo popularized touch-screen controls with the release of the original DS in 2004. Apple utilized touch-screen technology to make the world’s most advanced and easy-to-use smartphone in history. But gaming was not at the top of their list of priorities. Nintendo knew that only using the touchscreen would cause control of some games to be erratic while limiting what could be done to interact with your characters on the screen. Until such time as Apple allows for controllers to be attached to iDevices, I don’t see developers successfully developing “large-scale” games as mentioned above for Apple’s devices.

All that said, Nintendo cannot sit still and wait for Apple to rectify the deficits that the iDevices have in terms of being a complete portable game system. It certainly seems like they are moving forward with the new 3DS. However, they are going to have to certainly change up some aspects of their business plan to maintain control.

I suggest that they start by allowing 8-bit and 16-bit games on the Wii to be copied to the DS family of devices so they can be played portably. Syncing wirelessly between the two would be easy and would really increase the desire to have both systems.

You hear that, Nintendo? That one’s free.

These dungeons are dark. There could be dragons in there.

A couple weekends ago, I got invited to my friend’s house to play some Dungeons & Dragons 3.5 edition. I haven’t had an opportunity to play real D&D since I was in high school, and so I was pretty out of practice. I’m pretty sure I used either the 2.0 or 2.5 ruleset back then, as THAC0 was still around. I only played once and while I had fun, I didn’t get to really experience the whole of the game.

Some time later, Bioware released Neverwinter Nights for the computer, and I got to experience the game again with the new d20 system that was part of the 3.0 and 3.5 ruleset. Unfortunately, a computer game just doesn’t have the same social and roleplaying aspect that sitting around a table with your friends does.

Thankfully, I got the opportunity to play with Crusher, et al. I decided to roll a Half-Elf Wizard, and he actually turned out to be pretty badass. I chose a Wizard so that I could really try some unique methods to resolving combat and other encounters. It really made the game more enjoyable to be able to work around within the rules of the game to try options other than just murdering everything that moves.

In our earliest encounter, we all fell asleep in an inn and during the night woke to find black-clad assassins fighting the city watch. After a few interesting combat maneuvers (such as one of our party leaping from the balcony to crush the assassin below), we set out on a quest to recover the kidnapped son of the local baron. During our journey, we were set upon by a band of gnolls while passing through a valley. The combat was quick and bloody, with one gnoll left alive for information. We soon discovered that the gnolls mistook us for some humans that had attacked a hideout nearby. These gnolls were part of a raiding party on their way to free their comrades.

We quickly reached the hideout and brought our new gnoll friend with us. Once inside, however, we discovered many dead bodies of human and gnoll alike. In the main room we discovered a battle between them. A battle ensued in which the party did their best to knock unconscious as many gnolls and humans as they could to attempt to get to the bottom of this mess. One of the more entertaining moments of the night happened when one player misunderstood why we were attacking the gnolls and turned on another player. In the end, it provided some excellent character development.

Unfortunately, while searching the other passages, the gnolls escaped, killed the remaining humans (it’s okay, they were evil, anyway), and fled. Soon after we discovered the advisor to the baron had kidnapped the baron’s son and charmed him. We returned to the baron’s castle, but could not convince them that anything was wrong with the baron’s son. The baron died that evening and we quickly found ourselves in prison.

Throughout the campaign, one of the players (the usual DM and a rather argumentative father of one of the other players) fought with Crusher over many of his and the party’s decisions. Mostly he was frustrated that we didn’t kill everything we met. He was quite happy to find the party had no qualms about killing guards that were under the baron’s advisor’s control.

We managed to kill the advisor, free the baron’s son and seek out an inn for the night. It was a very exciting evening and one I hope to repeat soon. I also hope to get some 4th edition rule books so that I can start my own campaign with some other friends and family members that might be interested. I’ll write more if and when I get the chance to play again.

Thanksgiving weekend iPhone app sales

Several iPhone developers have chosen to have sales this weekend, in the spirit of Black Friday, and Thanksgiving. Some of these sales are pretty nice.

For example, Electronic Arts has slashed prices on a number of their products to 60% or even 50% of their original price. One such game is Wolfenstein RPG, which I picked up immediately, as I’ve been waiting for it to go on sale. While Wolfenstein is famous for being a first-person shooter, it translates really well into an RPG. It doesn’t feel turn-based at all until you enter combat, at which point the enemies just don’t shoot at you until you’ve either moved, fired a weapon, or done some other action. There are puzzles and experience points and all the things that make RPGs great, as well as some great moments of humor (for example, there are chickens everywhere that you can kill in a variety of ways to turn into chicken dinners for health).

