Posts Tagged ‘metal gear solid 4’

Game Overview: ABDN Reviews MGS4

Friday, August 29th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

(SPOILER NOTE: Tim’s review, my review, and some of this post have MGS spoilers. Read at your own risk)

I’ve taken a few excerpts from Tim Rogers’ brilliant review of Metal Gear Solid 4 and I’m going to talk about them a bit. He totally threw us for a loop, revealing the game that is NOT ABDN’s best game of all-time, but revealing a game he firmly believes not to be. Let’s get started:

“If it’s a fact that Metal Gear Solid 4 sucks on purpose, we can hardly blame Kojima for that, either. Given his previously well-documented disinterest in the series, its having been promoted as his “opus” must have turned his stomach. It’s clear that Kojima’s priority was the game’s plot, and making sure it “satisfied” fans: like the world’s fattest kid circa 1989 winning a Toys R Us shopping spree, Kojima struts zombie-like into the warehouse of his past work and proceeds to remove absolutely everything from the shelf, dropping one item at a time into his bottomless shopping cart. He eventually gets up to the cash register, leaves the cart unattended, pulls his smokes out of his jacket, and steps outside.”

In this point I can’t help but hope that Kojima was in fact making a disappointing game on purpose. Sure, MGS4 wasn’t terrible, but after all the hype, after Metal Gear fucking Solid 3, I found myself thinking “Really? After that, this is what you bring to the table?” MGS3 was so good that I suppose surpassing it was either impossible for Kojima or, as Rogers says, not even the point of what he was doing. He made MGS4 because he had to. He made MGS4 basically a checklist for unanswered plot points because he ultimately wanted to be DONE. May Hideo Kojima never have to have as much control over or make another MGS game. The man, despite what Rogers thinks, is brilliant. I like to think it’s just a question of him finding a project that truly interests him again.

“By act three, the game has abandoned its neat little idea in favor of a far neater one: we are now following a guy through a European city. Snake is wearing a trenchcoat, looking like Gillian Seed from Snatcher (the fans swoon), and it’s quaintly foggy. Ironically, this proved to be our Absolute Favorite Part of the Game. Since age nine, we have wanted to wander a European metropolis after curfew, letting a shady man obliviously lead us to his shady headquarters. This is the reason we studied Russian and Chinese in elementary school while everyone else was busy pretending they knew something about sex. We carried this dream in the palm of our hand until college, when it dawned upon us that we could Actually Die from doing Stuff Like This, so we started writing about videogames in the first-person plural instead. Metal Gear Solid 4 manages to get the mood and the pace of Euro-man-stalking just right. Our target is “Side A”, and the enemy troops enforcing the curfew are “Side B”. We are “Side C”. The level design in this part of the game is ferociously cute: both we and Side A are in violation of Side B’s rules; while avoiding Side A’s detection, we have to ensure that Side A avoids Side C’s detection. This ends up pretty fascinating, whether you have watched the opening cut scene or not. Eventually, you get to the goal, and suddenly you’re riding shotgun on a motorcycle in yet another ropey on-rails shooting sequence. It’s like waking up from a dream about the Bahamas to find out you’re actually in Bermuda. Instead of intimately sharing military secrets with a woman you picked up at a poker table, you’ve got your mother asking you to shoot a helicopter down.”

I feel the need to interject that, despite Europe being compelling to Rogers and the ABDN crew, it’s rather dull compared to the actual MGS gameplay that I wanted. The gameplay of MGS3 was not about following a dude, although it’s also not too far. The dynamic of hiding from two forces is decently interesting, but its perhaps marred by the game itself. You CAN just take off the trench coat and continue running around in your octo-camo. You can just stun all the guards instead of sneaking around. Hell, you can just kill all the guards, so long as your mark doesn’t see it happen. The gameplay isn’t quite as compelling as the other sections, to me, even if the locale IS. Wandering throughout a European city in actual MGS fashion would be quite fun and worth exploring in the inevitable, but hopefully not Kojima-directed, MGS5.

“We will disclaim, right here, that we have, for the past decade of jacked-into-the-netness, chuckled and rolled our eyes whenever anyone complained about the length of the cut-scenes in a Metal Gear Solid game. Some people said they just wanted to enjoy the “gameplay” (like that’s a real word); some people said they just wanted to enjoy the “atmosphere”. It puzzled us, to the point of rubbing our bellies in amusement, that someone would dare to want to play Metal Gear Solid with absolutely no invested interest in the characters. It’s not that the story and the characters are necessarily great literature so much as they’re insperable from the game’s progression and atmosphere. If you only like the game mechanics, you’d be better off playing Pac-Man — it’s basically the same thing. Conversely, if you only like the story, you’d be better off reading a book. (Crucial: notice how we recommended Pac-Man for players who only like Metal Gear Solid as a game, whereas we recommended any book in existence for those who enjoy it as a story.) If nothing else, the original Metal Gear Solid had a dignified flow to it: the characters were all rough sketches, all vaguely likable. Conceptual Bullshit was kept to a minimum, and by minimum, we mean “Maximum, in Hindsight”. There was a fucking “boss” who you didn’t fight, who you instead met and talked to, and he died six hours before you even knew he was a boss. The game shows you this level of virtuosity for a while without once flexing its muscles in the mirror; at a certain point, it starts delivering soliloquies about love blooming on the battlefield; by this time, we are so into it that we can’t give up now. The game has worked its spell on us.”

Rogers brings up a vital point about the REASON people play a Metal Gear Solid game. It makes sense that a blockbuster like the MGS series is not only attract people who firmly agree with the gameplay environment, but I too marvel at the people who complain about cutscene length, but claim to be fans. The game IS about long cutscenes. The game certainly has a specific aesthetic created by its controls and actually interactive portions (ie: the parts where there aren’t cutscenes), but without the context, I would think it’s quite boring. Then again, I’d say I’m a person who is mostly motivated by story. I’ve played abysmal games just to see their endings in the past and I continue to play mediocre and great games, like MGS4, just to see what happens at the end. It’s absolutely true that divorcing MGS from its cinematics is divorcing the entire reason for playing from the game. It just makes no sense otherwise.