In fact, all of id Software’s titles are on sale this weekend, so if you’ve been interested in DOOM Resurrection (an on-rails shooter that’s been very well received) or Wolfenstein Classic (the classic PC game from the early 90s, perfectly recreated for play on the iPhone and iPod Touch), now is the perfect time to pick them up.

In fact, most EA iPhone titles are available (around 30 of them) at the discounted price, so if there are any you’ve been eyeing, but were waiting for a discount, now is the time to check them out.

The other title that I was really excited to find out is on sale this weekend, is Hero of Sparta by Gameloft. When iPhone OS 2.0 first came out, the company Digital Legends Entertainment released Kroll, a beautiful-3D brawler that had some of the most amazing graphics seen on a portable device, but fairly low on gameplay techniques and replay value. Hero of Sparta took it a step further by marrying those beautiful graphics that the iPhone was capable of to a more solid control scheme with more action and a lot more gameplay value. If you are a fan of hack-and-slash action games, then Hero of Sparta is a good choice for you.

Keep your eyes peeled for better deals out there, because if there was ever a good time to find great deals on iPhone software, this weekend is likely to be it.

I’ll wait back here where it’s safe. What? Goblin archers? Well, crap…

I love board games. There are a lot of board games that I find to be incredibly fun. The games I enjoy the most are those that are based in fictional realms of fantasy and science fiction: particularly those that require the players to work together in some fashion. You may remember some time ago when I wrote about some of the games we played the last time I had a gaming day.

When I was about 10 years old, Milton Bradley released a game called HeroQuest in the US (the UK got it a year earlier). My cousin got it for Christmas, and after playing it with him, I decided I simply had to have it. Essentially, one player is a dungeon master laying out doors, monsters, furniture, traps, etc. and all other players form a band of Heroes that journey into the dungeon to accomplish some goal, slay monsters, and find treasure. A friend across the street also picked up a copy of the game, and we spent many, many hours playing through quests, building our own, and then playing through those.

I didn’t have the luxury of spending much time playing Dungeons & Dragons (I knew one group that played and spent one day playing, but we didn’t hang out much and I never got to try again), so HeroQuest was the closest I ever came to playing a tabletop role-playing game. Sure, it was more of a “dungeon crawler” than an RPG, but it still stuck with me throughout my childhood and young adult life.

Fast forward to just after college. My cousin Adam and I are sharing an apartment with Andrew (his brother) and then later Jesse (my brother). It is at the time when Jesse moves in, that I first discover Warhammer Quest. I had heard of this game before, thanks to a strong similarity between it and HeroQuest (much of the game world for HeroQuest was lifted out of Warhammer’s fantasy world and simplified for young gamers). Thankfully, Adam picked up a copy off eBay one day and we all got a chance to try it out.

The big plus to Warhammer Quest was the ability to randomly generate dungeons, eliminating the need for a player to be “the bad guy”. After a handful of games, however, it became obvious that in order for us to play a game quickly, we’d all have to either read the rather large instruction books cover to cover, or play several games with someone that had until we felt comfortable not looking something up every 30 seconds. The game went into a closet and began to collect dust.

I was at Adam’s house a couple months ago, picking up some stuff for my newborn baby, when I found my old HeroQuest figurines in his closet (I had been searching for them for 6 months or more). And sitting there, untouched for the last couple years, was Warhammer Quest. Adam took it down and told me that if I’d actually play it, I could take it with me. Nerd joy exploded in my heart.

And so it was, that on Saturday, November 7th, I invited my cousins over to play. The plan was to have a complete Saturday doing nothing but having some “nerd fun”. In the end, Andrew, Alex, Rachel (Alex’s sister), and Bri (Alex’s girlfriend) arrived for some Warhammering.

I chose, as always, to play the Elf. Andrew picked up the trusty old Barbarian, Rachel snagged the Dwarf, and Bri took up the Wizard. Since we had five players, Alex chose to play one of the add-on characters that Games Workshop released after the game was available: the Warrior Priest.

The first dungeon went fine, and fairly quickly even though three players had never even touched a Games Workshop game before. We each got to learn a little about how best to work together and the newbies got a good feel for their characters. The second dungeon, however…

We came to a t-junction in the dungeon early on and chose the wrong path. Of course, by the time we discovered it was the wrong path, we had encountered a fair number of murderous beings. Although the Warrior Priest was able to heal (Bri, unfortunately, drew only Resurrection for her healing spell as the Wizard, making it difficult to assist much), his Blessings were erratic at best, and did not restore health at a quick pace.