“Hindsight will tell us that, in concept and execution and everything in between, Metal Gear Solid is better than Metal Gear Solid 4, though this hardly matters. What matters is that we have grown up, and Metal Gear Solid has grown down.”

This is absolutely true. I would have to take a second to very firmly point out that MGS4 is, by no means, a bad game, it does suffer from something no other Metal Gear game does: sequelitis. It tries too hard to be what is iconic Metal Gear for its fans as a conclusion to such a degree that it is less Metal Gear for doing so. Think of the Solid games starting with MGS. Sure, that wasn’t much more than a rehash of the elements of MG2 (in fact, elements of the MG games continually repeat, but that’s actually a major theme of the game (how brilliant is Kojima to make “laziness” translate into “artistic purpose”?)), but getting serious, it’s plain that MGS2 is radically different from MGS. You have a totally new protagonist running around through an environment that is fundamentally different from Shadow Moses. The game felt different enough to warrant significant fan backlash causing low sales of the third, also fundamentally different Metal Gear Solid 3, where you, the player, are now in the past, the tech is old and different, changing the game from Pac-Man to something slightly different. Snake is not the same Snake (although he arguably/genetically) is, you now have a camouflage system, you have to eat to maintain stamina, and you have to treat your injuries.

Meanwhile, here comes MGS4. There are some slight gameplay tweaks here and there with octo-camo and the Drebin weapon system, but you’re not doing anything fundamentally different from the past games. You even have a stage where you revisit an old locale. MGS4 suffers because it is too much like the MGS games of the past. Kojima should have continued to grow as he did with MGS3 instead of regressing to the asinine and stupid with monkeys in diapers and god-awful stupid cutscenes. See Rogers’ treatment of the fried egg dilemma in the same review for more on that.

“…the (seemingly) hour-long sequence in which Ninja Raiden Riverdance-Duels a gay vampire in order to buy Snake, Otacon, and their pet robot enough time to escape from the hell of South America via helicopter is a chief offender: look at those moves! The moment we, as a “player”, behold a scene in a “videogame” and think “Man, someone should make a videogame out of that”, the ghost is essentially given up.”

Also (mostly) a first for MGS4 is the sequence where we cannot control Snake’s (or Raiden’s) bad-assery. The only notably awesome action sequences outside of MGS4 I can think of that we did not, in fact, get to control happen in Twin Snakes (this was widely hated) and in MGS3 in one scene. There is ONE scene in MGS3 where Snake beats up on the Ocelots with CQC. Every other time Snake tries to be fancy with CQC in a cutscene, The Boss, Volgin, whomever, seriously kicks his ass and makes him look like a moron. EVERY OTHER TIME. The player should not ever wish to control a cutscene in a game. Games are created to allow us to control the cutscenes. This is the failure of Quick Time Events too, in my opinion. Too much abstraction involved with making the protagonist look amazing.

“Eventually, the game turned us off to the concept of entertainment in general. Eventually, the game makes us start drinking.”

While MGS4 was, by and large, a disappointment to me as I became a victim to hype and high expectations resulting from playing MGS3, it is not this bad. It’s got its rough edges and, as Rogers loves to state in his review, the cutscenes are a train wreck of awkward acting and dialogue that would make almost anyone embarrassed to be seen playing the game (I’m looking at you Johnny…while I’m at it, you too stupid monkey in diapers), but I still stand by my review stating that you should play it. I’m pretty sure that my review was full of disappointment over finishing a great series off with less of a bang, but more than a whimper, it’s definitely worth a play.

(Just when you thought they were over, welcome to another MGS-full post)

Sony: Metal Gear Solid 4: Guns of the Patriots Review

Thursday, July 24th, 2008

It’s time for the moment many of you have been waiting for: my review of Hideo Kojima’s epic masterpiece: Metal Gear Solid 4: Guns of the Patriots.

SPOILER ALERT: This review may contain story spoilers. Read at your own risk!

Operating mostly on the basis of a promised beautiful, cinematic, amazing future of games, the PS3 launched back in November of 2006 with many of its purchasers anxiously awaiting the arrival of one specific game: Metal Gear Solid 4. Arriving quite some time later, is this the game to finally make the PS3 a worthwhile purchase? Let’s have a look.

The Story

One of the main questions on everyone’s mind when MGS4’s launch neared was whether or not the game would be able to wrap up the multitude of sometimes downright ridiculous plot points laid out by the six or so canonical games that have come out over the last twenty years. I’ll tell you outright that they definitely did manage to get it all figured out in a mostly satisfying way and with a pretty great premise that relates rather well to the previous games in the series. Unfortunately we lack some of the major themes of the typical MGS game, which is quite unfortunate, since the game is now more about Snake getting revenge and, to borrow a marketing blurb from Halo, finishing the fight.

The premise behind this new game is as complex as any other Metal Gear game. “War has changed,” as Snake tells us right from the get-go. The world economy revolves around war instead of oil with major private military corporations handling military operations in lieu of the more typical government-handled warfare of the 20th and 21st centuries. Snake’s major antagonist, Liquid Ocelot, happens to control the five major PMCs and is about to stage a revolt. Colonel Campbell will have none of that, so he’s sending in Snake to put an end to Liquid once and for all.

If you’ve ever seen a clip or footage of old Metal Gear Solid games, you’re no doubt wondering why Snake looks so old in this game. Simple answer, Snake, being a clone of the great Big Boss, is actually suffering from rapid cellular degeneration as a direct result of his cloned nature. So begins the tale of the living legend as he pursues Liquid across the globe. I’ll leave the synopsis at that, since the rest is best experienced in person.

Gameplay

The Metal Gear Solid series has always suffered from rather obscure control decisions, resulting in a finger-twisting control scheme that was definitely frustrating. For the last game of Snake’s career, Kojima teamed up with Ryan Payton to try and “Westernize” the controls of MGS to streamline the obscure decisions that have been a hallmark of the past ten years of Metal Gear. By making these controls work better in the post-discovery, action-oriented parts of MGS4, Kojima also inadvertently made it much easier to NOT play MGS as “Tactical Stealth Espionage” game. Really, what is Metal Gear without the stealth? The game was punishing when you messed up because you weren’t supposed to get caught. Your gameplay should be much more deliberate, slow and controlled than a straight-up action game because this is NOT an action game. That disappointment aside, the reworked controls do make the experience that much smoother and help to bring modern game design to the classic series.

Extra Spoiler Alert

Also new to the mix is the way that the levels are laid out. The first zone, the Middle East, has you more or less in the middle of a battle between the PMCs and militia insurgents. While these two factions are battling it out, you can choose to sneak, stealthily, around the fighting, help the militia take out the PMCs, gaining their trust and making them allies on the battlefield, or kill/stun both PMC and militia alike, making enemies of both. This first section on the game also hapens to be one of the best done sections, with the interesting dynamic of warring factions, tension resulting from battlefield sneaking, and a overall cool locale.

Act two takes place in South America, in a throwback type situation to MGS3. It doesn’t quite take place in the jungle, but its got a similar aesthetic to it and is the second most fun zone in the game. There is one area of complaint, the part where you have to “track” Naomi’s footprints to get to where she’s being kept in S. America. it’s just not as fun as the game thinks it is to look for footprints. This section also features some of the militia/PMC fighting of the desert.

The third act is the weakest of the bunch, taking place in Europe, you mainly follow a member of the resistance in an attempt to locate the headquarters of said resistance and “Big Mama.” It’s just plain not as fn as other parts of the game, even if it forces a bit more the stealth aspect of MGS that I love so much.

Act IV has the third best section of the game, as you return to Shadow Moses Island hunting Liquid Ocelot. The act starts with a dream sequence that pops you back to the PSX Metal Gear Solid making you play the approach into the Shadow Moses Island base. after that bit of nostalgia, you bust into the base itself, hearing bits of nostalgic moments that took place int he island as you pass through familiar locations. The enemies in this section are far less interesting, as they are mostly robotic. and not as fun to sneak by. This act does also contain a very sweet section where you pilot the Metal Gear REX, the model you fought in Metal Gear Solid and a Metal Gear on Metal Gear battle as you spar with the Metal Gear RAY model from Metal Gear Solid 2.

The final act brings you face to face with the Outer Heaven, Liquid’s main battleship and the location he intends to launch his revolution from. The shortest section in the game, it does feature a great boss battle against a foe similar to Psycho Mantis as well as one of the best cinematic and nostalgic gameplay sections as the final boss battle.

No real review can get away without mentioning Metal Gear Solid Online. This game, I feel, suffers from the fact that stealth is not rewarded as it is in the main game. Why would you want to play MGO like any other third-person shooter? I mainly have my fun by refusing to kill any other players, but when I do manage to stun another player, one of my teammates inevitably comes around and shoots him in the head on the floor. Can’t win ‘em all, I guess.

Graphics

Meet the best looking PS3 game currently on the market. Every ounce of processing power available to Konami and Kojima Productions was expertly utilized to create a beautiful experience that will wow most any naysayer of the PS3’s graphical capabilities. The desert makes you thirsty, jungle makes you sweaty from humidity, Europe feels cool, Shadow Moses Island is appropriately haunted-seeming, and Outer Heaven’s cinematic beauty makes for a great end to a fine game.

Sound

What can I say? The guns sound good, voice acting is as superb as ever (boo to losing the British and Chinese accents of Naomni and Mei Ling, respectively), and the score by Harry Gregson-Williams and company evokes the properly patriotic and legendary aesthetic of Metal Gear.

Final Verdict

Metal Gear Solid 4 is an amazing game, but I found myself just a wee bit disappointed with the epic. While the game does everything really well, I just found the story and, specifically, the acting of some of the characters (Naomi and Sunny) to be rather irritating. Compared to the sublime perfection of Metal Gear Solid 3, this game just needed a little more editing and a little less of the Japanese overacted melodrama. That being said, MGS4 is still one of the best PS3 games out there, gameplay-wise and should not be missed. A definite must-play.

Game Overview: Current Gen All-Stars

Friday, June 27th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Due to some poor life decisions, I find myself stranded for five weeks without any video games. What’s a guy to do, right? Well, rather than just giving you some of the headlines from the week’s video game news in lieu of what I was planning to be gameplay impressions, reviews, and the like, I’ve instead started a five week “All-Stars” feature. Each week we’re going to look at a video game era and spotlight my top three games from that era. Each of these games will also receive a place setting at the prestigious “Table of Honor” feature that I’m working on. Here’s the weekly plan:

Week 1: 8-bit Console Era
Week 2: 16-bit Console Era
Week 3: Post-16-bit Console Era, Pre-Current Generation
Week 4: Pre-Current Generation PC Games
Week 5: Current Generation

Yeah, the categories are broad, particularly weeks three and four, but it’s how I want to do them, so get off my back!

Wow, we’ve finally made it to the last week of my all-stars feature! Beginning back in November of 2005 with the launch of the Xbox 360, this generation has seen some of the biggest shifts and changes that the industry has ever seen. Again, starting with the 360, consoles finally began to be a match for the PC market with online matchmaking services rivaling the best on the PC drawing gamers to the consoles in droves, depleting the once very robust leader in innovation and technology’s user base. Not a group to sit on its haunches, Valve re-invigorated the PC market with its Steam platform, a release and matchmaking mechanism that has recently started to rival Xbox Live in terms of functionality.