Thus, when my Elf was down to a mere 1 Wound remaining before death, my companions decided to simply walk off without me, leaving me several steps behind and unable to catch up to the healer. This actually turned out to be slightly advantageous. I say slightly, because in Warhammer Quest, when an Unexpected Event occurs and monsters are placed on the board, they are placed in the room with the Heroes. However, if one or more Heroes are in separate rooms, then they are randomly placed into one of the rooms.

I was quite thankful then, when the room they were to be placed into was not my room. That was, until I discovered that the enemies we would be facing were Goblin Archers. Thanks to a number of fortuitous dice rolls, I was able to remain standing until the villainous creatures were thrust out of this world and into the next (mostly via the application of pointy objects to their vital organs, though once or twice via blunt objects to the same and/or magic lightning to their everythings). I rejoined my compatriots, received my healing, and promptly smacked the Warrior Priest upside the head.

I mean, my character did that. Not me. I’m not my character.

Please don’t tell my therapist I said that.

And so we journeyed onward, found the chamber of evil bad things, murdered them all, and everyone went home mostly happy. Alex even remarked, during the course of the last dungeon, “Can we do this more often?” I’d say that counts as a win. I can’t wait until the next time we get together when I will be playing as an Elf Ranger, one of the add-on characters. I’ll let you know how it goes.

(Non-American) Football Hero

I was reading my daily dose of The Tanooki on Tuesday when I came across a video that really impressed me. I’m sure most of you have played (or at least heard of) Guitar Hero or Rock Band. I’m positive, however, that none of you ever predicted this. Now, I can’t kick a soccer ball to save my life, but I know quite a few people that are pretty skilled. The sheer amount of athletic ability required to achieve what is accomplished in the video linked above absolutely floors me. Sure, it’s a promotional video for the band Kasabian, but that doesn’t make it any less awesome.

I recommend watching it full-screen in HD here.

Blast from the LucasArts past

I was looking for a specific YouTube video for a friend of mine today and wound up recommending several to him. All of the videos are from the computer game Star Wars: Rebel Assault II, a rather entertaining computer game from the ’90s: one of the early-generation CD-ROM games.

In the game there was a cheat that enabled “theater mode”, a thinly-veiled Mystery Science Theater version of the game’s cinematics. Thanks to the magicks of YouTube, they have been preserved for your viewing pleasure. Here is the other easter egg I found while looking for the rest of the videos.

An Open Letter to MumboJumbo Games

I read an article recently that told the story behind StoneLoops! of Jurassica and its removal from the iTunes App Store. In the article, it was mentioned that the factor that initiated the removal of Stone Loops was MumboJumbo sending Apple a letter requesting it be removed.

When I discovered this, I was rather upset, as I have long been a fan of this particular genre in general, and StoneLoops! was as great a game as I had ever played. While I have played Luxor 2 on the Xbox 360, I was very impressed with StoneLoops!’s touchscreen implementation. I would have been interested in trying out Luxor on the iPhone, but sadly that day will never come.

Due to the decision by MumboJumbo to use bullying tactics instead of actually trying to improve your product, I will henceforth no longer support MumboJumbo in any way. This means I will stop purchasing games published by you, and I will begin actively speaking against purchasing your products to friends and family. In the future, I hope that you decide to do the right thing rather than simply using your name recognition to remove your competition from the markets in which you compete.

As for your allegations that the developers of StoneLoops! were somehow copying your work, I point out to you that you did not create this genre and have not attempted to use this same bullying tactic against your other competitors (including Stone!Loops!’s other iterations on various platforms).

I hope that this message reaches you as an example of just one of many disgruntled fans of StoneLoops! that could have been fans of Luxor and other MumboJumbo games, but will now instead choose to seek out alternatives rather than supporting a company that uses “the protection of intellectual property” as an excuse to avoid improving upon existing work to compete.

∞∞∞∞∞∞∞

I have not included any links to MumboJumbo’s website or its games on the iTunes Store due to my decision to boycott them and encouragement of you to do the same. You can, however, contact MumboJumbo by email here. My heart goes out to the developers of StoneLoops! of Jurassica. If you would like to show your support for them, or for indie development in general, you can purchase StoneLoops! for platforms other than the iPhone from their website. For more information about why I am posting this open letter, please visit the AppAdvice article that brought the issue to my attention, and the developer’s blog.

Minimalist videogame characters

Infinite Continues recently posted a set of images of video game characters reduced to a handful of shapes and colors. They are rather remarkable and would make excellent iPhone wallpapers, so I will probably be converting several for my iPhone soon.

Infinite Continues is a blog that started similarly to my Classic Gaming Sporadically series, though with (admittedly) more journalistic integrity and less humor. I definitely suggest checking it out, however, as the author makes interesting points about a number of games that I know I missed (due to financial obligations or platform exclusivity) and perhaps you have, as well.

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