The PS3 launched about a year after the 360, promising much, but struggling to deliver any worthwhile software for a full year after launch. Its online service also leaves much to be desired, with no cross-game integration to help it out, it pales in comparison to XBL, even though it is free.

The greatest shift in gaming has come from the revolutionary Nintendo Wii and the Big N’s “Blue Ocean” strategy. Nintendo, understandably weary of being in last place for the last two generations, decided to take their console in a totally different direction, emphasizing the casual through an accessible control mechanism, affordable system, and lighter gameplay fare. While their strategy has succeeded, selling out systems each and every month and given them a greater install base than the Xbox 360, even with a full year’s delay in launch dates, many a “hardcore” gamer feels like Nintendo has forgotten about them with their new strategy.

The brilliance of this strategy has caused many a developer shift as both Microsoft and Sony attempt to develop motion sensitive controls to mimic the Wii and the huge blockbuster game releases of last gen start to tone down some of their production values in favor of appealing to the mass market. Minigame compilations flood the market as countless companies try to tap into the previously unreachable markets. Most find failure as Nintendo continues to milk dollars out of the Nintendo DS and Wii, causing concern for third party developers on both systems.

While the music gaming phenomenon technically began last generation, both Harmonix and Activision have enjoyed unprecedented success with their Rock Band and Guitar Hero franchises. It seems that music gaming is one of the next big things, with Activision basically saturating the market with GH products and Harmonix releasing track packs every week to expand the already robust playlist of the party-friendly Rock Band.

Yes, the new generation has advanced gaming by leaps and bounds, with the 2007 holiday season being one of the best gaming history has seen in a long time, but the new generation has also drawn new lines; created new schisms. All of a sudden the terms “hardcore” and “casual” have divided a once unified user base. Nintendo’s radical decision to eschew high definition graphics in exchange for cost-effectiveness has split third party developers who now have to choose to develop for the HD systems or the system with the highest rate of ownership, but smallest attach rate (average number of games owned). Many claim that this will be a long one, unlike last generation, since Nintendo has proven that low-tech can still bring innovation and sales. All I know is that it’s still early and it’s still anyone’s ball game. The slow start of the PS3 is turning out to have been a slow boil while the 360 is looking like a flash in the pan as it peters out. Nintendo’s massive onslaught of sales still hasn’t even shown signs of slowing down, baffling everyone who said it was just a fad. I can’t wait to see how it all turns out when the dust settles, but until then, I’ve been enjoying some great games. Let’s take a look:

This first game revolutionized the gaming world last year by proving that a cohesive, well-thought out, well-written, but incredibly short game can top a robust 20 hour experience simply through the power of brilliant game-design, hilarious dialog, and a little bit of cake. Yeah, it’s Portal.

#3 Portal

Many of you know the story of how Portal came to be developed at Valve, but for those of you who don’t, here goes:

Up in Washington there exists a game design school called DigiPen. Since Valve is a Washington-based company as well, they tend to send people to check out the work done by students to find potential new hires and ideas. Cue Narbacular Drop, a project by students that featured the portal jumping gameplay we know and love in Portal. The story goes that someone from Valve saw the brilliant idea, brought them over to Valve headquarters to show Gabe Newell, and Newell hired them all on the spot, which was a brilliant move on his part.

Portal is a shining beacon of game design because it does everything that it sets out to do perfectly. It’s just the right length, has just the right amount of humor, has just the right difficulty curve, etc. Valve takes forever to produce games, we all know this, but Portal proves that our patience is definitely worth something.

There’s not really much else to say about this brilliant game, it has to truly be experienced to be understood as the masterpiece that it really is. Go out and buy it, seriously…it’s only like $20 on Steam

Here’s the ending credits, complete with the super-famous “Still Alive.” DO NOT WATCH IF YOU HAVEN’T BEATEN THE GAME!

International “Still Alive”!:

My #2 game would actually make a better Indiana Jones movie than the abysmally stupid Kingdom of the Crystal Skull. It currently tops my most anxiously awaited sequel list based on the promise of another adventure with its hilarious and cool protagonist. Last clue: the PS3-exclusive company that produces these games seems to have an affinity for main characters sharing the same name that starts with ‘N’. These obscure hints may lead you to realize that I’m talking about Uncharted: Drake’s Fortune.

#2 Uncharted: Drake’s Fortune

I bet you didn’t realize that the best action movie of 2007 was actually a video game. Uncharted follows Nathan Drake, supposed descendant of Sir Francis Drake, as he searches for the hidden treasure of El Dorado throughout the South Pacific. Joined by his partner Sully and the requisite sassy reporter Elena (yet another example of a restrained female character design that is STILL cool despite not having huge knockers. Take that sophomoric game designers!) Drake faces off against a plethora of pirates and puzzles as he discovers the dastardly secret of Drake’s fortune.

It sounds pulp-y, but that’s the point. Uncharted is the first time I’ve ever played a video game and thought “Well, this could actually be a movie without very much changing about it at all.” Play it and you’ll get the same impression. Voice acting is superb, the story is pretty cool, there is very real chemistry between characters, and the game just looks beautiful. Along with MGS4, this is one to show off your HDTVs to your friends. (Quick MGS note: I haven’t beaten MGS4, so it’s not eligible for this list).

Gameplay is pretty simple and mostly revolves around third-person shooting coupled with a cover system a la Gears of War. This part does get a little old sometimes as enemies continue to spawn at some points, but it’s well-done enough to not be too tiring. There’s also some platforming tossed in as you explore ruins that feels very satisfying. In fact, a great deal about what makes Drake such a cool protagonist stems from the fluidity of his movements both in combat and exploration. The way that he jumps from ledge to ledge, stumbling as he lands gives you that all important “Yeah, I think I could do that” feeling that makes up a successful everyman protagonist.

If you’ve never even seen Uncharted before, go rent it or buy it or come over my house. I’ll let you try it out.

E3 2007 Trailer;

Gametrailers Review:

And now, the moment you’ve all been waiting for, my #1 game of the current generation. My choice may surprise you, but I think that at the end of the day, it has to be number one based on how much time I’ve put into it compared to any other game in my entire library. There’s no good way to hint at it, so I’ll come out and say that my top game of this current generation (so far) is Rock Band.

#1 Rock Band

Rock Band and I had a strangely hostile relationship when I first learned of it. Not being as well-versed in video game news as I am nowadays, back then I had no idea that the original developers of Guitar Hero II were behind RB, I just saw that someone else was trying to make a music game and that it was really, really expensive. As a fake-guitar player, I also didn’t quite see the allure of drums or vocals.

That all changed when I started to see footage of both games and learn about the pedigree of both series. Concerns began to crop up in my mind as GH3 coverage showed the game design to be stagnant, note charts a bit asinine and arbitrarily hard, and art style to be ridiculously ugly. This was also about the same time that I learned of the very ugly breakup between Harmonix and Red Octane and EA/MTV’s partnership with Harmonix. There was an immediate shift at that point where I realized that I was siding with the wrong company and antiquated game design. The music game future lied with Rock Band, its new digital distribution system, and four instruments.

As a quick aside, I actually actively hate Activision and the GH franchise over stupid stunts like this one. There’s no reason why they should have screwed over PS3 GH3 owners who just wanted to be able to use the same guitar peripherals over both games. No one needs as many plastic instruments as Activision is going to force upon us very soon…

Back to Rock Band: it’s yet another one of those casual games meant to open up the market. How does it do this? There’s the simple four-player multiplayer aspect that makes the most sense in this context. Gathering up four friends to play music on fake instruments has turned out to be a tremendously appealing concept. I can honestly only think of one or two of my friends who doesn’t enjoy Rock Band at all. Friends of mine who live thousands of miles away are excited to get some Rock Band in next month when they come to visit. It has that much draw, especially to people who typically don’t game at all, including older gamers (NOT my parents) and women. While being able to shred on expert isn’t about to impress any of the ladyfolk, it’s still a good game to bridge the gap between the gamer and game-hater, since most people who have never played video games can understand music within a few minutes.

The other real innovation in casual gaming is that Rock Band is not as ridiculously hard as Guitar Hero 3. Activision went the totally opposite direction, attempting to create a hardcore experience with note charts that made no sense, but were harder to play. Rock Band’s more intuitive note charts seem way easier by comparison, but they still provide tons of fun and, most importantly, they generally won’t fail an appropriately skilled player during multiplayer play, the main draw of the game. Yeah, Rock Band is a lot less fun solo than with friends (still way fun though), but it’s meant to be played with friends, not alone. I’ve spent countless hours with large groups of friends handing off the guitars, drum sticks, or microphone as we shredded the night away (and probably made our dormmates hate us…bwahaha).

Rock Band is, by and large, the only reason I turn on my Xbox anymore and it gets playtime at least once a week from me as they launch new tracks each and every week. As it introduces me to new, sweet music (Boston being my favorite discovery so far), it’s impossible for me to not rate this as the best thing to happen for me since I started gaming. I’ve always loved music and had some aptitude for it, but never really learned to play anything. RB gives me the freedom to love that music using a medium that is friendlier than actually picking up a guitar (although I do aspire to actually start playing at some point in the near future). Detractors will say, “Why don’t you just play real music?” I will say, “Because I love music, but don’t have the time or money to devote to learning a real instrument right now. Besides, this is fun for me and my friends, so stop being a jerk.”

At the end of the day, isn’t that what really matters with a video game? Aren’t we just supposed to be having fun?

“Margaritaville” Guitar and Drums:

“Rock and Roll Band” (one of my favorites!)

Another funny Rock Band-related PA comic.

And with that, I officially close out the Game Overview All-Stars feature on this blog. I’m sure you readers have pretty different opinions from me, so feel free to let me know what you think. I’m not planning on doing any runner-ups for this generation, but keep an eye out for game reviews in the future receiving the prestigious all-star award.

Remember guys, video games are all about fun. I spend a lot of time gaming, so it’s good to know that there are such fine specimens of gaming to make deep, lasting impressions on me. Keep it up game devs and I’ll keep picking up that controller.

Game Overview: Pre-Current Gen PC All-Stars

Friday, June 20th, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Due to some poor life decisions, I find myself stranded for five weeks without any video games. What’s a guy to do, right? Well, rather than just giving you some of the headlines from the week’s video game news in lieu of what I was planning to be gameplay impressions, reviews, and the like, I’ve instead started a five week “All-Stars” feature. Each week we’re going to look at a video game era and spotlight my top three games from that era. Each of these games will also receive a place setting at the prestigious “Table of Honor” feature that I’m working on. Here’s the weekly plan:

Week 1: 8-bit Console Era
Week 2: 16-bit Console Era
Week 3: Post-16-bit Console Era, Pre-Current Generation
Week 4: Pre-Current Generation PC Games
Week 5: Current Generation

Yeah, the categories are broad, particularly weeks three and four, but it’s how I want to do them, so get off my back!

Constant through all these years of transitioning video game consoles has been and always will be the PC games market. Despite all those cries of “The PC market is dead!” I’ll tell you one golden rule about the PC market: It will always exist for as long as people use PCs, which seems like it would be indefinitely, the way that technology is going. I will concede that the PC gaming market is not in its golden years like it once was. The reasons for this are many, including more powerful home consoles whose games look comparable to PC games, the advent of the laptop, and the general weakness of any non-gaming rig due to lame motherboard graphics processing power.

However, despite these issues, the PC has always managed to produce great games and it will always continue to do so for the foreseeable future, simply because the markets have not converged enough yet. In fact, the four PC games that I will be talking about in this generation are all mostly games that either just plain don’t work well on consoles or just plain control better on the PC.

One final note before we begin, X-COM: UFO Defense will not be appearing on my list, even though it’s a staple of top PC lists everywhere. The simple reason: I’ve never played it. Maybe one of these days it’ll be on Steam or something and I’ll get a chance, but for now I have no idea how it plays. Also on the never played list: Fallout and Baldur’s Gate. These games might be so awesome they replace what’s on my list, but I don’t know any better at this point.

The first game we’ll be looking at today is one of the most popular games in the entire world. This game is so popular that an entire country more or less enjoys it as a national past time, complete with comedy routines that revolve completely around mimicking in-game sounds. It’s the game that’s sweeping Seoul and supposedly getting a sequel this year, StarCraft.

#3 StarCraft

I still remember the first time I tried to play StarCraft. Note that I said tried…

We ran a pretty pathetic rig back in those days. I’m sure it was decent at some point, but our 90 MHz (seriously!) junker couldn’t quite run anything! StarCraft installed and I even managed to get it to boot, but playing it…well it ran at a snail’s pace. I even remember trying to play it with my friend Tony over the Internet on our 14.4 modem (I know…). Needless to say, I never quite got around to beating StarCraft back then, but once we updated to a 1 GHz computer (holy cow! an order of magnitude better than our “100 MHz” machine!) I was finally able to experience Blizzard’s masterpiece.

Blizzard may have started their RTS days making Warcraft games, refining mechanics and storytelling ability with their Tolkien rip-off world, but they really came into their element once they took it into outer space. The single-player campaign tells the brilliant story of the Protoss, Terran, and Zerg as they all jockeyed for control of the known galaxy. Whether you were controlling Jim Raynor for the Terrans, working with the heretic Zeratul of the Protoss, or the converted Queen of Blades, Sarah Kerrigan, for the Zerg, you always felt like things were plenty cinematic (even though briefings were just talking heads) as the plot twisted and turned. As far as I’m concerned, StarCraft was really the only real original story that Blizzard was able to tell. Warcraft III borrows heavily from SC (come on…Arthas becoming Undead totally mirrors Kerrigan! Don’t even get me started on how the Protoss and Night Elves are nearly identical…), as it well should, since the betrayals and battles make for a very compelling storyline. Trust me when I say that the game that launched ten years ago was a masterpiece whose continuation I cannot wait to see later this year (hopefully!).

As far as gameplay goes, SC goes far beyond what most other RTS designers were doing at the time. Sure, most RTS games, Warcraft included, had multiple factions that the player could control, but rarely did these factions vary in essential gameplay concepts. They all had comparable infantry units or heavy units that had more or less identical firepower to each other. In fact, a lot of the time, the faction choices basically just represented which art style you preferred most and had little to no impact on gameplay. The three races in StarCraft absolutely bucked this trend. If you played as the Terrans you were required to play a fundamentally different game than the Protoss or Zerg were playing. The magic that made SC so special was that you basically had three games packed into one neat little package.

Even with these great innovations, everyone knows that SC has survived this long for one reason alone: competitive online play. Blizzard was wising up to Internet gaming not too long before SC’s launch, so it was no surprise that StarCraft launched fully capable of online competition via the awesomely free Battle.net matchmaking service. Sure, people had direct connected through phone lines to play RTS games before, but this was unprecedented. Now you could just log on and see who else in the country was on and just go up against their army. It took great study and care to actually be competitive in the online SC community, but B.net was a great idea by a company devoted to high quality releases.

I think the only thing I have to say to really make this sink in is that you can make a living in S. Korea just by being a professional StarCraft player. I rest my case.

Blizzard was also really great with cinematics, even way back in the day. Check out the opening to SC: Brood War:

The next game on the list has been a favorite of mine since I was in grade school. Granted, the version I will be featuring today is the latest iteration (beat the release of the current generation by about a month), but that’s only because the latest version has come back and shown us how truly amazing the series is. There’s nothing like a game that will have you awake at 0500 with the sun streaming through your windows as you tell yourself, “Damn, I gotta go to sleep…I’ll get on that after this next turn…” That’s right, I’m talking about Civilization IV.

#2 Sid Meier’s Civilization IV

If you’ve never played a game in the Civilization series, then you don’t know the meaning of gameplay addiction. I’ve played many games until ungodly hours of the morning, but the game series that has made for the most red-eyed, bleary mornings has got to be Civ. If it weren’t for Civilization IV, the best of the series would have been the sophomore outing, Civilization II. Not that III was no good, but it just kept too much the same while not making enough different and new, which is, I believe, why IV succeeded so well in the series. It took everything that was bogging down the Civilization series, gave it a quick boot to the head, and came at it from a new, amazing angle.

I have to give great credit to Soren Johnson for reinvigorating what some may have felt to be a stagnant series. Civilization IV benefits from the direction he took it, making multiplayer a focus, getting rid of corruption and civil disobedience, adding great people, removing infinite city sprawl (ICS!), and attempting to diversify combat. Sure, sometimes the game is still slow, you still see unit stacks of doom, despite siege weapon deterrence, and the occasional phalanx might do serious damage to a battleship, but once you start going in and messing around with your own custom governments, you’ll see what an improvement Civ IV is to its predecessors.

A relative rarity for these lists, Civ lacks any story whatsoever other than whatever narrative you happen to create as you play. At the end of the day, you’re fully in control of your empire and more or less in control of how the AI treats you. For example, I know for a fact that Gandhi is secretly a war-mongering bastard. I have experienced his nuclear fury (granted…it was in retaliation for nuking him first, but still…). I’ve also seen the great Julius Caesar reduced to groveling at my feet as my armies marched into Rome (always satisfying) and I cannot emphasize how much of an aggressive, back-stabbing asshole Montezuma is, but these things do not make a game story. Plenty of the games don’t even feature any of these leaders, if you choose them not to. It’s a testament to this game’s character that I am able to have such fond memories of battling AI for world dominance without anyone but my own computer controlling them.

I would tell you to go out right now and buy Civilization IV to experience utterly refined game design and fun, but I don’t want to be held liable for the drastic decline of the rest of your life as you sink countless hours into building up the mighty Persian empire. Just remember that I warned you about this when it’s now 0723 and you’re still saying “Once construction on this wonder completes I’ll save and go to bed.”

Here’s some video of diplomacy gone bad:

A GREAT trailer compilation:

My absolute favorite PC game in pre-current gen era is actually a bit of a surprise to me. If you would have told me before I ever booted up that wonderful piece of software that I would love a first-person shooter. It’s like someone opened the faucet of creativity and poured it on this wonderful game. If this game is still as awesome when it’s 50% depleted, it will still kick more ass than most games on the market today. My favorite PC game (really up to the current gen) of the generations preceding this one is Half-Life 2.

#1 Half-Life 2

Valve is used to revolutionizing the medium. Gordon Freeman’s first quest was game of the year when it launched and Half-Life 2 received similar acclaim. There’s just so much about the game that it just exudes perfection. From the moment the game opens and the G-Man deposits you on the train into City 17, Half-Life 2 just never stops. Every character has inherent life and realism in their actions, the voice acting is superb, and the story just flows so well.

I could ramble on and on about how awesome HL2 is, but instead I’m gonna focus on something that only a few other games in the ENTIRE history of gaming have ever done (Ico’s the only one I can think of, but be sure to add more if I forgot some), add a sidekick that you not only genuinely care about, but is also totally useful, lifelike, and, most importantly, not annoying.

Alyx Vance is, bar none, the greatest character ever created for a video game. Game designers create tons of NPCs, especially female ones. It is so easy to go the cheap route: plenty of T, plenty of A, but, from the get-go, Valve knew they were gonna do something else. Alyx is a pretty girl, mind you, but in a much more restrained, realistic way. She wears normal jeans and has no cleavage, which is, quite frankly, pretty rare in this business (see Naomi Hunter in MGS4 for a blatant example of the opposite). Even so, if you were to go to a Valve message board, you’d most definitely find tons of posters stating how much they love Alyx. How did Valve do that? Quite simply by paying attention to real human emotion and interaction and by hiring amazing voice talent.

Voiced by Merle Dandridge, Alyx is given more than enough life by her voice acting, the way she reacts to situations, the way she urges you forward, and the way she interacts with the other expertly characterized NPCs. When Alyx is scared, you can not only see it in her amazingly animated face, you hear it in her voice. It’s present in abundance, yet it’s also understated. It’s perfect, really. She truly is your companion on your journey (even more so in Episode One).

Half-Life 2 brought life back to PC gaming and the FPS genre for me in such a big way. Never in my wildest dreams as an RPG player would I have imagined that an epic, fun, and good story could be told in that context. It just goes to show you that a masterful game can exist in just about any genre, it just takes talent and like ten years of time and devotion.

Enjoy the haunting opening to HL2 that drew me in right from the get-go:

And that, my devoted readers, is that. Be sure to tune in later this weekend (it may be Sunday instead of Saturday) to see the runner-up for the PC category!

Embedded Reporter: MGS4 Review

Monday, June 16th, 2008

Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.

After a week of mentioning Metal Gear Solid 4 at least once in every post, I’m sure you’re getting damn near sick of hearing about Kojima’s latest masterpiece (or so I hear, can’t play yet :sob:). Let’s close off the MGS4 references for the short term with the video reviews posted by both Gametrailers and IGN. Enjoy!

One other little treat, this is one of the funnier Flight of the Conchords songs that I’m saddened didn’t make it onto the CD:

Game Overview: 16-Bit All-Stars Part 3 / Sony: MGS4 Launch

Thursday, June 12th, 2008

Here we are at the last of the 16-bit era’s all-stars that couldn’t quite crack the top three.

This game is distinctly famous for Shigeru Miyamoto claiming that this game “proves that players will put up with mediocre gameplay as long as the art is good,” which he later apologized for claiming that he was expressing some frustration at Nintendo pressuring him to make changes to Yoshi’s Island to make it look more like this game. Another, more obvious clue, is that I talked about this game in my instruction manual editorial. Our last runner-up is Donkey Kong Country.

Runner-up: Donkey Kong Country

This will be one of the few times that you hear me say this, but Shigeru Miyamoto is wrong. Donkey Kong Country was the much lauded return of Donkey Kong to the video game spotlight and what a job it did. They looked at the aesthetic of the original Donkey Kong and they absolutely brought most of that to this new game. The most obvious transition from original to SNES was the strong use of the barrel. Donkey Kong’s chief weapon in the first level makes a return as one of the most prolific items in the game. You save progress in them, fly around the world map in them, rocket through the levels in them, regain party members from them, and have a projectile attack a la the original game. The mortality of the player characters were even brought over from the arcade game with both Donkey and Diddy dying after one hit, much like Mario (Jumpman) did back in the day.

I love Donkey Kong Country because it took the conventions for how a platformer is done, pulled from Mario 3 and Mario World, and took it to brand new heights. Sure, it didn’t have the branching paths of SMW or the innovative power-up management system of SMB3, but it had pets done way better than Yoshi, tight, almost simultaneous two-player action, secrets hidden around every corner, and that trademark Rare humor (or should I say humour?) that’s long since left the company (probably left when the Stamper brothers left).

DKC was and still remains one of the coolest Christmas presents I ever got. I still have the t-shirt that came with the game as a pre-order bonus (thanks Mom!). If you’ve never played it, you should go back and try it out.

A great Sega-bashing commecial:

The kid in this commercial is wearing the t-shirt I got as a pre-order bonus:

One of my favorite video game intros:

Wow, what a journey the 16-bit era was. My most formative gaming years spanned this generation, setting up my future video game habits and tastes, most notably, my voracious love for RPGs. This era’s a real tough one to follow, I mean a good chunk of my top games of all time came out of this period. Tune in tomorrow to see which console games make my top three in the post-16, pre-current gen time period. I can tell you right now, regular readers of my blog won’t be surprised by the number one game, but can you even come close to guessing what else will be covered in the week to come? Go ahead and leave a comment with your guesses.

I hope you all remember that Metal Gear Solid 4: Guns of the Patriots launches today! Go and buy it. If you don’t have a PS3, go get an 80GB model (backwards compatibility for the win!) and a Dual Shock 3 and then buy MGS4. What are you waiting for?

M$: Squeenix RPGs on the Way / Sony: MG Week MGS Retrospective / Abbreviated Wednesday Morning Quarterback: FL Marlins Finally Overcoming Slump?

Wednesday, June 11th, 2008

We interrupt your regularly scheduled sports updates to bring you trailers of three Square Enix announced RPGs for the Xbox 360:

The first is The Last Remnant:

Next we have Star Ocean 4 (AKA Star Ocean: The Last Hope):

And last we have Infinite Undiscovery:

Of the three, The Last Remnant impresses and attracts me the most. Star Ocean has never really been a franchise that calls to me, but it also looks kind of neat. Infinite Undiscovery, on top of being an Action RPG (confirmed by IGN), seems to have pretty weak production values compared to the other two. Granted, Star Ocean didn’t really show any in-game footage, but its pre-rendered stuff looked better too. Maybe Infinite Undiscovery is always running in-engine?

All of these games are being released “For the Xbox,” but Square Enix has been relatively dodgy on the question of exclusivity with some games and I think they’ve even confirmed that PS3 versions would hit at some point with others (I’d have to go check and, well, I don’t care that much. The implications are clear though: Square Enix wants a greater market share. There could even be some Sakaguchi animosity hidden beneath their decision, since he’s more or less enjoyed a monopoly on the Xbox 360 JRPG market.

In other gaming news, Metal Gear Solid 4 comes out tomorrow! Two new MG Retrospectives have come out since I last wrote about them:

Part 4:

Part 5:

And last, some sports news:

Hanley Ramirez has finally been swinging that bat and knocking the ball over the fence. The past few games have seen his homerun count put him in the top 25, last I checked. Keep it up buddy.

This current series with the Phillies will be a vital test for the Marlins. With the Phils in 1st place, each game we lose will push us further away from the coveted top spot. We started out strong last night with a 5-4 win. Let’s keep it up for the next two.

Embedded Reporter: Courage is Solid

Monday, June 9th, 2008

Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.

So in just three short days the world will see a simultaneous release of Metal Gear Solid 4: Guns of the Patriots! Here’s an interesting bit of trivia: MGS2, MGS2: Substance, MG Portable Ops, MGS: The Twin Snakes and MGS3 were all released in North America before they saw release in the Land of the Rising Sun. Another little bit of trivia is that Hideo Kojima prefers the English voice acting over the Japanese voice track.

Below is the MGS4 trailer that was actually shown in theaters. It’s pretty slick, but I’m so mad that I’m gonna have to wait until the end of the month to even pop this sucker into my PS3…

Remember everyone: Courage is Solid

Game Overview: MGS5?

Friday, May 23rd, 2008

Insert another credit, because it’s time for your weekly video game news and you’ve just hit the Game Overview screen.

Metal Gear Solid 4 comes out in a few short weeks and it will be the end of an era. Twenty years of Metal Gear and we’ve finally hit the end of the series. :sigh: What a great time…wait, what?

Video game news has been abuzz since about last week when Konami made it clear that there will, in fact, be a Metal Gear Solid 5, despite Kojima’s statements in the past that MGS4 would be the last MGS game ever. While gamers are used to having Kojima claim to be done with the series permanently, they certainly didn’t expect to see another announcement so soon.

The basic gist is that while it may not be a “Solid” game (as in involving Solid Snake), there will be more Metal Gear games, even if the numeral isn’t exactly 5. Kojima wants his production company, the aptly named Kojima Productions, to be involved with the game, but he would be willing to put someone else in the actual role of producer.

My reaction is, predictably, bittersweet. I mean, who wouldn’t want to see more Metal Gear games, right? Then again, how would the series proceed without Solid Snake and with his entire story told? I can say from the get-go that I wouldn’t want to see the series keep on extending the story of Snake with Snake retired and whatnot, but then again, would another game that had nothing to do with Snake even really be a Metal Gear game? I suppose if I stopped to think about it, we did have that in Metal Gear Solid 2. Sure, we played as Snake for a while, but the story had just about nothing to do with Solid Snake, aside from him actually appearing in the game. In the end, it was still a good game without Snake being the player character, so I suppose it could work.

I think the main concern that I would have with a new Metal Gear game is that I would want Hideo Kojima involved. Anything made without his strong input in some way would be objectionable to me. We’ll see what happens.

Embedded Reporter: Metal Gear Retrospective

Monday, May 19th, 2008

Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.

You may or may not realize that Metal Gear Solid 4 is a mere month away, but Gametrailers has and they’ve started one of their amazing Retrospective series last week about Metal Gear. Episodes one and two are up, so check them out below already!